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

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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.

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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.