mod manifest loading

This commit is contained in:
Chris Forbes
2010-01-20 21:48:47 +13:00
parent 06b9c0dcf5
commit 19ff382b7f
30 changed files with 160 additions and 61 deletions

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[VehicleTypes]
STNK
TTNK
CTNK
DTRK
QTNK
[STNK]
Description=Stealth Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, Cloak, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=2
Voice=VehicleVoice
[TTNK]
Description=Tesla Tank
Traits=Unit, Mobile, AttackBase, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
[CTNK]
Description=Chrono Tank
Traits=Unit, Mobile, AttackBase, RenderUnit, ChronoshiftDeploy, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
[DTRK]
Description=Demo Truck
Traits=Unit, Mobile, AttackBase, RenderUnit, DemoTruck, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
[QTNK]
Description=M.A.D. Tank
Traits=Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
[ShipTypes]
MSUB
[MSUB]
Description=Missile Submarine
WaterBound=yes
BuiltAt=spen
Traits=Unit, Mobile, AttackBase, RenderUnit, Submarine, Chronoshiftable
FireDelay=2
[InfantryTypes]
SHOK
MECH
[SHOK]
Description=Tesla Trooper
Traits=Unit, Mobile, AttackBase, RenderInfantry, TakeCover, AutoTarget, Passenger
SquadSize=1
Voice=ShokVoice
[MECH]
Description=Mechanic
Voice=MechVoice
Traits=Unit, Mobile, RenderInfantry, AutoHeal, AttackBase, TakeCover, SquishByTank, Passenger
LongDesc=Heals nearby vehicles.\n Strong vs Nothing\n Weak vs Everything
SelectionSize=12,17,0,-9
[WeaponTypes]
PortaTesla
TTankZap
GoodWrench
APTusk
Democharge
SubSCUD
[PortaTesla]
RenderAsTesla=true
[TTankZap]
RenderAsTesla=true
[WarheadTypes]
Mechanical
[Mechanical]
; Stop the mechanic from `healing' people with his wrench
Verses=0%,0%,100%,100%,100%
Spread=1
[VoiceTypes]
ShokVoice
MechVoice
[ShokVoice]
Select=jchrge1,jjuice1,jjump1,jpower1
Move=jdance1,jyes1
Attack=jburn1,jcrisp1,jshock1,jlight1
[MechVoice]
Select=mhowdy1,mhotdig1,mhuh1
Move=mlaff1,mhotdig1,mhear1,mboss1,myeehaw1
Attack=mwrench1,mrise1,mboss1,myeehaw1

