Rock Patch Reference

 

New Sections

[ImmunityTypes]

Declares ImmunityTypes.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


[MenuColors]

Overrides the dropdown list colors. The list items hold RGB color values.
Check out the page about Customizing the dropdown colors for more info.
Required patch version: 1.04


[MousePointers]

List of new mouse cursors. The list items hold a special list of numbers.
Check out the page about Adding custom mouse pointers (Actions) for more info.
Required patch version: 1.05


[NewInfDeaths]

List of new infantry death animations. The list items hold AnimationTypes.
Check out the page about Adding new Infantry Death Animations for more info.
This system has been abolished in v1.08!
Required patch version: 1.00


[NewInfMutations]

List of new infantry mutation animations. The list items hold AnimationTypes.
Check out the page about Adding new Infantry Mutations for more info.
This system has been abolished in v1.08!
Required patch version: 1.00


[General]

BaseUnit=[List of UnitTypes]

Nothing new, but this has been enabled to have more than only 3 working entries.
Check out the tutorial about Adding a new side as well.
Required patch version: --- / 1.05


DisableLoadScreenText=[yes/no]

Using this tag you can turn off the texts on Skirmish loadscreens,
which allows you much more creativity creating them.
Required patch version: 1.07


FourthBaseDefenseCounts=[3 Numbers]

BaseDefenseCounts for 4th side.
Be sure to check out the tutorial about Adding a new side as well.
Required patch version: 1.06


FourthCrew=[InfantryType]

Crew for a 4th side's buildings.
Be sure to check out the tutorial about Adding a new side as well.
Required patch version: 1.06


FourthPowerPlant=[BuildingType]

Determines the Powerplant structure for a 4th side AI.
Be sure to check out the tutorial about Adding a new side as well.
Required patch version: 1.05


FourthSurvivorDivisor=[Number]

Survivor Divisor for a 4th side.
Be sure to check out the tutorial about Adding a new side as well.
Required patch version: 1.06


LoadSpecialYuriUI=[yes/no]

Determines whether "sidec03.mix" should be loaded for Yuri's GUI.
Be sure to check out the tutorial about Using sidec03.mix for Yuri's GUI as well.
Required patch version: 1.01


NewPlayableCountries=[Number]

Determines the number of countries added to the game (not the total number of countries existing!).
Used only for picking countries by "Random". Negative values are allowed in order to remove countries.
Be sure to check out the tutorial about Adding new playable countries as well.
Required patch version: 1.02 / 1.07


SpyPlane=[AircraftType]

Determines the AircraftType to use for the spyplane.
Required patch version: 1.04


SpyPlanesNum=[Number]

Determines how many spyplanes come in when activating the SpyPlane SuperWeapon.
Required patch version: 1.04


ShowTechLevelSlider=[yes/no]

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.
Required patch version: 1.08


[CombatDamage]

BountyCostMult=[Float]

Multiply a unit's cost with this to get the amount of bounty you get when killing it as a rookie.
Check out the page about the Bounty Logic as well.
Required patch version: 1.08


VeteranBountyCostMult=[Float]

Multiply a unit's cost with this to get the amount of bounty you get when killing it as a veteran.
Check out the page about the Bounty Logic as well.
Required patch version: 1.08


EliteBountyCostMult=[Float]

Multiply a unit's cost with this to get the amount of bounty you get when killing it as an elite.
Check out the page about the Bounty Logic as well.
Required patch version: 1.08


BountyAnim=[AnimationType]

Play this anim on the unit that brought you in a bounty.
Check out the page about the Bounty Logic as well.
Required patch version: 1.08


[AI]

FourthBaseDefenses=[BuildingType list]

Holds the defensive structures for a 4th side.
Be sure to check out the tutorial about Adding a new side as well.
Required patch version: 1.06


[AircraftTypes]

AACombat=[yes/no]

Determines if the aircraft can target another flying unit.
Also projectile must have AA=yes and Aircraft must to have Fighter=yes tag.
Check out the Using AACombat tag for more info.
Required patch version: 1.08 SE


IsCustomMissile=[yes/no]

Determines whether this AircraftType is a missile with custom properties.
Required patch version: 1.08


MissileAcceleration=[Float]

Determines how much is added to the missile's velocity each frame during launch.
Required patch version: 1.08


MissileAltitude=[Integer]

Determines the missile's cruising altitude in leptons: at this height the missile begins leveling off.
Required patch version: 1.08


MissileBodyLength=[Integer]

The body of the missile is this many leptons long.
Required patch version: 1.08


MissileDamage=[Integer]
MissileEliteDamage=[Integer]

Determines how much damage the missile does on impact, depending on the launcher's veterancy status.
Required patch version: 1.08


 

MissileWarhead=[WarheadType]
MissileEliteWarhead=[WarheadType]

Determines the warhead to use on missile impact, depending on the launcher's veterancy status.
Required patch version: 1.08


[Animations]

Palette=[Filename without *.PAL extension]

Determines what palette the animation will use.
For instance, Palette=test would load test.pal for the animation.
Required patch version: 1.07


