*** THIS DOCUMENT IS BEST VIEWED MAXIMIZED WITH WORD WRAP ENABLED ***
RAEdit v1.1 by Daniel Myers
RAEdit is copyright (C)2003 Daniel Myers
This file was completed on December 31, 2002.
email: heronblademaster@hotmail.com
A Command & Conquer: Red Alert Unit Editor
Compatible with the Counterstrike and Aftermath expansion paks
Please support Open Source! http://sourceforge.net
Website: http://cceditingsuite.sourceforge.net
Project site: http://sourceforge.net/projects/cceditingsuite
RAEdit is now open source... So this documentation is simply for reference.
**** CONTACT INFO ****
If you send me an email, please include "RAEdit" at the beginning of the subject line. If you don't, I might delete it thinking it's junk mail, and I will not be held responsible for a mistake like that. But I would love to hear from you!
Contents of this Readme:
0 - Version info
1 - Overview of this program
2 - Detailed explanation of every option available
3 - Menu options
4 - Version history and known bugs
5 - Miscellaneous errata and credits
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*
* 0 Version info
*
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This is the second release of RAEdit. I have changed many things; they are all listed in section 4.
As this program got more complex, I realized that it will get harder to keep everything in this file accurate.
If you see anything wrong here, such as an incorrect caption, please feel free to contact me.
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*
* 1 Program overview
*
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This program was written in order to change the units, structures, and other general options in C&C: Red Alert. In the Red Alert program directory, there is a file titled 'Main.mix' which contains a section of text labeled 'Rules.ini'. If this (rather large) section of text is copied into a separate file called 'Rules.ini', and placed in the Red Alert program directory, Red Alert will load this file when it starts.
Obviously, this provides the user with a lot of leverage as to how the game is played. The options that can be changed are explained in detail in section 2.
Just one other thing to be mentioned here. This program was shareware, but I decided that I like Open Source better ;)
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* 2 Detailed explanation
*
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There are several hundred options available in the Rules.ini file. These options are broken into several sections, which I will call keys, each of which contains several options, or subkeys.
The keys are listed in the Rules.ini by my program in the following order:
Aftermath
General
ThemeControl
MultiplayerDefaults
Recharge
Maximums
AI
IQ
(eight countries)
(three difficulty levels)
(twenty-two vehicles)
(seven boats)
(twenty-seven infantry)
(seven aircraft)
(ninety-seven structures)
(forty-four weapons)
(eighteen projectiles)
(nine warheads)
(nine terrains)
Powerups
Each of these sections is described in detail below, as well as where in the program the option can be reached.
I'm not exactly sure what some of the subkeys do; if you know, please e-mail me with the subject line 'Subkey explanation'. Make sure you describe which key and subkey you are explaining. I will credit you in the readme of my next version.
A large portion of these explanations are taken from Westwood Studio's original Rules.ini.
The program's acceptable input type for each subkey is indicated.
'Decimal' is any decimal number. If it must be positive, it is so indicated. i.e. 0.01, 1221.1
'Integer' is any integer. If it must be positive, it is so indicated. i.e. 1, 54, 11123
'Tech level' is an integer, and can be -1 or higher. -1 is unbuildable. i.e. -1, 3, 12
'Speed' is a positive integer. Jeeps on a dirt road have a standard speed of 10. i.e. 12
'Percent' is an integer between 0 and 100. I may increase the range later. i.e. 59
'True/False' is a check box. True is checked, False isn't. In the Rules.ini file, it is yes/no.
A 'Cell' is one game map square; i.e. an Ore Silo takes up one cell.
'Dropdown box' is... a dropdown select list. Pretty much self-explanatory.
'Radio button' is... a set of radio buttons. Basically a different form of Dropdown boxes.
The subkey listed below is usually not the label on the input box. The label in the program is indicated.
***
Aftermath
This is the top-left button in the main dialog.
***
- MTankDistance
+ Label: "M.A.D. Tank Weapon Distance (Cells)"
+ Effect: Sets the cell radius of the M.A.D. Tank's weapon explosion.
+ Input: Positive decimal
- QuakeUnitDamage
+ Label: "TimeQuake Vehicle Damage (Percent)"
+ Effect: Percent of full health a vehicle targeted by a TimeQuake is damaged.
+ Input: Percent
- QuakeBuildingDamage
+ Label: "TimeQuake Building Damage (Percent)"
+ Effect: Percent of full health a building targeted by a TimeQuake is damaged.
+ Input: Percent
- QuakeInfantryDamage
+ Label: "TimeQuake Infantry Damage (Percent)"
+ Effect: Percent of full health a soldier targeted by a TimeQuake is damaged.
+ Input: Percent
- QuakeDelay
+ Label: "TimeQuake Delay"
+ Effect: Unknown
+ Input: Decimal
- CarrierLaunchDelay
+ Label: "Carrier Launch Delay"
+ Effect: Unknown
+ Input: Decimal
- ChronoTankDuration
+ Label: "ChronoTank Duration (Minutes)"
+ Effect: Unknown
+ Input: Decimal; 'Minutes' is assumed, not guaranteed.
***
General
Changes general options.
Located just below the Aftermath button.
This is broken into nine sections: Crates, Special Weapons, Chronosphere Side Effects, Repair and Refit, Combat and Damage, Income and Production, Audio/Visual Map Controls, Computer and Movement Controls, and Miscellaneous.
These subsections are located on tabs in the same order as listed above.
***
- CrateMinimum
+ Section: Crates
+ Label: "Minimum number of crates per player"
+ Effect: Crates are normally one per human player but never below this number.
+ Input: Positive integer
- CrateMaximum
+ Section: Crates
+ Label: "Maximum number of crates per player"
+ Effect: Crates can never exceed this quantity.
+ Input: Positive integer
- CrateRadius
+ Section: Crates
+ Label: "Radius of effect for crates (Cells)"
+ Effect: Sets the distance from a crate it's powerup will affect.
+ Input: Positive decimal
- CrateRegen
+ Section: Crates
+ Label: "Average minutes between crate regeneration"
+ Effect: Sets the number of minutes between random crate appearances.
+ Input: Positive Decimal
- UnitCrateType
+ Section: Crates
+ Label: "Vehicle type for unit crates"
+ Effect: Sets which vehicle will appear when a crate containing a vehicle is obtained.
+ Input: Dropdown box
- WaterCrateChance
+ Section: Crates
+ Label: "Chance a new crate will appear in water (Percent)"
+ Effect: Sets the percent chance a crate will appear in water (multiplayer only).
+ Input: Percent
- SoloCrateMoney
+ Section: Crates
+ Label: "Amount of money a money crate gives in Solo play"
+ Effect: Sets the number of credits recieved from a money crate in Single Player.
+ Input: Positive integer
- SilverCrate
+ Section: Crates
+ Label: "Silver Crate solo play bonus"
+ Effect: Sets what bonus is recieved from a silver crate in single player.
+ Input: Dropdown box
- WaterCrate
+ Section: Crates
+ Label: "Water Crate solo play bonus"
+ Effect: Sets what bonus is recieved from a water crate in single player.
+ Input: Dropdown box
- WoodCrate
+ Section: Crates
+ Label: "Wood Crate solo play bonus"
+ Effect: Sets what bonus is recieved from a water crate in single player.
+ Input: Dropdown box
- ChronoDuration
+ Section: Special Weapons
+ Label: "Time a unit remains chronoshifted until returning (Minutes)"
+ Effect: Sets the number of minutes until a unit warps back from being chronoshifted.
+ Input: Positive decimal
- ChronoKillCargo
+ Section: Special Weapons
+ Label: "Chronoshifting kills the passengers a vehicle or transport is carrying"
+ Effect: Sets whether or not APCs' or LSTs' passengers are killed when the APC or LST
is chronoshifted.
+ Input: True/False
- ChronoTechLevel
+ Section: Special Weapons
+ Label: "Tech level at which Chronosphere can create a Chronoshift"
+ Effect: Sets the tech level at which the Chronosphere can Chronoshift something
+ Input: Tech level
- GPSTechLevel
+ Section: Special Weapons
+ Label: "Tech Level at which the GPS Satellite becomes available"
+ Effect: Sets the tech level at which the Allied Tech Center can produce a GPS Satellite.
