Editing Units

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All possible codes to edit units

-Step 1. Open rules.ini

-Step 2. Search for the unit you want to edit,

We are gonna edit a GI this for time. The name of the unit is: [E1], you could also search for "GI" untill you get to the [E1] part.

You see this:

[E1]

UIName=Name:E1

Name=GI

Image=GI

Category=Soldier

Primary=M60

Secondary=Para

Occupier=yes ; I can Occupy UC buildings

Prerequisite=GAPILE

CrushSound=InfantrySquish

Strength=125

Pip=white

Armor=none

TechLevel=1

Sight=5

Speed=4

Owner=British,French,Germans,Americans,Alliance

Cost=200

Soylent=150

Points=10

IsSelectableCombatant=yes

VoiceSelect=GISelect

VoiceMove=GIMove

VoiceAttack=GIAttackCommand

VoiceFeedback=GIFear

VoiceSpecialAttack=GIMove

DieSound=GIDie

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

ImmuneToPsionics=no

Bombable=yes

Deployer=yes

DeployFire=yes

VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER

EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

Size=1

Crushable=yes

DeploySound=GIDeploy

UndeploySound=GIUndeploy

ElitePrimary=M60E

EliteSecondary=ParaE

IFVMode=2

This are all the stats of the unit. You could edit the weapon, speed, cost, buildings needed, tech level and lots of more stuff.

-Step 3. Add C4 to GI

We're going to add some C4 to the GI (the same that Tanya and SEAL have)

Just make sure this code stands between [E1] and ; British Sniper [SNIPE]:

C4=yes

Your GI now has C4.

You can add all kinds of codes.

-BuildLimit gives a limit to the chosen unit.

-Cloakable makes your unit invisible

-Explosion makes your unit explode if it dies.

-etc.

Here are all possible Statistics of rules.ini:

******* All Possible Unit Statistics *******

Specifies the characteristics of the various game objects.

AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)

Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)

Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2

BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)

Cloakable = Is it equipped with a cloaking device (def=no)?

Cost = cost to build object (in credits)

Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship", "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]

CloakStop = Does the unit cloak when stopped moving (def=no)?

Crewed = Does it contain a crew that can escape [never infantry] (def=no)?

Gunner = Does it change capabilites based on a gunner that has been added. (def=no)

CrushSound = sound to play if this object type is crushed (def=none)

DeployFire = This unit can fire when deployed. (def=no)

DeployFireWeapon = Index of weapon to fire while deployed. 0 or 1. (def=1)

DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]

DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no)

Disableable = Can this object be disabled by special multiplay option (def=yes)?

DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no)

DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?

EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1)

Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?

Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)

FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50)

Gate = Is this building a gate? (def=no)

GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.

GuardRange = distance to scan for enemies to attack (def=use weapon range)

Image = name of graphic data to use for this object (def=same as object identifier)

Immune = Is this object immune to damage

ImmuneToPsionics = Is the unit immune to psionics (def=no)?

ImmuneToRadiation = Is the unit immune to radiation (def=no)?

ImmuneToVeins = Is it immune to vein creature attacks (def=no)?

InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1)

Invisible = Is completely and always invisible to enemy (def=no)?

Insignificant = Will this object not be announed when destroyed (def=no)?

LegalTarget = Is this allowed to be a combat target (def=yes)?

Name = specifies the given name (displayed) for the object

Nominal = Always use the given name rather than generic "enemy object" (def=no)?

OmniFire = Doesn't ever have to rotate to fire. (def=no)

OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no).

Owner = who can build this [GDI or Nod] (def=none)

PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)

PipWrap = how many pips to draw before wrapping (def=none)

Points = point value for scoring purposes (def=0)

Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)

PreventAttackMove = Does this unit know how to do attack-move? (def=) Can be used to override attack move on units that shouldn't for various reasons.

PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=) Can be used to override auto deploy on units that deploy.

Primary = primary weapon equipped with (def=none)

Secondary = secondary weapon equipped with (def=none)

ElitePrimary = new primary weapon when at elite veteran status (def=same as primary)

EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary)

RadarVisible = Is visible on radar even when under shroud (def=yes [infantry=no])?

ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)

ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0)

Reload = time delay between reloads (def=0)

ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0)

RadarInvisible = Is it invisible on radar maps (def=no)?

RadialFireSegments = If this unit has a radial firing pattern, this determines the number of segments. This starts at the unit's left and goes right over 180 degrees. (def=0)

SelfHealing = Does the object heal automatically up to half strength (def=no)?

Selectable = Can this object be selected by the player (def=yes)?

Sensors = Has sensors to detect nearby cloaked objects (def=no)?

Sight = sight range, in cells (def=1)

Size = amount of space unit takes up in cargo hold (def=1)

SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3)

Storage = the number of 'bails' this building or unit can store (def=0)

Strength = strength (hit points) of this object

TargetLaser = Does it have a targeting laser (def=no)?

Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?

Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?

TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?

TechLevel = tech level required to build this [-1 means can't build] (def=-1)

ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?

TypeImmune = Immune to damage from same type objects if owned by same side?

UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1)

VoiceSelect = list of voices when selecting this object (def=none)

VoiceMove = list of voices to use when giving object a movement order (def=none)

VoiceAttack = list of voices to use when giving object an attack order (def=none)

DieSound = list of voices to use when it dies (def=none)

VoiceFeedback = list of voices that may give when taking damage (def=none)

Locomotor = CLSID of the object handling movement for this object (def=statue)

VeteranAbilities = list of veteran abilities to grant (def=none)

EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none) [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT, CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,GUARD_AREA,CRUSHER]

LeadershipRating = When the AI needs a representative from a team to make a pathfinding or targeting decision it will pick the one with the highest score (def = 5)

<<< applies only to infantry types >>>

Agent = Does it have spy-like abilities (def=no)?