[BuildingTypes]

EMPulseCannon=[yes/no]

Back from TS. Since 1.06, this determines whether the building is used for the Fire SW.
Required patch version: --- / 1.06


HasSpotlight=[yes/no]

Back from TS. Determines whether the building has a spotlight.
Spotlights have been re-enabled in version 1.06.
Required patch version: --- / 1.06


[Colors]

FourthLoad=[HSB Color Value]

Determines the font color on a fourth side's loading screen.
Check out the page about LoadColors as well.
Required patch version: 1.05


ThirdLoad=[HSB Color Value]

Determines the font color on Yuri's loading screen.
Check out the page about LoadColors as well.
Required patch version: 1.04


[InfantryTypes]

IsCow=[yes/no]

Determines whether the concerned InfantryType gets special Cow treatment.
Required patch version: 1.05


IsDesolator=[yes/no]

Determines whether the concerned InfantryType gets special Desolator treatment.
Required patch version: 1.05


[SuperWeaponTypes]

Action=[ActionName]

Determines what mouse cursor to use for the concerning SuperWeapon.
Be sure to check out the tutorial about Adding custom mouse pointers (actions).
Required patch version: --- / 1.05


AITargetingType=[SW Number]

Determines how the AI uses the SuperWeapon.
Be sure to check out the tutorial about Making the AI use custom SWs.
Required patch version: 1.06


AutoFire=[yes/no]

Determines whether the SuperWeapon fires automatically once it is charge.
Only senseful with non-target SWs like Money or SpySat.
Required patch version: 1.07


Type=[TypeName]

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)]

Not sure.
Required patch version: 1.08


LightAmbientChangeRate=[Number]

Does not work on LightningStorm clones.
Required patch version: 1.08


LightGround=[Number ]

Something similar to DomLevel.
Defaults to zero.
Required patch version: 1.08


LightLevel=[Number]

Determines something like the height level of the lighting. Defaults to zero.
Required patch version: 1.08


Lighting=[yes/no]

Determines whether custom lighting is used at all.
Required patch version: 1.08


LightRed=[Number 0 to 100]
LightGreen=[Number 0 to 100]
LightBlue=[Number 0 to 100]

Determine the color of the custom lighting.
Required patch version: 1.08


Animation SW (Type=Animation)

Animation=[Animation]

Animation played by the SW.
Required patch version: 1.06


LightningStorm clones (Type=NewLightningStorm)

LightningCellSpread=[Number]

Determines how far away random bolts can go.
Required patch version: 1.08


LightningDamage=[Number]

Damage done by lightning strike
Required patch version: 1.08


LightningDeferment=[Number]

Number of frames between announcement of strike and its commencement
Required patch version: 1.08


LightningHitDelay=[Number]

Determines how often the direct target gets hit (in frames).
Required patch version: 1.08


LightningPrintText=[yes/no]

Determines whether a custom message should be printed in the topleft corner of the screen.
Required patch version: 1.08


LightningScatterDelay=[Number]

Frame delay between random bolts (decreasing this might hit the performance)
Required patch version: 1.08


LightningSeparation=[Number]

Distance in cells between clouds/bolts
Required patch version: 1.08


LightningSounds=[soundmd.ini entry]

Sounds for various lightning bolts.
Required patch version: 1.08


LightningStormDuration=[Number]

Determines the lightning storm duration (in frames).
Required patch version: 1.08


LightningText=[CSF Label]

Determines what text will be printed (will be read from the stringtable).
Required patch version: 1.08


LightningWarhead=[WarheadType]

Determines the warhead used by lightning strikes.
Required patch version: 1.08


ActivateSound=[soundmd.ini entry]

Determines the sound played when the lightning storm starts.
Required patch version: 1.08


WeatherConBoltExplosion=[AnimType]

Bolt explosion
Required patch version: 1.08


WeatherConBolts=[List of AnimTypes]

The lightning bolts used to show
Required patch version: 1.08


WeatherConClouds=[List of AnimTypes]

The clouds used to show
Required patch version: 1.08


Nuke clones (Type=NewNuke)

ActivateSound=[Sound]

The sound played when the Nuke is being launched (nuke siren).
Required patch version: 1.05b


FirstAnim=[Animation]

First animation to be played when the missile impacts.
Required patch version: 1.05b


Payload=[Weapon]

The weapon type that causes the damage and which determines the nuke's falling animation.
Required patch version: 1.05b


Projectile=[Projectile]

Projectile which holds the nuke's up-animation.
Required patch version: 1.05b


PsiWarning=[Animation]

Animation to be played at the place the nuke is going to impact, when it's inside a Psychic Sensor's detection radius.
Required patch version: 1.05b


ScreenFlash=[yes/no]

Determines whether the screen flashing effect occurs when the nuke impacts.
Required patch version: 1.05b


TakeOff=[Animation]

Determines the dust-up-blowing animation when the nuke gets out of the silo.
Required patch version: 1.05b


Warhead=[Warhead]

Determines the damaging Warhead.
Required patch version: 1.05b


ParaDrop clones (Type=NewParaDrop)

ParaDropInf=[List of InfantryTypes]

Determines what infantry types will be paradropped.
Required patch version: 1.04b


ParaDropNum=[List of Numbers]

Determines how many of each infantry type will be paradropped.
The number of entries here must match the number of entries in ParaDropInf!
Required patch version: 1.04b


ParaDropPlane=[AircraftType]

Determines what AircraftType will drop the paratroopers.
Required patch version: 1.04b


Psychic Dominator clones (Type=NewDominator)

ActivateSound=[Sound]

The sound played immidiately after activating the SW.

