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    Rules.ini Editing FAQ by Kenshi

    Version: 1.0 | Updated: 01/02/02 | Printable Version | Search Guide | Bookmark Guide

    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.