; FSData.ini - Data file for FinalSun
; This file is used for some things which are not known how to parse from the rules.ini
; or for other data
; last change: Matthias Wagner, Feb 12, 2024

[Debug]
;DisplayAllOverlay=Yes ; Doesn´t cripple the overlay list in any way
;EnableTrackLogic=Yes ; Enables Track Logic
;IgnoreSHPImageHeadUnused=Yes ; Use this *carefully* to make SHP graphics of some mods work that incorrectly have the shadow flag set
AllowTunnels=yes
AllowUnidirectionalTunnels=yes
;ShowBuildingsWithToTile=no

[ForceUnitPalettePrefix]
0=TIBTRE
1=VEINHOLE
2=BIGBLU

[ForceIsoPalettePrefix]

[ForceOvrlIsoPalettePrefix]
0=CRAT

[ForceOvrlUnitPalettePrefix]

; actually, barrels for non-voxel base units
[BuildingVoxelBarrels]
MMCHX=0
MMCHY=-20

[VehicleVoxelTurrets]

[StdBrushSize]
ClearTile=2
RoughTile=2
SandTile=2
GreenTile=2
PaveTile=2
WaterSet=2

[MinBrushSizeInWater] ; if completely surrounded by water
ClearTile=2
RoughTile=2
SandTile=2
GreenTile=2
PaveTile=2

; SlopeSetPieces for cliffs have a specific direction. 
; used for AutoLevel logic
; CURRENTLY IGNORED
[SlopeSetPiecesDirections]
Count=10
0=Right_1
1=Left_1
2=Top_1
3=Bottom_1
4=Right_2
5=Left_2
6=Left_2
7=Bottom_2
8=Top_2
9=Top_2

[TEMPERATELimits]
TreeMax=999
;TreeMax=27

[SNOWLimits]
TreeMax=999
;TreeMax=27

[URBANLimits]
TreeMax=999
;TreeMax=27

; tileset ini overwritings
; only used by FinalAlert
[IgnoreSetTEMPERATE]

[IgnoreSetSNOW]
0=8
1=46

[UseSetTEMPERATE]
0=57
1=79

[UseSetSNOW]

[UseSetURBAN]

; hacks for shore pieces
; shore id_pos=iswater
; pos: count from left top to right, then next "row"

; But TS needs all :(
[ShoreTerrainTS]
0_0=0
0_1=0
0_2=1
0_3=1
1_0=0
1_1=0
2_0=0
2_1=0
3_0=0
4_0=0
4_1=0
4_3=0
5_0=0
5_1=0
5_2=0
6_0=0
7_0=0
8_0=0
8_2=0
9_0=0
9_2=0
10_0=0
10_2=0
11_0=0
12_0=0
12_1=0
12_3=0
13_0=0
13_3=0
13_4=0
14_2=0
15_2=0
16_2=0
16_3=0
17_2=0
17_3=0
18_2=0
18_3=0
19_1=0
20_3=0
20_4=0
20_5=0
21_2=0
21_4=0
21_5=0
22_3=0
23_3=0
24_1=0
24_3=0
25_1=0
25_3=0
26_1=0
26_3=0
27_1=0
28_1=0
28_2=0
28_5=0
29_2=0
29_4=0
29_5=0
30_1=0
31_1=0
32_0=0
32_1=0
32_2=0
33_0=0
33_1=0
33_2=0
34_0=0
34_2=0
34_3=0
35_0=0
35_2=0
35_3=0
36_1=0
36_2=0
36_3=0
37_1=0
37_2=0
37_3=0
38_0=0
38_1=0
38_3=0
39_0=0
39_1=0
39_3=0

; tilesets that may be modified using the shore or a similar logic
[SoftTileSets]
ClearTile=1
RoughTile=1
ClearToRoughLat=1
SandTile =1
ClearToSandLat=1
GreenTile=1
ClearToGreenLat=1
PaveTile=1
MiscPaveTile =1
ClearToPaveLat=1
RoughGround=0; no
WaterSet=1
ShorePieces=1

; corner strings are: cornerleft, cornerright, cornerbottom, cornertop

[CliffBackData]
vertic_diag_c=2
;vertic_diag_2=0
vertic_diag_0=2
vertic_diag_1=3
;vertic_diag_3=1 ; unused at moment
vertic_diag_cornertop_c=1
;vertic_diag_cornertop_1=0
vertic_diag_cornertop_0=1
horiz_c=4
horiz_0=22
horiz_1=23
horiz_2=24
horiz_3=25 ;2x1, not 2x2, unused at moment
horiz_cornerbottom_c=2
horiz_cornerbottom_0=28
horiz_cornerbottom_1=29
horiz_cornertop_c=0
;horiz_cornertop_0=31
vertic_c=4
vertic_0=34
vertic_1=35
vertic_2=36
vertic_3=37 ;2x1, not 2x2, unused at moment
vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28