+ Input: Tech level
- GapRadius
+ Section: Special Weapons
+ Label: "Radius of Gap Generator effect"
+ Effect: Sets the cell radius the Gap Generator hides on the map.
+ Input: Positive decimal
- GapRegenInterval
+ Section: Special Weapons
+ Label: "Gap Generators will reshroud at this time interval (Minutes)"
+ Effect: Sets the time delay, in minutes, until Gap Generators regenerate their shroud.
+ Input: Positive decimal
- IronCurtain
+ Section: Special Weapons
+ Label: "Time the Iron Curtain Effect lasts (Minutes)"
+ Effect: Sets how long, in minutes, the Iron Curtain makes a unit invulnerable.
+ Input: Positive decimal
- ParaTech
+ Section: Special Weapons
+ Label: "Tech Level at which free Para-Troopers appear"
+ Effect: Sets the tech level at which Airstrips produce free Paratroopers.
+ Input: Tech level
- ParabombTech
+ Section: Special Weapons
+ Label: "Tech Level at which free Para-Bombs appear"
+ Effect: Sets the tech level at which Airstrips produce free Parabomb drops.
+ Input: Tech level
- RadarJamRadius
+ Section: Special Weapons
+ Label: "Radius of effect for Mobile Radar Jammers (Cells)"
+ Effect: Sets the cell radius affected by the Mobile Radar Jammer's jamming device.
+ Input: Positive decimal
- SpyPlaneTech
+ Section: Special Weapons
+ Label: "Tech Level at which free Spy Plane appears"
+ Effect: Sets the tech level at which Airstrips produce Spy Plane runs.
+ Input: Tech level
- BadgerBombCount
+ Section: Special Weapons
+ Label: "The number of Badger Bombers used to drop parabombs"
+ Effect: Sets the number of Badgers which drop parabombs on each bombing run.
+ Input: Positive integer
- QuakeChance
+ Section: Chrono Side Effects
+ Label: "Chance a TimeQuake will occur with each Chronoshift (Percent)"
+ Effect: Sets the percent chance a TimeQuake will occur every time a Chronoshift occurs.
+ Input: Percent
- QuakeDamage
+ Section: Chrono Side Effects
+ Label: "Amount of damage a TimeQuake deals when it occurs (Percent)"
+ Effect: Sets the percent damage of full life TimeQuakes deal to units they encounter.
+ Input: Percent
- VortexChance
+ Section: Chrono Side Effects
+ Label: "Chance a Chronal Vortex will occur with each Chronoshift (Percent)"
+ Effect: Sets the percent chance a Chronal Vortex occurs every time a Chronoshift occurs.
+ Input: Percent
- VortexDamage
+ Section: Chrono Side Effects
+ Label: "Damage dealt by Chronal Vortex discharge"
+ Effect: Sets the actual damage points dealt to units by a Chronal Vortex.
+ Input: Integer (may only be positive - want a Vortex that heals you? ;)
- VortexRange
+ Section: Chrono Side Effects
+ Label: "Distance for Chronal Vortex to scan for victims (Cells)"
+ Effect: Sets the cell distance the Chronal Vortex will scan for units to attack.
+ Input: Positive decimal
- VortexSpeed
+ Section: Chrono Side Effects
+ Label: "Speed of Chronal Vortex movement"
+ Effect: Sets the speed a Chronal Vortex moves.
+ Input: Speed
- RefundPercent
+ Section: Repair and Refit
+ Label: "Percent of original cost to refund when a building/unit is sold"
+ Effect: Sets the percent of the unit/structure's original cost a sale refunds.
+ Input: Percent
- ReloadRate
+ Section: Repair and Refit
+ Label: "Time it takes to reload one ammo point (Minutes)"
+ Effect: Sets the fraction of a minute it takes to reload one ammo point into a unit.
+ Input: Positive decimal
- RepairPercent
+ Section: Repair and Refit
+ Label: "Percent of full cost it takes to fully repair a building"
+ Effect: Sets the percent of a building's full cost it costs to fully repair it.
+ Input: Percent
- RepairRate
+ Section: Repair and Refit
+ Label: "Time between each repair 'tick' (Minutes)"
+ Effect: Sets the fraction of a minute between each repair step during all repairs.
+ Input: Positive decimal
- RepairStep
+ Section: Repair and Refit
+ Label: "Hit points to heal on each repair 'tick' for buildings"
+ Effect: Sets the number of hit points each repair step heals a building.
+ Input: Positive integer
- URepairPercent
+ Section: Repair and Refit
+ Label: "Percent of full cost it takes to fully repair a unit"
+ Effect: Sets the percent of a unit's full cost it costs to fully repair it.
+ Input: Percent
- URepairStep
+ Section: Repair and Refit
+ Label: "Hit points to heal on each repair 'tick' for units"
+ Effect: Sets the number of hit points each repair step heals a unit.
+ Input: Positive integer
- TurboBoost
+ Section: Combat and Damage
+ Label: "Speed multiplier for Turbo-Boosted weapons when firing upon aircraft.
+ Effect: Amount a projectile's speed is multiplied by when firing on aircraft.
+ Input: Positive decimal
- APMineDamage
+ Section: Combat and Damage
+ Label: "Anti-Personnel mine damage"
+ Effect: Sets the amount of damage dealt by Anti-Personnel mines.
+ Input: Positive integer
- AVMineDamage
+ Section: Combat and Damage
+ Label: "Anti-Vehicle mine damage"
+ Effect: Sets the amount of damage dealt by Anti-Vehicle mines.
+ Input: Positive integer
- AtomDamage
+ Section: Combat and Damage
+ Label: "Damage to inflict when any nuclear warhead detonates"
+ Effect: Sets the amount of damage dealt by nuclear explosions.
+ Input: Positive integer
- BallisticScatter
+ Section: Combat and Damage
+ Label: "Maximum scatter distance for inaccurate ballistic projectiles (Cells)"
+ Effect: Sets the distance in cells inaccurate projectiles can stray from their target.
+ Input: Positive decimal
- BridgeStrength
+ Section: Combat and Damage
+ Label: "Hit points of bridges"
+ Effect: Sets the amount of hit points bridges have.
+ Input: Positive integer
- C4Delay
+ Section: Combat and Damage
+ Label: "Minutes to delay C4 explosion after placement"
+ Effect: Sets the fraction of a minute a C4 explosion is delayed after the C4 is placed.
+ Input: Positive decimal
- Crush
+ Section: Combat and Damage
+ Label: "If target is this close, crush instead of firing (Cells)"
+ Effect: Tanks will try to run over infantry within this cell distance.
+ Input: Positive decimal
- ExpSpread
+ Section: Combat and Damage
+ Label: "Cell damage spread per 256 damage points for exploding objects"
+ Effect: Sets the fraction of full damage cells adjacent to an explosion are affected by.
+ Input: Positive decimal
- FireSupress
+ Section: Combat and Damage
+ Label: "Distance to look for friendlies and discourage firing there (Cells)(Computer only)"
+ Effect: Sets the cell distance computer units will check from the target for friendlies.
+ Input: Positive decimal
- HomingScatter
+ Section: Combat and Damage
+ Label: "Maximum scatter distance for inaccurate homing projectiles (Cells)"
+ Effect: Sets the cell distance inaccurate homing projectiles can stray from their target.
+ Input: Positive decimal
- MaxDamage
+ Section: Combat and Damage
+ Label: "Maximum damage per shot, after adjustments"
+ Effect: Sets the maximum amount of damage any one shot can deal, after armor adjustments.
+ Input: Positive integer
- MinDamage
+ Section: Combat and Damage
+ Label: "Minimum damage per shot, after adjustments"
+ Effect: Sets the minimum amount of damage any one shot can deal, after armor adjustments.
+ Input: Positive integer
- OreExplosive
+ Section: Combat and Damage
+ Label: "Harvesters explode big time when they are destroyed"
+ Effect: Sets whether or not harvesters make a huge explosion when they are destroyed
+ Input: True/False
- PlayerAutoCrush
+ Section: Combat and Damage
+ Label: "Player vehicles automatically try to crush enemy infantry"
+ Effect: Sets whether or not player vehicles try to crush enemy infantry.
