Index

A | B | C | D | E | F | G | H | I | J | K | L | M | O | P | R | S | T | U | V | W

A

Academies
Promote units when built
Actions
"Play sound at random waypoint" fixed
Firestorm related actions 92 and 93 restored
AI
AI will not use Lightning Storms, Nukes, et al. on cloaked units
Base defenses per side
Build more than one building of a type
Control over AI's multiple factory-cloning behavior
Force AI to respect BuildLimit
Power plants per country
Super weapon target selection
Team retaliates if a member is attacked
Toggle power if on low power
Aircraft
AirportBound aircraft did not respect BuildLimit
Attack other aircraft if given a weapon with an AA=yes projectile
Carryall settings to disallow certain cargo
Chance for pilots and/or passengers to emerge when destroyed
Non-Crashable aircraft
Players can again manually select an aircraft's dock
ReloadRate per AircraftType
Smoke animation when damaged
Spinning while crashing
Unit Lost EVA message
Use railguns without causing Internal Errors
Airstrikes
Attack and abort voices
Give experience to designator
No longer depend on the SovParaDropInf tag
Alpha Lights
Can now have multiple facings
Will now move with the object they are attached to
Ammo
Infantry and buildings will now reload ammo properly.
Reload and empty reload amounts
Weapons taking more than one round of ammo, or none at all
Animations
Animations' Warhead= flag now works
Choose the owner for MakeInfantry animations
Napalm tags Scorch= and Flamer= restored
Spawn particles at a distance
ArmorTypes
Add custom ArmorTypes to warheads
ForceFire/Retaliate/PassiveAcquire decoupled from Verses
Immunities from certain warheads
Armory
Infantry still inside a Hospital or Armory may go into limbo
Infantry will exit without getting stuck
Art
AlternateTheaterArt for InfantryTypes supports all theaters
Always play HVA animation when unit in air
Amphibious vehicles can change their image when moving between water/land
Animation and projectile palettes
Cursors on units and structures
DestroyAnim can use remappable colors
Dig animations and sounds per type
Drop Pod trailer animation
Global VeteranFlashTimer
InfantryElectrocuted animation
Insignia for veteran/elite units
Palettes for cameos
Parachute animations
Toggle Power image for powered down buildings
Trailer and take-off animations for missiles
Turret depending on unit's passengers
Units can specify a custom palette
Walls remap to the owning player's color
Assaulter
Different levels of protection
Game mixed up assaulter and occupants

B

Behavior
Disable Medics' Guard Area cursor on self
Disallow manual passenger unload
Disallow manual target selection
Disallow units to get an enter cursor over a transport
Berserk
Reloading time multiplier
boolean
booleans
Bounty
Rewards for killing enemies
Bugs
"New construction options" (NCO) no longer announced erratically
100-unit bug for infantry, vehicles, and aircraft
AI frequently uses Lightning Storms, Nukes, et al. on cloaked units
Berserking units still respect the Stop command
Crew ejected a second time when destroying buildings while being sold
Elite units no longer using their special weapon firing voices
Enemy could block refineries and war factories
Enemy harvesters can be ordered into guard mode
Infantry is not allowed to enter Bunkers in red health
Ivan Bombs won't go off all the time
Ivan and Grinders don't work well together
Manually choosing a dock for an aircraft
Mind-controlled buildings stop working
Passengers of OpenTopped vehicles also show a Behind anim
Prism Support Modifier corruption
Prism Tower support fixed
Secret Lab boon selection bias
Ships being repaired by a Shipyard are immune to damage
Spies could infiltrate allied buildings and grant bonuses
Subterranean units accidentally leaving map
Super Weapons multiplayer option affects campaigns
Temporal warheads gained twice the experience
Too many Secret Labs would cause them all to be empty
Units miscalculate when looking for the closest docking structure
Visual Effects turning off on slower game speeds
Voxel Animations dealt less and less damage over time
Warhead verses special values behavior inconsistency
Buildings
AI build more than one building of a type
Appear solid (like walls) to certain projectiles
BuildingSlam sound
Buildings that can be driven upon
BuildupTime and separate SellTime
Destruction replaces building with rubble
Firestorm Wall
Force Shield effect duration
Gate sounds
Include in or exclude them from drag-selection
Infantry can move from one urban combat building to an adjacent one
Laser Fences
Modifiable FactoryPlants effect
Pause repair on insufficient funds
Pre-fill with occupants
Protect occupants against assault
Provide unlimited super weapons
Raid garrisonable but unoccupied enemy buildings
Rebuild buildings from rubble with engineers
Repair wrench not visible for enemies
Require an operator before it will function
Rudimentary lightning rods
Secret Lab boons
Specify the allowed occupants
Spotlights
Trenches
Trivial Structure Damage in low power situations
Tunnel network entrances
Weapons passing through urban combat buildings
BuildLimit
AirportBound aircraft did not respect BuildLimit
Hijackers inside vehicles now count towards that hijacker's BuildLimit
Last unit with BuildLimit>1 could not be queued
Vehicles that deploy into a building now count towards the BuildLimit of that building and vice versa
Bunkers
Infantry can enter Bunkers even in red health
Raid unoccupied enemy buildings
byte
bytes

