; RULE*.INI
; *** Red Alert 2: Yuri's Revenge Rules ***
; If placed in game directory, it will override built in values. Values to be used as multipliers
; or percentages can be specified as either a simple floating point number (embed ".") or as a
; conventional percentage number (append "%"). Values used as distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.
; If multiple rules files are present, the Name field is used to identify between them.

[General]
UIName=Name:General
Name=Red Alert 2 Yuri's Revenge -- Official Rules of Engagement

; veteran factors ;gs checked up on these since Armor was broken.  Now they are all multipliers.
VeteranRatio=3.0       ; must destroy this multiple of self-value to become a veteran [per level]
VeteranCombat=1.1       ; multiplier to damage
VeteranSpeed=1.2        ; multiplier to max speed
VeteranSight=0.0        ; multiplier to sight !!!going past ten is a hard code Vegas crash!!!
VeteranArmor=1.5        ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this
VeteranROF=0.6          ; ROF delay multiplier
VeteranCap=2            ; maximum veteran level that can be obtained
InitialVeteran=no       ; Do initial forces start as veterans?

; repair and refit
RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
ReloadRate=.3           ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=15%       ; percent cost to fully repair as ratio of full cost
RepairRate=.016         ; minutes between applying repair step
RepairStep=8            ; hit points to heal per repair 'tick'
URepairRate=.016        ; [units only] minutes between applying repair step
IRepairRate=.001        ; [infantry only] minutes between applying repair step
IRepairStep=20           ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010       ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
SelfHealInfantryFrames=50
SelfHealInfantryAmount=20
SelfHealUnitFrames=75
SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital

; income and production
;BailCount=28            ; number of 'bails' carried by a harvester
BuildSpeed=.7           ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06         ; average minutes that building build-up animation runs
GrowthRate=5            ; minutes between ore (Tiberium) growth
TiberiumGrows=yes       ; Does ore grow denser over time?
TiberiumSpreads=yes     ; Does ore spread into adjacent areas?
SeparateAircraft=yes    ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4         ; fraction of building cost to be converted to survivors when sold ;gs This is no longer used, as the sell price of the building gives more control
AlliedSurvivorDivisor=500     ; gs divide the sell cost of a building by this to get number of survivors
SovietSurvivorDivisor=250 ; gs this split is needed since no longer have a common infantry
ThirdSurvivorDivisor=750 
PlacementDelay=.05      ; delay before retrying produced object deploy if temporary blockage detected
WeedCapacity=56         ; Amount of weed that needs to be harvested by a house in order to build the chem missile

; computer and movement controls
CurleyShuffle=yes       ; Should helicopter shuffle position between shots [as in C&C]?
BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.25        ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1           ; minutes between applying trivial structure damage when low on power
GameSpeedBias=1.6       ; multiplier to overall game object movement speed
;was 1.2
Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
RelaxedStray=3.0 ;gs Gather commands will use this number instead, allowing for bigger teams in AIT
CloakDelay=.02          ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2          ; minutes that suspended teams will remain suspended
SuspendPriority=1       ; teams with less than this priority will suspend during base defense ops
FlightLevel=1500        ;gs from 600 ; typical flight level for aircraft [above ground level]
ParachuteMaxFallRate=-3
NoParachuteMaxFallRate=-100
GuardModeStray=2.0		; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move.


MissileSpeedVar=.25     ; speed flucuation percentage that guided missiles have
MissileROTVar=.25       ; rate of turn fluctuation percentage that guided missiles have
MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating.

;-RTO
TeamDelays=2000,2500,3500               ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
;TeamDelays=1200,1350,1600

AIHateDelays=30,50,70               ; delay in frames before the computer chooses an enemy, by difficulty level
AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money

NodAIBuildsWalls=no
AIBuildsWalls=no

; -RTO*
MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200
AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)
AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd)
HarvestersPerRefinery=2,2,1;gs this used to hard coded.  If it is here then design has control
AIExtraRefineries=2,1,0;gs Again, formerly hardcoded.  Does not apply to SlaveMiner
HealScanRadius=10       ; how far should medic-type units scan for targets?  Used to override the range
                        ; of these units, because they need to have very short ranges
FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest)

;-RTO
MinimumAIDefensiveTeams=1,1,1    ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=2,2,2	   ; "                                            "
TotalAITeamCap=30,30,30   ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yes
DissolveUnfilledTeamDelay=5000	; how long to wait before dissolving an ai trigger team that has no members (multiplay only)

LargeVisceroid=VISC_LRG  ; when two small visceroids combine they turn into this
SmallVisceroid=VISC_SML  ; when infantry transmorgifies into a visceroid

; controls how the computer AI scores potential ion cannon targets
; the first value is for hard computer opponents, next for normal, and finally for easy
; right now, normal and hard are the same, because on hard, the computer will actually wait for
; production on an object to finish if that object is the best target; in this way all three
; difficulty levels are different.

;Also, note that these are not a weighted distribution.  They are absolute ordering
;of targets. --gs
AIIonCannonConYardValue=100,100,100
AIIonCannonWarFactoryValue=100,100,100
AIIonCannonPowerValue=60,100,100
AIIonCannonTechCenterValue=100,100,100
AIIonCannonEngineerValue=1,1,1
AIIonCannonThiefValue=1,1,1
AIIonCannonHarvesterValue=1,1,1
AIIonCannonMCVValue=1,1,1
AIIonCannonAPCValue=1,1,1
AIIonCannonBaseDefenseValue=35,35,35
;AIIonCannonPlugValue=40,40,40
;AIIonCannonHelipadValue=20,20,20
;AIIonCannonTempleValue=40,40,40

; Ion storm control ;gs Now, Weather Control, err... Control
LightningDeferment=250      ; PCG; Number of frames between announcement of strike and its commencement.
LightningDamage=250         ; Damage done by lightning strike. ;used to be 250
LightningStormDuration=180  ; Default ion storm duration in frames. This is overriden by the trigger control.  ;used to be 420
LightningWarhead=IonWH      ; Warhead used by ion storm strike.
LightningHitDelay=10       ; How often the direct target gets hit in frames ;used to be 150
LightningScatterDelay=5    ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14
LightningCellSpread=10      ; and how far away random bolts can go ( n by n square ) ;used to be 10
LightningSeparation=3       ; SJM: city-block distance in cells between clouds/bolts
IonStorms=no                ; Are random ion storms going to appear?

;*** ForceShield Control ***
ForceShieldRadius=4 ;6;10 ;in cells
ForceShieldDuration=500 ;300 ;in frames, force field duration
ForceShieldBlackoutDuration=1000 ;600 ; the fact that this is bigger than the one above is the coolest idea ever
ForceShieldPlayFadeSoundTime=75 ; when there are this many frames left in the force shield effect, play the ForceShieldFadingSound (must be smaller than ForceShieldDuration)

MutateExplosion=yes ; Should the Genetic Mutator use the MutateExplosionWarhead instead of just affecting a 3x3 cell area?

; Prism Cannon control ; SJM
PrismType=ATESLA			; In the Building code, I need to know when I have a Prism Cannon
PrismSupportModifier=150%	; Each Prism Cannon support beam adds this % to firing beam's damage
PrismSupportMax=8			; Max number of support beams that may assist a Prism Cannon
PrismSupportDelay=45;60		; Firing a support beam takes a Prism offline for this long
PrismSupportDuration=15		; A support beam is visible for this long
PrismSupportHeight=420		; Support beam is aimed this many leptons above target building

; V3 Rocket control ;SJM
V3RocketPauseFrames=0    ; How many frames the rocket pauses on the launcher before tilting
V3RocketTiltFrames=60    ; How many frames it takes for the V3 rocket to tilt to firing position
V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V3RocketPitchFinal=0.5   ; Ending pitch of the rocket after tilting up; now it fires
V3RocketTurnRate=0.05    ; Pitch maneuverability of rocket in air.  Adjust by trial and error.
V3RocketRaiseRate=1		;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
V3RocketAltitude=768     ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V3RocketDamage=200       ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketEliteDamage=400       ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketBodyLength=256   ; The body of the rocket is this many leptons long
V3RocketLazyCurve=yes    ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
V3RocketType=V3ROCKET

; Dreadnought Missile control ;SJM
DMislPauseFrames=20   ; How many frames the rocket pauses on the launcher before tilting
DMislTiltFrames=60    ; How many frames it takes for the missile to tilt to firing position
DMislPitchInitial=0   ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
DMislPitchFinal=0.5   ; Ending pitch of the missile after tilting up; now it fires
DMislTurnRate=0.08    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
DMislRaiseRate=1		;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
DMislAltitude=768     ; Cruising altitude in leptons: at this height missile BEGINS leveling off
DMislDamage=300       ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislEliteDamage=600       ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislBodyLength=128   ; The body of the rocket is this many leptons long
DMislLazyCurve=no     ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
DMislType=DMISL

; Cruise Missile control ;GEF
CMislPauseFrames=20   ; How many frames the rocket pauses on the launcher before tilting
CMislTiltFrames=100    ; How many frames it takes for the missile to tilt (or lift) to firing position
CMislPitchInitial=1   ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
CMislPitchFinal=1.0   ; Ending pitch of the missile after tilting up; now it fires
CMislTurnRate=0.10    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
CMislRaiseRate=1		;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
CMislAcceleration=1.0 ; This much is added to the missile's velocity each frame during launch
CMislAltitude=768     ; Cruising altitude in leptons: at this height missile BEGINS leveling off
CMislDamage=200       ; Exploding CMisl does this much damage (at center of explosion, presumably).
CMislEliteDamage=250       ; Exploding CMisl does this much damage (at center of explosion, presumably).
CMislBodyLength=128   ; The body of the rocket is this many leptons long
CMislLazyCurve=no     ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no. CMisl no.
CMislType=CMISL

; Paratroop Drop control
ParadropRadius=1024   ; Drop paratroopers if plane is within this many leptons from drop site.

; misc
FogOfWar=no             ; Is fog of war enabled?
Visceroids=no           ; Are randomly appearing visceroids going to occur?
Meteorites=no           ; Are tiberium meteorites going to occur?
CrewEscape=50%          ; percent chance that crew will escape from destroyed vehicle
CameraRange=9           ; distance around spy camera to reveal map
FineDiffControl=no      ; Allow 5 difficulty settings instead of only 3 settings?
Pilot=E1                ; pilot type that parachutes out of aircraft
AlliedCrew=E1           ; soldier that emerges from destroyed unit or building
SovietCrew=E2           ; for soviet
ThirdCrew=INIT          ; and for the third side
Technician=CTECH        ; civilian infantry type to serve as technician survivor [should be armed variety]
Engineer=ENGINEER       ; special (limited supply) infantry survivor from construction yards [probably engineer type]
PParatrooper=E1          ; infantry that is dropped as a paratrooper

;*** Reinforcement/Chrono Stuff ***

ChronoDelay=60			;delay after teleport for chrono sphere
ChronoReinfDelay=180	;delay after teleport for chrono reinforcements
ChronoDistanceFactor=48	;default = 32 amount to divide the distance to destination by to get the warped out delay
ChronoTrigger=yes		;defualt=yes, if yes, then delay varies by distance, if no, it's a constant
ChronoMinimumDelay=16	;default=0;this is the minimum delay for teleporting, no matter how short the distance
						;this value will also be used if the ChronoTrigger flag is turned off
ChronoRangeMinimum=0	;this can be used to set a small range within which the delay is constant
						;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum
			;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled.
			;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor
			;this is an inverse function, so larger number means shorter delay
			;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled

;GEF
;************ American Paradrop Special Rules ***********
;These two lists _must_ have the same number of elements, otherwise bad crashiness will result

;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop
;AmerParaDropNum=6,6,6 ;How many of each of those infantry

AmerParaDropInf=E1 ;Types of infantry for the planes to drop
AmerParaDropNum=8 ;How many of each of those infantry

AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=6 ;How many of each of those infantry

SovParaDropInf=E2 ;Types of infantry for the planes to drop
SovParaDropNum=9 ;How many of each of those infantry

YuriParaDropInf=INIT ;Types of infantry for the planes to drop
YuriParaDropNum=6 ;How many of each of those infantry


;GEF
;************ Anim to Infantry conversion ***********
;This list is the list referenced by the MakeInfantry index in Art.ini

AnimToInfantry=BRUTE


;GEF
;************ Secret Lab Section ************
SecretInfantry=SNIPE,TERROR,DESO,YURI

SecretUnits=TNKD,TTNK,DTRUCK

SecretBuildings=GTGCAN

;AMRADR

;BEAG

;*** Spy stuff ***
AlliedDisguise=E1
SovietDisguise=E2 ; these are the defaults for the spy if a MakeupKit hasn't been used
ThirdDisguise=INIT
SpyPowerBlackout=1000 ; Frame time a spy shuts down power for (900 = 1 minute)
SpyMoneyStealPercent=.5 ; Percent of total money you take with a spy

;DB Changed on 7/21/01 as part of the add-on.  What a silly person DB is.  
AttackCursorOnDisguise=yes ;gs If yes, the mouse will be an attack cursor on a disguised unit as if he is not disguised.  
								;If no, you will still get an attack cursor on a fake-blinking Mirage and a spy _always_

; SJM: Default disguise for the Mirage Tank (object type)
DefaultMirageDisguises=TREE01,TREE02,TREE03,TREE04	; Must be a Terrain Type object (a tree or box; NOT a rock)
InfantryBlinkDisguiseTime=20 ;must be bigger than 8 to be reliable, can be 0 to prevent infantry from detecting mirages; this is a logic blink so others will join in the shooting

MaximumCheerRate=300 ;gs In frames, how often a team is allowed to cheer from the keyboard or ACB

;*** New AI type snippets ***
AISafeDistance=20 ;gs cell distance the AI will consider in Gathering outside enemy base (from center of enemy base)
AIMinorSuperReadyPercent=.7 ;gs When a Curtain or Sphere is this charged, the AI will consider it in its AITriggers
HarvesterTooFarDistance=5 ;gs If a harvester is farther than this from the refinery it wants, it will move next to it instead of reserving it and refigure things out when it stops.  This should be small to approximate the wait time concern versus driving to the next refinery.
ChronoHarvTooFarDistance=50 ;gs Same as above, but for Chrono harvesters.  Rather than have them teleport super far and then repick an ore patch (or teleport super far and drive super far back), they will stay on their side of the map (like for two bases)
AlliedBaseDefenseCounts=25,20,6 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making
SovietBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1)
ThirdBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1)
AIPickWallDefensePercent=50,25,10 ;gs h,m,e Each time the computer picks to build a base defense, this is the percent chance he will override picking a gun type with picking a wall (if there are buildings that still need walls)
AIRestrictReplaceTime=400 ;gs After a computer takes damage to a building, this is the number of frames to restrict the replacement of lost buildings to only walls and base defenses and power
ThreatPerOccupant=10 ;gs This is the threat value a Occupied building gains per occupant
ApproachTargetResetMultiplier=1.5 ;gs The ApproachTarget position should be recalculated if the target is now more than weapon range times this (My approach target picked a spot range 1x away, so if it gets beyond 1.5 I know it is moving and that I will need to refigure where he is.)
CampaignMoneyDeltaEasy=0 ; These are added to the normal level credits amount for all PlayerControl houses (At the time Houses are read, that is the only thing that is known so it can't be the Player's House house only)
CampaignMoneyDeltaHard=0 ; tweak these to change the amount of money someone starts with in a map.  The amount given in the editor will be for Normal
GuardAreaTargetingDelay=36
NormalTargetingDelay=27;gs These provide explicit control of targeting rates in frames.  Guard Area is lower since it scans twice as far, but 27,36 are just the defaults from TS
AINavalYardAdjacency=20 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard
DisabledDisguiseDetectionPercent=15,5,2 ;gs h,m,e Damn I love this section.  This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing).  This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby
AIAutoDeployFrameDelay=15,25,100 ;//gs h,m,e The number of frames that the AI will wait to deploy his GI's that are in Guard mode so that they don't bounce up and down
MaximumBuildingPlacementFailures=3 ;gs If the computer gets hung up on thinking it can place something but being unable to clear the space (too jammed with people) then bail after this many failures.  The computer will try every 45 (PlacementDelay) frames, so that can tell you how long he'll try for it

TiberiumShortScan=6;//gs revert 3; sgc was 6 ; cell radius to scan when harvesting a single patch of Tiberium
TiberiumLongScan=48      ; cells radius to scan when looking for a new Tiberium patch to harvest
SlaveMinerShortScan=8;gs the Slave Miner looks this far to decide if it needs to move closer, but the new spot needs to be SlaveMinerScanCorrection cells better to warrent moving
SlaveMinerSlaveScan=14;gs slaves scan longer than the miner since they trust if things could get better, the miner would move
SlaveMinerLongScan=48;gs the Slave Miner looks the far when Searching for Ore
SlaveMinerScanCorrection=3;gs when a deployed slave miner decides it needs to scoot forward to get closer to the ore, there needs to be a spot that is this much better in cells to bother getting up
SlaveMinerKickFrameDelay=150;gs If the SlaveMiner is in Guard for this long, he'll try to look for ore again at SlaveMinerShortScan range to find ore and wake up


AISuperDefenseProbability=90,50,10; When a super is targeted AISDDistance cells away, this is the percent chance to use ForceShield
AISuperDefenseFrames=50;this is how long the alert lasts, in case Force Shield is not quite ready
AISuperDefenseDistance=12;number of cells from 'Center" of base will trigger my considering Force Shield

;This is what the AI will do with units it Mind controls.  These can be overridden if a Team has something in particular
;in mind.  If not, these numbers are the % chance the AI will...
;Add to Capturer's Team, Send to a Grinder, Send to a BioReactor, or just Put in Hunt
AICaptureNormal=75,5,5,15
AICaptureWounded=15,40,40,5
AICaptureLowPower=15,5,75,5
AICaptureLowMoney=15,75,5,5
;In order of priority, Low Money, Low Power, Wounded, Nothing

AICaptureLowMoneyMark=2000;How low is 'low' for above consideration
AICaptureWoundedMark=.25;And how wounded is 'wounded'
;If something fails, like picking Grinder but not having a grinder, it will go to Hunt




PurifierBonus=.25 ; percent ore purifiers add to ore value

; droppod flight characteristics
DropPodWeapon=Vulcan2   ; weapon mounted on drop pod
DropPodHeight=2000      ; height above ground that drop pods appear at
DropPodSpeed=75         ; speed of drop pod's descent
DropPodAngle=0.79       ; angle of descent for drop pod [radians; .40=flat,1.18=steep]

; hover vehicle characteristics
HoverHeight=120         ; height of hovering vehicles
HoverDampen=40%         ; dampening effect on hover vehicle bounciness
HoverBob=.04            ; time between hover 'bobs'
HoverBoost=150%         ; hover speed when traveling on straight away
HoverAcceleration=.02   ; time to accelerate to full speed
HoverBrake=.03          ; time to decelerate to full stop

; balloon hover alternate characteristics
BalloonHoverHeight=1000         ; height of hovering vehicles
BalloonHoverDampen=20%         ; dampening effect on hover vehicle bounciness
BalloonHoverBob=1.2            ; time between hover 'bobs'
BalloonHoverBoost=150%         ; hover speed when traveling on straight away
BalloonHoverAcceleration=.04   ; time to accelerate to full speed
BalloonHoverBrake=.03          ; time to decelerate to full stop

; subterrainean vehicle characteristics
TunnelSpeed=1

; production & power effects
MultipleFactory=0.8       ; Ick.  This is now a straight discount multiplier that is cumulative.  ie at .8 you get 1, .8, .64, .512 instead of 1, 1, 1.25,etc   ;gs factory bonus for multiples [1=full bonus, 0=no bonus] (def=1) <--their way at 1 you get 1, 1, .5, .33, .25, etc
MinLowPowerProductionSpeed=.5   ; minimum production speed as result of low power (def=.5) ;gs applies after modifer below
MaxLowPowerProductionSpeed=.8 ; and since most of the time you will be short by only 10 or 20, this is the maximum speed you can build if you have low power (so 99% power is treated as this %)
LowPowerPenaltyModifier=1 ;gs "double penalty" or "half penalty".  multiply this by the power short to get the actual penalty ( def=1. 2 means 30% short = 60% penalty, .5 would mean 15% penalty.)

; hack section
GDIGateOne=GADUMY ;GEF GAGATE_A      ; these buildings affect nearby walls, so I need to know what they are
GDIGateTwo=GADUMY ;GEF GAGATE_B
WallTower=GADUMY ;GEF GACTWR
Shipyard=GAYARD,NAYARD,YAYARD ;gs
NodGateOne=GADUMY ;GEF NAGATE_A
NodGateTwo=GADUMY ;GEF NAGATE_B
NodRegularPower=NAPOWR
NodAdvancedPower=NANRCT;gs NAAPWR
GDIPowerPlant=GAPOWR
ThirdPowerPlant=YAPOWR
;GDIPowerTurbine=GAPOWRUP
;GDIHunterSeeker=GHUNTER
;NodHunterSeeker=NHUNTER
;GDIFirestormGenerator=GAFIRE

RepairBay=GADEPT,NADEPT,CAOUTP;,YADEPT     ; building to go to when in need of repairs
BaseUnit=AMCV,SMCV,PCV			; unit to consider "home" when no buildings are present
;HarvesterUnit=HARV,WRMW    ; preferred unit(s) to build for harvesting purposes
;HarvesterUnit=HARV		    ; preferred unit(s) to build for harvesting purposes
HarvesterUnit=HARV,CMIN;gs ,SMIN		; preferred unit(s) to build for harvesting purposes
;PadAircraft=ORCA,ORCAB		; aircraft that can be produced (and land at) a helipad (or ground)
PadAircraft=ORCA,BEAG ;gs these are the AirportBound aircraft	; aircraft that can be produced (and land at) a helipad (or ground)

; Bret's hack section
TreeStrength=200 ; 25
WindDirection=1         ; Direction of wind (gets converted to a FacingType, so 0 is north
                        ; and increasing numbers rotate clockwise)
TrackedUphill=1.0       ; coefficient for tracked vehicle movement uphill
TrackedDownhill=1.2      ; coefficient for tracked vehicle movement downhill
WheeledUphill=1.0         ; coefficient for wheeled vehicle movement uphill
WheeledDownhill=1.2     ; coefficient for wheeled vehicle movement downhill
LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther?
LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther?
AttackingAircraftSightRange=2 ; //gs 6 Makes the V3 ping the map.  Hi, welcome to dumb ideas.
BlendedFog=yes          ; should we blend the fog (as opposed to dither it)
CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal)
IceCrackingWeight=50.0   ; objects weighing more than this will crack ice
IceBreakingWeight=50.0   ; objects weighing more than this well break through ice
ShipSinkingWeight=3.0	; Surface ships of this or greater weight will sink, not explode, when destroyed.
CloakingStages=9
TiberiumTransmogrify=40
TreeFlammability=0.0
CraterLevel=1           ; controls how big the craters from meteorites are.
                        ; 0 is no cratering, while 4 is the largest craters.
;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs
BridgeVoxelMax=3        ; maximum debris from each destroyed bridge section (def=3)
WallBuildSpeedCoefficient=3.0  ;gs This is a multiplier to time, so it means SLOWER, duh, as in 5 times slower   ; how much faster than normal objects do walls build?
AllowShroudedSubteranneanMoves=true
AircraftFogReveal=6
MaximumQueuedObjects=29
MaxWaypointPathLength=15

; firestorm defense controls
ChargeToDrainRatio=.333
DamageToFirestormDamageCoefficient=.1

; veinhole monster parameters
; VeinholeMonsterStrength=1000   ; no longer used.  To modify veinhole monster strength, edit the [VEINTREE] entry
VeinholeGrowthRate=300		; was 3000
VeinholeShrinkRate=100		; was 500
MaxVeinholeGrowth=2000
VeinDamage=0
VeinholeTypeClass=VEINTREE

;-RTO
; AI trigger weighting parameters
AITriggerSuccessWeightDelta=20 ;5
AITriggerFailureWeightDelta=-50 ; -20
AITriggerTrackRecordCoefficient=1

; Some spotlight controls
SpotlightSpeed=.015     ; speed in radians
SpotlightMovementRadius=2000 ; offset of center of arc sweep
SpotlightLocationRadius=1000 ; offset from building
SpotlightAcceleration=.0025    ; acceleration in radians
SpotlightAngle=.5       ; maximum suggest angle of arc sweep

; Controls for radar events
; The events, in order, are:
; (1) Generic Combat Event,
; (2) Generic Noncombat Event,
; (3) Dropzone Event,
; (4) Base Under Attack Event,
; (5) Harvester Under Attack Event,
; (6) Enemy Object Sensed Event
; So, for example, to change the visibility duration of the Harvester Under Attack Event,
; you would change the fifth number in the list for RadarEventVisibilityDurations
;
RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6			; suppression distance in cells
RadarEventVisibilityDurations=200,200,200,200,200,200  ; event visibility in frames
RadarEventDurations=400,400,400,400,400,400  ;  event duration in frames
FlashFrameTime=7
RadarCombatFlashTime=49	; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number
RadarEventMinRadius=8
RadarEventSpeed=1.2
RadarEventRotationSpeed=.05
RadarEventColorSpeed=.1

RevealTriggerRadius=9   ; the sight range of a "reveal around waypoint" trigger, 10 is maximum

; id holders for particle systems and voxel debris
ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris
TireVoxelDebris=TIRE    ; name of tire voxel debris
ScrapVoxelDebris=PIECE  ; name of scrap metal voxel debris
OKBuildingSmokeSystem=SmokeStackSys
DamagedBuildingSmokeSystem=SmallSmokeSys
DamagedUnitSmokeSystem=VSSmokeSys
DebrisSmokeSystem=VSSmokeSys

; Building prerequisite categories are specified here.
PrerequisitePower=GAPOWR,NAPOWR,NANRCT,YAPOWR;gs NAAPWR
PrerequisiteFactory=GAWEAP,NAWEAP,YAWEAP
PrerequisiteBarracks=NAHAND,GAPILE,YABRCK
PrerequisiteRadar=GAAIRC,NARADR,AMRADR,NAPSIS
PrerequisiteTech=GATECH,NATECH,YATECH
PrerequisiteProc=GAREFN,NAREFN,YAREFN
PrerequisiteProcAlternate=SMIN;gs still counts under a PROC listing

; hunter seeker controls
HunterSeekerDetonateProximity=150
HunterSeekerDescendProximity=700
HunterSeekerAscentSpeed=40
HunterSeekerDescentSpeed=50
HunterSeekerEmergeSpeed=6

; default threat evaluation controls
MyEffectivenessCoefficientDefault=200
TargetEffectivenessCoefficientDefault=-200
TargetSpecialThreatCoefficientDefault=200
TargetStrengthCoefficientDefault=-200
TargetDistanceCoefficientDefault=-10

; defaults for dumb threat evaluation
DumbMyEffectivenessCoefficient=200
DumbTargetEffectivenessCoefficient=200
DumbTargetSpecialThreatCoefficient=200
DumbTargetStrengthCoefficient=200
DumbTargetDistanceCoefficient=-1

EnemyHouseThreatBonus=400

;gs Do not put new Animations in AudioVisual.  That section is
;loaded/inited/created on launch and then all animations are immediately
;deleted.  Keep animations in General
;*** Animation labels ***
DamageFireTypes=FIRE01,FIRE02,FIRE03  ; Fires that can spring up on damaged buildings
OreTwinkle=TWNK1                      ; This is the anim to use for the Ore Twinkle.
BarrelExplode=EXPLOLRG  ; exploding crates animation
BarrelDebris=GASTANK,PIECE  ; exploding crate debris list
BarrelParticle=SmallGreySSys
NukeTakeOff=NUKETO ;gs
Wake=WAKE1              ; wake effect when traveling on/over water
DropPod=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands
DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F   ; choice of dead bodies to leave around
MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM
BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070	; the explosions to use for the bridge explosion effect
IonBlast=RING1          ; initial anim when ion cannon hits
IonBeam=IONBEAM
WeatherConClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3		; PCG. The clouds used to show the weather controller effect.
WeatherConBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3		; PCG. The lightning bolts used to show the weather controller effect.
WeatherConBoltExplosion=EXPLOLB					; PCG. Special bolt explosion.

;Psychic Dominator control
DominatorWarhead=DominatorWH ; warhead used for the damage part
DominatorDamage=1000;250
DominatorCaptureRange=1;4;now that warhead is actually needed to do damage, here is the capture range
DominatorFirstAnim=PDFXCLD;gs this is the whole giant heeead
DominatorSecondAnim=PDFXLOC;gs this is the ring on the ground
DominatorFireAtPercentage=20; ;50; gs at this percent into the FirstAnim, the actual effect will fire

ChronoPlacement=CHRONOAR; SJM: User just designated site of Chrono transfer SOURCE
ChronoBeam=CHRONOBM		;GEF initial anim when chrono sphere strikes -- SJM: no longer used
ChronoBlast=CHRONOFD	; SJM: Chrono transfer SOURCE ACTIVATES
ChronoBlastDest=CHRONOTG; SJM: Chrono transfer DESTINATION ACTIVATES
WarpIn=WARPIN;WAKE2			; animation when warping in
WarpOut=WARPOUT;WAKE2			; animation when warping out
WarpAway=WARPAWAY;RING1		; animation when warping something out of existance
IronCurtainInvokeAnim=IRONBLST; anim that plays upon invocation of the Iron Curtain
ForceShieldInvokeAnim=FORCSHLD
WeaponNullifyAnim=IRONFX	; animation to play when a weapon is neutralized by Invulnerability
ChronoSparkle1=CHRONOSK		;animation to play over something getting chronoed (teleported or out of time)
InfantryExplode=S_BANG34 ; animation when infantry just explodes
FlamingInfantry=FLAMEGUY  ; anim to use for special onfire infantry logic
InfantryHeadPop=YURIDIE;gs other generic death anims
InfantryNuked=NUKEDIE
InfantryVirus=VIRUSD
InfantryBrute=BRUTDIE
InfantryMutate=GENDEATH
Behind=BEHIND
MoveFlash=RING          ; movement destination click feedback animation
Parachute=PARACH        ; big parachute used for paratroopers
BombParachute=PARABOMB  ; parachute used for parabombs and other parachuted ordinance
DropZoneAnim=BEACON     ; animation to use for the drop zone flair
EMPulseSparkles=EMP_FX01	; Anim to play over units disabled by an EM Pulse.

; ******* Jumpjet Flight rules *******
; Jumpjet movement controls
[JumpjetControls] ;gs These are now merely defaults and units can define their own
TurnRate=4
Speed=14
Climb=5
CruiseHeight=500	; cruiseheight should be higher than a bridge, just to be safe
Acceleration=2
WobblesPerSecond=.15 ; was .25
WobbleDeviation=40 ; was 40

; ******* Special Weapon rules *******
; Special weapon rules are specified here.
[SpecialWeapons]
;HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of
NukeWarhead=Nuke        ; warhead used by falling nuke missile
NukeDown=NukeDown       ; nuclear missile as it descends
NukeProjectile=NukeUp   ; nuclear missile (from silo) projectile to launch
EMPulseWarhead=EMPuls   ; warhead used by falling nuke missile
EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch
MutateWarhead=Mutate
MutateExplosionWarhead=MutateExplosion

; ******* Audio / Visual rules *******
; General controls that deal with audio or visual appearance of
; the game or the units therein are specified here.
[AudioVisual]
DetailMinFrameRateNormal=15     ; If frame rate drops below this value, various visual effects switch off.
DetailMinFrameRateMovie=20      ; As above, but applies when a movie is playing.
DetailBufferZoneWidth=5         ; To restore effects, frame rate must equal or exceed MinFrameRate plus this.

LineTrailColorOverride=0,0,0          ; For use in maps only!  Leave this at 0,0,0 in Rules.INI.
ChronoBeamColor=128,200,255            ; Chrono Legionnaire's zap ray color, in 24-bit RGB
MagnaBeamColor=255,200,255            ; Magnetron's zap ray color, in 24-bit RGB
OreTwinkleChance=30                   ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim.
CreateInfantrySound=	; default sound to use when a new infantry person is created
CreateUnitSound=				; default sound to use when a new unit is created
CreateAircraftSound=		; default sound to use when a new aircraft is created
;IFVTransformSound= IFVTransform	; sound to use when a IFV changes turret ; use EnterTransportSound instead
SpySatActivationSound= SpyUplinkOn ;	sound to play when spysat comes online
SpySatDeactivationSound= SpyUplinkOff ;	sound to play when spysat goes offline
;PsychicSensorDetectAttach=	PsychicSensorDetects ;sound to play when sensor detects an attack (not hooked up yet)
UpgradeVeteranSound=UpgradeVeteran
UpgradeEliteSound=UpgradeElite
BaseUnderAttackSound=BaseUnderAttackSiren
BuildingGarrisonedSound=BuildingGarrisoned
BuildingRepairedSound=BuildingRepaired
CheerSound=Cheer
PlaceBeaconSound=BeaconPlaced

;GEF Used to make the damage from the brute rock the target more than it normally would.
DirectRockingCoefficient=1.5
FallBackCoefficient=0.1	;GEF Used to reduce the amount the tank falls back between pushes. Smaller number = less fallback

;GEF which color should buildings get colored when they are targeted by a laser designator?
;Look at the ColorAdd section for references
LaserTargetColor=4;9;1
IronCurtainColor=0;4
BerserkColor=4;0
ForceShieldColor=6

StartPlanningModeSound=PlanningModeStart
EndPlanningModeSound=PlanningModeEnd
AddPlanningModeCommandSound=PlanningModeAdd
ExecutePlanSound=

CratePromoteSound=CratePromoted
CrateMoneySound=CrateMoney
CrateRevealSound=CrateReveal
CrateFireSound=CrateFirePower
CrateArmourSound=CrateArmor
CrateSpeedSound=CrateSpeed
CrateUnitSound=CrateFreeUnit

GUIMainButtonSound=MenuClick
GUIBuildSound=MenuClick
GUITabSound=MenuTab
GUIOpenSound=MenuACBOpen
GUICloseSound=MenuACBClose
GUIMoveOutSound=MenuSlideOut
GUIMoveInSound=MenuSlideIn
GUIComboOpenSound=MenuACBOpen
GUIComboCloseSound=MenuACBClose
GUICheckboxSound=MenuClick

ScoreAnimSound=ScoreEmblemSoundLoop

SinkingSound=GenLargeWaterDie
ImpactWaterSound=ExplosionWaterLarge
ImpactLandSound=
BombTickingSound=CrazyIvanBombTick
ChronoInSound=ChronoMinerTeleport
ChronoOutSound=ChronoMinerTeleport
BombAttachSound=CrazyIvanAttack
YuriMindControlSound=YuriMindControl

;gs Obsolete UnloadingHarvester=HORV ; harvester image to use when unloading tiberium
;GEF PoseDir, despite the comments, is actually ranged from 0 to 255. I fixed DeployDir, and it actually works as described.
PoseDir=2               ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
DeployDir=2				; Units that SimpleDeploy (Siege Chopper) will face this direction before doing so (0=N, 1=NE, 2=E, etc)
;GEFDropPodPuff=DROPEXP     ; animation to play when drop pod hits the ground
WaypointAnimationSpeed=10	; how fast do the waypoint markers animate?
;gs makes assertVeinAttack=VEINATAC		; some cheesy animation
DigSound=NukeSiren		; HACK: Nuke siren here since I believe this is unused and we are cramming for the demo

;GEFAtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere
GateUp=Dummy          ; sound of gate rising
GateDown=Dummy       ; sound of gate lowering
ShroudGrow=no           ; Does the shroud grow back over time?
ScrollMultiplier=.07     ; multiplier to default scroll speed
ShakeScreen=400         ; divide object strength by this to determine if the screen shakes when destroyed
CloakSound=NavalUnitEmerge       ; sound of cloaking or decloaking
SellSound=SellBuilding      ; sound of selling objects (typically buildings)
GameClosed=GameClosed   ; game closed sound
IncomingMessage=MessageText  ; incoming message sound
MessageCharTyped=TextBleep    ; a new character appeared on a text message with the "typing" effect
SystemError=GenericBeep        ; system error sound
OptionsChanged=OptionsChanged   ; options have changed sound
GameForming=NewGame    ; game forming sound
;PlayerLeft=PlayerLeft		; player has left sound
PlayerJoined=PlayerJoined     ; player has joined sound
Construction=Dummy     ; sound of building construction
CreditTicks=CreditUp,CreditDown ; credit tick up and down sounds
BuildingDieSound=BuildingGenericDie    ; building crumble sound when building is completely destroyed
BuildingSlam=PlaceBuilding     ; placing building down sound
RadarOn=RadarOn         ; radar activation sound
RadarOff=RadarOff       ; radar deactivation sound
MovieOn=MovieOn         ; movie activation sound
MovieOff=MovieOff       ; movie deactivation sound
ScoldSound=MenuScold       ; generic scold sound
TeslaCharge=TeslaCoilPowerUp    ; tesla charge up sound
TeslaZap=       ; tesla zap sound
BuildingDamageSound=BuildingDamaged    ; sound when building is damaged to half strength
ChuteSound=ParachuteDrop         ; parachute deploy sound
GenericClick=MenuClick    ; generic click sound
GenericBeep=GenericBeep      ; generic beep sound
BuildingDrop=PlaceBuilding     ; sound of building being placed down
StopSound=CommandBar		;Sound when units are commanded to stop
GuardSound=CommandBar		;Sound when units are commanded to guard
ScatterSound=CommandBar		;Sound when units are commanded to scatter
DeploySound=		;Sound when units are commanded to deploy
StormSound=WeatherIntro		; PCG. Sound when weather controller storm starts.
LightningSounds=WeatherStrike ; PCG. Sounds for various lightning bolts.
ShellButtonSlideSound= ; PCG; Sound for the shell buttons sliding into position.

; New Sound hooks for Mission disk - TR
VoiceIFVRepair= IFVMove ; Reponse to repair command
SlavesFreeSound= SlaveWorkerLiberated	; sound made when miner slaves are freed
SlaveMinerDeploySound= SlaveMinerDeploy
SlaveMinerUndeploySound= SlaveMinerDeploy
BunkerWallsUpSound= TankBunkerUp
BunkerWallsDownSound= TankBunkerDown
RepairBridgeSound= BridgeRepaired
PsychicDominatorActivateSound=PsychicDominatorActivate
GeneticMutatorActivateSound=GeneticMutatorActivate
PsychicRevealActivateSound=PsychicRevealActivate
MasterMindOverloadDeathSound= MasterMindOverloadVoice
MindClearedSound=	MindCleared;default sound to play for units that are released from mind control
EnterGrinderSound= GrinderGrinding	; default sound to play when a unit enters the grinder building
LeaveGrinderSound=	; default sound to play when a unit leaves the grinder building
EnterBioReactorSound= BioReactorEnter	; default sound to play when a unit enters the bio reactor building
LeaveBioReactorSound= BioReactorEnter	; default sound to play when a unit leaves the bio reactor building
ActivateSound=	; default sound to play for units that are activated
DeactivateSound=	;default soudn to play when units are deactivated
AirstrikeAbortSound=MIGMissionAborted 
AirstrikeAttackVoice=MIGMove
SpyPlaneCamera=SpyPlaneSnapshot;gs this is played each time the plane looks, which is every spycameraframes below
SpyPlaneCameraFrames=16;gs while in the process of taking pictures, how often to play the sound
DiskLaserChargeUp= FloatingDiscChargeUp ;gs the Report on DiskLaser will sound at the end of the ring, this will play at the beginning
LetsDoTheTimeWarpOutAgain = ChronoScreenSound; sound for time shift out sequence	 (can be looping)
LetsDoTheTimeWarpInAgain = ChronoScreenSoundAgain; sound for time shift in sequence	 (can be looping)

Smoke=xxxx           ; smoke that rises from the ground after a building explosion
;GEF FirestormActiveAnim=GAFSDF_A
;GEF FirestormIdleAnim=FSIDLE
;GEF FirestormGroundAnim=FSGRND
;GEF FirestormAirAnim=FSAIR

EliteFlashTimer=150	;gs Frames that a newly Elite unit will flash for

;GEF SmallFire=FIRE3         ; animation for small fire [used after napalm]
;GEF LargeFire=FIRE2         ; animation for large fire [used after napalm]
AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
ConditionRed=25%        ; when damaged to this percentage, health bar turns red
ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
EnemyHealth=yes         ; Show enemy health bar graph when selected?
Gravity=6               ; gravity constant for ballistic projectiles
IdleActionFrequency=.15 ; average minutes between infantry performing idle actions
MessageDelay=.6         ; time duration of multiplayer messages displayed over map
MovieTime=.06           ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no       ; Show true names over civilians and civilian buildings?
SavourDelay=.1          ; delay between scenario end and ending movie [keep the delay short]
ShroudRate=4            ; minutes between each shroud creep process [0 means no shadow creep]
FogRate=.01
IceGrowthRate=1.5
IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified
IceCrackSounds=
AmbientChangeRate=.2    ; how many minutes between ambient light recalculations
AmbientChangeStep=.2    ;GEF old value is below, changing this to speed up nuke blast, noit sure if it will affect anything else; step rate for gradually changing ambient lighting
;AmbientChangeStep=.1    ; step rate for gradually changing ambient lighting
SpeakDelay=2            ; minutes between EVA repeating advice to the player
TimerWarning=2          ; if mission timer is less than this many minutes, then display in red
ExtraUnitLight=.2	; Extra light to make units glow.
ExtraInfantryLight=.2	; Extra light to make infantry glow.
ExtraAircraftLight=.2	; Extra light to make aircraft glow.

LocalRadarColor=0,255,0		; PCG. This is the color that you show up as on the radar, no matter
							; what your house color is.  I.e. if you are blue in the game, and this
							; color is green, then you show up as green on the radar.

; ******* Crate rules *******
; General crate rules and controls are specified here.
[CrateRules]
CrateMaximum=255        ; crates can never exceed this quantity
CrateMinimum=1          ; crates are normally one per human player but never below this number
CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
CrateRegen=3            ; average minutes between random powerup crate regeneration
SilverCrate=HealBase    ; solo play silver crate bonus
SoloCrateMoney=5000     ; money to give for money crate in solo play missions
UnitCrateType=none      ; specifies specific unit type for unit type crate ['none' means pick randomly]
WoodCrate=Money         ; solo play wood crate bonus
WaterCrate=Money	; solo play water crate bonus
HealCrateSound=HealCrate	; heal crate sound effect
WoodCrateImg=CRATE      ; wood crate overlay image to use
CrateImg=CRATE          ; normal crate overlay image to use
WaterCrateImg=WCRATE	; Water crate image
FreeMCV=yes             ; Give free MCV from crate if no buildings but still has money [multiplay only]?

; ******* Combat and damage rules *******
; General rules that control combat, damage, or related items are listed here.
[CombatDamage]
AmmoCrateDamage=200     ; damage generated from exploding ammo crate overlay
IonCannonDamage=751
HarvesterImmune=no      ; Are harvester immune to normal combat damage?
DestroyableBridges=yes  ; Can bridges be destroyed?
TiberiumExplosive=no   ; Is tiberium extra explosive?
Scorches=BURN01,BURN02,BURN03,BURN04  ; scorch mark smudge types
Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types
Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types
Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types
Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types
TiberiumExplosionDamage = 0 ; the amount of damage dealt out by explosion in a big tiberium chain reaction
TiberiumStrength = -1 ;	the higher this value, the harder it is to get big tiberium to explode
Craters=CR1,CR2,CR3,CR4,CR5,CR6   ; crater smudge types
AtomDamage=1000      ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this)
BridgeStrength=1500  ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03          ; minutes to delay after placing C4 before building will explode
C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building.  This warhead is used throughout the code to mean "Absolute damage"        ; this is the warhead that C4 uses to damage buildings
V3Warhead=V3WH       ; this is the warhead on a V3 Rocket
DMislWarhead=DMISLWH ; this is the warhead on a DredMissile
V3EliteWarhead=V3EWH       ; this is the warhead on a V3 Rocket when the launcher is elite
DMislEliteWarhead=DMISLEWH ; this is the warhead on a DredMissile when the launcher is elite
CMislWarhead=CMISLWH ; this is the warhead on a DredMissile
CMislEliteWarhead=CMISLEWH ; this is the warhead on a DredMissile when the launcher is elite
CrushWarhead=Crush ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building.  This warhead is used throughout the code to mean "Absolute damage"        ; this is the warhead that C4 uses to damage buildings

;***Crazy Ivan stuff***
IvanWarhead=IvanWH   ;gs Since Ivan's weapon plants the bomb, exploding the bomb needs its own WH
IvanDamage=450 ;400      ;gs and since Weapons don't have own life damage is needed seperately ;was 400
IvanTimedDelay=450	;gs frame delay of an Ivan Time Bomb
CanDetonateTimeBomb=no ;gs Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event)
CanDetonateDeathBomb=no ;gs and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself // obsolete now that deathbombs cut
IvanIconFlickerRate=8 ;gs this many frames and the icon goes back and forth within one of the 6 2 frame anims

;***Urban Combat (UC) ver 2.0***
OccupyDamageMultiplier=1.2;gs since weapon is now tied to actual occupant, these restore the control lost
OccupyROFMultiplier=1.2;
OccupyWeaponRange=5;gs range bonus from being in a large footprint building is automatically
;added.  Can't get the range from the wepon since if two different guys are inside, once the short range 
;guy gets his turn then he'll make the building stop shooting.

;***Tank Bunker***
BunkerDamageMultiplier=1.3;1.5
BunkerROFMultiplier=1.3;1.5
BunkerWeaponRangeBonus=2;unlike the UC range entry, this is an actual bonus since there are no other shooters to worry about

;***MasterMind Overload***
OverloadCount=3,6,10,50		;You fall into the biggest category you are equal or less than (last number arbitrary since past it will be last category anyway)
OverloadDamage=0,50,100,500	;You take this much damage
OverloadFrames=30,60,60,60	;This often
ControlledAnimationType=MINDANIM
PermaControlledAnimationType=MINDANIMR
MindControlAttackLineFrames=20;gs how long to draw the act of mind controlling regardless of selection state

;***Floating Disk Draining***
DrainMoneyFrameDelay=30
DrainMoneyAmount=30 ;20
DrainAnimationType=DISKRAY; code wants a looping animation, might get confused otherwise

;***Magnetron***
;GEF if CurrentStrengthDamage then the damage a dropped unit does will be based off of it's current strength, rather than it's maximum strength
;FallingDamageMultiplier determines what this base damage will be multiplied by in order to figure out the final damage
FallingDamageMultiplier=1.0
CurrentStrengthDamage=yes

;***Battle Fortress***
OpenToppedRangeBonus=2;bonuses for troops shooting from open topped transport
OpenToppedDamageMultiplier=1.2
OpenToppedWarpDistance=7;Chrono legionairre has to let go if BF moves this far away from target (CL not moving, but is being moved so link won't break on move like normal)

DeathWeapon=DefaultDeathWeapon ;gs Can't use the unit's weapon anymore now that spread is fixed.  Damage will be based on hitpoints
IronCurtainDuration=750 ;gs In frames 900 is a minute for 15fps
FirestormWarhead=FirestormWH ;	the warhead that the firestorm defense uses when active
IonCannonWarhead=IonCannonWH ;	the warhead that the ion cannon uses
VeinholeWarhead=VeinholeWH
PsychicRevealRadius=15 ;GEF radius in cells that the PsychicReveal Super should clear

;particle system defaults
DefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something up
DefaultLargeGreySmokeSystem=BigGreySmokeSys
DefaultSmallGreySmokeSystem=SmallGreySSys
DefaultSparkSystem=SparkSys
DefaultLargeRedSmokeSystem=BigGreySmokeSys
DefaultSmallRedSmokeSystem=SmallGreySSys
DefaultDebrisSmokeSystem=SmallGreySSys
DefaultFireStreamSystem=FireStreamSys
DefaultTestParticleSystem=TestSmokeSys
DefaultRepairParticleSystem=WeldingSys

Crush=1.8               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.7            ; cell damage spread per 100 damage points for exploding object types [if Explodes=yes]
FireSupress=1           ; radius from target to look for friendlies and thus discourage firing upon, if found
FlameDamage=Fire        ; damage (warhead type) to use when on object is in flames
FlameDamage2=Fire2
HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=10000 ;gs from 1000  Why have a maximum?  Kept boats from dying to SEAL          ; maximum damage (after adjustments) per shot
MinDamage=1 ;gs obsolete            ; minimum damage (after adjustments) per shot
PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
;ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives
TreeTargeting=no        ; Automatically show target cursor when over trees?
TurboBoost=1.5          ; speed multiplier for turbo-boosted weapons when firing upon aircraft
Incoming=10             ; If an incoming projectile is as slow or slower than this, then
                        ; object in the target location will try to run away.
                        ; Grenades have this characteristic.
CollapseChance=100      ; Percent chance that a cliff will collapse when hit.
BerzerkAllowed=no       ; Allow Cyborgs to go berzerk when at half damage?


// PCG; Provides knobs to tweak for radiation used by desolater and friends.
[Radiation]
RadDurationMultiple=1		; Number of frames site lasts per level of radiation.
							; When rad level goes to zero, rad site deletes itself.
							; --> Site lasts ( Level x RadDurationMultiple ) frames.
							; For reference, the Nuke puts down 2000 units of radiation.
							; A mult. of 3 frames means the rad site is active for 6000
							; frames -- something over 3 minutes at 30 Hz.
RadApplicationDelay=16		; Delay between times when radiation is applied to units.
RadLevelMax=500				; Maximum radiation allowable in a cell.  The cell can actually have more radiation
							; but it will only damage as if it had the maximum level.
RadLevelDelay=90			; Delay in frames between radiation level decrements.
							; The level updates this often, but the rate is still as specified
							; in RadDurationMultiple.
RadLightDelay=90			; Delay in frames between radiation lighting intensity decrements.
							; This should never be less than the RadLevelDelay, as it will
							; produce no visual benefit and just waste processor cycles.
RadLevelFactor=0.2				; Scales damage done by a given radiation level.
RadLightFactor=0.1			; Scales the factor brightness plays in the radiation display.
RadTintFactor=1.0			; Scales the factor tint plays in the radiation display.
RadColor=0,255,0			; The color of the radiation.
RadSiteWarhead=RadSite		; Sets the warhead used by irradiated tiles.


// PCG; Enables customization of the effects elevation has on firing.
[ElevationModel]
ElevationIncrement=4			; Number of levels between source and target for a range bonus to kick in.
ElevationIncrementBonus=2		; Amount of range bonus to add for each elevation increment (NOT map level) between source and target.
								; In other words, if the ElevationIncrement parameter is 4, this value will get applied for every
								; four levels between and source target.  Not once for each of the four map levels between the
								; source and target.
ElevationBonusCap=2				; Cap on range bonuses, to prevent increased average scanning cost for rare situations.

// PCG; Enables customization of the effects walls have on shots.
[WallModel]
AlliedWallTransparency=no		; If this is yes, allied walls have no effect on the shots of allied units.
WallPenetratorThreshold=50%		; The amount of damage a unit must inflict before it attempts to fire through walls between it and its target.


