

		--------------------------
		 Red Alert .ini Info V1.0  
		--------------------------

By Blitz (alpat@globalnet.co.uk)       

I know this list is not complete - it's being constantly updated.
If you know any more about the .ini files, please email me.
I'm especially interested in the teamtypes and trigs sections.
Updates and other files will be posted at:
http://www.globalnet.co.uk/~alpat/red.htm


1.Use
2.Infantry
3.Units
4.Ships
5.Structures
6.Units & Structures
7.Cell info
8.Waypoints
9.Owners
10.Basic
11.Country
12.Map
13.MapPack/OverlayPack
14.Team Types
15.Trigs ** Heavily Updated **
16.Cell Trigs
17.Digest


1.Use:
------
This file shows you the outline of making single-player maps for 
Red Alert.  
  To start with you need to design the map you want to use in the terrain
editor included with RA.  It will be saved as a .mpr file.
  Next you need an .ini file from an existing level (eg. scg01ea.ini).
You can get one from my web page.  Load your .mpr file into a text editor
and copy the [OverlayPack] and [MapPack] sections, and overwrite the ones
in the existing level's .ini file.  
  Now you need to edit this .ini file using the info below (and some common
sense) to get the level how you want it. (this is the tricky part).
  Once you are happy with it for a first attempt, save the .ini file.
Call it scg01ea.ini and copy it (if not already) to your Red Alert
directory on your HD.  Run Red Alert and select 'new game' then choose
your side as 'Allies'.  Your map will be in place of the original.
To remove it and restore the original, just delete or move the .ini file.
Now you can edit the .ini file and create your own levels!
Goodluck, it's tricky :) 


2.Infantry:
-----------
This is a list of all the infantry in the game, with their codes.

E1=minigunner
E2=grenade
E3=bazooka
E4=flame
E5=<appears not to exist>
E6=Engineer
E7=Tanya
SPY=spy
THF=Thief
C1-9=Civilian
C10=Scientist
Dog=guess :)
Medi=medic
Delphi=Agent Delphi
Chan=Chan
Einstein=Einstein
GNRL=General (hidden character)

3.Units:
--------
MRJ=Radar Jammer
MNLY=Mine Layer
4tnk=mammoth
3tnk=2barrel heavy tank
2tnk=1barrel med. tank
1tnk=small tank
ARTY=Artillery
YAK=YAK
MIG=MIG
TRUK=Small Van
HARV=Ore Truck
JEEP=Ranger
MCV=Mobile Construction vehicle
V2RL=V2 Rocket Launcher
TRAN=Chinook
MGG=Mobile Gap Generator
MRJ=Radar Jammer
BADR=Badger Bomber

4.Ships:
--------
SS=Sub
DD=Destroyer
PT=Gun Boat
CA=Cruiser
LST=Transport

5.Structures:
-------------
FTUR=Flame turret
TSLA=Tesla Coils
BARR=Barrels
SILO=Silo
POWR=Small Power Plant
APWR=Advanced Power Plant
AFLD=Airfield
DOME=Radar Dome
FACT=Construction Yard
WEAP=Weapons Factory
STEK=Soviet Tech Centre
SPEN=Sub Pen
SAM=SAM Site
KENN=Dog Kennel
FCOM=Forward Command Post
V01-V19=Civillian Buildings
HPAD=Heli Pad
FIX=Service Depot
MSLO=Missile Silo (for nukes)
GAP=Gap Generator
AGUN=AA Gun
ATEK=Allied Tech Centre
GUN=Turret
HBOX=Cammo. Pillbox
TENT=Allied Barracks
DOMF=Fake Radar Dome
MINV=Anti-vehicle mine
MINP=Anti-pernonnel mine
SYRD=Naval Yard
IRON=Iron Curtain
PDOX=Chronosphere
HOSP=Hospital
BIO=Bio Research Facility
SBAG=Sandbag
FENC=Wire Fence
BRIK=Concrete Wall


6.Units & Structures:
---------------------
[Units, Structures etc]
For example:
0=Greece,E1,256,9539,1,Guard,0,None
0=number
Greece=Owner
E1=Type of unit
256=energy
9539=cell number
1=Direction (0=North, 128=South)
Guard=The action it performs
None=Trigger attached (If a name appears here, that trig is activated
when this unit/structure ceases to exist).

7.Cell Info
-----------
The map is layed out using cell numbers.  I experimented with a 64x126 map.
To go 1 cell accross: +1 to cell number
To go 1 cell down: +128 to cell number

8.Waypoints
-----------
98=View at start
0-8=multi-start

9.Owners
--------
Owners can be:
GoodGuy, BadGuy, Neutral, Special, Greece, Turkey, Germany, USSR, 
: England, Ukraine, France

10.Basic Section
----------------
[Basic]
Intro=<none>		;Intro video played
Brief=ALLY1		;Briefing vid played
Win=SNOWBOMB		;Vid shown if win
Lose=BMAP		;Vid shown if lose
Action=LANDING		;Vid shown at start
Player=Greece		;Side you are
Theme=No theme		;Music playing at start

11.Country
----------
[Greece] (or another country)
Credits=45		; x 100 = Money at start 
Edge=West		; Side reinforcements come from
TechLevel=10		; Tech level side is at
Allies=England,GoodGuy	; Who are on your side


12.Map
------
[Map]
Theater=SNOW		;Tile set used
Width=64		;Width of map
Height=126		;Height of map

13.Map Pack/Overlay Pack
------------------------
[MapPack/OverlayPack]
This is the info the map editor saves for the terrain used in the level.
eg. Roads, bridges, ore, sea, cliffs etc.

