Weather
  SnowEnabled = yes             ;enable/disable snow on the map.
  SnowTexture = EXRainDrop.tga  ;texture used for each snow particle.
  
  SnowBoxDimensions = 100       ;width/height of box around camera containing snow.
  SnowBoxDensity = 1            ;amount of snow particles per world-unit. Raise to increase particle count.
 
  SnowFrequencyScaleX = 1      ;speed of side-to-side wave movement.
  SnowFrequencyScaleY = 1      ;speed of side-to-side wave movement. 
 
  SnowAmplitude = .1            ;amount of side-to-side movement. 
  SnowVelocity = 25.0           ;speed at which snow falls
  SnowPointSize = .3            ;scale the size of snow particles.
 
  ;Some video cards can't do hardware accelerated particles. Set this
  ;setting to "no" in order see what emulation will look like. Use the
  ;SnowQuadSize setting to make it look similar to PointSprite version.;;;

  SnowPointSprites = yes ;set to "no" for point-sprite emulation.
  SnowQuadSize = .1 ;scale the size of snow particles when using point-sprite emulation.
End

WaterSet NIGHT
  SkyTexture = TSMornCldy.dds
  WaterTexture = TSWater.dds
  Vertex00Color = R:255 G:0 B:0 A:255
  Vertex10Color = R:255 G:0 B:0 A:255
  Vertex01Color = R:255 G:0 B:0 A:255
  Vertex11Color = R:255 G:0 B:0 A:255
  DiffuseColor   = R:100 G:0 B:0 A:255
  TransparentDiffuseColor = R:255 G:0 B:0 A:255
  UScrollPerMS = 15.00
  VScrollPerMS = 15.00
  SkyTexelsPerUnit = 3.2
  WaterRepeatCount = 32
End

WaterTransparency
  TransparentWaterMinOpacity = 2.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
  TransparentWaterDepth = 7.0       ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
StandingWaterColor = R:255 G:0 B:0 ;material color used to tint the water surface.
  StandingWaterTexture = TWWater01.tga ; main texture used for water (usually something blue that looks like water).
  AdditiveBlending = YES; use additive blending instead of alpha blending?
  RadarWaterColor = R:255 G:0 B:0 ; color of water on radar display.


   SkyboxTextureN = TSMornCldy_N.dds
   SkyboxTextureE = TSMornCldy_E.dds
   SkyboxTextureS = TSMornCldy_S.dds
   SkyboxTextureW = TSMornCldy_W.dds
   SkyboxTextureT = TSMornCldy_T.dds
End

InGameUI
  
  MilitaryCaptionColor           = R:120 G:160 B:255 A:235
  MilitaryCaptionTitlePointSize  = 14
  MilitaryCaptionTitleBold       = Yes
End

Object GLAInfantryTerrorist
  
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 40000   ; min lifetime in msec
    MaxLifetime = 40000   ; max lifetime in msec
  End
  End

End

Object GLAVehicleCombatBikeTerrorist
  
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 24000   ; min lifetime in msec
    MaxLifetime = 24000   ; max lifetime in msec
  End
  End

End


Object GLAVehicleRocketBuggy
  ReplaceModule ModuleTag_02 
    Body = ActiveBody ModuleTag_02_Override
      MaxHealth       = 80.0
      InitialHealth   = 80.0
    End
  End
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 30000   ; min lifetime in msec
    MaxLifetime = 30000   ; max lifetime in msec
  End
  End

End


Object GLAVehicleTechnicalChassisOne
  ReplaceModule ModuleTag_04
    Body = ActiveBody ModuleTag_04_Override
      MaxHealth       = 80.0
      InitialHealth   = 80.0
    End
  End
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 30000   ; min lifetime in msec
    MaxLifetime = 30000   ; max lifetime in msec
  End
  End

End

Object GLAVehicleTechnicalChassisTwo
  ReplaceModule ModuleTag_04
    Body = ActiveBody ModuleTag_04_Override
      MaxHealth       = 80.0
      InitialHealth   = 80.0
    End
  End
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 30000   ; min lifetime in msec
    MaxLifetime = 30000   ; max lifetime in msec
  End
  End

End

Object GLAVehicleTechnicalChassisThree
  ReplaceModule ModuleTag_04
    Body = ActiveBody ModuleTag_04_Override
      MaxHealth       = 80.0
      InitialHealth   = 80.0
    End
  End
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 30000   ; min lifetime in msec
    MaxLifetime = 30000   ; max lifetime in msec
  End
  End

End

Object GLAVehicleBombTruck
  ReplaceModule ModuleTag_02 
    Body = ActiveBody ModuleTag_02_Override
      MaxHealth       = 120.0
      InitialHealth   = 120.0
    End
  End
  ExperienceValue = 0 0 0 0 

  AddModule 
  Behavior = LifetimeUpdate ModuleTag_Override
    MinLifetime = 40000   ; min lifetime in msec
    MaxLifetime = 40000   ; max lifetime in msec
  End
  End

End


Object ChinaInfantryRedguard
  IsTrainable            = No
End

Object Infa_ChinaInfantryTankHunter
  IsTrainable            = No
End

Object ChinaInfantryTankHunter
  IsTrainable            = No
End

Object ChinaTankOverlord
  IsTrainable            = No
End

Object ChinaTankBattleMaster
  IsTrainable            = No
End

Object ChinaTankGattling
  IsTrainable            = No
End

Object AmericaTankCrusader
  IsTrainable            = No
End

Object AmericaVehicleHumvee
  IsTrainable            = No
End