; *** House (players) List ***
; Each side has some basic controls on how they behave (when
; controlled by the computer. Here is the list of available
; house types.
;
; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish
; or LAN game maps.  These need to go into the house types array first and without
; interruption by other types of houses, or we will get evil crashes.
[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=YuriCountry

10=GDI
11=Nod
12=Neutral
13=Special

; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
;GDI=GDI
;Nod=Nod

GDI=British,French,Germans,Americans,Alliance     ;keep this order as GDI first and Nod second
Nod=Russians,Africans,Confederation,Arabs      ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.)
ThirdSide=YuriCountry 

Civilian=Neutral
Mutant=Special

; ******* Infantry Type List *******
; This is the list of infantry types. Each infantry type listed
; here should also have a matching data section that specifies
; its data values. The purpose of this list is to identify infantry
; types that can't be implicitly determined by examining other
; entries in this rules file.
[InfantryTypes]
1=E1
2=E2
3=SHK
4=ENGINEER
5=JUMPJET
6=GHOST
7=YURI
8=IVAN
9=DESO
10=DOG
11=CIV1
12=CIV2
13=CIV3
14=CTECH
15=WEEDGUY
16=CLEG
17=SPY
18=CCOMAND
19=PTROOP
20=CIVAN
21=YURIPR
22=SNIPE
23=COW
24=ALL ; Herbert the Alligator
25=TANY
26=FLAKT
27=TERROR
28=SENGINEER
29=ADOG
30=VLADIMIR
31=PENTGEN
32=PRES
33=SSRV
34=CIVA
35=CIVB
36=CIVC
37=CIVBBP
38=CIVBFM
39=CIVBF
40=CIVBTM
41=CIVSFM
42=CIVSF
43=CIVSTM
44=POLARB
45=JOSH
46=YENGINEER
47=GGI
48=INIT
49=BORIS
50=BRUTE
51=VIRUS
52=CLNT
53=ARND
54=STLN
55=CAML
56=EINS
57=MUMY
58=RMNV
59=LUNR
60=DNOA
61=DNOB
62=SLAV
63=WWLF
64=YDOG
65=YADOG
66=PLA
67=SPYS
68=PLAS

; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.
[VehicleTypes]
1=AMCV;Allied MCV
2=HARV
3=APOC
4=HTNK
5=SAPC
6=CAR
7=BUS
8=WINI
9=PICK
10=MTNK
11=HORV
12=TRUCKA
13=TRUCKB
14=CARRIER
15=V3
16=ZEP
17=DRON
18=HTK
19=DEST
20=SUB
21=AEGIS
22=LCRF
23=DRED
24=SHAD
25=SQD
26=DLPH
27=SMCV; soviet MCV
28=TNKD
;29=CARRIERB
30=HOWI
;31=DREDB
32=TTNK
33=HIND
34=LTNK
35=CMON
36=CMIN
37=SREF
38=XCOMET ; Not real unit.  Weapons have to belong to a unit to be used for things like airburst and Shrapnel.  Not my hack.
39=HYD
40=MGTK
41=FV
42=DeathDummy ;dummy object used to work around INI parsing problem for DeathWeapon - TR ;gs needs to be unit since infantry hard code require art
43=VLAD
44=DTRUCK
45=PROPA
46=CONA
47=COP
48=EUROC
49=LIMO
50=STANG
51=SUVB
52=SUVW
53=TAXI
54=PTRUCK
55=CRUISE
56=TUG
57=CDEST
58=YHVR
59=PCV
60=SMIN
61=SMON
62=YCAB
63=YTNK
64=BFRT
65=TELE
66=CAOS
67=DDBX
68=BCAB
69=BSUB
70=SCHP
;71=DNOA ;made infantry
;72=DNOB
73=JEEP
74=MIND
75=DISK
76=UTNK
77=ROBO
78=YDUM
79=SCHD
80=DOLY
81=CBLC
82=FTRK
83=AMBU
84=CIVP

; ******* Aircraft Type List *******
; This lists all of the aircraft types in the game. Each aircraft
; type should have a matching section that specifies the data it
; requires.
[AircraftTypes]
1=APACHE
2=ORCA
3=HORNET
4=V3ROCKET
5=ASW
6=DMISL
7=PDPLANE
8=BEAG
9=CARGOPLANE
10=BPLN
11=SPYP
12=CMISL

; ******* Building Type List *******
; This lists all the buildings types in the game. Each of these
; types will have a specific section in this file that gives the
; particulars about that building type.
[BuildingTypes]
1=GAPOWR
2=GAREFN
3=GACNST
4=GAPILE
5=GASAND
6=GADEPT
7=GATECH
8=GAWEAP
;9=GAHPAD
9=CALAB
10=NAPOWR
11=NATECH
12=NAHAND
13=GAWALL
14=NARADR
15=NAWEAP
16=NAREFN
17=NAWALL
;18=NATMPL
18=CAHSE07
19=NAPSIS
20=CASYDN01; NAWAST
21=NALASR
22=NASAM
23=CASYDN02; GARADR
24=GAYARD
25=NAIRON
26=NACNST
27=NADEPT	; GEF Moving the soviet repair depot here to make up for the gap left by french wall being taken out
;;27=GAFWLL ; French wall ;;-Taken out 7/3 by DB
28=GACSPH
29=GADUMY
30=GAWEAT
31=CABHUT
32=GALITE
33=REDLAMP
34=GRENLAMP
35=BLUELAMP
36=YELWLAMP
37=PURPLAMP
38=INORANLAMP
39=INGRNLMP
40=INREDLMP
41=INBLULMP

;;These might be RA2 buildings, not sure.
42=CITY01
43=CITY02
44=CITY03
45=CITY04
46=CITY05
47=CITY06

;;This is an old hospitol, not sure if it is used.
48=CAHOSP
49=INGALITE
50=INYELWLAMP
51=INPURPLAMP
52=NEGLAMP
53=NEGRED
54=TESLA
55=NAMISL
56=ATESLA
57=CAMACH
58=TSTLAMP
59=CASYDN03; NAHPAD
60=AMMOCRAT
61=GAGREEN
62=NAYARD
63=GASPYSAT
64=GAGAP
65=GTGCAN			; Grand Cannon
66=NANRCT			; Soviet Nuclear Reactor
67=GAPILL
68=NAFLAK			; Flak Cannon
69=CAOUTP			; Outpost
70=CATHOSP			; Tech Hospital
71=CAAIRP			; Civilian Airport
72=CAOILD			; Tech Oil Derrick
73=NACLON			; Soviet Cloning Vats
74=GAOREP			; Allied Ore Processor

;NEW RA2 BUILDINGS
75=CACITY01
76=CACITY02
77=CACITY03
78=CACITY04
79=CANEWY01
80=CANEWY04
81=CANEWY05
82=CASWST01
83=CATECH01
84=CATEXS01
85=CATEXS02
86=CAWASH01
87=CAFARM01
88=CAFARM02
89=CALIT01E
90=CALIT01N
91=CALIT01S
92=CALIT01W
93=CAMISC01
94=CAMISC02
95=CAMISC03
96=CAMISC04
97=CAPOL01E
98=CAPOL01N
99=CAPOL01S
100=CAPOL01W
101=CASIN01E
102=CASIN01N
103=CASIN01S
104=CASIN01W
105=CAPARS01
106=GAAIRC
107=CAFRMA
108=CAFRMB
109=CAWASH05
110=CAWASH04
111=CAWASH03
112=CAWASH07
113=CAWASH11
114=CAWSH12
115=CAWASH14
116=CAWASH09
117=CAWASH10
118=CAWASH13
119=CAARMY01
120=CAUSFGL
121=CAWASH08
122=CALIT03E
123=CALIT03N
124=CALIT03S
125=CALIT03W
126=CALIT02L
127=CALIT02R
128=CAHSE01
129=CAWT01
130=CATS01
131=CABARN02
132=CAWA2A
133=CAWA2B
134=CAWA2C
135=CAWA2D
136=AMRADR
137=CAPRS03
138=CAGARD01
139=CARUS01
140=CAMIAM01
141=CATRAN01; CAEURO01
142=CAMIAM02
143=CANWY05
144=MAYAN
145=CAEUR1
146=CAEUR2
147=CAEUR04
148=CAMEX01
149=CARUS02A
150=CARUS02B
151=CARUS02C
152=CARUS02D
153=CARUS02E
154=CARUS02F
155=CANEWY06
156=CANEWY07
157=CANEWY08
158=CAPARS02
159=CAPARS08
160=CAPARS09
161=CARUS03
162=CANEWY10
163=CANEWY11
164=CANEWY12
165=CANEWY13
166=CANEWY14
167=CANEWY15
168=CANEWY16
169=CANEWY17
170=CANEWY18
171=CAPARS04
172=CAPARS05
173=CAPARS06
174=CAPARS07
175=CAWASH15
176=CAPARS10
177=CAPARS13
178=CAPARS14
179=CAGAS01
180=CAPARS11
181=CAPARS12
182=CAFARM06
183=CAMIAM04
184=NAPSYB
185=NAPSYA
186=CAIND01
187=CACOLO01
188=CANWY09
189=CANWY22
190=CANWY23
191=CANWY24
192=CANWY25
193=CANWY26
194=CATEXS03
195=CATEXS04
196=CATEXS05
197=CARUS02G
198=CACHIG04
199=CAMIAM03
200=CARUS07
201=CATEXS06
202=CATEXS07
203=CATEXS08
204=CACHIG01
205=CACHIG02
206=CACHIG03
207=CAWASH16
208=CAWASH17
209=CACHIG05
210=CAWASH19
211=CARUS08
212=CARUS09
213=CARUS10
214=CARUS11
215=CANEWY20
216=CANEWY21
217=CARUS04
218=CARUS05
219=CARUS06
220=CAMSC01
221=CAMSC02
222=CAMSC03
223=CAMSC04
224=CAMSC05
225=CAMSC06
226=CAMSC07
227=CAWASH18
228=CAEURO05
229=CAPARK01
230=CAPARK02
231=CAPARK03
232=CAHSE02
233=CAHSE03
234=CAHSE04
235=CASTRT01
236=CASTRT02
237=CASTL01
238=CASTL02
239=CASTL03
240=CASTL04
241=NAPSYA
242=CAHSE05
243=CAHSE06
244=CAMIAM05
245=CAMIAM06
246=CAMIAM07
247=CAFNCB
248=CAFNCW
249=CAMEX02
250=CAMEX03
251=CAMEX04
252=CAMEX05
;253=NADEPT
254=CACHIG06
255=CAMSC08
256=CAMSC09
257=CAARMY02
258=CAARMY03
259=CAARMY04
260=TEMMORLAMP
261=TEMDAYLAMP
262=TEMDUSLAMP
263=TEMNITLAMP
264=SNOMORLAMP
265=SNODAYLAMP
266=SNODUSLAMP
267=SNONITLAMP
268=CAKRMW
269=CARUFGL
270=CAFRFGL
271=CATRAN02; CAIRSFGL
272=CACUFGL
;273=CANFGL
274=CASKFGL
275=CALBFGL
276=CAMIAM08
277=CAMISC05
278=CAMISC06
279=CASTL05A
280=CASTL05B
281=CASTL05C
282=CASTL05D
283=CASTL05E
284=CASTL05F
285=CASTL05G
286=CASTL05H
287=CAMSC10
288=CAGEFGL
289=CAUKFGL
290=CAWASH06
291=CAMSC11
292=CAMSC12
293=CAMSC13
294=CAPOFGL
295=CAMSC12A
296=CAMOV01
297=CAMOV02
298=CABUNK01
299=CABUNK02
300=CAFNCP
301=CASTRT03
302=CASTRT04
303=CASTRT05


305=YACNST
306=YAPOWR
307=YABRCK
308=YAWEAP
309=YAYARD
310=YADEPT
311=YATECH
312=GAFWLL;temp wall for yuri YAWALL
313=YAGGUN
314=YAPSYT
315=NAINDP
316=YAGRND
317=YAGNTC
318=CASLAB
319=CATIME
320=YAPPET
321=CALOND04
322=CALOND05
323=CALOND06
324=CAMOON01
325=CATRAN03
326=CAEAST01
327=CAEGYP01
328=CAEGYP02
329=CAEGYP03
330=CALA01
331=CALA02
332=CALA03
333=CALA04
334=CALA05
335=CALOND01
336=CALOND02
337=CALOND03
338=CAMORR01
339=CAMORR02
340=CAMORR03
341=CASANF01
342=CASANF02
343=CASANF03
344=CASANF04
345=CASANF05
346=CASEAT01
347=NATBNK
348=GAGATE_A ;gs This is a building.  Not an Overlay!!!
349=CASANF09
350=CASANF10
351=CASANF11
352=CASANF12
353=CASANF13
354=CASANF14
355=CASANF06
356=CASANF07
357=CASANF08
358=CASEAT02
359=YACOMD
360=YAPPPT
361=GAROBO;this is the robot control center.
362=YAREFN;gs Mobile refinery is a building transformer
363=YAROCK
364=NABNKR
365=CASANF15
366=CASANF16
367=CASANF17
368=CASANF18
369=CASIN03E
370=CASIN03S
371=CAURB01
372=CAURB02
373=CAURB03
374=CAPOWR
375=CALA07
376=CAEGYP06
377=CALA08
378=CAEAST02
379=CABARR01
380=CABARR02
381=CAMORR04
382=CAMORR05
383=CALA09
384=CAEGYP04
385=CAEGYP05
386=CALA06
387=CAMORR06
388=CAMORR07
389=CAMORR08
390=CAMORR09
391=CAMORR10
392=CATIME01
393=CATIME02
394=CALA10
395=CALA11
396=CALA12
397=CALA13
398=CAPARK04
399=CAPARK05
400=CAPARK06
401=CALA14
402=CALA15
403=CABUNK03
404=CABUNK04
405=CALUNR01
406=CALUNR02

; *** Terrain Object List ***
; This is the list of terrain objects. Typically, these include
; trees and rocks.
[TerrainTypes]
;1=MINE
2=BOXES01
3=BOXES02
4=BOXES03
5=BOXES04
6=BOXES05
7=BOXES06
8=BOXES07
9=BOXES08
10=BOXES09
11=ICE01
12=ICE02
13=ICE03
14=ICE04
15=ICE05
16=TREE01
17=TREE02
18=TREE03
19=TREE04
20=TREE05
21=TREE06
22=TREE07
23=TREE08
24=TREE09
25=TREE10
26=TREE11
27=TREE12
28=TREE13
29=TREE14
30=TREE15
31=TREE16
32=TREE17
33=TREE18
34=TREE19
35=TREE20
36=TREE21
37=TREE22
38=TREE23
39=TREE24
40=TREE25
41=TREE26
42=TREE27
43=TREE28
44=TREE29
45=TREE30
46=TIBTRE01
47=TIBTRE02
48=TIBTRE03
49=VEINTREE
50=HDSTN01
51=LT_GEN01
52=LT_GEN02
53=LT_GEN03
54=LT_GEN04
55=LT_SGN01
56=LT_SGN02
57=LT_SGN03
58=LT_SGN04
59=LT_EUR01
60=LT_EUR02
61=POLE01
62=POLE02
63=SIGN01
64=TRFF01
65=TRFF02
66=TRFF03
67=TRFF04
68=SIGN02
69=SIGN03
70=SIGN04
71=SIGN05
72=SIGN06
73=SPKR01
74=TREE31
75=TREE32
76=TREE33
77=TREE34
78=TREE35
79=TREE36

; *** Smudge Object List ***
; This is the list of smudge objects. Typically, these include
; craters and scorch marks.
[SmudgeTypes]
1=CR1
2=CR2
3=CR3
4=CR4
5=CR5
6=CR6
7=BURN01
8=BURN02
9=BURN03
10=BURN04
11=BURN05
12=BURN06
13=BURN07
14=BURN08
15=BURN09
16=BURN10
17=BURN11
18=BURN12
19=BURN13
20=BURN14
21=BURN15
22=BURN16
23=BURNT01
24=BURNT02
25=BURNT03
26=BURNT04
27=BURNT05
28=BURNT06
29=BURNT07
30=BURNT08
31=BURNT09
32=BURNT10
33=BURNT11
34=BURNT12
35=CRATER01
36=CRATER02
37=CRATER03
38=CRATER04
39=CRATER05
40=CRATER06
41=CRATER07
42=CRATER08
43=CRATER09
44=CRATER10
45=CRATER11
46=CRATER12

; *** Overlay Object List ***
; These specify the various overlay types. Overlays can affect the
; game state (unlike smudges).
;GEF in case it wasn't intuitively obvious from the above, this list mirrors an object enumeration
;in overlay.hh. If you want to add something to this list, make sure you add to the enumeration
;or get a programmer to do it for you
[OverlayTypes]
1=GASAND
2=CYCL
3=GAWALL
4=BARB
5=WOOD
6=DUMMY
7=DUMMY2
8=DUMMY3
9=DUMMY4
10=DUMMY5
11=DUMMY6
12=DUMMY7
13=DUMMY8
14=DUMMY9
15=DUMMY10
16=DUMMY11
17=DUMMY12
18=V16
19=V17
20=V18
21=DUMMY13
22=DUMMY14
23=FENC
24=DUMMY15
25=BRIDGE1      ;26 &
26=BRIDGE2      ;27 are the same art.
27=NAWALL
28=GEM01
29=GEM02
30=GEM03
31=GEM04
32=GEM05
33=GEM06
34=GEM07
35=GEM08
36=GEM09
37=GEM10
38=GEM11
39=GEM12
42=TRACKS01
43=TRACKS02
44=TRACKS03
45=TRACKS04
46=TRACKS05
47=TRACKS06
48=TRACKS07
49=TRACKS08
50=TRACKS09
51=TRACKS10
52=TRACKS11
53=TRACKS12
54=TRACKS13
55=TRACKS14
56=TRACKS15
57=TRACKS16
58=TRACKTUNNEL01
59=TRACKTUNNEL02
60=TRACKTUNNEL03
61=TRACKTUNNEL04
62=RAILBRDG1
63=RAILBRDG2
64=CRAT01
65=CRAT02
66=CRAT03
67=CRAT04
68=CRAT0A
69=CRAT0B
70=CRAT0C
71=DRUM01
72=DRUM02
73=PALET01
74=PALET02
75=PALET03
76=PALET04
77=LOBRDG01
78=LOBRDG02
79=LOBRDG03
80=LOBRDG04
81=LOBRDG05
82=LOBRDG06
83=LOBRDG07
84=LOBRDG08
85=LOBRDG09
86=LOBRDG10
87=LOBRDG11
88=LOBRDG12
89=LOBRDG13
90=LOBRDG14
91=LOBRDG15
92=LOBRDG16
93=LOBRDG17
94=LOBRDG18
95=LOBRDG19
96=LOBRDG20
97=LOBRDG21
98=LOBRDG22
99=LOBRDG23
100=LOBRDG24
101=LOBRDG25
102=LOBRDG26
103=LOBRDG27
104=LOBRDG28
105=TIB01
106=TIB02
107=TIB03
108=TIB04
109=TIB05
110=TIB06
111=TIB07
112=TIB08
113=TIB09
114=TIB10
115=TIB11
116=TIB12
117=TIB13
118=TIB14
119=TIB15
120=TIB16
121=TIB17
122=TIB18
123=TIB19
124=TIB20
125=LOBRDGE1
126=LOBRDGE2
127=LOBRDGE3
128=LOBRDGE4
129=DUMMYOLD;gs another thing that is big and useless and getting loaded. VEINS
130=TIB2_01
131=TIB2_02
132=TIB2_03
133=TIB2_04
134=TIB2_05
135=TIB2_06
136=TIB2_07
137=TIB2_08
138=TIB2_09
139=TIB2_10
140=TIB2_11
141=TIB2_12
142=TIB2_13
143=TIB2_14
144=TIB2_15
145=TIB2_16
146=TIB2_17
147=TIB2_18
148=TIB2_19
149=TIB2_20
150=TIB3_01
151=TIB3_02
152=TIB3_03
153=TIB3_04
154=TIB3_05
155=TIB3_06
156=TIB3_07
157=TIB3_08
158=TIB3_09
159=TIB3_10
160=TIB3_11
161=TIB3_12
162=TIB3_13
163=TIB3_14
164=TIB3_15
165=TIB3_16
166=TIB3_17
167=TIB3_18
168=TIB3_19
169=TIB3_20
170=USELESS; gs Veinhole is 100K, since not .shp it is loaded (.tem, etc) VEINHOLE
171=SROCK01
172=SROCK02
173=SROCK03
174=SROCK04
175=SROCK05
176=TROCK01
177=TROCK02
178=TROCK03
179=TROCK04
180=TROCK05
181=VEINHOLEDUMMY
182=CRATE
;GEF french wall being taken out 183=GAFWLL ;gs Needs own art since an Image= will negate the different stats
184=FENCE01
185=FENCE02
186=FENCE03
187=FENCE04
188=FENCE05
189=FENCE06
190=FENCE07
191=FENCE08
192=FENCE09
193=FENCE10
194=FENCE11
195=FENCE12
196=FENCE13
197=FENCE14
198=FENCE15
199=FENCE16
200=FENCE17
201=FENCE18
202=FENCE19
203=FENCE20
204=FENCE21
205=FENCE22
;206=GAGATE_A ;gs WHAT!?!?!? This was moved from building to Overlay _MAY_ of last year!  How have the gates worked!?!  Who put it here!?!  This is so purely wrong!!!  Argh!!!!!
206=GAWRONG ;gs can't delete without busting everything, so just putting dummy
207=CAFNCB
208=CAFNCW
;GEF from here on out, add stuff to overlay.hh as new overlays are added
209=LOBRDB01
210=LOBRDB02
211=LOBRDB03
212=LOBRDB04
213=LOBRDB05
214=LOBRDB06
215=LOBRDB07
216=LOBRDB08
217=LOBRDB09
218=LOBRDB10
219=LOBRDB11
220=LOBRDB12
221=LOBRDB13
222=LOBRDB14
223=LOBRDB15
224=LOBRDB16
225=LOBRDB17
226=LOBRDB18
227=LOBRDB19
228=LOBRDB20
229=LOBRDB21
230=LOBRDB22
231=LOBRDB23
232=LOBRDB24
233=LOBRDB25
234=LOBRDB26
235=LOBRDB27
236=LOBRDB28
237=LOBRDGB1
238=LOBRDGB2
239=LOBRDGB3
240=LOBRDGB4
241=BRIDGEB1      ;26 &
242=BRIDGEB2      ;27 are the same art.
243=RUBBLE_OVERLAY
244=CAKRMW
245=CAFNCP
246=WCRATE
247=GAFWLL
248=LUNRK1
249=LUNRK2
250=LUNRK3
251=LUNRK4
252=LUNRK5
253=LUNRK6

;GEF from here on out, add stuff to overlay.hh as new overlays are added


; *** Animation List ***
; This is the complete list of animations available. There are
; internal tables that rely on this exact order. Additional
; animations should be appended to the end.
[Animations]
1=TWLT100
3=ELECTRO

; The following can occur in any order.

;GEF 12=SMOKEY
;GEF 13=BURN-S
;GEF 14=BURN-M
;GEF 15=BURN-L
22=H2O_EXP1
23=H2O_EXP2
24=H2O_EXP3
25=PARACH
26=PARABOMB
28=RING
29=OLD_001;BAZAPPA;gs
30=PIFF
31=PIFFPIFF
;GEF 32=FIRE3
;GEF 33=FIRE2
;GEF 34=FIRE1
;GEF 35=FIRE4
42=GUNFIRE
;GEF 43=TWINKLE1
;GEF 44=TWINKLE2
;GEF 45=TWINKLE3
47=MONEY
48=MLTIMISL
49=HEALONE
50=HEALALL
51=ARMOR
52=CHEMISLE
53=CLOAK
54=FIREPOWR
63=MGUN-N
64=MGUN-NE
65=MGUN-E
66=MGUN-SE
67=MGUN-S
68=MGUN-SW
69=MGUN-W
70=MGUN-NW
;GEF 71=SMOKLAND
72=VETERAN
73=REVEAL
74=SHROUDX
82=GAPOWR_A
83=GAPOWR_AD
84=NARADR_A
85=NARADR_AD
90=GAWEAP_1
91=GAWEAP_2
92=GAWEAP_A
93=GAWEAP_B
94=OLD_002;GAWEAP_C
95=OLD_003;GAWEAP_D
96=GAPILE_A
97=OLD_004;GAPILE_B
98=NAPULS_A
99=GACTWR_A
100=GACTWR_B
101=GACTWR_C
102=GACTWR_D
103=OLD_005;GAPILE_C
104=GAWEAP_1
105=GAWEAP_2
106=GAWEAP_A
107=GAWEAP_BD
;108=GACOMM_A
;109=GACOMM_B
;110=GACOMM_C
;111=GACOMM_D
;112=GACOMM_AD
113=NASTLH_A
114=NASTLH_AD
115=OLD_006;GACNSTMK
116=GACNST_A
117=GACNST_AD
118=GACNST_B
119=OLD_007;GACNST_C
120=OLD_008;GACNST_CD
121=OLD_009;GACNST_D
122=OLD_010;NAHAND_A
123=OLD_011;NAHAND_B
124=OLD_012;NAHAND_BD
125=OLD_013;GAPILE_CD
126=NATMPL_A
127=OLD_014;NATMPLMK
128=OLD_015;NAREFN_A
129=OLD_016;NAREFN_B
130=OLD_017;NAREFN_C
131=GAHPAD_A
132=GAHPAD_AD
133=GAPOWR_B
134=GADEPT_A
135=GADEPT_AD
136=GADEPT_B
137=GATECH_A
138=GATECH_AD
139=OLD_018;NATECH_A
143=OLD_019;NAWAST_A
144=OLD_020;NAWAST_AD
145=OLD_021;NAWAST_B
146=OLD_022;NAWAST_BD
147=OLD_023;NAOBEL_A
148=OLD_024;NAMISL_A
149=OLD_025;NAMISL_AD
150=OLD_026;NAMISL_B
151=OLD_027;NAMISL_BD
152=OLD_028;GAFIRE_A
153=OLD_029;GAFIRE_B
154=OLD_030;GAFIRE_C
155=OLD_031;NAREFN_AR
156=NAPOST_A
157=NAPOST_AD
158=NAPOST_B
159=WA01X
160=WA02X
161=WA03X
162=WA04X
163=WB01X
164=WB02X
165=WB03X
166=WB04X
167=WC01X
168=WC02X
169=WC03X
170=WC04X
171=WD01X
172=WD02X
173=WD03X
174=WD04X
;GEF 175=TREESPRD
176=OLD_032;NAOBEL_B
;177=GADEPT_C1
;178=GADEPT_C2
;179=GADEPT_C3
180=GADEPT_D
181=GADEPT_DD
182=GASILO_A
183=GASILO_AD
184=GASILO_B
185=GASILO_BD
186=NAPOWR_A
187=NAPOWR_AD
188=CAHOSP_A
189=NAAPWR_A
190=NAAPWR_AD
191=GASPOT_A
192=GASPOT_AD
193=CTDAM_A
194=CTDAM_AD
195=TUNTOP01
196=TUNTOP02
197=TUNTOP03
198=TUNTOP04
199=NTPYRA_A

200=NTPYRA_AD
;GEF 201=PULSEFX1
202=OLD_033;GADPSAMK
;GEF 203=METLARGE
;GEF 204=METSMALL
;GEF 205=METDEBRI
;GEF 206=METSTRAL
;GEF 207=METLTRAL
208=PULSBALL
209=GAFSDF_A
;GEF 210=FSIDLE
;GEF 211=FSAIR
;GEF 212=FSGRND
213=OLD_034;CAMACH_A
214=GADPSA_A
215=OLD_035;GATICK_A
216=OLD_036;GATICKMK
;217=UFO
218=CAARAY_A
219=CAARAY_B
220=CAARAY_C
221=CAARAY_CD
222=CAARAY_D
223=CAARAY_DD
224=GAICBM_A
225=OLD_037;GAICBMMK
226=NAHPAD_A
227=NAHPAD_AD
;;;;228=GAKODK_A
;;;;229=GAKODK_AD
;;;;230=GAKODK_B
;;;;231=GAKODK_C
;;;;232=GAKODK_CD
;;;;233=NAMNTK_A
;;;;234=CTDAM_B
;;;;235=CTDAM_BD
236=CARYLAND
237=DROPLAND
240=TWLT026
241=TWLT036
242=TWLT050
243=TWLT070
244=TWLT100
245=TWLT070T
246=TWLT100I

250=S_BANG16
251=S_BANG24
252=S_BANG34
253=S_BANG48

260=S_BRNL20
261=S_BRNL30
262=S_BRNL40
263=S_BRNL58

270=S_CLSN16
271=S_CLSN22
272=S_CLSN30
273=S_CLSN42
274=S_CLSN58

280=S_TUMU22
281=S_TUMU30
282=S_TUMU42
283=S_TUMU60

290=RING1
291=IONBEAM

292=SQDG_N
293=SQDG_NE
294=SQDG_E
295=SQDG_SE
296=SQDG_S
297=SQDG_SW
298=SQDG_W
299=SQDG_NW

300=SQDG	; SJM: squid grapple
301=FIRE01	; SJM: damage fire for buildings
302=FIRE02	; SJM: damage fire for buildings
303=FIRE03	; SJM: damage fire for buildings

;;;;300=GAPLUG_A
;;;;301=GAPLUG_B
;;;;302=GAPLUG_BD
;;;;303=GAPLUG_C
;;;;304=GAPLUG_D
;;;;305=GAPLUG_E
;;;;306=GAPLUG_F
307=GARADR_A
308=GARADR_AD
309=NASAM_A
310=EMP_FX01
311=SMKPUFF  ;SJM: Flak AA warhead explosion
312=V3TRAIL  ;SJM
313=V3TAKOFF ;SJM
314=NUKEANIM ;gs The contact point explosion
315=NUKEBALL ;GEF first step of nuke explosions (NUKEANIM is second)
316=HTRKPUFF ;SJM: explosion for Half-(Flak)-Track anti-surface warhead
317=IRONFX   ;SJM: weapon neutralized by Invulnerability
318=IRONBLST ;SJM: played upon invocation of Iron Curtain

;GEF 320=DIG
321=WARPIN ;GEF
322=WARPOUT ;GEF
323=WARPAWAY ;GEF
324=GAREFNBB
325=GAREFNL1
326=GAREFNL2
327=GAREFNL3
328=GAREFNOR
329=CAGRD1_A
330=GAREFNL4
331=YAPOWR_A
332=YAPOWR_AD
333=GAROBO_A
334=YACNST_C
;gs Can't add animations to the middle of the list335=YACNST_CD

;;;;400=VEINATAC

500=INFDIE
;GEF 501=DIRTEXPL
;GEF 502=PULSEFX2
510=DBRIS1LG
511=DBRIS1SM
512=DBRIS2LG
513=DBRIS2SM
514=DBRIS3LG
515=DBRIS3SM
516=DBRIS4LG
517=DBRIS4SM
518=DBRIS5LG
519=DBRIS5SM
520=DBRIS6LG
521=DBRIS6SM
522=DBRIS7LG
523=DBRIS7SM
524=DBRIS8LG
525=DBRIS8SM
526=DBRIS9LG
527=DBRIS9SM
528=DBRS10LG
529=DBRS10SM
550=DEATH_A
551=DEATH_B
552=DEATH_C
553=DEATH_D
554=DEATH_E
555=DEATH_F
556=DROPPOD
557=DROPPOD2
558=FLAMEGUY
559=YURIDIE
560=NUKEDIE

600=EXPLOSML
601=EXPLOMED
602=EXPLOLRG
603=XGRYMED1
604=XGRYMED2
605=XGRYSML1
606=XGRYSML2

;GEF 610=STEAMPUF
;GEF 611=SMOKEY2
612=OLD_038;PULSE
613=WAKE1
614=WAKE2
618=BEACON
;GEF619=PODRING

;GEF not used, taking out for now
;620=CLDRNGL1
;621=CLDRNGL2
;622=CLDRNGMD
;623=CLDRNGSM

667=CHRONOFD	; SJM
668=CHRONOTG	; SJM

669=NUKETO
670=NUKEPUFF

700=CRYSTAL1
701=CRYSTAL2
702=CRYSTAL3
703=CRYSTAL4
704=BIGBLUE

705=SGRYSMK1
;GEF 706=DROPEXP
707=INVISO

708=NAPSIS_A
709=NAPSIS_AD

710=PSIWARN
711=GACNST_BD
712=GAYARD_A
713=OLD_039;GAYARD_B
714=OLD_040;NAFLAKMK
;715=GACNSTDM

720=UCFLASH
721=UCELEC
722=UCBLOOD

723=OLD_041;CAAIRPMK
724=GAWEAP_3
725=GAWEAP_4
726=NAWEAP_3
727=NAWEAP_4

728=OLD_042;GAAIRCMK

729=CAOILD_A

730=NAREFNL1
731=NAREFNL2
732=NAREFNL3
733=NAREFNL4

734=NACNST_A
735=NACNST_B
736=NACNST_C

737=NAREFNOR

738=NACLON_A

739=NANRCT_A
740=NATSLA_A

741=CHRONOBM
742=CHRONOAR

743=OLD_043;GACSPH_A
744=GACSPH_E
745=GACSPH_F
746=GACSPH_FD
747=GACSPH_G
748=GACSPH_H
749=GACSPH_HD

750=CAWSH12A
751=CAWSH12D
752=OLD_044;NACNSTD
753=DBRI-WM1
754=DBRI-WM2
755=DBRI-WM3
756=NAMISL_E
757=NAMISL_F
758=NAMISL_G
759=NAMISL_H
763=CAAIRP_A

764=WCCLOUD1
765=WCCLOUD2
766=WCCLOUD3
767=WCLBOLT1
768=WCLBOLT3
769=OLD_045;WCLBOLT4

770=EXPLOLB		; PCG; Necessary for lightning bolt explosions, so their sounds don't overwhelm the bolt explosions.

771=CAUSFGL_A
772=DBRI-WM4
773=DBRI-WM5
774=DBRI-WM6

780=GAWETH_E
781=GAWETH_F
782=GAWETH_FD
783=GAWETH_G
784=GAWETH_H
785=GAWETH_HD

786=NAIRON_A
787=TWNK1

790=NAYARD_A
791=NAYARD_B
792=NAYARD_C
793=NAYARD_D

794=CAWS01DM

;795=NATSLADM

796=NATSLA_B	; SJM: Tesla Coil Firing Anim
797=NATSLA_BD	; SJM: Tesla Coil Damaged Firing Anim
798=GAPRIS_A	; SJM: Prism Cannon Firing Anim
799=GAPRIS_AD	; SJM: Prism Cannon Damaged Firing Anim

800=CHRONOSK
801=CAWA14DM

;802=GAPILEDM

803=OLD_046;GAPRISDM

804=NACNST_BD

805=GAWEAP_AD
806=GAWEAP_1D
807=GAWEAP_2D
808=GAWEAP_3D
809=GAWEAP_4D
810=GACSPH_GD
811=GAAIRC_A
812=GAAIRC_AD
813=GAAIRC_B
814=GAAIRC_BD
815=GAAIRC_C
816=GAAIRC_CD
817=NAYARD_AD
818=NAYARD_BD
819=NAYARD_CD
820=NAYARD_DD

821=NATSLA_AD

822=CARUS01D

823=GACSPH_ED

824=NAREFNL1D
825=NAREFNL2D
826=NAREFNL3D
827=NAREFNL4D

828=NAWEAP_1
829=NAWEAP_2

830=NAWEAP_1D
831=NAWEAP_2D
832=NAWEAP_3D
833=NAWEAP_4D

834=NAWEAP_A
835=OLD_047;NAWEAP_AD

836=GAOREP_A
837=GAOREP_AD

;840=CAPARS11D
841=CAPARS12D

842-GAWETH_ED
843-GAWETH_GD

844=CACHIG04D

845=OLD_048;CACHIG05D

846=NANRCT_AD

847=GASPST_A
848=GASPST_AD

849=NACLON_AD

850=CAWSH18A

851=NAIRON_AD

852=GAPILE_AD

853=GAYARD_C
854=GAYARD_CD
855=GAYARD_D
856=GAYARD_DD
857=GAYARD_AD

858=NAPSYA_A
859=NAPSYA_AD

860=NAPSYB_A
861=NAPSYB_AD

862=GADEPT_BD
863=GADEPT_C
864=GADEPT_CD

865=CAOUTP_A
866=CAOUTP_AD
867=CAOUTP_B
868=CAOUTP_BD
869=CAOUTP_C
870=CAOUTP_CD
871=CAOUTP_D
872=CAOUTP_DD

873=NADEPT_B
874=NADEPT_BD
875=NADEPT_C1
876=NADEPTBB
877=NADEPT_C2
878=NADEPT_C3
879=NADEPT_C4
880=NADEPT_C5
881=NADEPT_C6
882=CAMSC06A

883=CARUFGL_A
884=CAFRFGL_A
885=CAIRFGL_A
886=CACUFGL_A
;887=CANFGL_A
888=CASKFGL_A
889=CALBFGL_A

890=CAWA19_A
891=CAWA19_AD

892=CASTL04DM

893=CAHOSP_AD

894=NACNST_CD

895=GAPRIS_B	; SJM: Prism Cannon Active Anim
896=GAPRIS_BD	; SJM: Prism Cannon Damaged Active Anim

897=GAGAP_A
898=GAGAP_AD
899=OLD_049;GAGAPMK

900=BEHIND

901=NACNST_AD

902=CAGEFGL_A
903=CAUKFGL_A
904=CAPOFGL_A

905=NAIRON_F
906=NAIRON_FD
907=NAIRON_H
908=NAIRON_HD
909=NAIRON_G
910=NAIRON_GD
911=NAIRON_E
912=NAIRON_ED

913=CANY04DM
914=KTSTLEXP
915=DEMTEXP
916=GCMUZZLE
917=VTEXPLOD
918=VTMUZZLE
919=CRIVEXP
920=CRIVEXP2
921=TSTIMPCT
922=BRRLEXP1
923=BRRLEXP2

924=GAYARD_S1
925=GAYARD_S2
926=GAYARD_S3
927=MININUKE

928=CAPR01DM

929=NAYARD_S1
930=NAYARD_S2
931=NAYARD_S3

932=NAMISL_ED
933=NAMISL_FD
934=NAMISL_GD
935=NAMISL_HD

936=GAAIRCBB

937=CAWA19_AG

938=CAPR11DM

939=ARRWDEST; Boot camp arrows
940=ARRWN
941=ARRWS
942=ARRWE
943=ARRWW
944=ARRWNW
945=ARRWNE
946=ARRWSW
947=ARRWSE

948=CAMOV01_A
949=CAMOV01_AD
950=CAMOV02_A
951=CAMOV02_AD

952=CAOILD_F
953=CAOILD_AD
954=CAOUTP_F
955=CAHOSP_F
956=CAAIRP_F
957=SPEED

958=NAYARD_S1D
959=NAYARD_S2D
960=NAYARD_S3D
961=GAYARD_S1D
962=GAYARD_S2D
963=GAYARD_S3D

964=CAEAST01DM
965=YAPPET_E
966=YAPPET_ED
967=YAPPET_F
968=YAPPET_FD
969=YAPPET_G
970=YAPPET_GD
971=YAPPET_H
972=YAPPET_HD
973=OLD_050;YAPPETMK

975=VIRUSD	;GEF
976=NAINDP_A
977=NAINDP_AD
978=OLD_051;NAINDP_B
979=OLD_052;NAINDP_BD
980=YAGRND_A
981=YAGRND_AD
982=YAGRND_B
983=YAGRND_BD
984=YAGRND_C
985=YAGRND_CD
986=YAWEAP_1
987=YAWEAP_2
988=YAWEAP_3
989=YAWEAP_4
990=YAWEAP_A
991=YAWEAP_AD

992=NATBNK_A
993=NATBNK_B
994=NATBNK_A2;these two are the first two backwards
995=NATBNK_B2
996=NATBNK_AD
997=NATBNK_BD
998=NATBNK_A2D
999=NATBNK_B2D

1000=GENDEATH
1001=YAROCK_A
1002=YABRCK_A
1003=YAYARD_C
1004=YAYARD_CD
1005=YAYARD_A
1006=YAYARD_AD
1007=YAYARD_D
1008=YAYARD_DD
1009=YAYARD_S
1010=YAYARD_SD
1011=YAYARD_S2
1012=YAYARD_S2D
1013=YAYARD_S3
1014=YAYARD_S3D
1015=YAPSYT_A
1016=YAPSYT_AD
1017=YATECH_A
1018=YATECH_AD
1019=YAREFN_A
1020=SCHPDEPL	;GEF Seige Chopper Deploy
1021=YAGNTC_E
1022=YAGNTC_ED
1023=YAGNTC_F
1024=YAGNTC_FD
1025=YAGNTC_G
1026=YAGNTC_GD
1027=YAGNTC_H
1028=YAGNTC_HD
1029=YACNST_A
1030=YACNST_AD
1031=YACNST_B
1032=YACNST_BD
1033=CALND6_A
1034=CALND6_AD
1035=CATR03DM

1036=UCCONS
1037=UCINIT
1038=CASEAT02_A
1039=CASEAT02_AD
1040=MINDANIM
1041=DISKRAY
1042=PDFXCLD;psychic dominator
1043=PDFXLOC
1044=OLD_053;CAPSYT_B
1045=OLD_054;CAPSYT_BD
1046=CAPOWR_A
1047=CAPOWR_AD
1048=CALA10_A
1049=CALA10_AD
1050=CAMACH_F
1051=OLD_055;CAMACH_FD

1052=YAGRND_D
1053=YAGRND_DD

1054=YACNST_CD ;gs moved from middle of list.  New stuff must be added to end.
1055=FORCSHLD
1056=CATIME_A
1057=INITFIRE
1058=CDGAS
1059=CASLAB_A
1060=YAPOWR_B
1061=YAPOWR_C
1062=CASLAB_F
1063=YAPPET_A
1064=YAPPET_AD

1065=BRUTDIE

1066=YAGNTC_P
1067=YAGNTC_PD
1068=NANRCT_P
1069=NANRCT_PD

1070=YAPOWR_BD
1071=YAPOWR_CD

; ***  Animation List ***
; This is the complete list of voxel animations available.
; VoxelAnims are meant to be flying debris.  Things like
; turrets and tires make good voxel anims.
[VoxelAnims]
1=PIECE
2=TIRE
3=GASTANK
4=SONICTURRET
5=4TNKTURRET
6=CRYSTAL01
7=CRYSTAL02
8=METEOR01
9=METEOR02
10=PEBBLE

; *** Particle List ***
;  This is a list of the various particle types in the game
;  These are usually objects of gassy nature: poison gas, smoke, fire, etc...
[Particles]
; These first three must be in this order!
1=GasCloud1
2=GasCloud2
3=FireStream
4=Spark
5=FirestormSpark
6=LargeGreySmoke
7=SmallGreySmoke
8=TestSmoke
9=GasCloudD1
10=GasCloudD2
11=SmallRailgunPart
12=LargeRailgunPart
13=GasCloudM1
14=GasCloudM2
15=WeldingSpark
16=LargeSpark
17=VirusCloud1
18=VirusCloud2
19=VirusCloudD1
20=VirusCloudD2
21=PsychCloud
22=PsychCloudD

; *** Particle System List **
; This is a list of the various types of particles systems available in the game
[ParticleSystems]
1=GasCloudSys
2=FireStreamSys
3=BigGreySmokeSys
4=SmallGreySSys
5=DebrisSmokeSys
6=SparkSys
7=FirestormSparkSys
8=TestSmokeSys
9=SmallRailgunSys
10=LargeRailgunSys
11=WeldingSys
12=LGSparkSys
13=PsychCloudSys

; *** Super Weapon List **
; This is a list of the various types of super weapons available in the game
[SuperWeaponTypes]
;1=MultiSpecial
;2=EMPulseSpecial
;3=FirestormSpecial
;4=IonCannonSpecial
;5=HuntSeekSpecial
;6=ChemicalSpecial
;7=IronCurtainSpecial
;8=LightningStormSpecial
;9=ChronoSphereSpecial
;10=ChronoWarpSpecial
;11=ParaDropSpecial

1=NukeSpecial
2=IronCurtainSpecial
3=LightningStormSpecial
4=ChronoSphereSpecial
5=ChronoWarpSpecial
6=ParaDropSpecial
7=AmericanParaDropSpecial
8=PsychicDominatorSpecial
9=SpyPlaneSpecial
10=GeneticConverterSpecial
11=ForceShieldSpecial
12=PsychicRevealSpecial

; *** Warhead List **
; This is a list of the various types of warheads available in the game
[Warheads]
1=EMPuls
2=SonicWarhead
3=TankOGas
4=SA
5=HE
6=AP
7=Gas
8=Fire
9=HollowPoint
10=Super
11=Organic
12=Slimer
13=FirestormWH
14=IonCannonWH
15=RailShot
16=Mechanical
17=VeinholeWH
18=IonWH
19=ARTYHE
20=PlasmaWH
21=SAMWH
22=ORCAAP
23=RailShot2
24=ORCAHE
25=Controller
26=PsiPulse
27=IvanBomb ; Placing of the bomb through attack
28=IvanWH ; Actual exploding of the bomb
29=Electric
30=ElectricAssault ; Trooper's short range grab
31=V3HE ; Variation of HE that has a one cell spread
32=Parasite ; Terror Drone thing
33=NUKE ; new multimissile
34=BlimpHE
35=ParasitePlus ; Parasite warhead that paralyzes
36=DeathWH ; unit death collateral damage, all use this on death if Explodes==yes
37=ParasiteDog ; Infantry only affecting version of Parasite
38=BombDisarm ; Takes off Ivan Bombs
39=Snapshot ; takes picture for disguise making
40=RadBeamWarhead
41=RadEruptionWarhead
42=RadSite
43=GrandCannonWH
44=UltraAP
45=HowitzerWH
46=CometWH
47=MaverickHE
48=FlakWH			; Flak Weapon warhead
49=OilExplosionWH ; for Oil derrick's deathweapon
50=TankSnapshot
51=CRNUKEWH
52=ChronoBeam
53=HollowPoint2
54=NukeMaker ; virtual WH that spawns the down nuke on explosion
55=FakeC4WH ; Chrono Commando's fake C4
56=HollowPointNoBuilding ; has 0% on building instead of 1%
57=V3WH ; SJM V3's warhead
58=FlakTWH			; Flak Track anti-surface gun warhead
59=APSplash ; AP with extra fudge factor for missiles that have trouble hitting
60=DMISLWH ; SJM DredMissile's warhead
61=DemobombWH ;Warhead for the Demolition Truck's Demobomb weapon - DB
62=MirageWH	; SJM: Heat-ray warhead for Mirage Tank.
63=SSA
64=SSAB ;For buildings so they can shoot air
65=ApocAP  ;for Apocalypse so he can be better at killing base defenses.
66=HARVWH ;Harv Warhead
67=V3EWH ; V3 elite
68=DMISLEWH ; Dred's elite
69=TerrorBombWH ;The terrorists warhead
70=FlakGuyWH ;for the AA weapon of the Flak Trooper
71=CRTerrorBombWH ;the terroists warhead when in an IFV
72=HollowPoint3
73=ControllerBuilding ;Yuri Prime version that can capture buildings
74=SuperPsiPulse
75=DominatorWH
76=AirstrikeFlare
77=VirusGas
78=Virus
79=PsychGasCreate
80=PsychGas
81=Battering
82=GattWH
83=Mutate
84=CMISLWH ; GEF Cruise Missile's warhead
85=CMISLEWH ; Cruise Missile's elite
86=Smashing ; Brute's secondary tank smashing attack
87=LocomotorBeam ; Warhead for the Magnetron
88=MIGWH ; Warhead for the MIGs called in by Boris.
89=LUNARWH ;Warhead for the Lunar Infantry Laser
90=GUARDWH ;Guardian GI warhead
91=AntiB ;Anti-Building warhead
92=AntiPerson ; anti-person warhead for floating disk
93=PJABWH
94=APSplash2 
95=SAFlame
96=SSABFlame
97=DiskWH
98=NukeB
99=BORISWH
100=SCHOPWH
101=TRexWH
102=MutateExplosion
103=TRexInfWH
104=Crush
105=BlimpHEEffect

; ******* Multiplayer Dialog Settings *******
; These are the multiplayer dialog settings. Does not apply to Westwood chat,
; only to the in-game dialogs.  Gads what a mess this was!

; PCG; 05/02/2K; Added a bunch of stuff to this to try to get everything
; controllable from one place.
;
; MinMoney = minimum amount of money selectable in the slider. (def=2500)
; Money = default amount of money that shows up on the slider. (def=10000)
; MaxMoney = maximum amount of money selectable in the slider. (def=10000)
; MoneyIncrement = the amount of money that changes when the slider position
;                  changes its minimum amount. (def=100)
; MinUnitCount = minumum number of starting units in a game. (def=1)
; UnitCount = the default starting units. (def=10)
; MaxUnitCount = maximum number of starting units. (def=20)
; TechLevel = maximum tech level achievable in a game. (def=10)
; GameSpeed = starting game speed. For some wacky reason, 0=fastest, 6=slowest. (def=0)
; AIDifficulty = starting AI difficulty. (def=1)  (0=easy, 1=normal, 2=hard)
; AIPlayers = starting number of AI players.  Always at least 1 for skirmish.  (def=0)
; BridgeDestruction = can bridges be destroyed? (def=true)
; ShadowGrow = deos the shroud regrow? (def=no)  DESUPPORTED.
; Shroud = is there a shroud on the map? (def=yes)  NOT YET SUPPORTED.
; Bases = can you build buildings or is this just a unit-to-unit slugfest. (def=yes)  DESUPPORTED.
; TiberiumGrows = does ore/tiberium/whatever regenerate? (def=yes)
; Crates = do crates appear in the game? (def=yes)
; CaptureTheFlag = is this a CTF game? (def=no)  DESUPPORTED.
; HarvesterTruce = are harvesters immune to enemy fire? (def=no)  DESUPPORTED.
; MultiEngineer = do you need more than one engineer to take over a building? (def=no)  DESUPPORTED.
; AlliesAllowed = are allies allowed in this game? (def=no)
; ShortGame = is a player eliminated when his last building is destroyed? (def=yes)
; FogOfWar = is there fog of war in this game? (def=no)
; MCVRedploys = can the player redeploy the MCV? (def=yes)
; AllyChangeAllowed = can alliances be changed mid-game? (def=yes)

[MultiplayerDialogSettings]
MinMoney=5000
Money=10000
MaxMoney=10000
MoneyIncrement=100
MinUnitCount=0
UnitCount=10
MaxUnitCount=10
TechLevel=10
GameSpeed=1
AIDifficulty=0
AIPlayers=0
BridgeDestruction=yes
ShadowGrow=no
Shroud=yes
Bases=yes
TiberiumGrows=yes
Crates=yes
CaptureTheFlag=no
HarvesterTruce=no
MultiEngineer=no
AlliesAllowed=no
ShortGame=yes
FogOfWar=no
MCVRedeploys=yes
AllyChangeAllowed=yes

; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.
;[Recharge]
;=13                 ; nuclear missile
;EMPulse=5                 ; nuclear missile
;IonCannon=11
;FirestormDefense=4

; ******* Object Heap Maximums *******
; These are the absolute maximum number of these object types
; allowed in the game (at any one time).
[Maximums]
Players=8                               ; ipx layer limits this to 8 maximum

; ******* AI Controls *******
; Computer Skirmish-Mode behavior controls. The ratio values are based on the
; number of buildings in the computer base that should be of the type specified.
; The ratio total should exceed 100% so that the base will always try to grow as
; it vainly attempts to achieve the specified percentage composition.

[AI]
BuildConst=GACNST,NACNST,YACNST
BuildPower=NAPOWR,GAPOWR,YAPOWR ;DB NANRCT;gsNAAPWR		; buildings to build to generate power

BuildRefinery=NAREFN,GAREFN,YAREFN;gs			; refinery ratio based on these buildings
BuildBarracks=NAHAND,GAPILE,YABRCK			; barracks ratio based on these buildings
BuildTech=NATECH,GATECH,YATECH				; should build on each of these
BuildWeapons=GAWEAP,NAWEAP,YAWEAP			; war factory ration based on these buildings
;BuildDefense=TESLA,ATESLA,YAGGUN		;gs these 4 do nothing	; base defenses are based on these buildings
;BuildPDefense=TESLA,ATESLA,YAGGUN		                      ; excess power base defense
;BuildAA=NASAM,NAFLAK,YAGGUN				                        ; air defenses based on these buildings
;BuildHelipad=GAAIRC,AMRADR	                                ; air helicopter offense based on these buildings
BuildRadar=GAAIRC,NARADR,AMRADR,NAPSIS
ConcreteWalls=GAWALL,NAWALL,GAFWLL; temp wall for yuriYAWALL
NSGates=GADUMY ;GEF NAGATE_B,GAGATE_B
EWGates=GADUMY ;GEF NAGATE_A,GAGATE_A
BuildNavalYard=NAYARD,GAYARD,YAYARD
BuildDummy=GAPILL,NALASR,YAGGUN
NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP,CAMACH,CAPOWR

AlliedBaseDefenses=GAPILL,ATESLA,NASAM
SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK
ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK
AIForcePredictionFudge=5,25,80
;gs To decide what base defense to use, since all of our new ones do not
;do conventional damage, the AI will analyze the Enemy's force (in money terms)
;and pick Air Armor or Infantry.  This analysis will be fudged by difficulty level by
;the above percent (+/- n%).  Once the pick is made, all currently buildable base
;defenses will be made into a weighted distribution based on their AntiXXXValue numbers.
;PS, It knows to consider Rocketeer as Air, as well as Blimps and V3s

GDIWallDefense=6
GDIWallDefenseCoefficient=3
NodBaseDefenseCoefficient=1.2 ;gs Obsolete.  Use explicit SovietBaseDefenseCounts
GDIBaseDefenseCoefficient=1.5 ;gs Obsolete.  Use explicit AlliedBaseDefenseCounts
MaximumBaseDefenseValue=60 ;gs Obsolete, see AI Force Prediction Fudge above
ComputerBaseDefenseResponse=3		; how much does the computer overrespond to attacks on its base?

AttackInterval=0.5        ; average delay between computer attacks ; gs obsolete (since forever) use TeamDelays instead
AttackDelay=0.5           ; average delay time before computer begins first attack
PatrolScan=.016         ; minute interval between scanning for enemys while patrolling.
CreditReserve=100       ; Structure repair will not begin if available cash falls below this amount.
PathDelay=.01           ; Delay (minutes) between retrying when path is blocked.
BlockagePathDelay=60	; delay (frames) before unit paths around all blockage
AutocreateTime=1        ; average minutes between creating an 'autocreate' team
InfantryReserve=50000    ; always build infantry if cash reserve is greater than this
InfantryBaseMult=1      ; build infantry if building count times this number is less than current infantry quantity
PowerSurplus=50         ; build power plants until power surplus is at least this amount
BaseSizeAdd=3           ; computer base size can be no larger than the largest human opponent, plus this quantity
RefineryRatio=.16       ; ratio of base that should be composed of refineries
RefineryLimit=4         ; never build more than this many refineries
BarracksRatio=.16       ; ratio of base that should be composed of barracks
BarracksLimit=2         ; never build more than this many barracks
WarRatio=.1             ; ratio of base that should be composed of war factories
WarLimit=2              ; never build more than this many war factories
DefenseRatio=.4         ; ratio of base that should be defensive structures
DefenseLimit=40         ; maximum number of defensive buildings to build
AARatio=.14             ; ratio of base that should be anti-aircraft defense
AALimit=10              ; maximum number of anti-aircraft buildings to build
TeslaRatio=.16          ; ratio of base that should be telsa coils
TeslaLimit=10           ; maximum number of tesla coils to build
HelipadRatio=.1         ; ratio of base that should be composed of helipads
HelipadLimit=2          ; maximum number of helipads to build
AirstripRatio=.12       ; ratio of base that should be composed of airstrips
AirstripLimit=0         ; maximum number of airstrips to build
CompEasyBonus=no        ; When more than one human in game, computer player goes to "easy" mode?
Paranoid=yes            ; Will computer players ally with each other if the situation looks bleak?
PowerEmergency=75%      ; sell buildings to raise power level if it falls below this percentage
AIBaseSpacing=1			; spacing between buildings when AI is building a base


; ******* Lists the AI general COM objects *******
; These are COM objects that support the IAIHouse interface.
[AIGenerals]
;1={F706E6E0-86DA-11D1-B706-00A024DDAFD1}
;2={9E0F6120-87C1-11D1-B707-00A024DDAFD1}
;3={C6004D80-87D1-11d1-B707-00A024DDAFD1}
;4={FBE6D4A0-87D1-11d1-B707-00A024DDAFD1}
;5={FBE6D4A1-87D1-11d1-B707-00A024DDAFD1}


; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used
; to control what the computer is allowed to automatically control. This is
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
; and intelligent the side will behave. Each ability is given a rating that
; indicates the IQ level (or above) that the ability will be granted. Because such
; abilities are automatically performed by the computer, giving a human controlled
; country a high IQ is not recommended. Otherwise the player's units will start to
; automatically "do their own thing"! A human controlled country is presumed to have
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.
[IQ]
MaxIQLevels=5           ; the maximum number of discrete IQ levels
SuperWeapons=4          ; super weapons are automatically fired by computer
Production=5            ; building/unit production is automatically controlled by computer
GuardArea=2             ; newly produced units start in guard area mode
RepairSell=1            ; allowed to choose repair or sell of damaged buildings
AutoCrush=2             ; automatically try to crush antogonists if possible
Scatter=2               ; will scatter from incoming threats [grenades and such]
ContentScan=3           ; will consider contents of transport when picking good target
Aircraft=3              ; automatically replace aircraft
Harvester=2             ; automatically replace lost harvesters
SellBack=2              ; allowed to sell buildings


; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned
; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".

; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
; Color = color to use when displaying objects owned by this country [see color schemes]
; Multiplay = This house used as placeholder for multiplay house (def=no)?
; WallOwner = Will this house own walls that are placed near its buildings (def=yes)?
; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)?

;Enough of theirs.  Here's the real stuff.  VeteranXXX can be used to make all units
;of that type start as veterans.  Please stay clear on the meaning of Infantry, Unit, and Aircraft.
;For % bonuses, the unit ones are made up up two words: the category and the type it applies to.
;Column A: Armor, Cost, Speed(units), BuildTime
;Column B: Aircraft, Units, Infantry, Buildings, Defenses
;Column C: Mult (to remind you that this is a straight multiplier instead of the formulas they used.)
;Exception is IncomeMult, which is applied when gaining money from refining ore only, but, well, it doesn't actually work.  Umm...sorry.  3/22 Maybe it does now...lemme check...yeah!  it works now!

;For armor, think of max strength being multiplied by the number (in reality, damage is divided by this since you can't change the max in Type)

[GDI]
UIName=Name:GDI
Name=GDI
Suffix=Allied
Prefix=G
Color=Gold
MultiplayPassive=true
Side=GDI
SmartAI=yes

[Nod]
UIName=Name:Nod
Name=Nod
Suffix=Allied
Prefix=G
Color=Gold
MultiplayPassive=true
Side=GDI
SmartAI=yes

[British]
UIName=Name:British
Name=Great Britain
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranAircraft=SHAD
;VeteranInfantry=GHOST,SNIPE

[French]
UIName=Name:French
Name=France
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;BuildTimeDefensesMult=.75

[Germans]
UIName=Name:Germans
Name=Germany
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranUnits=MTNK

[Americans]
UIName=Name:Americans
Name=America
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranInfantry=E1
;CostUnitsMult=.85

[Alliance]
UIName=Name:Alliance
Name=Asian Alliance
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranInfantry=E1
;CostInfantryMult=.8

[Russians]
UIName=Name:Russians
Name=Russia
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=YURI
;CostUnitsMult=.85

[Confederation]
UIName=Name:Confederation
Name=Latin Confederation
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=IVAN
;SpeedUnitsMult=1.15

[Africans]
UIName=Name:Africans
Name=African Empire
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=SHK
;BuildTimeInfantryMult=.75

[Arabs]
UIName=Name:Arabs
Name=Arab Union
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranUnits=HTNK
;IncomeMult=1.2

[YuriCountry]
UIName=Name:YuriCountry
Name=YuriCountry
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=ThirdSide
SmartAI=yes

[Special]
UIName=Name:Special
Name=JP
Suffix=JP
Prefix=J
Color=Grey
Side=Mutant
SmartAI=yes
MultiplayPassive=true

[Neutral]
UIName=Name:Neutral
Name=Civilian
Suffix=CIV
Prefix=C
Color=Grey
MultiplayPassive=true
SmartAI=yes
Side=Civilian


; ******* Color Schemes *******
; Each country must be assigned a color. This lists the various
; colors available. The values represent the 'hue', 'saturation',
; and 'value'. The 'value' component specifies the maximum brightness
; allowed for the color as the color spread is generated. The 'hue'
; component remains constant. The 'saturation' curves through color
; space as the 'value' component changes such that darker colors
; become more saturated.

; PCG; Added the REAL colors these labels map onto over to the right.
; To anyone who might modify this -- please keep it up to date!
[Colors]
LightGold=25,255,255		; 0				Orange
Gold=43,239,255	 ;41,240,230; 1   MP		Bright Yellow;Yellow
LightGrey=0,0,240			; 2				White
Grey=0,0,131				; 3				Grey
Red=20,255,184				; 4				Brown
DarkRed=0,230,255			; 5   MP		Red
Orange=25,230,255			; 6   MP		Orange
Magenta=221,102,255			; 7   MP		Pink
Purple=201,201,189			; 8   MP		Purple
LightBlue=119,143,255		; 9				Aqua
DarkBlue=153,214,212		; 10  MP		Blue
NeonBlue=185,156,238		; 11			Violet
DarkSky=131,200,230			; 12  MP		Periwinkle (i.e. aquaish)
Green=104,241,195			; 13			Bathroom green
DarkGreen=81,200,210		; 14  MP		Light green
NeonGreen=0,0,0				; 15			Black
Yellow=38,159,255			; 16			Pastel yellow
Purple2=211,201,189
Purple3=191,201,189

;gs note to coders, these entries are all doubled, so ColorSchemes[5] is White, not 2.

; PCG; 09/10/2K; Added these to de-link the load screen text colors
; from random artist fiddling.

AlliedLoad=164,255,255		; 17
SovietLoad=0,235,255		; 18


;This is the ColorAdd section
;These are the colors used to tint buildings, such as when they are designated for an Airstrike
;In order to prevent slowdown in the low level blitting routines, this functionality was implemented
;by doing a composite bitwise or. This means that the color value is not being shifted, instead the
;value of color specified below is being added. If part of the object being tinted already has as much
;value of the color specified, then no change will be seen.
;At the level that the blitters opperate, colors are 16 bit numbers, using the 5,6,5 RGB scheme. This
;means that values of red range from 0 to 31, values of green from 0 to 63, and values of blue from 0
;to 31.
;If you change these colors, or add new ones, please keep the commented bit version up to date, if you
;don't know how, let me know and I'll fix it.
;Geoff
[ColorAdd]
;Name	RGB values	bit vales				color#
None=0,0,0			;00000,000000,00000		0
StrongRed=31,0,0	;11111,000000,00000		1
StrongGreen=0,63,0	;00000,111111,00000		2
StrongBlue=0,0,31	;00000,000000,11111		3
HighRed=24,0,0		;11000,000000,00000		4
HighGreen=0,56,0	;00000,111000,00000		5
HighBlue=0,0,24		;00000,000000,11000		6
BrightWhite=31,63,31;11111,111111,11111		7
LowWhite=7,7,7		;00111,000111,00111		8
HighWhite=24,56,24	;11000,111000,11000		9
MidWhite=14,28,14	;01110,011100,01110		10
Purple=15,0,15		;01111,000000,01111		11
HighYellow=24,56,0 ;11000,111000,00000     12
TopYellow=16,32,0;10000,100000,00000		13

; ******* Difficulty Settings *******
; Game difficulty is controlled by these factors. Some of these factors will
; only affect a computer player. The computer and the player are handicapped by
; individual settings. Thus the computer may be playing at 'difficult' level while the
; player may be playing at 'easy' level.

; Airspeed = multiplier to speed for all air units (def=1.0)
; Armor = multiplier to armor strength for all units and buildings (def=1.0)
; Cost = multiplier to cost for all units and buildings (def=1.0)
; Firepower = multiplier to firepower for all weapons (def=1.0)
; Groundspeed = multiplier to speed for all ground units (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
; BuildSlowdown = Should the computer build slower than the player (def=no)?
;  <<< affects the computer player, not the human player >>>
;    ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
;    RepairDelay = average delay (minutes) between initiating building repair
;    BuildDelay = average delay (minutes) between initiating construction
;    DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?

[Easy]
Groundspeed=1.0
Airspeed=1.0
BuildTime=.8
Armor=1.2
ROF=.8
Cost=1.0
RepairDelay=.02
BuildDelay=.03
DestroyWalls=no
ContentScan=yes

[Normal]
Groundspeed=1.0
Airspeed=1.0
BuildTime=1
Armor=1.0
ROF=1.0
Cost=1.0
RepairDelay=.02
BuildDelay=.03
BuildSlowdown=yes
DestroyWalls=no
ContentScan=yes

[Difficult]
Groundspeed=1.0
Airspeed=1.0
BuildTime=1.0
Armor=.8
ROF=1.2
Cost=1.0
RepairDelay=.05
BuildDelay=.1
BuildSlowdown=yes
DestroyWalls=no


; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.

; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2
; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
; Cloakable = Is it equipped with a cloaking device (def=no)?
; Cost = cost to build object (in credits)
; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship",
;            "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]
; CloakStop = Does the unit cloak when stopped moving (def=no)?
; Crewed = Does it contain a crew that can escape [never infantry] (def=no)?
; Gunner = Does it change capabilites based on a gunner that has been added. (def=no)
; CrushSound = sound to play if this object type is crushed (def=none)
; DeployFire = This unit can fire when deployed. (def=no)
; DeployFireWeapon = Index of weapon to fire while deployed.  0 or 1.  (def=1)
; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]
; DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no)
; Disableable = Can this object be disabled by special multiplay option (def=yes)?
; DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no)
; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
; EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1)
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)
; FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50)
; Gate = Is this building a gate? (def=no)
; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
; Image = name of graphic data to use for this object (def=same as object identifier)
; Immune = Is this object immune to damage
; ImmuneToPsionics = Is the unit immune to psionics (def=yes for buildings, no for others)?
; ImmuneToRadiation = Is the unit immune to radiation (def=no)?
; ImmuneToVeins = Is it immune to vein creature attacks (def=no)?
; InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1)
; Invisible = Is completely and always invisible to enemy (def=no)?
; Insignificant = Will this object not be announed when destroyed (def=no)?
; LegalTarget = Is this allowed to be a combat target (def=yes)?
; Name = specifies the given name (displayed) for the object
; Nominal = Always use the given name rather than generic "enemy object" (def=no)?
; OmniFire = Doesn't ever have to rotate to fire. (def=no)
; OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no).
; Owner = who can build this [GDI or Nod] (def=none)
; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)
; PipWrap = how many pips to draw before wrapping (def=none)
; Points = point value for scoring purposes (def=0)
; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
; PreventAttackMove = Does this unit know how to do attack-move? (def=<yes, if it has a weapon>)
;   Can be used to override attack move on units that shouldn't for various reasons.
; PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=<yes, if the unit support deploying>)
;	Can be used to override auto deploy on units that deploy.
; Primary = primary weapon equipped with (def=none)
; Secondary = secondary weapon equipped with (def=none)
; ElitePrimary = new primary weapon when at elite veteran status (def=same as primary)
; EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary)
; RadarVisible = Is visible on radar even if insignificant and unowned --gs rewrote to be useful for something
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
; ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0)
; Reload = time delay between reloads (def=0)
; ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0)
; RadarInvisible = Is it invisible on radar maps (def=no)?
; RadialFireSegments = If this unit has a radial firing pattern, this determines the number
;    of segments. This starts at the unit's left and goes right over 180 degrees.  (def=0)
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
; Selectable = Can this object be selected by the player (def=yes)?
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
; Sight = sight range, in cells (def=1)
; Size = amount of space unit takes up in cargo hold (def=1)
; SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3)
; Storage = the number of 'bails' this building or unit can store (def=0)
; Strength = strength (hit points) of this object
; TargetLaser = Does it have a targeting laser (def=no)?
; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?
; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?
; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?
; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?
; TypeImmune = Immune to damage from same type objects if owned by same side?
; UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1)
; VoiceSelect = list of voices when selecting this object (def=none)
; VoiceMove = list of voices to use when giving object a movement order (def=none)
; VoiceAttack = list of voices to use when giving object an attack order (def=none)
; DieSound = list of voices to use when it dies (def=none)
; VoiceFeedback = list of voices that may give when taking damage (def=none)
; Locomotor = CLSID of the object handling movement for this object (def=statue)
; VeteranAbilities = list of veteran abilities to grant (def=none)
; EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none)
;     [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,
;      CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,
;      RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,
;      GUARD_AREA,CRUSHER]
; LeadershipRating = When the AI needs a representative from a team to make a pathfinding or targeting decision it will pick the one with the highest score (def = 5)
;  <<< applies only to infantry types >>>
;    Agent = Does it have spy-like abilities (def=no)?
;    Fearless = Is not prone to fear (def=no)?
;    VoiceComment = list of idle voices (def=none)
;    Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
;    Cyborg = Does it require special cyborg death handling (def=no)?
;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
;    TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
;    IsCanine = Should special case dog logic be applied to this?
;    Civilian = Counts a civilian for evac and kill tracking (def=no)?
;    FemaleVoice = Uses the civilian female voice (def=no)?
;    Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
;    Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
;    Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?
;    Thief = Does it steal money if it infiltrates an enemy building (def=no)?
;    VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?
;    Deployer = Deploys like NOD artillery from TibSun. (def=no)
;  <<< applies only to moving units (not buildings) >>>
;    MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
;    Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)
;    TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?
;    Passengers = number of passengers it may carry (def=0)
;    Speed = speed of this object [n/a for buildings] (def=0)
;    ManualReload = Must this object reload by coordinating with reloader building (def=no)?
;    WalkRate = walking animation rate [larger means slower] (def=1)
;    IsSelectableCombatant=Does this unit get selected by the select all combatants key? (def=no)
;  <<< applies only to turret changers >>>
;    TurretCount=the number of turrets the unit has (def=0)
;    WeaponX=the name of the weapon to be thought of as weaponX (where X is an integer) (def=none)
;    YTurretIndex=the number of the weapon for this turret (as indicated by the WeaponX parameter), where Y is the name of swapping factor for the turret (def=none)
;    HasTurretTooltips=whether this unit multiplexes tooltips based on its current turret. (def=no)
;  <<< applies only to terrestrial driving vehicle types >>>
;    CrateGoodie = Can it appear out of a crate in multiplay (def=no)?
;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
;    Crusher = Is this vehicle able to crush infantry (def=no)?
;    MovingFire = The vehicle does not need to stop before it can fire (def=yes)?
;    DeployToFire = The vehicle must deploy before it can fire (def=no)?
;    Harvester = Does the special Tiberium harvesting rules apply (def=no)?
;    Weeder = Does the special weed-harvesting rules apply (def=no)?
;    Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE
;    IsTilter = Does this unit tilt on slopes (def=yes)?
;    CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
;  <<< applies only to aircraft >>>
;    Carryall = Can it tote vehicles around (def=no)?
;    Landable = Can this aircraft land on the map (def=no)?
;    PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
;    PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
;    RollAngle = Amount that the aircraft rolls when turning (def=30.0)
;  <<< applies only to building types >>>
;    Adjacent = distance allowed to place from other buildings (def=1)
;    BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY!  Use this, not the phantom IsBase
;    Barrel = Use barrel explosion logic when it is destroyed (def=no)?
;    Bib = Does the building have a bib built in (def=no)?
;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
;    DockUnload = When a unit docks with this building should it unload (def=no)?
;    Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
;    Fake = Is this a fake structure (def=no)?
;    FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
;    Power = power output [positive for output, negative for drain] (def=0)
;    Powered = Does it require power to function (def=no)?
;    Radar = Does this building give radar to owning player (def=no)?
;    Repairable = Can it be repaired (def=yes)?
;		RevealToAll=yes Means that when built or captured, a radar event is generated (def=no)
;    UnitReload = Does this building reload units if they dock with it (def=no)?
;    UnitRepair = Does this building repair units if they dock with it (def=no)?
;    Unsellable = Cannot sell this building (even if it can be built)?
;    Wall = Is this a wall type structure [special rules apply] (def=no)?
;    WaterBound = Is this building placed on water only (def=no)?
;    Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
;    ShipYard = This building is a ship yard or sub pen
;    SAM = This building is a SAM launcher
;    ConstructionYard = This building is a construction yard
;    Refinery = This building is a tiberium/ore refinery
;    WeaponsFactory = This building is a weapons factory
;    CloakGenerator = Does this building cloak objects around it?
;    LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.
;    LightIntensity = This building radiates this amount of light (def = 0).
;    LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
;    LightRedTint   = The red tint of this buildings light (def=1.0)
;    LightGreenTint = The green tint of this buildings light (def=1.0)
;    LightBlueTint  = The blue tint of this buildings light (def=1.0)
;    InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
;    PowersUpBuilding = Building that can be upgraded by attaching this building to it
;    PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.
;    Hospital = Can this building heal infantry (def = no) ?
;    Armory = Is this building an armory
;    PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).
;    Weeder = Is this a weed collection facility (def=no)?
;    TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
;
;	 WST 6/23/99. Below are new zbuffer adjustment for units
;	 ZFudgeCliff // fudge for units behind cliffs showing through rocks
;	 ZFudgeColumn // fudge for units behind bridge overpass support columns
;	 ZFudgeTunnel // fudge for unit behind tunnel entrances
;	 ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
;
;These are the fields needed for buildings to take part in Urban Combat
;Sight=2	;since the building will be 'captured' it needs to be able to look
;ClickRepairable=no ;It can be repaired with an engineer but not with the wrench tool once 'captured'
;CanBeOccupied=yes ;Basic UC flag
;MaxNumberOccupants=10 ;Twiddle number
;DistributedFire=yes ;To shoot all within range equally
;CanOccupyFire=yes ;These two can't be global since types are read in before globals.  Please keep order as well
;
;Selectable=yes    ;Or else you can never get the guys back out

;These will control what can shoot what for the last durn time.  Defaults are 0's
;This has no impact on anti/not anti air weapons.  Those already work.
;NavalTargeting
;	UNDERWATER_NEVER = 0,			Can't shoot at all at underwater
;	UNDERWATER_SECONDARY = 1,	Use Second weapon against underwater
;	UNDERWATER_ONLY = 2,			Can only shoot underwater
;	ORGANIC_SECONDARY = 3,		Use second Weapon on organic
;	SEAL_SPECIAL = 4,					Primary on Amphibious and organic, Second on Naval and underwater-not-organic
;	NAVAL_ALL = 5,						Go ahead and shoot everything with Primary
; NAVAL_NONE = 6,						Don't even shoot into the water
; NAVAL_PRIMARY = 7				Able to shoot ground target with secondary weapon, but Naval is the primary target

;LandTargeting
;	LAND_OKAY = 0,						Land is okay
;	LAND_NOT_OKAY = 1,				Land is OK
;	LAND_SECONDARY = 2				Can shoot land, but only with secondary weapon
; **************************************************************************
; **************************************************************************
; **************************** Infantry Types ******************************
; **************************************************************************
; **************************************************************************

;GEF I'm sick of having to hunt and peck through rules.ini. I'm going
;to make it more organized!

; **************************************************************************
; *************************** Allied Infantry ******************************
; **************************************************************************

; GI ; Allied GI
[E1]
UIName=Name:E1
Name=GI
Image=GI
Category=Soldier
Primary=M60
Secondary=Para
Occupier=yes ; I can Occupy UC buildings
OccupyWeapon=UCPara; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying.  Defaults to 0 (Primary)
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=125
Pip=white
OccupyPip=PersonBlue
Armor=none
TechLevel=1
Sight=5
Speed=4
Owner=British,French,Germans,Americans,Alliance
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=GISelect
VoiceMove=GIMove
VoiceAttack=GIAttackCommand
VoiceFeedback=GIFear
VoiceSpecialAttack=GIMove
DieSound=GIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeploySound=GIDeploy
UndeploySound=GIUndeploy
ElitePrimary=M60E
EliteSecondary=ParaE
IFVMode=2


; Attack dog
[ADOG]
UIName=Name:DOG
Name=Allied Attack Dog
NotHuman=yes
Category=Soldier
Primary=GoodTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=Barracks
LeadershipRating=7
CrushSound=InfantrySquish
Strength=100
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes

;The Allied Engineer
[ENGINEER]
UIName=Name:ENGINEER
Name=Engineer
Category=Soldier
Primary=DefuseKit
Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture
Prerequisite=Barracks
CrushSound=InfantrySquish
LeadershipRating=3
Strength=75
Armor=none
TechLevel=1
Sight=4
BombSight=4 ; detecting ivan's little friends
Speed=4
Pip=Blue
Engineer=yes
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=no
VoiceSelect=EngAllSelect
VoiceMove=EngAllMove
VoiceAttack=EngAllMove
VoiceFeedback=EngAllFear
VoiceSpecialAttack=EngAllAttackCommand
VoiceEnter=EngAllMove
VoiceCapture=EngAllAttackCommand
DieSound=EngAllDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1	; this should be between 0 and 1
ImmuneToVeins=yes
GuardRange=9
Size=1
PreventAttackMove=yes
IFVMode=1
Trainable=no

; GI
; GI
[GGI]
UIName=Name:GuardianGI
Name=Guardian GI
Category=Soldier
Primary=M60
Secondary=MissileLauncher ;GEF New Guardian GI weapon
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=100
Pip=white
Armor=none
TechLevel=2
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=400
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=GuardianGISelect
VoiceMove=GuardianGIMove
VoiceAttack=GuardianGIAttackCommand
VoiceFeedback=GuardianGIFear
VoiceSpecialAttack=GuardianGIMove
DieSound=GuardianGIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeployedCrushable=no
DeploySound=GuardianGIDeploy
UndeploySound=GIUndeploy
ElitePrimary=M60E
EliteSecondary=MissileLauncherE ;GEF New Guardian GI weapon
;EliteSecondary=ParaE
IFVMode=16
PixelSelectionBracketDelta=-6;gs higher number draws lower.  Pixel difference from normal for selection bracket


[JUMPJET]
UIName=Name:JUMPJET
Name=Rocketeer
Image=ROCK
Category=Soldier
JumpJet=yes
Primary=20mm
Prerequisite=GAPILE,RADAR
Crushable=yes
Strength=125
Fearless=yes
;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot
Armor=none
TechLevel=3
;Sight=6
Sight=8
Pip=white
Speed=9
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=15
IsSelectableCombatant=yes
VoiceSelect=RocketeerSelect
VoiceMove=RocketeerMove
VoiceAttack=RocketeerAttackCommand
VoiceFeedback=RocketeerFear
VoiceSpecialAttack=RocketeerMove
DieSound=
CrashingSound=RocketeerDie
ImpactLandSound=RocketeerCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly		; This needs to be None, like aircraft
ConsideredAircraft=yes
ThreatPosed=15	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=20 ;HY increase climb speed; used to be 10
JumpjetCrash=25 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes ; ie never land
MoveSound=RocketeerMoveLoop
ElitePrimary=20mmE

; RA2 Spy
[SPY]
UIName=Name:SPY
Name=Spy ;locked
Category=Soldier
Prerequisite=GAPILE,GATECH
CrushSound=InfantrySquish
LeadershipRating=3
Strength=100
Primary=MakeupKit ; virtual weapon that picks disguise
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Armor=flak
TechLevel=5
Agent=yes
Infiltrate=yes
CanDisguise=yes; I appear differently on other people's computers
PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)
Sight=9
Speed=4
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=500
Pip=blue
Points=5
VoiceSelect=SpySelect
VoiceMove=SpyMove
VoiceAttack=SpyAttackCommand
VoiceFeedback=SpyFear
VoiceSpecialAttack=SpySpecialAttack
DieSound=SpyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1
PreventAttackMove=yes
IFVMode=2
Trainable=no
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player

[SPYS]
UIName=Name:SPY
Name=Spy ;locked
Image=SPY
Crushable=no
Category=Soldier
CrushSound=InfantrySquish
LeadershipRating=3
Strength=100
Primary=MakeupKitt
CanPassiveAquire=yes; I appear differently on other people's computers
CanRetaliate=yes
PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)
Armor=flak
TechLevel=-1
Agent=yes
Infiltrate=yes
CanDisguise=yes
Sight=9
Speed=4
Owner=
AllowedToStartInMultiplayer=no
Cost=0
Soylent=500
Pip=blue
Points=5
VoiceSelect=SpySelect
VoiceMove=SpyMove
VoiceAttack=SpyAttackCommand
VoiceFeedback=SpyFear
VoiceSpecialAttack=SpySpecialAttack
DieSound=SpyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1
PreventAttackMove=yes
IFVMode=2
Trainable=no
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run 
Cloakable=no


[GHOST]
UIName=Name:GHOST
Name=SEAL
Image=SEAL
Category=Soldier
Prerequisite=GAPILE,RADAR
PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL
Primary=MP5
Secondary=Sapper
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
AlternateArcticArt=yes ; ie SEALA for arctic maps
C4=yes
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=yes
TiberiumProof=yes
Strength=125
Armor=flak
TechLevel=9
Pip=red
Sight=8
Speed=5
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=500
Points=50
IsSelectableCombatant=yes
VoiceSelect=SealSelect
VoiceMove=SealMove
VoiceAttack=SealAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SealSpecialAttack
DieSound=SealDie
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
Size=1
DetectDisguise=no
ElitePrimary=MP5E
IFVMode=4
UseOwnName=true

[TANY]
UIName=Name:TANYA
Name=Tanya
Category=Soldier
Prerequisite=GAPILE,GATECH
Primary=DoublePistols
Secondary=Sapper
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
C4=yes
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=200
Armor=flak
TechLevel=9
Pip=red
Sight=8
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=750
Points=50
IsSelectableCombatant=yes
VoiceSelect=TanyaPrimeSelect
VoiceMove=TanyaPrimeMove
VoiceAttack=TanyaPrimeAttackCommand
VoiceFeedback=TanyaPrimeFear
VoiceSpecialAttack=TanyaPrimeAttackCommand
DieSound=TanyaPrimeDie
CreateSound=TanyaPrimeCreated
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
;DetectDisguise=yes
ElitePrimary=DoublePistolsE
EliteSecondary=Sapper
IFVMode=4
BuildLimit=1
SelfHealing=yes
UseOwnName=true


; Chrono Legionnaire
[CLEG]
UIName=Name:CLEG
Name=Chrono Legionnaire
Category=Soldier
Primary=NeutronRifle
Prerequisite=GAPILE,TECH
PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute
CrushSound=InfantrySquish
Crushable=no
Strength=125
Armor=none
TechLevel=10
Pip=red
Sight=8
Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains
MoveToShroud=no
Teleporter=yes;
Owner=British,French,Germans,Americans,Alliance
Cost=1500
Soylent=750
Points=15
IsSelectableCombatant=yes
VoiceSelect=ChronoLegionSelect
VoiceMove=ChronoLegionMove
VoiceAttack=ChronoLegionAttackCommand
VoiceFeedback=ChronoLegionFear
VoiceSpecialAttack=ChronoLegionMove
DieSound=ChronoLegionDie
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no  ; SJM: approved by Dustin on 09-11-00
ImmuneToPsionics=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;CanPassiveAquire=no
;CanRetaliate=no; Won't fire back when hit
ElitePrimary=NeutronRifleE
;PreventAttackMove=yes ;gs don't laugh, he can actually do this while in a plan loop
IFVMode=10

[CCOMAND] ;anybody gets into an allied tech center
UIName=Name:CCOMAND
Name=Chrono Commando
Category=Soldier
Prerequisite=BARRACKS
RequiresStolenAlliedTech=yes
Primary=ChronoMP5
Secondary=FakeC4 ; otherwise he can teleport into a building and kill it before he unwarps.
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
;C4=yes
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=100
Armor=none
TechLevel=9
Pip=red
Sight=8
Speed=5
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=1000
Points=50
IsSelectableCombatant=yes
VoiceSelect=ChronoCommandoSelect
VoiceMove=ChronoCommandoMove
VoiceAttack=ChronoCommandoAttackCommand
VoiceFeedback=
VoiceSpecialAttack=ChronoCommandoSpecialAttack
DieSound=SealDie
CreateSound=ChronoCommandoCreated
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}; <-Walk  teleport->{4A582747-9839-11d1-B709-00A024DDAFD1}
Teleporter=yes
PhysicalSize=1
MovementZone=Infantry
;SpeedType=Amphibious
;MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=ChronoMP5E
PreventAttackMove=yes
MoveToShroud=no
IFVMode=4

;Psi-Commando ;anybody gets Yuri tech ;note, what you get is based on type of Tech Center, not country of guy who owns it
[PTROOP] 
UIName=Name:PCOMMANDO
Name=Psi-Corp Trooper
Category=Soldier
Prerequisite=BARRACKS
RequiresStolenThirdTech=yes
Primary=MindControl
LeadershipRating=8
C4=yes
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=100
Armor=none
TechLevel=9
Pip=red
Sight=8
Speed=5
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=500
Points=50
IsSelectableCombatant=yes
VoiceSelect=YuriSelect
VoiceMove=YuriMove
VoiceAttack=YuriAttackCommand
VoiceFeedback=
VoiceSpecialAttack=YuriMove
DieSound=YuriDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;SpeedType=Amphibious
;MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
DetectDisguise=yes
ImmuneToPsionics=yes
;Deployer=yes
;DeployFire=yes
;UndeployDelay=75
ElitePrimary=MindControlE
IFVMode=4


; **************************** Side Specific *******************************

; British Sniper
[SNIPE]
UIName=Name:SNIPE
Name=Sniper
Category=Soldier
Primary=AWP
;CanPassiveAquire=no ; Won't try to pick up own targets
Prerequisite=GAPILE,RADAR
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=1
Sight=8
Speed=4
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=British
Cost=600
Soylent=300
Points=10
IsSelectableCombatant=yes
VoiceSelect=SniperSelect
VoiceMove=SniperMove
VoiceAttack=SniperAttackCommand
VoiceFeedback=SniperFear
VoiceSpecialAttack=SniperMove
DieSound=SniperDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=AWPE
PreventAttackMove=no
IFVMode=5
UseOwnName=true



; **************************************************************************
; ****************************Soviet Infantry ******************************
; **************************************************************************

; Conscript
[E2]
UIName=Name:E2
Name=Conscript
Image=CONS
Category=Soldier
Primary=M1Carbine
OccupyWeapon=UCM1Carbine; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCEliteM1Carbine; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=125
Armor=flak
TechLevel=1
Pip=white
OccupyPip=PersonRed ; choices are green yellow white red blue purple
Sight=5
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=100
Soylent=50
Points=5
IsSelectableCombatant=yes
VoiceSelect=ConscriptSelect
VoiceMove=ConscriptMove
VoiceAttack=ConscriptAttackCommand
VoiceFeedback=ConscriptFear
VoiceSpecialAttack=ConscriptMove
DieSound=ConscriptDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=M1CarbineE
IFVMode=2

[PLA]
UIName=Name:PLA
Name=PLA
Image=PLA
Category=Soldier
Primary=M60
Secondary=Para
Occupier=yes
Prerequisite=
CrushSound=InfantrySquish
Strength=180
Armor=flak
TechLevel=1
Pip=white
Sight=9
Speed=6
Owner=
AllowedToStartInMultiplayer=no
Cost=500
Soylent=300;1200
Points=9
IsSelectableCombatant=yes
VoiceSelect=GISelect
VoiceMove=GIMove
VoiceAttack=GIAttackCommand
VoiceFeedback=GIFear
VoiceSpecialAttack=GIMove
DieSound=SealDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
Teleporter=no
PhysicalSize=1
MovementZone=Infantry
;SpeedType=Amphibious
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeploySound=GIDeploy
UndeploySound=GIUndeploy
ElitePrimary=M60E
EliteSecondary=ParaE
IFVMode=2
CrateGoodie=no
Crusher=no
SelfHealing=no
Explodes=no
C4=no
DeployerFire=no
CanDisguise=no
PermaDisguise=no

[PLAS]
UIName=Name:PLAS
Name=volunteers
Image=CONS
Category=Soldier
Primary=M1Carbine
OccupyWeapon=UCM1Carbine; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCEliteM1Carbine; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=150
Armor=flak
TechLevel=1
Pip=white
OccupyPip=PersonRed ; choices are green yellow white red blue purple
Sight=5
Speed=6
Owner=
Cost=100
Soylent=50
Points=5
IsSelectableCombatant=yes
VoiceSelect=ConscriptSelect
VoiceMove=ConscriptMove
VoiceAttack=ConscriptAttackCommand
VoiceFeedback=ConscriptFear
VoiceSpecialAttack=ConscriptMove
DieSound=ConscriptDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=M1CarbineE
IFVMode=2

; Attack dog
[DOG]
UIName=Name:DOG
Name=Attack Dog
NotHuman=yes
Category=Soldier
Primary=BadTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=Barracks
LeadershipRating=7
CrushSound=InfantrySquish
Strength=100
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;GEF going to be two dogs now DoubleOwned=Yes
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes

; Flak Trooper
[FLAKT]
UIName=Name:FLAKT
Name=Flak Trooper
;Image=CONS
Category=Soldier
Primary=FlakGuyGun
Secondary=FlakGuyAAGun
Prerequisite=NAHAND,NARADR
CrushSound=InfantrySquish
Strength=100
Armor=none
TechLevel=1
Pip=white
Sight=5
Speed=4
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=300
Soylent=150
Points=5
IsSelectableCombatant=yes
VoiceSelect=FlakTroopSelect
VoiceMove=FlakTroopMove
VoiceAttack=FlakTroopAttackCommand
VoiceFeedback=FlakTroopFear
VoiceSpecialAttack=FlakTroopMove
DieSound=FlakTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=FlakGuyGunE
EliteSecondary=FlakGuyAAGunE
IFVMode=3

;The Soviet Engineer
[SENGINEER]
UIName=Name:ENGINEER
Image=ENGINEER
Name=Soviet Engineer
Category=Soldier
Primary=DefuseKit
Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture
Prerequisite=Barracks
CrushSound=InfantrySquish
LeadershipRating=3
Strength=75
Armor=none
TechLevel=1
Sight=4
BombSight=4 ; detecting ivan's little friends
Speed=4
Pip=Blue
Engineer=yes
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry
AllowedToStartInMultiplayer=no
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=no
VoiceSelect=EngSovSelect
VoiceMove=EngSovMove
VoiceAttack=EngSovMove
VoiceFeedback=EngSovFear
VoiceSpecialAttack=EngSovAttackCommand
VoiceEnter=EngSovMove
VoiceCapture=EngSovAttackCommand
DieSound=EngSovDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1	; this should be between 0 and 1
ImmuneToVeins=yes
GuardRange=9
Size=1
PreventAttackMove=yes
IFVMode=1
Trainable=no

; Soviet Tesla Trooper
[SHK]
UIName=Name:SHK
Name=Shock Trooper
Category=Soldier
Primary=ElectricBolt
Secondary=AssaultBolt
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Crushable=no
Strength=130
Armor=Plate
TechLevel=5
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=ElectricBoltE
IFVMode=6

[IVAN]
UIName=Name:IVAN
Name=Crazy Ivan    ;locked
Prerequisite=NAHAND,NARADR
Pip=red
Category=Soldier
Strength=125
Primary=IvanBomber
Explodes=yes
Armor=none
TechLevel=5
CrushSound=InfantrySquish
Insignificant=no
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=30
IsSelectableCombatant=yes
VoiceSelect=CrazyIvanSelect
VoiceMove=CrazyIvanMove
VoiceAttack=CrazyIvanAttackCommand
VoiceFeedback=CrazyIvanFear
VoiceSpecialAttack=CrazyIvanAttackCommand
DieSound=CrazyIvanDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Ivan=yes;needed to differentiate from Bomber, which is C4, and engineer
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Deployer=yes
;UndeployDelay=20
Size=1
ElitePrimary=IvanBomberE
;AttackFriendlies=yes ; when scanning for targets, won't differentiate between allied or not, and also doesn't need control pressed to get attack cursor on friends
AttackCursorOnFriendlies=yes ; subset of AttackFriendlies.  Accept a command to attack, but don't consider in threat scan
IFVMode=7
Trainable=no

;Boris
[BORIS]
UIName=Name:Boris
Name=Boris
;Image=TANY
Category=Soldier
Prerequisite=NAHAND,NATECH
Primary=AKM
Secondary=Flare
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=200
Armor=flak
TechLevel=9
Pip=red
Sight=9
Speed=5
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=750
Points=50
IsSelectableCombatant=yes
VoiceSelect=BorisSelect
VoiceMove=BorisMove
VoiceAttack=BorisAttackCommand
;VoiceAttack=BorisAttackCommand
VoiceFeedback=BorisFear
VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
;VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
DieSound=BorisDie
CreateSound=BorisCreated
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
;DetectDisguise=yes
ElitePrimary=AKME
IFVMode=4
UseOwnName=true
;Airstrike stuff

;How many planes to call in
AirstrikeTeam=2;
EliteAirstrikeTeam=4;
;What type of planes to call in
AirstrikeTeamType=BPLN
EliteAirstrikeTeamType=BPLN
;How long after the planes either leave the map or are destroyed will the next team of planes be ready?
AirstrikeRechargeTime=100;500
EliteAirstrikeRechargeTime=50;250
BuildLimit=1
SelfHealing=yes


[CIVAN] ; anybody gets into a soviet tech center
UIName=Name:CIVAN
Name=Chrono Ivan
Category=Soldier
Prerequisite=BARRACKS
RequiresStolenSovietTech=yes
Primary=IvanBomber
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=100
Armor=none
TechLevel=9
Pip=red
Sight=8
Speed=6
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1750
Soylent=500
Points=50
IsSelectableCombatant=yes
VoiceSelect=CrazyIvanSelect
VoiceMove=CrazyIvanMove
VoiceAttack=CrazyIvanAttackCommand
VoiceFeedback=CrazyIvanFear
VoiceSpecialAttack=CrazyIvanAttackCommand
DieSound=CrazyIvanDie
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}; <-Walk  teleport->{4A582747-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
Ivan=yes;needed to differentiate from Bomber, which is C4, and engineer
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Deployer=yes
;UndeployDelay=20
AttackCursorOnFriendlies=yes
MoveToShroud=no
IFVMode=7
Teleporter=yes;
Trainable=no ;gs like regular ivan, since can't gain experience

[LUNR]
UIName=Name:LUNR
Name=Lunar Infantry
Image=LUNR
Category=Soldier
JumpJet=yes
Primary=Lunarlaser
Prerequisite=NAPILE,RADAR
Crushable=yes
Strength=125
Fearless=yes
Armor=none
TechLevel=11
Sight=8
Pip=white
Speed=9
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=250
Points=15
IsSelectableCombatant=yes
VoiceSelect=LaserCosmoSelect
VoiceMove=LaserCosmoMove
VoiceAttack=LaserCosmoAttackCommand
VoiceFeedback=LaserCosmoFear
VoiceSpecialAttack=LaserCosmoMove
DieSound=
CrashingSound=RocketeerDie
ImpactLandSound=RocketeerCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly		; This needs to be None, like aircraft
ConsideredAircraft=yes
ThreatPosed=15	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=20 ;HY increase climb speed; used to be 10
JumpjetCrash=25 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes ; ie never land
MoveSound=RocketeerMoveLoop
ElitePrimary=Lunarlaser
JumpJetTurn=yes ;Use proper turn logic

; **************************** Side Specific *******************************

;The evil Cuban Terrorist
[TERROR]
UIName=Name:TERROR
Name=Terrorist
Image=TRST
;Image=SPY
Category=Soldier
;Prerequisite=NAHAND,NATECH
Prerequisite=NAHAND,RADAR
CrushSound=InfantrySquish
LeadershipRating=3
Strength=75 ;changed on 11/29 from 50 to 75
;Primary=MakeupKit ; virtual weapon that picks disguise
;C4=Yes
Primary=TerrorBomb
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Armor=flak
TechLevel=5
;CanDisguise=yes; I appear differently on other people's computers
;PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)
Sight=9
Speed=6
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Confederation
AllowedToStartInMultiplayer=no
;Cost=1500
;Soylent=200
Cost=200
Soylent=100
Pip=red
Points=5
VoiceSelect=TerroristSelect
VoiceMove=TerroristMove
VoiceAttack=TerroristAttackCommand
VoiceFeedback=TerroristFear
VoiceSpecialAttack=TerroristAttackCommand
DieSound=TerroristDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1
Trainable=no
Explodes=yes
DeathWeapon=TerrorBomb
IFVMode=11

; Desolator
[DESO]
UIName=Name:DESO
Name=Desolater
Category=Soldier
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon
Prerequisite=NAHAND,RADAR
CrushSound=InfantrySquish
Strength=150
Armor=plate
TechLevel=8
Pip=red
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Arabs
Cost=600
Soylent=300
Points=30
IsSelectableCombatant=yes
VoiceSelect=DesolatorSelect
VoiceMove=DesolatorMove
VoiceAttack=DesolatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=DesolatorMove
DieSound=DesolatorDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
ImmuneToRadiation=yes
ImmuneToPsionics=no
Bombable=yes
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Fearless=yes
SelfHealing=yes
Crushable=no
ElitePrimary=RadBeamWeaponE
IFVMode=9


; **************************************************************************
; **************************** Yuri Infantry *******************************
; **************************************************************************

; Initiate
[INIT]
UIName=Name:INIT
Name=Yuri Initiate
Category=Soldier
Primary=PsychicJab
OccupyWeapon=UCPsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying.  Defaults to 0 (Primary)
Occupier=yes ; I can Occupy UC buildings
Prerequisite=YABRCK
CrushSound=InfantrySquish
Strength=100 ;91
Armor=none
TechLevel=1
Pip=white
OccupyPip=PersonPurple
Sight=9
Speed=4
Owner=YuriCountry
Cost=200 ;300
Soylent=100
Points=5
IsSelectableCombatant=yes
VoiceSelect=InitiateSelect
VoiceMove=InitiateMove
VoiceAttack=InitiateAttackCommand
VoiceFeedback=InitiateFear
VoiceSpecialAttack=InitiateMove
DieSound=InitiateDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=5	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
ElitePrimary=PsychicJabE
IFVMode=13
UseOwnName=true

; Attack dog
;Yuri not having a corresponding dog breaks our method for never having 2 dogs or 2 engineers on sidebar
[YADOG]
UIName=Name:DOG
Name=Allied Attack Dog (Yuri version)
NotHuman=yes
Image=ADOG
Category=Soldier
Primary=GoodTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=GAPILE
LeadershipRating=7
CrushSound=InfantrySquish
Strength=100
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry
Cost=200
Soylent=50
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes

; Attack dog
[YDOG]
UIName=Name:DOG
Name=Attack Dog (Yuri version)
Image=DOG
NotHuman=yes
Category=Soldier
Primary=BadTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=NAHAND
LeadershipRating=7
CrushSound=InfantrySquish
Strength=100
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry
Cost=200
Soylent=50
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;GEF going to be two dogs now DoubleOwned=Yes
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes

[SLAV]
UIName=Name:SLAV
Name=Yuri Slave Worker
Category=Soldier
Primary=SHOVEL
CrushSound=InfantrySquish
Slaved=yes
Strength=125
Armor=none
TechLevel=-1
Pip=white
Sight=5
Speed=3
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=0
Points=5
IsSelectableCombatant=no
VoiceSelect=SlaveFreedSelect
VoiceSelectEnslaved=SlaveWorkerSelect;gs this is the alternate voice set to use while enslaved.  Don't need to double the rest since the only thing the player can do to an enslaved slave is select it.
VoiceMove=SlaveFreedMove
VoiceAttack=SlaveFreedAttackCommand
VoiceFeedback=SlaveWorkerFear
VoiceSpecialAttack=SlaveWorkerHarvest
DieSound=SlaveWorkerDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=2	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
ImmuneToPsionics=yes
Size=1
ElitePrimary=SHOVEL
IFVMode=0
Storage=4;2
HarvestRate=150;180;210;75;frames between bale pickup
PipScale=Tiberium
DontScore=yes

;The Yuri Engineer
[YENGINEER]
UIName=Name:ENGINEER
Image=ENGINEER
Name=Yuri Engineer
Category=Soldier
Primary=DefuseKit
Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture
Prerequisite=Barracks
CrushSound=InfantrySquish
LeadershipRating=3
Strength=75
Armor=none
TechLevel=1
Sight=4
BombSight=4 ; detecting ivan's little friends
Speed=4
Pip=Blue
Engineer=yes
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=no
VoiceSelect=EngYuriSelect
VoiceMove=EngYuriMove
VoiceAttack=EngYuriCapture
VoiceFeedback=EngYuriFear
VoiceSpecialAttack=EngYuriCapture
VoiceEnter=EngYuriCapture
VoiceCapture=EngYuriCapture
DieSound=EngSovDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
SpecialThreatValue=1	; this should be between 0 and 1
ImmuneToVeins=yes
GuardRange=9
Size=1
PreventAttackMove=yes
IFVMode=1
Trainable=no

; Brute
[BRUTE]
UIName=Name:Brute
Name=Yuri Brute
;Image=SHK
Category=Soldier
Primary=Punch
Secondary=Smash
;GEF Unles we decide to put it back in Pushy=yes
Prerequisite=YABRCK
CrushSound=InfantrySquish
Crushable=no
Strength=200 ;180 ;250
Armor=plate
TechLevel=5
Pip=white
Sight=8
Speed=6
Owner=YuriCountry
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=yes
VoiceSelect=BruteSelect
VoiceMove=BruteMove
VoiceAttack=BruteAttackCommand
VoiceFeedback=BruteFear
VoiceSpecialAttack=BruteMove
DieSound=BruteDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=2;too big for IFV
AllowedToStartInMultiplayer=no
ElitePrimary=PunchE
EliteSecondary=SmashE
IFVMode=0
Unnatural=yes
CloseRange=yes
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
GuardRange=2
SelfHealing=yes
ImmuneToPsionics=yes
PixelSelectionBracketDelta=-8 ;gs higher number draws lower.  Pixel difference from normal for selection bracket



; Virus
[VIRUS]
UIName=Name:Virus
Name=Yuri Virus
;Image=SNIPE
Category=Soldier
Primary=Virusgun
Prerequisite=YABRCK,RADAR
CrushSound=InfantrySquish
Strength=100
Pip=red
Armor=none
TechLevel=1
Sight=9
Speed=4
Owner=YuriCountry
Cost=700
Soylent=350
Points=10
IsSelectableCombatant=yes
VoiceSelect=VirusSelect
VoiceMove=VirusMove
VoiceAttack=VirusAttackCommand
VoiceFeedback=VirusFear
VoiceSpecialAttack=VirusMove
DieSound=VirusDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=VirusgunE
PreventAttackMove=no
IFVMode=14
ImmuneToPoison=yes
UseOwnName=true

[YURI] ;Bender of spoons!
UIName=Name:YuriClone
Name=Yuri Clone
Prerequisite=YABRCK,NAPSIS;GEF want the basic yuri to be a little more low level now YATECH
PrerequisiteOverride=CARUS03 ; SJM: Kremlin Palace
Pip=red
Category=Soldier
Strength=100
LeadershipRating=8
Primary=MindControl
Secondary=PsiWave
TypeImmune=yes
Armor=none
TechLevel=10
CrushSound=InfantrySquish
Insignificant=no
Sight=12
Speed=4
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
SecretHouses=YuriCountry
AllowedToStartInMultiplayer=no
Cost=800
Soylent=400
Points=5
IsSelectableCombatant=yes
VoiceSelect=YuriCloneSelect
VoiceMove=YuriCloneMove
VoiceAttack=YuriCloneAttackCommand
VoiceFeedback=YuriCloneFear
VoiceSpecialAttack=YuriCloneMove
DieSound=YuriCloneDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=yes
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;The new yuri side yuri clone can no longer deploy
;nevermind, they changed their minds
Deployer=yes
DeployFire=yes
UndeployDelay=150
Size=1
DetectDisguise=yes
IFVMode=8

[YURIPR]
UIName=Name:YuriPrime
Name=Yuri Prime
Image=YURIX
Category=Soldier
Prerequisite=YABRCK,YATECH;Yuri Prime is now the high end yuri
Primary=SuperMindControl
Secondary=SuperPsiWave
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=150
Armor=flak
TechLevel=10
Pip=red
PixelSelectionBracketDelta=-26;gs higher number draws lower.  Pixel difference from normal for selection bracket
Sight=9
Speed=6
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=750
Points=50
IsSelectableCombatant=yes
VoiceSelect=YuriPrimeSelect
VoiceMove=YuriPrimeMove
VoiceAttack=YuriPrimeAttackCommand
VoiceFeedback=YuriPrimeFear
VoiceSpecialAttack=YuriPrimeMove
DieSound=YuriPrimeDie
MoveSound=YuriPrimeMoveLoop
CreateSound=YuriPrimeCreated
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1};
;MovementZone=Infantry

;SpeedType=Hover
;Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
;gs Correct in theory, but Hover only works properly for units.