512
mods/aftermath/aftrmath.ini Normal file
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[Aftermath]
MTankDistance=20
QuakeUnitDamage=45%
QuakeBuildingDamage=40%
QuakeInfantryDamage=0
QuakeDelay=120
CarrierLaunchDelay=30
ChronoTankDuration=2
; Removed engineer comments from this file, since we only want
; to use it in multi (Adam)
[STNK]
Prerequisite=weap,atek
Primary=APTusk
Strength=200
Armor=heavy
TechLevel=-1
Sight=5
Speed=10
Owner=allies,soviet
Cost=800
Points=25
ROT=5
Tracked=yes
Passengers=1
Cloakable=yes
SelfHealing=no
; Carrier
[CARR]
Prerequisite=hpad,atek
Strength=350
Primary=AirAssault
Armor=heavy
TechLevel=-1
Sight=6
Speed=6
Owner=allies,soviet
Cost=1200
Points=25
ROT=7
Passengers=5
; Chrono Tank
[CTNK]
Prerequisite=atek
Primary=APTusk
Strength=350
Armor=light
TechLevel=12
Sight=5
Speed=5
Owner=allies
Cost=2400
Points=25
ROT=5
Tracked=yes
; Tesla Tank
[TTNK]
Prerequisite=tsla
Primary=TTankZap
Strength=110
Armor=light
TechLevel=8
Sight=7
Speed=8
Owner=soviet
Cost=1500
Points=30
ROT=5
Tracked=yes
Crewed=yes
NoMovingFire=yes
; Demolition Truck
[DTRK]
Prerequisite=mslo
Primary=Democharge
Strength=110
Armor=light
TechLevel=13
Sight=3
Speed=8
Owner=allies,soviet
Cost=2400
Points=5
ROT=5
Explodes=yes
; M.A.D. Tank
[QTNK]
Prerequisite=stek
Primary=none
Strength=300
Armor=heavy
TechLevel=10
Sight=6
Speed=3
Owner=soviet
Cost=2300
Points=60
ROT=5
Tracked=yes
Crewed=no
; Missile Submarine
[MSUB]
Prerequisite=stek
Primary=SubSCUD
Strength=150
Armor=light
TechLevel=9
Sight=6
Speed=5
Owner=soviet
Cost=1650
Points=45
ROT=7
Cloakable=yes
Inaccurate=no
; Shock Trooper
[SHOK]
Prerequisite=tsla
Primary=PortaTesla
Strength=80
Armor=none
TechLevel=7
Sight=4
Speed=3
Owner=soviet
Cost=900
Points=15
Explodes=no
NoMovingFire=yes
Crushable=no
; field mechanic
[MECH]
Prerequisite=fix
Primary=GoodWrench
Strength=60
Armor=none
TechLevel=7
Sight=3
Speed=4
Owner=allies
Cost=950
Points=15
; Aircraft carrier weapon
[AirAssault]
Damage=0
ROF=60
Range=127
Projectile=Invisible
Speed=100
Warhead=Super
; Portable tesla coil weapon
[PortaTesla]
Damage=45
ROF=70
Range=3.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=SHKTROP1
Charges=yes
; Tesla tank weapon
[TTankZap]
Damage=100
ROF=120
Range=7
Projectile=Invisible
Speed=100
Warhead=Super
Report=TESLA1
Charges=yes
; Mr. Goodwrench mechanic's healing weapon
[GoodWrench]
Damage=-100
ROF=80
Range=1.83
Projectile=Invisible
Speed=100
Warhead=Mechanical
Report=FIXIT1
; Mechanical warhead - doesn't affect infantry (only for mechanic, not weapons)
[Mechanical]
Spread=0
Verses=100%,100%,100%,100%,100%
InfDeath=0
; Submarine's scud missile
[SubSCUD]
Damage=400
ROF=120
Range=14
Projectile=HeatSeeker
Speed=20
Warhead=HE
Report=MISSILE6
Burst=2
; Chrono tank's missile
[APTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE6
Burst=2
; Demolition truck charge
[Democharge]
Anim=none
Damage=500
Speed=100
Range=1.75
Projectile=Invisible
Warhead=Nuke
ROF=80
; This needs to be re-set from its modified mplayer.ini values
[TurretGun]
Burst=1
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
Anim=GUNFIRE
[LST]
Strength=350
Armor=heavy
TechLevel=3
Sight=6
Speed=14
Owner=allies,soviet
Cost=700
Points=25
ROT=10
Passengers=5
SelfHealing=no
[FACF]
Image=FACT
Owner=allies
TechLevel=1
Strength=30
Cost=50
Sight=4
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no
Armor=none
[WEAF]
Prerequisite=proc
Image=WEAP
Owner=allies
TechLevel=3
Cost=50
Strength=30
Sight=4
Points=15
Power=-2
Bib=yes
Capturable=true
BaseNormal=no
Armor=none
[DOMF]
Prerequisite=proc
Image=DOME
Strength=30
Sight=4
TechLevel=3
Cost=50
Owner=allies
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no
Armor=none
[4TNK]
Prerequisite=weap,stek
Primary=120mm
Secondary=MammothTusk
Strength=600
Armor=heavy
TechLevel=10
Sight=6
Speed=4
Owner=soviet
Cost=1700
Points=60
ROT=5
Tracked=yes
SelfHealing=yes
Crewed=yes
Explodes=no
[C2]
Primary=none
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C3]
Infiltrate=no
Primary=none
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C4]
Primary=none
Infiltrate=no
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C5]
Infiltrate=no
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
[C6]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
Infiltrate=no
Primary=none
[C9]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes
Primary=none
[Catapult]
Animates=no
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
ASW=yes
AG=no
Translucent=yes
[MISS]
Strength=400
Points=5
Armor=wood
Bib=yes
Capturable=true
Owner=allies,soviet
[BIO]
Strength=600
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=30
Power=-40
Bib=yes
Crewed=yes
Capturable=false
[GNRL]
Primary=Pistol
Strength=80
Armor=none
TechLevel=-1
Sight=3
Speed=5
Owner=allies,soviet
Cost=0
Points=15
Infiltrate=yes
Secondary=none
C4=no
DoubleOwned=no
Burst=1
[DOG]
Prerequisite=kenn
Primary=DogJaw
Strength=12
;Strength=5
Armor=none
TechLevel=3
Sight=5
Speed=4
Owner=soviet
Cost=200
Points=5
IsCanine=yes
GuardRange=7
Selfhealing=no
[CHAN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Infiltrate=no
[E3]
Primary=RedEye
Secondary=Dragon
Strength=45
Armor=none
TechLevel=2
Sight=4
Speed=3
Owner=allies
Cost=300
Points=10
DoubleOwned=yes
Infiltrate=no
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
Anim=GUNFIRE
Burst=1
[DELPHI]
Infiltrate=no
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10

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mods/aftermath/mod.yaml Normal file
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# Red Alert: The Aftermath -- Package Manifest
# Requires classic RA mod
Packages:
LegacyRules:
mods/aftermath/aftrmath.ini: More or less original Aftermath rules file.
mods/aftermath/aftrmathUnits.ini: OpenRA patches
Rules:
mods/aftermath/rules.yaml: OpenRA actorinfos
Sequences:
mods/aftermath/sequences.xml: Additional aftermath
Assemblies:
mods/aftermath/OpenRa.Mods.Aftermath.dll: Traits used