[CliffFrontData]
vertic_diag_c=2
vertic_diag_0=18
vertic_diag_1=19
;vertic_diag_2=20 
;vertic_diag_3=21 ; unused at moment
vertic_diag_cornerleft_c=1
vertic_diag_cornerleft_0=20
;vertic_diag_cornerleft_1=21
vertic_diag_cornerright_c=2
vertic_diag_cornerright_0=32
vertic_diag_cornerright_1=33
horiz_c=4
horiz_0=4
horiz_1=5
horiz_2=6
horiz_3=7 ;2x1, not 2x2, unused at moment
horiz_cornertop_c=1
horiz_cornertop_0=1
horiz_diag_c=6
horiz_diag_0=8
horiz_diag_1=9
horiz_diag_2=10
horiz_diag_3=11 ; unused at moment
horiz_diag_4=12 ; unused at moment
horiz_diag_5=13 ; unused at moment
vertic_c=4
vertic_0=14
vertic_1=15
vertic_2=16
vertic_3=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21

; EVENTS AND ACTIONS
; param type format: Description,ListType
; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *):
; 0-Nothing
; 1-Houses
; 2-Teamtypes
; 3-UnitTypes
; 4-InfantryTypes
; 5-AircraftTypes
; 6-BuildingTypes
; 7-Videos
; 8-tutorial texts
; 9-Triggers
; 10-yes/no
; 11=sounds *
; 12=themes *
; 13=speeches *
; 14=special weapons
; 15=animations 
; 16=particles 
; 17=waypoints
; 18=crate types *
; 19=speech bubble types *
; 20=Global variables <--- wrong, local variables!
; 21=.CSF strings (RA2 only) *
; 22=Tag *
; 23=Meteors *
; 24=Weapons *
; 25=Light behavior *
; 26=Shower *


[ParamTypes]
0=Unused,0
1=Unknown,0
2=House,1
3=Local variable,20
4=Time,0
5=Credits,0
6=Number,0
7=Teamtype,2
8=Building,6
9=Aircraft,5
10=Infantry,4
11=Unit,3
12=Movie,7
13=Text,8
14=Trigger,9
15=Enabled,10
16=Sound,11
17=Theme,12
18=Speech,13
19=Steps,0
20=Super weapon,14
21=Left,0
22=Top,0
23=Right,0
24=Bottom,0
25=Animation,15
26=Particle,16
27=Duration,0
28=Speed,0
29=Meteor size,29
30=Waypoint,17
31=Crate type,18
32=Speech bubble,19
33=String,21
34=Action,9
35=Global variable,0
36=Special,0
37=Activated,10
38=Tag,22
39=Techtype,0
40=Quarry,0
41=Weapon,24
42=Light behavior,25
43=Event,9
44=Shower,26
45=Float value,0


; events format:
; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID
; negative number for type currently not supported (only Actions do support yet)!
; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
; NOTE: ID must be the same like #
[Events]
0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,1,1,0
1=Entered by...,0,2,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,1,1,1
2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,1,1,2
3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,1,1,3
4=Discovered by player,0,0,0,0,Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.,1,1,4
5=House Discovered...,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,1,1,5
6=Attacked by any house,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,1,1,6
7=Destroyed by any house,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,1,1,7
8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,1,1,8
9=Destroyed%1 Units%1 All...,0,2,0,0,Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.,1,1,9
10=Destroyed%1 Buildings%1 All...,0,2,0,0,Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.,1,1,10
11=Destroyed%1 All...,0,2,0,0,Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,1,1,11
12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,1,1,12
13=Elapsed Time...,0,6,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.,1,1,13
14=Mission Timer Expired,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,1,1,14
15=Destroyed%1 Buildings%1 #...,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's specified house%1 have been destroyed.,1,1,15
16=Destroyed%1 Units%1 #...,0,6,0,0,Triggers when the number of units%1 owned by the trigger's specified house%1 have been destroyed.,1,1,16
17=No Factories left,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,1,1,17
18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,1,1,18
19=Build Building Type...,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,1,1,19
20=Build Unit Type...,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,1,1,20
21=Build Infantry Type...,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,1,1,21
22=Build Aircraft Type...,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,1,1,22
23=Leaves map (team)...,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it WILL spring.,1,1,23
24=Zone Entry by...,0,2,0,0,Triggers when a unit of the dpecified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,1,1,24
25=Crosses Horizontal Line...,0,2,0,0,Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,25
26=Crosses Vertical Line...,0,2,0,0,Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,26
27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,1,1,27
28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,1,1,28
29=Destroyed by anything [not infiltrate],0,0,0,0,Triggers when attached object is destroyed%1 but not if it infiltrates a building/unit.,1,1,29
30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,1,1,30
31=Bridge destroyed,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.,1,1,31
32=Building exists...,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.,1,1,32
33=Selected by player,0,0,0,0,Triggers when the unit is selected by the player.  Use in single-player only.,1,1,33
34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,1,1,34
35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,1,1,35
36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,1,1,36
37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,1,1,37
38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,1,1,38
39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,1,1,39
40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,1,1,40
41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,1,1,41
42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,1,1,42
43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,1,1,43
44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,1,1,44
45=Ambient light <= ...,0,6,0,0,Triggers when the ambient light drops below a certain level.  Use numbers between 0 and 100.,1,1,45
46=Ambient light >= ...,0,6,0,0,Triggers when the ambient light rises above a certain level.  Use numbers between 0 and 100.,1,1,46
47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,1,1,47
48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,1,1,48
49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,1,1,49
50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,1,1,50
51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,1,1,51
52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,1,1,52
53=Player under EMP effect,0,2,0,0,Specific house is under EMP effect,1,1,53


