Rock Patch Reference
New Sections
| [ImmunityTypes] |
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Declares ImmunityTypes. |
| [MenuColors] |
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Overrides the dropdown list colors. The list items hold RGB color values. |
| [MousePointers] |
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List of new mouse cursors. The list items hold a special list of numbers. |
| [NewInfDeaths] |
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List of new infantry death animations. The list items hold AnimationTypes. |
| [NewInfMutations] |
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List of new infantry mutation animations. The list items hold AnimationTypes. |
[General]
| BaseUnit=[List of UnitTypes] |
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Nothing new, but this has been enabled to have more than only 3 working entries. |
| DisableLoadScreenText=[yes/no] |
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Using this tag you can turn off the texts on Skirmish loadscreens, |
| FourthBaseDefenseCounts=[3 Numbers] |
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BaseDefenseCounts for 4th side. |
| FourthCrew=[InfantryType] |
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Crew for a 4th side's buildings. |
| FourthPowerPlant=[BuildingType] |
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Determines the Powerplant structure for a 4th side AI. |
| FourthSurvivorDivisor=[Number] |
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Survivor Divisor for a 4th side. |
| LoadSpecialYuriUI=[yes/no] |
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Determines whether "sidec03.mix" should be loaded for Yuri's GUI. |
| NewPlayableCountries=[Number] |
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Determines the number of countries added to the game (not the total number of countries existing!). |
| SpyPlane=[AircraftType] |
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Determines the AircraftType to use for the spyplane. |
| SpyPlanesNum=[Number] |
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Determines how many spyplanes come in when activating the SpyPlane SuperWeapon. |
| ShowTechLevelSlider=[yes/no] |
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Determines if the Tech Level Slider is showed in the skirmish menu. Be sure to check out the tutorial about Adding Tech Level Slider as well. |
[CombatDamage]
| BountyCostMult=[Float] |
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Multiply a unit's cost with this to get the amount of bounty you get when killing it as a rookie. |
| VeteranBountyCostMult=[Float] |
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Multiply a unit's cost with this to get the amount of bounty you get when killing it as a veteran. |
| EliteBountyCostMult=[Float] |
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Multiply a unit's cost with this to get the amount of bounty you get when killing it as an elite. |
| BountyAnim=[AnimationType] |
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Play this anim on the unit that brought you in a bounty. |
[AI]
| FourthBaseDefenses=[BuildingType list] |
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Holds the defensive structures for a 4th side. |
[AircraftTypes]
| AACombat=[yes/no] |
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Determines if the aircraft can target another flying unit. |
| IsCustomMissile=[yes/no] |
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Determines whether this AircraftType is a missile with custom properties. |
| MissileAcceleration=[Float] |
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Determines how much is added to the missile's velocity each frame during launch. |
| MissileAltitude=[Integer] |
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Determines the missile's cruising altitude in leptons: at this height the missile begins leveling off. |
| MissileBodyLength=[Integer] |
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The body of the missile is this many leptons long. |
| MissileDamage=[Integer] MissileEliteDamage=[Integer] |
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Determines how much damage the missile does on impact, depending on the launcher's veterancy status. |
| MissileWarhead=[WarheadType] MissileEliteWarhead=[WarheadType] |
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Determines the warhead to use on missile impact, depending on the launcher's veterancy status. |
[Animations]
| Palette=[Filename without *.PAL extension] |
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Determines what palette the animation will use. |
[BuildingTypes]
| EMPulseCannon=[yes/no] |
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Back from TS. Since 1.06, this determines whether the building is used for the Fire SW. |
| HasSpotlight=[yes/no] |
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Back from TS. Determines whether the building has a spotlight. |
[Colors]
| FourthLoad=[HSB Color Value] |
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Determines the font color on a fourth side's loading screen. |
| ThirdLoad=[HSB Color Value] |
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Determines the font color on Yuri's loading screen. |
[InfantryTypes]
| IsCow=[yes/no] |
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Determines whether the concerned InfantryType gets special Cow treatment. |
| IsDesolator=[yes/no] |
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Determines whether the concerned InfantryType gets special Desolator treatment. |
[SuperWeaponTypes]
| Action=[ActionName] |
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Determines what mouse cursor to use for the concerning SuperWeapon. |
| AITargetingType=[SW Number] |
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Determines how the AI uses the SuperWeapon. |
| AutoFire=[yes/no] |
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Determines whether the SuperWeapon fires automatically once it is charge. |
| Type=[TypeName] |
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Nothing new, though the RockPatch enables new values for [TypeName]: Required patch version: 1.04b / 1.05 / 1.05b / 1.06 / 1.07 / 1.08 |
SW Lighting
Applies to: NewDominator, NewLightningStorm
| LightAmbient=[Number (0 to 200)] |
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Not sure. |
| LightAmbientChangeRate=[Number] |
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Does not work on LightningStorm clones. |
| LightGround=[Number ] |
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Something similar to DomLevel. |
| LightLevel=[Number] |
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Determines something like the height level of the lighting.
