CREATED BY: LEGOLLAS  

NOD UNITS, THIS IS A NOD UNIT GUIDE FOR USE WITH THE RULES.INI FILE. 
THE NAMES CAN BE USED TO FIND AND EDIT THE NOD UNITS.


NOD UNITS:

--------------------------
NOD LIGHT INFANTRY


NAME: E1

--------------------------
CYBORG INFANTRY

NAME: CYBORG

--------------------------
ROCKET INFANTRY

NAME: E3

--------------------------
ENGINEER

NAME: E3

--------------------------
CYBORG COMMANDO

NAME: CYC2

--------------------------
MUTANT HIJACKER

NAME: MHIJACK

--------------------------
SUBTERRANEAN APC

NAME: SAPC

--------------------------
ATTACK CYCLE

NAME: BIKE

--------------------------
HUNTER SEEKER DROID

NAME: GHUNTER

--------------------------
WEED EATER

NAME: WEED

--------------------------
TICK TANK

NAME: TTNK

--------------------------
STEALTH TANK

NAME: STNK

--------------------------
ARTILLARY

NAME: ART2

--------------------------
HARPY (APACHE LONGBOW)

NAME: APACHE

--------------------------
MOBILE REPAIR VEHICLE

NAME: REPAIR

--------------------------
HARVESTER

NAME: HARV

--------------------------
BANSHEE

NAME: SCRIN

--------------------------
MOBILE CONSTRUCTION VEHICLE

NAME: MCV

--------------------------
DEVIL'S TONGUE FLAME TANK

NAME: SUBTANK

--------------------------
MONTAUK

NAME: NAMNTK

--------------------------


;; ******* Unit Statistics *******
;; Specifies the characteristics of the various game objects.
;
;; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)
;; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
;; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
;; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
;; Cloakable = Is it equipped with a cloaking device (def=no)?
;; Cost = cost to build object (in credits)
;; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship","Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]
;; CloakStop = Does the unit cloak when stopped moving (def=no)?
;; Crewed = Does it contain a crew that can escape [never infantry] (def=no)?
;; CrushSound = sound to play if this object type is crushed (def=none)
;; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]
;; Disableable = Can this object be disabled by special multiplay option (def=yes)?
;; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
;; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
;; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)
;; FireAngle = pitch of projectile launch [64 = horizontal, 0 = vertical] (def=50)
;; Gate = Is this building a gate? (def=no)
;; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.
;; GuardRange = distance to scan for enemies to attack (def=use weapon range)
;; Image = name of graphic data to use for this object (def=same as object identifier)
;; Immune = Is this object immune to damage
;; ImmuneToVeins = Is it immune to vein creature attacks (def=no)?
;; Invisible = Is completely and always invisible to enemy (def=no)?
;; Insignificant = Will this object not be announed when destroyed (def=no)?
;; LegalTarget = Is this allowed to be a combat target (def=yes)?
;; Name = specifies the given name (displayed) for the object
;; Nominal = Always use the given name rather than generic "enemy object" (def=no)?
;; Owner = who can build this [GDI or Nod] (def=none)
;; Pip = Color of unit in transport
;; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)
;; Points = point value for scoring purposes (def=0)
;; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
;; Primary = primary weapon equipped with (def=none)
;; Secondary = secondary weapon equipped with (def=none)
;; Elite = new primary weapon when at elite veteran status (def=same as primary)
;; RadarVisible = Is visible on radar even when under shroud (def=yes [infantry=no])?
;; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
;; Reload = time delay between reloads (def=0)
;; RadarInvisible = Is it invisible on radar maps (def=no)?
;; SelfHealing = Does the object heal automatically up to half strength (def=no)?
;; Selectable = Can this object be selected by the player (def=yes)?
;; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
;; Sight = sight range, in cells (def=1)
;; Storage = the number of 'bails' this building or unit can store (def=0)
;; Strength = strength (hit points) of this object
;; TargetLaser = Does it have a targeting laser (def=no)?
;; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?
;; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?
;; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?
;; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
;; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?
;; TypeImmune = Immune to damage from same type objects if owned by same side?
;; VoiceSelect = list of voices when selecting this object (def=none)
;; VoiceMove = list of voices to use when giving object a movement order (def=none)
;; VoiceAttack = list of voices to use when giving object an attack order (def=none)
;; VoiceDie = list of voices to use when it dies (def=none)
;; VoiceFeedback = list of voices that may give when taking damage (def=none)
;; Locomotor = CLSID of the object handling movement for this object (def=statue)
;; VeteranAbilities = list of veteran abilities to grant (def=none)
;; EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none)
;;  <<< applies only to infantry types >>>
;;    Agent = Does it have spy-like abilities (def=no)?
;;    Fearless = Is not prone to fear (def=no)?
;;    VoiceComment = list of idle voices (def=none)
;;    Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
;;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
;;    Cyborg = Does it require special cyborg death handling (def=no)?
;;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
;;    TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
;;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
;;    IsCanine = Should special case dog logic be applied to this?
;;    Civilian = Counts a civilian for evac and kill tracking (def=no)?
;;    FemaleVoice = Uses the civilian female voice (def=no)?