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mods/aftermath/rules.yaml Normal file
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STNK:
Inherits: ^Vehicle
Unit:
HP: 200
Armor: heavy
Sight: 5
Speed: 10
Mobile:
MovementType: Track
Turreted:
ROT: 5
AttackTurreted:
PrimaryWeapon: APTusk
Recoil: 2
RenderUnitTurreted:
Cloak:
TTNK:
Inherits: ^Vehicle
Buildable:
TechLevel: 8
Prerequisites: tsla
Owner: soviet
Cost: 1500
Description: Tesla Tank
Unit:
HP: 110
Armor: light
Crewed: yes
Sight: 7
Speed: 8
Mobile:
MovementType: Track
AttackBase:
PrimaryWeapon: TTankZap
RenderUnitSpinner:
CTNK:
Inherits: ^Vehicle
Buildable:
TechLevel: 12
Prerequisites: atek
Owner: allies
Cost: 2400
Description: Chrono Tank
Unit:
HP: 350
Armor: light
Sight: 5
Speed: 5
Mobile:
MovementType: Track
AttackBase:
PrimaryWeapon: APTusk
RenderUnit:
ChronoshiftDeploy:
DTRK:
Inherits: ^Vehicle
Buildable:
TechLevel: 13
Prerequisites: mslo
Owner: allies,soviet
Cost: 2400
Description: Demo Truck
Unit:
HP: 110
Armor: light
Sight: 3
Speed: 8
AttackBase:
PrimaryWeapon: Democharge
RenderUnit:
DemoTruck:
QTNK:
Inherits: ^Vehicle
Buildable:
TechLevel: 10
Prerequisites: stek
Owner: soviet
Cost: 2300
Description: M.A.D. Tank
Unit:
HP: 300
Armor: heavy
Crewed: no
Sight: 6
Speed: 3
Mobile:
MovementType: Track
RenderUnit:
MSUB:
Inherits: ^Ship
Buildable:
TechLevel: 9
Prerequisites: stek
BuiltAt: spen
Owner: soviet
Cost: 1650
Description: Missile Submarine
Unit:
HP: 150
Armor: light
ROT: 7
Sight: 6
Speed: 5
WaterBound: yes
AttackBase:
PrimaryWeapon: SubSCUD
FireDelay: 2
RenderUnit:
Submarine:
Chronoshiftable:
SHOK:
Inherits: ^Infantry
Buildable:
TechLevel: 7
Prerequisites: tsla
Owner: soviet
Cost: 900
Description: Tesla Trooper
Selectable:
Voice: ShokVoice
Unit:
HP: 80
Speed: 3
AttackBase:
PrimaryWeapon: PortaTesla
TakeCover:
-SquishByTank:
MECH:
Inherits: ^Infantry
Buildable:
TechLevel: 7
Prerequisites: fix
Owner: allies
Cost: 950
Description: Mechanic
LongDesc: Heals nearby vehicles.\n Strong vs Nothing\n Weak vs Everything
Selectable:
Voice: MechVoice
Bounds: 12,17,0,-9
Unit:
HP: 60
Sight: 3
Speed: 4
AutoHeal:
AttackBase:
PrimaryWeapon: GoodWrench
TakeCover:
-AutoTarget:

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<?xml version="1.0" encoding="utf-8"?>
<sequences>
<!-- aftermath units -->
<unit name="qtnk">
<sequence name="idle" start="0" length="32" />
<sequence name="charge-0" start="32" length="3" />
sequence name="deploy-0" start="35" length="5" /&gt;
<sequence name="charge-1" start="40" length="3" /><sequence name="deploy-1" start="43" length="5" /><sequence name="charge-2" start="48" length="3" /><sequence name="deploy-2" start="51" length="5" /><sequence name="charge-3" start="56" length="3" /><sequence name="deploy-3" start="59" length="5" /><sequence name="charge-4" start="64" length="3" /><sequence name="deploy-4" start="67" length="5" /><sequence name="charge-5" start="72" length="3" /><sequence name="deploy-5" start="75" length="5" /><sequence name="charge-6" start="80" length="3" /><sequence name="deploy-6" start="83" length="5" /><sequence name="charge-7" start="88" length="3" /><sequence name="deploy-7" start="91" length="5" /></unit>
<unit name="ctnk">
<sequence name="idle" start="0" length="32" />
</unit>
<unit name="dtrk">
<sequence name="idle" start="0" length="32" />
</unit>
<unit name="msub">
<sequence name="idle" start="0" length="16" />
</unit>
<unit name="ttnk">
<sequence name="idle" start="0" length="32" />
<sequence name="spinner" start="32" length="32" />
</unit>
<unit name="stnk">
<sequence name="idle" start="0" length="32" />
<sequence name="load-0" start="32" length="3" />
<sequence name="load-1" start="35" length="3" />
<sequence name="turret" start="38" length="32" />
</unit>
<unit name="shok">
<sequence name="stand" start="0" length="8" />
<sequence name="stand2" start="8" length="8" />
<sequence name="run-0" start="16" length="6" />
<sequence name="run-1" start="22" length="6" />
<sequence name="run-2" start="28" length="6" />
<sequence name="run-3" start="34" length="6" />
<sequence name="run-4" start="40" length="6" />
<sequence name="run-5" start="46" length="6" />
<sequence name="run-6" start="52" length="6" />
<sequence name="run-7" start="58" length="6" />
<sequence name="shoot-0" start="64" length="16" />
<sequence name="shoot-1" start="80" length="16" />
<sequence name="shoot-2" start="96" length="16" />
<sequence name="shoot-3" start="112" length="16" />
<sequence name="shoot-4" start="128" length="16" />
<sequence name="shoot-5" start="144" length="16" />
<sequence name="shoot-6" start="160" length="16" />
<sequence name="shoot-7" start="176" length="16" />
<sequence name="stand3" start="192" length="16" />
<sequence name="crawl-0" start="208" length="4" />
<sequence name="crawl-1" start="212" length="4" />
<sequence name="crawl-2" start="216" length="4" />
<sequence name="crawl-3" start="220" length="4" />
<sequence name="crawl-4" start="224" length="4" />
<sequence name="crawl-5" start="228" length="4" />
<sequence name="crawl-6" start="232" length="4" />
<sequence name="crawl-7" start="236" length="4" />
<sequence name="standup-0" start="240" length="2" />
<sequence name="standup-1" start="242" length="2" />
<sequence name="standup-2" start="244" length="2" />
<sequence name="standup-3" start="246" length="2" />
<sequence name="standup-4" start="248" length="2" />
<sequence name="standup-5" start="250" length="2" />
<sequence name="standup-6" start="252" length="2" />
<sequence name="standup-7" start="254" length="2" />
<sequence name="prone-shoot-0" start="256" length="16" />
<sequence name="prone-shoot-1" start="272" length="16" />
<sequence name="prone-shoot-2" start="288" length="16" />
<sequence name="prone-shoot-3" start="304" length="16" />
<sequence name="prone-shoot-4" start="320" length="16" />
<sequence name="prone-shoot-5" start="336" length="16" />
<sequence name="prone-shoot-6" start="352" length="16" />
<sequence name="prone-shoot-7" start="368" length="16" />
<sequence name="die1" start="416" length="8" />
<sequence name="die2" start="424" length="8" />
<sequence name="die3" start="432" length="8" />
<sequence name="die4" start="440" length="12" />
<sequence name="die5" start="452" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
</unit>
<unit name="mech">
<sequence name="stand" start="0" length="8" />
<sequence name="run-0" start="8" length="6" />
<sequence name="run-1" start="14" length="6" />
<sequence name="run-2" start="20" length="6" />
<sequence name="run-3" start="26" length="6" />
<sequence name="run-4" start="32" length="6" />
<sequence name="run-5" start="38" length="6" />
<sequence name="run-6" start="44" length="6" />
<sequence name="run-7" start="50" length="6" />
<sequence name="crawl-0" start="130" length="4" />
<sequence name="crawl-1" start="134" length="4" />
<sequence name="crawl-2" start="138" length="4" />
<sequence name="crawl-3" start="142" length="4" />
<sequence name="crawl-4" start="146" length="4" />
<sequence name="crawl-5" start="150" length="4" />
<sequence name="crawl-6" start="154" length="4" />
<sequence name="crawl-7" start="158" length="4" />
<sequence name="die1" start="193" length="8" />
<sequence name="die2" start="201" length="8" />
<sequence name="die3" start="209" length="8" />
<sequence name="die4" start="217" length="12" />
<sequence name="die5" start="229" length="18" />
<sequence name="die6" start="0" length="14" src="electro" />
<sequence name="heal" start="56" length="58" />
<sequence name="standup-0" start="114" length="2" />
<sequence name="standup-1" start="116" length="2" />
<sequence name="standup-2" start="118" length="2" />
<sequence name="standup-3" start="120" length="2" />
<sequence name="standup-4" start="122" length="2" />
<sequence name="standup-5" start="124" length="2" />
<sequence name="standup-6" start="126" length="2" />
<sequence name="standup-7" start="128" length="2" />
</unit>
</sequences>

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IRON:
Category: Defense
PDOX:
Category: Defense
PBOX:
Category: Defense
HBOX:
Category: Defense
TSLA:
Category: Defense
GUN:
Category: Defense
AGUN:
Category: Defense
FTUR:
Category: Defense
GAP:
Category: Defense
SAM:
Category: Defense
MSLO:
Category: Defense

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mods/ra-ng/mod.yaml Normal file
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# Red Alert: Next Generation - Rules Manifest
Packages:
LegacyRules:
Rules:
mods/ra-ng/defense-queue.yaml
Sequences:
Assemblies:

243
mods/ra/campaignUnits.ini Normal file
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[BuildingTypes]
FCOM
V01
V02
V03
V04
V05
V06
V07
V08
V09
V10
V11
V12
V13
V14
V15
V16
V17
V18
V19
V20
V21
V22
V23
V24
V25
V26
V27
V28
V29
V30
V31
V32
V33
V34
V35
V36
V37
BARL
BRL3
MISS
[FCOM]
Description=Forward Command Post
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
[V01]
Traits=Building, RenderBuilding
SelectionPriority=3
Dimensions=2,2
Footprint=xx xx
[V02]
Traits=Building, RenderBuilding
SelectionPriority=3
Dimensions=2,2
Footprint=xx xx
[V03]
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
[V04]
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
[V05]
Traits=Building, RenderBuilding
Dimensions=2,1
Footprint=xx
SelectionPriority=3
[V06]
Traits=Building, RenderBuilding
Dimensions=2,1
Footprint=xx
SelectionPriority=3
[V07]
Traits=Building, RenderBuilding
Dimensions=2,1
Footprint=xx
SelectionPriority=3
[V08]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V09]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V10]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V11]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V12]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V13]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V14]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V15]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V16]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V17]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V18]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V19]
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
[V20]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V21]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V22]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V23]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V24]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V25]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V26]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V27]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V28]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V29]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V30]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V31]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V32]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V33]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V34]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V35]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V36]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[V37]
Traits=Building, RenderBuilding
Image=FCOM
SelectionPriority=3
[BARL]
Traits=Building, RenderBuilding, Explodes
Dimensions=1,1
Footprint=x
SelectionPriority=0
[BRL3]
Traits=Building, RenderBuilding, Explodes
Dimensions=1,1
Footprint=x
SelectionPriority=0
[MISS]
Traits=Building, RenderBuilding
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=0
[VehicleTypes]
TRUK
[TRUK]
Traits=Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice

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^Vehicle:
Category: Vehicle
Unit:
ROT: 5
Mobile:
MovementType: Wheel
Selectable:
Voice: VehicleVoice
Repairable:
Chronoshiftable:
Passenger:
IronCurtainable:
^Infantry:
Category: Infantry
Unit:
Armor: none
Sight: 4
Mobile:
MovementType: Foot
Selectable:
RenderInfantry:
SquishByTank:
AutoTarget:
Passenger:
^Ship:
Category: Ship
Unit:
Mobile:
MovementType: Float
Selectable:
^Plane:
Category: Plane
Unit:
Selectable:
^Building:
Category: Building
Selectable:
Priority: 3
Building:

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# Classic Red Alert Mod -- Package Manifest
Packages:
LegacyRules:
mods/ra/rules.ini: More or less original Red Alert rules file.
mods/ra/units.ini: OpenRA patches
Rules:
mods/ra/defaults.yaml: Basic stuff
mods/ra/rules.yaml: OpenRA actorinfos
Sequences:
mods/ra/sequences.xml: Original animation sequences
Assemblies:
mods/ra/OpenRa.Mods.RA.dll: Traits used

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mods/ra/rules.ini Normal file

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2274
mods/ra/rules.yaml Normal file

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mods/ra/sequences.xml Normal file

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[BuildingTypes]
T01
T02
T03
T05
T06
T07
T08
T10
T11
T12
T13
T14
T15
T16
T17
TC01
TC02
TC03
TC04
TC05
MINE
[T01]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T01
Selectable=no
[T02]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T02
Selectable=no
[T03]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T03
Selectable=no
[T05]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T05
Selectable=no
[T06]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T06
Selectable=no
[T07]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T07
Selectable=no
[T08]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_
Dimensions=2,1
Name=T08
Selectable=no
[T10]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx xx
Dimensions=2,2
Name=T10
Selectable=no
[T11]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx xx
Dimensions=2,2
Name=T11
Selectable=no
[T12]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx xx
Dimensions=2,2
Name=T12
Selectable=no
[T13]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx xx
Dimensions=2,2
Name=T13
Selectable=no
[T14]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx xx
Dimensions=2,2
Name=T14
Selectable=no
[T15]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx xx
Dimensions=2,2
Name=T15
Selectable=no
[T16]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T16
Selectable=no
[T17]
Description=Tree
Traits=Building, RenderBuilding
Footprint=x_ x_
Dimensions=2,2
Name=T17
Selectable=no
[TC01]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx_ xx_
Dimensions=3,2
Name=TC01
Selectable=no
[TC02]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx_ xx_
Dimensions=3,2
Name=TC02
Selectable=no
[TC03]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xx_ xx_
Dimensions=3,2
Name=TC03
Selectable=no
[TC04]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xxx_ xxx_ xxx_
Dimensions=4,3
Name=TC04
Selectable=no
[TC05]
Description=Tree
Traits=Building, RenderBuilding
Footprint=xxx_ xxx_ xxx_
Dimensions=4,3
Name=TC05
Selectable=no
[MINE]
Description=Ore Pit
Traits=Building, RenderBuilding, SeedsOre
Footprint=x
Dimensions=1,1
Name=MINE
Selectable=no