14.Teamtypes
------------
[Teamtypes]
cmdatk=8,0,7,0,0,95,-1,1,E1:4,2,16:7,1:94
cmdatk=name of teamtype
E1=unit envolved 
4=number of unit involved (here 4 mini-gunners).
2=number of actions
16=an action of some sort (see list below)
7=Waypoint to perform this action at.

Here are a list of possible actions with their numbers:
0:Attack...
1:Attack Waypoint...
2:Change formation to...
3:Move to waypoint...
4:Move to cell...
5:Guard area (1/10th min)...
6:Jump to line #...
7:Attack Tarcom
8:Unload
9:Deploy
10:Follow friendlies
11:Do this...
12:Set global...
13:Invulnerable
14:Load onto transport
15:Spy on bldg @ waypt...
16:Patrol to waypoint...


15.Triggers
-----------
Help! Any info on this trigs section would be VERY useful.
Thanks to Alex for most of this :)

-There are 18 numbers in each trigger. 
-The 1st number is whether it is looped (0=no loop 1=loop)
-The 5th number is the condition to be met.
-The 7th number is a unit (eg.Time, in a time trigger)
-The 12th (and possibly 16th) number refers to the teamtype associated 
with the trigger.
-the 15th and 11th numbers link to the action performed when 
the condition is met.
-The last number displays the text message with that value.

Here are all the conditions with their numbers:
0:-No Event-
1:Entered by...
2:Spied by...
3:Thieved by...
4:Discovered by player
5:House Discovered...
6:Attacked by anybody
7:Destroyed by anybody
8:Any Event
9:Destroyed, Units, All...
10:Destroyed, Buildings, All...
11:Destroyed, All...
12:Credits exceed (x100)...
13:Elapsed Time (1/10th min)...
14:Mission Timer Expired
15:Destroyed, Buildings, #...
16:Destroyed, Units, #...
17:No Factories left
18:Civilians Evacuated
19:Build Building Type...
20:Build Unit Type...
21:Build Infantry Type...
22:Build Aircraft Type...
23:Leaves map (team)...
24:Zone Entry by...
25:Crosses Horizontal Line...
26:Crosses Vertical Line...
27:Global is set...
28:Global is clear...
29:Destroyed, Fakes, All...
30:Low Power...
31:All bridges destroyed
32:Building exists.

Here are all the actions that can be performed when a condition is met:
0:-No Action-
1:Winner is...
2:Loser is...
3:Production Begins
4:Create Team...
5:Destroy All Teams
6:All to Hunt...
7:Reinforcement (team)...
8:Drop Zone Flare (waypoint)...
9:Fire Sale...
10:Play Movie...
11:Text Trigger (ID num)...
12:Destroy Trigger...
13:Autocreate Begins...
14:~don't use~
15:Allow Win
16:Reveal all map
17:Reveal around waypoint...
18:Reveal zone of waypoint...
19:Play sound effect...
20:Play music theme...
21:Play speech...
22:Force Trigger...
23:Timer Start
24:Timer Stop
25:Timer Extend (1/10th min)...
26:Timer Shorten (1/10th min)...
27:Timer Set (1/10th min)...
28:Global Set...
29:Global Clear...
30:Auto Base Building...
31:Grow shroud one 'step'
32:Destroy attached building
33:Add 1-time special weapon...
34;Add repeating special weapon...
35:Preferred target...
36:Launch Nukes

[Trigs]
rnf1=0,1,0,0,1,-1,1,0,-1,0,7,9,-1,-1,0,-1,-1,-1
rnf=name of trigger
-1=Not in use/Doesn't exist

16.Cell Triggers
----------------
[CellTriggers]
5802=revl

5802=number of cell
revl=trigger to activate if this cell is entered.

17.Digest
---------
[Digest]
You can safely remove this section.  It it a checksum, and can stop
your maps working.

Disclaimer:
I am not responsible for any damage caused by the use of this file, and
the information in it. Use it at your own risk.

Distribution:
Give it to anyone as long as this file stays intact - not changed in any way. 

I hope this is of some help :)
Thanks to Disk Doctor for ripping the original levels.
Thanks to Alex for lots of help with those Trigs.
Thanks to White Fury for some info.

Blitz. (alpat@globalnet.co.uk)
Web Page: http://www.globalnet.co.uk/~alpat/red.htm