C

Cameos
Overlay texts for super weapons
PCX cameos for TechnoTypes and super weapons
Palettes
Units being built as veteran will now have veteran build icons
Unlimited cameos in the sidebar instead of just 74
CanPassiveAquire
Units hold fire in guard mode
Carryalls
Disallow cargo by type or by size
Facing issues fixed
cell
cells
CellSpread
Limit how often the same object is hit
Support larger values
chance
Changes
AllowHiResMods enabled by default
Occupiers will be promoted without leaving buildings
Parasites falling from airborne units will be destroyed too
RadBeams and waves will use the correct FLH (instead of always using PrimaryFLH)
Chrono Prison
Abduct units from the battlefield
Chronosphere
Amphibious objects no longer sink when chronoshifted onto water
Crushing other units
EVA report when aborting target selection
Per-unit Chronosphere options
Civilians
Always treat as enemy
Recognize and repel civilian threats
Cloak
AircraftTypes and BuildingTypes can now be cloakable
Infantry will not constantly uncloak and cloak during an attack mission
Repair animation will not show
Sonar effect for warheads
Spawner units can be cloakable
Units don't uncloak if they aren't affected by a warhead
Clone Facilities
Clone infantry and tanks
Cloning options per type
clsid
clsids
Coding
Distance calculations overflowing
Out of bounds array access when hashing
Out of bounds array access while handling threats
Stuck mutation animations leak memory
color
colors
Command Line
Don't play the EA/Westwood logo video
Don't require the Yuri's Revenge game disk
Construction Yards
Giving crew multiple times
Invisible MCV exploit
No longer cause an IE when canceled building from the sidebar
Start with one in multiplayer games
Countries
Chance of being selected in multiplayer games
Flags and observer graphics
Loading screens
Paradrop defaults
Power plants
Shuffle the countries in the selection lists
Start multiplayer games with a Construction Yard
Starting infantry and vehicles for multiplayer games
Status bar text when selecting country
Super Weapon availability
Taunts
VeteranBuildings
Crashes
Buildable Construction Yards no longer cause an IE when canceled
CPU too fast for the game
Capturing a Construction Yard
Loose pips files in game's folder causes crash exit
Negative Damage weapons with AnimList tags on their warheads
Temporal weapons and potential occupation targets
Threat estimation could corrupt memory
Undefined Technician, Engineer, or Crew causes crash
Whiteboy bug with more than 74 sidebar cameos
Crates
Disappearing after loading a savegame
Random money amount
Crew
Crew with Engineer=yes causes infinite loop
Customizable building crew
Defaults per side
Engineer spawn chance for buildings
Survivors per side
Undefined Technician, Engineer, or Crew causes crash
Crush
Crush damage when running over infantry or vehicles
OmniCrusher=yes without aggressive auto-crushing
csf label
csf string
Cursors
Deploy, eject, area attack
Enter or dock
Infiltrate buildings
Movement
Super weapon cursors
Weapon attack and out of range