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[VehicleTypes]
V2RL
1TNK
2TNK
3TNK
4TNK
MRJ
MGG
ARTY
HARV
MCV
JEEP
APC
MNLY.AP
MNLY.AT
[V2RL]
Description=V2 Rocket
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[1TNK]
Description=Light Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=2
Voice=VehicleVoice
LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
[2TNK]
Description=Medium Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=3
Voice=VehicleVoice
LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
[3TNK]
Description=Heavy Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=3
Voice=VehicleVoice
LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
[4TNK]
Description=Mammoth Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
PrimaryLocalOffset=-4,-5,0,4,-5,0
SecondaryLocalOffset=-7,2,25,7,2,-25
Recoil=4
[ARTY]
Description=Artillery
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[JEEP]
Description=Ranger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,0,0,-2
MuzzleFlash=yes
Voice=VehicleVoice
LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
[APC]
Description=Armored Personnel Carrier
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger, IronCurtainable
PrimaryOffset=0,0,0,-4
MuzzleFlash=yes
Voice=VehicleVoice
LongDesc=Tough infantry transport.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
UnloadFacing=220
PassengerTypes=Foot
;; non-combat vehicles
[MRJ]
Description=Radar Jammer
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,4,0,-6
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
[MGG]
Description=Mobile Gap Generator
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable, GeneratesGap
PrimaryOffset=0,6,0,-3
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
[HARV]
Description=Ore Truck
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
SelectionPriority=7
Voice=VehicleVoice
LongDesc=Collects Ore and Gems for processing.\n Unarmed
[MCV]
Description=Mobile Construction Vehicle
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Deploys into another Construction Yard.\n Unarmed
[MNLY.AP]
Description=Minelayer (Anti-Personnel)
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
Primary=MINP ;; temporary hack
[MNLY.AT]
Description=Minelayer (Anti-Tank)
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
Primary=MINV ;; temporary hack
[ShipTypes]
SS
DD
CA
LST
PT
[SS]
Description=Submarine
WaterBound=yes
BuiltAt=spen
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable, IronCurtainable, RepairableNear
FireDelay=2
LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge
[DD]
Description=Destroyer
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable, RepairableNear
PrimaryOffset=0,-8,0,-3
LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks
[CA]
Description=Cruiser
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable, RepairableNear
PrimaryOffset=0,17,0,-2
SecondaryOffset=0,-17,0,-2
LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines
Recoil=3
[LST]
Description=Transport
WaterBound=yes
Traits=Unit, Mobile, RenderUnit, Cargo, IronCurtainable, RepairableNear
LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
PassengerTypes=Foot,Wheel,Track
[PT]
Description=Gunboat
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable, RepairableNear
PrimaryOffset=0,-6,0,-1
LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
[PlaneTypes]
MIG
YAK
TRAN
HELI
HIND
; TODO:
; U2 (spyplane)
; BADR (paratrooper/paradrop plane)
[MIG]
Description=Mig Attack Plane
BuiltAt=afld
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
InitialFacing=192
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
[YAK]
Description=Yak Attack Plane
BuiltAt=afld
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
InitialFacing=192
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
[TRAN]
Description=Transport Helicopter
RotorOffset=0,14,0,-4
RotorOffset2=0,-14,0,-2
BuiltAt=hpad
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo, IronCurtainable
InitialFacing=20
LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
PassengerTypes=Foot
[HELI]
Description=Longbow
BuiltAt=hpad
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
RotorOffset=0,0,0,-2
PrimaryOffset=-5,0,0,2
SecondaryOffset=5,0,0,2
InitialFacing=20
LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
[HIND]
Description=Hind
BuiltAt=hpad
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
PrimaryOffset=-5,0,0,2
SecondaryOffset=5,0,0,2
InitialFacing=20
LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
[BuildingTypes]
IRON
PDOX
PBOX
HBOX
TSLA
GUN
AGUN
FTUR
GAP
SAM
MSLO
; SBAG
; BRIK
; FENC
ATEK
WEAP
SYRD
SPEN
FACT
PROC
SILO
HPAD
DOME
AFLD
POWR
APWR
STEK
BARR
TENT
KENN
FIX
FACF
WEAF
SYRF
SPEF
DOMF
; pseudo-buildings
MINP
MINV
BR1
BR2
BR3
BRIDGE1
BRIDGE2
; `Dimensions` is the size of a box that will include the whole building, excluding bib.
; ("bib-ness" can be altered in rules.ini; we can't expect people to change this, too)
; `Footprint` is the pathability and buildability of each cell occupied by the building
; _ : Not occupied by the building (e.g: the holes in the refinery and the service depot)