+ Input: True/False
- PlayerReturnFire
+ Section: Combat and Damage
+ Label: "More agressive return fire from player controlled units"
+ Effect: Unknown, but does not affect actual damage amount.
+ Input: True/False
- PlayerScatter
+ Section: Combat and Damage
+ Label: "Player units automatically try to scatter from threats and damage"
+ Effect: Sets whether or not player units try to run away from threats.
+ Input: True/False
- ProneDamage
+ Section: Combat and Damage
+ Label: "When infantry is prone, reduce damage to this percentage"
+ Effect: Sets the percent any damage is reduced to when affecting prone infantry.
+ Input: Percent
- TreeTargeting
+ Section: Combat and Damage
+ Label: "Automatically show target cursor over trees"
+ Effect: Sets whether or not the game will show the target cursor over trees.
+ Input: True/False
- Incoming
+ Section: Combat and Damage
+ Label: "If projectile is as slow or slower that this, units in target area will try to run away"
+ Effect: Sets the max speed at which a projectile can be traveling for units to run away from it.
+ Input: Speed
- BailCount
+ Section: Income and Production
+ Label: "Number of 'bails' carried by the harvester"
+ Effect: Sets how many bails of ore a harvester can carry.
+ Input: Positive integer
- BuildSpeed
+ Section: Income and Production
+ Label: "General build time to produce a 1000-credit item (Minutes)"
+ Effect: Sets the fraction of a minute it takes to produce a 1000-credit unit/structure.
+ Input: Positive decimal
- BuildupTime
+ Section: Income and Production
+ Label: "Average time the buildup animation runs (Minutes)"
+ Effect: Sets the average fraction of a minute a structure's buildup animation runs.
+ Input: Positive decimal
- GemValue
+ Section: Income and Production
+ Label: "Gem credits per harvester 'bail'"
+ Effect: Sets how many credits one bail of gems is worth.
+ Input: Positive integer
- GoldValue
+ Section: Income and Production
+ Label: "Ore credits per harvester 'bail'"
+ Effect: Sets how many credits one bail of standard ore is worth.
+ Input: Positive integer
- GrowthRate
+ Section: Income and Production
+ Label: "Minutes between ore regrowth"
+ Effect: Sets how many minutes between each time ore in an ore field will regrow.
+ Input: Positive decimal
- OreGrows
+ Section: Income and Production
+ Label: "Ore grows denser over time"
+ Effect: Sets whether or not ore will replenish itself.
+ Input: True/False
- OreSpreads
+ Section: Income and Production
+ Label: "Ore spreads into adjacent areas"
+ Effect: Sets whether or not ore will spread into adjacent cells during regrowth.
+ Input: True/False
- OreTruckRate
+ Section: Income and Production
+ Label: "Speed the Harvester manages ore (larger is slower)"
+ Effect: Sets the speed the Harvester manages ore (so it regrows better). Larger is slower.
+ Input: Positive decimal
- SeparateAircraft
+ Section: Income and Production
+ Label: "Helicopters need to be purchased separately from helipads"
+ Effect: Sets whether or not helicopters need to be purchased separately from helipads.
+ Input: True/False
- SurvivorRate
+ Section: Income and Production
+ Label: "Amount of building cost to be converted to survivors when sold"
+ Effect: Sets the fraction of a building's full credit value converted to survivors when sold.
+ Input: Percent
- AllyReveal
+ Section: Audio/Visual Map Controls
+ Label: "Allies automatically reveal their radar map to each other"
+ Effect: Sets whether or not allies share their radar maps and map scouting.
+ Input: True/False
- ConditionRed
+ Section: Audio/Visual Map Controls
+ Label: "When damaged to this percent, health bar turns red"
+ Effect: Sets the percent of full health when a unit or structure's health bar will turn red.
+ Input: Percent
- ConditionYellow
+ Section: Audio/Visual Map Controls
+ Label: "When damaged to this percent, health bar turns yellow"
+ Effect: Sets the percent of full health when a unit or structure's health bar will turn yellow.
+ Input: Percent
- DropZoneRadius
+ Section: Audio/Visual Map Controls
+ Label: "Distance around flares the map reveals itself (Cells)"
+ Effect: Sets the cell distance around a flare that the map will reveal itself.
+ Input: Positive decimal
- EnemyHealth
+ Section: Audio/Visual Map Controls
+ Label: "Show enemy health bars when enemies are selected"
+ Effect: Sets whether or not the game will show the enemy's health bars when selected.
+ Input: True/False
- Gravity
+ Section: Audio/Visual Map Controls
+ Label: "Gravity constant for ballistic projectiles"
+ Effect: Sets the game's gravity constant. Lower is lower gravity, and shells will fly farther.
+ Input: Positive decimal
- IdleActionFrequency
+ Section: Audio/Visual Map Controls
+ Label: "Average minutes between infantry performing idle actions"
+ Effect: Sets the fraction of a minute between each idle action for infantry.
+ Input: Positive decimal
- MessageDelay
+ Section: Audio/Visual Map Controls
+ Label: "Time multiplayer messages are displayed (Minutes)"
+ Effect: Sets the fraction of a minute messages are displayed onscreen.
+ Input: Positive decimal
- MovieTime
+ Section: Audio/Visual Map Controls
+ Label: "Minutes movie recorder will record (Debug version only)"
+ Effect: Sets the fraction of a minute the screen will be recorded... who has a debug version?
+ Input: Positive decimal
- NamedCivilians
+ Section: Audio/Visual Map Controls
+ Label: "Show true names over civilians and civilian buildings"
+ Effect: Sets whether or not true names are shown over civilians and civilian buildings.
+ Input: Positive decimal
- SavourDelay
+ Section: Audio/Visual Map Controls
+ Label: "Delay between scenario end and ending movie (Minutes)"
+ Effect: Sets the fraction of a minute the game will delay between mission complete and end movie.
+ Input: Positive decimal
- ShroudRate
+ Section: Audio/Visual Map Controls
+ Label: "Minutes between each shroud creep process"
+ Effect: Sets the number of minutes between each shroud regrowth.
+ Input: Positive decimal
- SpeakDelay
+ Section: Audio/Visual Map Controls
+ Label: "Minutes between EVA repeating advice to the player"
+ Effect: Sets the number of minutes between the EVA repeating advice to the player.
+ Input: Positive decimal
- TimerWarning
+ Section: Audio/Visual Map Controls
+ Label: "If mission timer is less than this many minutes, display in red"
+ Effect: Sets the number of minutes at which the timer will turn red during missions.
+ Input: Positive decimal
- FlashLowPower
+ Section: Audio/Visual Map Controls
+ Label: "Flash the power bar if the power is low"
+ Effect: Sets whether or not the power bar will flash when the power level is low.
+ Input: True/False
- CurleyShuffle
+ Section: Computer and Movement Controls
+ Label: "Helicopters change position after every shot (as in C&C)"
+ Effect: Sets whether or not helicopters change position after every shot, like Orcas in C&C.
+ Input: True/False
- BaseBias
+ Section: Computer and Movement Controls
+ Label: "Multiplier to threat value when enemy is close to friendly base"
+ Effect: Sets the multiplier to an enemy's threat value when the enemy is near a friendly base.
+ Input: Positive decimal
- BaseDefenseDelay
+ Section: Computer and Movement Controls
+ Label: "Minutes between sending response teams to deal with a threat"
+ Effect: Sets the fraction of a minute between sending a team to deal with a threat.
+ Input: Positive decimal
- CloseEnough
+ Section: Computer and Movement Controls
+ Label: "If distance to destination is less than this, then stop if blocked"
+ Effect: Sets the cell distance where a unit will stop if it can't get closer to the destination.
+ Input: Positive decimal
- DamageDelay
+ Section: Computer and Movement Controls
+ Label: "Minutes between applying trivial low power damage"
+ Effect: Sets the number of minutes between applying trivial lower power damage. (how much?)
+ Input: Positive decimal
- GameSpeeBias (yes, it's spelled right)
+ Section: Computer and Movement Controls
+ Label: "Multiplier to overall game object movement speed"
+ Effect: Sets the multiplier to the speed of all game objects.
