Red Alert 2 INI Editing Guide - Appendices
• A1.0 - Text Message List (TUTORIAL.INI)
• A2.0 - Building & Structure List
• A3.0 - Super Weapon List
• A4.0 - Infantry List
• A5.0 - Unit List
• A6.0 - Aircraft List
• A7.0 - Available Themes (THEME.INI)
• A8.0 - Available Sound Effects (SOUND.INI)
• A9.0 - Available Speech Effects (EVA.INI)
• A10.0 - Available Movies
• A11.0 - Available Animations
• A12.0 - Available Particle Systems
• A13.0 - Available Voxel Animations
• A14.0 - Available Speech Bubbles
• A15.0 - Available Crate Powerups
• A16.0 - Available Warheads
• A17.0 - Waypoint Number/Letter Conversion Table
TIP: there are lots of things in Red Alert 2 that for various reasons still exist in the game files but were never used in the game. These items are indicated in these appendices with the word UNUSED next to them. Some of these things are pretty cool and, along with lighting effects, are a good way to add a little uniqueness to your maps and missions and get them to stand out from the rest.
NOTE: I strongly recommend NOT changing or editing the numbering or ordering of any of these lists in RULES.INI or your map file. This is because many internal tables and the game code itself rely upon the ordering of them and adjusting this may cause undesirable audio/visual effects or even Internal Errors. If you want to extend or add to these lists, simply append to the end of each one, continuing the numbering with your new one.
• A1.0 - Text Message List (TUTORIAL.INI)
This is the list of text messages you can display and the numbers needed for the action statement itself - this is actually exactly as they appear in the TUTORIAL.INI file.
NOTE: you cannot add new text messages or change existing ones, even by including a [Tutorial] section in your map file. However, if you want to display your own text messages, you must edit the .CSF files and call them with the appropriate action. Then ensure that this new .CSF file is distributed with your map, as it must be in the Red Alert 2 directory for it to work. Remember also that the TUTORIAL.INI file (and thus all of these text messages) is totally unused in Red Alert 2 so this is here purely for reference.
1=Objective 1 completed!
2=Objective 2 completed!
3=Objective 3 completed!
4=Objective 4 completed!
5=NEW OBJECTIVE RECIEVED
6=REINFORCEMENTS HAVE ARRIVED
7=NEW PRODUCTION OPTION
10=Objective 1: Force a landing on the beach and set up a base.
11=Objective 2: Destroy American Production Facilities.
12=Objective 3: Destroy American Fleet.
31=TANYA: Shoot! The dogs got our spies! We need help here!
32=TANYA: Man down! Darn it! We need another couple spies!
33=TANYA: Argh! Is Puppy Chow cologne standard issue for these guys? Send more Spies!
34=TANYA: BEEP, BEEP BEEEP!!! Dogs! They BEEPing ate another of our guys!
35=Nuclear Missile Silo coordinates downloaded successfully.
36=OBJECTIVE 1: Infiltrate the Soviet Battle Lab
37=OBJECTIVE 2: Locate and Neutralize the Soviet Nuclear Missile Silos
38=SOVIET SOLDIER: Be on the look out for spies, comrades. It seems a little too quiet tonight.
39=SOVIET SOLDIER: Ha ha ha. we don't need to worry about stupid American spies. That's what the dogs are for.
40=HINT: Spies can assume the form and color of any infantry unit. To do this, select the Spy and Left-Click on a valid target.
41=HINT: Special "detector" units can see through a Spy's disguise. Beware of the Dogs - they are excellent detectors!
42=TANYA: Looks like we're going to need some more backup here. Send some more Spies.
43=SPY: If you can get me into one of those Tesla Reactors, I can shut down all of the base's power for thirty seconds. its not much time, but maybe you can use it to sneak past the defenses.
44=BRITISH ENGINEER: Sorry we're late. What do you need us to do?
45=SOVIET SOLDIER: Hey, you're not one of us!