D

Debugging
Improved Internal Error handling
Logs to assist with debugging mods and Ares
Deprecated
PreClick, PostClick, and PreDependent on Super Weapons
DestroyAnim
Can use remappable colors
Don't cause Reconnection Errors
Disk Lasers
Animations and Bright
Doggie
Tiberian Fiends
double
doubles
Drain
Amount of power drained
Only drain the local power plant
Drawing
Shape compression 1 draws vertical lines
Drop Pods
Locomotor
Super weapon defaults
Trailer animation

E

EMP
Dimming affected vehicle voxel
EMP weapons can destroy units.
Engineer
Crew with Engineer=yes causes infinite loop
Spawn chance for building crew
Engineers
Defaults per side
Rebuild collapsed rubble buildings
enumeration
EVA
"New construction options" no longer announced erratically
Create new EVA announcers
Low Power announcement plays not just for the first three sides
Notifications when Tech Structures captured or lost
Set announcer for side
Super Weapons events
Suppress "Ore miner under attack" warnings per warhead
Suppress "Unit lost" message per warhead
Unit Lost message per type
eva entry
evamd entry
Events
Expensive map events made faster
Player @ X support for map events
Exploits
Free crew when selling Construction Yard
Infiltrating allied buildings with a spy grants bonuses
Invisible MCV keeping a player alive indefinitely
No longer possible to block enemy refineries and war factories
OpenTopped vehicles could jam defensive structures
Stop command no longer works on berserking units
Temporal warheads give experience when erasing allies
The "Enemy harvester guard mode" exploit no longer works
The AI can be tricked to use up their Force Shield unnecessarily

F

Facings
More than 8 facings for SHP units
Weapon muzzle flashes
Factories
Build units from certain factories only
Clone infantry and tanks in clone facilities
Factory load sharing for factories of the same type
Factory Plant
Modify the effect
Fakes
Decoy buildings
Firestorm
Defining Walls
Global settings restored
Map actions 92 and 93 restored
Super weapon to activate walls
float
floats
Force Shield
Effect duration per building
Foundations
Buildings can have any size and shape
frame
frames

G

Gates
Sounds per building
Gattling
Cycle weapons without losing target
Glitches
Building attacked by Temporal warheads show repair animation
EVA reports Chronosphere as ready when aborting to fire
Robot Tank sounds played while starting a new match
Some Super Weapon cursors are not animated
Spying a war factory incorrectly gives veteran build icons for naval units
Tech structures start to play active animations when damaged
Units pulled by a Magnetron play their move sound
Wrong pips being used unexpectedly
Graphics
AllowHiResMods enabled by default
Grinders
Hijackers are reimbursed when a unit is grinded
Gunner
More than 18 IFV Modes
Multiple IFVs
OpenTopped Gunner vehicles support passengers with Temporal weapons
VoiceIFVRepair per unit

H

Hospital
Infantry still inside a Hospital or Armory may go into limbo
hsb
Hunter Seeker
How to set up
Make units untargetable
Hunter Seekers
Defaults per side

I

Infantry
Capture units that had their drivers killed
Clone from Clone Facilities
Damage multiplier per warhead when deployed
Death anims per warhead
Desolator special handling
Expanded VehicleThief hijacker logic
Medics that can deploy
Move around randomly like a cow
Saboteurs blowing up buildings
Tiberian Fiends
Unit Lost EVA message
User-defined pip and occupy pip
VehicleThief logic without workarounds
INI
[#include] allows rulesmd.ini to be split up into separate files
integer
integers
Interface
Campaign buttons
Campaign list
Campaign load screen text color per mission
Campaign load theme music
Campaign score screens
Change menu button functions
Country flags and observer graphics
Dialog menu backgrounds for sides
Dropdown colors
Graphical text banner
Multi Engineer checkbox in Skirmish menu
Multiplayer country loading screens
Multiplayer score screens
Sidebar for sides
Single-click exit without confirmation
Third campaign button
Tooltip and message text colors for sides
User interface colors
Iron Curtain
Apply or remove effect using a warhead
Disable the combat light flash
Ivan Bombs
Death bombs blow up when the victim dies
Ivan Bombs will not damage cloaked Ivans
Ivan Bombs won't disappear when victim is sold, deployed or undeployed
Ivan bombs can be fired by any unit (instead of just infantry)
Ivan cannot enter a Grinder without bombing it first
Multiple weapons with separate settings