+ Input: Positive decimal
- LZScanRadius
+ Section: Computer and Movement Controls
+ Label: "Radius to scan for alternate landing zone (Cells)"
+ Effect: Sets the cell radius a helicopter will scan for an alternate landing zone if blocked.
+ Input: Positive decimal
- MineAware
+ Section: Computer and Movement Controls
+ Label: "Units are smart enough to avoid friendly mines"
+ Effect: Sets whether or not units are smart enough to 'see' friendly mines and avoid them.
+ Input: True/False
- Stray
+ Section: Computer and Movement Controls
+ Label: "Cells team members may stray without causing regroup action"
+ Effect: Sets the cell distance team members traveling in formation can stray without regrouping.
+ Input: Positive decimal
- SubmergeDelay
+ Section: Computer and Movement Controls
+ Label: "Minutes submarines are forced to stay surfaced before submerging"
+ Effect: Sets the fraction of a minute submarines must stay surfaced if they surface to fire.
+ Input: Positive decimal
- SuspendDelay
+ Section: Computer and Movement Controls
+ Label: "Minutes suspended teams will remain suspended"
+ Effect: Sets the number of minutes suspended teams will remain suspended"
+ Input: Positive decimal
- SuspendPriority
+ Section: Computer and Movement Controls
+ Label: "Teams with less than this priority will stay suspended during base defense ops"
+ Effect: Sets the minimum team priority at which a team will activate to defend the base.
+ Input: Positive integer
- TeamDelay
+ Section: Computer and Movement Controls
+ Label: "Interval between checking for and creating teams (Minutes)"
+ Effect: Sets the fraction of a minute between the computer checking for and creating teams.
+ Input: Positive decimal
- FineDiffControl
+ Section: Miscellaneous General Properties
+ Label: "Allow five difficulty levels instead of three"
+ Effect: Sets whether or not the game will allow five difficulty levels instead of just three.
+ Input: True/False
- MCVUndeploy
+ Section: Miscellaneous General Properties
+ Label: "Allow a Construction Yard to undeploy into an MCV"
+ Effect: Sets whether or not Construction Yards can change back into MCVs.
+ Input: True/False
***
Theme Controls
Sets which mission at which each song becomes available for listening pleasure.
***
Each song in this section is laid out like this:
Song Mission Side
| Bigfoot | [1 ] | [All Sides]v |
| ......... | [.....] | [=========]v | (etc)
Song names: Bigfoot, Crush, Face the Enemy 1, Hell March, Face the Enemy 2, Run, Trench, Workmen,
Await, Dense, Fogger, Mud, Radio, Rollout, Snake, Terminate, Twin Cannon, Vector, Smash
Mission: 1 to 11 in the standard campaign.
Side: Choose between All Sides, Soviet, or Allies.
***
Multiplayer Defaults
Sets the default multiplayer settings.
All of these except Money and MaxMoney can be changed in the Skirmish and Host Game screens.
Money can be lowered to 0 or raised to MaxMoney in the Skirmish and Host Game screens.
MaxMoney cannot be changed inside the game.
***
- Money
+ Label: "Starting credits"
+ Effect: Sets the default value for each player's starting credits.
+ Input: Positive integer
- MaxMoney
+ Label: "Max starting credits"
+ Effect: Sets the maximum available starting credits for each player.
+ Input: Positive integer
- ShadowGrow
+ Label: "Shroud regrows"
+ Effect: Sets whether or not the shroud regrows.
+ Input: True/False
- Bases
+ Label: "Start with an MCV"
+ Effect: Sets whether or not each player starts with an MCV.
+ Input: True/False
- OreGrows
+ Label: "Ore grows"
+ Effect: Sets whether or not ore grows.
+ Input: True/False
- Crates
+ Label: "Crates"
+ Effect: Sets whether or not crates will randomly appear during the game.
+ Input: True/False
- AIPlayers
+ Label: "AIPlayers"
+ Effect: Sets whether or not AI players will join the game. Skirmish mode ignores this.
+ Input: True/False
- CaptureTheFlag
+ Label: "Capture the Flag mode"
+ Effect: Sets whether or not Capture the Flag mode is active.
+ Input: True/False
***
Recharge Times
Sets the time it takes each of these special weapons to recharge.
***
Each box is time in minutes, and takes a Positive decimal for input:
Time | Special Weapon name
[7 ] | Chronoshift
[....] | Xxxxxxxxxxx (etc.)
Special Weapons: Chronoshift, GPS Satellite, Iron Curtain, Nuclear Bomb, ParaBomb, Paratroopers,
Para-Sabotuer, Sonar Pulse, Spy Plane
***
AI
To quote the original Red Alert AI's engineer:
"The computer AI in Red Alert is merely a warmed over version of the AI experiment I wrote during the unallocated time in the month following C&C's release. It was more than adequate at that time (even
difficult to beat), but since Red Alert is a very different game, the skirmish mode AI is somewhat under-effective. In order to improve the AI over this initial experiment, the following controls are provided. It might be possible to manipulate these values to achieve a greater challenge when
playing the computer opponent." [from the Rules.ini section of Main.mix]
So, here is what each of these values do...
***
- AttackInterval
+ Label: "Average delay between attacks (Minutes)"
+ Effect: Sets the average number of minutes between each computer attack.
+ Input: Positive decimal
- AttackDelay
+ Label: "Delay before first attack (Minutes)"
+ Effect: Sets the average number of minutes before the first computer attack.
+ Input: Positive decimal
- PatrolScan
+ Label: "Interval between scanning for enemies while patrolling (Minutes)"
+ Effect: Sets the fraction of a minute between patrols scanning for enemies.
+ Input: Positive decimal
- CreditReserve
+ Label: "Structure repiar will not begin if cash falls below this amount"
+ Effect: Sets the minimum credit amount that must be available before structures will be repaired.
+ Input: Positive integer
- PathDelay
+ Label: "Minutes between retrying when path is blocked"
+ Effect: Sets the fraction of a minute between the computer retrying a blocked path.
+ Input: Positive decimal
- OreNearScan
+ Label: "Cell radius to scan when harvesting a single patch of ore"
+ Effect: Sets the cell radius to scan for more ore when harvesting a single patch of ore.
+ Input: Positive decimal
- OreFarScan
+ Label: "Cell radius to scan when looking for a new patch of ore"
+ Effect: Sets the cell radius to scan when looking for a new patch of ore to harvest.
+ Input: Positive decimal
- AutocreateTime
+ Label: "Average minutes between creating an 'autocreate' team"
+ Effect: Sets the number of minutes between creating a standard 'autocreate' team.
+ Input: Positive decimal
- InfantryReserve
+ Label: "Always build infantry if credit amount is above this"
+ Effect: Sets the minimum credit amount available before the computer will build infantry.
+ Input: Positive integer
- InfantryBaseMult
+ Label: "Build infantry if building count times this is less than current infantry"
+ Effect: If the building count times this is less than current infantry count, build infantry.
+ Input: Positive decimal
- PowerSurplus
+ Label: "Build power plants until power surplus is at least this"
+ Effect: The computer will try to have enough power plants to have this much power surplus.
+ Input: Positive integer
- BaseSizeAdd
+ Label: "Base size can be no larger than largest human opponent plus this"
+ Effect: Sets the limit on base size based on the largest human opponent.
+ Input: Positive integer
- CompEasyBonus
+ Label: "When more than one human in the game, go into 'easy mode'"
+ Effect: Sets whether or not the computer will go into 'easy mode' against more than one human.
+ Input: True/False
- Paranoid
+ Label: "Computer players ally if the situation looks bleak"
+ Effect: Sets whether or not computer players will ally with eachother if they think they'll lose.
+ Input: True/False
- PowerEmergency
+ Label: "Sell buildings to raise the power level if it falls below this percentage"
+ Effect: Sets the percent of full power the computer will sell buildings to stay above.
+ Input: Percent
The other values are set like so:
[Refinery ]v Select building type
[16 ] Percent of base that should be this building
[4 ] Never build more than this many
These fields are self-explanatory. The total percentage of all the building types should add up to more than 100% so the computer will keep growing its base, futilely trying to make the percentages add up.