46=POLISH VILLAGER: Please don't hurt me, I am just a poor cow herder.
47=POLISH VILLAGER: What took you so long, Boris? I need your help getting these cows back to the village.
48=POLISH VILLAGER: Where are we going? This doesn't look like the way back to the village.
49=POLISH VILLAGER2: Mmmmm. Cows... Thanks for bringin' them in.
50=POLISH VILLAGER: Here's your split o' the money. And just so you know, I heard that there's some rebels hiding up in the mountains to the east of the Soviet base.
51=POLISH REBEL: Someone's found our village! KILL HIM!
52=POLISH REBEL: Ah, there you are, Boris. We're ready to move out against the Soviets. Lead us to victory, comrade!
53=TANYA: Those rebels look like bad news. They'll probably fight us just as readily as they fight the Soviets.
54=POLISH VILLAGER: Psst. Comrade! There's a secret path up to the Soviet base behind my house.
55=NUCLEAR MISSILE DESTROYED
56=NUCLEAR MISSILE INFILTRATED
57=Soviet BattleLab destroyed - Objective Failed
58=MAP ENLARGED - New Terrain Revealed
61=Lt Eva: When the Mirage tank is in position, select any nearby tree. The Mirage Tank will then cloak itself as the tree you've selected and be ready to stealthily attack any enemy that comes into range.
62=ALERT! Soviet Invasion forces have entered your AOR! ALERT!
71=Warning: Mission critical unit under attack.
72=Warning: Mission critical structure under attack.
73=Objective 1: Locate and free the mutants.
74=Objective 2: Evacuate the mutants.
75=Objective Reached: Mutants freed.
76=Objective 1: Destroy the supply base.
77=Objective 1: Plant C4 on all ten Nod power plants.
78=Objective 1: Destroy Nod missile complex.
79=Detonate C4 when ready.
80=Stop! Don't Shoot! I was forced to work for them.
81=Take out this sentry post and I will show you their nearby base.
82=CABAL: Hassan's Base has been alerted. Attack is imminent.
83=Now get an engineer over here to fix this bridge and I will alert Hassan to their presence.
85=CABAL: Establish a foothold on the far side of this bridge and an MCV will be sent in to you.
87=CABAL: MCV has arrived to the southeast.
88=To build or train left-click on the icons located in the sidebar.
89=To deploy a vehicle select it, place the cursor over the vehicle and left-click on it.
90=GDI has detected you.
91=The Temple is under attack!
92=Mutant vermin detected.
93=Tiberium lifeform detected.
94=Objective 1: Locate the old Temple of Nod.
95=Objective 2: Remove the GDI trespassers.
96=Tacitus has been acquired.
97=GDI dropship detected.
98=Bullet train departing.
99=Prevent the train from departing and retrieve the Tacitus.
100=When you select an enemy unit, you can see its health status.
101=Just a harmless civilian truck.
102=We don't have all day, Commander. Move your men out to find Red Team.
103=Try to keep your soldiers in a group to concentrate their firepower.
104=Now that you've selected a unit, you can order them to move or fire by left-clicking on an area or target. (Cue cursor SB movie.)
105=Don't let them escape!
106=MISSION OBJECTIVE: Hunt down all 10 Red Team members.
107=You've already lost half your men!
108=Two Reds still unaccounted for. Check the other side of the bridge on the left.
110=Kodiak in critical condition!
111=Eye of the storm has been entered.
112=Maximum efficiency for equipment can now be achieved.
113=Re-entering ion storm, caution is advised.
114=Objective 1: Protect the Kodiak at all costs.
115=Objective 2: Destroy all Nod forces.
116=Philadelphia in range.
117=ICBM launch detected.
118=Tiberium Missile launched.
120=Objective 1: Stop the launch of the Tiberium Missile.
121=Objective 2: Destroy the ICBMs targeted at the Philadelphia.
122=ICBMs destroyed! Philadelphia out of danger.