J

Jumpjets
Jumpjet units will sink when chronoshifted into water
Shadows on jumpjet not drawn correctly when the unit is airborne

K

Kennels
Build units from certain factories only
Keyboard Commands
Disable debugging commands for releases to public
Dump type information to a log file, including AI trigger weights
Dump what base the AI plans to build
Save current map snapshot as YRM
Show the current and the average frame rate on the screen
Kill Driver
Neutralize vehicles
Protect drivers of vehicles
Reclaim vehicles

L

lepton
leptons
Limitations
100-unit bug fixed for infantry, vehicles, and aircraft
Whiteboy bug with more than 74 sidebar cameos
list
Load Screens
Campaign load screen text color per mission
Campaign load theme music
Separate load screen text colors for each faction
locomotor
Locomotors
Drop Pod
locomotors

M

Maps
"Play sound at random waypoint" map action fixed
Firestorm related actions 92 and 93 restored
Only existing players will receive reinforcements in multiplayer games through triggers
Player @ X support for map events
Mind Control
Give experience to mind-controller
Mind-controlled buildings won't stop working anymore
Permanent mind-control
Works with hijackers
minute
minutes
Mirage
Turrets and barrels will be disguised with the unit
Missiles
Add new and customize the original missile types
Trailer and take-off animations
Weapon instead of damage and warhead
MIX
expandmd##.mix can override content from langmd.mix
modifier
Mods
Release note printed on-screen
Specify mod name and version
Mouse Cursors
Defining a cursor
List of default cursors
New intrinsic named cursors
Toggle Power cursors
Movies
Add new movies to the game
Multiplayer
Chance of country being selected randomly
Cost for one "unit" for calculating starting units
Start games with a Construction Yard
Starting infantry and vehicles
multiplier
Mutation
Stuck mutation animations are removed

O

Occupiers
Attacker and victim mixed up when using Assaulter logic
Buildings that can't be assaulted
Move infantry from one urban combat building to an adjacent one
Promotion while inside the building
Specify the occupants of a building
OpenTopped
Behind anim showing for OpenTopped passengers
Entering/leaving water sounds plays when infantry is transported
Jamming defensive structures
OpenTopped Gunner vehicles support passengers with Temporal weapons
OpenTopped transports will decloak to fire when their passengers fire
Promote passengers as if they are part of the transport
Operators
Vehicles and buildings need an operator (driver) before they will function
Overlay
Explodes=yes and minimum damage
Overpowering
Vehicles can overpower buildings

P

Palettes
Units can specify a custom palette
Paradrops
Defaults per country
Defaults per side
Parachute animations per unit
Vehicles are paradropped correctly
Parasites
Fall to the ground after destroying an airborne unit
Mind-controller parasites will no longer draw the mind-control link
Particles
Damage range for Gas
Damage sparks for all TechnoTypes
Optimizations for Spark, Railgun, and Smoke
Palettes for Gas, Smoke, and Fire
Smoke and Spark DamageParticleSystems
Passengers
Allow only specific passenger types in transports
Chance to survive when transport destroyed
Pre-fill units like a Troop Crawler
percent
percentage
percentages
percents
Performance
DirectDraw and Software Emulation
Expensive map events made faster
Random Map generation sped up
Replaced inefficient sorting
Skip invalidating certain objects
Pips
Pip distortion bug resolved
PipScale=Tiberium
User-defined pips
PKTs
Missionsmd.pkt can now be overridden by your own version inside expandmd##.mix
Multiple loose PKT files no longer have their contents duplicated
Powered Unit
Multiple powered units like the Robot Tank
Prerequisites
Building upgrades qualify as prerequisites
Generalized alternate prerequisite groups
Make an object unavailable if a listed building is owned
Multiple separate prerequisite lists
Prerequisite groups
Require building initially built by certain country
Require stolen tech
Require the map to be a specific theater (desert/snow/lunar/etc)
Reverse-Engineering logic
Units as prerequisite
Prism
Constructing/selling towers are no longer eligible to be support towers
Extended Prism networks ("Prism Forwarding")
Lost prism supports no longer contribute to the firing beam
Prism support modifier fixed for game modes/maps
Support Beams
ProduceCash
Unexpected ProduceCashDelay behavior
Projectiles
Airburst radius
Animations and Rotates=yes
BallisticScatter
Maximum range per weapon
ParticleSystems as trailers
Running out of fuel and detonating
Solid buildings
Splitting in mid-air
Subject to trenches