The building types are as follows: Refinery, Barracks, War Factory, Ground Defense, Anti-Air Defense,
Tesla Coils, Helipads, Airstrips
***
Country Statistics
Sets the bonuses or detractors for each country. Supposedly there is a way to make the last three countries available to the player in multiplayer, but I don't know what it is.
***
This box is laid out like so:
[England ]v Choose a country
[1 ] Damage multiplier
[1 ] Ground speed multiplier
[1 ] Air speed multiplier
[1.1 ] Armor multiplier
[1 ] Rate of fire multiplier
[1 ] Cost multiplier
[1 ] Build speed multiplier
The multipliers are all Positive decimal values.
The countries are as follows: England, Germany, France, Ukraine, USSR, Greece, Turkey, Spain
USSR shows up in the game as Russia.
***
Difficulty Settings
Sets the specific features (bonuses/detractors) for each difficulty level.
***
- Select a Difficulty Level
+ Label: "Easy", "Normal", "Difficult"
+ Effect: Selects which difficulty level to edit. Changes below affect the current selection here.
+ Input: Radio button
- Airspeed
+ Label: "Air speed multiplier"
+ Effect: Sets the multiplier to the speed of objects traveling in the air.
+ Input: Positive decimal
- Armor
+ Label: "Armor multiplier"
+ Effect: Sets the multiplier to the armor strength of units and structures.
+ Input: Positive decimal
- BuildTime
+ Label: "Build time multiplier"
+ Effect: Sets the multiplier to the build time of all units and structures.
+ Input: Positive decimal
- Cost
+ Label: "Cost multiplier"
+ Effect: Sets the multiplier to the cost of all units and structures.
+ Input: Positive decimal
- Firepower
+ Label: "Damage multiplier"
+ Effect: Exact effect unknown... I assume it sets the player's damage multiplier.
+ Input: Positive decimal
- Groundspeed
+ Label: "Ground speed multiplier"
+ Effect: Sets the multiplier to the speed of objects traveling along the ground.
+ Input: Positive decimal
- ROF
+ Label: "Rate of fire multiplier"
+ Effect: Sets the multiplier to the rate of fire of all weapons.
+ Input: Positive decimal
- BuildSlowdown
+ Label: "Should computer build slower than player?"
+ Effect: Sets whether or not the computer builds its base slower than the human player.
+ Input: True/False
The following only affect the computer:
- ContentScan
+ Label: "Consider passengers to pick a target"
+ Effect: Sets whether the contents of an APC or LST affect the computer's choice of targets.
+ Input: True/False
- RepairDelay
+ Label: "Minutes between initiating building repiar"
+ Effect: Sets the fraction of a minute between a structure taking damage and initiating repairs.
+ Input: Positive decimal
- BuildDelay
+ Label: "Minutes between initiating building construction"
+ Effect: Sets the fraction of a minute between a structure being completed and another begun.
+ Input: Positive decimal
- DestroyWalls
+ Label: "Allow destruction of nearby walls"
+ Effect: Sets whether or not the computer will destroy walls in its way.
+ Input: True/False
***
Object Maximums
Effect: Sets the maximum number of each object type allowed in the game engine at any one time.
Input: Positive integer
The settings with no dialog interface will be added later.
It is unknown what would happen if one or more of these maximums were to be exceeded.
***
- Players
+ Label: Not in dialog; the IPX layer limits this max to 8.
+ Default: 8
- Aircraft
+ Label: "Aircraft"
+ Default: 100
- Animations
+ Label: "Animations"
+ Default: 100
- Building
+ Label: "Buildings"
+ Default: 100
- Bullet
+ Label: "Bullets"
+ Default: 50
- Factory
+ Label: "War Factories (32 is minimum)"; actually, 32 is minimum for an 8 player game.
+ Default: 32
- Infantry
+ Label: "Infantry"
+ Default: 500
- Overlay
+ Label: Not in dialog; "special case -- only needs one"
+ Default: 1
- Projectile
+ Label: "Projectile types"
+ Default: 20
- Smudge
+ Label: Not in dialog; "special case -- only needs one"
+ Default: 1
- Team
+ Label: "Teams (Computer only)"; "(Computer only)" is not confirmed.
+ Default: 60
- TeamType
+ Label: "Team types (Computer only)"; "(Computer only)" is not confirmed.
+ Default: 60
- Template
+ Label: Not in dialog; "special case -- only needs one"
+ Default: 1
- Terrain
+ Label: "Terrain (trees and rocks)
+ Default: 500
- TrigType
+ Label: "Trigger types"
+ Default: 80
- Trigger
+ Label: "Triggers"
+ Default: 200
- Unit
+ Label: "Vehicles"; may be units in total, but then what about the Infantry setting?
+ Default: 500
- Vessel
+ Label: "Boats"
+ Default: 100
- Warhead
+ Label: "Warhead types"
+ Default: 10
- Weapon
+ Label: "Weapon types"
+ Default: 55
***
IQ Levels
These settings affect the computer in single player only, I think. Computer players in skirmish mode or in multiplayer mode have the max IQ level, and human players have an IQ of zero.
All of these inputs are Positive integers.
After MaxIQLevels, each item is the IQ level at which the computer is allowed to perform that action, or use that function freely and/or strategically.
***
- MaxIQLevels
+ Label: "Maximum distinct IQ levels"
+ Default: 5
- SuperWeapons
+ Label: "Launch super weapons"
+ Default: 4
- Production
+ Label: "Building/unit production
+ Default: 5
- GuardArea
+ Label: "Units start in guard mode"
+ Default: 4
- RepairSell
+ Label: "Repair/sell damaged buildings"
+ Default: 1
- AutoCrush
+ Label: "Automatically crush antagonists"
+ Default: 2
- Scatter
+ Label: "Scatter from incoming threats"
+ Default: 3
- ContentScan
+ Label: "Consider transport contents when picking a good target"
+ Default: 4
- Aircraft
+ Label: "Automatically replace aircraft"
+ Default: 4
- Harvester
+ Label: "Automatically replace harvesters"
+ Default: 2
- SellBack
+ Label: "Allowed to sell buildings"
+ Default: 2
***
Vehicles, Boats, Infantry, Aircraft and Structures
This section describes the settings in all of these dialog boxes, because most of the settings are the same for each type of unit.
This listing is in no particular order, except that this is the order they are described in in the original Rules.ini file.
***
- Name
+ Sections: All
+ Label: "Name"
+ Effect: Sets the name displayed in the game in the pop-up text.
+ Input: String
- Ammo
+ Sections: All
+ Label: "Ammo for primary weapon (-1 for infinite)"
+ Effect: Sets how many ammo points the primary weapon of that unit/structure has. Can be reloaded.
+ Input: Integer
- Armor
+ Sections: All
+ Label: "Armor type"
+ Effect: Sets which type of armor the unit/structure has. Top to bottom is weakest to strongest.
+ Input: Dropdown box [None, Wood, Light, Heavy, Concrete]
- Cloakable
+ Sections: All
+ Label: "Unit can cloak" or "Structure can cloak"
+ Effect: Sets whether or not the unit/structure can cloak.
+ Input: True/False
- Cost
+ Sections: All
+ Label: "Cost in Credits"
+ Effect: Sets the credit cost of the unit/structure.
+ Input: Positive integer
- Explodes
+ Sections: All
+ Label: "Unit explodes when destroyed" or "Structure explodes when destroyed"
+ Effect: Sets whether or not the unit/structure does collateral damage when destroyed.
+ Input: True/False
- GuardRange
+ Sections: All
+ Label: "Guard range in cells"
+ Effect: Sets the guard range of the unit/structure.
+ Input: Positive decimal
- Image
+ Sections: All
+ Label: "Image"
+ Effect: Sets the image used by the unit/structure.
+ Input: Dropdown-box, listing all units/structures with their own image. Some have no image.
Although they have no image, C5-C10 and V20-V37 are still listed. This is erroneous.
- Invisible
+ Sections: All
+ Label: "Unit is always invisible" or "Structure is always invisible"
+ Effect: Sets whether or not the unit/structure is invisible to its enemies.
+ Input: True/False
- Owner
+ Sections: All
+ Label: "Owner 1" through "Owner 6"
+ Effect: Sets the owner(s) of the unit/structure.