; x : Solid. cannot be walked on or built on.
; = : Occupied by a building, but can be walked on normally. (e.g: the drop-off point on the refinery)
; `Produces` is a category of objects that this building can produce.
[PBOX]
Description=Pillbox
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[HBOX]
Description=Camo Pillbox
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[TSLA]
Description=Tesla Coil
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
FireDelay=8
LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
[GUN]
Description=Turret
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
InitialFacing=50
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
[AGUN]
Description=AA Gun
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
InitialFacing=224
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[FTUR]
Description=Flame Turret
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
[SAM]
Description=SAM Site
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=2,1
Footprint=xx
SelectionPriority=3
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[MSLO]
Description=Missile Silo
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,1
Footprint=xx
SelectionPriority=3
LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
[IRON]
Description=Iron Curtain
Traits=Building, RenderBuilding, IronCurtainable, IronCurtain
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
[PDOX]
Description=Chronosphere
Traits=Building, RenderBuilding, Chronosphere, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
[GAP]
Description=Gap Generator
Traits=Building, RenderBuilding, IronCurtainable, GeneratesGap
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
LongDesc=Regenerates the Fog of War nearby, \nobscuring the area.\n Unarmed
[ATEK]
Description=Allied Tech Center
Traits=Building, RenderBuilding, IronCurtainable, GpsLaunchSite
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite
AlternateName=@Tech Center
[WEAP]
Description=War Factory
Traits=Building, RenderBuilding, RenderWarFactory, RallyPoint, Production, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
Produces=Vehicle
RallyPoint=1,3
SelectionPriority=3
LongDesc=Produces tanks & light vehicles.
[SYRD]
Description=Shipyard
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Ship
SelectionPriority=3
LongDesc=Produces and repairs ships
[SPEN]
Description=Sub Pen
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Ship
SelectionPriority=3
LongDesc=Produces and repairs submarines and \ntransports
[FACT]
Description=Construction Yard
Traits=Building, RenderBuilding, Production, ConstructionYard, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Building,Defense
SelectionPriority=3
LongDesc=Produces other structures
[PROC]
Description=Ore Refinery
Traits=Building, RenderBuilding, AcceptsOre, StoresOre, IronCurtainable
Dimensions=3,3
Footprint=_x_ xxx x==
SelectionPriority=3
OrePips=17
LongDesc=Converts Ore and Gems into money
[SILO]
Description=Silo
Traits=Building, RenderBuildingOre, StoresOre, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
OrePips=5
LongDesc=Stores excess harvested Ore
[HPAD]
Description=Helipad
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
Dimensions=2,2
Footprint=xx xx
Produces=Plane
SelectionPriority=3
SpawnOffset=0,-4
LongDesc=Produces and reloads helicopters
[DOME]
Description=Radar Dome
Traits=Building, RenderBuilding, ProvidesRadar, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides an overview of the battlefield.\n Requires power to operate.
[AFLD]
Description=Airstrip
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
Produces=Plane
SelectionPriority=3
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
[POWR]
Description=Power Plant
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides power for other structures
[APWR]
Description=Advanced Power Plant
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=3,3
Footprint=___ xxx xxx
SelectionPriority=3
LongDesc=Provides more power, cheaper than the \nstandard Power Plant
[STEK]
Description=Soviet Tech Center
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=3
LongDesc=Provides Soviet advanced technologies
AlternateName=@Tech Center
[BARR]
Description=Soviet Barracks
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=2,2
Footprint=xx xx
Produces=Infantry
RallyPoint=1,3
SelectionPriority=3
LongDesc=Produces infantry
[TENT]
Description=Allied Barracks
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=2,2
Footprint=xx xx
Produces=Infantry
RallyPoint=1,3
SelectionPriority=3
LongDesc=Produces infantry
[KENN]
Description=Kennel
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=1,1
Footprint=x
RallyPoint=1,2
SelectionPriority=3
LongDesc=Produces attack dogs
[FIX]
Description=Service Depot
Traits=Building, RenderBuilding, BelowUnits, Reservable, IronCurtainable
Dimensions=3,3
Footprint=_x_ xxx _x_
SelectionPriority=3
LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases.
[FACF]
Description=Fake Construction Yard
Traits=Building, RenderBuilding, Fake, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Construction Yard.
[WEAF]