Defaults to zero. |
| Lighting=[yes/no] |
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Determines whether custom lighting is used at all. |
| LightRed=[Number 0 to 100] LightGreen=[Number 0 to 100] LightBlue=[Number 0 to 100] |
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Determine the color of the custom lighting. |
Animation SW (Type=Animation)
| Animation=[Animation] |
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Animation played by the SW. |
LightningStorm clones (Type=NewLightningStorm)
| LightningCellSpread=[Number] |
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Determines how far away random bolts can go. |
| LightningDamage=[Number] |
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Damage done by lightning strike |
| LightningDeferment=[Number] |
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Number of frames between announcement of strike and its commencement |
| LightningHitDelay=[Number] |
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Determines how often the direct target gets hit (in frames). |
| LightningPrintText=[yes/no] |
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Determines whether a custom message should be printed in the topleft corner of the screen. |
| LightningScatterDelay=[Number] |
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Frame delay between random bolts (decreasing this might hit the performance) |
| LightningSeparation=[Number] |
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Distance in cells between clouds/bolts |
| LightningSounds=[soundmd.ini entry] |
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Sounds for various lightning bolts. |
| LightningStormDuration=[Number] |
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Determines the lightning storm duration (in frames). |
| LightningText=[CSF Label] |
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Determines what text will be printed (will be read from the stringtable). |
| LightningWarhead=[WarheadType] |
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Determines the warhead used by lightning strikes. |
| ActivateSound=[soundmd.ini entry] |
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Determines the sound played when the lightning storm starts. |
| WeatherConBoltExplosion=[AnimType] |
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Bolt explosion |
| WeatherConBolts=[List of AnimTypes] |
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The lightning bolts used to show |
| WeatherConClouds=[List of AnimTypes] |
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The clouds used to show |
Nuke clones (Type=NewNuke)
| ActivateSound=[Sound] |
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The sound played when the Nuke is being launched (nuke siren). |
| FirstAnim=[Animation] |
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First animation to be played when the missile impacts. |
| Payload=[Weapon] |
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The weapon type that causes the damage and which determines the nuke's falling animation. |
| Projectile=[Projectile] |
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Projectile which holds the nuke's up-animation. |
| PsiWarning=[Animation] |
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Animation to be played at the place the nuke is going to impact, when it's inside a Psychic Sensor's detection radius. |
| ScreenFlash=[yes/no] |
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Determines whether the screen flashing effect occurs when the nuke impacts. |
| TakeOff=[Animation] |
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Determines the dust-up-blowing animation when the nuke gets out of the silo. |
| Warhead=[Warhead] |
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Determines the damaging Warhead. |
ParaDrop clones (Type=NewParaDrop)
| ParaDropInf=[List of InfantryTypes] |
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Determines what infantry types will be paradropped. |
| ParaDropNum=[List of Numbers] |
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Determines how many of each infantry type will be paradropped. |
| ParaDropPlane=[AircraftType] |
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Determines what AircraftType will drop the paratroopers. |
Psychic Dominator clones (Type=NewDominator)
| ActivateSound=[Sound] |
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The sound played immidiately after activating the SW. |
| DomCapture=[yes/no] |
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Determines whether units are captured by this SW. |
| DomDamage=[Number] |
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The damage caused by the SW. |
| DomFireAtPercentage=[Number (0 to 100)] |