+ Input: 6 Dropdown boxes. Sides with letters in parenthesis will automatically collapse to the
matching side. I.e. Two separete selections of "Ukraine (S)" and "USSR (S)" will collapse
into a single selection of "Soviet".
- Points
+ Sections: All
+ Label: "Point value of the unit" or "Point value of the structure"
+ Effect: Sets the point value of the unit/structure for scoring purposes. Is it implemented?
+ Input: Integer
- Prerequisite
+ Sections: All
+ Label: "Prerequisites"
+ Effect: Sets the buildings that have to have been built before this unit/structure can be built.
+ Input: 2 Dropdown boxes. The Rules.ini file probably supports more, but only two selections can
be made in RAEdit at this time.
- Primary
+ Sections: All
+ Label: "Primary weapon"
+ Effect: Sets the primary weapon of the unit/structure. Ammo is set by the Ammo attribute.
+ Input: Dropdown box
- Secondary
+ Sections: All
+ Label: "Secondary weapon"
+ Effect: Sets the secondary weapon of the unit/structure. Always infinite ammo.
+ Input: Dropdown box
- ROT
+ Sections: All
+ Label: "Rate of turn" or "Rate of turn of turret, if applicable"
+ Effect: Sets the rate of turn for units, and the rate of turret turn for structures.
+ Input: Positive integer
- Reload
+ Sections: All
+ Label: "Minute delay between reloads"
+ Effect: Sets the fraction of a minute between the unit/structure's weapon reloading.
+ Input: Positive decimal
- SelfHealing
+ Sections: All
+ Label: "Unit is self-healing" or "Structure is self-healing"
+ Effect: Sets whether or not the unit/structure will heal itself back up to full health.
+ Input: True/False
- Sight
+ Sections: All
+ Label: "Sight range in cells"
+ Effect: Sets the cell range the unit/structure will reveal around it on the map.
+ Input: Positive decimal
- Strength
+ Sections: All
+ Label: "Hit points of the unit" or "Hit points of the structure"
+ Effect: Sets how many hit points the unit/structure has; more means it can take more damage.
+ Input: Positive integer
- TechLevel
+ Sections: All
+ Label: "Tech level of the unit (-1 = unbuildable)" or "Tech level of the unit (-1 = unbuildable)"
+ Effect: Sets the tech level at which the unit/structure becomes available for construction.
+ Input: Tech Level
- Sensors
+ Sections: All
+ Label: "Unit can detect cloaked units" or "Structure can detect cloaked units"
+ Effect: Sets whether or not the unit/structure can detect cloaked units close to it.
+ Input: True/False
- DoubleOwned
+ Sections: All
+ Label: "Unit is owned by everyone in multiplayer games" or "Structure is owned by ..."
+ Effect: Sets whether or not the unit/structure is owned by everyone in multiplayer games.
+ Input: True/False
- C4
+ Sections: Infantry
+ Label: "Unit has C4"
+ Effect: Sets whether or not the unit can place C4 on structures and bridges.
+ Input: True/False; "Infiltrates buildings" must be true; RAEdit will make sure of that.
- Fraidycat
+ Sections: Infantry
+ Label: "Unit is scared of everything"
+ Effect: Sets whether or not the unit will run crazy at the slightest hint of danger.
+ Input: True/False
- Infiltrate
+ Sections: Infantry
+ Label: "Infiltrates buildings"
+ Effect: Sets whether or not the unit can infiltrate buildings like a spy or thief; unknown effect.
+ Input: True/False
- IsCanine
+ Sections: Infantry
+ Label: "Unit is a canine (get a speed boost when ordered to attack)"
+ Effect: Sets whether or not the unit gets a speed boost when ordered to attack (like dogs).
+ Input: True/False
- Passengers
+ Sections: Vehicles, Boats, Aircraft
+ Label: "Number of passengers the unit may carry"
+ Effect: Sets the number of passengers the unit can carry.
+ Input: Positive integer
- Speed
+ Sections: Vehicles, Boats, Infantry, Aircraft
+ Label: "Movement speed of the unit"
+ Effect: Sets how quickly the unit will move. Units are unknown; Jeeps are 10 on a dirt road.
+ Input: Positive integer
- Crushable
+ Sections: Vehicles, Infantry
+ Label: "Unit is crushed by tracked vehicles"
+ Effect: Sets whether or not the unit can be crushed by tracked vehicles.
+ Input: True/False
- Tracked
+ Sections: Vehicles
+ Label: "Unit is tracked (as opposed to wheeled)"
+ Effect: Sets whether or not the vehicle uses tracks instead of wheels.
+ Input: True/False
- NoMovingFire
+ Sections: Vehicles, Boats, Infantry, Aircraft
+ Label: "Unit must stop in order to fire"
+ Effect: Sets whether or not the unit must be stationary before it can fire its weapons.
+ Input: True/False
- BaseNormal
+ Sections: Structures
+ Label: "Structure must be placed close to another building"
+ Effect: Sets whether or not the building is considered in building adjacency checks.
+ Input: True/False
- Adjacent
+ Sections: Structures
+ Label: "Distance allowed to be placed from nearest building"
+ Effect: Sets the cell distance the structure may be built from the nearest building.
+ Input: Positive integer
- Bib
+ Sections: Structures
+ Label: "Structure has a bib"
+ Effect: Sets whether or not the structure has a dirt gathering area in front.
+ Input: True/False
- Capturable
+ Sections: Structures
+ Label: "Structure can be infiltrated by spy/engineer"
+ Effect: Sets whether or not the building can be captured by engineers and infiltrated by spies.
+ Input: True/False
- Crewed
+ Sections: Vehicles, Boats, Aircraft, Structures
+ Label: "Unit has a crew" or "Structure has a crew"
+ Effect: Sets whether or not the unit/structure can release survivors when destroyed.
+ Input: True/False
- Power
+ Sections: Structures
+ Label: "Power output/drain (+ is output, - is drain)"
+ Effect: Sets the power output or drain of the structure. Positive is output, negative is drain.
+ Input: Integer
- Powered
+ Sections: Structures
+ Label: "Structure needs power to function"
+ Effect: Sets whether or not the structure needs power to function.
+ Input: True/False
- Repairable
+ Sections: Structures
+ Label: "Structure can be repaired"
+ Effect: Sets whether or not the structure can be repaired.
+ Input: True/False
- Storage
+ Sections: Structures
+ Label: "Amount of ore the structure can store"
+ Effect: Sets the amount of ore the structure can store.
+ Input: Positive integer
- Unsellable
+ Sections: Structures
+ Label: "Structure can't be sold"
+ Effect: Sets whether or not the structure is able to be sold. (True = can't be sold.)
+ Input: True/False
- WaterBound
+ Sections: Structures
+ Label: "Structure can only be placed in water"
+ Effect: Sets whether or not the structure can only be placed in water.
+ Input: True/False
***
Weapons
Sets the various characteristics of the available weapons.
***
- Anim
+ Label: "Animation to play when the weapon fires"
+ Effect: Sets which animation is played when a unit fires the weapon.
+ Input: Dropdown box: none, GUNFIRE, MINIGUN, SAMFIRE
- Burst
+ Label: "Number of shots to fire in rapid succession"
+ Effect: Sets how many bullets (or missiles) are released each time the weapon is fired.
+ Input: Positive integer
- Camera
+ Label: "Weapon reveals the area around the firer"
+ Effect: Sets whether or not the map around the firer is revealed when the weapon is fired.
+ Input: True/False
- Charges
+ Label: "Weapon has to charge up before firing"
+ Effect: Sets whether or not the weapon must charge before firing (like the Tesla Coil).
+ Input: True/False
- Damage
+ Label: "Amount of damage dealt with every hit"
+ Effect: Sets the number of hit points this weapon will take away before adjustments.
+ Input: Integer (negative heals)
- Projectile
+ Label: "Which projectile characteristic to use"
+ Effect: Sets which projectile (image) this weapon uses.
+ Input: Dropdown box
- ROF
+ Label: "Delay between shots (15 = 1 sec. at middle speed setting)"
+ Effect: Sets how much time must pass between each shot. Units are 15 = 1 sec. at middle game speed.
+ Input: Positive integer
- Range
+ Label: "Maximum cell range"
+ Effect: Sets the cell radius range this weapon can reach.