R

Radar Jammers
Jam radar or spy sat close to unit
Radiation Beams
Colors, duration, and amplitude
Railguns
AmbientDamage=0 does not deal any damage
Random Map Generator
Bridges over rivers
New terrain style: Archipelago
New tileset: Desert
Place urban areas
Reconnection Errors
DestroyAnim
Refineries
Storage logic has been restored
rgb
Rubble
Rebuild collapsed buildings with engineers

S

Saboteurs
Blow up buildings by entering them
Savegames
Crates will no longer disappear after loading
Save games per mod and version
Score Screens
Campaign screens
Multiplayer screens
Screenshots
Screenshots saved as BMP files rather than PCX
Secret Labs
Boons are picked truly at random
Boons per building
Buildable secret labs will now have a boon
Too many labs would cause them all to be empty
Self Heal
Rate, heal amount, and max level
Shipyards
Units being repaired are no longer immune to damage
Sides
AI and Base-Building
BaseUnit can now hold more than 3 vehicles
Crew and survivor defaults
Dialog menu backgrounds
EVA announcer
EVA will always announce Low Power now unrelated to BuildConst
Hunter Seekers defaults
Loading theme
Paradrop defaults
Sidebar
Support for more sides & countries
Tooltip and message text colors
Sight
Values larger than 10 are possible.
Skirmish
Multi Engineer checkbox
Single player skirmish without any computer players
Slaves
Slaves change ownership if their enslaving unit does
sound entry
soundmd entry
Sounds
Multiple custom audio.bag files
Spawners
Flying Aircraft Carriers
Support cloaking spawners
Spawns
Give experience to spawners
MissileSpawn on buildings
Temporal warheads will respect Warpable
special
Spies
Bonuses won't be granted when infiltrating allied buildings
Build vehicles or train infantry as veteran
Create power outage
Demolish infiltrated building
Grant multiple stolen techs
Grant one-time or permanent super weapon
Multiple effects on a single building
Naval units no longer show veteran icons after infiltrating war factory
Reset all reverse engineered build options
Reset all super weapons a building provides
Reveal production, money, or power
Show what the enemy can see
Steal fixed amount or percentage of money
Spotlights
On units and structures
Spy Planes
Spy Plane count decoupled from AllyParaDropNum
Storage
Refineries and silos can store Tiberium
string
String Tables
Language-neutral string tables
Maximum number of strings increased.
NOSTR prefix
strings
Subterranean
Dig animations and sounds
Nuke super weapons using DigSound for their siren
Units accidentally leaving map
Super Weapons
Animation played at target cell and its visibility
Area of effect, affected houses and types, ...
Auto-firing using AI rules
Automatic targeting rules
AuxBuilding and negative AuxBuilding
Availability by country
Building animations played correctly
Charge to drain ratio for each super weapon
Create units or buildings at target location
Custom cursors
Customize valid targets.
Designators providing targets around themselves
Detonate any warhead at target cell
Drain money while active
Drop Pod global defaults
EVA events
Fire into shroud made optional
Fix for AI wasting its Force Sield
Give or take money when firing
Hunter Seeker global settings
Inhibitors disallow targeting around themselves
Lighting
Limit minimum and maximum firing range
List of AI Targeting Modes
Message list texts as alternative to EVA events
Multiplayer option affecting campaigns
Nukes can be overridden to not use global DigSound for their siren
Overlay texts for cameos
PCX cameos
PreClick, PostClick, and PreDependent are replaced by PostDependent
SellUnit super weapon no longer causes IEs with Tank Bunker
Several default Super Weapon cursor animations enabled
Sounds played when launched or activated
SovParaDropInf no longer affects airstrikes
Spy Plane count decoupled from AllyParaDropNum
SpyPlane can now specify which AircraftType, how many, and what mission to perform.
Unlimited super weapons on buildings