SpeedType=Amphibious
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer

PhysicalSize=1
ThreatPosed=25	; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
Deployer=yes
DeployFire=yes
UndeployDelay=75
Size=1
BuildLimit=1
;CanPassiveAquire=no ; Won't try to pick up own targets
IFVMode=15
Unnatural=yes
SelfHealing=yes


; **************************************************************************
; *****************************Menagerie *******************************
; **************************************************************************

[COW]
UIName=Name:COW
Name=Animal Cow
NotHuman=yes
Category=Civilian
Strength=150
Armor=none
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CowSelect
VoiceMove=CowMove
VoiceAttack=CowMove
VoiceFeedback=CowFear
VoiceSpecialAttack=CowMove
DieSound=CowDie
AmbientSound=CowAmbient
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=12
Natural=yes
UseOwnName=true

[ALL]
UIName=Name:Alligator
Name=Animal Alligator
NotHuman=yes
Category=Soldier
Strength=200
Armor=none
TechLevel=-1
Crushable=no
Insignificant=no
Primary=AlligatorBite
Secondary=VirtualScanner
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=AlligatorSelect
VoiceMove=AlligatorMove
VoiceAttack=AlligatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=AlligatorMove
DieSound=AlligatorDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=2	; This value MUST be 0 for all building addons
Size=2
IFVMode=12
Trainable=no
Natural=yes


[POLARB]
UIName=NAME:POLARBEAR
Name=Animal Polar Bear
Category=Soldier
Strength=200
Armor=none
TechLevel=-1
Crushable=no
Insignificant=no
Primary=BearBite
Secondary=VirtualScanner
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=BearSelect
VoiceMove=BearMove
VoiceAttack=BearAttackCommand
VoiceFeedback=BearFear
VoiceSpecialAttack=BearMove
DieSound=BearDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=2	; This value MUST be 0 for all building addons
Size=2
IFVMode=12
Trainable=no
Natural=yes
NotHuman=yes


[JOSH]
UIName=Name:MONKEY
Name=Animal Monkey
Category=Soldier
Strength=200
Armor=none
TechLevel=-1
Crushable=no
Insignificant=no
Primary=ChimpBite
Secondary=VirtualScanner
Sight=2
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=ChimpSelect
VoiceMove=ChimpMove
VoiceAttack=ChimpAttackCommand
VoiceFeedback=ChimpFear
VoiceSpecialAttack=ChimpMove
DieSound=ChimpDie
AmbientSound=ChimpAmbient
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=2	; This value MUST be 0 for all building addons
Size=2
IFVMode=12
Trainable=no
Natural=yes
NotHuman=yes


[CAML]
UIName=Name:CAML
Name=Animal Camel
;Image=JOSH
Category=Soldier
Strength=200
Armor=none
TechLevel=-1
Crushable=no
Insignificant=no
;spit disabled until I get time to make it a lot weaker - DB
;Primary=ChimpBite
;Secondary=VirtualScanner
Sight=2
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=CamelSelect
VoiceMove=CamelMove
VoiceAttack=CamelMove
VoiceSpecialAttack=
DieSound=CamelDie
MoveSound=CamelMoveStart
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=2	; This value MUST be 0 for all building addons
Size=2
IFVMode=12
Trainable=no
Natural=yes
NotHuman=yes


[DNOA]
UIName=Name:DNOA
Name=Animal T-Rex
NoShadow=yes
Category=AFV
Primary=TRexInfBite
Secondary=TRexBite;VirtualScanner
Strength=300 ;200
Organic=yes
Armor=Plate
TechLevel=-1
Turret=no
IsTilter=no
SelfHealing=yes
CrateGoodie=no
Sight=5
GuardRange=5
DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2700;1000
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crewed=no
IsSelectableCombatant=yes
VoiceSelect=TRexSelect
VoiceMove=TrexMove
VoiceAttack=TrexMove
VoiceSecondaryWeaponAttack=TrexMove
VoiceFeedback=
DieSound=TrexDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Infantry
ThreatPosed=25	; This value MUST be 0 for all building addons
Weight=.5
ImmuneToPsionics=yes
Explodes=no
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=30
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Crushable=no
Parasiteable=no
Trainable=no
NotHuman=yes
CloseRange=yes;gs such a short range attack that he needs to be able to do a intracell move
OmniCrushResistant=yes


[DNOB]
UIName=Name:DNOB
Name=Animal Bront
NoShadow=yes
Category=AFV
Primary=ChimpBite
Secondary=VirtualScanner
Strength=200
Organic=yes
Armor=light
TechLevel=-1
Turret=no
IsTilter=no
SelfHealing=yes
CrateGoodie=no
Sight=5
GuardRange=5
DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=1000
Soylent=200
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crewed=no
IsSelectableCombatant=yes
VoiceSelect=BrontoSelect
VoiceMove=BrontoMove
VoiceAttack=BrontoMove
VoiceFeedback=
DieSound=BrontoDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Water
SpeedType=Float
ThreatPosed=25 ; This value MUST be 0 for all building addons
Weight=.5
ImmuneToPsionics=yes
Explodes=no
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=30
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Crushable=no
Parasiteable=no
Trainable=no
AmbientSound=BrontoAmbient
NotHuman=yes


; **************************************************************************
; ***************************** Civ Infantry *******************************
; **************************************************************************


; civilians
[CIV1]
UIName=Name:CIV1
Name=Civilian
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllFemSelect
VoiceMove=CivAllFemMove
VoiceAttack=CivAllFemAttackCommand
VoiceFeedback=CivAllFemFear
VoiceSpecialAttack=CivAllFemMove
DieSound=CivAllFemDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIV2]
UIName=Name:CIV2
Name=Civilian
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
VoiceSpecialAttack=CivAllMove
DieSound=CivThinDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIV3]
UIName=Name:CIV3
Name=Civilian
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
VoiceSpecialAttack=CivAllMove
DieSound=CivAllDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


; civilians
[CIVA]
UIName=Name:CIV1
Name=Civilian Texan A
Category=Civilian
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivTexanSelect
VoiceMove=CivTexanMove
VoiceAttack=CivTexanAttackCommand
VoiceFeedback=CivTexanFear
VoiceSpecialAttack=CivTexanMove
DieSound=CivTexanDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIVB]
UIName=Name:CIV2
Name=Civilian Texan B
Category=Civilian
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivTexanSelect
VoiceMove=CivTexanMove
VoiceAttack=CivTexanAttackCommand
VoiceFeedback=CivTexanFear
VoiceSpecialAttack=CivTexanMove
DieSound=CivTexanDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIVC]
UIName=Name:CIV3
Name=Civilian Texan C
Category=Civilian
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivTexanSelect
VoiceMove=CivTexanMove
VoiceAttack=CivTexanAttackCommand
VoiceFeedback=CivTexanFear
VoiceSpecialAttack=CivTexanMove
DieSound=CivTexanDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


; civilians
[CIVBBP]
UIName=Name:CIV1
Name=Civilian Baseball Player
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
VoiceSpecialAttack=CivAllMove
DieSound=CivAllDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


; civilians
[CIVBFM]
UIName=Name:CIV1
Name=Civilian Beach Fat Male
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
VoiceSpecialAttack=CivAllMove
DieSound=CivFatDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIVBF]
UIName=Name:CIV2
Name=Civilian Beach Female
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllFemSelect
VoiceMove=CivAllFemMove
VoiceAttack=CivAllFemAttackCommand
VoiceFeedback=CivAllFemFear
VoiceSpecialAttack=CivAllFemMove
DieSound=CivAllFemDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIVBTM]
UIName=Name:CIV3
Name=Civilian Beach Thin Male
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
VoiceSpecialAttack=CivAllMove
DieSound=CivThinDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


; civilians
[CIVSFM]
UIName=Name:CIV1
Name=Civilian Snow Fat Male
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivSovSelect
VoiceMove=CivSovMove
VoiceAttack=CivSovAttackCommand
VoiceFeedback=CivSovFear
VoiceSpecialAttack=CivSovMove
DieSound=CivFatDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIVSF]
UIName=Name:CIV2
Name=Civilian Snow Female
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivSovFemSelect
VoiceMove=CivSovFemMove
VoiceAttack=CivSovFemAttackCommand
VoiceFeedback=CivSovFemFear
VoiceSpecialAttack=CivSovFemMove
DieSound=CivSovFemDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


[CIVSTM]
UIName=Name:CIV3
Name=Civilian Snow Thin Male
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivSovSelect
VoiceMove=CivSovMove
VoiceAttack=CivSovAttackCommand
VoiceFeedback=CivSovFear
VoiceSpecialAttack=CivSovMove
DieSound=CivThinDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no

[CLNT]
UIName=Name:CLNT
Name=Flint Westwood
Image=CIVC
Category=Civilian
Strength=200
Armor=plate
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=ClintSelect
VoiceMove=ClintMove
VoiceAttack=ClintAttackCommand
VoiceFeedback=ClintFear
VoiceSpecialAttack=ClintMove
DieSound=ClintDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
Primary=CLINTGUN
IFVMode=4
UseOwnName=true



[ARND]
UIName=Name:ARND
Name=Arnie Frankenfurter
;Image=CIV1
Category=Civilian
Strength=200
Armor=plate
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=ArnoldSelect
VoiceMove=ArnoldMove
VoiceAttack=ArnoldAttackCommand
VoiceFeedback=ArnoldFear
VoiceSpecialAttack=ArnoldMove
DieSound=ArnoldDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
Primary=TERMIGUN
IFVMode=4
PixelSelectionBracketDelta=-6;gs higher number draws lower.  Pixel difference from normal for selection bracket
UseOwnName=true


[STLN]
UIName=Name:STLN
Name=Sammy Stallion
;Image=CIV1
Category=Civilian
Strength=200
Armor=plate
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=SlySelect
VoiceMove=SlyMove
VoiceAttack=SlyAttackCommand
VoiceFeedback=SlyFear
VoiceSpecialAttack=SlyMove
DieSound=SlyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
Primary=STALGUN
Secondary=STALGREN
;C4=yes
IFVMode=4
UseOwnName=true


[EINS]
UIName=Name:EINS
Name=Albert Einstein
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=EinsteinSelect
VoiceMove=EinsteinMove
VoiceAttack=EinsteinAttackCommand
VoiceFeedback=EinsteinFear
VoiceSpecialAttack=EinsteinMove
DieSound=EinsteinDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
UseOwnName=true

[MUMY]
UIName=Name:MUMY
Name=Evil Mummy
Category=Civilian
Primary=Mummypunch
Secondary=Mummysmash
Strength=400
Armor=plate
TechLevel=-1
CrushSound=InfantrySquish
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=100
Soylent=200
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=MummySelect
VoiceMove=MummyMove
VoiceAttack=MummyMove
DieSound=MummyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
Unnatural=yes
CloseRange=yes
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
GuardRange=6
SelfHealing=yes
ImmuneToPsionics=yes
UseOwnName=true

[WWLF]
UIName=Name:MUMY
Name=Werewolf
Image=MUMY
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllFemSelect
VoiceMove=CivAllFemMove
VoiceAttack=CivAllFemAttackCommand
VoiceFeedback=CivAllFemFear
VoiceSpecialAttack=CivAllFemMove
DieSound=CivAllFemDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
UseOwnName=true

[RMNV]
UIName=Name:RMNV
Name=Romanov
;Image=CIV1
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=RomanovSelect
VoiceMove=RomanovMove
VoiceAttack=RomanovAttackCommand
VoiceFeedback=RomanovFear
VoiceSpecialAttack=RomanovMove
DieSound=RomanovDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no
PixelSelectionBracketDelta=-6;gs higher number draws lower.  Pixel difference from normal for selection bracket
UseOwnName=true

; Vladimir
[VLADIMIR]
UIName=Name:CIV1
Name=Vladimir
Category=Soldier
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
;Insignificant=yes
Sight=2
Speed=4
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
;Fraidycat=yes
;Civilian=yes
;Nominal=yes
Pip=white
VoiceSelect=Dummy
VoiceMove=Dummy
VoiceAttack=Dummy
VoiceFeedback=Dummy
DieSound=FlakTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
IFVMode=0
UseOwnName=true

; Pentagon General
[PENTGEN]
UIName=Name:CIV1
Name=General Pentagon
Category=Soldier
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
;Insignificant=yes
Sight=2
Speed=4
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
;Ammo=10
;Fraidycat=yes
;Civilian=yes
;Nominal=yes
Pip=white
VoiceSelect=GISelect
VoiceMove=GIMove
VoiceAttack=GIAttackCommand
VoiceFeedback=GIFear
VoiceSpecialAttack=GIMove
DieSound=GIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
IFVMode=0

; Secret Service
[SSRV]
UIName=Name:SecretService
Name=Secret Service
Category=Soldier
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
;Insignificant=yes
Sight=2
Speed=4
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
;Fraidycat=yes
;Civilian=yes
;Nominal=yes
Pip=white
VoiceSelect=SSSelect
VoiceMove=SSMove
VoiceAttack=SSAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SSMove
DieSound=SSDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
IFVMode=0

[PRES]
UIName=Name:PRES
Name=President
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=2000
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=CivFatDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
IFVMode=12
UseOwnName=true


[CTECH]
UIName=Name:CTECH
Name=Technician
Image=CIV3
Category=Civilian
Strength=50
Primary=Pistola
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=100
Points=1
;Ammo=10
;Reload=80
Fraidycat=no
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=CivAllAttackCommand
VoiceFeedback=CivAllFear
VoiceSpecialAttack=CivAllMove
DieSound=CivFatDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=1
Trainable=no


; Hack to make MultiMissile work! Don't change data!
[WEEDGUY]
UIName=Name:WEEDGUY
Name=ZZZ Chem Spray Infantry
Category=Soldier
Primary=NukeCarrier
Secondary=V3Cluster ;gs Looks like hack is weapons must be represented once
Prerequisite=BARRACKS
TiberiumProof=yes
CrushSound=InfantrySquish
Strength=130
Storage=7
Pip=white
Fearless=yes
Armor=none
TechLevel=-1
Sight=4
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=300
Points=5
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons



; **************************************************************************
; **************************************************************************
; ****************************** Unit Types ********************************
; **************************************************************************
; **************************************************************************

;GEF I'm sick of having to hunt and peck through rules.ini. I'm going
;to make it more organized!  ;good for you! - DB

; **************************************************************************
; ***************************** Allied Units *******************************
; **************************************************************************

; Medium Tank
[MTNK]
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time

; **************************************************************************
; ********************************* IFV ************************************

;Infantry Fighting Vehicle - IFV
[FV]
UIName=Name:FV
Name=IFV
Prerequisite=GAWEAP
Primary=HoverMissile
Strength=200
Category=Transport
Armor=light
DeployTime=.022
TechLevel=3
Sight=8
PipScale=Passengers
Speed=10
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=600
Soylent=600
Points=20
ROT=5
Crusher=no
TooBigToFitUnderBridge=true
Turret=yes ;GEF should be no for ifv???
Passengers=1
Gunner=yes
AirRangeBonus=4 ;GEF this should always be less than or equal to the range of the primary weapon. Otherwise targeting issues could arise
;GEF If you change TurretCount, find this line in objtype.h and change it to reflect the new number of turrets
;#define OBJTYPE_DIM_TurretMax	15
;Or Weapon Count.
;TurretCount=15
HasTurretTooltips=yes
TurretCount=4
WeaponCount=17

Weapon1=HoverMissile		;Normal
EliteWeapon1=HoverMissileE		;Normal
Weapon2=RepairBullet	;Engineer
EliteWeapon2=RepairBullet	;Engineer
Weapon3=CRM60			;GI
EliteWeapon3=CRM60			;GI
Weapon4=CRFlakGuyGun		;Flak Troop ;Rocketeer
EliteWeapon4=CRFlakGuyGun		;Flak Troop ;Rocketeer
Weapon5=CRMP5			;Seal
EliteWeapon5=CRMP5			;Seal
Weapon6=AWPE			;Sniper
EliteWeapon6=AWPE			;Sniper
Weapon7=CRElectricBolt	;ShockTrooper
EliteWeapon7=CRElectricBolt	;ShockTrooper
Weapon8=CRNuke			;Crazy Ivan
EliteWeapon8=CRNuke			;Crazy Ivan
Weapon9=CRMindControl	;Yuri
EliteWeapon9=CRMindControl	;Yuri
Weapon10=CRRadBeamWeapon;Desolator
EliteWeapon10=CRRadBeamWeapon;Desolator
Weapon11=CRNeutronRifle	;Chrono
EliteWeapon11=CRNeutronRifle	;Chrono
Weapon12=CRTerrorBomb		;Terrorist
EliteWeapon12=CRTerrorBomb		;Terrorist
Weapon13=CowShot		;Cow
EliteWeapon13=CowShot		;Cow
Weapon14=CRPsychicJab		;Initiate
EliteWeapon14=CRPsychicJab		;Initiate
Weapon15=CRVirusGun		;Virus
EliteWeapon15=CRVirusGun		;Virus
Weapon16=CRSuperMindBlast		;Yuri Prime
EliteWeapon16=CRSuperMindBlast		;Yuri Prime
Weapon17=CRMissileLauncher		;Guardian GI
EliteWeapon17=CRMissileLauncher		;Guardian GI



;Weapons
;GEF
;0=rocket
;1=gun
;2=repair arm
;3=high-tech

NormalTurretIndex=0
NormalTurretWeapon=0
RepairTurretIndex=2
RepairTurretWeapon=1
MachineGunTurretIndex=1
MachineGunTurretWeapon=2
FlakTurretIndex=1
FlakTurretWeapon=3
PistolTurretIndex=1
PistolTurretWeapon=4
SniperTurretIndex=1
SniperTurretWeapon=5
ShockTurretIndex=3
ShockTurretWeapon=6
ExplodeTurretIndex=3
ExplodeTurretWeapon=7
BrainBlastTurretIndex=3
BrainBlastTurretWeapon=8
RadCannonTurretIndex=3
RadCannonTurretWeapon=9
ChronoTurretIndex=3
ChronoTurretWeapon=10
TerroristExplodeTurretIndex=3
TerroristExplodeTurretWeapon=11
CowTurretIndex=3
CowTurretWeapon=12
InitiateTurretIndex=3
InitiateTurretWeapon=13
VirusTurretIndex=3
VirusTurretWeapon=14
YuriPrimeTurretIndex=3
YuriPrimeTurretWeapon=15
GuardianTurretIndex=3
GuardianTurretWeapon=16



IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=3
SizeLimit=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false

DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan
ElitePrimary=HoverMissileE
;Bombable=no

; ********************************* IFV ************************************
; **************************************************************************


; Mirage Tank
[MGTK]
UIName=Name:MGTK
Name=Mirage Tank
Image=RTNK
Prerequisite=GAWEAP,GATECH
Primary=MirageGun
DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy
;Primary=TankMakeupKit
;Secondary=MirageGun
;IsSimpleDeployer=yes ;gs yeah for alpha date rewrite!
;OmniFire=yes
Strength=200
Category=AFV
Armor=light
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=9
Sight=9
Speed=7
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Soylent=1000
Points=25
ROT=5
IsSelectableCombatant=yes
CanDisguise=yes
CanApproachTarget=no ; gs 9/15 Re-put in.  But now this will not apply to an Attack Mission.  Best of both worlds, and Dustin kicks butt
;CanRetaliate=no ; thought about this one too.  Don't need it since first shot will disguise as the bad guy and then you can keep shooting, and he'll keep shooting since you don't detach on disguise
;CanPassiveAquire=no ; not essential, but might not want it giving away position
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MirageTankMoveStart
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys;gs the sparks look cool, but the smoke gives it away too easily    ,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
AllowedToStartInMultiplayer=no
EliteSecondary=MirageGunE
CrushSound=TankCrush

;Prism Tank
[SREF]
UIName=Name:SREF
Name=Prism Tank
Prerequisite=GAWEAP,GATECH
; SJM removed; see abusive section below...
; Primary=Comet
; ElitePrimary=SuperComet ; Elite Weapon
Strength=150
Category=AFV
Armor=light
; SJM: begin abuse of turret-changing code ----
Turret=yes ;temp until tank art done
TurretCount=4
WeaponCount=1
Weapon1=Comet
EliteWeapon1=SuperComet ; Elite Weapon
IsChargeTurret=true
; SJM: end abuse ------------------------------
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=8
Sight=8
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1200
Soylent=1200
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=PrismTankSelect
VoiceMove=PrismTankMove
VoiceAttack=PrismTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=PrismTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3

;Battle Fortress
[BFRT]
UIName=Name:Battlefortress
Name=Battle Fortress
Prerequisite=GAWEAP,GATECH
Primary=20mmRapid
Strength=600
Category=AFV
Armor=heavy
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=6
Speed=4
PipScale=Passengers
Passengers=5
OpenTopped=yes;passengers can shoot out
SizeLimit=2;1 ;gs like half track and Blackhawk.  Terror Drones and Brutes are allowed in.
CrateGoodie=yes
Crusher=yes
OmniCrusher=yes;gs can crush things not normally crushable
Owner=British,French,Germans,Americans,Alliance
Cost=2000
Soylent=2000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=BattleFortressSelect
VoiceMove=BattleFortressMove
VoiceAttack=BattleFortressAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=BattleFortressMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=CrusherAll;gs OmniCrush handles crushing tanks and such, this handles walls
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher

; Mobile Construction Vehicle
[AMCV]
UIName=Name:AMCV
Name=Allied Construction Vehicle
Image=MCV
Prerequisite=GAWEAP,GADEPT
Strength=1000
Category=Support
Armor=heavy
DeploysInto=GACNST
TechLevel=10
Sight=6
Speed=4
Owner=British,French,Germans,Americans,Alliance
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVAlliedSelect
VoiceMove=MCVAlliedMove
VoiceAttack=MCVAlliedMove
DieSound=GenVehicleDie
VoiceFeedback=
DeploySound=PlaceBuilding
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher

; Landing Craft
[LCRF]
UIName=Name:LCRF
Name=Landing Craft
Prerequisite=GAYARD
Strength=300
MoveToShroud=yes
Category=Transport
DeployTime=.022
Armor=light
Turret=no
IsTilter=yes
TechLevel=4
Sight=6
PipScale=Passengers
Speed=6
;;;CanBeach=yes
Naval=yes
Weight=1
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=900
Soylent=900
Points=15
ROT=5
Crusher=no ;gs yes
Passengers=12
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=HoverAlliedSelect
VoiceMove=HoverAlliedMove
VoiceAttack=HoverAlliedMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
Maxdebris=3
;;;;;SpeedType=Amphibious
;;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;;MovementZone=AmphibiousCrusher
;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;SpeedType=FloatBeach
;;;;MovementZone=WaterBeach
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
ThreatPosed=3	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=7
ZFudgeTunnel=13
SizeLimit=6
Size=16
TooBigToFitUnderBridge=true
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Bombable=no
Trainable=no
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Bunkerable=no; Units default to yes, others default to no


;Destroyer
[DEST]
UIName=Name:DEST
Name=Destroyer
Prerequisite=GAYARD
Primary=155mm
Secondary=ASWLauncher
NavalTargeting=1
Spawns=ASW
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=150
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DESTWO)
FireAngle=32
ToProtect=yes
Category=Support
Strength=600
Naval=yes ;GS
Armor=heavy
TechLevel=4
Sight=7
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=1000
Turret=no ; can't have a turrett and a NoSpawnAlt (both go in AuxVoxel)
Points=30
ROT=5
Crusher=no ;gs yes
Weight=3
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllWaterSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=DestroyerMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Sensors=yes
SensorsSight=8
OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire)
ElitePrimary=155mmE
Size=30
IsSelectableCombatant=yes

;Dolphin
[DLPH]
UIName=Name:DLPH
Name=Dolphin
NotHuman=yes
Prerequisite=GAYARD,GATECH
Primary=SonicZap
NavalTargeting=5
LandTargeting=1
FireAngle=64
Category=AFV
Strength=200
Naval=yes ;GS
Armor=light
TechLevel=5
Underwater=yes
Sight=4
GuardRange=4
Sensors=yes
SensorsSight=8 ;4
Speed=8
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=500
Soylent=500
Turret=no
Points=15
ROT=6
;Crusher=yes
Crewed=no				;ok
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=DolphinSelect
VoiceMove=DolphinMove
VoiceAttack=DolphinAttackCommand
VoiceFeedback=DolphinFear
DieSound=DolphinDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=20	; This value MUST be 0 for all building addons
Accelerates=true
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
Cloakable=yes
CloakingSpeed=1
TypeImmune=yes
Organic=yes
;NoShadow=yes
WalkRate=4 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
IdleRate=8 ; power of two helps performance (mod).  "How much slower should I animate when stopped? 1/x"
ElitePrimary=SonicZapE
Size=15
IsSelectableCombatant=yes

; Aegis Cruiser
[AEGIS]
UIName=Name:AEGIS
Name=Aegis Cruiser
Prerequisite=GAYARD,RADAR
Primary=Medusa
NavalTargeting=6
LandTargeting=1
ToProtect=yes
Category=AFV
Strength=800
Naval=yes
Armor=light
TechLevel=7
Sight=8
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1200
Soylent=1200
Points=35
ROT=1
Crusher=no ;gs yes
Crewed=no
IsSelectableCombatant=yes
;PipScale=Ammo
;PipWrap=10
;InitialAmmo=0
Weight=4
;Ammo=40
RadialFireSegments=10
;OmniFire=yes ;GEF moved to weapon
OpportunityFire=yes
DistributedFire=yes
;Reload=60
;;Reload=10			; For testing.
;EmptyReload=180
;;EmptyReload=10		; For testing.
;ReloadIncrement=30
;;ReloadIncrement=0	; For testing.
;DamageReducesReadiness=yes
;ReadinessReductionMultiplier=1.5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AegisSelect
VoiceMove=AegisMove
VoiceAttack=AegisAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=AegisMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;BuildLimit=2
ElitePrimary=MedusaE
Size=30
TooBigToFitUnderBridge=true

;Aircraft Carrier
[CARRIER]
UIName=Name:CARRIER
Name=Aircraft Carrier
Prerequisite=GAYARD,TECH
Primary=HornetLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=HORNET
SpawnsNumber=3
SpawnRegenRate=600
SpawnReloadRate=150
FireAngle=32
ToProtect=yes
Category=Support
Strength=800
Naval=yes ;GS
Armor=heavy
TechLevel=7
Sight=7
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
;ForbiddenHouses=Americans
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=2000
Turret=no
Points=55
ROT=1
Crusher=no; yes
Weight=5
Crewed=no
;OmniFire=yes ;GEF moved to weapon
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=AircraftCarrierSelect
VoiceMove=AircraftCarrierMove
VoiceAttack=AircraftCarrierAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=ACCMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
;BuildLimit=1
Size=50

; harvester without back
[CMON]
UIName=Name:CMIN
Name=Chrono Miner(noback)
;Image=CMIN
Nominal=yes
ToProtect=yes
Category=Support
Strength=1000
Armor=medium
;Dock=PROC
Dock=NAREFN,GAREFN
Harvester=yes
ChronoInSound=ChronoMinerTeleport
ChronoOutSound=ChronoMinerTeleport
TechLevel=-1
Sight=4
Speed=4
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1400
Points=20
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChronoMinerSelect
VoiceMove=ChronoMinerMove
VoiceAttack=ChronoMinerMove
VoiceHarvest=ChronoMinerHarvest
VoiceEnter=ChronoMinerReturn
DieSound=GenVehicleDie
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=4
;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=1
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToRadiation=yes
Trainable=no


; harvester
[CMIN]
UIName=Name:CMIN
Name=Chrono Miner
Prerequisite=GAWEAP,PROC
Nominal=yes
ToProtect=yes
Category=Support
Strength=1000
Armor=medium
;Dock=PROC		; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN
;Turret=yes
Primary=none
Harvester=yes
ChronoInSound=ChronoMinerTeleport
ChronoOutSound=ChronoMinerTeleport
TechLevel=1
Sight=4
Speed=4
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=20
Cost=1400
Soylent=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
;OpportunityFire=yes ;GEF has no weapon, doesn't need this
UnloadingClass=CMON
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChronoMinerSelect
VoiceMove=ChronoMinerMove
VoiceAttack=ChronoMinerMove
VoiceHarvest=ChronoMinerHarvest
VoiceEnter=ChronoMinerReturn
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Teleporter=yes
;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not
Bunkerable=no; Units default to yes, others default to no

; Robot Tank
[ROBO]
UIName=Name:Robotank
Name=Robot Tank
Image=ROBO
Prerequisite=GAWEAP,GAROBO
Primary=Robogun
Strength=180
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=6
Speed=10 
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=600
Soylent=600
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=RobotTankSelect
VoiceSelectDeactivated=RobotTankSelectDeactivated
VoiceMove=RobotTankMove
VoiceAttack=RobotTankAttackCommand
VoiceFeedback=
DieSound=RobotTankDie
MoveSound=RobotTankMoveStart
ActivateSound= RobotTankOnline
DeactivateSound= RobotTankOffline
CrushSound=TankCrush
MaxDebris=2
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer 
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ImmuneToRadiation=yes
PoweredUnit=yes;powered by presence of building
Trainable=no
BuildTimeMultiplier=1.3




; **************************** Side Specific *******************************

; Tank Destroyer
[TNKD]
UIName=Name:TNKD
Name=Tank Destroyer
Prerequisite=GAWEAP,RADAR
Primary=SABOT
Strength=400
Category=AFV
Armor=heavy
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=5
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Germans
AllowedToStartInMultiplayer=no
Cost=900
Soylent=900
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TankDestroyerSelect
VoiceMove=TankDestroyerMove
VoiceAttack=TankDestroyerAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MoveSound=TankDestroyerMoveStart
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
ElitePrimary=SABOTE

; Howitzer
[HOWI]
UIName=Name:HOWI
Name=Howitzer
Image=HWTZ
Prerequisite=GAWEAP
Primary=HowitzerGun
Strength=200
Category=AFV
Armor=light
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=750
Soylent=750
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
CrushSound=TankCrush
AllowedToStartInMultiplayer=no
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3


; **************************************************************************
; ******************************Soviet Units *******************************
; **************************************************************************

; Terror Drone,  ooohhh scary
[DRON]
UIName=Name:DRON
Name=Terror Drone
Category=AFV
Prerequisite=NAWEAP
Primary=DroneJump
Secondary=VirtualScanner
NavalTargeting=6
Strength=100
SuppressionThreshold=5; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo
DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
Armor=special_1
TechLevel=4
Turret=no
IsTilter=no
CrateGoodie=no
Sight=4
Speed=10 ; gs Don't go higher than 20, or he gets stuck running in circles
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=500
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive   mech->{55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=no
Trainable=no
Explodes=no
AccelerationFactor=5 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspelingg knot min
ZFudgeColumn=8
ZFudgeTunnel=13
;Bombable=no
Size=2
Accelerates=false
Bunkerable=no; Units default to yes, others default to no

; Half-track
[HTK]
UIName=Name:HTK
Name=Flak Track
Prerequisite=NAWEAP
Primary=FlakTrackGun
Secondary=FlakTrackAAGun
Strength=180
Category=Transport
Armor=heavy
DeployTime=.022
TechLevel=3
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=500
Soylent=500
Points=20
ROT=5
Crusher=yes
Turret=yes
Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=FlakTrackSelect
VoiceMove=FlakTrackMove
VoiceAttack=FlakTrackAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=FlakTrackMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=3
SizeLimit=2 
Accelerates=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=FlakTrackGunE
EliteSecondary=FlakTrackAAGunE

; Heavy Tank
[HTNK]
UIName=Name:HTNK
Name=Rhino Heavy Tank
Prerequisite=NAWEAP
Primary=120mm
Strength=400
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=6
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=900
Soylent=900
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=120mmE
BuildTimeMultiplier=1.5;Individual control of build time

; V3 Rocket launcher, or Chu-chu Rocket
[V3]
UIName=Name:V3
Name=V3 Launcher    ;locked
Category=AFV
Prerequisite=NAWEAP,NARADR
Primary=V3Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false	; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no

; Mammoth tank
[APOC]
UIName=Name:APOC
Name=Apocalypse
Image=MTNK
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=800
Explodes=yes
Prerequisite=NAWEAP,NATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=1750
Soylent=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=120mmxE

; Mobile Construction Vehicle
[SMCV]
UIName=Name:SMCV
Name=Soviet Construction Vehicle
Prerequisite=NAWEAP,NADEPT
Strength=1000
Category=Support
Armor=heavy
DeploysInto=NACNST
TechLevel=10
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
DeploySound=PlaceBuilding
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher

; Armored Transport
[SAPC]
UIName=Name:SAPC
Name=Armored Transport
Prerequisite=NAYARD
Image=TRS
Strength=300
;Primary=M60
MoveToShroud=yes
Category=Transport
DeployTime=.022
Armor=heavy
Turret=no
IsTilter=yes
TechLevel=2
Sight=6
PipScale=Passengers
Speed=6

;;MovementRestrictedTo=Water
;;CanBeach=yes
Naval=yes
Weight=1

CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=900
Soylent=900
Points=25
ROT=5
Crusher=yes
Passengers=12
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=HoverSovietSelect
VoiceMove=HoverSovietMove
VoiceAttack=HoverSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
CrushSound=TankCrush
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
Maxdebris=3
;;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;SpeedType=FloatBeach
;;;;MovementZone=WaterBeach

;;;;;SpeedType=Amphibious
;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;MovementZone=AmphibiousCrusher

SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!

;SpeedType=Amphibious
;MovementZone=AmphibiousCrusher
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=7
ZFudgeTunnel=13
SizeLimit=6
Size=15
TooBigToFitUnderBridge=true
;Bombable=no
Trainable=no
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Bunkerable=no; Units default to yes, others default to no


; Seawolf
[HYD]
UIName=Name:HYD
Name=Sea Scorpion
Prerequisite=NAYARD,NARADR
;Primary=HoverMissile
Primary=FlakTrackGun
Secondary=FlakWeapon
ToProtect=yes
Category=AFV
Strength=400
Naval=yes
Armor=heavy
TechLevel=6
MovementRestrictedTo=Water
Sight=8
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=600
Points=20
ROT=6
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Weight=2
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SeaScorpionSelect
VoiceMove=SeaScorpionMove
VoiceAttack=SeaScorpionAttackCommand
VoiceFeedback=
DieSound=GenSmallWaterDie
MoveSound=SeawolfMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;SpeedType=Amphibious ;gs Wha!?!
;MovementZone=Amphibious
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=FlakTrackGunE
EliteSecondary=FlakWeaponE
Size=20

;Attack Sub
[SUB]
UIName=Name:SUB
Name=Typhoon Attack Sub
Prerequisite=NAYARD
Primary=SubTorpedo
NavalTargeting=5
LandTargeting=1
FireAngle=64
Category=AFV
Strength=600
Naval=yes
Armor=heavy
TechLevel=2
Underwater=yes
Sight=4
Sensors=yes
SensorsSight=7
Speed=4
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=1000
Turret=no
Points=30
ROT=2
Crusher=no;gs yes
Crewed=no
Weight=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TyphoonSubSelect
VoiceMove=TyphoonSubMove
VoiceAttack=TyphoonSubAttackCommand
VoiceFeedback=SubFear
DieSound=GenSmallWaterDie
MoveSound=SubMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=20	; This value MUST be 0 for all building addons
Accelerates=true
Cloakable=yes
CloakingSpeed=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
ElitePrimary=SubTorpedoE
Size=20

; Ginormous Squid!  Even scarier!
[SQD]
UIName=Name:SQD
Name=Giant Squid
NoShadow=yes
Category=AFV
Prerequisite=NAYARD,NATECH
Primary=SquidGrab ; HCB + Punch
Secondary=SquidPunch ; F, F, Punch
NavalTargeting=3
LandTargeting=1
WalkRate=2 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
IdleRate=4 ; power of two helps performance (mod).  "How much slower should I animate when stopped? 1/x"
Strength=200
SuppressionThreshold=250; damage below this amount won't suppress the parasite
Organic=yes
Armor=light
TechLevel=9
Underwater=yes
Naval=yes
Turret=no
IsTilter=no
SelfHealing=yes
CrateGoodie=no
Sight=5
Sensors=yes
SensorsSight=8 ;4
GuardRange=5
DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=8
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Soylent=1000
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
VoiceSelect=SquidSelect
VoiceMove=SquidAttackCommand
VoiceAttack=SquidAttackCommand
VoiceFeedback=SquidFear
MoveSound=SquidMove
DieSound=SquidDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};<-Ship
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
Weight=.5
ImmuneToPsionics=yes
Parasiteable=no
Trainable=yes
Explodes=no
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=30
Cloakable=yes
CloakingSpeed=5 ; Slowish, low is faster
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
MovementRestrictedTo=Water
ElitePrimary=SquidGrabE
EliteSecondary=SquidPunchE
TooBigToFitUnderBridge=true

;Soviet Dreadnought
[DRED]
UIName=Name:DRED
Name=Dreadnought
Prerequisite=NAYARD,NATECH
Primary=DredLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=DMISL
SpawnsNumber=2
SpawnRegenRate=80
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO)
FireAngle=32
ToProtect=yes
Category=Support
Strength=800
Naval=yes
Armor=heavy
TechLevel=6
Sight=7
Speed=4
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs
;ForbiddenHouses=Russians
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=2000
Turret=no
Points=55
Weight=4
ROT=1
Crusher=no ;gs yes
Crewed=no
;OmniFire=yes ;GEF moved to weapon
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovWaterSelect
VoiceMove=GenSovWaterMove
VoiceAttack=GenSovWaterAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=DreadnoughtMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
;BuildLimit=1
Size=50

; harvester without back
[HORV]
UIName=Name:HORV
Name=War Miner
Nominal=yes
ToProtect=yes
Category=Support
Strength=1000
Armor=medium
;Dock=PROC
Dock=NAREFN,GAREFN
Harvester=yes
TechLevel=-1
Sight=4
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1400
Points=25
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
CrushSound=TankCrush
DieSound=GenVehicleDie
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=1
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToRadiation=yes

; harvester
[HARV]
UIName=Name:HARV
Name=War Miner
Prerequisite=NAWEAP,PROC
Nominal=yes
ToProtect=yes
Category=Support
Strength=1000
Armor=medium
;Dock=PROC		; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN
Turret=yes
Primary=20mmRapid
Harvester=yes
TechLevel=1
Sight=4
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=40
Cost=1400
Soylent=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
OpportunityFire=yes
UnloadingClass=HORV
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=WarMinerSelect
VoiceMove=WarMinerMove
VoiceAttack=WarMinerAttackCommand
VoiceEnter=WarMinerMove
VoiceHarvest=WarMinerHarvest
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=20mmRapidE
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Bunkerable=no; Units default to yes, others default to no

[UTNK]
UIName=Name:UTNK
Name=ZZZ Not Used
Prerequisite=NAWEAP
Image=HTNK
Primary=Comet
Strength=400
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=6
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1000
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=120mmE


; **************************** Side Specific *******************************

;  Tesla Tank for Russians
[TTNK]
UIName=Name:TTNK
Name=Tesla Tank
Prerequisite=NAWEAP,NARADR
Primary=TankBolt
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=8
Speed=6
CrateGoodie=yes
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Russians
Cost=1200
Soylent=1200
Points=25
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TeslaTankSelect
VoiceMove=TeslaTankMove
VoiceAttack=TeslaTankAttackCommand
CrushSound=TankCrush
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=TeslaTankMoveStart
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
ElitePrimary=TankBoltE
BuildTimeMultiplier=1.3 ;Individual control of build time

;Lybian Demolition Truck
[DTRUCK]
UIName=Name:DTRUCK
Image=TRUCKA
Name=Demolitions Truck
Prerequisite=NAWEAP,RADAR
Category=AFV
Primary=Demobomb
Secondary=none
Strength=150
Armor=light
Turret=no
TechLevel=10
Sight=5
Speed=5 ;changed on 11/29 from 6 to 5
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Africans
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=1500
Points=40
ROT=5
Crusher=no
SelfHealing=no
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=DemoTruckSelect
VoiceMove=DemoTruckMove
VoiceAttack=DemoTruckAttackCommand
VoiceFeedback=
DieSound=DemoTruckDie
MoveSound=DemoTruckMoveStart
CreateSound=DemoTruckCreated
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2
MovementZone=Normal
ThreatPosed=50	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
MaxDebris=2
DebrisTypes=TIRE
DebrisMaximums=4
Size=3
DeathWeapon=Demobomb
Explodes=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Trainable=no


; **************************************************************************
; *******************************Yuri Units ********************************
; **************************************************************************

; Lasher Light Tank
; Light Tank
[LTNK]
UIName=Name:Lasher
Name=Lasher Light Tank
Image=LTNK
Prerequisite=YAWEAP
Primary=ATGUN
Strength=300;200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8;6
Speed=7;8
CrateGoodie=no
Crusher=yes
Owner=YuriCountry
Cost=700;600
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=LasherTankSelect
VoiceMove=LasherTankMove
VoiceAttack=LasherTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LasherTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=ATGUNE;90mmE
BuildTimeMultiplier=1.5;Individual control of build time

; Gattling Tank
[YTNK]
UIName=Name:GattTank
Name=Gattling Tank
;Image=TTNK
Prerequisite=YAWEAP
Primary=AGGattling
Secondary=AAGattling
Strength=210
Category=AFV
Armor=light
Turret=yes
IsTilter=yes
;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it

;Do I have a gattling gun or not
IsGattling=yes

;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6

Weapon1=AGGattling
EliteWeapon1=AGGattlingE
Weapon2=AAGattling
EliteWeapon2=AAGattlingE
Weapon3=AGGattling2
EliteWeapon3=AGGattling2E
Weapon4=AAGattling2
EliteWeapon4=AAGattling2E
Weapon5=AGGattling3
EliteWeapon5=AGGattling3E
Weapon6=AAGattling3
EliteWeapon6=AAGattling3E

;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=600

EliteStage1=100
EliteStage2=200
EliteStage3=300

;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50


;-----End Gattling stuff-------

;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=4
Sight=10
Speed=6
CrateGoodie=no
Crusher=no;yes
Owner=YuriCountry
Cost=600
Soylent=600
Points=25
ROT=10 ;was 5
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GattlingTankSelect
VoiceMove=GattlingTankMove
VoiceAttack=GattlingTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=FlakTrackMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=AGGattlingE;90mmE
EliteSecondary=AAGattlingE;90mmE

; Magnetron
[TELE]
UIName=Name:Magnetron
Name=Magnetron
;Image=V3
Prerequisite=YAWEAP,NAPSIS
Primary=MagneticBeam
Secondary=MagneShake
Strength=150
Category=AFV
Armor=light
Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=10
Speed=5
CrateGoodie=no
Crusher=no;yes
Owner=YuriCountry
Cost=1000
Soylent=1000
Points=25
ROT=5
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MagnetronSelect
VoiceMove=MagnetronMove
VoiceAttack=MagnetronAttackCommand
VoiceSecondaryWeaponAttack=MagnetronMagneShakeVoice
DieSound=GenVehicleDie
MoveSound=MagnetronMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
ElitePrimary=MagneticBeamE
Bunkerable=no; Units default to yes, others default to no
CanPassiveAquire=no ; Won't try to pick up own targets ;GEF don't want him accidently attacking your own guys


[MIND]
UIName=Name:MasterMind
Name=Master Mind
Prerequisite=YAWEAP,YATECH
Primary=MultipleMindControlTank
Strength=500
Category=AFV
Armor=heavy
;Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=9
Speed=4
CrateGoodie=no
Crusher=no
Owner=YuriCountry
Cost=1750
Soylent=1750
Points=25
ROT=5
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MasterMindSelect
VoiceMove=MasterMindMove
VoiceAttack=MasterMindAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MasterMindMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
PipScale=MindControl
ImmuneToPsionics=yes
SelfHealing=yes
Trainable=no


[DISK];gs changed to K, as per the Master Name Doc (thank god for that, or this would never straighten out)
UIName=Name:DISK
Name=Floating Disk
Prerequisite=YAWEAP,YATECH
Primary=DiskLaser
Secondary=DiskDrain
Strength=600 ;700
Category=AirPower
Armor=light
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=2
Turret=yes
TurretSpins=yes;gs unit is one big turret so it can use existing permaspin
Sight=9
Speed=15
CrateGoodie=no
Crusher=no;yes
Owner=YuriCountry
Cost=1750
Soylent=1750
Points=25
ROT=100;gs super fast turn, ie turn on spot
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
VoiceSelect=FloatingDiscSelect
VoiceMove=FloatingDiscMove
VoiceAttack=FloatingDiscAttackCommand
VoiceSecondaryWeaponAttack=FloatingDiscSteal
VoiceFeedback=
CrashingSound=FloatingDiscDie
MoveSound=FloatingDiscMoveLoop
CreateSound=FloatingDiscCreated
BalloonHover=yes ; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
SpeedType=Hover
MovementZone=Fly
MoveToShroud=yes
ThreatPosed=20	; This value MUST be 0 for all building addons
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
ElitePrimary=DiskLaserE
JumpjetSpeed=16 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=8 ; 
JumpjetCrash=15 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=100;gs superfast turn on spot, from 2
JumpjetHeight=750
JumpjetWobbles=.1 ; ! value of zero stop wobbles?  NO!  Wobbles of zero means div by 0 crash.  "How many wobbles would you like?"  "0"  "You must have wobbles!!!  I kill you!"
JumpjetDeviation=15
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
TiltCrashJumpjet=yes; can handle tilting while falling without freaking out
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage.  This gives control
SelfHealing=yes


; Chaos Drone
[CAOS]
UIName=Name:ChaosDrone
Name=Chaos Drone
;Image=DRON
Category=AFV
Prerequisite=YAWEAP
Primary=ChaosAttack
Secondary=VirtualScanner
NavalTargeting=6
Strength=200 ;225; 175
SuppressionThreshold=5; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo
DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
Armor=light
TechLevel=4
Turret=no
IsTilter=no
CrateGoodie=no
Sight=6
Speed=8
Owner=YuriCountry
Cost=800
Soylent=800
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChaosDroneSelect
VoiceAttack=ChaosDroneAttackCommand
VoiceMove=ChaosDroneMove
VoiceFeedback=
DieSound=ChaosDroneDie
MoveSound= ChaosDroneMoveStart
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive   mech->{55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=yes
Trainable=no
Explodes=no
AccelerationFactor=5 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspelingg knot min
ZFudgeColumn=8
ZFudgeTunnel=13
;Bombable=no
Size=2
Accelerates=false
BerserkFriendly=yes
;SprayAttack=yes	;GEF this guy randomly spreads stuff all over
CanPassiveAquire=no ; Won't try to pick up own targets ;GEF don't want him accidently chaos gassing your own guys
CanRetaliate=no; Won't fire back when hit ;GEF same reason as above 
Deployer=yes
DeployFire=yes
Bunkerable=no; Units default to yes, others default to no

; Mobile Construction Vehicle
[PCV]
UIName=Name:YMCV
Name=Yuri Construction Vehicle
;Image=SMCV
Prerequisite=YAWEAP,YAGRND;YADEPT
Strength=1000
Category=Support
Armor=heavy
DeploysInto=YACNST
TechLevel=10
Sight=8
Speed=4
Owner=YuriCountry
CrateGoodie=yes
Cost=3000
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVYuriSelect
VoiceMove=MCVYuriMove
VoiceAttack=MCVYuriMove
DieSound=GenVehicleDie
DeploySound=PlaceBuilding
CrushSound=TankCrush
VoiceFeedback=
MoveSound=MCVMoveStart
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher

; Hover Transport
[YHVR]
UIName=Name:SAPC
Name=Hover Transport Yuri
Prerequisite=YAYARD
;Image=TRS
Strength=300
;Primary=M60
MoveToShroud=yes
Category=Transport
DeployTime=.022
Armor=heavy
Turret=no
IsTilter=yes
TechLevel=2
Sight=6
PipScale=Passengers
Speed=6
;;MovementRestrictedTo=Water
;;CanBeach=yes
Naval=yes
Weight=1
CrateGoodie=no
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Cost=900
Soylent=900
Points=25
ROT=5
Crusher=yes
Passengers=12
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=HoverYuriSelect
VoiceMove=HoverYuriMove
VoiceAttack=HoverYuriMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
CrushSound=TankCrush
MaxDebris=3
;;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;SpeedType=FloatBeach
;;;;MovementZone=WaterBeach
;;;;;SpeedType=Amphibious
;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;MovementZone=AmphibiousCrusher
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
;SpeedType=Amphibious
;MovementZone=AmphibiousCrusher
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=7
ZFudgeTunnel=13
SizeLimit=6
Size=15
TooBigToFitUnderBridge=true
;Bombable=no
Trainable=no
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Bunkerable=no; Units default to yes, others default to no

;Boomer attack sub
[BSUB]
UIName=Name:Boomer
Name=Yuri Boomer
;Image=SUB
Prerequisite=YAYARD,RADAR
Primary=BoomerTorpedo
Secondary=CruiseLauncher;CruiseMissile
NavalTargeting=7
LandTargeting=2
FireAngle=64
Category=AFV
Strength=1200
Naval=yes
Armor=heavy
TechLevel=2
Underwater=yes
Sight=8
Sensors=yes
SensorsSight=8
Speed=5
CrateGoodie=no
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=2000
Turret=no
Points=30
ROT=2
Crusher=no;gs yes
Crewed=no
Weight=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=BoomerSelect
VoiceMove=BoomerMove
VoiceAttack=BoomerAttackWaterCommand
VoiceSecondaryWeaponAttack=BoomerAttackLandCommand
VoiceFeedback=SubFear
DieSound=GenSmallWaterDie
MoveSound=BoomerMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=20	; This value MUST be 0 for all building addons
Accelerates=true
Cloakable=yes
CloakingSpeed=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
ElitePrimary=BoomerTorpedoE
Size=20
Spawns=CMISL
SpawnsNumber=2
SpawnRegenRate=80
SpawnReloadRate=0 ; missile spawn don't come back
;NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO)
Unnatural=yes	; for underwater units this means that they will be punched instead of grabbed by a squid

; harvester without back
[SMON]
UIName=Name:CMON
Name=ZZZ Useless; Slave Miner(noback)
Image=CMON
Nominal=yes
ToProtect=yes
Category=Support
Strength=1000
Armor=medium
;Dock=PROC
Dock=NAREFN,GAREFN
Harvester=yes
ChronoInSound=ChronoMinerTeleport
ChronoOutSound=ChronoMinerTeleport
TechLevel=-1
Sight=4
Speed=4
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Cost=1400
Points=20
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=ChronoMinerMove
VoiceAttack=ChronoMinerMove
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=4
;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=1
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToRadiation=yes
Trainable=no
Unsellable=yes


; harvester
[SMIN]
UIName=Name:SMIN
Name=Slave Miner
Prerequisite=YAWEAP
Nominal=yes
ToProtect=yes
Category=Support
Strength=2000
Armor=medium
Primary=20mmRapid
ElitePrimary=20mmRapidE
Turret=yes
OpportunityFire=yes
TechLevel=1
Sight=4
Speed=3
Owner=YuriCountry
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Storage=20
Cost=1500
Soylent=1500
Points=55
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SlaveMinerSelect
VoiceMove=SlaveMinerMove
VoiceAttack=SlaveMinerAttackCommand
VoiceHarvest=SlaveMinerHarvest
DieSound=GenVehicleDie
MoveSound=SlaveMinerMoveStart
CrushSound=TankCrush
DeploySound=SlaveMinerDeploy
VoiceDeploy=SlaveMinerDeployVoice
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=yes
DeploysInto=YAREFN
DeployFacing=0;0 = N, 7 = NW
Enslaves=SLAV;gs The Refinery does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy
SlavesNumber=5
SlaveRegenRate=500 ;225
SlaveReloadRate=25
;moving brain to refinery to start
;Ugh.  Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate).  Both get this listing now, and Brain transplant will check to make sure extra one is not created
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
ResourceDestination=yes
DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Parasiteable=no
Unsellable=yes

; **************************************************************************
; ******************************* Civ Units ********************************
; **************************************************************************

;Vladamir's Dreadnought  (A Hero drednaught.  The Russian MP Dred is DREDB)
[VLAD]
UIName=Name:VLADBOAT
Name=Vladimir's Dreadnought
Prerequisite=NAYARD,NATECH
Primary=DredLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=DMISL
SpawnsNumber=2
SpawnRegenRate=80
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO)
FireAngle=32
ToProtect=yes
Category=Support
Strength=1500
Naval=yes
Armor=heavy
TechLevel=-1
Sight=8
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=Russians
AllowedToStartInMultiplayer=no
Cost=2500
Soylent=2500
Turret=no
Points=55
Weight=4
ROT=1
Crusher=no ;gs yes
Crewed=no
;OmniFire=yes ;GEF moved to weapon
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovWaterSelect
VoiceMove=GenSovWaterMove
VoiceAttack=GenSovWaterAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
GuardRange=10
;BuildLimit=1
Size=50



[TRUCKA]
UIName=Name:TRUCKA
Name=Truck
Category=AFV
Primary=none
Secondary=none
Strength=200
Armor=light
Turret=no
TechLevel=-1
Sight=5
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=40
ROT=5
Crusher=no
SelfHealing=no
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=CivAllSelect
VoiceMove=
VoiceAttack=CivAllAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
MaxDebris=2
DebrisTypes=TIRE
DebrisMaximums=4
Size=6
Insignificant=yes
Trainable=no

[TRUCKB]
UIName=Name:TRUCKB
Name=Truck (loaded)
Category=AFV
Primary=none
Secondary=none
Strength=200
Armor=light
Turret=no
TechLevel=-1
Sight=5
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=40
ROT=5
Crusher=no
SelfHealing=no
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=2
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DebrisTypes=TIRE
DebrisMaximums=4
CarriesCrate=yes
Size=6
Insignificant=yes
Trainable=no

;Aircraft Carrier for the Americans
;[CARRIERB]
;UIName=Name:CARRIERB
;Name=Aircraft Carrier Nimitz
;Image=CARRIER
;Prerequisite=GAYARD,GATECH
;Primary=HornetLauncher
;CanPassiveAquire=no ; Won't try to pick up own targets
;Spawns=HORNET
;SpawnsNumber=4
;SpawnRegenRate=5000
;SpawnReloadRate=1000
;FireAngle=32
;ToProtect=yes
;Category=Support
;Strength=1500
;Naval=yes ;GS
;Armor=heavy
;TechLevel=-1
;Sight=7
;Speed=4
;CrateGoodie=yes
;Owner=British,French,Germans,Americans,Alliance
;RequiredHouses=Americans
;AllowedToStartInMultiplayer=no
;Cost=2500
;Turret=no
;Points=55
;ROT=1
;Crusher=yes
;Weight=5
;Crewed=no
;;OmniFire=yes ;GEF moved to weapon
;IsSelectableCombatant=yes
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=
;VoiceMove=
;VoiceAttack=
;VoiceFeedback=
;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;SpeedType=Float
;MovementZone=Water
;ThreatPosed=25	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
;GuardRange=10
;;BuildLimit=1

;Soviet Dreadnought for Russians
;[DREDB]
;UIName=Name:DRED
;Name=Dreadnought +3
;Image=DRED
;Prerequisite=NAYARD,NATECH
;Primary=DredLauncher
;CanPassiveAquire=no ; Won't try to pick up own targets
;Spawns=DMISL
;SpawnsNumber=2
;SpawnRegenRate=60 ;25% better than normal
;SpawnReloadRate=0 ; missile spawn don't come back
;FireAngle=32
;ToProtect=yes
;Category=Support
;Strength=1500
;Naval=yes
;Armor=heavy
;TechLevel=6
;Sight=7
;Speed=4
;CrateGoodie=yes
;Owner=Russians,Confederation,Africans,Arabs,YuriCountry
;RequiredHouses=Russians
;AllowedToStartInMultiplayer=no
;Cost=2500
;Turret=no
;Points=55
;Weight=4
;ROT=1
;Crusher=yes
;Crewed=no
;;OmniFire=yes ;GEF moved to weapon
;IsSelectableCombatant=yes
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=
;VoiceMove=
;VoiceAttack=
;VoiceFeedback=
;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;SpeedType=Float
;MovementZone=Water
;ThreatPosed=25	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
;GuardRange=10
;;BuildLimit=1


; School Bus
[BUS]
UIName=Name:BUS
Name=School Bus
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Civilian Plane
[CIVP]
UIName=Name:Civilian_Plane
Name=Civilian Plane
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0 ; driver carries only 5 dollars in change
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=yes
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

; Double Decker Bus
[DDBX]
UIName=Name:RedBus
Name=Double Decker Bus
;Image=BUS
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; pickup truck
[PICK]
UIName=Name:PICK
Name=Pickup Truck
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Crewed=no
Insignificant=yes
Trainable=no

; Civilian automobile
[CAR]
UIName=Name:CAR
Name=Automobile
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Recreational Vehicle
[WINI]
UIName=Name:WINI
Name=Recreational Vehicle
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no


[DeathDummy]
Primary=DefaultDeathWeapon

[XCOMET]
UIName=Name:XCOMET
Name=Placeholder
Image=HTNK
Prerequisite=GAWEAP,GATECH
Primary=CometFragment
Secondary=TeslaFragment
ElitePrimary=SuperCometFragment ;Like [WEEDGUY] this just instantiates more weapons
Strength=300
Category=AFV
Armor=heavy
Turret=yes ;temp until tank art done
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=4
CrateGoodie=no
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
Cost=2000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3

; Propaganda Truck
[PROPA]
UIName=Name:PROPA
Name=Propaganda Truck
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Points=20
ROT=5
Crusher=no
Turret=no
Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
AmbientSound=PropagandaTruck
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=3
SizeLimit=2
Trainable=no

; Construction Vehicle Excavator
[CONA]
UIName=Name:CONA
Name=Construction Excavator
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=FlakTrackMoveStart
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=3
SizeLimit=2
Insignificant=yes


; Police Car
[COP]
UIName=Name:PIGCAR
Name=Police Car
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=PoliceCarDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
AmbientSound=PoliceSirenLoop
Trainable=no

; European Car A
[EUROC]
UIName=Name:CAR
Name=European Car A
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Presidential Limo
[LIMO]
UIName=Name:LIMO
Name=Limo
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Sports Car
[STANG]
UIName=Name:CAR
Name=Sports Car
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Black Sport Utility Vehicle
[SUVB]
UIName=Name:CAR
Name=SUV Black
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; White Sport Utility Vehicle
[SUVW]
UIName=Name:CAR
Name=SUV White
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Taxi
[TAXI]
UIName=Name:Taxi
Name=Taxi
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Taxi
[YCAB]
UIName=Name:YCAB
Name=Yellow Cab
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0 ; driver carries only 5 dollars in change
Soylent=100 
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=
VoiceAttack=
VoiceFeedback=
MoveStart=GenCarMoveStart
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

[JEEP]
UIName=Name:TRUCKA
;Image=TAXI
Name=Jeep
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Black Cab
[BCAB]
UIName=Name:BlackCab
Name=Black Cab
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

; Pickup Truck
[PTRUCK]
UIName=Name:PICK
Name=Pickup Truck
Prerequisite=NAWEAP
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no

; Cruise Ship
[CRUISE]
UIName=Name:CruiseShip
Name=Cruise Ship
Prerequisite=NAWEAP
Strength=300
Naval=yes
Category=Support
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=4
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=40
ROT=1
Crusher=yes
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=CruiseShipSelect
VoiceMove=ACCMoveStart
VoiceAttack=
DieSound=
SinkingSound=GenLargeWaterDie
VoiceFeedback=
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
AmbientSound=CruiseShipAmbience
Trainable=no
Weight=4

; Tug Boat
[TUG]
UIName=Name:TUGBOAT
Name=Tug Boat
Prerequisite=NAWEAP
Strength=200
Naval=yes
Category=Support
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=4
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=30
ROT=2
Crusher=yes
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TugBoatSelect
VoiceMove=
VoiceAttack=
DieSound=
SinkingSound=GenLargeWaterDie
VoiceFeedback=
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
TooBigToFitUnderBridge=true
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no
AmbientSound=TugBoatAmbience

;Coast Guard Boat
[CDEST]
UIName=Name:CDEST
Name=Coast Guard Boat
Primary=155mm
Secondary=ASWLauncher
NavalTargeting=1
Spawns=ASW
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=150
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (CDESTWO)
FireAngle=32
ToProtect=yes
Category=Support
Strength=600
Naval=yes ;GS
Armor=light
TechLevel=-1
Sight=7
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Turret=no ; can't have a turrett and a NoSpawnAlt (both go in AuxVoxel)
Points=30
ROT=5
Crusher=yes
Weight=3
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TugBoatSelect
VoiceMove=
VoiceAttack=
DieSound=
SinkingSound=GenLargeWaterDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=15	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
Sensors=yes
SensorsSight=8
OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire)
ElitePrimary=155mmE


; **************************************************************************
; **************************************************************************
; **************************** Aircraft Types ******************************
; **************************************************************************
; **************************************************************************

;GEF I'm sick of having to hunt and peck through rules.ini. I'm going
;to make it more organized!