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When DomFirstAnim is at this percentage, DomSecondAnim will be played and damage be caused. |
| DomFirstAnim=[Animation] |
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Determines what Animation is played immidiately after activating the SW. |
| DomSecondAnim=[Animation] |
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Determines the second Animation played. |
| DomWarhead=[Warhead] |
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Determines what Warhead to use for damage. |
Money (Type=Money)
| Money=[Number] |
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Determines how much money you get from the Money SW. |
[TechnoTypes]
| UseNewUpgradeSystem=[yes /no] |
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Specifying to use new uograde system or not. |
| NextStage=[Building, Infantry, Aircraft, Unit] |
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Specifying to use new uograde system or not. |
| Bounty=[Number] |
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Overrides the calculated amount of money you get for this unit when killing it when it's a rookie. |
| VeteranBounty=[Number] |
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Overrides the calculated amount of money you get for this unit when killing it when it's a veteran. |
| EliteBounty=[Number] |
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Overrides the calculated amount of money you get for this unit when killing it when it's elite. |
| Cloakable=[yes/no] |
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This tag has been fixed to work with any TechnoType (buildings and aircraft, too). |
| DontSayUnitLost=[yes/no] |
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Determines whether EVA will notify you when this TechnoType gets killed ("Unit Lost"). Also toggles the radar event. |
| GetsBounty=[yes/no] |
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Determines whether this units gets money for killing other units when being a rookie. |
| VeteranGetsBounty=[yes/no] |
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Determines whether this units gets money for killing other units when being a veteran. |
| EliteGetsBounty=[yes/no] |
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Determines whether this units gets money for killing other units when being elite. |
| EliteGetsBounty=[yes/no] |
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Determines whether this units gets money for killing other units when being elite. |
[UnitTypes]
| IsIFV=[yes/no] |
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Determines whether the concerned UnitType gets special IFV treatment. |
| VoiceIFVRepair=[Sound] |
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Determines the sound to play when this unit is an IFV (IsIFV=yes) and repairs something. |
[Warheads]
| CellSpread=[Float] |
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Determines how many cells around the impact position will be affected by the warhead. |
| EMEffect=[yes/no] |
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Determines whether the warhead causes an Electro-Magnetic Pulse. |
| InfDeathAnim=[yes/no] |
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Determines what infantry death animation is used by this warhead |
| IsPermaControlled=[true/false] |
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Determines if the weapon assigned with this warhead permanently controls the attacked. |
[WeaponTypes]
| EBoltColor1=[R,G,B] EBoltColor2=[R,G,B] EBoltColor3=[R,G,B] |
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Colors used for custom ElectricBolts. |
| IsCustomColor=[yes/no] |
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Determines whether a custom color is used for specific features. |
| RadApplicationDelay=[Number] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadColor=[R,G,B] |
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Check out the tutorial about creating custom Radiation types and the one about |
| RadDurationMultiple=[Number] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadLevelDelay=[Number] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadLevelFactor=[Float] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadLevelMax=[Number] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadLightDelay=[Number] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadLightFactor=[Float] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadSiteWarhead=[Warhead] |
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Check out the tutorial about creating custom Radiation types for more info about this. |
| RadTintFactor=[Float] |
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Check out the tutorial about creating custom Radiation types for more info about this. |