;;    Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
;;    Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
;;    Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?
;;    Thief = Does it steal money if it infiltrates an enemy building (def=no)?
;;    VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?
;;  <<< applies only to moving units (not buildings) >>>
;;    MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
;;    Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)
;;    TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?
;;    Passengers = number of passengers it may carry (def=0)
;;    Speed = speed of this object [n/a for buildings] (def=0)
;;    ManualReload = Must this object reload by coordinating with reloader building (def=no)?
;;    WalkRate = walking animation rate [larger means slower] (def=1)
;;  <<< applies only to terrestrial driving vehicle types >>>
;;    CrateGoodie = Can it appear out of a crate in multiplay (def=no)?
;;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
;;    Crusher = Is this vehicle able to crush infantry (def=no)?
;;    NoMovingFire = The vehicle must stop before it can fire (def=no)?
;;    DeployToFire = The vehicle must deploy before it can fire (def=no)?
;;    Harvester = Does the special Tiberium harvesting rules apply (def=no)?
;;    Weeder = Does the special weed-harvesting rules apply (def=no)?
;;    Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE
;;    IsTilter = Does this unit tilt on slopes (def=yes)?
;;    CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
;;  <<< applies only to aircraft >>>
;;    Carryall = Can it tote vehicles around (def=no)?
;;    Landable = Can this aircraft land on the map (def=no)?
;;    PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
;;    PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
;;    RollAngle = Amount that the aircraft rolls when turning (def=30.0)
;;  <<< applies only to building types >>>
;;    Adjacent = distance allowed to place from other buildings (def=1)
;;    BaseNormal = Considered for building adjacency checks (def=yes)?
;;    Barrel = Use barrel explosion logic when it is destroyed (def=no)?
;;    Bib = Does the building have a bib built in (def=no)?
;;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
;;    DockUnload = When a unit docks with this building should it unload (def=no)?
;;    Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
;;    Fake = Is this a fake structure (def=no)?
;;    FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
;;    Power = power output [positive for output, negative for drain] (def=0)
;;    Powered = Does it require power to function (def=no)?
;;    Radar = Does this building give radar to owning player (def=no)?
;;    Repairable = Can it be repaired (def=yes)?
;;    UnitReload = Does this building reload units if they dock with it (def=no)?
;;    UnitRepair = Does this building repair units if they dock with it (def=no)?
;;    Unsellable = Cannot sell this building (even if it can be built)?
;;    Wall = Is this a wall type structure [special rules apply] (def=no)?
;;    WaterBound = Is this building placed on water only (def=no)?
;;    Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
;;    ShipYard = This building is a ship yard or sub pen
;;    SAM = This building is a SAM launcher
;;    ConstructionYard = This building is a construction yard
;;    Refinery = This building is a tiberium/ore refinery
;;    WeaponsFactory = This building is a weapons factory
;;    CloakGenerator = Does this building cloak objects around it?
;;    LaserFencePost = This building is a laser fence post and obeys the rules 
for a building of this type.
;;    LightIntensity = This building radiates this amount of light (def = 0).
;;    LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
;;    LightRedTint   = The red tint of this buildings light (def=1.0)
;;    LightGreenTint = The green tint of this buildings light (def=1.0)
;;    LightBlueTint  = The blue tint of this buildings light (def=1.0)
;;    InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
;;    PowersUpBuilding = Building that can be upgraded by attaching this 
building to it
;;    PowersUpToLevel = Amount of upgrade provided by this attachment. - 1=incremental upgrade. Positive number is specific upgrade.
;;    Hospital = Can this building heal infantry (def = no) ?
;;    Armory = Is this building an armory
;;    PlaceAnywhere = Can this building ignore normal placement rules? Only use  this for non-player placed buildings (def = no).
;;    Weeder = Is this a weed collection facility (def=no)?
;;    TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
;;
;;	 WST 6/23/99. Below are new zbuffer adjustment for units
;;	 ZFudgeCliff // fudge for units behind cliffs showing through rocks
;;	 ZFudgeColumn // fudge for units behind bridge overpass support columns
;;	 ZFudgeTunnel // fudge for unit behind tunnel entrances
;;	 ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
;; Anim = animation to display as a firing effect [use 8 for directional variation]
;; Burst = number of rapid succession shots from this weapon (def=1)
;; Camera = Reveals area around firer (def=no)?
;; Charges = Does it have charge-up-before-firing logic (def=no)?
;; Damage = the amount of damage (unattenuated) dealt with every bullet
;; Floater = floats like a frizbee
;; Lobber = does the projectile fly to target in a high arc (def=no)?
;; Projectile = projectile characteristic to use
;; ROF = delay between shots [15 = 1 second at middle speed setting]
;; Range = maximum cell range
;; MinimumRange = minimum range to target (def=0)
;; Report = List of sounds to random play when firing
;; Speed = speed of projectile to target (100 is maximum)
;; Warhead = warhead to attach to projectile
;; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
;; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
;; UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
;; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
;; IonSensitive = Shuts down during an ion storm (def=no)?