; action format:
; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, used in TS, used in RA2, ID
; if using negative number for type, param will be set to the absolute value of this number
; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
; NOTE: ID must be the same like #
[Actions]
0=-No Action-,0,0,0,0,0,0,0,0,0,This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?,1,1,0
1=Winner is...,0,2,0,0,0,0,0,0,0,The winner will be forced to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,1
2=Loser is...,0,2,0,0,0,0,0,0,0,The loser will be force to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,2
3=Production Begins...,0,2,0,0,0,0,0,0,0,The computer's house (as specified) will begin production of units and structures.,1,1,3
4=Create Team...,-1,7,0,0,0,0,0,0,0,Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.,1,1,4
5=Destroy Team...,-1,7,0,0,0,0,0,0,0,Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.,1,1,5
6=All to Hunt...,0,2,0,0,0,0,0,0,0,Forces all units%1 of the house specified%1 into 'hunt' mode. They will seek out and destroy their enemies.,1,1,6
7=Reinforcement (team)...,-1,7,0,0,0,0,0,0,0,Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.,1,1,7
8=Drop Zone Flare (waypoint)...,0,30,0,0,0,0,0,0,0,Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.,1,1,8
9=Fire Sale...,0,2,0,0,0,0,0,0,0,Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.,1,1,9
10=Play Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.,1,1,10
11=Text Trigger...,0,13,0,0,0,0,0,0,0,Display the text identified by the label in Tutorial.ini.,1,1,11
12=Destroy Trigger...,-2,14,0,0,0,0,0,0,0,Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created.,1,1,12
13=Autocreate Begins...,0,2,0,0,0,0,0,0,0,Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.,1,1,13
14=Change House...,0,2,0,0,0,0,0,0,0,Changes owning house to the one specified for attached objects.,1,1,14
15=Allow Win,0,0,0,0,0,0,0,0,0,Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.,1,1,15
16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to all players.,1,1,16
17=Reveal around waypoint...,0,30,0,0,0,0,0,0,0,Reveals a region of the map to the player around the waypoint specified.,1,1,17
18=Reveal zone of waypoint...,0,30,0,0,0,0,0,0,0,Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution.,1,1,18
19=Play sound effect...,0,16,0,0,0,0,0,0,0,Plays the sound effect specified. Use numbers from Sound.ini and Sound01.ini and then apply the sound system.,1,1,19
20=Play music theme...,0,17,0,0,0,0,0,0,0,Plays the music theme specified. Look up the number of the song in Theme.ini then Add 1.,1,1,20
21=Play speech...,0,18,0,0,0,0,0,0,0,Plays the speech sound specified,1,1,21
22=Force Trigger...,-2,14,0,0,0,0,0,0,0,Force all triggers of this specified type to spring regardless of what it's event flags may indicate.,1,1,22
23=Timer Start,0,0,0,0,0,0,0,0,0,Start the global mission timer.,1,1,23
24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the global mission timer.,1,1,24
25=Timer Extend...,0,6,0,0,0,0,0,0,0,Extend the global mission timer by the time specified.,1,1,25
26=Timer Shorten...,0,6,0,0,0,0,0,0,0,Short the global mission timer by the time specified. It can never be reduced below 'zero' time.,1,1,26
27=Timer Set...,0,6,0,0,0,0,0,0,0,Set the global mission timer to the value specified.,1,1,27
28=Global Set...,0,35,0,0,0,0,0,0,0,Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,28
29=Global Clear...,0,35,0,0,0,0,0,0,0,Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,29
30=Auto Base Building...,0,37,0,0,0,0,0,0,0,Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on'%1 the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard),1,1,30
31=Grow shroud one 'step',0,0,0,0,0,0,0,0,0,Increase the shroud darkness by one step (cell).,1,1,31
32=Destroy attached building,0,0,0,0,0,0,0,0,0,Destroy any buildings%1 bridges%1 or units that this trigger is attached to.,1,1,32