123=Proceed with Tiberium Missile destruction.
124=Objective 3: Destroy all Nod forces.
125=Civilian city is under attack!
126=PEACE THROUGH POWER!
128=This map is under redesign.
129=GDI Soldier: Shit, We're outnumbered! Return to base now and alert them.
130=CABAL: During the Ion Storm their Radar/Communications will be down. Now is the opportune time to hit them before the storm abates.
132=CABAL: GDI Communications have been re-established.
133=They are sending a transmission to Sarajevo now.
134=Your venture has been quite unsuccessful, to state the least.
135=Move quickly, before they see us.
136=We have to get this to Tratos immediately.
137=Holy $#!+ its Nod! I have to warn the base.
138=What's the E.T.A. on that M.C.V.? This UFO gives me the creeps.
139=Looks like they're going to ship it out via bullet train.
140=Current weapon range insufficient. Weapon drop in progress.
141=Thanks for the help!
142=Power overload in progress...
143=GDI forces spotted. Blow the bridge!
144=Objective 1: Destroy all Nod structures.
145=Objective 2: Capture the train station. DO NOT DESTROY IT!
146=Objective 1 complete.
147=Nod base is heavily guarded by lasers. Suggestion: destroying power plants to west may cause overload.
148=Objective 2 complete.
149=Umagon: My people are nearby.
150=We will help.
151=Alert! GDI presence detected!
152=Perimeter secure. Deactivating alarm.
153=Alert! Prison break in progress!
154=Orca Transport: Negative on extraction until SAM sites are eliminated!
155=GDI Forces Spotted! Falling back to alert base.
156=Objective: Rescue captives from the prison to the east.
157=Objective 1: Spy on GDI comm center to learn the location of the weapons test.
158=Objective 2: Destroy the Mammoth Mark II prototype.
159=GDI: The MM2 is quite effective against structures.
160=GDI: Now watch the effectiveness against ground units.
161=GDI: The MM2 is equally deadly to air-based assaults.
162=GDI: This concludes the Mammoth Mark II demonstration.
163=We have Hassan pinned and ready to be brought in Commander Slavick. Orders are complete.
164=Sir! I believe there is an old GDI base near. It could be worth looking into.
165=We should rendezvous with the rescue team to the south.
166=UFO crash sight located.
167=Hey... over here! Help... Destroy these trucks to free us.
168=Captured Commander: All right! Now get me to your drop-off site and into the evac unit.
169=STOP THAT TRAIN!
170=Ghost Stalker: If you can get me onto that train, we can do some real damage!
171=Mutants: The charges are placed. We can get the laser wall down in 30 minutes.
172=Mutants: The wall is down - you are clear to attack!
173=Objective 1: Destroy all the chemical tanks.
174=Objective 2: Destroy the Nod base.
175=Objective 1: Destroy all chemical missile launch sites.
176=New secondary objective: Destroy primary AND secondary Nod bases.
178=GDI: Jake, its a trap! Get to the airbase!
179=GDI: Jake, the transport will take 30 minutes to arrive. Hold on!
180=GDI: Patrol to base! Nod troops in area! Abort tour!
181=New Objective: Get Ghost Stalker onto the train. Ghost must not die!
182=Nod: Commander, you have been provided with a direct satellite uplink for this mission.
183=Nod: Look to your radar now and you will see the three locations of the mobile sensor arrays.
184=You have been provided with 2 Artillery units. Good hunting, reinforcements will be arriving soon...
185=Oxanna is being moved to the main GDI base.
186=Nod: Umagon has escaped. Your mission has failed.
187=Nod: Umagon has been detected in the northeast quadrant.
188=She is boarding a train bound for the GDI base in the south.
189=Nod: Umagon has reached the GDI base and is moving to board the train leaving this region.
190=GDI: We've lost the beacon. Extraction time will be delayed 15 minutes.
191=Objective 1: Capture the GDI base before McNeil arrives.
192=Objective 2: Use Toxin Soldiers to "convince" McNeil to join us.
