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Generals(Definitions).gdf

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This is a sub-page of Proto:Command & Conquer: Generals/Build 98 Alpha.

Generals(Definitions).gdf#

// Save file <Generals(Definitions).gdf> for database <Generals>

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    Integer: UniqueID
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    Real: RoadWidth
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DataDefinition: Terrain/Bridge
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    Real: BridgeScale
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    String: W3DModelName
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        Max: 2147483647;
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    String: W3DModelPath
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DataDefinition: Terrain/Material
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    AssetReference: Texture
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        AssetSet: Textures;
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    String: TextureName
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    Integer: Homogeneous
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DataDefinition: Terrain/MaterialClass
{
};

DataDefinition: Terrain/Light
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    String: LightName
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        Default: "";
        Max: 2147483647;
        Min: 0;
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    Integer: AmbientRed
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        Default: 128;
        Max: 2147483647;
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    Integer: AmbientGreen
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        Default: 128;
        Max: 2147483647;
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    Integer: AmbientBlue
    {
        Default: 128;
        Max: 2147483647;
        Min: -2147483648;
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    Integer: DiffuseRed
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        Default: 128;
        Max: 2147483647;
        Min: -2147483648;
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    Integer: DiffuseGreen
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        Default: 128;
        Max: 2147483647;
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    Integer: DiffuseBlue
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    Real: HeightAboveTerrain
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        Max: None;
        Min: None;
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    Enumeration: LightType
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        Enumerations:
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            POINT: 0;
            DIRECTIONAL: 1;
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        Default: POINT;
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    Real: Range
    {
        Default: 10.0000;
        Max: None;
        Min: None;
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    Real: FadeStarts
    {
        Default: 2.0000;
        Max: None;
        Min: None;
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    Real: DirectionX
    {
        Default: 0.0000;
        Max: None;
        Min: None;
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    Real: DirectionY
    {
        Default: 0.0000;
        Max: None;
        Min: None;
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    Real: DirectionZ
    {
        Default: -1.0000;
        Max: None;
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DataDefinition: Game/ObjectDatabase/Health
{
    
    Real: Max
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        Max: 100000.0000;
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    Real: Initial
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DataDefinition: Game/ObjectDatabase/TechLevelType
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    Enumeration: TechLevel
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        Enumerations:
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            TechLevel0: 0;
            TechLevel1: 1000;
            TechLevel2: 2000;
            TechLevel3: 3000;
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        Default: TechLevel0;
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};

// These are the object, drawable, and thing modules available
DataDefinition: Game/ObjectDatabase/Modules
{
    String: Update                  { Default: "DefaultUpdate"; };
    String: Die                         { Default: "DefaultDie"; };
    String: Damage                  { Default: "DefaultDamage"; };
    String: Create                  { Default: "DefaultCreate"; };
    String: Collide                 { Default: "DefaultCollide"; };
    String: Body                        { Default: "InactiveBody"; };
    String: Contain                 { Default: "ClosedContain"; };
  String: Destroy                   { Default: "DefaultDestroy"; };
    String: Draw                        { Default: "W3DDefaultDraw"; };
    String: ClientUpdate        { Default: "DefaultClientUpdate"; };

    String: UpdateData                  { Default: ""; };
    String: DieData                         { Default: ""; };
    String: DamageData                  { Default: ""; };
    String: CreateData                  { Default: ""; };
    String: CollideData                 { Default: ""; };
    String: BodyData                        { Default: ""; };
    String: ContainData                 { Default: ""; };
  String: DestroyData                   { Default: ""; };
    String: DrawData                        { Default: ""; };
    String: ClientUpdateData        { Default: ""; };
};

DataDefinition: Game/ObjectDatabase/UnitSounds
{
    
    DataReference: Move
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        DataSet: Audio/SoundEvents;
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    DataReference: Fire
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    DataReference: Select
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        DataSet: Audio/SoundEvents;
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    DataReference: MoveOrder
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        DataSet: Audio/SoundEvents;
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    DataReference: AttackOrder
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        DataSet: Audio/SoundEvents;
    };
};

