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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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
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Max: None;
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Real: FadeStarts
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Max: None;
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Real: DirectionX
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Real: DirectionY
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DataDefinition: Game/ObjectDatabase/Health
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// These are the object, drawable, and thing modules available
DataDefinition: Game/ObjectDatabase/Modules
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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: ""; };
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DataReference: Fire
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DataSet: Audio/SoundEvents;
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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;
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DataDefinition: Game/ObjectDatabase/AmbientSoundSet
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DataReference: Morning
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DataReference: Afternoon
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DataReference: Evening
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DataSet: Audio/SoundEvents;
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DataReference: Night
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DataSet: Audio/SoundEvents;
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Boolean: Ambient
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All: 2;
postdelay: 3;
Interrupt: 4;
ambient: 7;
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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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AssetSet: Audio/Sounds;
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List: Decay
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Type: AssetReference
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AssetSet: Audio/Sounds;
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Critical: 4;
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Default: Normal;
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Percent: VolumeShift
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IntegerRange: Delay
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Default: 0 0;
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Flags: Type
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Center: 0;
Global: 1;
Speech: 2;
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Default: ;
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Boolean: Interrupt
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Enumeration: Priority
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High: 3;
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
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Enumeration: Geometry
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Enumerations:
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// note that the enumeration must match the in game enumeration
Invalid: 0;
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Cylinder: 2;
Box: 3;
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Default: Sphere;
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ShadowVolume: 2;
ShadowMap: 3;
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Default: None;
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DataDefinition: Game/ObjectDatabase/ScienceType
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Enumeration: Science
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ScienceAmerica: 1;
ScienceEurope: 2;
ScienceAsia: 3;
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Default: ScienceAmerica;
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Definition: Game/ObjectDatabase/TechLevelType
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// Overrides for the embedded data's defaults
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List: Units
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List: Sciences
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Definition: Game/ObjectDatabase/ScienceType
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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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Boolean: IsAirborne
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Integer: EnergyProduction
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Boolean: IsSelectable
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Boolean: IsImmobile
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Default: Yes;
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Boolean: IsCanCastReflections
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Default: No;
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Boolean: IsShrubbery
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Default: No;
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Boolean: IsCanAttack
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Default: No;
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Boolean: IsAlignOnTerrain
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Default: Yes;
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Boolean: IsTank
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Default: No;
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Boolean: IsTurreted
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Default: No;
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Boolean: IsCrushable
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Default: No;
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Boolean: IsFrontCrushed
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Default: No;
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Boolean: IsBackCrushed
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Default: No;
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Boolean: IsOverlap
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Default: No;
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Boolean: IsTreeOrBush
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// Overrides for the embedded data's defaults
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// Overrides for the embedded data's defaults
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// Overrides for the embedded data's defaults
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// Overrides for the embedded data's defaults
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EmbeddedData: Shadows
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// Overrides for the embedded data's defaults
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