193=Objective 3: Get McNeil into the APC at the extraction point.
194=Our cover is blown! Capture McNeil by any means possible!
195=GDI is going after our extraction APC It must not be destroyed!
196=Thanks! We can use the supplies. I'll go gather my people.
197=Nod: All sensor arrays are down. Full area map generation downloading now.
198=Special objective complete.
199=Nod: We can use these old units to our advantage. Rerouting their control to you in 3,
202=Hey! Where'd all those shiners come from?
203=Nod: Umagon's dropship transport has been located and will arrive in 10 minutes.
204=Nod: Umagon's dropship transport will arrive in 5 minutes.
205=Nod: Umagon's dropship transport will arrive in 1 minute.
206=Nod: Umagon's dropship transport has arrived and she is moving to board the southern train.
207=Nod: Umagon is moving to board the northern train which leaves the region. Her escape is imminent.
208=CABAL: Find and capture the train station before Umagon arrives. If she manages to make it onto a train then destroy it before she can escape.
209=GDI: Hurry Jake! They're right behind you!
210=GDI: Jake, its good to see...Hey! What are you doing?
211=Two launchers remaining.
212=One launcher remaining.
213=Mutants: Liars! GDI is trying to help us! You will die for this!
214=Umagon: My people are waiting somewhere to the north.
216=Objective 1: Capture the remaining GDI structures within this base to build a force to capture Tratos.
217=Objective 2: Now find the Mutant Headquarters and knock on their door (attack it!). This should convince Tratos to be sympathetic to our cause.
218=The Philadelphia is passing within ICBM Range.
219=The Philadelphia has left ICBM range.
220=Destroy the 7 SAM sites on the ridge to clear the way for our dropships.
221=CABAL: General Vega, the secondary generators will come online in 20 minutes.
222=CABAL: General Vega, the generators are online. SAM sites active.
223=EVA: We are currently tracking the Nod train carrying the target cargo. Intel states that the bridge is out
224=and we may hit the train before they repair the bridge.
225=EVA: Alert! The bridge has been fixed and the Nod train is moving to its final destination within the base
226=to the South. Penetrate the bases defenses and retrieve that cargo.
227=Objective 1: Remove all Nod presence from the area.
228=Objective 2: Capture Vega's Pyramid.
229=EVA: GDI reinforcements have arrived. Mammoth Mk II enroute. Estimated ETA in 2 minutes...
230=EVA: Mammoth Mk II has arrived.
231=CABAL: Philadelphia orbit tracking commencing!
232=Mutants: Hold a moment, while their fighters pass by.
233=Mutants: Okay, Go now.
234=Mutants: The production facility has been located. Send in the reinforcements and let's finish this.
235=Mutants: Damn, their base has been cloaked. We must wait for them to uncloak it.
236=EVA: The cargo car of that train contains the crate of crystals that you are to recover.
237=EVA: The bridge has been repaired and the train is making its way to the Nod base in the south.
238=EVA: Penetrate their base, destroy that cargo car and retrieve the crate holding the crystals.
239=EVA: Umagon lost, mission failed.
240=EVA: Ghostalker lost, mission failed.
241=EVA: McNeil lost, mission failed.
242=CABAL: Slavic lost, mission failed.
243=EVA: The crystals have been retrieved, mission complete.
244=CABAL: With the train destroyed Umagon will be stranded. Find her and capture her.
245=Tratos: Fight them my children, for the fate of our people.
246=Tratos: You have killed enough of my children, take me and be done with this violence.
247=Solomon: Change of plans - We have verified Vega's presence in the pyramid. CAPTURE the pyramid with Vega alive.
300=Soviet General: Welcome, Comrade. Enjoy these beautiful tropical islands while you can...we are going to destroy them soon. But first we must find our target, da? The Allied dogs are hiding their super weapon with a powerful Gap Generator, so we must destroy it before we can begin. Crazy Ivan and Yuri could be particularly well suited for the task at hand. Go now--build your base and prepare your forces.