+ Input: Positive decimal
- Report
+ Label: "Sound to play when firing"
+ Effect: Sets which sound the weapon makes when it fires.
+ Input: Dropdown box
- Speed
+ Label: "Speed of projectile to target (0 to 100)"
+ Effect: Sets how quickly the projectile travels to its target (0 to 100, but not a percentage).
+ Input: Positive integer; 100 is practically instant.
- Warhead
+ Label: "Warhead to attach to projectile"
+ Effect: Sets which warhead the projectile has attached to it.
+ Input: Dropdown box
- Supress
+ Label: "Scans for nearby friendly units, and, if found, discourages firing"
+ Effect: Sets whether or not the computer cares about friendly fire.
+ Input: True/False
- TurboBoost
+ Label: "Weapon gets a speed boost when firing on aircraft"
+ Effect: Sets whether or not the weapon moves faster against aircraft.
+ Input: True/False
***
Projectiles
Sets the charateristics of the various projectiles.
***
- AA
+ Label: "Can fire against air targets"
+ Effect: Sets whether or not the projectile can be used against aircraft.
+ Input: True/False
- AG
+ Label: "Can fire against ground targets"
+ Effect: Sets whether or not the projectile can be used against anything on the ground.
+ Input: True/False
- ASW
+ Label: "Can fire against submarines"
+ Effect: Sets whether or not the projectile can be used against submarines.
+ Input: True/False
- Animates
+ Label: "Has smoke puffs"
+ Effect: Sets whether or not the projectile leaves a smoke trail.
+ Input: True/False
- Arcing
+ Label: "Has a ballistic trajectory"
+ Effect: Sets whether or not the projectile travels in an arc.
+ Input: True/False
- Arm
+ Label: "Arming Delay (0 = none)"
+ Effect: Sets the arming delay; unknown units, maybe seconds?
+ Input: Positive integer
- Degenerates
+ Label: "Bullet weakens as it travels"
+ Effect: Sets whether or not the bullet is weaked by distance; amount of weakening is unknown.
+ Input: True/False
- Dropping
+ Label: "Falls from a starting height"
+ Effect: Sets whether or not the projectile is dropped from an aircraft (i.e. Parabombs).
+ Input: True/False
- Frames
+ Label: "Number of frames for animation purposes"
+ Effect: Sets the number of frames in the projectile's image animation.
+ Input: Positive integer
- Gigundo
+ Label: "Image is larger than normal"
+ Effect: Makes the image a larger size than it would normally be.
+ Input: True/False
- High
+ Label: "Can fly over walls"
+ Effect: Sets whether or not the projectile can fly over walls.
+ Input: True/False
- Image
+ Label: "Image"
+ Effect: Sets which image the projectile uses.
+ Input: Dropdown box
- Inaccurate
+ Label: "Inaccurate"
+ Effect: Sets whether or not the projectile can miss a stationary target.
+ Input: True/False
- Inviso
+ Label: "Invisible"
+ Effect: Sets whether or not the projectile is invisible (i.e. M1Carbine bullets).
+ Input: True/False
- Parachuted
+ Label: "Has a parachute"
+ Effect: Sets whether or not the projectile has a parachute.
+ Input: True/False
- Proximity
+ Label: "Detonates when near target"
+ Effect: Sets whether or not the projectile is set off if it is close to its target
+ Input: True/False
- ROT
+ Label: "Rate of turn (nonzero implies homing)"
+ Effect: Sets the rate at which the projectile changes direction. Nonzero means homing ability.
+ Input: Positive integer
- Ranged
+ Label: "Can run out of fuel (ranged)"
+ Effect: Sets whether the projectile can run out of fuel. Actual range is unknown.
+ Input: True/False
- Rotates
+ Label: "Has rotation specific imagery"
+ Effect: Sets whether the projectile has rotation specific imagery. Exact effect unknown.
+ Input: True/False
- Shadow
+ Label: "Has a shadow"
+ Effect: Sets whether or not the image has a shadow if High is true (Can fly over walls).
+ Input: True/False
- Translucent
+ Label: "Uses translucent colors in artwork"
+ Effect: Sets whether or not the projectile is translucent (partially see-through).
+ Input: True/False
- UnderWater
+ Label: "Travels underwater"
+ Effect: Sets whether or not the projectile travels underwater.
+ Input: True/False
***
Warheads
Sets the characteristics of the various warheads.
***
- Spread
+ Label: "Damage is halved every # pixels from the source"
+ Effect: Sets the damage spread of the warhead; 2 means damage is halved every two pixels, etc.
+ Input: Positive integer
- Wall
+ Label: "Damages concrete walls"
+ Effect: Sets whether or not the warhead can damage concrete walls.
+ Input: True/False
- Wood
+ Label: "Damages wood walls"
+ Effect: Sets whether or not the warhead can damage wood walls.
+ Input: True/False
- Ore
+ Label: "Destroys ore"
+ Effect: Sets whether or not the warhead can destroy ore.
+ Input: True/Fales
- Verses
+ Label: (5 input boxes) "Percent damage verses armor types:" [none, wood, light, heavy, concrete]
+ Effect: Sets the percent of full damage dealt to the various armor types; may be greater than 100.
+ Input: Percent with extended range - range is anything zero or greater.
- Explosion
+ Label: "Explosion type to use on impact"
+ Effect: Sets which explosion will be shown on screen when the warhead is detonated.
+ Input: Dropdown box: None, Piff, Piffs, Fire, Frags, Pops, Nuke
- InfDeath
+ Label: "Which infantry death animation to use"
+ Effect: Sets which animation will be used when this warhead kills infantry.
+ Input: Dropdown box: Instant die, Twirling, Explodes, Flying death, Burn death, Electro
***
Land Characteristics
Sets the speed of units on the various land types, as well as whether or not structures can be built on that land type.
***
- [land key names]
+ Label: "Select a land type to edit"
+ Effect: Selects which land type to modify.
+ Input: Dropdown box: Clear, Rough, Road, Water, Rock, Wall, Ore, Beach, River
Percent of full speed by this unit type:
- Float
+ Label: "Boats"
+ Effect: Sets the percent of full speed that boats and submarines may travel at on this land type.
+ Input: Percent with extended range; range is zero or greater.
- Foot
+ Label: "Infantry"
+ Effect: Sets the percent of full speed that infantry may travel at on this land type.
+ Input: Percent with extended range; range is zero or greater.
- Track
+ Label: "Tracked vehicles"
+ Effect: Sets the percent of full speed that tracked vehicles may travel at on this land type.
+ Input: Percent with extended range; range is zero or greater.
- Wheel
+ Label: "Wheeled vehicles"
+ Effect: Sets the percent of full speed that tracked vehicles may travel at on this land type.
+ Input: Percent with extended range; range is zero or greater.
- Buildable
+ Label: "Structures can be built on this terrain"
+ Effect: Sets whether or not structures can be built on this terrain.
+ Input: True/False; Water needs to be true or else WaterBound structures can't be built on water.
***
Crate Powerups
Sets the chances of crates occurring, and which animations will be used for which crates, and any extra value that is needed.
***
Each crate has three inputs:
Crate name | Chance | Animation | Miscellaneous values
Armor | [20 ] | [ARMOR ]v | [2 ] Armor multiplier
Cloak | [0 ] | [STEALTH2]v | <-- no third value for this crate
...etc...
Crate name: The name of the powerup crate being modified.
Chance: "The chance is expressed in the form of 'shares' out of the total shares specified." -Rules.ini
Animation: This is the animation played by the game when the crate is picked up.
Miscellaneous values: This is extra information needed by only some of the crates.
The crates needing this third value are listed below.
- Armor
+ Label: "Armor multiplier"
+ Effect: Sets the amount by which the armor of the unit picking up the crate is multiplied by.
+ Input: Positive decimal
- Explosion
+ Label: "Explosion damage"
+ Effect: Sets the amount of damage dealt to the unit picking up the crate (before adjustments).
+ Input: Positive integer
- Firepower
+ Label: "Firepower multiplier"
+ Effect: Sets the amount by which the unit picking up the crate's damage is multiplied by.
+ Input: Positive decimal
- Money
+ Label: "Money amount"
+ Effect: Sets the number of credits given to the player whose unit picks up the crate.
