GlossaryΒΆ

boolean
booleans
Either yes or no, true or false, 1 or 0.
byte
bytes
All whole numbers from 0 to 255. For allowed formats see integer
cell
cells
Depending on context, range or distance as integer or floating point value.
clsid
clsids
locomotor
locomotors
One of the fixed locomotor clsids.
color
colors
Color definition values, either in R,G,B or H,S,B notation.
csf label
csf string
The name of an entry in the CSF file containing the translated strings displayed by the game. Label names can be up to 31 characters long.
enumeration
One value of a fixed set of all possible values. Values of enumerations are strings, associating behavior or options to names. The value names have to be used as described, with spelling unchanged.
eva entry
evamd entry
The name of an EVA message defined in evamd.ini.
float
floats
double
doubles
Any decimal number, using the dot . as decimal point. If the value ends with a percentage sign %, the value is divided by 100.
frame
frames
Ticks of game-time as integer. One second of game-time is 15 frames; one minute of game-time is 900 frames. One second of game-time equals one second of real-time on normal game speed. Used to define durations, delays, or intervals.
hsb
Hue, Saturation, and Brightness is used much less frequently than RGB. Similarly, each byte represents the amount of each factor. However, it is important to note that the Tiberian Sun and Red Alert 2 engines use a unique HSB color model that is not the same as the one used by most PC programs, like MS Paint.
integer
integers
Whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. Allowed formats are all decimal numbers, and hexadecimal numbers either with a $ prefix or an H or h suffix. For example 123, $7b, and 7Bh all mean the same.
lepton
leptons
Distance as integer as fractions of a cell. 256 leptons are one cell.
list
A comma-separated list of items like integers or type names. Usually, lists can be up to 127 characters long.
minute
minutes
Minutes as floating point value, with support for fractions. Multiplied by 900, gives the number of frames of game-time. Used to define durations, delays, or intervals. Note that this is sometimes used as real-time minutes.
modifier
multiplier
A floating point value used as a factor, that is it is being multiplied to strengthen or weaken an effect. 1.0 or 100% usually mean an effect is not changed, while 0.0 or 0% mean an effect is nullified. Depending on context, values larger than 100% are allowed.
percent
percents
percentage
percentages
chance

A floating point value that is used as a percentage value, a probability or a multiplier. Most commonly a value between 0% and 100%.

Seldom an integer between 0 and 100. Note that integer percentages do not end with a % sign.

rgb
Red, Green, and Blue is the most common way colors are represented. Each byte represents the amount of each color respectively, with 0 as the minimum and 255 as the maximum.
sound entry
soundmd entry
The name of a sound entry defined in soundmd.ini.
special
If given as a value type, this value doesn’t conform to any typical format. Please check the context of the documentation to see how the value must be formatted.
string
strings
Normal text. Mind the length limits that apply.
theme
theme id
The name of a theme entry defined in thememd.ini.