Command and Conquer Red Alert 2 and Yuri's Revenge Expansion By Westwood Studios Rules.ini Editing FAQ Written by: Kenny "Kenshi" Tam Chimplord@hotmail.com =============== Version History =============== Version 1.0 January 2, 2002 Everything. ================= Table of Contents ================= I. Introduction II. Layout of Rules.ini III. Editing Units IV. Editing Buildings V. Editing Weapons VI. Miscellany VII. Notes and Credits =============== I. Introduction =============== As many people who have played Red Alert Games know, each game contains a file named "rules.ini" which basically governs how the game works. Players can edit how units behave and which units are available, as well as the universal laws of physics within the game. This FAQ will give some help on how to decrypt the file, although most of it is quite intuitive. There are many excellent modification packs out, such as the famous (and brilliant) Deezire. Do keep in mind that when you edit the file, the entire game is changed, including the campaigns. You can use the edited rules.ini in a multiplayer game, but you need to ensure that the other players have the exact same version of the rules.ini as you do. To get a hold of this program, you can either extract it (I have no clue how) or simply download it from any good Red Alert 2 site. ======================== II. Basic Layout of file ======================== The .ini file is basically a giant text file. The file can be divided into several sections: i. Universal Laws ii. Infantry Unit Statistics iii. Vehicle Unit Statistics iv. Building Statistics v. Weapon Statistics vi. Projectile Statistics vii. Warhead Statistics viii. Terrain Objects ix. Land Characteristics x. Crate Bonuses xi. Tiberium Varieties xii. Mission Control xiii. Voxel Debris Type xiv. Special Weapons Types xv. Global Variable Names Each section contains may smaller subsections, such as Russian and Allied Unit divisions. Most of them are pretty self-explanatory. ============================= III. Section I: Editing Units ============================= This is the meat of the rules.ini and one of the most commonly edited features. Here is an example of a unit: [GHOST] UIName=Name:GHOST Name=SEAL Image=SEAL Category=Soldier Prerequisite=Barracks Primary=MP5 Secondary=Sapper CanPassiveAquire=yes NavalTargeting=4 LeadershipRating=8 AlternateArcticArt=yes ; ie SEALA for arctic maps C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=yes TiberiumProof=yes Strength=125 Armor=flak TechLevel=-1 Pip=red Sight=5 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=500 Soylent=1000;1500 Points=50 IsSelectableCombatant=yes VoiceSelect=SealSelect VoiceMove=SealMove VoiceAttack=SealAttackCommand VoiceFeedback= VoiceSpecialAttack=SealSpecialAttack DieSound=SealDie EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 SpeedType=Amphibious MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER Size=1 DetectDisguise=no ElitePrimary=MP5E IFVMode=4 Given is the basic information for the Navy SEALS unit. Most of the statistics and functions are self-explanatory and detailed in the file itself. Enabling Hidden Units --------------------- However, as you may know, this unit is only available in campaign mode, in which Tanya replaces it in skirmish or multiplayer modes. As such, it is easy to enable the SEALs unit. Refer to the Tag "Techlevel." Notice how it is Level -1, where as other buildable units are at a positive integer. Change the value to any number between 1 to 9. This allows the unit to be buildable. Now you need to define what prerequisite buildings are required to build it. Suppose you want to make the required buildings the Allied barracks and Tech-center. Use the find function and copy down the name in brackets, so that means the barracks is referred to as "[GAPILE]" and Tech center is called "[GATECH]." You can do this with many other units. For example you can enable unit such as the howitzer or even the T-Rex (in expansion set.) However many of the hidden units do not have an in-game cameo on the build bar. You will need to edit other files to game a representative cameo. ================================= IV. Section II: Editing Buildings ================================= Similar to the units, you can build otherwise unbuildable units, such as the hospital. Unlike units, there maybe some graphical glitches since they may not have a building animation. Nonetheless, the Eiffel tower for example, can be set to "capturable=yes" so it becomes the giant tesla coil like in the campaign. Or you could have nuclear silos disguised as a small tent. However, as a word of caution, the buildings are much more sensitive to editing, as they dictate how other buildings and units are built and behave. Be sure to back up your file often. =============================== V. Section III: Editing Weapons =============================== This section actually is more open to abuse than editing the units. Although you could have a 9999 HP Tanya running around, you could also have a 5 HP Boris rapid firing nuclear missiles from infinite range. As always, be careful when editing to make sure it is balanced. Taking the SEALs weapon, the MP5: [MP5] Damage=125 ROF=10 Range=18 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) The main factor for deciding how much damage each weapon does it the Warhead and damage tag. It is somewhat un-intuitive however that the warhead tag is the main factor as opposed to "damage" itself. The warhead "hollowPoint" is used by the sniper, Tanya, and SEAL units, which are the main infantry killers. As many players know, they are useless against vehicles. This is due to the warhead property; ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes For expansion on Verses, from the file; Verses = damage value verses various armor types (as percentage of full damage)... -vs- None, Flak, Plate //infantry Light, Medium, Heavy //units Wood, Steel, Concrete //buildings Special_1, Special_2 // Special_1 is the Shock Trooper's electric armor. Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot It does high damage against infantry but does 1% (meaning it will not auto-target) against tanks etc. In other words, although it does 125 damage, it is negligible against vehicles. Looking at another weapon, one from a tank: ; large anti-armor cannon (two shooter) [120mmxE] Damage=100 ROF=80 Range=15 Projectile=Cannon Speed=40 Warhead=ApocAPE Report=ApocalypseAttackGround Anim=VTMUZZLE Burst=4 Bright=yes The weapon for a tank is somewhat different than that of the machine gun. The Range tag specifies its range in cells. A Range of -2 defines infinite range, so use your imagination. The Burst Feature defines how many times to fire per attack. The elite mammoth cannon fires 4 shots in a single attack. This can be added to almost any weapon, but keep in mind some units will stop and cannot move until all bursts are fired. More to come Later... ======================= VII. Notes and Credits: ======================= -Gamefaqs.com for (hopefully) posting this FAQ -Deezire by ? (email me for credit...I have no idea who it is by!) -For N.H. Yeah you won't read this and especially on a Game FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com.