+ Input: Positive integer
- Napalm
+ Label: "Napalm damage"
+ Effect: Sets the amount of damage dealt to the unit picking up the crate (before adjustments).
+ Input: Positive integer
- Speed
+ Label: "Speed multiplier"
+ Effect: Sets the amount by which the speed of the unit picking up the crate is multiplied by.
+ Input: Positive decimal
- Invulnerability
+ Label: "Invulnerability duration in minutes"
+ Effect: Sets the length of time in minutes that the unit picking up the crate will be invulnerable.
+ Input: Positive decimal
*********************************
*
* 3 Menu options
*
*********************************
File menu:
***
Load:
This option will bring up the standard Windows "Open File..." dialog box. Here you can open any ascii text file you want, although the dialog box defaults to only showing .ini files. You can change the dropdown box to show only .txt files if you want, also. The editor will then attempt to load the file you specify as if it were a Red Alert Rules.ini-format file. If it is not, it will bring up an error box and try to tell you exactly what the error is. Of course, there is a great chance that if the file is not in the correct format, the program will crash, as it did when I tried to load this readme file.
If you load a file you know is a Rules.ini file, and it finds an error, it will pop up with three errors:
(I tried to load the original Rules.ini file. The problem with this file is that the editor doesn't like having so many lines with comments after the keys.)
First, it pops up with "Invalid key" in the title and whatever the invalid key was in the message box.
Second, it pops up with "Error, invalid subkey found. Aborting."
Third, it tells you what the invalid subkey is.
Then it aborts the load process, after having put everything it DID load into the program for you to edit.
To correct this problem, you can try one of three things:
1. Remove the problem line from the file altogether.
2. Place a semicolon at the beginning of the line (the editor, and the game engine, interpret this as a comment).
3. If you know what the error is, you can attempt to fix it yourself. This is especially a problem in hand-written files, where typos are extremely likely.
RAEdit will flawlessly read in files written by itself. What good would it be if it didn't? ;)
RAEdit will also read in Rules-format files in a different order than the standard order.
If your [General] section is after your [Powerups] section, the editor can handle that. However, it will not write the sections back out in that same order.
RAEdit will also work smoothly if a section is split into two areas. If you have a [General] section near the beginning with half the subkey values, and later have another [General] section with the other half, the editor doesn't care. I do not know how Red Alert itself will handle this, so I would recommend against this.
RAEdit will also handle partial files. If you have a text file with, for example, just the section for the Mammoth Tank your friend says is really cool, you can load that in with no problem.
RAEdit should handle files saved by other editors, but I haven't tested this so I can't be sure.
Anything else and you can contact me at the e-mail address at the beginning of this readme.
***
Save:
This option will bring up the standard Windows "Save As..." dialog box. Here you can save your work as any file you want to, although the dropdown box comes with two standard selections (.ini and .txt). If you want, you can choose All Files (*.*) and save it as another file type, for example .rtf. I have not tested this, so I don't know if regular word processors can read files written in this manner.
RAEdit does not put comments on the same line as subkeys, although its own loading engine should be able to handle it. I have found, however, that it sometimes comes up with strange errors when I try to load files with lots of comments on the same line as subkeys (like the original Rules.ini, which has these comments on nearly every line in the first few sections). Hopefully this will be corrected in a later version.
I do not know if other editors can read files written with RAEdit, mostly because I do not have another editor to test it with. But, I don't want you to use other editors, so... ;)
Anything else, and send me an email.
***
Options
This is a small dialog box with only two options at the moment.
These two options are pretty much self-explanatory:
[ ] Include Counterstrike items in saved files
[ ] Include Aftermath items in saved files
Basically, if you don't own a certain expansion, you can disable those keys for when RAEdit saves the file. This will not cause any problems with other editors or with itself, so feel free to enable/disable these sections with impunity.
If you have any suggestions for options to put in future versions, feel free to contact me as stated at the beginning of the file.
***
Quit
This... well... quits the program. If you wish to "Flee to Windows" (to quote MechWarrior 2), then choose this option.
***
About menu
This is actually not a menu, but a menu choice in itself. It brings up the About box. Some of the things on there are not entirely true, or never came to fruition, but I've already fixed that in the next version's About box.
Stuff listed here is basically to protect my own butt if Westwood decided they didn't like me for some strange reason. Who wouldn't like me? ;)
***
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*
* 4 Version history and known bugs
*
*********************************
I have now written the "Bug page" at my website! There is also listed some of the features I have planned for future versions.
But here is a complete version history:
v1.1 - Released 1/9/03
Major:
- Changed the General dialog box to a property sheet interface
- Repaired the Projectile dialog box's buttons so they work correctly
- Repaired the Land dialog box's buttons so they work correctly
- Added an option to continue on an "Invalid Subkey" error when loading a file.
Sometimes causes the program to crash, even on Westwood's original Rules.ini.
Minor:
- Changed various text errors within the program, especially embarassing spelling errors
- Changed SurvivorRate to a percentage input
- Changed AI Building Ratios to percentage inputs
- Changed the Image drop-down boxes so units/structures with no image can't be chosen
- Put the actual names of civilian units/structures into the program as defaults
- Changed the File...Open... option to read "Load..."
Anyway, here is a relatively short list:
- When inputting negative numbers, an error pops up saying "Please input an integer".
The editor shouldn't do this at all, but it does this TWICE.
- When inputting incorrect value types, an error pops up correcting your mistake. Twice.
- The editor doesn't like to load lines with comments on the same line as a subkey. Still.
This is bad. Any editor should be able to load in Westwood's own original Rules.ini file without errors.
Okay, I can't think of any more right now, but you can visit my website (at the top of this file) to look at my complete list.
*********************************
*
* 5 Miscellaneous errata and credits
*
*********************************
Well, here we are, the last section. It's been fun... well, no, I shouldn't lie to you. The only part of writing the last four sections was listening to music, and watching the snow fall outside my cabin... okay, I won't *try* to make you jealous. I have to go back to school soon anyway.
Credits:
Programming: Daniel Myers (me!)
Testing: Daniel Myers, Andrew Moore, Steve Campbell
Command & Conquer: Red Alert is copyright (C) 1997 Westwood Studios.
I am not affiliated in any way with Westwood Studios except that I love their games.
Any other copyrights neglected to be mentioned here are copyright their respective owners.
Every good program needs a disclaimer:
I (Daniel Myers) will not be held responsible for any damage caused to you or your computer by this readme file, RAEdit, the Internet, your girlfriend, your wife, your boss, your mother-in-law, international terrorists, local terrorists, the ACLU, Barney, Teletubbies, FOX News, or anything else I don't mention in this list.
I will, however, demand that I be notified if you would like to mirror this program on your own website. I must also be credited in any modified version of the source code.
RAEdit may be distributed on the condition that this Readme file is distributed with it unmodified from its original form.
RAEdit's source code may be distributed modified *ONLY* if I am told about it first, and only if I give my approval.
(Don't worry, I probably won't care, but just for safety's sake... please ask.)
At the time of this writing, the only site authorized to mirror RAEdit v1.1 is:
http://cceditingsuite.sourceforge.net
The old site, http://www.geocities.com/avorix, which is my site, will no longer be updated. It will redirect to my new site.
I know RAEdit is Open Source, but the only site authorized to publicly mirror my source code is the sourceforge.net site. I would appreciate it if you would notify me of any other site you see mirroring my source code.
You will be mentioned in the Readme of later versions if you help me out in any way, whether it's telling me what an "unknown" subkey does or suggesting something I eventually incorporate into the program.
Hmm... what else? Ah yes. If you would like to help write newer, better versions of RAEdit (or another part of the C&C Editing Suite, for that matter), the feel free to email me and ask. You need experience with C++ (preferably Microsoft Visual C++ 5 or 6) and a good understanding of MFC. It would also help if you know something about the internal workings of Red Alert, but not many people do, so it's not that important.
If you like RAEdit so much that you want to support me (financially) in making it better, feel free to ask me for my mailing address. I will love you forever, and I will list you in later versions of the Readme, in a section all of your own, called **** CONTRIBUTORS **** along with the amount you help me out with.
Well, happy gaming! :) ;) :0 :P 8-) :-) :| :~)