; **************************************************************************
; *************************** Allied Aircraft ******************************
; **************************************************************************

; Night Hawk
[SHAD]
UIName=Name:SHAD
Name=BlackHawk Transport
;Prerequisite=GAHPAD
Prerequisite=GAWEAP
Primary=BlackHawkCannon
Strength=175
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=5
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff	;Taking off
;AuxSound2=BlackOpsLanding	;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no


; Intruder ;Harrier
[ORCA]
UIName=Name:ORCA
Name=Intruder
Image=FALC
Prerequisite=RADAR
Primary=Maverick
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=14
;PitchSpeed=0.9
;PitchAngle=0

PitchSpeed=1.1
PitchAngle=0
OmniFire=yes

Owner=British,French,Germans,Americans
ForbiddenHouses=Alliance

Cost=1200
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff	;Taking off
AuxSound2=IntruderLanding	;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=MaverickE
PreventAttackMove=yes

; Destroyer's helicopter
[ASW]
UIName=Name:ASW
Name=Osprey
Primary=ASWBomb
Secondary=ASWCollision
NavalTargeting=2
LandTargeting=1
Strength=30
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=12
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=10
ROT=5;3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=OspreyDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=OspreyTakeOff ;Taking off
AuxSound2=OspreyLanding ;Landing
ImmuneToPsionics=yes
;Selectable=no	; SJM: this should be here but is commented out because bug prevents aircraft from landing

; Carrier Fighter
[HORNET]
UIName=Name:HORNET
Name=Hornet
Primary=HornetBomb
Secondary=HornetCollision
Strength=75
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=NAHPAD,GAHPAD
;Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=12
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
;Selectable=no	; SJM: this should be here but is commented out because bug prevents aircraft from landing
ElitePrimary=HornetBombE


; **************************** Side Specific *******************************

; Black Eagle
[BEAG]
UIName=Name:BEAGLE
Name=Black Eagle
Prerequisite=RADAR
Primary=Maverick2
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=200
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=14
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=1200
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=BlackEagleSelect
VoiceMove=BlackEagleMove
VoiceAttack=BlackEagleAttackCommand
VoiceCrashing=BlackEagleVoiceDie
DieSound=
MoveSound=BlackEagleMoveLoop
CrashingSound=BlackEagleDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackEagleTakeOff	;Taking off
;AuxSound2=BlackEagleLanding	;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=Maverick2E
PreventAttackMove=yes



; **************************************************************************
; *************************** Soviet Aircraft ******************************
; **************************************************************************

; Hind Transport
[HIND]
UIName=Name:HIND
Name=Hind Transport
Prerequisite=NAWEAP
Primary=BlackHawkCannon
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=-1
Sight=7
RadarInvisible=yes
Carryall=yes
Landable=yes
PipScale=Passengers
Passengers=10
Speed=15
PitchSpeed=1.1
JumpjetSpeed=40 ;params not defined use defaults (old globals way up top)
JumpjetClimb=50
JumpjetCrash=60 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=12
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Confederation
Cost=1000
Points=15
ROT=10
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
DieSound=
CrashingSound=GenVehicleDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy	;Taking off
AuxSound2=Dummy	;Landing
ThreatPosed=0
SpecialThreatValue=1
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
SpeedType=Hover
PreventAttackMove=yes

; Soviet Siege Chopper
[SCHP]
UIName=Name:SiegeChopper
Name=Soviet Siege Chopper
;Image=SHAD
Prerequisite=NAWEAP,TECH
Primary=BlackHawkCannon
Secondary=160mm
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1400
Soylent=1400
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff	;Taking off
;AuxSound2=BlackOpsLanding	;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
;CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Winged
BalloonHover=yes
MoveSound=SeigeChopperMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
EliteSecondary=160mmE
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
UnloadingClass=SCHD
DeployingAnim=SCHPDEPL
DeployFire=yes
Turret=yes
DeployToLand=yes
IsSelectableCombatant=yes ; TR

; Camera Dolly
[DOLY]
UIName=Name:DOLY
Name=Hollywood Camera Dolly
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=CivAllSelect
VoiceMove=CivAllMove
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

; Cable Car
[CBLC]
UIName=Name:CBLC
Name=Cable Car
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=CableCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

; Fire Truck
[FTRK]
UIName=Name:FTRK
Name=Fire Truck
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

; Ambulance
[AMBU]
UIName=Name:AMBU
Name=Ambulance
Prerequisite=NAWEAP
;Image=TAXI
Strength=100
Category=Transport
Armor=light
DeployTime=.022
TechLevel=-1
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=no
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=0
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=4 ;4 ride for the price of one
SizeLimit=2
Insignificant=yes
Trainable=no

;GEF This is a dummy unit used to hold the image of the deployed siege chopper
; Deployed Soviet Siege Chopper
[SCHD]
UIName=Name:SiegeChopper
Name=ZZZ Deployed Soviet Siege Chopper
Prerequisite=NAWEAP
Primary=BlackHawkCannon
Strength=200
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=-1
Sight=7
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackLand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff	;Taking off
;AuxSound2=BlackOpsLanding	;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
UnloadingClass=SCHP
Turret=yes
DeployFire=yes
DeployToLand=yes


; Kirov Airship, Blimp
[ZEP]
UIName=Name:ZEP
Name=Kirov Airship
Prerequisite=NAWEAP,NATECH
Primary=BlimpBomb
Strength=2000
Category=AirPower
Armor=medium
TechLevel=10
Sight=8
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=5
JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=6 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=2
JumpjetHeight=750
;JumpjetWobbles=.01 ; ! value of zero stop wobbles?  NO!  Wobbles of zero means div by 0 crash.  "How many wobbles would you like?"  "0"  "You must have wobbles!!!  I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs
Cost=2000
Soylent=2000
Points=100
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=KirovAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=KirovCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=30	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=BlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no

; Soviet MIG
[BPLN]
UIName=Name:BPLN
Name=Soviet MIG
;Image=FORTRESS;PDPLANE
Strength=100
Category=AirLift
Armor=light
TechLevel=-1
Primary=Maverick3
;Primary=ParaDropWeapon	; Doesn't really fire it; dummy weapon
Spawned=yes	; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=16; 18
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=MigMoveLoop
DieSound=
VoiceCrashing=MigVoiceDie
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Fighter=yes
ElitePrimary=Maverick3E
Trainable=no
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage.  This gives control
FlyBy=true	;GEF Don't slow down over your target


; Soviet Spy Plane
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
;Image=PDPLANE
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=SpyCameraWeapon
Spawned=yes	; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true	;GEF Don't slow down over your target

; V3 Rocket -- warhead invoked from code.  No weapons attached here.
[V3ROCKET]
UIName=Name:V3ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=15
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys	; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes

; Dreadnought's Missile -- warhead invoked from code.  No weapons attached here.
[DMISL]
UIName=Name:DMISL
Name=Dread Missile
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=0
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=18;20
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=4
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys	; Sparks don't work well here.  SJM
AuxSound1=DreadnoughtAttack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
FlyBack=true
DontScore=yes

; Cruise Missile -- warhead invoked from code.  No weapons attached here.
[CMISL]
;UIName=Name:CMISL
UIName=Name:DMISL
Name=Cruise Missile
Image=BSUBMISL
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=0
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=20
Owner=YuriCountry
Cost=50
Points=18;20
ROT=4
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10	; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys	; Sparks don't work well here.  SJM
AuxSound1=BoomerAttack1
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
FlyBack=true
DontScore=yes


; **************************************************************************
; **************************** Yuri Aircraft *******************************
; **************************************************************************

; **************************************************************************
; ************************** Civ/Multi Aircraft ****************************
; **************************************************************************



; Apache Chopper
;[APACHE]
;UIName=Name:APACHE
;Name=Harpy
;Prerequisite=GAAIRC
;Primary=HarpyClaw
;Strength=225
;Category=AirPower
;Armor=light
;TechLevel=-1
;Sight=2
;RadarInvisible=yes
;Landable=yes
;MoveToShroud=yes
;Dock=GAAIRC,NAHPAD,GAHPAD
;PipScale=Ammo
;Speed=14
;PitchSpeed=.16
;Owner=Russians,Confederation,Africans,Arabs,YuriCountry
;Cost=1000
;Points=20
;ROT=5
;Ammo=12
;Crewed=yes
;GuardRange=30
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;Maxdebris=2
;VoiceSelect=30-I000,30-I002,30-I004,30-I006
;VoiceMove=30-I014,30-I016,30-I018,30-I022
;VoiceAttack=30-I022,30-I030,30-I034,30-I036
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Fly
;ThreatPosed=15	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

; Paratrooper Drop Plane
[PDPLANE]
UIName=Name:PDPLANE
Name=Cargo Plane
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=ParaDropWeapon	; Doesn't really fire it; dummy weapon
Spawned=yes	; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash

[CARGOPLANE]
Image=PDPLANE
UIName=Name:PDPLANE
Name=Transport Plane
Strength=400
Category=AirPower
Armor=light
TechLevel=-1
LeadershipRating=10
;Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash



; **************************************************************************
; **************************************************************************
; **************************** Building Types ******************************
; **************************************************************************
; **************************************************************************

;GEF I'm sick of having to hunt and peck through rules.ini. I'm going
;to make it more organized!

; **************************************************************************
; *************************** Allied Buildings *****************************
; **************************************************************************

; construction yard
[GACNST]
UIName=Name:GACNST
Name=Allied Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=AMCV
Sight=8
Owner=British,French,Germans,Americans,Alliance
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
;DestroyAnim=GACNSTDM
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others


; Allied power plant
[GAPOWR]
UIName=Name:GAPOWR
Name=Allied Power Plant
BuildCat=Power
Prerequisite=GACNST
Strength=750
Armor=wood
TechLevel=1
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
Points=40
Power=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes

; Allied Barracks
[GAPILE]
UIName=Name:GAPILE
Name=Allied Barracks ;needs different Given Name to avoid editor confusion
BuildCat=Tech
Prerequisite=POWER,GACNST
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=GAPILEDM
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=-64,64,0
GDIBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Ore Refinery
[GAREFN]
UIName=Name:GAREFN
Name=Allied Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
;//gs revertNumberOfWaitingPoints=8
NumberOfDocks=1
Bib=yes
Prerequisite=POWER,GACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=CMIN
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes

; Allied weapons factory
[GAWEAP]
UIName=Name:GAWEAP
Name=Allied War Factory
;Image=NAWEAP
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,GAPILE,GACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0 
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck

;GEF Note that the american specific radar is at the end of the allied section
; airforce command
[GAAIRC]
UIName=Name:GAAIRC
Name=Allied Airforce Command Headquarters
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Navy shipyard
[GAYARD]
UIName=Name:GAYARD
Name=Allied Shipyard
BuildCat=Tech
Prerequisite=PROC,POWER,GACNST
WeaponsFactory=yes
Factory=UnitType
Strength=1500
Armor=concrete
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
TechLevel=4
Adjacent=12
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=55
Power=-25
Powered=false
BaseNormal=no
Crewed=no
Explodes=yes
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
DamageSmokeOffset=700,700,500
AIBuildThis=yes
UnitRepair=yes
NumberOfDocks=1
AmbientSound=_Amb_WavesLake
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
TargetCoordOffset=300,200,0
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; service depot
[GADEPT]
UIName=Name:GADEPT
Name=Allied Service Depot
BuildCat=Tech
Prerequisite=GAWEAP,GACNST
Strength=1200
Armor=wood
TechLevel=6
Adjacent=2
Sight=5
UnitRepair=yes
;UnitReload=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
Points=80
Power=-25
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;taken out to remove useless building - DB
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; advanced tech center
[GATECH]
UIName=Name:GATECH
Name=Allied Battle Lab
BuildCat=Tech
Prerequisite=GAWEAP,RADAR,GACNST
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial

;Allied Ore Purifier
[GAOREP]
Name=Allied Ore Processor
UIName=Name:GAOREP;Needs its own UINAME eventually
;Image=NANRCT
BuildCat=Resource
Prerequisite=GATECH,PROC,GACNST
TechLevel=10
Strength=900
Adjacent=2
Points=30
Power=-200
Sight=5
Armor=wood
Cost=2500
Soylent=1250
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0	; This value MUST be 0 for all building addons
Capturable=false
Crewed=yes
;Explodes=yes
;DeathWeapon=OilExplosion
OrePurifier=yes
;ProduceCashAmount=50 ; Amount every Delay
;ProduceCashDelay=100 ; Frame delay between Amounts
AIBuildThis=yes
TogglePower=no
Powered=true
BuildLimit=1

;Robot Control Center
[GAROBO]
Name=Allied Robot Control Center
UIName=Name:Robocont
BuildCat=Resource
Prerequisite=GAWEAP,GACNST
TechLevel=10
Strength=600
Adjacent=2
Points=30
Power=-100
Sight=6
Armor=wood
Cost=600
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0	; This value MUST be 0 for all building addons
Crewed=yes
AIBuildThis=yes
TogglePower=yes
Powered=true
PowersUnit=ROBO;one of these buildings must be present and powered, or else these guys turn off.
ImmuneToPsionics=no ;gs per Dustin, never intended to be yes,      defaults to yes for buildings, no for others
Capturable=true


; ******************* Base Defenses/Super Weapons ***********************

; concrete wall
[GAWALL]
UIName=Name:GAWALL
Name=Allied Wall
BuildCat=Combat
Strength=300
Prerequisite=GAPILE
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
;ForbiddenHouses=French ;GEF French get the normal wall now, just like everyone else
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5

; PillBox
[GAPILL]
UIName=Name:GAPILL
Name=Allied Pill Box
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,GACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=Vulcan2
;Turret=yes
;TurretAnim=LASER
;TurretAnimIsVoxel=true
;TurretAnimX=-8
;TurretAnimY=16
;TurretAnimZAdjust=-40
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

; SAM
[NASAM]
UIName=Name:NASAM
Name=Allied Patriot Missile
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GACNST
Adjacent=4
Sight=10
ROT=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=RedEye2
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0	; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=SAM
TurretAnimIsVoxel=true
;TurretAnim=NASAM_A
;TurretAnimIsVoxel=false
;TurretAnimX=-2
;TurretAnimY=10
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;This existed
; Allied Prism Tower
[ATESLA]
UIName=Name:ATESLA
Name=Allied Prism Cannon
Image=GAPRIS
BuildCat=Combat
Prerequisite=POWER,RADAR,GACNST
Strength=600
Armor=steel
TechLevel=6
Adjacent=2
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=30
Power=-75
Crewed=no
Capturable=false
Overpowerable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
Primary=PrismShot
Secondary=PrismSupport
Turret=no
TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

; Allied SpySat
[GASPYSAT]
UIName=Name:GASPYSAT
Name=Allied SpySat Uplink
Image=GASPST
BuildCat=Combat
Prerequisite=GATECH,GACNST
Strength=1000
Radar=yes
SpySat=yes
Armor=wood
TechLevel=9
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=0
Power=-100
Powered=true
Capturable=true
Crewed=yes
;Upgrades=2 ;GEF
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=800, 550, 400
AIBuildThis=no ;taken out to remove usless things from AI list - DB
SpecialThreatValue=1
;IsPlug=true ;GEF

;Allied Gap Generator
[GAGAP]
UIName=Name:GAGAP
Name=Allied Gap Generator
BuildCat=Combat
Prerequisite=GATECH,GACNST
GapGenerator=yes
GapRadiusInCells=10
SuperGapRadiusInCells=10
TechLevel=7
Adjacent=2
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Power=-100
ExtraPower=-9000
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes ; commented out so that it's easier to debug base building
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

;Chrono Sphere
[GACSPH]
UIName=Name:GACSPH
Name=Allied Chrono Sphere
;Image=GACHRO ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=750
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=ChronoSphereSpecial
Nominal=yes
;SuperWeapon2=ChronoWarpSpecial
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG
MaxDebris=15
MinDebris=7

;Weather Control Device
[GAWEAT]
UIName=Name:GAWEAT
Name=Allied Weather Controller
Image=GAWETH ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=LightningStormSpecial
Nominal=yes
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7



; *************************** Special *****************************

[AMRADR]
UIName=Name:GAAIRC
Name=Allied American Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=AmericanParaDropSpecial
ImmuneToPsionics=no ; defaults to yes for buildings, no for others


[GTGCAN]
UIName=Name:GTGCAN
Name=Allied Grand Cannon
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=7
Prerequisite=RADAR,GACNST
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2000
RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met.  This is new system
Points=30				; Basically, Owner was meant for Side, not House.  (x Houses, 2 Sides)
Power=-100
Crewed=no
ROT=1
Primary=GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=yes
Turret=yes
TurretAnim=GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes



; **************************************************************************
; ****************************Soviet Buildings *****************************
; **************************************************************************

; construction yard
[NACNST]
UIName=Name:NACNST
Name=Soviet Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=SMCV
Sight=8
Owner=Russians,Confederation,Africans,Arabs
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NACNSTD
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470,1060,1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Soviet power plant
[NAPOWR]
UIName=Name:NAPOWR
Name=Soviet Tesla Reactor
BuildCat=Power
Prerequisite=NACNST
Strength=750
Armor=wood
TechLevel=1
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=150
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,tstlexp
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes

; Soviet Barracks
[NAHAND]
UIName=Name:NAHAND
Name=Soviet Barracks
BuildCat=Tech
Prerequisite=POWER,NACNST
Strength=500
Armor=steel
TechLevel=2
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Factory=InfantryType
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
ExitCoord=0,0,0
NODBarracks=yes
;DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Ore Refinery
[NAREFN]
UIName=Name:NAREFN
Name=Soviet Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
NumberOfDocks=1
;//gs revertNumberOfWaitingPoints=8
Bib=yes
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
Prerequisite=POWER,NACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=HARV
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
MaxDebris=8
PipScale=Tiberium
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-80, -232, 372
RefinerySmokeOffsetTwo=-80, 232, 372
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes

; Soviet weapons factory
[NAWEAP]
UIName=Name:NAWEAP
Name=Soviet War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,NAHAND,NACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Adjacent=2
Armor=wood
TechLevel=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
NaturalSmokeLocation=-12,0,370
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=395,750,410
AIBuildThis=yes
;ExitCoord = 1280,256,0
;ExitCoord = 610,188,0 ;above - 670 and 68
;ExitCoord=384,96,0 
ExitCoord=512,256,0 ;gs 96 isn't the center of a cell.  This causes pop when the Force Track grabs hold.
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck

;Soviet Radar Facility
[NARADR]
UIName=Name:NARADR
Name=Soviet Radar Tower
BuildCat=Tech
Prerequisite=NAREFN,NACNST
Strength=1000
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=60
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes
Spyable=yes ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=SpyPlaneSpecial

; Soviet shipyard
[NAYARD]
UIName=Name:NAYARD
Name=Soviet Shipyard
BuildCat=Tech
Prerequisite=PROC,POWER,NACNST
WeaponsFactory=yes
Factory=UnitType
Strength=1500
Armor=concrete
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
TechLevel=2
Adjacent=12
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=55
Power=-20
Powered=false
BaseNormal=no
Crewed=no
Explodes=yes
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
DamageSmokeOffset=700,700,500
AIBuildThis=yes
UnitRepair=yes
NumberOfDocks=1
AmbientSound=_Amb_WavesLake
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
TargetCoordOffset=256,256,0
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; service depot
[NADEPT]
UIName=Name:NADEPT
Name=Soviet Service Depot
BuildCat=Tech
Prerequisite=NAWEAP,NACNST
Strength=1200
Armor=wood
TechLevel=6
Adjacent=2
Sight=5
UnitRepair=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=800
Points=80
Power=-20
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;gs DB is signed as removing the other one
NumberOfDocks=1
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Soviet Tech Center
[NATECH]
UIName=Name:NATECH
Name=Soviet Battle Lab
BuildCat=Tech
Prerequisite=NAWEAP,RADAR,NACNST
Strength=500
Armor=wood
TechLevel=7
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG
MaxDebris=10
MinDebris=5
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial

; Soviet Nuclear Reactor
[NANRCT]
UIName=Name:NANRCT
Name=Soviet Nuclear Reactor
BuildCat=Power
Strength=1000
Armor=concrete
TechLevel=9
Prerequisite=NATECH,NACNST
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=30
Power=2000
Crewed=yes
Capturable=true
DamageSmokeOffset=410, 100, 165
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Powered=no
IsImmuneToRadiation=yes
Explodes=yes
DeathWeapon=NukePayload ; NUKE
DeathWeaponDamageModifier=0.5
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes

;Soviet Industrial Plant
[NAINDP]
Name=Soviet Industrial Plant
UIName=Name:IndustrialPlant
Image=NAINDP
BuildCat=Resource
Prerequisite=NATECH,PROC,NACNST
TechLevel=10
Strength=1000
Adjacent=2
Points=30
Power=-200
Sight=4
Armor=wood
Cost=2500
Soylent=1000
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=1
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0 ; This value MUST be 0 for all building addons
Capturable=false
Crewed=yes
;Explodes=yes
;DeathWeapon=OilExplosion
;Does this building give bonuses to production costs?
FactoryPlant=yes
;What value should it multiply the cost by? (Defaults to 1)
InfantryCostBonus=1
UnitsCostBonus=0.75
AircraftCostBonus=1
BuildingsCostBonus=1
DefensesCostBonus=1
;ProduceCashAmount=50 ; Amount every Delay
;ProduceCashDelay=100 ; Frame delay between Amounts
AIBuildThis=yes
TogglePower=no
Powered=true
BuildLimit=1


; ********************Soviet Base Defenses/Super Weapons ***********************

; soviet wall
[NAWALL]
UIName=Name:NAWALL
Name=Soviet Wall
BuildCat=Combat
Strength=300
Prerequisite=NAHAND
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5

; Sentry Gun
[NALASR]
UIName=Name:NALASR
Name=Soviet Sentry Gun
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,NACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=2
MinDebris=1
Primary=Vulcan
Powered=yes
Turret=yes
TurretAnim=LASER
TurretAnimIsVoxel=true
;TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

[NAFLAK]
UIName=Name:NAFLAK
Name=Soviet Flak Cannon
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,NACNST
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=FlakWeapon
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=3
MinDebris=2
ThreatPosed=0	; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
ROT=8
Turret=yes
TurretAnim=FLAKTUR
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=2
TurretAnimZAdjust=-40
HasStupidGuardMode=false
;FireAngle=32				; 45 degrees -- affects barrel, not turret
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

; Soviet Tesla Coil
[TESLA]
UIName=Name:TESLA
Name=Soviet Tesla Coil
Image=NATSLA
BuildCat=Combat
Prerequisite=POWER,RADAR,NACNST
Strength=600
Armor=steel
TechLevel=5
Adjacent=2
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=30
Power=-75
Crewed=no
Capturable=false
Overpowerable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
Primary=CoilBolt
Secondary=OPCoilBolt
Turret=no
TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;Soviet Bunker
[NABNKR]
UIName=Name:NABNKR
Name=Soviet Battle Bunker
Adjacent=2
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Armor=steel
BaseNormal=no
BuildCat=Combat
Prerequisite=NACNST
Capturable=false
ClickRepairable=yes
Cost=500
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
IsBaseDefense=yes
MaxDebris=15
MinDebris=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Powered=no
Sight=6
Strength=600
TechLevel=1
CanBeOccupied=yes
MaxNumberOccupants=5
CanOccupyFire=yes
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;Iron Curtain
[NAIRON]
UIName=Name:NAIRON
Name=Soviet Iron Curtain Device
BuildCat=Combat
;Image=NAIRON
Prerequisite=NATECH,NACNST
TechLevel=10
Strength=750
Powered=true
Adjacent=2
Armor=concrete
Sight=4
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
SuperWeapon=IronCurtainSpecial
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1
BuildLimit=1


; Soviet Nuclear Missile
[NAMISL]
UIName=Name:NAMISL
Name=Soviet Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=NukeSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=NATECH,NACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1  ;Number of minutes left at which weapon should switch to charged state  Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes


; **************************************************************************
; ****************************Yuri Buildings *******************************
; **************************************************************************

; Yuri construction yard
[YACNST]
UIName=Name:YACNST
Name=Yuri Construction Yard
;Image=GACNST
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=PCV
Sight=10
Owner=YuriCountry
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
;DestroyAnim=GACNSTDM
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others


; Yuri power plant
[YAPOWR]
UIName=Name:BioR
Name=Yuri Bio Reactor
;Image=GAPOWR
BuildCat=Power
Prerequisite=YACNST
Strength=700
Armor=wood
TechLevel=1
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=150
Capturable=true ;gs per Design true    Should engineer capture or enter it?  Dunno, so ban capture. (Grinder already was)
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
UnitAbsorb=no
InfantryAbsorb=yes
;CanBeOccupied=yes
;MaxNumberOccupants=5
PipScale=Passengers
Passengers=5
SizeLimit=15
ExtraPower=100
Drainable=yes
PoweredSpecial=yes

; Yuri Barracks
[YABRCK]
UIName=Name:Ybarracks
Name=Yuri Barracks ;needs different Given Name to avoid editor confusion
Image=YABRCK
BuildCat=Tech
Prerequisite=POWER,YACNST
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=GAPILEDM
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=-64,64,0
YuriBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Yuri Command Center
[YACOMD]
UIName=Name:YACOMD
Name=Yuri Command Center
;ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
;Factory=BuildingType
;UndeploysInto=SMCV
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NACNSTD
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470,1060,1078
;AIBuildThis=yes
TogglePower=no
LeaveRubble=yes
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on

; Yuri Ore Refinery ;slave miner building
[YAREFN]
UIName=Name:SMIN
Name=Yuri Ore Refinery
BuildCat=Resource
;Bib=yes
Prerequisite=POWER,YACNST
Strength=2000
Adjacent=2
Armor=medium
Primary=20mmRapid
ElitePrimary=20mmRapidE
Turret=yes
TurretAnim=SMINTUR
TurretAnimIsVoxel=true
TurretAnimX=-25
TurretAnimY=15
TurretAnimZAdjust=-50
TechLevel=1;-1
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1500
Soylent=1500
Points=80
Power=0;-50
Storage=200
Capturable=false;gs true
;Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes;no;yes
TogglePower=no
RefinerySmokeOffsetOne=-85,-85,220
RefinerySmokeOffsetTwo=-85,90,220
RefinerySmokeOffsetThree=95,-85,220
RefinerySmokeOffsetFour=95,90,220
RefinerySmokeFrames=30
RefinerySmokeParticleSystem=SmallGreySSys;
Enslaves=SLAV;gs The SMIN does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy
SlavesNumber=5
SlaveRegenRate=500 ;225
SlaveReloadRate=25
;moving brain to refinery to start
;Ugh.  Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate).  Both get this listing now, and Brain transplant will check to make sure extra one is not created
Spyable=yes
;NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
BaseNormal=no
UndeploysInto=SMIN
ClickRepairable=no
DeployFacing=0;0 = N, 7 = NW
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
ResourceDestination=yes
VoiceSelect=SlaveMinerSelect
VoiceMove=SlaveMinerMove
VoiceAttack=SlaveMinerAttackCommand
VoiceHarvest=SlaveMinerHarvest
DeploySound=SlaveMinerUndeploy
VoiceDeploy=SlaveMinerUnDeployVoice
Unsellable=yes
Trainable=yes

;Yuri Weapons Factory
[YAWEAP]
UIName=Name:YWarfactory
Name=Yuri War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,YABRCK,YACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
;ExitCoord=384,96,0 
ExitCoord=512,256,0 ;must be center of cell
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck

;Psychic Sensor
[NAPSIS]
UIName=Name:YURIRAD
Name=Yuri Psychic Sensor
BuildCat=Tech; Combat
Prerequisite=YACNST,PROC; REFN can't be prereq YAREFN,YACNST; acts as yuri radar, so different prereqs NATECH,NACNST
Strength=750
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
PsychicDetectionRadius=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=50
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep.
DetectDisguise=yes
DetectDisguiseRange=15
;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble
SensorArray=yes
SensorsSight=15
Spyable=yes ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=PsychicRevealSpecial

; Yuri Navy shipyard
[YAYARD]
UIName=Name:Ynaval
Name=Yuri Submarine Pen
Image=YAYARD
BuildCat=Tech
Prerequisite=YACNST,POWER,PROC
WeaponsFactory=yes
Factory=UnitType
Strength=1500
Armor=concrete
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
TechLevel=4
Adjacent=12
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=55
Power=-25
Powered=false
BaseNormal=no
Crewed=no
Explodes=yes
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
DamageSmokeOffset=700,700,500
AIBuildThis=yes
UnitRepair=yes
NumberOfDocks=1
AmbientSound=_Amb_WavesLake
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
TargetCoordOffset=300,200,0
ImmuneToPsionics=no ; defaults to yes for buildings, no for others


; Yuri service depot
[YADEPT]
UIName=Name:GADEPT
Name=ZZZ Yuri Service Depot
Image=GADEPT
BuildCat=Tech
Prerequisite=YAWEAP,YACNST
Strength=1200
Armor=wood

;This building does not exist in our game. Use the grinder instead.  
TechLevel=15

Adjacent=2
Sight=5
UnitRepair=yes
;UnitReload=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=800
Points=80
Power=-25
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;taken out to remove useless building - DB
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Yuri weapons factory

; Yuri tech center
[YATECH]
UIName=Name:Yblab
Name=Yuri Battle Lab
;Image=GATECH
BuildCat=Tech
Prerequisite=YAWEAP,YACNST,RADAR
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial

; Yuri Grinder
[YAGRND]
UIName=Name:Grinder
Name=Yuri Grinder
BuildCat=Tech
Prerequisite=YAWEAP,YACNST
Strength=900
Armor=wood
TechLevel=9
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=600
Points=30
Power=-50
Grinding=yes
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=0,0,0
DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
CreateUnitSound=CloningVatsCreate
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

; Yuri Cloning Vats
[NACLON]
UIName=Name:NACLON
Name=Yuri Cloning Vats
BuildCat=Combat
Prerequisite=YATECH,YACNST
Strength=1000
Armor=wood
TechLevel=9
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Cloning=yes
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=0,0,0
YuriBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
CreateUnitSound=CloningVatsCreate
BuildLimit=1


; ********************Yuri Base Defenses/Super Weapons ***********************

;Yuri Wall
[GAFWLL];temp wall for yuri[YAWALL]
UIName=Name:Citadel
Name=Yuri Citadel Wall
;Image=GAFWLL
BuildCat=Combat
Strength=300;900;450
Prerequisite=YABRCK
Armor=concrete
TechLevel=2
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
;RequiredHouses=French
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5

; Gattling Cannon
;GEF GCAN was allready taken by the Grand Cannon, so have to settle for Gattling Gun
[YAGGUN]
UIName=Name:GattCannon
Name=Yuri Gattling Cannon
;Image=NASAM
BuildCat=Combat
Strength=810
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,YACNST
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=YAGGUN
TurretAnimIsVoxel=True
TurretAnimX=0
ROT=10
TurretAnimY=15
TurretAnimZAdjust=-40
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it

;Do I have a gattling gun or not
IsGattling=yes

;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6

Weapon1=AGGattling
EliteWeapon1=AGGattlingE
Weapon2=AAGattCann
EliteWeapon2=AAGattlingE
Weapon3=AGGattling2
EliteWeapon3=AGGattling2E
Weapon4=AAGattCann2
EliteWeapon4=AAGattling2E
Weapon5=AGGattling3
EliteWeapon5=AGGattling3E
Weapon6=AAGattCann3
EliteWeapon6=AAGattling3E

;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=600

EliteStage1=100
EliteStage2=200
EliteStage3=300

;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50


;-----End Gattling stuff-------


[YAPSYT]
UIName=Name:YAPSYT
Name=Yuri Psychic Tower
BuildCat=Combat
Prerequisite=NAPSIS,YACNST
Primary=MultipleMindControlTower
TechLevel=7
Adjacent=2
Strength=455 ;750
Armor=steel
Sight=5
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1500
Power=-100
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=15
MinDebris=1
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
PipScale=MindControl
PipsDrawForAll=yes;gs don't have to be allied to see pips (Building property)
DetectDisguise=yes
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

[NATBNK]
UIName=Name:NATBNK
Name=Yuri Tank Bunker
BuildCat=Combat
Prerequisite=YACNST
Strength=1000
Armor=steel
TechLevel=3
Adjacent=3
Sight=6
Bunker=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=400
Points=60
Power=0
Powered=false
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberOfDocks=1
NumberImpassableRows=0;defaults to all impassible
HasStupidGuardMode=false
AntiInfantryValue=10
AntiArmorValue=25
AntiAirValue=0
BaseNormal=no
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;Genetic Mutator
[YAGNTC]
UIName=Name:YAGNTC
Name=Yuri Genetic Mutator Device
BuildCat=Combat
;Image=NAIRON
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
SuperWeapon=GeneticConverterSpecial
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1
BuildLimit=1

;Psychic Dominator
[YAPPET]
UIName=Name:YAPPET
Name=Yuri Puppet Master
;Image=GAWETH
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=PsychicDominatorSpecial
Nominal=yes
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7

; Yuri Rocket Launch Pad
[YAROCK]
UIName=Name:YAROCK
Name=Rocket Launch Pad
;Image=YAROCK
;BuildCat=Power
;Prerequisite=YACNST
Strength=700
Armor=wood
TechLevel=-1
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
;Power=150
Capturable=False
Crewed=No
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp
;Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=15
MinDebris=1
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
;TogglePower=Yes
Spyable=No ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=Yes ; defaults to yes for buildings, no for others
UnitAbsorb=No
;CanBeOccupied=yes
;MaxNumberOccupants=5
;PipScale=Passengers
;Passengers=6
;SizeLimit=6
;ExtraPower=100

; **************************************************************************
; ****************************Tech Buildings *******************************
; **************************************************************************

[CAOUTP]
UIName=Name:CAOUTP
Name=Tech Outpost
TechLevel=-1
Strength=2000
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=10
MinDebris=5
;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Primary=HoverMissile 
UnitRepair=yes
IsBase=yes
Turret=yes
TurretAnim=OUTP
TurretAnimX=-30
TurretAnimY=14
TurretAnimIsVoxel=true
TurretAnimZAdjust=-140
FireAngle=0	; hopefully horizontal
Capturable=yes
NeedsEngineer=yes
CaptureEvaEvent= EVA_RepairFacilityCaptured  ;Eva (and therefore 3way split) voice to use when captured
Unsellable=yes
NumberOfDocks=1
LeaveRubble=yes
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[CAAIRP]
UIName=Name:CAAIRP
Name=Tech Airport
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_AirfieldCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Ammo=5
SuperWeapon=ParaDropSpecial
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[CAOILD]
UIName=Name:CAOILD
Name=Tech Oil Derrick
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_OilRefineryCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Explodes=yes
DeathWeapon=OilExplosion
ProduceCashStartup=1000 ; credits when captured from the Neutral house
ProduceCashAmount=20 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
WorkingSound=OilDerrickLoop
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[CAPOWR]
UIName=Name:CAPOWR
Name=Tech Civilian Power Plant
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent=  EVA_TechBuildingCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Ammo=5
;SuperWeapon=ParaDropSpecial
LeaveRubble=yes
Power=200
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[CAMACH]
UIName=Name:CAMACH
Name=Tech Machine Shop
;Image=CAOILD;###TEMP
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
;Armory=yes ;old and useless.  Becoming new building
MaxDebris=8
MinDebris=4
Capturable=yes
CaptureEvaEvent=  EVA_MachineShopCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
LeaveRubble=yes
UnitsGainSelfHeal=1 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[CATHOSP]
UIName=Name:CAHOSP
Name=Tech Hospital
Image=CAHOSP
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
;Hospital=yes ;gs old TS way
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_HospitalCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
LeaveRubble=yes
InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

[CAHOSP];copypasted the good one on top of it
UIName=Name:CAHOSP
Name=Old Civilian Hospital
Image=CAHOSP
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=concrete
;Hospital=yes ;gs old TS way
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_HospitalCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
LeaveRubble=yes
InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

;Secret Lab
[CASLAB]
UIName=Name:CASLAB
Name=Tech Secret Lab
;Image=CALAB
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Sight=6
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_SecretLabCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
WorkingSound=OilDerrickLoop
LeaveRubble=yes
;GEF These three would be used to allow the designer to override the normal secret lab process and specify what unit the building allows
;This will probably be overridden for use in specific maps. Note that only one object can be given by the secret lab, if more than one is specified, only one of them will actually take effect
;SecretInfantry
;SecretUnit=
:SecretBuilding=
SecretLab=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)

; **************************************************************************
; ******************** Monuments/Special buildings *************************
; **************************************************************************

;THE ALAMO
[CATEXS02]
UIName=Name:CATEXS02
Name=Alamo
TechLevel=-1
Strength=2000
Insignificant=yes;//gs doesn't draw on the radar, among lotsa other things
Nominal=yes
;RadarInvisible=yes ;gs ARGH!!! Radar Invisible used to be placebo, but I made it work for the Blackhawk.  Now this makes it not go on the radar EVEN WHEN OCCUPIED!  Ack!
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=Yes
;DieSound=MonumentCrumble

;WHITE HOUSE
[CAWASH01]
UIName=Name:CAWASH01
Name=White House
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
DestroyAnim=CAWS01DM
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=Yes
DieSound=MonumentCrumble

;Washington Civ Structure
[CAWSH12]
Name=Washington Monument
UIName=Name:CAWSH12
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CAWSH12D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=true
DieSound=MonumentCrumble

;Washington Civ Structure
[CAWASH14]
UIName=Name:CAWSH14
Name=Jefferson Memorial
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CAWA14DM
MaxDebris=0
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

;Paris Civ Structure -- THE LOUVRE
[CAPRS03]
UIName=Name:CAPRS03
Name=Paris Louvre
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes
DieSound=MonumentCrumble

;Mexico Mayan Pyramids
[CAMEX01]
Name=Mayan Prism Pyramid
UIName=Name:CAMEX01
TechLevel=-1
Strength=2000
Nominal=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=12 ; UC base values
ClickRepairable=no
CanBeOccupied=no
Primary=MayanPrism
LeaveRubble=Yes


[MAYAN]
Name=Mayan Prism Pyramid
UIName=Name:MAYAN
Image=CAMEX01
Primary=MayanPrism
TechLevel=-1
Strength=2000
Insignificant=yes
Nominal=yes
RadarInvisible=no
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no

;Russian Kremlin Palace
[CARUS03]
Name=Russain Kremlin Palace
UIName=Name:CARUS03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH15]
UIName=Name:CAWASH15
Name=Wash Lincoln Memorial
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CAWA15DM
MaxDebris=0
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
;Sight=6 ; UC base values
;ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=yes

;Paris Arc de Triumphe
[CAPARS11]
Name=Paris Arc de Triumphe
UIName=Name:CAPARS11
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CAPR11DM
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris1lg,Dbris1sm,Dbris2lg
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=yes
DieSound=MonumentCrumble

;Paris Notre Dame
[CAPARS12]
Name=Paris Notre Dame
UIName=Name:CAPARS12
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CAPARS12D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes
DieSound=MonumentCrumble

;Psychic Beacon
[NAPSYB]
UIName=Name:NAPSYB
Name=Psychic Beacon
BuildCat=Tech
Prerequisite=NATECH
Strength=750
Armor=wood
TechLevel=-1
Adjacent=2
Sight=10
;PsychicDetectionRadius=15
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=1000
Points=50
Power=-100
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
DetectDisguise=yes
BaseNormal=yes
AmbientSound=PsychicAmplifierLoop
DieSound=PsychicAmplifierDie

;Psychic Amplifier
[NAPSYA]
UIName=Name:NAPSYA
Name=Psychic Amplifier
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Power=-100
Powered=true
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
AmbientSound=PsychicAmplifierLoop
DieSound=PsychicAmplifierDie

;Air Force Academy Chapel
[CACOLO01]
Name=Air Force Academy Chapel Colorado
UIName=Name:CACOLO01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=yes

;Russian 07
[CARUS07]
Name=Russain Red Square Circle Thing
UIName=Name:CARUS07
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG
MaxDebris=13
MinDebris=6
CrateBeneath=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Smithsonian Castle -- SJM assumes this is Smithsonian Institute
[CAWASH16]
Name=Smithsonian Castle
UIName=Name:CAWASH16
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRIS5LG,DBRIS5SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=15
MinDebris=8
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=Yes

;Smithsonian Natural History Musium
[CAWASH17]
Name=Smithsonian Natural History Museum
UIName=Name:CAWASH17
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg,Dbris1lg,Dbris1sm
CrateBeneath=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=true

;Chicago Sears Tower
[CACHIG05]
Name=Chicago Sears Tower
UIName=Name:CACHIG05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Radar=yes
SpySat=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CACHIG05D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Iwo Jima Memorial
[CAWASH19]
Name=Iwo Jima Memorial
UIName=Name:CAWASH19
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRIS3SM,DBRIS5LG,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8SM,DBRS10SM
MaxDebris=15
MinDebris=7
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=Yes

;Washington White House Fountain
[CAWASH18]
Name=White House Fountain
UIName=Name:CAWASH18
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS8LG,DBRIS9LG,DBRIS9SM
MaxDebris=6
MinDebris=3
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
AmbientSound=FountainLoop
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;

;St. Louis City Building
[CASTL04]
UIName=Name:CASTL04
Name=St Louis Arch
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CASTL04DM
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Russian Basil's Cathedral
[CARUS01]
Name=Russian Basil's Cathedral
UIName=Name:CARUS01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes
DieSound=MonumentCrumble

;Washington Pentagon A
[CAWA2A]
UIName=Name:CAWA2A
Name=Wash Pent A
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Pentagon B
[CAWA2B]
UIName=Name:CAWA2A
Name=Wash Pent B
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Pentagon C
[CAWA2C]
UIName=Name:CAWA2A
Name=Wash Pent C
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Pentagon D
[CAWA2D]
UIName=Name:CAWA2A
Name=Wash Pent D
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

[CAEAST01]
Name=Easter Island Statue
UIName=Name:CAEAST01
TechLevel=-1
Strength=3000
Insignificant=no
Nominal=yes
RadarInvisible=no
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Primary=PrismShot
Power=-100
Powered=Yes
Overpowerable=true
DestroyAnim=CAEAST01DM
LeaveRubble=yes
Capturable=true
DieSound=MonumentCrumble

[CAEAST02]
Name=Yuri Bust
UIName=Name:CAEAST02
TechLevel=-1
Strength=3000
Insignificant=no
Nominal=yes
RadarInvisible=no
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Primary=PrismShot
Power=-100
Powered=Yes
Overpowerable=true
;DestroyAnim=CAEAST01DM
LeaveRubble=yes
DieSound=MonumentCrumble
ROT=3
Turret=yes
TurretAnim=CAHEAD
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=-45
TurretAnimZAdjust=-150
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=YuriBustRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff

[YAPPPT]
Name=Partially Built Psychic Dominator
;UIName=Name:YAPPPT
UIName=Name:YAPPET
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
Explodes=yes
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=false
DieSound=MonumentCrumble
CanOccupyFire=yes
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.01;gs needs to be explodes=yes to redraw when killed (late bug fix) so this will keep it from killing Tanya

[CASANF01]
Name=San Fran Victorian Home 1
;UIName=Name:CASANF01
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes

[CAMISC01]
UIName=Name:CAMISC01
Name=Barrels
TechLevel=-1
Strength=5
EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=BRRLEXP2
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Explodes=yes
DeathWeapon=BarrelExplosion
Repairable=no
CanC4=no ; like spyable and captureable
DamageSound=BuildingMetalDamaged

[CAMISC02]
UIName=Name:CAMISC02
Name=Barrel
TechLevel=-1
Strength=5
EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=BRRLEXP1
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Explodes=yes
DeathWeapon=BarrelExplosion
Repairable=no
CanC4=no ; like spyable and captureable
DamageSound=BuildingMetalDamaged


;Einsteins Lab
[CALAB]
UIName=Name:EinsteinLab
Name=Einstein's Lab
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes

;Time Machine
[CATIME01]
UIName=Name:CATIME02
Name=Time Machine
;Image=CALAB
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=yes
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
LeaveRubble=yes

;Time Machine Traveled
[CATIME02]
UIName=Name:CATIME02
Name=Time Machine Traveled
;Image=CALAB
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=yes
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
LeaveRubble=yes

[CALOND04]
Name=LONDON PARLAIMENT
UIName=Name:CALOND04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
LeaveRubble=true
DieSound=MonumentCrumble
MaxNumberOccupants=10
CanOccupyFire=yes

[CALOND05]
Name=LONDON BIG BEN
UIName=Name:CALOND05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=14
MinDebris=6
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=10 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
LeaveRubble=true
DieSound=MonumentCrumble
MaxNumberOccupants=10
CanOccupyFire=yes

[CALOND06]
Name=LONDON TOWER
UIName=Name:CALOND06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
LeaveRubble=true
DieSound=MonumentCrumble
MaxNumberOccupants=10
CanOccupyFire=yes

[CAMOON01]
Name=ZZZ LAUNCH PAD
UIName=Name:CAMOON01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

[CATRAN03]
Name=TRANS FORTRESS
UIName=Name:CATRAN03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CATR03DM
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

;St. Louis Stadium A
[CASTL05A]
UIName=Name:CASTL05
Name=Busch Stadium A
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes
Height=6

;St. Louis Stadium B
[CASTL05B]
UIName=Name:CASTL05
Name=Busch Stadium B
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;St. Louis Stadium C
[CASTL05C]
UIName=Name:CASTL05
Name=Busch Stadium C
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;St. Louis Stadium D
[CASTL05D]
UIName=Name:CASTL05
Name=Busch Stadium D
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;St. Louis Stadium E
[CASTL05E]
UIName=Name:CASTL05
Name=Busch Stadium E
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;St. Louis Stadium F
[CASTL05F]
UIName=Name:CASTL05
Name=Busch Stadium F
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;St. Louis Stadium G
[CASTL05G]
UIName=Name:CASTL05
Name=Busch Stadium G
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;St. Louis Stadium H
[CASTL05H]
UIName=Name:CASTL05
Name=Busch Stadium H
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

;Pearl Harbor Monument
[CAMIAM08]
UIName=Name:CAMIAM08
Name=Arizona Memorial
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=7
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=yes

[CAEGYP01]
Name=Egypt Great Pyramid 1
UIName=Name:CAPYR01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble
 
[CAEGYP02]
Name=Egypt Small Pyramid
UIName=Name:CAPYR01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes
 
[CAEGYP03]
Name=Egypt Sphinx
UIName=Name:CAEGYP03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

[CAEGYP04]
Name=Egypt Great Pyramid 2
;UIName=Name:CAEGYP04
UIName=Name:CAPYR01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

[CAEGYP05]
Name=Egypt Great Pyramid 3
;UIName=Name:CAEGYP05
UIName=Name:CAPYR01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

[CAEGYP06]
Name=Egypt Great Pyramid 4 mound
;UIName=Name:CAEGYP06
UIName=Name:CAPYR01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....THIS MOUND JUST HIDES BEHIND PYRAMIDS 1, 2, & 3
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble

[CALA03]
Name=LA Hwood Sign 1of2
UIName=Name:CALA03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble
 
[CALA04]
Name=LA Hollywood Bowl
UIName=Name:CALA04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CALA11]
Name=LA HBowl Seats 1of2
UIName=Name:CALA04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CALA12]
Name=LA HBowl Seats 2of2
UIName=Name:CALA04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CALA13]
Name=LA Hwood Sign 2of2
UIName=Name:CALA03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=true
DieSound=MonumentCrumble

[CALA14]
Name=LA Mini Mall 02
UIName=Name:CALA01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true

[CALA15]
Name=LA Mini Mall 03
UIName=Name:CALA01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true

[CALA05]
Name=LA LAX
UIName=Name:CALA05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble

[CALA06]
Name=LA Control Tower
UIName=Name:CALA06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CALA07]
Name=LA Movie Theater
UIName=Name:CALA07
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CALA08]
Name=LA Car Dealership
UIName=Name:CALA08
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true

[CALA09]
Name=LA Circle S
UIName=Name:CALA09
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CALA10]
Name=LA Billboard
UIName=Name:CALA10
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=5 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
CanOccupyFire=no
LeaveRubble=true

[CASANF04]
Name=San Fran Golden Gate Bridge
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble
 
[CASANF05]
Name=San Fran Alcatraz
UIName=Name:CASANF05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CASANF06]
Name=San Fran Victorian Home 4
;UIName=Name:CASANF06
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes
 
[CASANF07]
Name=San Fran Victorian Home 5
;UIName=Name:CASANF07
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes
 
[CASANF08]
Name=San Fran Victorian Home 6
;UIName=Name:CASANF08
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes

[CASANF09]
Name=San Fran Golden Bridge 01
;UIName=Name:CASANF09
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble

[CASANF10]
Name=San Fran Golden Bridge 02
;UIName=Name:CASANF10
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble

[CASANF11]
Name=San Fran Golden Bridge 03
;UIName=Name:CASANF11
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble

[CASANF12]
Name=San Fran Golden Bridge 05
;UIName=Name:CASANF12
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble

[CASANF13]
Name=San Fran Golden Bridge 06
;UIName=Name:CASANF13
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble

[CASANF14]
Name=San Fran Golden Bridge 07
;UIName=Name:CASANF14
UIName=Name:CASANF04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Naval=yes ;GS
WaterBound=yes ;should help AI, new with water zone
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;LeaveRubble=true
DieSound=MonumentCrumble

[CASANF15]
Name=San Fran Alcatraz Watertower
UIName=Name:CASANF15
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CASANF16]
Name=San Fran Alcatraz lighthouse
UIName=Name:CAFARM06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CASANF17]
Name=San Fran Misc Bldg 1
;UIName=Name:CASANF17
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CASANF18]
Name=San Fran Misc Bldg 2
;UIName=Name:CASANF18
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CASEAT01]
Name=Seattle Space Needle
UIName=Name:CASEAT01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes

[CASEAT02]
Name=MicroSpam Campus
UIName=Name:CASEAT02
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes

[CASYDN03]
Name=Sydney Opera House
UIName=Name:CASYDN03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 

; **************************************************************************
; *************************** Civ  Buildings *******************************
; **************************************************************************


; Bridge repair hut
[CABHUT]
UIName=Name:CABHUT
Name=Bridge repair hut
Strength=2000
Immune=yes
LegalTarget=yes;gsno
Nominal=yes
TechLevel=-1
;RadarInvisible=yes
Repairable=true
Selectable=yes;gsno
Insignificant=yes
BridgeRepairHut=yes
Adjacent=0
BaseNormal=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons

; green lat (not used)
[GAGREEN]
UIName=Name:GAGREEN
Name=Green Building
Image=null
Strength=150
Prerequisite=GAPILE
Armor=wood
TechLevel=-1
Adjacent=3
Sight=0
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=100
BaseNormal=no
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
ToTile=Green01
AIBuildThis=no

; sandbag wall
[GASAND]
UIName=Name:GASAND
Name=Sandbags
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
CrushSound=WallCrushSandbag
Crushable=yes
Wall=yes
TechLevel=-1
Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=1
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

; sandbag wall
[CAFNCB]
UIName=Name:CAFNCB
Name=Fence Black
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
CrushSound=WallCrushBlack
Crushable=yes
Wall=yes
TechLevel=-1
Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=1
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

; sandbag wall
[CAFNCW]
UIName=Name:CAFNCW
Name=Fence White
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
CrushSound=WallCrushWhite
Crushable=yes
Wall=yes
TechLevel=-1
Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=1
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

[CALA01]
Name=LA Keegan Produce
;UIName=Name:CALA01
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 
;[CALA02]
;Name=LA Generic
;UIName=Name:CALA02
;UIName=Name:CACITY01
;TechLevel=-1
;Strength=1000
;Insignificant=yes
;Nominal=yes
;;RadarInvisible=yes
;Points=5
;Armor=wood
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
;DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
;MaxDebris=15
;MinDebris=5
;Selectable=no
;IsBase=no
;BaseNormal=no ;psst....IsBase isn't a Rules flag
;Sight=6 ; UC base values
;ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;CanOccupyFire=yes
;LeaveRubble=true
;DieSound=MonumentCrumble

[CALOND01]
Name=London Victorian Home 1
;UIName=Name:CALOND01
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 
;[CALOND02]
;Name=London Victorian Home 2
;UIName=Name:CACITY01
;UIName=Name:CALOND02
;TechLevel=-1
;Strength=1000
;Insignificant=yes
;Nominal=yes
;;RadarInvisible=yes
;Points=5
;Armor=wood
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
;DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
;MaxDebris=15
;MinDebris=5
;Selectable=no
;IsBase=no
;BaseNormal=no ;psst....IsBase isn't a Rules flag
;Sight=6 ; UC base values
;ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;CanOccupyFire=yes
;LeaveRubble=true
;DieSound=MonumentCrumble
 