Required patch version: 1.08 SE


DomCapture=[yes/no]

Determines whether units are captured by this SW.
Required patch version: 1.06


DomDamage=[Number]

The damage caused by the SW.
Required patch version: 1.05


DomFireAtPercentage=[Number (0 to 100)]

When DomFirstAnim is at this percentage, DomSecondAnim will be played and damage be caused.
Required patch version: 1.05


DomFirstAnim=[Animation]

Determines what Animation is played immidiately after activating the SW.
Required patch version: 1.05


DomSecondAnim=[Animation]

Determines the second Animation played.
Also check out DomFireAtPercentage.
Required patch version: 1.05


DomWarhead=[Warhead]

Determines what Warhead to use for damage.
Required patch version: 1.05


Money (Type=Money)

Money=[Number]

Determines how much money you get from the Money SW.
Required patch version: 1.07


[TechnoTypes]

UseNewUpgradeSystem=[yes /no]

Specifying to use new uograde system or not.
Check out the page about New upgrade system for more info.
Required patch version: 1.08 SE 

NextStage=[Building, Infantry, Aircraft, Unit]

Specifying to use new uograde system or not.
Check out the page about New upgrade system for more info.
Required patch version: 1.08 SE 

Bounty=[Number]

Overrides the calculated amount of money you get for this unit when killing it when it's a rookie.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


VeteranBounty=[Number]

Overrides the calculated amount of money you get for this unit when killing it when it's a veteran.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


EliteBounty=[Number]

Overrides the calculated amount of money you get for this unit when killing it when it's elite.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


Cloakable=[yes/no]

This tag has been fixed to work with any TechnoType (buildings and aircraft, too).
Required patch version: --- / 1.08


DontSayUnitLost=[yes/no]

Determines whether EVA will notify you when this TechnoType gets killed ("Unit Lost"). Also toggles the radar event.
Required patch version: 1.08


GetsBounty=[yes/no]

Determines whether this units gets money for killing other units when being a rookie.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


VeteranGetsBounty=[yes/no]

Determines whether this units gets money for killing other units when being a veteran.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


EliteGetsBounty=[yes/no]

Determines whether this units gets money for killing other units when being elite.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08

EliteGetsBounty=[yes/no]

Determines whether this units gets money for killing other units when being elite.
Check out the page about the Immunity Logic for more info.
Required patch version: 1.08


[UnitTypes]

IsIFV=[yes/no]

Determines whether the concerned UnitType gets special IFV treatment.
Required patch version: 1.05


VoiceIFVRepair=[Sound]

Determines the sound to play when this unit is an IFV (IsIFV=yes) and repairs something.
Required patch version: 1.05


[Warheads]

CellSpread=[Float]

Determines how many cells around the impact position will be affected by the warhead.
Limit increased from 11 to 100 in patch v1.07.
Required patch version: --- / 1.07


EMEffect=[yes/no]

Determines whether the warhead causes an Electro-Magnetic Pulse.
This logic has been restored from Tiberian Sun in patch v1.07.
Required patch version: --- / 1.07


InfDeathAnim=[yes/no]

Determines what infantry death animation is used by this warhead
Check out the page about adding new infantry death anims for more info.
Required patch version: 1.08


IsPermaControlled=[true/false]

Determines if the weapon assigned with this warhead permanently controls the attacked.
Check out the Using IsPermaControlled tag for more info.
Required patch version: 1.08 SE


[WeaponTypes]

EBoltColor1=[R,G,B]
EBoltColor2=[R,G,B]
EBoltColor3=[R,G,B]

Colors used for custom ElectricBolts.
Check out the page about coloring ElectricBolts for more info about this.
Required patch version: 1.08


IsCustomColor=[yes/no]

Determines whether a custom color is used for specific features.
Works for coloring RadBeams and RadEruptions and for coloring ElectricBolts.
Required patch version: 1.08


RadApplicationDelay=[Number]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadColor=[R,G,B]

Check out the tutorial about creating custom Radiation types and the one about
coloring RadBeams and RadEruptions for more info about this.
Required patch version: 1.07


RadDurationMultiple=[Number]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadLevelDelay=[Number]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadLevelFactor=[Float]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadLevelMax=[Number]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadLightDelay=[Number]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadLightFactor=[Float]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadSiteWarhead=[Warhead]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07


RadTintFactor=[Float]

Check out the tutorial about creating custom Radiation types for more info about this.
Required patch version: 1.07