DataDefinition: Game/ObjectDatabase/AmbientSoundSet
{
    
    DataReference: Morning
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        DataSet: Audio/SoundEvents;
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    DataReference: Afternoon
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        DataSet: Audio/SoundEvents;
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    DataReference: Evening
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    DataReference: Night
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DataDefinition: Game/ObjectDatabase/TrackMarksType
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    Boolean: MakesTracks
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    Boolean: Ambient
    {
        Default: No;
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};

DataDefinition: Audio/SoundEvent
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    Flags: Control
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        Flags:
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            Loop: 0;
            Random: 1;
            All: 2;
            postdelay: 3;
            Interrupt: 4;
            ambient: 7;
        };
        Default: Random Interrupt ;
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    List: Sounds
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        Type: AssetReference
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            AssetSet: Audio/Sounds;
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    List: Attack
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        Type: AssetReference
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    List: Decay
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            AssetSet: Audio/Sounds;
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            Critical: 4;
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    Percent: MinVolume
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    Percent: VolumeShift
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    Integer: LoopCount
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    PercentRange: PitchShift
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        Max: 300.00;
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    IntegerRange: Delay
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    Flags: Type
    {
        Flags:
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            Center: 0;
            Global: 1;
            Speech: 2;
        };
        Default: ;
    };
};

DataDefinition: Audio/Dialog
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    AssetReference: Audio
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        AssetSet: Audio/Dialog;
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    Percent: Volume
    {
        Default: 80.00;
        Max: 100.00;
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    Boolean: Interrupt
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        Default: No;
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    Enumeration: Priority
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        Enumerations:
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            Highest: 4;
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        Default: Normal;
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    Integer: TimeOut
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        Default: 3000;
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};

DataDefinition: Game/ObjectDatabase/GeometryType
{
    
    Enumeration: Geometry
    {
        Enumerations:
        {
            // note that the enumeration must match the in game enumeration
            Invalid: 0;
            Sphere: 1;
            Cylinder: 2;
            Box: 3;
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        Default: Sphere;
    };
};

DataDefinition: Game/ObjectDatabase/Animations
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    List: Idle
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    List: Run
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    List: Attack
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    List: Die
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DataDefinition: Game/ObjectDatabase/ShadowType
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            Decal: 1;
            ShadowVolume: 2;
            ShadowMap: 3;
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DataDefinition: Game/ObjectDatabase/ScienceType
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    Enumeration: Science
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            ScienceEurope: 2;
            ScienceAsia: 3;
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DataDefinition: Game/ObjectDatabase/ProductionPrerequisite
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    List: Sciences
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            Definition: Game/ObjectDatabase/ScienceType
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                // Overrides for the embedded data's defaults
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};

DataDefinition: Game/ObjectDatabase/Object
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    List: Prerequisites
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        Type: EmbeddedData
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            Definition: Game/ObjectDatabase/ProductionPrerequisite
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                // Overrides for the embedded data's defaults
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    List: ModelList
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    Real: Scale
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        Max: None;
        Min: None;
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    EmbeddedData: Health
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        Definition: Game/ObjectDatabase/Health
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            // Overrides for the embedded data's defaults
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    Boolean: IsObstacle
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        Default: No;
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    Boolean: IsAirborne
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        Default: No;
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    Boolean: IsStructure
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        Default: No;
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    Real: Speed
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    Real: TurnRate
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    Integer: BuildCost
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    Integer: RefundValue
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    Real : BuildTimeMultiplier  
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        Default: No;
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    Boolean: IsTurreted
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    Boolean: IsCrushable
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        Default: No;
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    Boolean: IsFrontCrushed
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    Boolean: IsBackCrushed
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        Default: No;
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    Boolean: IsTreeOrBush
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        Default: No;
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    EmbeddedData: AmbientSoundSet
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        Definition: Game/ObjectDatabase/AmbientSoundSet
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    DataReference: ImpactSound
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    Boolean: IsAppearsAtRallyPoint
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    EmbeddedData: Shadows
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};

DataDefinition: Game/ObjectDatabase/TechTree
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    List: Sciences
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        Type: EmbeddedData
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            Definition: Game/ObjectDatabase/ScienceType
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                // Overrides for the embedded data's defaults
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    };

};