301=Soviet General: Da?
• A2.0 - Building & Structure List
This is the internal table list of [BuildingTypes] in the game. NOTE: when used in ScriptTypes, the structure number takes any of several formats and is derived by finding the structure in this table [BuildingTypes] - this is the explicit number of that structure and is the number to use as the second parameter of the action. Any one of several amendments can be made to this number;-
• add 131072 to the number, so GAPOWR (number 1 in RULES.INI thus number 0 for this purpose) becomes 131072
• add 196608 to the number, so GAPOWR (number 1 in RULES.INI thus number 0 for this purpose) becomes 196608
• add 65534 to the number, so GAPOWR (number 1 in RULES.INI thus number 0 for this purpose) becomes 65534
It has not been determined what significance or effect the different numbering systems have (if any). Changing them at random appears to have no effect, suggesting that this may be related purely to the way that internal tables are formed and parsed or that it is residual from some obsolete code. NOTE: numbers 302 and onwards are added, and only available, in Yuri's Revenge.
NOTE: because of an error in this list, the numbering is technically 'thrown out' by the fact that the Psychic Amplifier (NAPSYA) is listed twice here - do not delete the unused entry, as the numbering of the list will become corrupted. Although the second one is unused and practically ignored by the game, its inclusion appears to be necessary.
0=GAPOWR Allied Power Plant
1=GAREFN Allied Ore Refinery
2=GACNST Allied Construction Yard
3=GAPILE Allied Barracks
5=GADEPT Allied Service Depot
6=GATECH Allied Battle Lab
7=GAWEAP Allied War Factory
8=CALAB Einsteins Laboratory
9=NAPOWR Soviet Power Plant
10=NATECH Soviet Battle Lab
11=NAHAND Soviet Barracks
12=GAWALL Allied Wall
13=NARADR Soviet Radar
14=NAWEAP Soviet War Factory
15=NAREFN Soviet Ore Refinery
16=NAWALL Soviet Wall
17=CAHSE07 RA2 American House 07
18=NAPSIS Soviet Psychic Sensor
19=NAWAST Nod Waste Facility UNUSED Changes to CASYDN01 in Yuri's Revenge
20=NALASR Soviet Sentry Gun
21=NASAM Soviet Flack Cannon
22=GARADR Allied Radar UNUSED Changes to CASYDN02 in Yuri's Revenge
23=GAYARD Allied Shipyard
24=NAIRON Soviet Iron Curtain
25=NACNST Soviet Construction Yard
26=NADEPT Soviet Service Depot
27=GACSPH Allied Chronosphere
28=GADUMY Allied Chronosphere (placeholder for dummy weapon)
29=GAWEAT Allied Weather Control Device
30=CABHUT Bridge Repair Hut
31=GALITE Light Post
32=REDLAMP Red Light Post
33=GRENLAMP Green Light Post
34=BLUELAMP Blue Light Post
35=YELWLAMP Yellow Light Post
36=PURPLAMP Purple Light Post
37=INORANLAMP Invisible Orange Light Post
38=INGRNLMP Invisible Green Light Post
39=INREDLMP Invisible Red Light Post
40=INBLULMP Invisible Blue Light Post
53=TESLA Soviet Tesla Coil
54=NAMISL Soviet Nuclear Silo
55=ATESLA Allied Prism Tower
56=CAARMR UNUSED Changes to CAMACH in Yuri's Revenge
58=NAHPAD UNUSED Changes to CASYDN03 in Yuri's Revenge
61=NAYARD Soviet Naval Yard
62=GASPYSAT Allied Spy Sattellite
63=GAGAP Allied Gap Generator
64=GTGCAN French Grand Cannon
65=NANRCT Soviet Nuclear Reactor
66=GAPILL Allied Pillbox
67=NAFLAK Soviet Flak Cannon
68=CAOUTP Tech Outpost