[CALOND03]
Name=London Pub
;UIName=Name:CALOND03
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CABARR01]
Name=Barricade 01
UIName=Name:CABARR
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged
 
[CABARR02]
Name=Barricade 02
UIName=Name:CABARR
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAMORR01]
Name=Morocco Generic
;UIName=Name:CAMORR01
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 
[CAMORR02]
Name=Morocco Generic02
;UIName=Name:CAMORR02
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 
[CAMORR03]
Name=Morroco Generic03
;UIName=Name:CAMORR03
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR04]
Name=Morroco Generic04
;UIName=Name:CAMORR04
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=10 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR05]
Name=Morroco Bar 01
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR06]
Name=Morroco Bar 02
UIName=Name:CAMORR05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR07]
Name=Morroco Generic07
;UIName=Name:CAMORR07
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=10 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR08]
Name=Morroco Generic08
;UIName=Name:CAMORR08
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=10 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR09]
Name=Morroco Generic09
;UIName=Name:CAMORR09
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=10 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMORR10]
Name=Morroco Generic10
;UIName=Name:CAMORR10
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=10 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CASANF02]
Name=San Fran Victorian Home 2
;UIName=Name:CASANF02
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 
[CASANF03]
Name=San Fran Victorian Home 3
;UIName=Name:CASANF03
UIName=Name:CACITY01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes

;[CASYDN01]
;Name=Sydney Generic
;UIName=Name:CASYDN01
;UIName=Name:CACITY01
;TechLevel=-1
;Strength=1000
;Insignificant=yes
;Nominal=yes
;;RadarInvisible=yes
;Points=5
;Armor=wood
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
;DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
;MaxDebris=15
;MinDebris=5
;Selectable=no
;IsBase=no
;BaseNormal=no ;psst....IsBase isn't a Rules flag
;Sight=6 ; UC base values
;ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;CanOccupyFire=yes
;LeaveRubble=true
;DieSound=MonumentCrumble
 
[CASYDN02]
Name=Sydney Kangaroo Burger
UIName=Name:CASYDN02
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CATRAN01]
Name=Transylvania Crypt 1
UIName=Name:CATRAN01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
 
[CATRAN02]
Name=Transylvania Crypt 2
UIName=Name:CATRAN01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble

[CAMEX02]
UIName=Name:MAYANRUINS
Name=Mayan Castillo
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=Yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Mayan minor Temple
[CAMEX03]
UIName=Name:MAYANRUINS
Name=Mayan Minor Temple
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG
MaxDebris=15
MinDebris=7
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=yes

;Mayan Temple
[CAMEX04]
UIName=Name:MAYANTEMPLE
Name=Mayan Large Temple
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG
MaxDebris=15
MinDebris=7
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=Yes

;Mayan Platform
[CAMEX05]
UIName=Name:MAYANRUINS
Name=Mayan Platfrom
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=Yes

;Chicago Civ Structure
[CACHIG06]
Name=Chicago Water Tower
UIName=Name:CAWT01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CACH06DM
MaxDebris=0
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
LeaveRubble=yes


; Border Gate crossing in wall
[GAGATE_A]
UIName=Name:GATE1
Name=Guard Border Crossing
BuildCat=Combat
Strength=100
Prerequisite=GAPILE
Armor=wood
TechLevel=-1
Selectable=yes
Capturable=false
Insignificant=yes
Adjacent=8
Owner=British,French,Germans,Americans,Alliance
Cost=250
Points=50
Repairable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Gate=yes
DeployTime=.044
GateCloseDelay=.2
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

; Light post
[TSTLAMP]
Name=AlphaLightPost
Image=GALITE
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no		; why would we want guys to come out of the lightpost? BNA 7/15/99
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys
Insignificant=yes
AlphaImage=ALPHATST

; Light post
[GALITE]
Name=Light Post
Image=GALITE
Strength=600
Armor=wood
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=200
TechLevel=-1 ; changed from 12
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=NO
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=5000
LightIntensity=0.2
LightRedTint=0.05
LightGreenTint=0.05
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true
AIBuildThis=no

; Black Light post
[NEGLAMP]
Name=Negative Light Post
Image=GALITE
Strength=1000
Armor=wood
TechLevel=-1
InvisibleInGame=yes
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
LightVisibility=3500
LightIntensity=-0.15
LightRedTint=0.03
LightGreenTint=0.04
LightBlueTint=0.04
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Insignificant=yes

; Light post
[INGALITE]
Name=Invisible Light Post
Image=GALITE
InvisibleInGame=yes
Insignificant=yes
Selectable=no
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=5000
LightIntensity=0.2
LightRedTint=0.05
LightGreenTint=0.05
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Light post
[REDLAMP]
Name=Red Light Post
Image=GALITE
Insignificant=yes
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=4000
LightIntensity=0.01
LightRedTint=1.5
LightGreenTint=0.01
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true

; Light post
[NEGRED]
Name=Negative Red Light
Image=GALITE
Insignificant=yes
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=4000
LightIntensity=-0.05
LightRedTint=-1.5
LightGreenTint=0.01
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys

; Light post
[GRENLAMP]
Name=Green Light Post
Image=GALITE
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true
Insignificant=yes

; Light post
[BLUELAMP]
Name=Blue Light Post
Image=GALITE
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=0,01
LightBlueTint=0.7
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true
Insignificant=yes

; Light post
[YELWLAMP]
Name=Yellow Light Post
Image=GALITE
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=4000
LightIntensity=.01
LightRedTint=1.5
LightGreenTint=1.5
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true
Insignificant=yes

; Light post
[INYELWLAMP]
Name=Invisible Yellow Light Post
Image=GALITE
Insignificant=yes
Selectable=no
InvisibleInGame=yes
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=4000
LightIntensity=.01
LightRedTint=1.5
LightGreenTint=1.5
LightBlueTint=0.01
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Light post
[PURPLAMP]
Name=Purple Light Post
Image=GALITE
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=3000
LightIntensity=0.01
LightRedTint=2.0
LightGreenTint=0.01
LightBlueTint=2.0
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true
Insignificant=yes

; Light post
[INPURPLAMP]
Name=Invisible Purple Light Post
Image=GALITE
Selectable=no
Insignificant=yes
InvisibleInGame=yes
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.01
LightRedTint=2.0
LightGreenTint=0.01
LightBlueTint=2.0
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Light post
[INORANLAMP]
Name=Orange Light Post
Image=GALITE
Selectable=no
InvisibleInGame=yes
Strength=600
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.01
LightRedTint=2.0
LightGreenTint=1.4
LightBlueTint=0.3
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true
Insignificant=yes

; Light post
[INGRNLMP]
Name=Invisible Green Light Post
Image=GALITE
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Light post
[INREDLMP]
Name=Invisible Red Light Post
Image=GALITE
Selectable=no
Insignificant=yes
InvisibleInGame=yes
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=4000
LightIntensity=0.01
LightRedTint=1.5
LightGreenTint=0.01
LightBlueTint=0.01
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[INBLULMP]
Name=Invisible Blue Light Post
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=0,01
LightBlueTint=0.7
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[TEMMORLAMP]
Name=InvisibleTemperateMorningLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.01
LightRedTint=0.78
LightGreenTint=0.4
LightBlueTint=0.01
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[TEMDAYLAMP]
Name=InvisibleTemperateDayLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.01
LightRedTint=0.7
LightGreenTint=0.3
LightBlueTint=0.01
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[TEMDUSLAMP]
Name=InvisibleTemperateDuskLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.01
LightRedTint=0.78
LightGreenTint=0.4
LightBlueTint=0.01
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[TEMNITLAMP]
Name=InvisibleTemperateNightLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3500
LightIntensity=0.01
LightRedTint=0.7
LightGreenTint=0.6
LightBlueTint=0.01
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[SNOMORLAMP]
Name=InvisibleSnowMorningLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3500
LightIntensity=0.01
LightRedTint=0.3
LightGreenTint=0.4
LightBlueTint=-0.1
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[SNODAYLAMP]
Name=InvisibleSnowDayLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.005
LightRedTint=0.1
LightGreenTint=0.1
LightBlueTint=0.00
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[SNODUSLAMP]
Name=InvisibleSnowDuskLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3500
LightIntensity=0.005
LightRedTint=0.25
LightGreenTint=0.35
LightBlueTint=-0.2
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true

; Invisible Light post
[SNONITLAMP]
Name=InvisibleSnowNightLamp
Selectable=no
InvisibleInGame=yes
Insignificant=yes
Image=GALITE
Strength=6000
Armor=wood
TechLevel=-1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
LightVisibility=3000
LightIntensity=0.01
LightRedTint=0.15
LightGreenTint=0.25
LightBlueTint=0.05
DamageParticleSystems=SparkSys,LGSparkSys
Powered=true


;Dummy Building to hold Dummy special weapon
[GADUMY]
UIName=Name:GADUMY
Name=Dummy ChronoSphere
BuildCat=Tech
Image=NTIRON
Prerequisite=GATECH
TechLevel=-1
Strength=1000
Powered=true
Adjacent=2
Armor=wood
Sight=5
Owner=British,French,Germans,Americans,Alliance
Cost=2800
Points=30
Power=-150
Crewed=yes
Capturable=no
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=ChronoWarpSpecial
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=no
Spyable=yes

[CITY01]
UIName=Name:CITY01
Name=ZZZ Connelly Court Apts.
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CITY02]
UIName=Name:CITY02
Name=ZZZ Lightner's Luxury Suites
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CITY03]
UIName=Name:CITY03
Name=ZZZ Office Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CITY04]
UIName=Name:CITY04
Name=ZZZ Westwood Stock Exchange
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CITY05]
UIName=Name:CITY05
Name=ZZZ Daily Sun Times
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CITY06]
UIName=Name:CITY06
Name=ZZZ YEO-CA Cola Corp.
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

; NEW RA2 CIV BUILDINGS
[CAPARS01]
UIName=Name:CAPARS01
Name=Paris Tower
TechLevel=-1
Strength=3000
Insignificant=no
Nominal=yes
RadarInvisible=no
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Primary=EiffelBolt ; of DEATH
Power=-100
Powered=Yes
Overpowerable=true
DestroyAnim=CAPR01DM
LeaveRubble=yes
DieSound=MonumentCrumble

[CACITY01]
UIName=Name:CACITY01
Name=ZZZ Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


[CACITY02]
UIName=Name:CACITY02
Name=ZZZ Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


[CACITY03]
UIName=Name:CACITY03
Name=ZZZ Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


[CACITY04]
UIName=Name:CACITY04
Name=ZZZ Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


[CANEWY01]
UIName=Name:CANEWY01
Name=Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;STATUE OF LIBERTY
[CANEWY04]
UIName=Name:CANEWY04
Name=Statue of Liberty
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CANY04DM
MaxDebris=0
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=no
LeaveRubble=yes
DieSound=MonumentCrumble

;WORLD TRADE CENTER
[CANEWY05]
UIName=Name:CANEWY05
Name=ZZZ World Trade Center
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Radar=yes
SpySat=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


[CASWST01]
UIName=Name:CASWST01
Name=Southwest Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

[CATECH01]
UIName=Name:CATECH01
Name=Communications
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

[CATEXS01]
UIName=Name:CATEXS01
Name=Texs01 Building
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes


;Washington Civ Structure
[CAWASH05]
UIName=Name:CAWASH05
Name=Wash Building 5
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH06]
UIName=Name:CAWASH13
Name=Wash Building 6
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes
DieSound=MonumentCrumble

;Washington Civ Structure
[CAWASH04]
UIName=Name:CAWASH04
Name=Wash Building 4
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH03]
UIName=Name:CAWASH03
Name=Wash Building 3
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris4lg,Dbris8lg,Dbris7lg,Dbris5sm,Dbris5lg,Dbris7sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes


;Washington Civ Structure
[CAWASH07]
UIName=Name:CAWASH07
Name=Wash Building 7
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris9sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH11]
UIName=Name:CAWASH11
Name=Wash Building 11
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH08]
UIName=Name:CAWSH08
Name=Wash Building 8
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=true

;Washington Civ Structure
[CAWASH09]
UIName=Name:CAWSH09
Name=Wash Building 9
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH10]
UIName=Name:CAWSH10
Name=Wash Building 10
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4lg,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Washington Civ Structure
[CAWASH13]
UIName=Name:CAWASH13
Name=Wash Building 13
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4lg,Dbris3sm,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;European Civ Structure
[CAEUR1]
UIName=Name:CAEUR1
Name=Euro Cottage A
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG
MaxDebris=8
MinDebris=4
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=3
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;European Civ Structure
[CAEUR2]
UIName=Name:CAEUR2
Name=Euro Cottage B
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG
MaxDebris=8
MinDebris=4
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=3
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Miami Civ Structure
[CAMIAM02]
UIName=Name:CAMIAM02
Name=Miami Hotel 02
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANWY05]
UIName=Name:CANWY05
Name=NY Building 05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;European Civ Structure
[CAEUR04]
UIName=Name:CAEUR04
Name=Euro Building 04
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris2sm,Dbris2lg,Dbris4sm,Dbris9sm,Dbris3sm,Dbris3lg,Dbris4lg,Dbris9lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Russian Kremlin Wall Tower Large
[CARUS02A]
Name=Russain Kremlin Wall LTower
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag


;Russian Kremlin Wall Tower Small
[CARUS02B]
Name=Russain Kremlin Wall STower
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

;Russian Kremlin Wall North
[CARUS02C]
Name=Russain Kremlin Wall North
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Crushable=no

;Russian Kremlin Wall East
[CARUS02D]
Name=Russain Kremlin Wall East
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Crushable=no

;Russian Kremlin Wall South
[CARUS02E]
Name=Russain Kremlin Wall South
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Crushable=no

;Russian Kremlin Wall West
[CARUS02F]
Name=Russain Kremlin Wall West
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Crushable=no


;Wall Street Office
[CANEWY06]
Name=Wall Street Office
UIName=Name:CANEWY06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Wall Street Office
[CANEWY07]
Name=Wall Street Office Var 2
UIName=Name:CANEWY07
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Wall Street Office
[CANEWY08]
Name=Wall Street Office Var 3
UIName=Name:CANEWY08
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Large Paris Building Var 1
[CAPARS02]
Name=Large Paris Building Var 1
UIName=Name:CAPARS02
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Large Paris Building Var 2
[CAPARS08]
Name=Large Paris Building Var 2
UIName=Name:CAPARS08
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Large Paris Building Var 3
[CAPARS09]
Name=Large Paris Building Var 3
UIName=Name:CAPARS09
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY10]
UIName=Name:CANEWY10
Name=NY Building 10
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY11]
UIName=Name:CANEWY11
Name=NY Building 11
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY12]
UIName=Name:CANEWY12
Name=NY Building 12
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY13]
UIName=Name:CANEWY13
Name=NY Building 13
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY14]
UIName=Name:CANEWY13
Name=NY Building 14
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY15]
UIName=Name:CANEWY15
Name=NY Building 15
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY16]
UIName=Name:CANEWY15
Name=NY Building 16
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY17]
UIName=Name:CANEWY17
Name=NY Building 17
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris5lg,Dbris5sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANEWY18]
UIName=Name:CANEWY18
Name=NY Building 18
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris5lg,Dbris5sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Paris Civ Structure
[CAPARS04]
UIName=Name:CAPRS04
Name=Paris Building 4
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Paris Civ Structure
[CAPARS05]
UIName=Name:CAPRS05
Name=Paris Building 5
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Paris Civ Structure
[CAPARS06]
UIName=Name:CAPRS06
Name=Paris Building 6
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Paris Civ Structure
[CAPARS07]
UIName=Name:CAPRS07
Name=Euro Phone Booth
TechLevel=-1
Strength=100
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no

;Paris Rodin Museum Var 1
[CAPARS10]
Name=Paris Bistro Var 1
UIName=Name:CAPARS10
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=true
DieSound=MonumentCrumble

;Paris Rodin Museum
[CAPARS13]
Name=Paris Bistro Var 2
UIName=Name:CAPARS13
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=true
DieSound=MonumentCrumble

;Paris Rodin Museum
[CAPARS14]
Name=Paris Bistro Var 3
UIName=Name:CAPARS14
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=true
DieSound=MonumentCrumble

[CAGAS01]
Name=Gas Station
UIName=Name:CAGAS01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Lighthouse
[CAFARM06]
UIName=Name:CAFARM06
Name=Lighthouse
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris2sm,Dbris2lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Lifeguard Hut
[CAMIAM04]
UIName=Name:CAMIAM04
Name=Lifeguard Hut
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=7
MinDebris=3
DebrisAnim=Dbris3sm,Dbris8sm,Dbris10sm,Dbris2sm,Dbris3lg,Dbris10lg,Dbris1lg,Dbris1sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=3
;DistributedFire=yes
CanOccupyFire=yes


;Industrial Building
[CAIND01]
Name=Industrial building
UIName=Name:CAIND01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANWY09]
UIName=Name:CANWY09
Name=NY Building 09
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;New York Civ Structure
[CANWY22]
UIName=Name:CANWY22
Name=NY Building 22
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;New York Civ Structure
[CANWY23]
UIName=Name:CANWY23
Name=NY Building 23
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;New York Civ Structure
[CANWY24]
UIName=Name:CANWY24
Name=NY Building 24
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;New York Civ Structure
[CANWY25]
UIName=Name:CANWY25
Name=NY Building 25
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;New York Civ Structure
[CANWY26]
UIName=Name:CANWY26
Name=NY Building 26
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;San Antonio Office building
[CATEXS03]
Name=San Antonio Office building
UIName=Name:CATEXS03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;San Antonio Office building
[CATEXS04]
Name=San Antonio Office building Var 2
UIName=Name:CATEXS04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;San Antonio Office building
[CATEXS05]
Name=San Antonio Office building Var 3
UIName=Name:CATEXS05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Russian Kremlin Wall Clock Tower
[CARUS02G]
Name=Russain Kremlin Wall Clock Tower
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


;Chicago Associates Center
[CACHIG04]
Name=Chicago Associates Center
UIName=Name:CACHIG04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DestroyAnim=CACHIG04D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Miami Civ Structure
[CAMIAM03]
Name=Miami Hotel 03
UIName=Name:CAMIAM03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Miami Civ Structure
[CAMIAM01]
UIName=Name:CAMIAM01
Name=Miami Hotel 01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Texas 06
[CATEXS06]
Name=Texas Office Building
UIName=Name:CATEXS06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG
MaxDebris=13
MinDebris=6
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Texas 07
[CATEXS07]
Name=Texas Office Building var2
UIName=Name:CATEXS07
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG
MaxDebris=15
MinDebris=7
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Texas 08
[CATEXS08]
Name=Texas Office Building var3
UIName=Name:CATEXS08
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG
MaxDebris=10
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Chigo 01
[CACHIG01]
Name=Chigo Brick Building
UIName=Name:CACHIG01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris2lg,Dbris4sm,Dbris9sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Chigo 02
[CACHIG02]
Name=Chigo Brick Building var2
UIName=Name:CACHIG02
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris2lg,Dbris4sm,Dbris9sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Chigo 03
[CACHIG03]
Name=Chigo Office Building
UIName=Name:CACHIG03
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=CARUS01D
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris2lg,Dbris4sm,Dbris9sm,Dbris3sm,Dbris3lg,Dbris4lg,Dbris9lg,Dbris10sm,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Russian Gum Monument
[CARUS08]
Name=Russain Gum Corner
Strength=1000
TechLevel=-1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Russian Gum Monument
[CARUS09]
Name=Russian Gum Middle
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Russian Gum Monument
[CARUS10]
Name=Russian Gum Wall N_S
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Russian Gum Monument
[CARUS11]
Name=Russian Gum Wall E_W
;UIName=Name:CARUS11
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;New York Warehouse Structure
[CANEWY20]
Name=Warehouse
UIName=Name:CANEWY20
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3LG,DBRIS4LG,DBRIS4SM,DBRIS6LG,DBRIS7LG,DBRIS9SM,DBRS10LG
MaxDebris=15
MinDebris=8
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;New York Warehouse Variant
[CANEWY21]
Name=Warehouse B
UIName=Name:CANEWY20
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3LG,DBRIS4LG,DBRIS4SM,DBRIS6LG,DBRIS7LG,DBRIS9SM,DBRS10LG
MaxDebris=15
MinDebris=8
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Moscow City Building
[CARUS04]
Name=Moscow City A
UIName=Name:CARUS04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=15
MinDebris=8
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Moscow City Building
[CARUS05]
Name=Moscow City B
UIName=Name:CARUS04
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=15
MinDebris=8
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Moscow City Building
[CARUS06]
Name=Moscow City C
UIName=Name:CARUS06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=13
MinDebris=8
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Hot Dog Stand
[CAMSC01]
Name=Hot Dog Stand
UIName=Name:CAMSC01
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM
MaxDebris=3
MinDebris=1
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=8
;DistributedFire=yes
;CanOccupyFire=yes
;

;Beach Umbrellas
[CAMSC02]
Name=Beach Umbrellas A
UIName=Name:CAMSC02
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=8
;DistributedFire=yes
;CanOccupyFire=yes
;

;Beach Umbrellas
[CAMSC03]
Name=Beach Umbrellas B
UIName=Name:CAMSC02
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=8
;DistributedFire=yes
;CanOccupyFire=yes
;

;Beach Towels
[CAMSC04]
Name=Beach Towels A
UIName=Name:CAMSC04
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=8
;DistributedFire=yes
;CanOccupyFire=yes
;

;Beach Towels
[CAMSC05]
Name=Beach Towels B
UIName=Name:CAMSC04
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=8
;DistributedFire=yes
;CanOccupyFire=yes
;

;Camp Fire
[CAMSC06]
Name=Camp Fire
UIName=Name:CAMSC06
TechLevel=-1
Strength=10
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG
MaxDebris=1
MinDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
AmbientSound=CampfireLoop
;CanBeOccupied=yes
;MaxNumberOccupants=8
;DistributedFire=yes
;CanOccupyFire=yes
;
DamageSmokeOffset=128,128,128

;Thatched Hut Chief
[CAMSC07]
Name=Thatched Hut Chief
UIName=Name:CAMSC07
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM
MaxDebris=6
MinDebris=3
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes


;Thatched Hut A
[CAMSC08]
Name=Thatched Hut A
UIName=Name:CAMSC07
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM
MaxDebris=4
MinDebris=2
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes


;Thatched Hut B
[CAMSC09]
Name=Thatched Hut B
UIName=Name:CAMSC07
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM
MaxDebris=4
MinDebris=2
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes

;European Statue
[CAEURO05]
UIName=Name:CAEURO05
Name=Statue
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG
MaxDebris=8
MinDebris=4
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;
LeaveRubble=Yes

;Lunar Lander
[CALUNR01]
UIName=Name:CALUNR01
Name=Lunar Lander
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;

;Lunar Flag
[CALUNR02]
;UIName=Name:CALUNR02
UIName=Name:CAUSFGL
Name=Lunar Flag
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;

;Park Bench
[CAPARK01]
UIName=Name:CAPARK01
Name=Park Bench
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;

;Swing Set
[CAPARK02]
UIName=Name:CAPARK02
Name=Play Ground Swing Set
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;

;Merry Go Round
[CAPARK03]
UIName=Name:CAPARK03
Name=Play Ground Merry Go Round
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM
MaxDebris=3
MinDebris=1
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes
;

;Park Bench North facing
[CAPARK04]
UIName=Name:CAPARK01
Name=Park Bench North
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes

;Park Bench West facing
[CAPARK05]
UIName=Name:CAPARK01
Name=Park Bench West
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes

;Park Bench East facing
[CAPARK06]
UIName=Name:CAPARK01
Name=Park Bench East
TechLevel=-1
Strength=1
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=6
;DistributedFire=yes
;CanOccupyFire=yes

;American House 02
[CAHSE02]
UIName=Name:CAHSE02
Name=American House 02
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;American House 03
[CAHSE03]
UIName=Name:CAHSE03
Name=American House 03
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;American House 04
[CAHSE04]
UIName=Name:CAHSE04
Name=American House 04
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;St. Louis City Building
[CASTL01]
Name=St Louis Building A
UIName=Name:CASTL01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=10
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;St. Louis City Building
[CASTL02]
Name=St Louis Building B
UIName=Name:CASTL02
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=10
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;St. Louis City Building
[CASTL03]
UIName=Name:CASTL03
Name=St Louis Building C
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG
MaxDebris=10
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;American House 05
[CAHSE05]
UIName=Name:CAHSE05
Name=American Mobile Home A
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris2lg,Dbris4sm,Dbris5sm,Dbris3sm,Dbris3lg,Dbris4lg,Dbris9lg,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;American House 06
[CAHSE06]
UIName=Name:CAHSE06
Name=American Mobile Home B
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=5
DebrisAnim=Dbris5lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris9lg,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;American House 07
[CAHSE07]
UIName=Name:CAHSE04
;UIName=Goodsprings Ranch
Name=American House 07
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Miami Civ Structure
[CAMIAM05]
UIName=Name:CAMIAM05
Name=Miami Hotel 05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris4lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Miami Civ Structure
[CAMIAM06]
UIName=Name:CAMIAM06
Name=Miami Hotel 06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris4lg,Dbris2sm,Dbris8sm,Dbris3lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Miami Civ Structure
[CAMIAM07]
UIName=Name:CAMIAM07
Name=Miami Hotel 07
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris4lg,Dbris2sm,Dbris8sm,Dbris3lg
CrateBeneath=true
CrateBeneathIsMoney=true
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=Yes

;Street Light
[CASTRT01]
Name=Traffic Light
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;

;Street Light
[CASTRT02]
Name=Traffic Light
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;
;Street Light

[CASTRT03]
Name=Traffic Light
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;

;Street Light
[CASTRT04]
Name=Traffic Light
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=10
;DistributedFire=yes
;CanOccupyFire=yes
;

;Bus Stop
[CASTRT05]
Name=Bus Stop
UIName=Name:CASTRT05
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS6SM,DBRS10LG
MaxDebris=2
MinDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
;CanBeOccupied=yes
;MaxNumberOccupants=2
;DistributedFire=yes
;CanOccupyFire=yes
;

;Washington Army Tents
[CAARMY01]
UIName=Name:CAARMY01
Name=Army Tent
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes

DamageSound=Dummy
DieSound=Dummy

;Washington Army Tents
[CAARMY02]
UIName=Name:CAARMY01
Name=Army Tent
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=4
;DistributedFire=yes
CanOccupyFire=yes

DamageSound=Dummy
DieSound=Dummy

;Washington Army Tents
[CAARMY03]
UIName=Name:CAARMY01
Name=Army Tent
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=4
;DistributedFire=yes
CanOccupyFire=yes

DamageSound=Dummy
DieSound=Dummy

;Washington Army Tents
[CAARMY04]
UIName=Name:CAARMY01
Name=Army Tent
TechLevel=-1
Strength=200
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=4
;DistributedFire=yes
CanOccupyFire=yes

DamageSound=Dummy
DieSound=Dummy

 ;US Flag Left
[CAUSFGL]
UIName=Name:CAUSFGL
Name=Flag US Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;Soviet Guard Shack
[CAGARD01]
UIName=Name:CAGARD01
Name=Guard Shack
TechLevel=-1
Strength=100
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS5SM
MaxDebris=3
MinDebris=1
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
;MaxNumberOccupants=0
DistributedFire=no

[CAFARM01]
UIName=Name:CAFARM01
Name=Farm
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=6
;DistributedFire=yes
CanOccupyFire=yes


[CAFARM02]
UIName=Name:CAFARM02
Name=Farm Silo
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CAFRMA]
Name=Farmhouse
UIName=Name:CAFRMA
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
;DistributedFire=yes
CanOccupyFire=yes


[CAFRMB]
Name=Farm Outhouse
UIName=Name:CAFRMB
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=4 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=1
;DistributedFire=yes
CanOccupyFire=yes

DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CALIT01E]
UIName=Name:CALIT01E
Name=Light
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT01N]
UIName=Name:CALIT01N
Name=Light
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT01S]
UIName=Name:CALIT01S
Name=Light
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT01W]
UIName=Name:CALIT01W
Name=Light
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT03E]
UIName=Name:CALIT03E
Name=Light3E
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT03N]
UIName=Name:CALIT03N
Name=Light3N
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT03S]
UIName=Name:CALIT03S
Name=Light3S
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT03W]
UIName=Name:CALIT03W
Name=Light3W
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT02L]
UIName=Name:CALIT02L
Name=Light2L
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CALIT02R]
UIName=Name:CALIT02R
Name=Light2R
TechLevel=-1
Strength=50
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

;American House 01
[CAHSE01]
UIName=Name:CAHSE01
Name=American House 01
TechLevel=-1
Strength=600
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
MinDebris=3
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Water Tower
[CAWT01]
UIName=Name:CAWT01
Name=Water Tower
TechLevel=-1
Strength=400
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged

;Twin Silos
[CATS01]
UIName=Name:CATS01
Name=Farm Twin Silos
TechLevel=-1
Strength=300
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm,Dbris9lg,Dbris8lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no

;Barn 02
[CABARN02]
UIName=Name:CABARN02
Name=Farm Barn 02
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris8sm,Dbris10sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

[CAMISC03]
UIName=Name:CAMISC03
Name=Dumpster
TechLevel=-1
Strength=100
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAMISC04]
UIName=Name:CAMISC04
Name=Mail Box
TechLevel=-1
Strength=10
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAMISC05]
UIName=Name:CAMISC05
Name=Construction Pipes
TechLevel=-1
Strength=10
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAMISC06]
UIName=Name:CAMISC06
Name=V3 Rack
TechLevel=-1
Strength=10
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=MININUKE
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
Primary=none
Secondary=none
CanC4=no ; like spyable and captureable
DamageSound=BuildingMetalDamaged

;McBurger Kong
[CAMSC10]
Name=McBurger Kong
UIName=Name:CAMSC10
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=20
Armor=wood
Explosion=MININUKE,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS3SM,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS9SM,DBRS10LG
MaxDebris=12
MinDebris=6
BaseNormal=no
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

[CAMSC11]
UIName=Name:CAMISC11
Name=Tires
TechLevel=-1
Strength=10
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM
MaxDebris=6
MinDebris=3
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
Primary=none
Secondary=none

[CAMSC12]
UIName=Name:CAMISC12
Name=Bullseye
TechLevel=-1
Strength=100
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
Primary=none
Secondary=none

;use this bullseye to earn vet status for a little GI
[CAMSC12A]
UIName=Name:CAMISC12
Name=Bullseye 2
Image=CAMSC12
TechLevel=-1
Strength=100
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
Primary=none
Secondary=none
Cost=600

;Misc Civ Structure
[CAMOV01]
UIName=Name:CAMOV01
Name=Drive In Movie Screen
TechLevel=-1
Strength=500
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no

;Misc Civ Structure
[CAMOV02]
UIName=Name:CAMOV02
Name=Drive In Movie Concession Stand
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=5
;DistributedFire=yes
CanOccupyFire=yes

LeaveRubble=yes

;Concrete Bunker
[CABUNK01];gs restoring this to proper state.  The buildable one is up in the soviet section
UIName=Name:CABUNK01
Name=Concrete Bunker 01
TechLevel=-1
Strength=2000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes

;Misc Civ Structure
[CABUNK02]
UIName=Name:CABUNK01
Name=Concrete Bunker 02
TechLevel=-1
Strength=2000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes

;Concrete Bunker 03
[CABUNK03];gs restoring this to proper state.  The buildable one is up in the soviet section
UIName=Name:CABUNK01
Name=Concrete Bunker 03
TechLevel=-1
Strength=2000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes

;Concrete Bunker 04
[CABUNK04];gs restoring this to proper state.  The buildable one is up in the soviet section
UIName=Name:CABUNK01
Name=Concrete Bunker 04
TechLevel=-1
Strength=2000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=8
;DistributedFire=yes
CanOccupyFire=yes
LeaveRubble=yes

[CAMSC13]
UIName=Name:CAMISC13
Name=Derelict Tank
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS6SM
MaxDebris=5
MinDebris=2
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
CanBeOccupied=no
Primary=none
Secondary=none

[CAPOL01E]
UIName=Name:CAPOL01E
Name=Telephone Pole
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CAPOL01N]
UIName=Name:CAPOL01N
Name=Telephone Pole
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CAPOL01S]
UIName=Name:CAPOL01S
Name=Telephone Pole
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAPOL01W]
UIName=Name:CAPOL01W
Name=Telephone Pole
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAURB01]
Name=Telephone Booth
UIName=Name:CAURB01
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAURB02]
Name=Fire Hydrant
UIName=Name:CAURB02
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CAURB03]
Name=Hollywood Spotlight
UIName=Name:CAURB03
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CASIN01E]
Name=Stop Sign
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CASIN01W]
Name=Stop Sign
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CASIN01S]
Name=Stop Sign
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag

[CASIN01N]
Name=Stop Sign
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

; Kremlin Walls
[CAKRMW]
UIName=Name:CAKRMW
Name=Kremlen Walls
BuildCat=Combat
Strength=300
Prerequisite=BARRACKS
Armor=wood
CrushSound=WallCrushKremlin
Crushable=no
Wall=yes
TechLevel=-1
Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=1
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

 ;RU Flag Left
[CARUFGL]
UIName=Name:RUSSIANFLAG
Name=Flag Russian Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;FR Flag Left
[CAFRFGL]
UIName=Name:FRENCHFLAG
Name=Flag French Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;IR Flag Left
[CAIRFGL]
UIName=Name:IRAQFLAG
Name=Flag Iraq Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no

;CU Flag Left
[CACUFGL]
UIName=Name:CUBANFLAG
Name=Flag Cuba Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;SK Flag Left
[CASKFGL]
UIName=Name:KOREAFLAG
Name=Flag Korea Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;LB Flag Left
[CALBFGL]
UIName=Name:LYBIAFLAG
Name=Flag Lybia Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;GE Flag Left
[CAGEFGL]
UIName=Name:GERMANFLAG
Name=Flag Germany Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;UK Flag Left
[CAUKFGL]
UIName=Name:UKFLAG
Name=Flag UK Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

;PO Flag Left
[CAPOFGL]
UIName=Name:POLISHFLAG
Name=Flag Poland Left
TechLevel=-1
Strength=20
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=steel
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=no
MaxNumberOccupants=0
DistributedFire=no
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[AMMOCRAT]
UIName=Name:AMMOCRAT
Name=Ammo Crates
Image=AMMO01
Selectable=no
TechLevel=-1
Strength=1
EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
PlaceAnywhere=yes
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
ThreatPosed=10
SpecialThreatValue=1
Explodes=yes
DeathWeapon=BarrelExplosion
CanC4=no ; like spyable and captureable
DamageSound=BuildingMetalDamaged

; **************************************************************************
; **************************** Unused Assets *******************************
; **************************************************************************
;If there's any old tibsun stuff that we want to get out of the way, move
;it down here.

[UFO]
Name=Scrin Ship
TechLevel=1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
PlaceAnywhere=yes
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag


; **************************************************************************
; ***************************** Weapons ************************************
; **************************************************************************

; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.

; Anim = animation to display as a firing effect [use 8 for directional variation]
; AreaFire = indicates that the weapon fires at the current cell and does damage in a radius (def=no). Warning: This only works for secondary weapons right now.
; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
; Burst = number of rapid succession shots from this weapon (def=1)
; Camera = Reveals area around firer (def=no)?
; Charges = SJM: I have disabled this system.  Use IsAnimDelayedFire in ART.INI instead.  Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Floater = floats like a frizbee
; IonSensitive = Shuts down during an ion storm (def=no)?
; Lobber = does the projectile fly to target in a high arc (def=no)?
; MinimumRange = minimum range to target (def=0)
; Projectile = projectile characteristic to use
; RadLevel = the radiation level left by the weapon. (def=0)
; Range = maximum cell range
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Report = List of sounds to random play when firing
; Speed = speed of projectile to target (100 is maximum)
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
; UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
; Warhead = warhead to attach to projectile

[DefaultDeathWeapon]
Projectile=Invisible
Warhead=DeathWH

[OilExplosion]
Projectile=Invisible
Damage=600
Warhead=OilExplosionWH
Anim=RING1

[BarrelExplosion]
Projectile=Invisible
Damage=200
Warhead=OilExplosionWH
Anim=RING1

[TerrorBomb]
Projectile=Invisible
Damage=225
Warhead=TerrorBombWH
Anim=RING1
Range=1.5
ROF=10
Suicide=yes
FireInTransport=no;can't fire out of the BattleFortress

;Light infantry Rifle
[Minigun]
Damage=8
ROF=21
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack

;Rocket Infantry
[BAZOOKA]
Damage=25
ROF=60
Range=6
Projectile=AAHeatSeeker2
Speed=25
Warhead=AP
Report=FlakCannonAttack

;Jump Jet Cannon
[JumpCannon]
Damage=15 ; was 20
Burst=2
ROF=40
Range=5  ; was 4
Projectile=Invisible3
Speed=100
Warhead=SA
Report=JUMPJET1
;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

[BlimpBomb]
Damage=250
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=BlimpBombP
Speed=20
Warhead=BlimpHE
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)

[BlimpBombEffect];gs To make crashing guys use a big blimp bomb explosion, but not be forced to do a lot of damage to get the effect
Damage=250
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=BlimpBombP
Speed=20
Warhead=BlimpHEEffect
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)

;Assault Suit Cannon
[AssaultCannon]
Damage=40
ROF=50
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttackDeployed

;Cyborg Commando Plasma Cannon
[CyCannon]
Damage=120
ROF=50
Range=7
Projectile=ProtonBlast
Speed=70
Warhead=PlasmaWH
Report=scrin5b

;Harpy Vulcan Cannon
[HarpyClaw]
Damage=60
ROF=36
Range=5
Projectile=Invisible2
Speed=100
Warhead=SA
Report=CYGUN1

;Assault Buggy Cannon
[RaiderCannon]
Damage=40
ROF=55
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=PillboxAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

;sentry gun
[VulcanTower]
Damage=50
ROF=26
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=PillboxAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=true

; pill box gun
[Vulcan2]
Damage=50
ROF=26
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=PillboxAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
; SJM thinks this is silly for a machine gun: Bright=true

;Rocket Tower Grenade
[RPGTower]
Damage=110
ROF=80
Range=8
Projectile=Lobbed2
Speed=30 ; 5
Warhead=RPG
MinimumRange=2
Report=GLNCH4

;Sub Torpedo
[SubTorpedo]
Damage=100
ROF=120
Range=7
Projectile=Torpedo
Speed=25 ;18
Report=SubAttack
Warhead=APSplash
DecloakToFire=no

;Boomer Sub  Torpedo
[BoomerTorpedo]
Damage=60
ROF=120
Range=7
Projectile=Torpedo
Speed=25 ;18
Report=BoomerAttack2
Warhead=APSplash2
DecloakToFire=no
Burst=2

;Bike Missile
[BikeMissile]
Damage=40
ROF=60
Range=5
Projectile=HeatSeeker
Speed=30
Report=SeawolfAttack
Warhead=AP

;SAM missile
[RedEye2]
Damage=75
ROF=55
Range=12
Projectile=AAHeatSeeker
Speed=100
Warhead=SAMWH
Report=PatriotAttack
TurboBoost=yes

;Hover Missile
[HoverMissile]
Damage=25
ROF=50
Range=6
Burst=2
Projectile=AAHeatSeeker2
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1

;GI Missile Launcher
[MissileLauncher]
Damage=40
ROF=40
Range=8
Burst=1
Projectile=AAHeatSeeker2	;AirToGroundMissile
Speed=30 ;40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1

;Cruise Missile
[CruiseMissile]
Damage=25
ROF=50
Range=20
Burst=1
Projectile=NavalToGroundSeeker
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1

; Dreadnought missile
[CruiseLauncher]
Damage=25  ;35
ROF=50
Burst=2
Range=20
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Special
OmniFire=yes
Report=BoomerAttack1

;Hover Missile - AA only
[HoverMissile2]
Damage=25
ROF=50
Range=10
Burst=2
Projectile=AAHeatSeeker
Speed=40
Warhead=AP
Report=SeawolfAttack
MinimumRange=1

; Aegis missile
[Medusa]
Damage=100
ROF=15
Range=12
Speed=120
Projectile=MedusaProjectile
Warhead=SAMWH
Report=AegisAttack
TurboBoost=yes
OmniFire=yes

;Ghost's Rail Gun
[LtRail]
Damage=0			; this should be 0 for railgun shots
AmbientDamage=150	; use this for the railgun damage field.  Leave damage = 0
ROF=60		; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=RailShot2
Anim=GUNFIRE
IsRailgun=true
AttachedParticleSystem=SmallRailgunSys
Report=BIGGGUN1

;Mammoth Rail Gun
[MechRailgun]
AmbientDamage=200	; use this for the railgun damage field.  Leave damage = 0
Damage=0			; this should be 0 for railgun shots
ROF=60		; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=8
Projectile=InvisibleLow
Speed=100
Warhead=RailShot
Report=RAILUSE5
Anim=GUNFIRE
;IsRailgun=true
AttachedParticleSystem=LargeRailgunSys

; rapid fire machine gun
[Vulcan]
Damage=50
ROF=26
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=SentryGunAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire machine gun
[Gattling]
Damage=30
ROF=10
Range=7;5.5
Projectile=Invisible3 ;GEF Anti air and anti ground ;SA
Speed=100
Warhead=GattWH
Report=SentryGunAttack
Anim=GUNFIRE
;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire anti-ground machine gun
[AGGattling]
Damage=25;50
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire anti-air machine gun
[AAGattling]
Damage=25
ROF=16
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire anti-ground machine gun
[AGGattling2]
Damage=25;50
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SA
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2

; rapid fire anti-air machine gun
[AAGattling2]
Damage=30
ROF=8
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2

; rapid fire anti-ground machine gun
[AGGattling3]
Damage=25;50
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2

; rapid fire anti-air machine gun
[AAGattling3]
Damage=40
ROF=4
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2


; rapid fire anti-air machine gun
[AAGattCann]
Damage=30;40;50
ROF=16
Range=12
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire anti-air machine gun
[AAGattCann2]
Damage=30;40;50
ROF=8
Range=12
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2

; rapid fire anti-air machine gun
[AAGattCann3]
Damage=30;40;50
ROF=4
Range=12
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2

; rapid fire machine gun for the neutral outpost
[OutpostMachineGun]
Damage=20
ROF=60
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=TechOutpostAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

;Cyborg's Vulcan cannon
[Vulcan3]
Damage=10
ROF=30
Burst=3
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=CYGUN1
;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; fireball from flame tank
[FireballLauncher]
Damage=0
AmbientDamage=2
ROF=50
Range=4.25
Projectile=Invisible
Speed=1
Warhead=Fire
Report=FLAMTNK1
UseFireParticles=yes
AttachedParticleSystem=FireStreamSys
Burst=2

; sniper rifle
[Sniper]
Damage=150
ROF=20
Range=8
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=SILENCER

[Sapper]
Damage=2500 ; a boatload  (get it?)
ROF=100
Range=1.5
CellRangefinding=yes
Projectile=Invisible;Invisible5
;AntiNaval=yes
;AntiUnderwater=yes
;AntiOrganic=no;to make exception for squid and dolphin
Warhead=Mechanical;gs please do not use the warhead marked "do not use" Super
Report=SealPlaceBomb
SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion

; rifle soldier weapons (multiple shots)
[M1Carbine]
Damage=15
ROF=25
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=ConscriptAttack
OccupantAnim=UCCONS

[UCM1Carbine]
Damage=20
ROF=20
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=SovietOccupiedAttack
OccupantAnim=UCCONS

[UCEliteM1Carbine]
Damage=30
ROF=20
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=SovietOccupiedAttack
OccupantAnim=UCCONS

[PsychicJab]
Damage=25
ROF=15
Range=4.5
Projectile=InvisibleLow
Speed=100
;Warhead=PJABWH
Warhead=SAFlame
Report=InitiateAttack
OccupantAnim=UCINIT
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress

[UCPsychicJab]
Damage=63
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSABFlame
Report=InitiateAttack
OccupantAnim=UCINIT

[UCElitePsychicJab]
Damage=73
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSABFlame
Report=InitiateAttack
OccupantAnim=UCINIT

[M60]
Damage=15
ROF=20
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

[Para]
Damage=25;23
ROF=15
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=GIAttackDeployed
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

[UCPara]
Damage=30
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=AlliedOccupiedAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

[UCElitePara]
Damage=40
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=AlliedOccupiedAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

[20mmRapid]
Damage=30
ROF=20
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=HARVWH
Report=WarMinerAttack
Anim=GUNFIRE

[20mm]
Damage=25
ROF=30
Range=5
Projectile=Invisible3
Speed=100
Warhead=SSA
Report=RocketeerAttack

[MP5]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[DoublePistols]
Damage=125
ROF=5
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint2
Report=TanyaAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[AKM]
Damage=65
ROF=20
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[TERMIGUN]
Damage=125
ROF=5
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=ArnoldAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[STALGUN]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint4
Report=SlyAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[STALGREN]
Damage=10000
ROF=10
Range=6
Projectile=Cannon
Speed=100
Warhead=NukeB
Report=SlyGrenadeLauncher
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[CLINTGUN]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=ClintAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)


[ChronoMP5]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPointNoBuilding
Report=SealAttack

[FakeC4]
Damage=5000
ROF=10
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Warhead=FakeC4WH
Report=SealPlaceBomb
SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion

[AWP]
Damage=125
ROF=150
Range=14
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired

[Virusgun]
Damage=125
ROF=100
Range=10
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress

[VirusgunE]
Damage=125
ROF=80
Range=16
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress

; Half-track's gun
[QuadCannon]
Damage=35
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SA
Report=FlakTrackAttackGround
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; Blackhawks gun (from QuadCannon)
[BlackHawkCannon]
Damage=35
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SA
Report=BlackOpsAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes

; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=30
ROF=50
Burst=2
Range=6
Projectile=AAHeatSeeker2
Speed=25
Warhead=AP
Report=SeawolfAttack

; air-to-surface homing missile (launched from helicopter)
[Hellfire]
Damage=30 ; 25
ROF=50
Range=6
Projectile=AAHeatSeeker2 ; was HeatSeeker
Speed=30
Warhead=ORCAAP
Report=ORCAMIS1
Burst=2

; air-to-surface homing missile (launched from helicopter)
[Maverick]
Damage=150
ROF=10
Range=6
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=IntruderAttack
Burst=1;2

[Maverick2]
Damage=200
ROF=10
Range=6
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=BlackEagleAttack
Burst=1;2

[Maverick3]
Damage=750
ROF=10
Range=4
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=MIGWH
Report=MigAttack
Burst=2

[ParaDropWeapon]	; Dummy weapon, not actually fired.
Damage=60
ROF=130
Range=4
Projectile=AAHeatSeeker2 ; was HeatSeeker
Speed=30
Warhead=MaverickHE
Burst=1

[SpyCameraWeapon]
Damage=6;range of shroud to reveal
Range=20;howfar away to start revealing
Burst=1
Projectile=InvisibleHigh
Warhead=DummyWarhead
Report=SpyPlaneSnapshot

[Proton]
Damage=30
ROF=3
Range=5
Projectile=ProtonTorpedo
Speed=30
Warhead=HE
Report=scrin5b

[HornetBomb]
Damage=40
ROF=3
Range=5
Projectile=NormalBomb
Speed=30
Warhead=ORCAAP
Report=HornetAttack

[ASWBomb]
Damage=50
ROF=3
Range=3
Projectile=DepthCharge
Speed=30
Warhead=APSplash
Report=OspreyAttack

[V3Airburst]
Damage=25 ; just a little extra
Range=.55
Projectile=V3AirburstP
Warhead=V3HE

[HornetCollision] ;A crashing Hornet turns into this bullet at the last second
Damage=100
ROF=20
Range=3
Projectile=AAHeatSeeker2 ; will be Hornet shaped bullet
Speed=30
Warhead=AP
Report=HornetCollision
Bright=yes

[DredCollision] ;dread missile does this when it hits
Damage=200
ROF=20
Range=1.75
Projectile=DredMissile
Speed=30
Warhead=AP
;Report=120MMF
Bright=yes
CellRangefinding=yes

[ASWCollision] ;A crashing ASW turns into this bullet at the last second
Damage=100
ROF=20
Range=3
Projectile=AAHeatSeeker2 ; will be ASW shaped bullet
Speed=30
Warhead=AP
Report=OspreyCollision
Bright=yes

; hand grenade (discus)
[Grenade]
Damage=40
ROF=60
Range=4.5
Projectile=Lobbed
;Floater=yes
Speed=5
Warhead=HE
;Lobber=yes
Bright=yes

; hand grenade (discus)
[Flare]
Damage=1
ROF=60
Range=12
Warhead=AirstrikeFlare
MigAttackCursor=yes;like Tanya's SabotageCursor override

;Charges=no
;LaserInnerColor = 255,0,0
;LaserOuterColor = 127,0,0;0,0,0
;LaserOuterSpread= 40,80,80;20,40,40
;LaserDuration = 90;15
Projectile=Invisible;LLine2
;IsLaser=true	; this flag tells the game to use the special laser draw effect
IsLine=true
IsHouseColor=true

;Projectile=Lobbed
;;Floater=yes
;Speed=5
;;Lobber=yes
;Bright=yes

; small anti-armor cannon
[75mm]
Damage=35
ROF=40
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Anim=GUNFIRE
Bright=yes

; light anti-armor cannon
[90mm]
Damage=75;36
ROF=30;50
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=LightTankAttack
Anim=GUNFIRE
Bright=yes

; anti-armor weapon
[105mm]
Damage=65
ROF=60
Range=5
Projectile=Cannon
Speed=40
Warhead=AP
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes

; large anti-armor cannon (two shooter)
[120mmx]
Damage=100
ROF=80
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ApocAP
Report=ApocalypseAttackGround
Anim=APMUZZLE
Burst=2
Bright=yes

; large anti-armor cannon (single shooter)
[120mm]
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes

; War-Miner HE gun
[120HE]
Damage=80
ROF=50
Range=5.75
Projectile=Cannon
Speed=40
Warhead=HowitzerWH
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes

; Lasher Light Tank gun
[ATGUN]
Damage=65 
ROF=60
Range=5
Projectile=Cannon
Speed=60
Warhead=AP
Report=LasherTankAttack
Anim=GUNFIRE
Bright=yes

[Robogun]
Damage=65 
ROF=60
Range=5
Projectile=Cannon
Speed=60
Warhead=AP
Report=RobotTankAttack
Anim=GUNFIRE
Bright=yes

; Tank Destroyer gun
[SABOT]
Damage=150 ;was 135
ROF=70
Range=5
Projectile=Cannon
Speed=60
Warhead=UltraAP
Report=TankDestroyerAttack
Anim=GUNFIRE
Bright=yes

; Howitzer gun
[HowitzerGun]
Damage=75
ROF=100
Range=12
MinimumRange=2
Projectile=Ballistic
Speed=100
Warhead=HowitzerWH
Report=ApocalypseAttackGround
Anim=GUNFIRE
Bright=yes

[Bomb]
Damage=160
ROF=10  ; was 1
Range=5
Projectile=Cannon2
Speed=0
Warhead=ORCAHE
Floater=yes

[SuicideBomb]
Damage=11000
ROF=1
Range=.5
Projectile=Invisible
Speed=0
Warhead=HE
Bright=yes
Report=HUNTER2

; Vehicle carried anti-tank missile
[MammothTusk]
Damage=50
ROF=80
Range=8
Projectile=AAHeatSeeker
Speed=20
Warhead=HE
Burst=2
Report=ApocalypseAttackAir

; artillery cannon
[155mm]
Damage=60
ROF=110
Range=8
MinimumRange=0
Projectile=Ballistic
Speed=10
Warhead=ARTYHE
Report=DestroyerAttack
Anim=GUNFIRE
Lobber=no
;Lobber=yes

; artillery cannon
[160mm]
Damage=90
ROF=100
Range=12
MinimumRange=0
Projectile=Ballistic
Speed=10
Warhead=SCHOPWH
Report=SeigeChopperAttackDeployed
Anim=GUNFIRE
Lobber=no
;Lobber=yes


; V3's rangefinder virtual weapon
[V3Launcher]
Damage=1
ROF=150
Range=18
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special

; Dreadnought missile
[DredLauncher]
Damage=50
ROF=50
Burst=2
Range=25
;Range=-2
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Special
OmniFire=yes

; Drone emmiting gas on your head
[ChaosAttack]
Damage=600
ROF=30
Range=3;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleLow
Speed=30
Warhead=PsychGasCreate
Report=ChaosDroneAttack
;Burst=4
OmniFire=yes
AreaFire=yes
;Anim=CDGAS

; Drone jumping on your head
[DroneJump]
Damage=50
ROF=60
Range=1.83
Projectile=JUMP
Speed=30
Warhead=Parasite
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker.
FireInTransport=no;can't fire out of the BattleFortress

; Dog humping
[BadTeeth]
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

; Dog humping
[GoodTeeth]
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

[AlligatorBite] ; Alligator bite
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=30
ROF=30
Warhead=HollowPoint
Report=AlligatorAttack

[BearBite] ; Bear bite
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=30
ROF=30
Warhead=HollowPoint
Report=BearAttack

[ChimpBite] ; Chim bite
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=30
ROF=30
Warhead=HollowPoint
Report=ChimpAttack

[TRexBite] ; T-Rex bite
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=200
ROF=30
Warhead=TRexWH;  need to change InfDeath  HowitzerWH
Report=TrexAttack

[TRexInfBite] ; T-Rex bite
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=200
ROF=30
Warhead=TRexInfWH;  need to change InfDeath  HowitzerWH
Report=TrexAttack

[SHOVEL] 
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=30
ROF=30
Warhead=SA
Report=

[VirtualScanner]; This is so units with range one weapons will scan out farther when looking for targets in guard
Damage=1
Range=5
NeverUse=yes
Projectile=InvisibleAll
Warhead=SA
Speed=100

; Squid wants some boat lovin'
[SquidGrab]
Damage=15
ROF=99	; SJM: This is now ignored.  Damage frequency handled by special Squid code.
Range=1.5
CellRangefinding=yes
Projectile=SQDJUMP
Speed=30
DecloakToFire=no
Warhead=ParasitePlus ; Plus paralysis
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=SquidAttack
Anim=SQDG_N,SQDG_NE,SQDG_E,SQDG_SE,SQDG_S,SQDG_SW,SQDG_W,SQDG_NW ; order matches 0=N & CW

; Squid attacking non boat
[SquidPunch]
Damage=100;50
ROF=32 ;hard 16*2 until unit sprites get more complicated
Range=1.83
Projectile=InvisibleLow ;gs ! Dude!  This gives the squid an anti-air weapon! --> was InvisibleAll
Speed=30
Warhead=HE
;AntiOrganic=yes
Report=SquidAttackNonShip
;IsSonic=Yes

; Carrier's rangefinder virtual weapon
[HornetLauncher]
Damage=1
ROF=150
Range=25
;Range=-2 ; infinite
Spawner=yes
Projectile=Invisible
Speed=10
Warhead=Special
OmniFire=yes

; Destroyer's rangefinder virtual weapon for Helicopters
[ASWLauncher]
Damage=1
ROF=150
Range=-2 ; infinite
Spawner=yes
Projectile=ASWVirt
;AntiUnderwater=yes
Speed=10
Warhead=Special
OmniFire=yes

; Sonic Zap
[SonicZap]
Damage=4
AmbientDamage=10
ROF=120
Range=6
;Projectile=Null
Projectile=Sonic
Speed=100
Warhead=SonicWarhead
Report=DolphinAttack
IsSonic=Yes
DecloakToFire=no
;AntiUnderwater=yes

; repair bot repairing
[RepairBullet]
Damage=-50
ROF=80
Range=1.8
Projectile=Invisible
Speed=100
Warhead=Mechanical
Report=IFVRepair
UseSparkParticles=yes
AttachedParticleSystem=WeldingSys

; medic healing
[Heal]
Damage=-50
ROF=80
Range=2.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEALER1

; Infantry smashing by Brute
[Punch]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=Battering
Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress

; Tank smashing by Brute
[Smash]
Damage=100;150
ROF=60 ;30
Range=1.1
Speed=100
Warhead=Smashing
Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress

;mummy infantry puncher
[Mummypunch]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=Battering
;Report=BruteSmashAttack
Projectile=InvisibleLow
FireInTransport=no;can't fire out of the BattleFortress

; mummy tank smasher
[Mummysmash]
Damage=100;150
ROF=60 ;30
Range=1.1
Speed=100
Warhead=Smashing
;Report=BruteSmashAttack
Projectile=InvisibleLow

; Fire by Chrono Legion
[NeutronRifle]
Damage=8
ROF=120
Range=5
Speed=100
Projectile=InvisibleMedium;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

; Fire by Desolater
[RadBeamWeapon]
Damage=125
ROF=50
Range=6
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
IsRadBeam=yes
Report=DesolatorAttack

; The Desolater's desolation effect
[RadEruptionWeapon]
Damage=1		; Irrelevant as long as it is greater than 0.  Establishes that this unit can fire this weapon.
ROF=60
Range=4         ; SJM: changed from 1 so distance check won't fail on bridges -- only fired at own cell so should be OK
Speed=1
AreaFire=yes
FireOnce=no		; SJM: Desolator should maintain radiation at site when deployed
Projectile=InvisibleLow
Warhead=RadEruptionWarhead
IsRadEruption=no ; SJM: we're not using this effect anymore
RadLevel=500
Report=DesolatorDeploy

; Fire by Prism Cannon
[PrismShot]
Damage=120
ROF=45 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Report=PrismTowerAttack

[Yuribustshot]
Damage=120
ROF=45 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Report=PrismTowerAttack

;Prism shot coming from the Mayan cannon
[MayanPrism]
Damage=1000
ROF=20
Range=12
Speed=25
Projectile=InvisibleHigh
Warhead=PrismWarhead
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Report=PrismTowerAttack

; Prism Cannon support beam
[PrismSupport]
Damage=200
ROF=45 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=DummyWarhead
;LaserInnerColor = 32,48,216
;LaserOuterColor = 24,24,96
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect
IsHouseColor=true

; Fire by Telsa Trooper
[ElectricBolt]
Damage=50
ROF=60
Range=3
Speed=100
Warhead=Shock
Report=TeslaTroopAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

; Fire by Telsa Tank
[TankBolt]
Damage=135
ROF=75  ;changed on 11/29 from 60 to 75
Range=4
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true

; Fire by Telsa Trooper at Tesla Coil
[AssaultBolt]
Damage=10
ROF=25
Range=1.83
Speed=100
Warhead=ElectricAssault
Report=TeslaTroopRechargeCoil
Projectile=InvisibleLow
IsElectricBolt=true
IsAlternateColor=true

; Fire by Telsa Coil
[CoilBolt]
Damage=200
ROF=80 ;120
Range=7
Speed=100
Warhead=Electric
Report=TeslaCoilAttack
;Projectile=InvisibleHigh
Projectile=Invisible
IsElectricBolt=true
; SJM: Now using home-grown DelayedFire system. Charges=yes

; Fire by Telsa Coil while overpowered
[OPCoilBolt]
Damage=300
ROF=80  ;100
Range=8
Speed=100
Warhead=Electric
Report=TeslaCoilSuper
Projectile=InvisibleHigh
IsElectricBolt=true
IsAlternateColor=true

; Fired by the ginourmous Eiffel Telsa Coil of DEATH
[EiffelBolt]
Damage=2000
ROF=20
Range=20
Speed=100
Warhead=Electric
Report=ParisTowerAttack
Projectile=InvisibleHigh
IsElectricBolt=true
;DrawBoltAsLaser=yes ; Not actually a laser, but draws electric parts as lasers (with blendy fancy stuff)
;The DrawBoltAsLaser flag has pretty serious frame rate problems right now.
; SJM: Um, worse than that, I've removed the code.  Creating a LaserClass object for each of
; SJM: potentially hundreds of line segments will grind the game to a halt.  Besides that,
; SJM: I've drastically modified the Laser code for the Prism effects and using it for the
; SJM: lightning would probably now have very strange, unanticipated effects.  Sorry!