T

Tech Structures
Academies promote units when built
Building upgrades support Oil Derrick logic
Display the produced cash amount
EVA and text notifications when captured or lost
Infantry still inside a Hospital or Armory may go into limbo
NeedsEngineer is honored when playing animations
Return to neutral when player defeated
TechnoType
OmniCrusher=yes without aggressive auto-crushing
Reloading time multiplier when berserking
TechnoTypes
Alternative to PowersUnit
Bounty awarded for killings
Crew, pilots, or survivors
Damage sparks for all types
Disable attack cursor
Disable unload cursor
Disallow targeting by Hunter Seeker
Driver can't be killed
Hide the actual name from enemies
Hide veterancy insignia of enemy units
Mouse cursors
PCX cameos
Parachute animations
Prevent players to send units into transports
Promotion customizations
Radar Jammers
Reload and empty reload amounts
Self Heal rate, heal amount, and max level
Separate Turret rate of turn
Switch to other weapon if ammo is empty
User-defined pips
Veteran and elite abilities
Temporal
Crash when erasing potential occupation target
No longer give experience when used against allies
OpenTopped Gunner vehicles support passengers with Temporal weapons
Repair animation on attacked buildings
Temporal warheads no longer affect objects that are not Warpable
Temporal warheads won't gain twice the experience anymore
Temporals
Consider victim's health
WarpAway animation per warhead
Terrain
Destroyable cliffs can be destroyed by non-particle weapons
Forest fires
Theaters
Alternate Theater Art for all BuildingTypes regardless of first letter
AlternateTheaterArt for InfantryTypes supports all theaters
Radiation color was hardcoded for snow theater
theme
theme id
Themes
Country-specific multiplayer loading theme
Loading theme for sides
Separate over and under par themes
Separate win and lose themes
Tiberium
Chain Reactions
Damage units moving over tiberium
Full harvesters explode
PipScale for contained Tiberium
Storage logic has been restored on refineries
Technos can lose tiberium on destruction
Units can heal on tiberium
Units leave behind tiberium when destroyed
Visceroids
Toggle Power
AI can cope with low power
Cursors
Keyboard command
Overlay image for powered down buildings
Transports
Allow only specific passenger types
Chance for pilots and/or passengers to survive when destroyed
OpenTopped Gunner vehicles support passengers with Temporal weapons
Pre-fill with passengers like a Troop Crawler
Turret-changing and gattling transports will eject all passengers
Trenches
Move infantry from one urban combat building to an adjacent one
Triggers
Only existing players will receive reinforcements in multiplayer games through triggers
Tunnels
Tunnel Networks
Turrets
More than 18 weapons and turrets

U

Units
Customizable fall rates
DamageParticleSystems
Inconsistent Chrono-Transport deploy behavior
More IFV Modes
More than 18 weapons and turrets
Multiple IFVs
Subterranean dig animations and sounds
VoiceIFVRepair per IFV unit
Universe
Cyborg Reaper missiles
Destroyable cliffs work again
DropPod reinforcements
EMPulse cannons with limited range fired by super weapon
Fake decoy buildings
Firestorm Defense System
Forest fires
Hunter Seekers
Kill drivers like Jarmen Kell or neutron rounds
Mechanics and ambulances
Pre-filled Troop Crawlers
Radar Jammers
Saboteurs blowing up buildings
Sardaukar dealing damage when crushed
Self Heal like Tiberian Dawn Mammoths
Sonar Pulse briefly reveals cloaked units
Stealth Tanks hold fire in guard mode
Tiberian Fiends
Tiberium chain reactions
Tiberium deals damage to units
Tiberium heals units
Tiberium spawns visceroids on infantry death
Tunnel Networks
Upgrades
Building upgrades can now be used as prerequisites
Oil Derrick logic support