33=Add 1-time special weapon...,0,36,0,0,0,0,0,0,0,Add a one-shot special weapon (as indicated) to the trigger's house.,1,1,33
34=Add repeating special weapon...,0,36,0,0,0,0,0,0,0,Add a permanent special weapon (as indicated) to the trigger's house.,1,1,34
35=Preferred target...,0,40,0,0,0,0,0,0,0,Specify what the trigger's house should use as its preferred target when using special weapon attacks.,1,1,35
36=All change house...,0,2,0,0,0,0,0,0,0,All objects of one house change ownership to specified house.,1,1,36
37=Make ally...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to ally with the house specified.,1,1,37
38=Make enemy...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to un-ally (declare war) with the house specified.,1,1,38
39=Change Zoom Level...,0,6,0,0,0,0,0,0,0,Changes the zoom out level of the player's radar map.  Use 1 for normal view%1 2 for zoomed out.,1,1,39
40=Resize Player View...,0,0,21,22,23,24,0,0,0,Changes the player's viewing rectangle into the map.  Enter as:   x%1y%1w%1h   where x%1y gives the upper left corner and w%1h give the width and height.,1,1,40
41=Play Anim At...,0,25,0,0,0,0,1,0,0,Plays the specified anim in the specified cell. Use numbers from [Animations] and either subtract 2 or 5 (depending on the position in the list),1,1,41
42=Do Explosion At...,0,41,0,0,0,0,1,0,0,Creates an explosion in the specified cell%1 using the specified warhead.,1,1,42
43=Meteor Impact At...,0,29,0,0,0,0,1,0,0,Sends a meteor at the specified cell.,1,0,43
44=Ion Storm start...,0,6,0,0,0,0,0,0,0,Starts an ion storm sequence to run for the specified number of game frames.,1,0,44
45=Ion Storm stop...,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,1,0,45
46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,1,1,46
47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,1,1,47
48=Center Camera at Waypoint...,0,28,0,0,0,0,1,0,0,Moves the tactical view to a specified waypoint at the specified speed. Use 1 through 4 for good results.,1,1,48
49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,1,1,49
50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,1,1,50
51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map for all players.,1,1,51
52=Change Light Behavior,0,42,0,0,0,0,0,0,0,Changes the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight. 0= no Spotlight - 1= Circle - 2= Rules.ini settings (affected by direction) - 3= Unit in Spotlight,1,1,52
53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,1,1,53
54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,1,1,54
55=Create Radar Event,0,43,0,0,0,0,1,0,0,Creates a radar event at the specified waypoint,1,1,55
56=Local Set...,0,3,0,0,0,0,0,0,0,Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'.,1,1,56
57=Local Clear...,0,3,0,0,0,0,0,0,0,Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'.,1,1,57
58=Meteor Shower At...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified waypoint.,1,1,58
59=Reduce Tiberium At...,0,30,0,0,0,0,0,0,0,Reduces Tiberium around the specified waypoint.,0,0,59
60=Sell building,0,0,0,0,0,0,0,0,0,Sells the building attached to this trigger.,1,1,60
61=Turn off building,0,0,0,0,0,0,0,0,0,Turn off building attached to this trigger.,1,1,61
62=Turn on building,0,0,0,0,0,0,0,0,0,Turn on building attached to this trigger.,1,1,62
63=Apply 100 damage at...,0,30,0,0,0,0,0,0,0,Applies 100 points of HE damage at location.,1,1,63
64=Light flash (small) at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,1,1,64
65=Light flash (medium) at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,1,1,65
66=Light flash (large) at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,1,1,66
67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that player has won.,1,1,67
68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that player has lost.,1,1,68
69=Force end,0,0,0,0,0,0,0,0,0,Force end of scenario.,1,1,69
70=Destroy Tag...,-3,38,0,0,0,0,0,0,0,Destroy tag and all attached triggers.,1,1,70
71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,1,1,71