; Solid laser beam.
[LaserFire]
Damage=250
ROF=120
Range=10.5
Speed=100
Warhead=HE
Report=PrismTowerAttack
LaserInnerColor = 255,0,0
LaserOuterColor = 0,0,0
LaserOuterSpread= 20,40,40
LaserDuration = 15
Projectile=LLine
IsBigLaser=true
IsLaser=true	; this flag tells the game to use the special laser draw effect
Charges=yes		; non-charging lasers should use LaserFire2 instead

; Laser Turret Beam
[LaserFire2]
Damage=30
ROF=40
Range=5.5
Speed=100
Warhead=HE
Report=LASTUR1
Charges=no
LaserInnerColor = 255,0,0
LaserOuterColor = 0,0,0
LaserOuterSpread= 20,40,40
LaserDuration = 15
Projectile=LLine2
IsLaser=true	; this flag tells the game to use the special laser draw effect

[EMPulseWeapon]
Damage=1200       ; Damage is duration for EM Pulse
ROF=1
Speed=25
Warhead=EMPuls
Projectile=PulsPr
Range=40 ; was 30
Lobber=yes
Report=PLSECAN2

; Visceroid attack
[SlimeAttack]
Damage=100
ROF=80
Range=1.3		;2.83
Projectile=Invisible
Speed=25	;100
Warhead=Slimer
Report=VICER1

; Chemical missile launcher
[ChemLauncher]
Damage=100
ROF=1 ; 0
Range=6
Projectile=ChemMissile
Speed=30
Warhead=Gas
Report=ICBM1

[FiendShard]
Damage=35
ROF=30
Burst=3
Range=5
Projectile=DogShard
Speed=25
Warhead=Shard
Report=

[DefuseKit]
Damage=1
ROF=20
Range=1.5
CellRangefinding=yes
Projectile=InvisibleAll
Speed=100
Report=DefuseKit
Warhead=BombDisarm
FireOnce=yes
FireInTransport=no;can't fire out of the BattleFortress

[NukePayload]
Damage=600
Range=30
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
RadLevel=500
Warhead=NUKE
Report=

[NukeCarrier]
Projectile=GiantNukeUp
Speed=100
Warhead=NukeMaker

[Pistola]
Damage=2
ROF=20
Range=3
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=CivAttack

[MindControl]
Damage=1;Number of mind control links
ROF=200
Range=7
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes

[SuperMindControl]
Damage=1;Number of mind control links
ROF=200
Range=7
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes

[MultipleMindControlTank]
Damage=3; this is an infinite mind control, so this just affects pips
InfiniteMindControl=yes; this will let infinite, it will look up on the table of "MasterMind Overload" damage way above (where there is a 0 damage level)
ROF=10
Range=6
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes
OmniFire=yes;doesn't need turret to shoot any direction

[MultipleMindControlTower]
Damage=3; number of mind control links
ROF=100;125
Range=7
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes

[PsiWave]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=PsiPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1

[SuperPsiWave]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=SuperPsiPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1

[IvanBomber]
Damage=400 ; Damage is used only for death explosion
ROF=50
Range=1.5 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry
CellRangefinding=yes
FireOnce=yes ; Only fire once; don't stay in attack mission
Projectile=Invisible
Warhead=IvanBomb
FireInTransport=no;can't fire out of the BattleFortress

[V3Cluster]
Damage=80
ROF=80
Projectile=ClusterBits
Range=6
Speed=20
Warhead=V3HE

; MultiMissile Cluster Missiles
;[MultiCluster]
;Damage=65
;ROF=80
;Range=6
;Projectile=HeatSeeker
;Speed=20
;Warhead=HE
;Burst=2
;Report=Dummy

;Spy's 'weapon' for picking his disguise
[MakeupKit]
Damage=1
ROF=100
Range=-2 ; infinite
Projectile=InvisibleAll
Speed=100
FireOnce=yes ; Firing clears TarCom so only one shot is fired
Warhead=Snapshot
RevealOnFire=no ; Doesn't clear shroud when fired
Report=SpyAttack
FireInTransport=no;can't fire out of the BattleFortress

[MakeupKitt]
Damage=1
ROF=100
Range=-2 ; infinite
Projectile=InvisibleAll
Speed=100
FireOnce=yes ; Firing clears TarCom so only one shot is fired
Warhead=Snapshot
RevealOnFire=no ; Doesn't clear shroud when fired
Report=
FireInTransport=no;can't fire out of the BattleFortress

[TankMakeupKit] ; Mirage tank's version since he targets different things
Damage=1
ROF=100
Range=-2 ; infinite
Projectile=Invisible
Speed=100
FireOnce=yes ; Firing clears TarCom so only one shot is fired
Warhead=TankSnapshot
RevealOnFire=no ; Doesn't clear shroud when fired
TerrainFire=yes ; I get an attack cursor on Trees and rocks.
Report=MirageTankDisguise

[MirageGun]
Damage=100
ROF=70
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=MirageWH
DisguiseFireOnly=no	; SJM: design change, tank can fire always
Report=MirageTankAttack
Bright=yes
Anim=VTMUZZLE
DisguiseFakeBlinkTime=15 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink
RevealOnFire=no ; Doesn't clear shroud when fired

[GrandCannonWeapon]
Damage=150
ROF=120
Range=15
MinimumRange=3
Projectile=GrandCannonBall
Speed=1
Report=GrandCannonAttack
Bright=yes
Warhead=GrandCannonWH
Anim=GCMUZZLE

[FlakWeapon]		; This belongs to Flak Cannon
Damage=40
ROF=20
Range=12
Projectile=FlakProj	; AA bullet shared with Flak Track
Speed=100
Report=FlakCannonAttack
Warhead=FlakWH
Anim=GUNFIRE

[FlakTrackAAGun]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=35
ROF=25
Range=10
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakWH
Anim=GUNFIRE

[FlakGuyAAGun]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=20
ROF=25
Range=8
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakGuyWH
Anim=GUNFIRE

[FlakTrackGun]		; Anti-surface gun
Damage=25 ;25 -changed by DB on 7/18/01
ROF=25 ;40 -changed by DB on 7/18/01
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE

[FlakGuyGun]		; Anti-surface gun for the Flak Trooper
Damage=20
ROF=20
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE


[Lunarlaser]
Damage=25
ROF=20
Range=7
Projectile=InvisibleAll
Speed=40
Report=LaserCosmoAttack
Warhead=LUNARWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect

[DiskLaser]
Damage=90
ROF=80
Range=7
Projectile=InvisibleAll
Speed=40
Report=FloatingDiscAttack
Warhead=DiskWH
Bright=yes
;IsRadBeam=yes
LaserInnerColor=216,0,184
LaserOuterColor=80,0,88
LaserOuterSpread=0,0,0
LaserDuration=15
;IsLaser=true	; this flag tells the game to use the special laser draw effect
DiskLaser=yes; new ring draw laser
OmniFire=yes

[DiskDrain]
Damage=1
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=InvisibleVertical
Speed=20
Warhead=AntiB
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)
FireOnce=yes
DrainWeapon=yes
FireWhileMoving=no

[Comet]
Damage=100
ROF=100
Range=10
Projectile=LargeCometP
Speed=40
Report=PrismTankAttack
Warhead=CometWH
Bright=yes
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect



[CometFragment]
Damage=30
ROF=120
Range=3
Projectile=SmallCometP
Speed=10
Warhead=CometWH
Bright=yes
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect

[TeslaFragment]
Damage=30
ROF=80
Range=3
Projectile=SmallTeslaP
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

; Fire by Magnetron
[MagneticBeam]
Damage=5000
ROF=20
Range=12
MinimumRange=3
Speed=100
Projectile=InvisibleHigh
Warhead=LocomotorBeam
Report=MagnetronAttack
;IsRadBeam=yes
IsMagBeam=yes

;Magnetron's shaking weapon for buildings
[MagneShake]
Damage=80
ROF=110
Range=10
Projectile=InvisibleHigh
Spread=2
Speed=40
Report=MagnetronMagneShake
Warhead=MagneShakeWH
;Bright=yes
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
;LaserOuterSpread= 0,0,0
;LaserDuration = 15
;IsLaser=true	; this flag tells the game to use the special laser draw effect
IsMagBeam=yes


;GEF Weapons used by units in IFV

[CRM60]
Damage=25
ROF=15
Range=6;4
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=IFVAttackGround
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; Fire by Telsa Trooper
[CRElectricBolt]
Damage=60;50
ROF=45;40 ;changed on 11/29 from 30 to 45
Range=6;3
Speed=100
Warhead=Shock
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

;Rocket Infantry
[CRBAZOOKA]
Damage=35;25
ROF=30;60
Range=8;6
Projectile=AAHeatSeeker2
Speed=25
Warhead=AP
Report=FlakCannonAttack

[CRMP5] ;reimplementing this as an anti-infantry IFV weapon
Damage=125
ROF=10
Range=7;8;6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint3
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
;OmniFire=yes
;DistributedWeaponFire=yes

[CRMakeupKit] ; Mirage tank's version since he targets different things
Damage=1
ROF=100
Range=-2 ; infinite
Projectile=InvisibleAll
Speed=100
FireOnce=yes ; Firing clears TarCom so only one shot is fired
Warhead=TankSnapshot
RevealOnFire=no ; Doesn't clear shroud when fired
Report=MirageTankDisguise

; Fire by Chrono Legion
[CRNeutronRifle]
Damage=5
ROF=120 
Range=6
Speed=100
Projectile=InvisibleLow
Warhead=ChronoBeam
Report=
IsRadBeam=yes
Report=ChronoLegionAttack

; rifle soldier weapons (multiple shots)
[CRM1Carbine]
Damage=30;20
ROF=15;20
Range=6;4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack

[CRNuke]
Damage=200 ;changed from 600 on 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35  ; was 10
RadLevel=500
Warhead=CRNUKEWH
Report=NukeExplosion
Suicide=yes

[CRTerrorBomb]
Projectile=Invisible
Damage=250
Warhead=TerrorBombWH
Anim=RING1
Range=1.5
ROF=10
Suicide=yes

[CRPsychicJab]
Damage=25
ROF=15
Range=6.5
Projectile=InvisibleLow
Speed=100
Warhead=SAFlame
Report=InitiateAttack

[CRVirusGun]
Damage=125
ROF=80
Range=12
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired

[CRSuperMindBlast]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=SuperPsiPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1

;GI Missile Launcher
[CRMissileLauncher]
Damage=30
ROF=40
Range=8
Burst=2
Projectile=AAHeatSeeker2	;AirToGroundMissile
Speed=30 ;40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1

[Demobomb]
Damage=300 ;was 400, changed 11/30 
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
RadLevel=100
Warhead=DemobombWH
Report=DemoTruckDie
Suicide=yes

; Fire by Desolater
[CRRadBeamWeapon]
Damage=175;125
ROF=30;50
Range=7;5
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
IsRadBeam=yes
Report=DesolatorAttack

[CRMindControl]
;Damage=100;Needed to be considered offensive unit
;ROF=100
;Range=11;9
;Projectile=Psychic
;Speed=100
;Warhead=Controller
;Report=FIEND2
;Anim=WAKE2
Damage=200;Needed to be considered offensive unit
Range=1
ROF=10;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=PsiPulse
AreaFire=yes ; just shoot straight at ground under feet
;FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1


[CRAWP]
Damage=250;200
ROF=100;150
Range=14
Projectile=InvisibleLow
Speed=100
Report=SILENCER
Warhead=HollowPoint2
RevealOnFire=no ; Doesn't clear shroud when fired

; Fire by Prism Cannon
[CowShot];[PrismShot]
Damage=300
ROF=75;100
Range=12;8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsBigLaser=true
IsLaser=true	; this flag tells the game to use the special laser draw effect
Report=IFVCowshot

[Nukebomb]
Damage=1500
ROF=1
Range=1.0
Projectile=InvisibleLow
Speed=100
Warhead=NUKE
RadLevel=500
;Report=Dummy

[CRFlakGuyGun]		; Anti-surface gun for the Flak Trooper
Damage=30;20
ROF=15;20
Range=7;5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;ELITE WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; rapid fire anti-ground machine gun
[AGGattlingE]
Damage=25
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire anti-air machine gun
[AAGattlingE]
Damage=25
ROF=16
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

; rapid fire anti-ground machine gun
[AGGattling2E]
Damage=25
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SA
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2

; rapid fire anti-air machine gun
[AAGattling2E]
Damage=25
ROF=8
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2

; rapid fire anti-ground machine gun
[AGGattling3E]
Damage=25
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2

; rapid fire anti-air machine gun
[AAGattling3E]
Damage=25
ROF=4
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2

[M1CarbineE]
Damage=20
ROF=25
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=ConscriptAttack
OccupantAnim=UCCONS

[PsychicJabE]
Damage=30
ROF=15
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=SAFlame
Report=InitiateAttack
OccupantAnim=UCINIT
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress

[FlakWeaponE]		; This belongs to Flak Cannon
Damage=35
ROF=20
Range=10
Projectile=FlakProj	; AA bullet shared with Flak Track
Speed=100
Report=FlakCannonAttack
Warhead=FlakWH
Anim=GUNFIRE
Burst=2

[FlakTrackAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=20
ROF=25
Range=8
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakWH
Anim=GUNFIRE
Burst=2

[FlakTrackGunE]		; Anti-surface gun
Damage=25
ROF=25
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
Burst=2

[FlakGuyGunE]		; Anti-surface gun for the Flak Trooper
Damage=20
ROF=20
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
Burst=2

[FlakGuyAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=8
ROF=25
Range=8
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakGuyWH
Anim=GUNFIRE
Burst=2

[DiskLaserE]
Damage=90
ROF=80
Range=7
Projectile=InvisibleAll
Speed=40
Report=FloatingDiscAttack
Warhead=DiskWH
Bright=yes
;IsHouseColor=true
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
;IsLaser=true	; this flag tells the game to use the special laser draw effect
DiskLaser=yes; new ring draw laser
OmniFire=yes

; light anti-armor cannon
[90mmE]
Damage=75;36
ROF=30;50
Range=5.75
Projectile=Cannon
Speed=40
Warhead=GRIZAPE
Report=LightTankAttack
Anim=VTMUZZLE
Bright=yes
Burst=2

; anti-armor weapon
[105mmE]
Damage=65
ROF=50
Range=5
Projectile=Cannon
Speed=40
Warhead=GRIZAPE
Report=GrizzlyTankAttack
Anim=VTMUZZLE
Bright=yes
Burst=2

; large anti-armor cannon (two shooter)
[120mmxE]
Damage=100
ROF=80
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ApocAPE
Report=ApocalypseAttackGround
Anim=VTMUZZLE
Burst=4
Bright=yes

; large anti-armor cannon (single shooter)
[120mmE]
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=RHINAPE
Report=RhinoTankAttack
Anim=VTMUZZLE
Bright=yes
Burst=2

[20mmE]
Damage=25
ROF=5
Range=5
Projectile=Invisible3
Speed=100
Warhead=SSA
Report=RocketeerAttack


[155mmE]
Damage=60
ROF=110
Range=8
MinimumRange=0
Projectile=Ballistic
Speed=10
Warhead=ARTYHE
Report=DestroyerAttack
Anim=GUNFIRE
Lobber=no
Burst=2


[160mmE]
Damage=90
ROF=100
Range=12
MinimumRange=0
Projectile=Ballistic
Speed=10
Warhead=SCHOPWH
Report=SeigeChopperAttackDeployed
Anim=GUNFIRE
Lobber=no
Burst=2

[TankBoltE]
Damage=150
ROF=60 ;changed on 11/29 from 50 to 60
Range=6
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=Electricbounce
IsElectricBolt=true

; Fire by Telsa Trooper
[ElectricBoltE]
Damage=50
ROF=40
Range=5
Speed=100
Warhead=Shock
Report=TeslaTroopEliteAttack
Projectile=Electricbounce
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[ElectricFragment]
Damage=50
ROF=40
Range=5
Speed=100
Warhead=Shock
Report=TeslaTroopAttack
Projectile=Invisiblelow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)


[SuperComet]
Damage=150
ROF=100
Range=10
Projectile=SuperCometP
Speed=10
Report=PrismTankAttack
Warhead=CometWH
Bright=yes
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect

[SuperCometFragment]
Damage=50
ROF=100
Range=5
Projectile=SuperSmallCometP
Speed=10
Report=
Warhead=CometWH
Bright=yes
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect

[MirageGunE]
Damage=150
ROF=80
Range=9
Projectile=InvisibleLow
Speed=100
Warhead=MirageWH
DisguiseFireOnly=no	; SJM: design change, tank can fire always
Report=MirageTankAttack
Bright=yes
DisguiseFakeBlinkTime=5 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink
RevealOnFire=no ; Doesn't clear shroud when fired

[BlimpBombE]
Damage=250
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=BlimpBombP
Speed=20
Warhead=KTSTLEXP
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)

; Fire by Brute
[PunchE]
Damage=100
ROF=60
Range=1.4
Speed=100
Warhead=Battering
Report=BruteSmashAttack
Projectile=InvisibleLow
;IsElectricBolt=true
;AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
FireInTransport=no;can't fire out of the BattleFortress

; Tank smash by Brute
[SmashE]
Damage=100
ROF=60
Range=1.1
Speed=100
Warhead=Smashing
Report=BruteSmashAttack
Projectile=InvisibleLow
;IsElectricBolt=true
;AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
FireInTransport=no;can't fire out of the BattleFortress

; Fire by Chrono Legion
[NeutronRifleE]
Damage=16
ROF=120
Range=5
Speed=100
Projectile=InvisibleLow
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

; Fire by Magnetron
[MagneticBeamE]
Damage=10000
ROF=20
Range=10
MinimumRange=3
Speed=100
Projectile=InvisibleHigh
Warhead=LocomotorBeam
Report=MagnetronAttack
IsMagBeam=yes

[MaverickE]
Damage=300
ROF=10
Range=9
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=IntruderAttack
Burst=1;4

[Maverick2E]
Damage=400
ROF=10
Range=9
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=BlackEagleAttack
Burst=1;2

[Maverick3E]
Damage=400
ROF=10
Range=9
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=BlackEagleAttack
Burst=2

[HornetBombE]
Damage=80
ROF=3
Range=5
Projectile=NormalBomb
Speed=30
Warhead=ARTYHE
Report=HornetAttack

; Nighthawks gun
[BlackHawkCannonE]
Damage=40
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SSA
Report=BlackOpsAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes

[IvanBomberE]
Damage=600 ; Damage is used only for death explosion
ROF=50
Range=1.5 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry
CellRangefinding=yes
FireOnce=yes ; Only fire once; don't stay in attack mission
Projectile=Invisible
Warhead=IvanBomb
;Report=CrazyIvanAttack
FireInTransport=no;can't fire out of the BattleFortress

; Fire by Desolater
[RadBeamWeaponE]
Damage=200
ROF=50
Range=8
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
IsRadBeam=yes
Report=DesolatorAttack

[SubTorpedoE]
Damage=100
ROF=120
Range=7
Projectile=Torpedo
Speed=18
Report=SubAttack
Warhead=APSplash
DecloakToFire=no
Burst=2

[BoomerTorpedoE]
Damage=60
ROF=120
Range=7
Projectile=Torpedo
Speed=18
Report=BoomerAttack2
Warhead=APSplash2
DecloakToFire=no
Burst=4


[SonicZapE]
Damage=8
AmbientDamage=15
ROF=80
Range=6
;Projectile=Null
Projectile=Sonic
Speed=100
Warhead=SonicWarhead
Report=DolphinAttack
IsSonic=Yes
;AntiUnderwater=yes
Burst=2
DecloakToFire=no

[HoverMissileE]
Damage=80
ROF=50
Range=6
Burst=4
Projectile=AAHeatSeeker2
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1

[MissileLauncherE]
Damage=50
ROF=20
Range=8
Burst=1
Projectile=AAHeatSeeker2	;AirToGroundMissile
Speed=40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1

;Hover Missile - AA only
[HoverMissile2e]
Damage=25
ROF=50
Range=10
Burst=2
Projectile=AAHeatSeeker
Speed=40
Warhead=AP
Report=SeawolfAttack
MinimumRange=1

[AWPE]
Damage=125
ROF=60
Range=14
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired

[MP5E]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[ChronoMP5E]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPointNoBuilding
Report=SealAttack

[ATGUNE]
Damage=65
ROF=50
Range=5
Projectile=Cannon
Speed=60
Warhead=RHINAPE
Report=TankDestroyerAttack
Anim=VTMUZZLE
Bright=yes
Burst=2

[SABOTE]
Damage=175
ROF=60
Range=6.75
Projectile=Cannon
Speed=60
Warhead=UltraAPE
Report=TankDestroyerAttack
Anim=VTMUZZLE
Bright=yes
Burst=2

[20mmRapidE]
Damage=50
ROF=50
Range=5.75
Projectile=Cannon
Speed=40
Warhead=HowitzerWH
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes

[MindControlE]
Damage=10;Needed to be considered offensive unit
ROF=200
Range=14
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes


; Aegis missile
[MedusaE]
Damage=100
ROF=5
Range=14
Speed=150
Projectile=MedusaProjectile
Warhead=SAMWH
Report=AegisAttack
TurboBoost=yes
OmniFire=yes
Burst=2

[DoublePistolsE]
Damage=125
ROF=10
Range=8
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint2
Report=TanyaAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

[AKME]
Damage=90
ROF=20
Range=9
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)

; Squid wants some boat lovin'
[SquidGrabE]
Damage=40
ROF=99	; SJM: This is now ignored.  Damage frequency handled by special Squid code.
Range=1.5
CellRangefinding=yes
Projectile=SQDJUMP
Speed=30
DecloakToFire=no
Warhead=ParasitePlus ; Plus paralysis
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=SquidAttack
Anim=SQDG_N,SQDG_NE,SQDG_E,SQDG_SE,SQDG_S,SQDG_SW,SQDG_W,SQDG_NW ; order matches 0=N & CW


; Squid attacking non boat
[SquidPunchE]
Damage=200
ROF=32 ;hard 16*2 until unit sprites get more complicated
Range=1.83
Projectile=InvisibleAll
Speed=30
Warhead=HE
;AntiOrganic=yes
Report=SquidAttackNonShip

[M60E]
Damage=25
ROF=20
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

;This was changed to be different from RA2.  - DB
[ParaE]
Damage=25
ROF=15
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=GIAttackDeployed


; **************************************************************************
; ************************** Projectiles ***********************************
; **************************************************************************

; ******* Projectile Statistics *******
; Projectiles describe how and what image to use as the weapon flies
; to its target. Think of the projectile as the "delivery method" used
; to get the warhead to the desired target.

; AA = Can this weapon fire upon flying aircraft (def=no)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; AN = Can this weapon fire upon naval objects (def=yes)?
; AS = Can this weapon fire upon sub-marine objects (def=no)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Acceleration = amount to increase missile speed (def=3)
; Airburst = Does it try to fly over the target instead of hit it (def=no)?
; Arcing = Does the bullet travel using an arcing path rather than a straight line? (def=no)
; Arm = arming delay (def=0)
; Bouncy = Does it bounce a bit upon impact (def=no)?
; Cluster = number of explosions attached to projectile [cluster-bomb] (def=1)
; Color = Color  to use for special remapping projectiles (def = none)
; CourseLockDuration = How many frames the projectile keep its initial course locked for. (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; Dropping = Does it fall from a starting height (def=no)?
; Level = Does it stay at the same altitude in flight? (Currently also acts as IsTorpedo)
; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Scalable = Can its animations be tuned up and down on the fly? (def=no)
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; SubjectToCliffs = Can this bullet be stopped by upward cliffs?  No effect on homing projectiles. (def=no)
; SubjectToElevation = Can this bullet get a range bonus from height?  No effect on homing projectiles.  (def=no)
; SubjectToWalls = Can this bullet be stopped by walls?  (def=no)
; VeryHigh = Does it fly at a very high cruise altitude (def=no)?



; invisible flight to target
[Invisible]
Inviso=yes
Image=none

; Harpy Claw tracking projectile
[Invisible2]
Inviso=yes
Image=none
ROT=3
AA=yes
AG=yes

; Jump jet cannon
[Invisible3]
Inviso=yes
Image=none
AA=yes
AG=yes


[Invisible4]
Inviso=yes
Image=none
AA=yes
AG=no

[Invisible5]
Inviso=yes
Image=none
AA=no
AG=no
;AN=yes

[InvisibleVertical]
Inviso=yes
Image=none
Vertical=yes

; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls.
[InvisibleLow]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls.
[InvisibleMedium]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=no

; PCG; Use this for weapons that can fire over walls and up cliffs.
[InvisibleHigh]
Inviso=yes
Image=none
SubjectToElevation=yes

; Invisible All Purpose
[InvisibleAll] ; used by all the things with infinite range (-2) so do not let it be SubjectTo Anything
Inviso=yes
Image=none
AA=yes
AG=yes
;AN=yes
;AS=yes

; Used by mind control
[PsychicControl]
;Image=YURBLANK ; an invisible missile with a trailer
;ROT=100
Inviso=yes
Image=none
;Shadow=no
;Proximity=yes
;Ranged=yes

[Psychic]
Inviso=yes
Image=none

; APC Quad Cannon shells
[QuadShell]
Inviso=yes
Image=none
AA=yes ;no
AG=yes
SubjectToElevation=no
SubjectToCliffs=no
SubjectToWalls=no

[Null]
Inviso=yes
Arm=9999999
Image=none

; straight high-speed ballistic shot
[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

; orca bomber bomblets
[Cannon2]
Image=120MM
AA=no

; chemical missile
[ChemMissile]
Arm=2
VeryHigh=yes
Cluster=8
;Shadow=no
Proximity=yes
Ranged=yes
AA=no
Image=MISLCHEM
ROT=4
Color=DarkGreen
IgnoresFirestorm=yes

[V3AirburstP] ;this is transition between unit rocket and little missiles
Proximity=yes
Dropping=yes
Cluster=9
Image=none
Airburst=yes
AirburstWeapon=V3Cluster
Ranged=yes
AA=no
ROT=4

[JUMP]
Image=DRONP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
AA=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes ; Borrows the convertClass from the firing unit - gets house color too
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

[DOGJUMP]
Image=DOGP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
AA=no
;AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

[ADOGJUMP]
Image=ADOGP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
AA=no
;AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

[SQDJUMP]
;Image=SQDP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
Inviso=yes ;### temp
Image=none ;### temp
AA=no
;AN=yes
;AS=yes ; tricky.  Needed to attack a sub, the non organic underwater guy, but Anti Organic will override for Dolphins
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

[GiantNukeUp]
Arm=2
Shadow=no
Image=NKMSLUP
Acceleration=1
Vertical=yes ; Not a missile or a projectile.  Just go up until...
DetonationAltitude=20000; All this does is create the downward pointing one over the target
FirersPalette=yes

[GiantNukeDown]
Arm=2
Shadow=no
Image=NKMSLDN
Acceleration=1
Vertical=yes ; //like blimp bomb
DetonationAltitude=30000;
FirersPalette=yes

; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
ROT=8
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

; Basic Torpedo for Subs
[Torpedo]
Arm=2
Shadow=no
;Proximity=yes
Ranged=yes
Image=SUBT
ROT=12 ;4
AA=no
;AN=yes
AG=yes
;AS=yes
Level=yes

; virtual projectile for dolphin sonic attack
[Sonic]
;AG=no ;gs New naval targeting makes this unneeded, and it is knida wrong in theory anyway (ground and water are confused enough without this one's help)
;AS=yes
Level=yes

; virtual projectile for destroyer helicoptor attack
[ASWVirt]
AG=no
;AS=yes
AA=no
;AN=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[ClusterBits]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
ROT=60

[ProtonTorpedo]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=TORPEDO
ROT=1
IgnoresFirestorm=yes

[NormalBomb]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
ROT=1
IgnoresFirestorm=yes

[BlimpBombP]
Image=ZBOMB
Arm=10
Shadow=no
Acceleration=1
Vertical=yes ;can't turn or do much of anything.  Just stays on the vector of its initial shooting (up or down)
DetonationAltitude=20000 ; Needs this to prevent premature explosionation since uses same system as nuke

[BlimpBombPE]
ShrapnelWeapon=SuperCometFragment
ShrapnelCount=8
Image=ZBOMB
Arm=10
Shadow=no
Acceleration=1
Vertical=yes ;can't turn or do much of anything.  Just stays on the vector of its initial shooting (up or down)
DetonationAltitude=20000 ; Needs this to prevent premature explosionation since uses same system as nuke


[DepthCharge]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
ROT=1
IgnoresFirestorm=yes
;AS=yes

[ProtonBlast]
Shadow=no
Proximity=yes
Ranged=yes
Image=TORPEDO
ROT=1
IgnoresFirestorm=yes

; aircraft-only heatseeker
[AAHeatSeeker]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=no
;AN=no
Image=DRAGON
ROT=80 ;10
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

; aircraft and ground heatseeker
[AAHeatSeeker2]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

; aircraft and ground heatseeker
[AirToGroundMissile]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=no
AG=yes
Image=DRAGON
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[AAHeatSeeker3]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=16
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

; aircraft and ground heatseeker
[NavalToGroundSeeker]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AG=yes
AN=no
Image=DRAGON
ROT=60
Acceleration=1
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[DredMissile]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AG=yes
Image=DREDMISS
ROT=16
FirersPalette=yes ; Take the palette from the thing that shot you (art thing)

; Aircraft-only heatseeker for the Aegis
[MedusaProjectile]
Arm=1
High=yes
Shadow=no
AA=yes
AG=no
;AN=no
Image=MEDUSA
CourseLockDuration=15
ROT=20
Scalable=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[Lobbed]
Image=DISCUS
Bouncy=yes
Arcing=yes
Floater=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[Lobbed2]
High=yes
Image=CANISTER
Arcing=true
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

; arcing ballistic projectile
[Ballistic]
Image=120MM
Arcing=true
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no

[PulsPr]
Image=PULSBALL

[LLine]
Inviso=yes
Image=none
AA=no
AG=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[LLine2]
Inviso=yes
Image=none
AA=no
AG=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[DogShard]
Image=CRYSTAL4
Arcing=true

[GrandCannonBall]
Level=no
Image=120MM		; put in new art for this
Arcing=true
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no

[FlakProj]		; AA bullet for Flak Cannon and Flak Track.
Image=none
Inviso=yes
AA=yes
AG=no
;AN=no
Shadow=no
Ranged=yes		; Not homing, but ranged -- check fuse, explode if near target coords
Inaccurate=yes	; Bullets do not snap onto targets when "close enough".
FlakScatter=yes ; This weapon scatters its shots.
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no

[FlakTProj]		; Anti-surface bullet for Flak Track.
Image=120MM
Arcing=true
Inviso=no
AA=no
AG=yes
;AN=yes
Shadow=no
Inaccurate=yes	; Bullets do not snap onto targets when "close enough".
FlakScatter=yes ; This weapon scatters its shots.
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=yes

[Electricbounce]
ShrapnelWeapon=TeslaFragment
ShrapnelCount=2
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[SuperCometP]
ShrapnelWeapon=SuperCometFragment
ShrapnelCount=5 ; Means (10 - (Range in cells))
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[SuperSmallCometP]
ShrapnelWeapon=CometFragment
ShrapnelCount=3 ; Non neg means absolutely 3
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[LargeCometP]
ShrapnelWeapon=CometFragment
;ShrapnelCount=-10
ShrapnelCount=5
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[SmallCometP]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

[SmallTeslaP]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


; **************************************************************************
; ************************ Particle Systems ********************************
; **************************************************************************
; *** Particle Systems ***
;
; HoldsWhat = type of particle (see below) that this system manages (required)
; Spawns = does this system spawn particles by itself (def = no)
; SpawnFrames = number of frames to wait before spawning another particle
; ParticleCap = maximum number of particles that can be in this system

[SmallRailgunSys]
HoldsWhat=SmallRailgunPart
BehavesLike=Railgun
SpiralRadius=6
ParticlesPerCoord=.1
SpiralDeltaPerCoord=.035
MovementPerturbationCoefficient=.3
PositionPerturbationCoefficient=20
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=255,128,0

[LargeRailgunSys]
HoldsWhat=LargeRailgunPart
BehavesLike=Railgun
SpiralRadius=15
ParticlesPerCoord=.15
SpiralDeltaPerCoord=.03
MovementPerturbationCoefficient=.4
PositionPerturbationCoefficient=30
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=25,20,255
;R,G,B for laser color

[WeldingSys]
HoldsWhat=WeldingSpark
BehavesLike=Spark
ParticleCap=15;gs25
SparkSpawnFrames=20
LightSize=25
OneFrameLight=true
SpawnSparkPercentage=.4

[SparkSys]
HoldsWhat=Spark
BehavesLike=Spark
ParticleCap=6;gs12
SparkSpawnFrames=1
LightSize=15	; SJM 07-12-2000: Made lighting more effective so that smaller radii may be used
SpawnSparkPercentage=1

[FirestormSparkSys]
HoldsWhat=FirestormSpark
BehavesLike=Spark
ParticleCap=20;gs25
SparkSpawnFrames=1
LightSize=21
SpawnSparkPercentage=1

; this is the global gas system
[GasCloudSys]
HoldsWhat=GasCloud1
BehavesLike=Gas

; this is the global psych gas system
[PsychCloudSys]
HoldsWhat=PsychCloud
BehavesLike=Gas

; a system for large amounts of smoke (damaged buildings, destroyed things)
[BigGreySmokeSys]
HoldsWhat=LargeGreySmoke
Spawns=yes
SpawnFrames=10
SpawnRadius=10
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke

; a system for small amounts of smoke (damaged units)
[SmallGreySSys]
HoldsWhat=SmallGreySmoke
Spawns=yes
SpawnFrames=10
SpawnRadius=5
Slowdown=.0025
ParticleCap=7;gs8
SpawnCutoff=13.0
SpawnTranslucencyCutoff=12.5
BehavesLike=Smoke

; a system for small amounts of smoke (damaged units)
[TestSmokeSys]
HoldsWhat=TestSmoke
Spawns=yes
SpawnFrames=10
SpawnRadius=5
Slowdown=.0025
ParticleCap=7;gs15
SpawnCutoff=13.0
SpawnTranslucencyCutoff=12.5
BehavesLike=Smoke

[DebrisSmokeSys]
HoldsWhat=SmallGreySmoke
Spawns=yes
SpawnFrames=2
SpawnRadius=3
ParticleCap=7;gs15
SpawnCutoff=13.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke

[FireStreamSys]
HoldsWhat=FireStream
Spawns=yes
SpawnFrames=4
BehavesLike=Fire
Image=TWLT036
Lifetime=30 ; was 100

[LGSparkSys]
HoldsWhat=LargeSpark
BehavesLike=Spark
ParticleCap=7;gs15
SparkSpawnFrames=5
LightSize=25
OneFrameLight=true
SpawnSparkPercentage=.2

; **************************************************************************
; *************************** Particles ************************************
; **************************************************************************
; *** Particles ***
;
; Image = Imagelist to use for particle
; Persistent = Does this particle stick around; should always be yes
; MaxDC = How many frames go by before this particle damages the things near it? (def = 0)
; MaxEC = How many frames does this object last (def = 0)
; Damage = How much damage does it do (def = 0)
; Warhead = What warhead to use for damage purposes (def = WARHEAD_NONE)
; StartFrame = what frame of image to start on? (def = 0)
; NumLoopFrames = how many frames form a single loop? (def = 1)
; WindEffect = to what degree does the wind affect his particle, 0 = not at all, 5 = a lot (def = 0)
; Velocity = speed at which particle travels (def = 0.0)
; Radius = how big is this particle? (used for attract/repel)
;
; BehavesLike, DeleteOnStateLimit, EndStateAI, StateAIAdvance are things that
; shouldn't be messed with

; the particle that makes up the fire stream of flamethrowers, and flame tanks
[FireStream]
;GEF taking out flameall, so avoiding asserts till this can be removed premenatly (or put back in, or whatever)
Image=WCCLOUD1 ;GEF fending off possible future asserts
;Image=FLAMEALL
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=Fire
Damage=2
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=FLAMTNK1

[WeldingSpark]
BehavesLike=Spark
MaxEC=500
XVelocity=16
YVelocity=16
MinZVelocity=40
ZVelocityRange=15
ColorList=(0,128,255),(255,255,255),(200,200,150),(80,80,80),(0,0,0)
StartColor1=80,255,255
StartColor2=255,255,100
ColorSpeed=.13

[Spark]
BehavesLike=Spark
MaxEC=500
XVelocity=10
YVelocity=10
MinZVelocity=40
ZVelocityRange=15
ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0)
ColorSpeed=.13

[FirestormSpark]
BehavesLike=Spark
MaxEC=500
XVelocity=16
YVelocity=16
MinZVelocity=40
ZVelocityRange=15
ColorList=(0,0,255),(255,255,255),(200,200,80),(200,10,10),(0,0,0)
ColorSpeed=.13

; Cloud of Poison Gas #1 Formation particle
[GasCloudM1]
Image=gaslrgmk
MaxDC=60
MaxEC=448
Damage=0
Warhead=Gas
StartFrame=0
EndStateAI=11
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=3
NextParticle=GasCloud1
DeleteOnStateLimit=yes
NextParticleOffset=0,0,150

; Cloud of Poison Gas #2 formation particle
[GasCloudM2]
Image=gaslrgmk
MaxDC=60
MaxEC=448
Damage=0
Warhead=Gas
StartFrame=0
EndStateAI=11
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=3
NextParticle=GasCloud2
DeleteOnStateLimit=yes
NextParticleOffset=0,0,150

; Cloud of Poison Gas #1
[GasCloud1]
Image=WCCLOUD1 ;GEF fending off possible future asserts
;Image=CLOUD1
MaxDC=60
MaxEC=1000
Damage=5 ;gs
Warhead=Gas
StartFrame=0
EndStateAI=28
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=GasCloudD1

; Cloud of Poison Gas #2
[GasCloud2]
Image=WCCLOUD1 ;GEF fending off possible future asserts
;Image=CLOUD2
MaxDC=60
MaxEC=1000
Damage=40
Warhead=Gas
StartFrame=0
EndStateAI=28
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=GasCloudD2

; Cloud of Poison Gas #1 Dissipation particle
[GasCloudD1]
Image=WCCLOUD1 ;GEF fending off possible future asserts
;Image=CLOUD1D
MaxDC=60
MaxEC=50
Damage=10
Warhead=Gas
StartFrame=0
EndStateAI=12
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

; Cloud of Poison Gas #2 dissipating
[GasCloudD2]
Image=WCCLOUD1 ;GEF fending off possible future asserts
;Image=CLOUD2D
MaxDC=60
MaxEC=50
Damage=10
Warhead=Gas
StartFrame=0
EndStateAI=12
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

; Cloud of Poison Gas #1
[VirusCloud1]
Image=TXGASG
MaxDC=30;60
MaxEC=1000
Damage=5 ;gs
Warhead=VirusGas
StartFrame=0
EndStateAI=20;28
;Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=VirusCloudD1

; Cloud of Poison Gas #2
[VirusCloud2]
Image=LGRYSMK1
MaxDC=30;60
MaxEC=1000
Damage=10;40
Warhead=VirusGas
StartFrame=0
EndStateAI=20;28
;Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=VirusCloudD2

; Cloud of Poison Gas #1 Dissipation particle
[VirusCloudD1]
Image=TXGASG
MaxDC=60
MaxEC=50
Damage=5
Warhead=VirusGas
StartFrame=0
EndStateAI=20;12
;Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

; Cloud of Poison Gas #2 dissipating
[VirusCloudD2]
Image=LGRYSMK1
MaxDC=60
MaxEC=50
Damage=5
Warhead=VirusGas
StartFrame=0
EndStateAI=20;12
;Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

; Cloud of Poison Gas #1
[PsychCloud]
Image=TXGASR
MaxDC=20
MaxEC=50;1000
Damage=600;5 ;gs
Warhead=PsychGas
StartFrame=0
EndStateAI=20;28
;Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=PsychCloudD

; Cloud of Poison Gas #1 Dissipation particle
[PsychCloudD]
Image=TXGASR
MaxDC=60
MaxEC=50
Damage=10
Warhead=PsychGas
StartFrame=0
EndStateAI=20;12
;Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes

[LargeGreySmoke]
Image=LGRYSMK1
MaxEC=80
Translucency=50
Velocity=8.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=4

[SmallGreySmoke]
Image=SGRYSMK1
MaxEC=80
Translucency=50
Velocity=9.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=4

[TestSmoke]
Image=SGRYSMK1
MaxEC=80
Translucency=25
Velocity=6.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=3

[SmallRailgunPart]
BehavesLike=Railgun
MaxEC=70
ColorList=(200,200,200),(150,150,150)
ColorSpeed=.03
Velocity=.4

[LargeRailgunPart]
BehavesLike=Railgun
MaxEC=70
ColorList=(25,70,205),(150,150,150)
ColorSpeed=.009
Velocity=.3

[LargeSpark]
BehavesLike=Spark
MaxEC=500
XVelocity=13
YVelocity=13
MinZVelocity=40
ZVelocityRange=15
ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0)
ColorSpeed=.13

; **************************************************************************
; **************************** Warheads ************************************
; **************************************************************************

; ******* Warhead Characteristics *******
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.