V

Vehicle Thief
Enter and exit sounds
Hijackers are reimbursed when a unit is grinded
Hijackers inside vehicles now count towards that hijacker's BuildLimit
Make units immune
Works with mind control
Vehicles
Always play HVA animation when unit in air
Amphibious vehicles can change their image when moving between water/land
Attach spotlights to body or turret
Chance for pilots and/or passengers to emerge when destroyed
Clone from Clone Facilities
Dimming voxel if deactivated
Hunter Seeker settings
Make units immune to hijacking
More than 8 facings for SHP units
Paradrop works correctly
Require a driver before it will function
Turret depending on passengers
Unit Lost EVA message
Verses
Warhead verses special values now apply their behavior consistently
Veterancy
C4 Veteran Ability restored
Experience from airstrikes
Experience from mind control
Experience from passengers
Experience from spawns
Hide insignia of enemy units
Initial veteran buildings
Insignia for veteran/elite units
New abilities
Occupiers with Trainable=no are no longer trained
Promote passengers as if they are part of the transport
Promotion customizations
Units being built as veteran will now have veteran build icons
Units won't lose their special weapon firing voices once they become elite
Visceroids
Spawn on Tiberium when infantry dies
Visual Effects
Effects being turned off on slower game speeds without need

W

Walls
Gates can be slammed onto any walls not just GAWALL or NAWALL
Remap to the owning player's color
Warheads
Add custom ArmorTypes
AffectsEnemies= added as counterpart for AffectsAllies=
Apply or remove the Iron Curtain effect
CellSpread supports larger values
Damage multiplier against deployed infantry
Damage or don't damage units in the air
Disable the combat light flash on Iron Curtained objects
Disable weapons temporarily
Flashing effect
Immunities using ArmorTypes
Infantry death anims, auto-detect mutation
InfantryElectrocuted animation
Ion Cannon ripple effect
Kill the driver of a vehicle
Limit how often CellSpread hits the same object
MAD Tank style relative damage
Mechanics and ambulances
Nuke flash
Permanent mind-control weapons
Pre-impact anim not just for nukes
Sonar and decloak effect
Suppress "Unit lost" EVA message
Suppress EVA's "Ore miner under attack" warnings
Suppress death weapons
Temporals consider health
Verses special behaviors ForceFire/Retaliate/PassiveAcquire
WarpAway animation
Waves
Ambient damage for all types
Colors
Direction the wave is drawn in
IsLaser and IsBigLaser effect
IsLaser and IsBigLaser will always draw
IsMagBeam will disconnect when target moves out of range
IsSonic will not dissolve before reaching its target
Weapons
Abduct units from the battlefield like a Chrono Prison
AttachEffect
Cursors
Cycle Gattling weapons without losing target
Disk Lasers with animations and Bright
Drain weapons only drain local power or custom amount
Electric bolts can have custom colors
Hit occupants inside buildings
IsLaser and IsBigLaser wave effect
IsLaser and IsBigLaser waves will always draw
IsMagBeam wave will disconnect when target moves out of range
IsSonic wave will not dissolve before reaching its target
Laser thickness
More than 18 weapons and turrets
Multiple Ivan Bombs with separate settings
Muzzle flashes for more than 8 facings
Negative Damage with AnimList tags on their warheads will not crash
Ordinary damage for IsSonic and UseFireParticles weapons
RadBeam colors, duration, and amplitude
RadBeams and waves will use the correct FLH (instead of always using PrimaryFLH)
Radiation color was hardcoded for snow theater
Railguns with AmbientDamage=0 do not deal any damage
Ranged and ProjectileRange
Sonic wave ambient damage comes from the correct weapon (instead of always Primary)
Special weapons will now work in the Secondary slot
Switch to other weapon if ammo is empty
Taking more than one round of ammo, or none at all
Wave ambient damage
Wave colors
Wave drawing direction
Whiteboy
The sidebar now allows unlimited cameos instead of just 74