72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,1,1,72
73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level. Use numbers between 0 and 100.,1,1,73
74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Start AI triggers for specified house.,1,1,74
75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stop AI triggers for specified house.,1,1,75
76=Ratio of AI trigger teams...,0,6,0,0,0,0,0,0,0,AI percentage of teams created for AI triggers (100 = all for AI trigger teams%1 0 = all for regular teams),1,1,76
77=Ratio of team aircraft...,0,6,0,0,0,0,0,0,0,AI percentage of aircraft created for teams (100 = all for teams%1 0 = all random),1,1,77
78=Ratio of team infantry...,0,6,0,0,0,0,0,0,0,AI percentage of infantry created for teams (100 = all for teams%1 0 = all random),1,1,78
79=Ratio of team units...,0,6,0,0,0,0,0,0,0,AI percentage of units created for teams (100 = all for teams%1 0 = all random),1,1,79
80=Reinforcement (team) [at waypoint]...,-1,7,0,0,0,0,1,0,0,Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style.,1,1,80
81=Wakeup self,0,0,0,0,0,0,0,0,0,Breaks out of sleep or harmless mode so as to enter guard mode.,1,1,81
82=Wakeup all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,1,1,82
83=Wakeup all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,1,1,83
84=Wakeup group...,0,6,0,0,0,0,0,0,0,Wakeup all units of specified group.,1,1,84
85=Vein growth...,0,37,0,0,0,0,0,0,0,Control if veins grow or not.,1,1,85
86=Tiberium growth...,0,37,0,0,0,0,0,0,0,Control if Tiberium grows or not.,1,1,86
87=Ice growth...,0,37,0,0,0,0,0,0,0,Control if ice grows or not.,1,1,87
88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Show particle animation at location.,1,1,88
89=Remove Particle Anim at...,0,30,0,0,0,0,0,0,0,Delete particle anims at specified location.,1,1,89
90=Lightning strike at...,0,30,0,0,0,0,0,0,0,A single Ion Storm lightning strike.,1,1,90
91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,1,1,91
92=Activate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns on a house's firestorm defense.,0,0,92
93=Deactivate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns off a house's firestorm defense.,0,0,93
94=Ion-cannon strike...,0,30,0,0,0,0,0,0,0,Fires Ion-Cannon at waypoint specified.,0,0,94
95=Nuke strike...,0,0,0,0,0,0,1,0,0,Fires Nuke at waypoint specified from nearest edge.,1,1,95
96=Chem-missile strike...,0,30,0,0,0,0,0,0,0,Fires Chemical missile at waypoint specified.,0,0,96
97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,1,1,97
98=Play Sound Effect (Random)...,0,16,0,0,0,0,0,0,0,Plays sound effect at random waypoint. Rules of action 19 apply.,1,1,98
99=Play Sound Effect At waypoint...,0,16,0,0,0,0,1,0,0,Plays sound effect specified at waypoint specified. Rules of action 19 apply.,1,1,99
100=Play Ingame Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie ingame. Player still has control of interface and units.,1,1,100
101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,1,1,101
102=Lightning Storm strike...,0,0,0,0,0,0,1,0,0,Lightning storm owned by owner of trigger at waypoint.,1,1,102
103=Timer Text...,-4,13,0,0,0,0,0,0,0,What text label to display with timer (i.e. actual text is in game.str).,1,1,103
104=Flash Team...,-5,7,0,0,0,0,0,0,0,Flashes the specified team for the specified number of frames,1,1,104
105=Talk Bubble...,-1,7,0,0,0,0,0,0,0,Displays talk bubble over unit,1,1,105

[BridgesTS]

[SpecialOverlayTS]

[IgnoreTS]
0=WEEDGUY
1=NHUNTER
2=GHUNTER
3=JEEP
; legacy Red Alert leftovers
60=CR1
61=CR2
62=CR3
63=CR4
64=CR5
65=CR6
66=BURN01
67=BURN02
68=BURN03
69=BURN04
70=BURN05
71=BURN06
72=BURN07
73=BURN08
74=BURN09
75=BURN10
76=BURN11
77=BURN12
78=BURN13
79=BURN14
80=BURN15
81=BURN16

[IgnoreTerrainTS]
0=NAWALL
1=GAWALL

[IgnoreTemperateTS]
0=ABAN01
1=ABAN02
2=ABAN03
3=ABAN04
4=ABAN05
5=ABAN06
6=ABAN07
7=ABAN08
8=ABAN09
9=ABAN10
10=ABAN11
11=ABAN12
12=ABAN13
13=ABAN14
14=ABAN15
15=ABAN16
16=ABAN17
17=ABAN18

[IgnoreSnowTS]