; Spread = Obsolete.  Kept entries to give benchmark for new spread system
; Wall = Does this warhead damage concrete walls (def=no)?
; WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound?  (def=no) ;gs
; Wood = Does this warhead damage wood walls (def=no)?
; Fire = Does this produce great heat and thus will melt ice (def=no)?
; Radiation = Is this a radiation weapon?  Certains units will be immune to this. (def=no)
; Tiberium = Does this warhead destroy tiberium (def=no)?
; Sparky = Does this warhead cause residual flames (def=no)?
; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
; Verses = damage value verses various armor types (as percentage of full damage)...
;           -vs- None, Flak, Plate //infantry
;				Light, Medium, Heavy //units
;				Wood, Steel, Concrete //buildings
;				Special_1, Special_2 //dunno yet
; 3-17 Special_1 is the Shock Trooper's electric armor.
; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot

; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down.  Fixing the bug is why I made 2%)
; A 0% means no force fire, no retaliate, no passive aquire 
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire

; InfDeath = which infantry death animation to use (def=0)
;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; NEW ONES 6=Yuri head explode 7=Nuke Melt
; Even Newer 8=Virus explosion 9=Brute transformation
; Brand spankin new 10=get smashed into pieces by a brute
; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
; Particle = Particle effect to use when explosion occurs (def=none)
; ProneDamage = Damage modifer for infantry when prone (def=1.0)
; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
; CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%)
; Bullets = Is this weapon a bunch of bullet-like gunfire?  (def=no).
; CellSpread (def 0)= Replaces Spread and WideDamage.  This is actually how far damage from this warhead can spread
;   0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance
; CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying.
;   This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit.
; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly

; EM Pulse cannon warhead.
[EMPuls];gs disabled in code
;Spread=11       ; Spread is radius of EM pulse effect.
EMEffect=yes
;GEF AnimList=PULSEFX1,PULSEFX2

; warhead for the sonic zap
[SonicWarhead]
;Spread=2
CellSpread=.1
PercentAtMax=1
Wood=yes
Verses=100%,100%,100%,100%,80%,80%,100%,60%,60%,100%,100%
;Verses=100%,100%,80%,40%,60%
InfDeath=3
Rocker=yes
ProneDamage=50%
Sonic=yes

; warhead for the flying tank of gas
[TankOGas]
;Spread=8
CellSpread=.5
PercentAtMax=.9
Wall=yes
Wood=yes
Tiberium=yes
Sparky=no
Rocker=no
AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100
Verses=90%,90%,90%,80%,60%,25%,100%,50%,10%,90%,100%
;Verses=90%,100%,60%,25%,10%
Fire=yes
InfDeath=4
ProneDamage=50%

[RailShot]
;Spread=1
;Verses=200%,175%,160%,100%,25%
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Rocker=no
ProneDamage=100%
InfDeath=2

; Ghost's Railgun
[RailShot2]
;Spread=1
;Verses=100%,130%,150%,110%,5%
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Rocker=no
ProneDamage=100%
InfDeath=2

; general multiple small arms fire
[SA]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100%
Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

[SAFlame];gs copied SA so I could change the animation
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100%
Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100%
InfDeath=4
AnimList=INITFIRE
Bullets=yes
ProneDamage=70%

[SANoBuilding]
Verses=100%,80%,80%,50%,25%,25%,1%,1%,1%,80%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

[GattWH]
Verses=100%,80%,70%,50%,30%,10%,10%,5%,3%,200%,50%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

[HARVWH]
;CellSpread=.3
;PercentAtMax=.5
Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,400%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
;Bright=yes
Bullets=yes
ProneDamage=50%

;super AP shot
[SSA]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,100%,70%,60%,40%,40%,75%,50%,25%,100%,100%
Verses=100%,100%,100%,60%,40%,40%,75%,50%,25%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
;Bright=yes
Bullets=yes
ProneDamage=80%

;the building war-head
[SSAB]
;CellSpread=.3
;PercentAtMax=.5
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100%
Verses=100%,80%,80%,50%,25%,25%,75%,30%,20%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
;Bright=yes
Bullets=yes
ProneDamage=50%

[SSABFlame];gs again, copied from SSAB to change the animation
;CellSpread=.3
;PercentAtMax=.5
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100%
Verses=100%,80%,80%,50%,25%,25%,75%,30%,20%,100%,100%
InfDeath=4
AnimList=INITFIRE
;Bright=yes
Bullets=yes
ProneDamage=50%

; high explosive (shrapnel)
[HE]
;Spread=4
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
;;DB Changed 7/18/01
;;Verses=100%,90%,80%,70%,35%,35%,75%,40%,20%,80%,100%
;;Verses=100%,100%,100%,70%,35%,35%,75%,40%,20%,80%,100%
Verses=100%,100%,100%,70%,70%,35%,75%,40%,20%,80%,100%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
;Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel) -- V3 Rocket warhead
[V3WH]
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel) -- V3 Rocket warhead when elite
[V3EWH]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,80%,70%,70%,100%,75%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel) -- DredMissile warhead
[DMISLWH]
CellSpread=1.5
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel) -- DredMissile warhead when elite
[DMISLEWH]
CellSpread=3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0%
Conventional=yes
Rocker=no
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel) -- DredMissile warhead
[CMISLWH]
CellSpread=1.5
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel) -- DredMissile warhead when elite
[CMISLEWH]
CellSpread=3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0%
Conventional=yes
Rocker=no
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst

; high explosive (shrapnel)
[BlimpHE]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%

[BlimpHEEffect]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=EXPLOMED
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%

; high explosive elite (shrapnel)
[KTSTLEXP]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=KTSTLEXP
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%

; high explosive (shrapnel)
[MaverickHE]
;Spread=85
CellSpread=1
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=25%,25%,25%,100%,50%,50%,100%,75%,50%,25%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ;anime list from orca missile
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%
;WideDamage=yes
;WideRange=1

; Artillery shell
[ARTYHE]
;Spread=6
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,80%,60%,100%,60%,60%,100%,100%,60%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
Deform=15%
DeformThreshhold=120
Tiberium=yes
Bright=yes
ProneDamage=50%

[SCHOPWH]
;Spread=6
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,80%,60%,80%,50%,50%,100%,100%,60%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
Deform=15%
DeformThreshhold=120
Tiberium=yes
Bright=yes
ProneDamage=50%

; Ion storm strike ;lightning strike
[IonWH]
Wall=yes
Wood=yes
CellSpread=2.0
PercentAtMax=.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,2%,100%,100%
;;Verses=100%,100%,100%,100%,100%,100%,100%,100%,3%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=5
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
AnimList=EXPLOSML
;Deform=10%
;DeformThreshhold=300
;Tiberium=yes
;Sparky=no
Bright=yes
CombatLightSize=40%	; SJM: Force size of combat light, overriding damage-based value

; armor piercing (discarding sabot, narrow effect)
[AP]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.  
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=25%,25%,15%,75%,100%,100%,65%,45%,60%,60%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%

; armor piercing (discarding sabot, narrow effect)
[GRIZAPE]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100%
Conventional=yes
InfDeath=3
AnimList=VTEXPLOD
ProneDamage=50%

; Elite Rhino armor piercing (discarding sabot, narrow effect)
[RHINAPE]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100%
Conventional=yes
InfDeath=3
AnimList=VTEXPLOD
ProneDamage=50%

[ApocAP]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=25%,25%,25%,75%,100%,100%,100%,100%,70%,60%,100%
Conventional=yes
InfDeath=3
AnimList=APOCEXP
ProneDamage=50%

[ApocAPE]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,75%,100%,100%,100%,100%,70%,60%,100%
Conventional=yes
InfDeath=3
AnimList=VTEXPLOD
ProneDamage=50%

; Torp Weapon
[APSplash]; for units whose missiles are having trouble hitting
CellSpread=.5
PercentAtMax=.8
Wall=yes
Wood=yes
Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

; Torp Weapon 2
[APSplash2]; for units whose missiles are having trouble hitting
CellSpread=.5
PercentAtMax=.8
Wall=yes
Wood=yes
Verses=100%,100%,100%,75%,100%,100%,65%,65%,60%,25%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

; armor piercing (discarding sabot, narrow effect)
[UltraAP]
;CellSpread=0
;PercentAtMax=1
Wall=yes
Wood=yes
Verses=2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100% ; can only be used on armor
Conventional=yes
InfDeath=3
AnimList=S_CLSN30
ProneDamage=50%

; armor piercing Elite(discarding sabot, narrow effect)
[UltraAPE]
;CellSpread=0
;PercentAtMax=1
Wall=yes
Wood=yes
Verses=2%,2%,2%,100%,50%,100%,2%,2%,2%,100%,100% ; can only be used on armor
Conventional=yes
InfDeath=3
AnimList=VTEXPLOD
ProneDamage=50%

; Guardian GI warhead
[GUARDWH]
Wall=yes
Wood=yes
Verses=20%,20%,20%,100%,50%,100%,10%,10%,10%,100%,100% 
Conventional=yes
InfDeath=3
;AnimList=S_CLSN30
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
ProneDamage=50%


;Howitzer
[HowitzerWH]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,60%,40%,40%,50%,40%,25%,80%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

[TRexWH]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=0%,0%,0%,60%,40%,40%,50%,40%,25%,80%,100%
Conventional=yes
InfDeath=10
;AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
Rocker=yes
MinDebris=1
MaxDebris=3

[TRexInfWH]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,0%,0%,0%,0%,0%,0%,0%,0%
Conventional=yes
InfDeath=10
ProneDamage=50%


;Chrono commando's fake C4
[FakeC4WH]
CellSpread=0
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100%

[HollowPointNoBuilding]
Verses=200%,100%,75%,1%,1%,1%,0%,0%,0%,75%,100% ; see note in comments above about 1%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes

; RPG Warhead
[RPG]
Wall=yes
;CellSpread=.3
;PercentAtMax=.5
Wood=yes
Rocker=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
;Verses=30%,75%,90%,100%,70%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=100%

; Poison Gas Cloud
[Gas]
;Spread=512
CellSpread=1
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
;Verses=200%,150%,100%,20%,0%
InfDeath=1
Particle=GasCloudSys
ProneDamage=300%    ; Gas concentrates at gound level

; Virus Gas Cloud
[VirusGas]
;Spread=512
CellSpread=1
PercentAtMax=1
Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,0%
InfDeath=8
Poison=yes
Particle=GasCloudSys
ProneDamage=300%    ; Gas concentrates at gound level

; Psych Gas Generator
[PsychGasCreate]
CellSpread=3
PercentAtMax=1
Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,100%
InfDeath=1
AnimList=CDGAS
Psychedelic=yes

;Old Psych Gas Generator
[OldPsychGasCreate]
CellSpread=1
PercentAtMax=1
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
InfDeath=1
Particle=PsychCloudSys

; Psych Gas Cloud
[PsychGas]
;Spread=512
CellSpread=1
PercentAtMax=1
Verses=100%,100%,100%,50%,50%,50%,25%,25%,25%,100%,100%
;Verses=200%,150%,100%,20%,0%
InfDeath=1
Particle=GasCloudSys
ProneDamage=300%    ; Gas concentrates at gound level
Psychedelic=yes

; napalm and fire in general
[Fire]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100%
;Verses=600%,148%,59%,6%,2%
InfDeath=4
Sparky=no
Fire=no
ProneDamage=600%

; napalm and fire in general, that doesn't set other things on fire (weird, but necessary)
[Fire2]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100%
;Verses=600%,148%,59%,6%,2%
InfDeath=4
Sparky=no
Fire=no
ProneDamage=600%

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint2]
Verses=100%,100%,100%,0%,0%,0%,1%,1%,1%,1%,100%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes

[HollowPoint3]
Verses=100%,100%,100%,2%,2%,2%,2%,2%,2%,100%,100%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes

;GEF What HollowPoint2 Used to be
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint4]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[Virus]
Verses=100%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1%
AnimList=PIFF
ProneDamage=100%
Bullets=yes
InfDeath=8

; special case damage effect (DO NOT USE for regular weapons)
[Super] ; this is used when something in the code needs to do "absolute damage"
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Tiberium=yes
ProneDamage=100%
Sparky=no
InfDeath=2
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

; special case damage effect (DO NOT USE for regular weapons)
;Modified from Super, this is what happens when you drop someone on something. Absolute damage over a small area
[Crush] ; this is used when something in the code needs to do "absolute damage"
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Tiberium=yes
ProneDamage=100%
Sparky=no
InfDeath=2
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
CellSpread=.5
PercentAtMax=1

; special case to only affect mechanical units
[Mechanical]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100%
InfDeath=0

; special case to only affect infantry (do not use for regular weapons)
[Organic]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,100%
InfDeath=0

[Controller];Mind control warhead.  Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
MindControl=yes
AnimList=YURICNTL

[ControllerBuilding];Mind control warhead.  Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL

[Parasite]; Terror Drone
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0%
Parasite=yes
InfDeath=1
Rocker=yes

[ParasiteDog];Woof woof
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
Parasite=yes
InfDeath=1
Rocker=yes

[ParasitePlus]; SquidGrab
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Parasite=yes
Culling=yes ; kills instead of damages if victim in Red
Paralyzes=32767 ; SJM: Last a long time.  Will be reset in code to last as long as Squid grapples.
InfDeath=1
Rocker=yes

[V3HE]	; SJM: This is not used on V3ROCKET.
CellSpread=.9
PercentAtMax=1
Wall=yes
Wood=yes
Verses=100%,100%,100%,30%,5%,5%,85%,50%,30%,100%,0%
;Verses=100%,85%,30%,5%,30%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Tiberium=yes
Sparky=no

[PsiPulse]
CellSpread=3 ; gs moved a designer fix from the weapon because it was put in the old WideAreaDamage way instead of the new damage way.  This number used to be 3
PercentAtMax=.85
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=6
PsychicDamage=yes ;gs psychic, but not mind control

[SuperPsiPulse]
CellSpread=5
PercentAtMax=.85
Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,0%,0%
InfDeath=6
PsychicDamage=yes ;gs psychic, but not mind control
AffectsAllies=no; Defaults to yes.

[IvanBomb] ; Placing
IvanBomb=yes

[IvanWH] ;Explosion
Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100%
InfDeath=6;3
CellSpread=1.5
PercentAtMax=.25
AnimList=CRIVEXP

[DeathWH] ; Default explosion warhead for any exploding unit's death.  Damage is based on unit's MaxStrength - TR
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=3
CellSpread=1.5
PercentAtMax=.5

[OilExplosionWH]
Verses=150%,100%,100%,90%,70%,50%,200%,200%,200%,100%,100%
Sparky=no
Fire=yes
InfDeath=4
CellSpread=4
PercentAtMax=.5
CausesDelayKill=yes ;Hooks up with EligibleForDelayKill to do timer death instead of instant death
DelayKillFrames=5 ; Frame delay if hits Eligible building directly
DelayKillAtMax=7.0 ; multiply this by above to get delay at CellSpread.  This is an upward sloping line, not like damage's fade
Wood=yes
Wall=yes

[TerrorBombWH]
Verses=150%,100%,100%,90%,50%,50%,100%,150%,30%,100%,100%
Sparky=no
Fire=yes
InfDeath=4
CellSpread=2
PercentAtMax=.5
;Dustin is experimenting with art stuff here.  
Bright=yes
AnimList=MININUKE


[NUKE]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7; 
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL	; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM	; SJM: This is once again the warhead-related anim
;ShakeXlo=4
;ShakeXhi=4
;ShakeYlo=20
;ShakeYhi=20

[Mutate]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9

[MutateExplosion]
CellSpread=5;2
PercentAtMax=1
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=9

[NukeMaker]
NukeMaker=yes ; I couldn't think of a better name for this flag.  It applies only to the weapon that shoots straight up and then uses the houses' targeting for where to come down

[CRNUKEWH]
;WideDamage=yes
;WideRange=2
CellSpread=5
PercentAtMax=.25
Verses=100%,100%,100%,90%,50%,50%,60%,150%,20%,100%,100%  ;;chanaged to this line on 11/30
;Verses=100%,100%,100%,90%,50%,50%,100%,150%,20%,100%,100%
InfDeath=4
Sparky=no
Tiberium=yes
;AnimList=RING1 - removed 11/30
AnimList=MININUKE - added 11/30


[CRTerrorBombWH]
Verses=150%,100%,100%,90%,50%,50%,200%,90%,50%,100%,100%
Sparky=no
Fire=yes
InfDeath=4
CellSpread=3;2
PercentAtMax=.1 ;changed from .5 on 11/30

[DemobombWH]
CellSpread=8
PercentAtMax=.1 ;was .25
Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100%
InfDeath=4
Sparky=no
Tiberium=yes
AnimList=DEMTEXP

[ChronoBeam]
;No chronoing spawned rockets
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0%
;Verses=100%,0%,20%,10%,0%
;InfDeath=5
Temporal=yes
;Spread=0

[LocomotorBeam]
;GEF can only grab units and terror drones
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,0%
;Verses=100%,0%,20%,10%,0%
;InfDeath=5
IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
;Spread=0

; Flare that calls in an airstrike
[AirstrikeFlare]
Verses=0%,0%,0%,0%,0%,0%,1%,1%,1%,0%,0%
Rocker=no
Sparky=no
Airstrike=yes

[Battering]
;;Verses=100%,100%,100%,0%,0%,0%,20%,20%,20%,200%,100%
Verses=100%,100%,100%,0%,0%,0%,30%,30%,20%,200%,100%
InfDeath=10
;GEF Unles we decide to put it back in DirectRocker=yes
Wall=yes
Wood=yes

[Smashing]
Verses=0%,0%,0%,100%,20%,100%,0%,0%,0%,0%,0%
InfDeath=10
Wall=yes
Wood=yes
Rocker=yes
MinDebris=1
MaxDebris=3

[RadBeamWarhead]
Verses=100%,100%,100%,20%,15%,10%,0%,0%,0%,100%,100%
InfDeath=7
Radiation=yes

[PrismWarhead]
Verses=200%,100%,100%,100%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wall=yes	; SJM: This allows Prism Cannons to destroy bridges (approved by DB)

[DummyWarhead]	; Makes weapon ineffective and unlikely to be selected by What_Weapon_Should_I_Use()
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%

[RadEruptionWarhead]
Verses=100%,100%,100%,20%,10%,10%,0%,0%,0%,100%,100%
InfDeath=7
Radiation=yes
CellSpread=10
CellInset=3  ; PCG: This means that the desolater won't autodeploy unless the target is 3 cells inside the max radius.


; Used by radiation that sits around on the map.
[RadSite]
Verses=100%,100%,100%,50%,10%,10%,0%,0%,0%,100%,100%
InfDeath=7
Radiation=yes

[Electric]
Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wood=yes
; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
Wall=yes	; SJM: This allows Tesla Coils to destroy bridges (approved by DB)
;CellSpread=.3
;PercentAtMax=.5
AnimList=TSTIMPCT

[Shock]
Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wood=yes
; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
AnimList=TSTIMPCT

[ElectricAssault]
ElectricAssault=yes
Verses=0%,0,0%,0%,0%,0%,100%,100%,100%,50%,100%
InfDeath=5

[BombDisarm]
BombDisarm=yes

[Slimer]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=0

[Shard]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=1

[FirestormWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=4

[IonCannonWH]
CellSpread=2
PercentAtMax=.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Fire=yes
Deform=100%
Sparky=no
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20

[VeinholeWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=0
Veinhole=yes

[PlasmaWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wall=yes
Bright=yes
Tiberium=yes
ProneDamage=350%
AnimList=EXPLOMED,EXPLOLRG
Sparky=no

[SAMWH]
CellSpread=.3
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
InfDeath=3
AnimList=XGRYSML1,XGRYSML2,EXPLOSML
ProneDamage=100%

; Special Orca AP missile
[ORCAAP]
Wall=yes
Wood=yes
CellSpread=.4
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,75%,100%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does

; Special Orca AP missile
[MIGWH]
Wall=yes
Wood=yes
;CellSpread=.4
;PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,50%,100%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

; Orca bomber HE bomb
[ORCAHE]
Wall=yes
Sparky=no
Wood=yes
Bright=yes
Fire=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
;Verses=200%,90%,75%,32%,100%   ; changed conc from 10%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=EXPLOMED,EXPLOLRG
Deform=8%
DeformThreshhold=160
Tiberium=yes
ProneDamage=150%

;Takes picture for disguise
[Snapshot]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100%
MakesDisguise=yes

[TankSnapshot]
Verses=0%,0%,0%,1%,1%,1%,0%,0%,0%,0%,0% ; the weapon that was this warhead has TerrainFire
MakesDisguise=yes

; will need to be balanced in the second pass.
[GrandCannonWH]
CellSpread=2
PercentAtMax=.2
Wall=yes
Wood=yes
Sparky=no
Conventional=yes
Rocker=yes
Verses=100%,100%,100%,100%,100%,100%,50%,100%,50%,100%,100%
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
ProneDamage=30%

[FlakWH]	; For anti-air flak weapons.
CellSpread=1.0
PercentAtMax=.1
;;Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100%	; no buildings
Verses=150%,80%,50%,100%,100%,20%,0%,0%,0%,100%,100%	; no buildings
AnimList=SMKPUFF
InfDeath=3

[FlakTWH]	; For the Flak Track's anti-surface weapon.
CellSpread=1.0
;;DB Changed 7/18/01
;PercentAtMax=.2
;Verses=150%,100%,50%,60%,10%,10%,30%,20%,10%,100%,100%	; no buildings
PercentAtMax=1.0
Verses=150%,125%,100%,60%,10%,10%,30%,20%,10%,100%,100%	; no buildings
AnimList=HTRKPUFF
InfDeath=3
Conventional=yes	; Go splash in the water.

[FlakGuyWH]	; For Flak Trooper Anti-Air
CellSpread=1.0
PercentAtMax=.2
;;Verses=150%,100%,50%,80%,20%,20%,0%,0%,0%,100%,100%	; no buildings
Verses=150%,100%,50%,80%,80%,20%,0%,0%,0%,100%,100%	; no buildings
AnimList=SMKPUFF
InfDeath=3

[CometWH]
Wall=no
Verses=100%,100%,100%,75%,50%,50%,200%,200%,200%,100%,100%
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

[DiskWH]
Wall=no
Verses=100%,100%,100%,50%,50%,50%,100%,100%,100%,100%,100%
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
InfDeath=7
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does

[LUNARWH]
Wall=no
Verses=100%,100%,100%,75%,50%,50%,100%,100%,100%,100%,100%
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

[MirageWH]	// Supposed to be a heat ray.
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100%	; Needs balancing by designers
AnimList=IRONFX		; temp, should have flash-o-light
InfDeath=4			; Burn death
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=true	; This says the Combat Light should be red.  (1)
CLDisableGreen=true	; This says the Combat Light should be red.  (2)

[AntiB]
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0%
Bullets=yes

;GEF Needs to be able to hit the deployed Slave Miner as well
[MagneShakeWH]
Verses=0%,0%,0%,0%,100%,0%,100%,100%,100%,0%,0%
Bullets=yes

[NukeB]
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0%
Bullets=yes
Bright=yes
AnimList=MININUKE

[AntiPerson]
Verses=125%,100%,100%,0%,0%,0%,0%,0%,0%,100%,0%
Bullets=yes
InfDeath=7


[DominatorWH]
CellSpread=7;6;  just for the damage now.  Capture range is DominatorCaptureRange
PercentAtMax=.2
Verses=0%,0%,0%,0%,0%,0%,100%,100%,6%,0%,0% 

[PJABWH]
Verses=100%,100%,100%,50%,25%,25%,25%,40%,15%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=80%

[BORISWH]
Verses=200%,200%,100%,50%,50%,50%,1%,1%,1%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

; **************************************************************************
; ***************************** Terrain ************************************
; **************************************************************************

; ******* Terrain Objects *******
; This section lists all the terrain object types and
; specifies their characteristics.

; Immune = Is the terrain immune to combat damage (def=no)?
; WaterBound = Is the terrain only allowed on the water (def=no)?
; SpawnsTiberium = Does it spawn growth of Tiberium around it (def=no)?
; IsFlammable = Can "Forest Fires" spread to and damage this terrain type?

[BOXES01]
Name=Boxes
Immune=yes

[BOXES02]
Name=Boxes
Immune=yes

[BOXES03]
Name=Boxes
Immune=yes

[BOXES04]
Name=Boxes
Immune=yes

[BOXES05]
Name=Boxes
Immune=yes

[BOXES06]
Name=Boxes
Immune=yes

[BOXES07]
Name=Boxes
Immune=yes

[BOXES08]
Name=Boxes
Immune=yes

[BOXES09]
Name=Boxes
Immune=yes

[ICE01]
Name=Ice Floe
Immune=yes
WaterBound=yes

[ICE02]
Name=Ice Floe
Immune=yes
WaterBound=yes

[ICE03]
Name=Ice Floe
Immune=yes
WaterBound=yes

[ICE04]
Name=Ice Floe
Immune=yes
WaterBound=yes

[ICE05]
Name=Ice Floe
Immune=yes
WaterBound=yes

[TREE01]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=6

[TREE02]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE03]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=6

[TREE04]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=7
SnowOccupationBits=6

[TREE05]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=5
SnowOccupationBits=7

[TREE06]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE07]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE08]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=7
SnowOccupationBits=4

[TREE09]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=4

[TREE10]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=6
SnowOccupationBits=3

[TREE11]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=3

[TREE12]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE13]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=4

[TREE14]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=4

[TREE15]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE16]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE17]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE18]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE19]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=2

[TREE20]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=3

[TREE21]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=1

[TREE22]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=3

[TREE23]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=3

[TREE24]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=6

[TREE25]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE26]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE27]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE28]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE29]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE30]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE31]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE32]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE33]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE34]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE35]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TREE36]
Name=Tree
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_GEN01]
Name=lightpost generic 1
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_GEN02]
Name=lightpost generic 2
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_GEN03]
Name=lightpost generic 3
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_GEN04]
Name=lightpost generic 4
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_SGN01]
Name=lightpost signed 1
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_SGN02]
Name=lightpost signed 2
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_SGN03]
Name=lightpost signed 3
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_SGN04]
Name=lightpost signed 4
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_EUR01]
Name=lightpost euro 1
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[LT_EUR02]
Name=lightpost euro 2
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[POLE01]
Name=utility pole 1
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[POLE02]
Name=utility pole 2
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SIGN01]
Name=street sign 1
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SIGN02]
Name=street sign 2
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SIGN03]
Name=street sign 3
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SIGN04]
Name=street sign 4
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SIGN05]
Name=street sign 5
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SIGN06]
Name=street sign 6
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TRFF01]
Name=traffic light 1
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TRFF02]
Name=traffic light 2
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TRFF03]
Name=traffic light 3
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[TRFF04]
Name=traffic light 4
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[SPKR01]
Name=Drive-In Speaker
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

[CASIN03E]
Name=Road Block Sign
UIName=Name:CASIN03
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[CASIN03S]
Name=Road Block Sign
UIName=Name:CASIN03
TechLevel=-1
Strength=5
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
DamageSound=BuildingMetalDamaged
DieSound=BuildingMetalDamaged

[TIBTRE01]
Name=Tiberium Tree
SpawnsTiberium=yes
RadarColor=192,192,0
IsAnimated=yes
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
AnimationRate=3
AnimationProbability=.003
Immune=yes
;Immune=no

[TIBTRE02]
Name=Tiberium Tree
SpawnsTiberium=yes
RadarColor=192,192,0
IsAnimated=yes
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
AnimationRate=3
AnimationProbability=.003
Immune=yes
;Immune=no

[TIBTRE03]
Name=Tiberium Tree
SpawnsTiberium=yes
RadarColor=192,192,0
IsAnimated=yes
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
AnimationRate=3
AnimationProbability=.003
Immune=yes
;Immune=no

[VEINTREE]
Name=Veinhole Tree
Image=None
Armor=None
IsVeinhole=true
Strength=1000

[HDSTN01]
Name=AlringtonStones
IsFlammable=no
RadarColor=0,192,0
TemperateOccupationBits=4
SnowOccupationBits=7

; **************************************************************************
; **************************** Overlays ************************************
; **************************************************************************

; **************************************************************************
; **************************** Overlays ************************************
; **************************************************************************

; ******* Overlay Objects *******
; These are graphic objects that can have an effect on the game.

; Tiberium = Is this tiberium [Tiberium grown and graphic logic applies] (def=no)?
; Crate = Is this overlay a crate (def=no)?
; CrateTrigger = Is crate to trigger game events (def=no)?
; RadarInvisible = Is this overlay not visible on the radar map (def=no)?
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; LegalTarget = Can it be a legal target for attack (def=no)?
; ChainReaction = Does it explode and affect adjacent cells (def=no)?

[TIB01]
Name=Tiberium (Green)
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB02]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB03]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB04]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB05]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB06]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB07]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB08]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB09]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB10]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB11]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB12]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB13]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB14]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB15]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB16]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB17]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB18]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB19]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB20]
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=220,200,0

[TIB2_01]
Image=TIB01
Name=Tiberium (Blue)
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_02]
Image=TIB02
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_03]
Image=TIB03
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_04]
Image=TIB04
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_05]
Image=TIB05
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_06]
Image=TIB06
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_07]
Image=TIB07
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_08]
Image=TIB08
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_09]
Image=TIB09
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_10]
Image=TIB10
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_11]
Image=TIB11
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_12]
Image=TIB12
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_13]
Image=TIB13
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_14]
Image=TIB14
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_15]
Image=TIB15
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_16]
Image=TIB16
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_17]
Image=TIB17
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_18]
Image=TIB18
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_19]
Image=TIB19
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB2_20]
Image=TIB20
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no
RadarColor=220,200,0

[TIB3_01]
Image=TIB01
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_02]
Image=TIB02
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_03]
Image=TIB03
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_04]
Image=TIB04
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_05]
Image=TIB05
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_06]
Image=TIB06
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_07]
Image=TIB07
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_08]
Image=TIB08
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_09]
Image=TIB09
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_10]
Image=TIB10
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_11]
Image=TIB11
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_12]
Image=TIB12
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_13]
Image=TIB13
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_14]
Image=TIB14
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_15]
Image=TIB15
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_16]
Image=TIB16
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_17]
Image=TIB17
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_18]
Image=TIB18
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_19]
Image=TIB19
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[TIB3_20]
Image=TIB20
Name=Tiberium
Tiberium=yes
LegalTarget=false
RadarInvisible=false
ChainReaction=no

[VEINHOLE]
Name=Veinhole Monster
LegalTarget=yes
RadarColor=92,92,0
Land=Rock
IsVeinholeMonster=true
IsVeins=true
NoUseTileLandType=true

[VEINHOLEDUMMY]
Name=Veinhole Monster Dummy
Image=blahblahblah
LegalTarget=no
RadarColor=92,92,0
IsVeins=true

[RUBBLE_OVERLAY]
LegalTarget=false
Name=SYSTEM OVERLAY !! DO NOT USE
Image=SROCK01
;Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=true
IsRubble=yes

[SROCK01]
LegalTarget=false
Name=Sand Rock #1
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE01]
LegalTarget=true
Name=Fence01 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE02]
LegalTarget=true
Name=Fence02 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE03]
LegalTarget=true
Name=Fence03 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE04]
LegalTarget=true
Name=Fence04 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE05]
LegalTarget=true
Name=Fence05 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE06]
LegalTarget=true
Name=Fence06 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE07]
LegalTarget=true
Name=Fence07 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE08]
LegalTarget=true
Name=Fence08 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE09]
LegalTarget=true
Name=Fence09 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE10]
LegalTarget=true
Name=Fence10 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE11]
LegalTarget=true
Name=Fence11 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE12]
LegalTarget=false
Name=Fence12 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE13]
LegalTarget=false
Name=Fence13 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE14]
LegalTarget=false
Name=Fence14 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE15]
LegalTarget=false
Name=Fence15 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE16]
LegalTarget=false
Name=Fence16 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE17]
LegalTarget=false
Name=Fence17 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE18]
LegalTarget=false
Name=Fence18 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE19]
LegalTarget=false
Name=Fence19 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE20]
LegalTarget=false
Name=Fence20 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE21]
LegalTarget=false
Name=Fence21 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[FENCE22]
LegalTarget=false
Name=Fence22 DEMO HACK
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
;IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[SROCK02]
LegalTarget=false
Name=Sand Rock #2
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[SROCK03]
LegalTarget=false
Name=Sand Rock #3
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[SROCK04]
LegalTarget=false
Name=Sand Rock #4
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[SROCK05]
LegalTarget=false
Name=Sand Rock #5
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[TROCK01]
LegalTarget=false
Name=Clear Rock #1
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[TROCK02]
LegalTarget=false
Name=Clear Rock #2
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[TROCK03]
LegalTarget=false
Name=Clear Rock #3
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[TROCK04]
LegalTarget=false
Name=Clear Rock #4
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[TROCK05]
LegalTarget=false
Name=Clear Rock #5
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[LUNRK1]
LegalTarget=false
Name=Lunar Rock #1
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[LUNRK2]
LegalTarget=false
Name=Lunar Rock #2
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[LUNRK3]
LegalTarget=false
Name=Lunar Rock #3
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[LUNRK4]
LegalTarget=false
Name=Lunar Rock #4
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[LUNRK5]
LegalTarget=false
Name=Lunar Rock #5
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[LUNRK6]
LegalTarget=false
Name=Lunar Rock #6
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false;
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

[GEM01]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;Land=Rock
;ChainReaction=no
;CellAnim=BIGBLUE
;Image=GEM01
;NoUseTileLandType=true
;DrawFlat=false

[GEM02]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM02
;NoUseTileLandType=true
;DrawFlat=false

[GEM03]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM03
;NoUseTileLandType=true
;DrawFlat=false

[GEM04]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM04
;NoUseTileLandType=true
;DrawFlat=false

[GEM05]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM05
;NoUseTileLandType=true
;DrawFlat=false

[GEM06]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM06
;NoUseTileLandType=true
;DrawFlat=false

[GEM07]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM07
;NoUseTileLandType=true
;DrawFlat=false

[GEM08]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM08
;NoUseTileLandType=true
;DrawFlat=false

[GEM09]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM09
;NoUseTileLandType=true
;DrawFlat=false

[GEM10]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM10
;NoUseTileLandType=true
;DrawFlat=false

[GEM11]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM11
;NoUseTileLandType=true
;DrawFlat=false

[GEM12]
Name=Gems
Tiberium=yes
LegalTarget=false
RadarInvisible=false
RadarColor=140,0,140
;RadarColor=80,0,0
;Land=Rock
;ChainReaction=yes
;CellAnim=BIGBLUE
;Image=GEM12
;NoUseTileLandType=true
;DrawFlat=false

[TRACKS01]
Name=Track NwSe
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS02]
Name=Track NeSw
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS03]
Name=Track NS
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS04]
Name=Track EW
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS05]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS06]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS07]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS08]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS09]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS10]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS11]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS12]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS13]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS14]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS15]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKS16]
Name=Train Tracks
Land=Railroad
LegalTarget=false
RadarColor=92,92,92
RadarInvisible = false

[TRACKTUNNEL01]
Name=Train Tracks
Image=TRTUNN01
Land=Railroad
LegalTarget=false
RadarColor=92,92,92

[TRACKTUNNEL02]
Name=Train Tracks
Image=TRTUNN02
Land=Railroad
LegalTarget=false
RadarColor=92,92,92

[TRACKTUNNEL03]
Name=Train Tracks
Image=TRTUNN03
Land=Railroad
LegalTarget=false
RadarColor=92,92,92

[TRACKTUNNEL04]
Name=Train Tracks
Image=TRTUNN04
Land=Railroad
LegalTarget=false
RadarColor=92,92,92

[LOBRDG01]
Image=LOBRDG01
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG02]
Image=LOBRDG02
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG03]
Image=LOBRDG03
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG04]
Image=LOBRDG04
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG05]
Image=LOBRDG05
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG06]
Image=LOBRDG06
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG07]
Image=LOBRDG07
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG08]
Image=LOBRDG08
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG09]
Image=LOBRDG09
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG10]
Image=LOBRDG10
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG11]
Image=LOBRDG11
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG12]
Image=LOBRDG12
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG13]
Image=LOBRDG13
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG14]
Image=LOBRDG14
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG15]
Image=LOBRDG15
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG16]
Image=LOBRDG16
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG17]
Image=LOBRDG17
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG18]
Image=LOBRDG18
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG19]
Image=LOBRDG19
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG20]
Image=LOBRDG20
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG21]
Image=LOBRDG21
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG22]
Image=LOBRDG22
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG23]
Image=LOBRDG23
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG24]
Image=LOBRDG24
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG25]
Image=LOBRDG25
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG26]
Image=LOBRDG26
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDG27]
Image=LOBRDG27
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=false
RadarInvisible = true

[LOBRDG28]
Image=LOBRDG28
Name=Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=false
RadarInvisible = true

[LOBRDGE1]
Image=LOBRDGE1
Name=Low Bridge End 1
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDGE2]
Image=LOBRDGE2
Name=Low Bridge End 2
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDGE3]
Image=LOBRDGE3
Name=Low Bridge End 3
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDGE4]
Image=LOBRDGE4
Name=Low Bridge End 4
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDB01]
Image=LOBRDB01
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB02]
Image=LOBRDB02
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB03]
Image=LOBRDB03
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB04]
Image=LOBRDB04
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB05]
Image=LOBRDB05
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB06]
Image=LOBRDB06
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB07]
Image=LOBRDB07
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB08]
Image=LOBRDB08
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB09]
Image=LOBRDB09
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB10]
Image=LOBRDB10
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB11]
Image=LOBRDB11
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB12]
Image=LOBRDB12
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB13]
Image=LOBRDB13
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB14]
Image=LOBRDB14
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB15]
Image=LOBRDB15
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB16]
Image=LOBRDB16
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB17]
Image=LOBRDB17
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB18]
Image=LOBRDB18
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB19]
Image=LOBRDB19
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB20]
Image=LOBRDB20
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB21]
Image=LOBRDB21
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB22]
Image=LOBRDB22
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB23]
Image=LOBRDB23
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB24]
Image=LOBRDB24
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB25]
Image=LOBRDB25
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB26]
Image=LOBRDB26
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=true
RadarInvisible = false

[LOBRDB27]
Image=LOBRDB27
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=false
RadarInvisible = true

[LOBRDB28]
Image=LOBRDB28
Name=Concrete Low Bridge
Land=Road
RadarColor=92,92,92
NoUseTileLandType=false
RadarInvisible = true

[LOBRDGB1]
Image=LOBRDGB1
Name=Concrete Low Bridge End 1
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDGB2]
Image=LOBRDGB2
Name=Concrete Low Bridge End 2
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDGB3]
Image=LOBRDGB3
Name=Concrete Low Bridge End 3
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

[LOBRDGB4]
Image=LOBRDGB4
Name=Concrete Low Bridge End 4
Land=Road
NoUseTileLandType=true
RadarColor=92,92,92

;gs[VEINS]
;gsImage=VEINS
;gsName=Tiberium Veins
;gsRadarColor=0,0,92
;gsIsVeins=true
;gsLand=Weeds

[RAILBRDG1]
Image=RAILBRDG
Name=Railroad Bridge 1
LegalTarget=true
RadarColor=92,92,92
Overrides=yes
NoUseTileLandType=false

[RAILBRDG2]
Image=RAILBRDG
Name=Railroad Bridge 2
LegalTarget=true
RadarColor=92,92,92
Overrides=yes
NoUseTileLandType=false

[BRIDGE1]
Image=BRIDGE
Name = Bridge 1
LegalTarget=true
RadarColor=115,115,115;92,92,92
Overrides=yes
NoUseTileLandType=false

[BRIDGE2]
Image=BRIDGE
Name = Bridge 2
LegalTarget=true
RadarColor=115,115,115;92,92,92
Overrides=yes
NoUseTileLandType=false

[BRIDGEB1]
Image=BRIDGB
Name = Wood Bridge 1
LegalTarget=true
RadarColor=115,115,115;92,92,92
Overrides=yes
NoUseTileLandType=false

[BRIDGEB2]
Image=BRIDGB
Name = Wood Bridge 2
LegalTarget=true
RadarColor=115,115,115;92,92,92
Overrides=yes
NoUseTileLandType=false

; chainlink prison camp fence
[CAFNCP]
UIName=Name:CAFNCP
Name=Fence Prison Camp
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
CrushSound=WallCrushBlack
Crushable=yes
Wall=yes
TechLevel=-1
Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=1
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0	; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
AIBuildThis=no

[CRATE]
Name=Goodie Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Clear
DrawFlat=false

[WCRATE]
Name=Water Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Water
DrawFlat=false

[CRAT01]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
;Crate=yes
;CrateTrigger=yes
;RadarInvisible=yes
Land=Rock

[CRAT02]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
;Crate=yes
;RadarInvisible=yes
Land=Rock

[CRAT03]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
;Crate=yes
;RadarInvisible=yes
Land=Rock

[CRAT04]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[CRAT0A]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[CRAT0B]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[CRAT0C]
Name=Crate
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[DRUM01]
Name=Drum
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[DRUM02]
Name=Drum
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[PALET01]
Name=Palette
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[PALET02]
Name=Palette
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[PALET03]
Name=Palette
LegalTarget=true
RadarColor=92,92,92
Land=Rock

[PALET04]
Name=Palette
LegalTarget=true
RadarColor=92,92,92
Land=Rock


; ******* Smudge Objects *******
; These specify the objects (actually more of an artwork
; element than a game object) called smudges. These typically
; are used to mark the effects of battle.

; Crater = Is this a crater smudge [special growth logic] (def=no)?
[CRATER01]
Crater=yes

[CRATER02]
Crater=yes

[CRATER03]
Crater=yes

[CRATER04]
Crater=yes

[CRATER05]
Crater=yes

[CRATER06]
Crater=yes

[CRATER07]
Crater=yes

[CRATER08]
Crater=yes

[CRATER09]
Crater=yes

[CRATER10]
Crater=yes

[CRATER11]
Crater=yes
Width=2
Height=2

[CRATER12]
Crater=yes
Width=2
Height=2

[BURNT01]
Burn=yes

[BURNT02]
Burn=yes

[BURNT03]
Burn=yes

[BURNT04]
Burn=yes

[BURNT05]
Burn=yes

[BURNT06]
Burn=yes

[BURNT07]
Burn=yes
Width=2

[BURNT08]
Burn=yes
Width=2

[BURNT09]
Burn=yes
Height=2

[BURNT10]
Burn=yes
Height=2

[BURNT11]
Burn=yes
Width=2
Height=2

[BURNT12]
Burn=yes
Width=2
Height=2

[CR1]

[CR2]

[CR3]

[CR4]

[CR5]

[CR6]

[BURN01]

[BURN02]

[BURN03]

[BURN04]

[BURN05]

[BURN06]

[BURN07]

[BURN08]

[BURN09]

[BURN10]

[BURN11]

[BURN12]

[BURN13]

[BURN14]

[BURN15]

[BURN16]


; ******* Land Characteristics *******
; This section specifies the characteristics of the various
; terrain types. The primary purpose is to differentiate the
; movement capabilities.

; Float = % of full speed for ships [0 means impassable] (def=100)
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
; Hover = % of full speed for hovering vehicles [0 means impassable] (def=100)
; Amphibious = % of full speed for amphibious vehicles [0 impassable] (def=100)
; Buildable = Can buildings be built upon this terrain (def=no)?

; clear grassy terrain
;[Clear]
;Foot=90%
;Track=70%
;Wheel=70%
;Float=0%
;Hover=50%
;Amphibious=80%
;FloatBeach=0%
;Buildable=yes

[Clear]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Hover=50%
Amphibious=80%
FloatBeach=0%
Buildable=yes

; rocky terrain
;[Rough]
;Foot=80%
;Track=60%
;Wheel=40%
;Float=0%
;Hover=50%
;Amphibious=40%
;FloatBeach=0%
;Buildable=yes

[Rough]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Hover=50%
Amphibious=80%
FloatBeach=0%
Buildable=yes

; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Hover=75%
Float=0%
FloatBeach=0%
Amphibious=100%
Buildable=yes

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Hover=100%
Float=100%
FloatBeach=100%
Amphibious=100%
Buildable=no

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%
Hover=0%
Amphibious=0%
Buildable=no

; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%
Hover=0%
Amphibious=0%
Buildable=no

; Tiberium
[Tiberium]
Foot=90%
Track=70%
Wheel=50%
Float=0%
FloatBeach=0%
Hover=50%
Amphibious=50%
Buildable=no

; Vein hole creater weeds
[Weeds]
Foot=50%
Track=70%
Wheel=50%
Float=0%
FloatBeach=0%
Hover=100%
Amphibious=50%
Buildable=no

; sandy beach
[Beach]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=100%
Hover=75%
Amphibious=60%
Buildable=no

; ice
[Ice]
Foot=50%
Track=80%
Wheel=50%
Float=0%
FloatBeach=0%
Hover=100%
Amphibious=50%
Buildable=no

; train tracks
[Railroad]
Foot=90%
Track=100%
Wheel=50%
Float=0%
FloatBeach=0%
Hover=100%
Amphibious=50%
Buildable=no

; tunnels
[Tunnel]
Foot=100%
Track=100%
Wheel=100%
Float=0%
FloatBeach=0%
Hover=100%
Amphibious=100%
Buildable=no


; ******* Random Crate Powerups *******
; This specifies the chance for the specified crate powerup to appear
; in a 'random' crate. The chance is expressed in the form of 'shares'
; out of the total shares specified.
;
; The second parameter is the animation to use when this crate is picked up.
;
; The third parameter specifies whether this crate is available over water.
;
; The fourth parameter, if present, specifies
; the data value needed for that crate powerup. They mean different things
; for the different powerups.
[Powerups]
Armor=10,ARMOR,yes,1.5              ; armor of nearby objects increased (armor multiplier);gs Think of max strength being multiplied by this (in reality, damage is divided by this since you can't change the max in Type)
Firepower=10,FIREPOWR,yes,2.0       ; firepower of nearby objects increased (firepower multiplier)
HealBase=10,HEALALL,yes              ; all buildings to full strength
Money=20,MONEY,yes,2000             ; a chunk o' cash (maximum cash)
Reveal=10,REVEAL,yes                 ; reveal entire radar map
Speed=10,SPEED,yes,1.2              ; speed of nearby objects increased (speed multiplier)
Veteran=20,VETERAN,yes,1             ; veteran upgrade (levels to upgrade)
Unit=20,<none>,no                  ; vehicle

Invulnerability=0,ARMOR,yes,1.0     ; invulnerability (duration in minutes)
IonStorm=0,<none>,yes               ; initiate ion storm
Gas=0,<none>,yes,100                ; tiberium gas (damage for each gas cloud)
Tiberium=0,<none>,no               ; tiberium patch
Pod=0,<none>,no                    ; drop pod special
Cloak=0,CLOAK,yes                   ; enable cloaking on nearby objects
Darkness=0,SHROUDX,yes              ; cloak entire radar map
Explosion=0,<none>,yes,500          ; high explosive baddie (damage per explosion)
ICBM=0,CHEMISLE,yes                 ; nuke missile one time shot
Napalm=0,<none>,no,600             ; fire explosion baddie (damage)
Squad=0,<none>,no                 ; squad of random infantry


; ******* Tiberium Varieties *******
; There are various kinds of tiberium. This lists their number and
; particulars.

[Tiberiums]
0=Riparius
1=Cruentus
2=Vinifera
3=Aboreus

; Name = display name
; Image = image to use [1=small, 2=large, 3=vine]
; Value = credit value per 'bail'
; Growth = growth rate
; Spread = spread rate
; Power = explosive power per 'bail' (def=0)
; Color = display color of the Tiberium
; Shard = crystal to fly off when chain reacting (def=none)

; This is Ore
[Riparius]
Name=Tiberium Riparius
Image=1
Power=0
Value=25
Growth=2200
GrowthPercentage=.06
Spread=2200
SpreadPercentage=.06
Color=NeonGreen			; **WARNING**: If you change this color, notify Bret_a

; These are Gems
[Cruentus]
Name=Tiberium Cruentus
Image=2
Value=50
Growth=10000
GrowthPercentage=0
Spread=10000
SpreadPercentage=0
Power=0 ;10
Color=NeonBlue			; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

; This may also be ore - DB
[Vinifera]
Name=Tiberium Vinifera
Image=3
Value=25
Growth=2200
GrowthPercentage=.06
Spread=2200
SpreadPercentage=.06
Power=0 ; 10
Color=NeonBlue		; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

; This might be ore, I'm not certain - DB
[Aboreus]
Name=Tiberium Aboreus
Image=4
Value=25
Growth=2200
GrowthPercentage=.06
Spread=2200
SpreadPercentage=.06
Power=0
Color=NeonBlue		; **WARNING**: If you change this color, notify Bret_a
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4


; ******* Mission Control *******
; This specifies the various general behavior characteristics of
; the missions that objects can be assigned. Each of the game objects must
; be in a mission. The mission behavior is generally hard coded into
; the program, but there are some behavior characteristics that can
; be overridden. Don't modify these.

; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
; Recruitable = Can it be recruited into a team or base defense (def=yes)?
; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
; Scatter = Is allowed to scatter from threats (def=yes)?
; Rate = delay between normal processing (larger = faster game, less responsiveness)
; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).

; Unit sits still and plays dead.
[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1

; Unit doesn't fire and is not considered a threat.
[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5

; Just like guard mode, but cannot move.
[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016

; Special attack mission used by team logic.
[Attack]
Rate=.016
AARate=.016
Scatter=no ; Keep computer from scattering when shot by something it can't do something to

; Move to destination.
[Move]
Rate=.016

; Patrol a series of waypoints
[Patrol]
Rate=.016

; Special move to destination after all other queued moves occur.
[QMove]
Rate=.016

; Run away (possibly leave the map).
[Retreat]
Recruitable=no
Retaliate=no
Rate=.1

; Sit around and engage any enemy that wanders within weapon range.
[Guard]
Rate=.030
AARate=.016

; Enter building or transport for loading purposes.
[Enter]
Retaliate=no
Recruitable=no
Rate=.016

[Eaten]
Retaliate=no
Recruitable=no
Rate=.016

; Engineer entry logic.
[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Handle harvest ore - dump at refinery loop.
[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Guard the general area where the unit starts at.
[Area Guard]
Recruitable=yes
Rate=.040
AARate=.032

; <unused>
[Return]

; Stop moving and firing at the first available opportunity.
[Stop]

; <unused>
[Ambush]

; Scan for and attack any enemies whereever they may be.
[Hunt]
Recruitable=no
Retaliate=no
Rate=.016

; While dropping off cargo (e.g., APC unloading passengers).
[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016

; Tanya running to place bomb in building.
[Sabotage]
Recruitable=no
Rate=.016

; Buildings use this when building up after initial placement.
[Construction]
Recruitable=no
Retaliate=no
Scatter=no

; Buildings use this when deconstruction after being sold.
[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no

; Service depot uses this mission to repair attached object.
[Repair]
Rate=.08

; Special team override mission.
[Rescue]
Rate=.016

; Missile silo special launch missile mission.
[Missile]
Rate=.1

; While opening or closing a gate to allow passage.
[Open]
Rate=.016

; ******* Voxel Debris types *******
; Translucent = is the debris to be drawn with translucency (def=no)?
; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
; MinAngularVelocity = minimum rate at which the debris is to spin in degrees (def=0.0)
; MaxAngularVelocity = maximum rate at which the debris is to spin in degrees (def=10.0)
; Duration = max number of frames to let the debris exist (def=30)
; MinZVel = minimum starting Z velocity (def=3.5)
; MaxZVel = maximum starting Z velocity (def=5.0)
; MaxXYVel = maximim starting lateral velocity (def=15.0)
; ShareBodyData = Get the voxel data from another Type's body voxel data (def = no)?
; ShareTurretData = Get the voxel data from another Type's turret voxel data (def = no)?
; ShareBarrelData = Get the VOXEL data from another Type's barrel voxel data (def = no)?
; ShareSource = name of the object to share voxel data from (def = none)
; VoxelIndex = voxel piece within the voxel data to use (def = 0)
; StartSound = sound to play when the voxel anim is created (def = VOC_NONE).
; BounceSound = sound to play when the voxel anim bounces (def = VOC_NONE).
; ExpireSound = sound to play when the voxel anim expires (def = VOC_NONE).
; BounceAnim = animation to launch when the voxel anim bounces (def = ANIM_NONE).
; ExpireAnim = animation to launch when the voxel anim expires (def = ANIM_NONE).
; TrailerAnim = animation to trail behind the object (usually smoke or flame)
; DamageRadius = the debris damages objects that it hits if they're closer than this distance
; Damage = amount of damage to apply to objects that are hit
; Warhead = warhead to use for damage purposes
; AttachedSystem = particle system to attach to the voxel anim
; Spawns = the particle spawned when this voxel debris explodes (def = none)
; SpawnCount = number of particles spawned [on average] (def = 0)

[PIECE]
Name=Scrap Metal Debris
Elasticity=0
MinAngularVelocity=5.0
MaxAngularVelocity=9.0
MinZVel=24.0
MaxZVel=28.0
MaxXYVel=15.0
Duration=75
Damage=5
ExpireAnim=TWLT036
DamageRadius=100
Warhead=TankOGas

[TIRE]
Name=Flying Tire
Elasticity=0.8
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=28.0
MaxZVel=32.0
MaxXYVel=10.0
Duration=150

[GASTANK]
Name=Flying Gas Tank
Elasticity=0.0
MinAngularVelocity=9.0
MaxAngularVelocity=15.0
MinZVel=30.0
MaxZVel=35.0
MaxXYVel=8.0
Duration=100
ExpireAnim=TWLT036
Damage=20
DamageRadius=100
Warhead=TankOGas

[SONICTURRET]
Name=Disruptor Turret
ShareTurretData=yes
ShareSource=SONIC
Elasticity=0.0
MinAngularVelocity=10.0
MaxAngularVelocity=14.0
MinZVel=30.0
MaxZVel=38.0
MaxXYVel=8.0
Duration=100
ExpireAnim=TWLT026
Damage=90
DamageRadius=100
Warhead=TankOGas

[4TNKTURRET]
Name=Mammoth Tank Turret
ShareTurretData=yes
ShareSource=4TNK
Elasticity=0.0
MinAngularVelocity=10.0
MaxAngularVelocity=14.0
MinZVel=30.0
MaxZVel=38.0
MaxXYVel=8.0
Duration=100
ExpireAnim=TWLT036
Damage=30
DamageRadius=50
Warhead=TankOGas

[CRYSTAL01]
Name=TiberiumCrystal01
ShareTurretData=yes
ShareSource=SONIC
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=28.0
MaxZVel=32.0
MaxXYVel=10.0
Duration=150
ExpireAnim=TWLT050
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true

[CRYSTAL02]
Name=TiberiumCrystal02
Image=GASTANK
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=40.0
MaxZVel=45.0
MaxXYVel=18.0
Duration=150
ExpireAnim=TWLT050
Damage=40
DamageRadius=100
Warhead=TankOGas
IsTiberium=true

[METEOR01]
Name=Meteorite01
Image=MTRS
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=30.0
MinZVel=-100.0
MaxZVel=-100.0
MaxXYVel=100.0
Duration=70
ExpireAnim=TWLT070
Damage=500
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=PEBBLE
SpawnCount=5

[METEOR02]
Name=Meteorite02
Image=MTRB
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=30.0
MinZVel=-100.0
MaxZVel=-100.0
MaxXYVel=100.0
Duration=70
ExpireAnim=TWLT100
Damage=500
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
IsTiberium=true
Spawns=PEBBLE
SpawnCount=7

[PEBBLE]
Name=TiberiumShard
Image=MTRB
Elasticity=0.0
MinAngularVelocity=12.0
MaxAngularVelocity=24.0
MinZVel=40.0
MaxZVel=45.0
MaxXYVel=18.0
Duration=150
ExpireAnim=TWLT036
Damage=20
DamageRadius=100
Warhead=TankOGas
IsTiberium=true

; ******* Special Weapon types *******
; IsPowered -- does this super weapon become inoperative in a low power situation?
; RechargeVoice -- Voice to use when weapon is fully recharged and ready.
; ChargingVoice -- Voice to use when weapon begins charging.
; ImpatientVoice -- Voice to use when user clicks on weapon that isn't finished charging.
; SuspendVoice -- Voice to use when special weapon charging is suspended.
; RechargeTime -- time in minutes to recharge this special
; Range -- How big a circle will be drawn in targeting mode. The default is 0 which means no circle will be drawn -GEF
; LineMultiplier -- Higher number means more densly packed lines in targeting mode. The default is zero which means just one line. -GEF

; Chem weapon. The logic will fail if this weapon is 'powered'
;[ChemicalSpecial]
;Name=Chemical Missile
;IsPowered=false
;RechargeVoice=00-I152
;ChargingVoice=
;ImpatientVoice=
;SuspendVoice=
;RechargeTime=.3
;Type=ChemMissile
;SidebarImage=ChemIcon
;Action=ChemBomb
;ManualControl=yes
;WeaponType=ChemLauncher
;AuxBuilding=NAWAST

;This is the nuke special
[NukeSpecial]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=10
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2

;[EMPulseSpecial]
;Name=E.M. Pulse
;IsPowered=true
;RechargeVoice=00-I158
;ChargingVoice=
;ImpatientVoice=
;SuspendVoice=
;RechargeTime=4.5
;Type=EMPulse
;SidebarImage=PulsIcon
;Action=EMPulse

;[FirestormSpecial]
;Name=Firestorm Defense
;IsPowered=true
;RechargeVoice=00-I162
;ChargingVoice=
;ImpatientVoice=
;SuspendVoice=
;RechargeTime=3
;Type=Firestorm
;SidebarImage=FSTDICON
;UseChargeDrain=true

[IonCannonSpecial]
UIName=Name:Ion
Name=Ion Cannon
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=8.5
Type=IonCannon
Action=IonCannon
SidebarImage=IONCICON
ShowTimer=no

[IronCurtainSpecial]
UIName=Name:Iron
Name=Iron Curtain
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=5
Type=IronCurtain
Action=IronCurtain
SidebarImage=IRCRICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3

[ForceShieldSpecial]
UIName=Name:ForceShield
Name=Force Shield
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=5
Type=ForceShield
Action=ForceShield
SidebarImage=FORCICON
ShowTimer=no
DisableableFromShell=yes
SpecialSound=ForceShieldFading;gs wildcard sound hook.  In this case, play at ForceShieldDuration - ForceShieldPlayFadeSoundTime after firing
StartSound=ForceShieldStarting;gs no anim to hook this on to, so hook it here.
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
Range=3.4
LineMultiplier=3

[LightningStormSpecial]
UIName=Name:Storm
Name=Lightning Storm
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=LightningStorm
Action=LightningStorm
SidebarImage=BOLTICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2

[ChronoSphereSpecial]
UIName=Name:Chrono
Name=Chrono Sphere
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=ChronoSphere
Action=ChronoSphere
SidebarImage=CHROICON
PreClick=yes
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3

;Do we need a dummy weapon?
[ChronoWarpSpecial]
UIName=Name:Chrono2
Name=Chrono Warp
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=1
Type=ChronoWarp
Action=ChronoWarp
SidebarImage=XXXXICON
PostClick=yes
PreDependent=ChronoSphere
Range=1.4
LineMultiplier=3

[ParaDropSpecial]
UIName=Name:Para
Name=Paratrooper Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=ParaDrop
Action=ParaDrop
SidebarImage=PARAICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox

[AmericanParaDropSpecial]
UIName=Name:APara
Name=American Paratrooper Drop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=AmerParaDrop
Action=AmerParaDrop
SidebarImage=APARICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox

[PsychicDominatorSpecial]
UIName=Name:YAPPET
Name=Lightning Storm
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=PsychicDominator
Action=PsychicDominator
SidebarImage=PDOMICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3

[SpyPlaneSpecial]
UIName=Name:SpyP
Name=SpyPlane Flyby
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=SpyPlane
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x

[GeneticConverterSpecial]
UIName=Name:YAGNTC
Name=Genetic Converter
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=5
Type=GeneticConverter
Action=GeneticConverter
SidebarImage=MUTEICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=5
LineMultiplier=3

[PsychicRevealSpecial]
UIName=Name:PsyReveal
Name=Psychic Reveal
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=                                  
SuspendVoice=
RechargeTime=4
Type=PsychicReveal
Action=PsychicReveal
SidebarImage=PSYRICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x

; ******* Globals Variable Names *******
; These must be constant throughout all scenarios based on these
; rules. These are numbered starting from zero. Do not change the
; number values or else all preexisting triggers using them will
; break.

[VariableNames]
0=<Alternate Start Location>
1=<Alternate Next Scenario>
2=<reserved2>
3=Smithsonian Destroyed
4=Lincoln Destroyed
5=Jefferson Destroyed
6=Washington Destroyed
7=SmithCastle Destroyed
8=Completed 3B
9=Prisoners Freed
10=Train Stolen
11=Completed 9B
12=Machineshop
13=Hospital