Fearless = Is not prone to fear (def=no)?

VoiceComment = list of idle voices (def=none)

Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)

C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?

Cyborg = Does it require special cyborg death handling (def=no)?

Fraidycat = Is it inherently afraid and will panic easily (def=no)?

TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?

Infiltrate = Can it enter a building like a spy or thief (def=no)?

IsCanine = Should special case dog logic be applied to this?

Civilian = Counts a civilian for evac and kill tracking (def=no)?

FemaleVoice = Uses the civilian female voice (def=no)?

Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?

Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?

Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?

Thief = Does it steal money if it infiltrates an enemy building (def=no)?

VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?

Deployer = Deploys like NOD artillery from TibSun. (def=no)

<<< applies only to moving units (not buildings) >>>

MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?

Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)

TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?

Passengers = number of passengers it may carry (def=0)

Speed = speed of this object [n/a for buildings] (def=0)

ManualReload = Must this object reload by coordinating with reloader building (def=no)?

WalkRate = walking animation rate [larger means slower] (def=1)

IsSelectableCombatant=Does this unit get selected by the select all combatants key? (def=no)

<<< applies only to turret changers >>>

TurretCount=the number of turrets the unit has (def=0)

WeaponX=the name of the weapon to be thought of as weaponX (where X is an integer) (def=none)

YTurretIndex=the number of the weapon for this turret (as indicated by the WeaponX parameter), where Y is the name of swapping factor for the turret (def=none)

HasTurretTooltips=whether this unit multiplexes tooltips based on its current turret. (def=no)

<<< applies only to terrestrial driving vehicle types >>>

CrateGoodie = Can it appear out of a crate in multiplay (def=no)?

Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?

Crusher = Is this vehicle able to crush infantry (def=no)?

MovingFire = The vehicle does not need to stop before it can fire (def=yes)?

DeployToFire = The vehicle must deploy before it can fire (def=no)?

Harvester = Does the special Tiberium harvesting rules apply (def=no)?

Weeder = Does the special weed-harvesting rules apply (def=no)?

Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE

IsTilter = Does this unit tilt on slopes (def=yes)?

CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?

<<< applies only to aircraft >>>

Carryall = Can it tote vehicles around (def=no)?

Landable = Can this aircraft land on the map (def=no)?

PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);

PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);

RollAngle = Amount that the aircraft rolls when turning (def=30.0)

<<< applies only to building types >>>

Adjacent = distance allowed to place from other buildings (def=1)

BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY! Use this, not the phantom IsBase

Barrel = Use barrel explosion logic when it is destroyed (def=no)?

Bib = Does the building have a bib built in (def=no)?

Capturable = Can this building be infiltrated by a spy/engineer (def=no)?

DockUnload = When a unit docks with this building should it unload (def=no)?

Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)

Fake = Is this a fake structure (def=no)?

FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)

Power = power output [positive for output, negative for drain] (def=0)

Powered = Does it require power to function (def=no)?

Radar = Does this building give radar to owning player (def=no)?

Repairable = Can it be repaired (def=yes)?

RevealToAll=yes Means that when built or captured, a radar event is generated (def=no)

UnitReload = Does this building reload units if they dock with it (def=no)?

UnitRepair = Does this building repair units if they dock with it (def=no)?

Unsellable = Cannot sell this building (even if it can be built)?

Wall = Is this a wall type structure [special rules apply] (def=no)?

WaterBound = Is this building placed on water only (def=no)?

Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)

ShipYard = This building is a ship yard or sub pen

SAM = This building is a SAM launcher

ConstructionYard = This building is a construction yard

Refinery = This building is a tiberium/ore refinery

WeaponsFactory = This building is a weapons factory

CloakGenerator = Does this building cloak objects around it?

LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.

LightIntensity = This building radiates this amount of light (def = 0).

LightVisibility= The distance (in leptons) that this light is visible from (def=5000).

LightRedTint = The red tint of this buildings light (def=1.0)

LightGreenTint = The green tint of this buildings light (def=1.0)

LightBlueTint = The blue tint of this buildings light (def=1.0)

InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)

PowersUpBuilding = Building that can be upgraded by attaching this building to it

PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.

Hospital = Can this building heal infantry (def = no) ?

Armory = Is this building an armory

PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).

Weeder = Is this a weed collection facility (def=no)?

TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?

Comments

  • hansworst12345 avatar
    Member Joined 10 years ago
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    Report post
    5 years ago:
    > **Posted by natko**

    > Um, you should really add some formatting -- no one likes reading walls of text. Also, make use of the <br> tag to space things out a little. I did the first chunk for you as an example.

    Thanks, I didn't know I could use html tags here. I thought this used [bb].
    madness avatar
    Mantra
    madness
  • natko avatar
    natko avatar Sleep
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    Report post
    5 years ago:
    Um, you should really add some formatting -- no one likes reading walls of text. Also, make use of the <br> tag to space things out a little. I did the first chunk for you as an example.
    Bananite

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hansworst12345

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hansworst12345 avatar
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Genre
Coding/Scripting
Difficulty Level
Beginner Difficulty

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Posts
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Views
11,837
Date Added
5 years ago
Mar 15 2012 @ 3:04pm UTC
Date Modified
4 years ago
Oct 29 2012 @ 12:16pm UTC

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