Description=Fake War Factory
Traits=Building, RenderWarFactory, RenderBuilding, Fake, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=3
LongDesc=Looks like a War Factory.
[SYRF]
Description=Fake Shipyard
Traits=Building, RenderBuilding, Fake
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Shipyard
[SPEF]
Description=Fake Sub Pen
Traits=Building, RenderBuilding, Fake
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Sub Pen
[DOMF]
Description=Fake Radar Dome
Traits=Building, RenderBuilding, Fake
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Looks like a Radar Dome
;[SBAG]
;Description=Sandbags
;SelectionPriority=3
;[BRIK]
;Description=Concrete Wall
;SelectionPriority=3
;[FENC]
;Description=Wire Fence
;SelectionPriority=3
[MINV]
Traits=Unit,RenderUnit,BelowUnits,InvisibleToOthers
Selectable=no
[MINP]
Traits=Unit,RenderUnit,BelowUnits,InvisibleToOthers
Selectable=no
[BR1]
Traits=Bridge, BelowUnits, Building
Strength=1000
Dimensions=4,2
Footprint=____ ____
Selectable=yes
[BR2]
Traits=Bridge, BelowUnits, Building
Strength=1000
Dimensions=4,2
Footprint=____ ____
Selectable=yes ;; temp hack
[BR3]
Traits=Bridge, BelowUnits, Building
Strength=1000
Dimensions=4,2
Footprint=____ ____
Selectable=yes ;; temp hack
[BRIDGE1]
Traits=Bridge, BelowUnits, Building
Strength=1000
Dimensions=5,3
Footprint=_____ _____ _____
Selectable = yes
[BRIDGE2]
Traits=Bridge, BelowUnits, Building
Strength=1000
Dimensions=5,2
Footprint=_____ _____
Selectable = yes
[InfantryTypes]
DOG
E1
E2
E3
E4
E6
SPY
THF
E7
MEDI
[DOG]
Description=Attack Dog
BuiltAt=KENN
Voice=DogVoice
Traits=Unit, Mobile, RenderInfantry, SquishByTank, AutoTarget, Passenger ;; AttackBase, SquishByTank, AutoTarget, dog??
LongDesc=Anti-infantry unit. Not fooled by the \nSpy's disguise.\n Strong vs Infantry\n Weak vs Vehicles
SelectionSize=12,17,-1,-4
[E1]
Description=Rifle Infantry
Traits=Unit, Mobile, RenderInfantry, AttackBase, TakeCover, SquishByTank, AutoTarget, Passenger
LongDesc=General-purpose infantry. Strong vs Infantry\n Weak vs Vehicles
SelectionSize=12,17,0,-9
[E2]
Description=Grenadier
Traits=Unit, Mobile, RenderInfantry, AttackBase, TakeCover, SquishByTank, AutoTarget, Passenger
FireDelay=15
PrimaryOffset=0,0,0,-13
LongDesc=Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
SelectionSize=12,17,0,-9
[E3]
Description=Rocket Soldier
Traits=Unit, Mobile, RenderInfantry, AttackBase, TakeCover, SquishByTank, AutoTarget, Passenger
PrimaryOffset=0,0,0,-13
LongDesc=Anti-tank/Anti-aircraft infantry.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
SelectionSize=12,17,0,-9
[E4]
Description=Flamethrower
Traits=Unit, Mobile, RenderInfantry, AttackBase, TakeCover, SquishByTank, AutoTarget, Passenger
FireDelay=8
PrimaryOffset=0,0,0,-7
LongDesc=Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
SelectionSize=12,17,0,-9
[E6]
Description=Engineer
Traits=Unit, Mobile, EngineerCapture, RenderInfantry, TakeCover, SquishByTank, Passenger
Voice=EngineerVoice
LongDesc=Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
SelectionSize=12,17,0,-9
[SPY]
Description=Spy
Voice=SpyVoice
Traits=Unit, Mobile, RenderSpy, TakeCover, SquishByTank, Passenger, Spy
LongDesc=Infiltrates enemy structures to gather \nintelligence. Exact effect depends on the \nbuilding infiltrated.\n Strong vs Nothing\n Weak vs Everything\n Special Ability: Disguised
SelectionSize=12,17,0,-9
[THF]
Description=Thief
Voice=ThiefVoice
Traits=Unit, Mobile, RenderInfantry, TakeCover, SquishByTank, Passenger, Thief
LongDesc=Infiltrates enemy refineries & \nsilos, and steals money stored there.\n Unarmed
SelectionSize=12,17,0,-9
[E7]
Description=Tanya
Voice=TanyaVoice
Traits=Unit, Mobile, RenderInfantry, C4Demolition, AttackBase, TakeCover, SquishByTank, AutoTarget, Passenger
LongDesc=Elite commando infantry, armed with \ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles\n Special Ability: Destroy Building with C4
SelectionSize=12,17,0,-9
[MEDI]
Description=Medic
Voice=MedicVoice
Traits=Unit, Mobile, RenderInfantry, AutoHeal, AttackBase, TakeCover, SquishByTank, Passenger
LongDesc=Heals nearby infantry.\n Strong vs Nothing\n Weak vs Everything
SelectionSize=12,17,0,-9
[WeaponTypes]
Colt45
ZSU-23
Vulcan
Maverick
Camera
FireballLauncher
Flamer
Sniper
ChainGun
Pistol
M1Carbine
Dragon
Hellfire
Grenade
75mm
90mm
105mm
120mm
TurretGun
MammothTusk
155mm
M60mg
Napalm
TeslaZap
Nike
RedEye
8Inch
Stinger
TorpTube
2Inch
DepthCharge
ParaBomb
DogJaw
Heal
SCUD
UnitExplode
[TeslaZap]
RenderAsTesla=true
[UnitExplode]
Damage=500
Speed=100
Projectile=Invisible
Warhead=UnitExplodeWarhead
[ProjectileTypes]
Invisible
LeapDog
Cannon
Ack
Torpedo
FROG
HeatSeeker
LaserGuided
AAMissile
Lobbed
Catapult
Bomblet
Ballistic
Parachute
GPSSatellite
NukeUp
NukeDown
Fireball
[WarheadTypes]
SA
HE
AP
Fire
HollowPoint
Super
Organic
Nuke
UnitExplodeWarhead
Crush
APMine
ATMine
DemolishWarhead
[HE]
ImpactSound=kaboom25
WaterImpactSound=splash9
[UnitExplodeWarhead]
Spread=10
Verses=90%,75%,60%,25%,100%
Explosion=8
InfDeath=3
ImpactSound=kaboom15
[Crush]
Verses=100%,100%,100%,100%,100%
ImpactSound=squishy2
[ATMine]
Verses=0%,0%,100%,100%,0%
ImpactSound=mineblo1
[APMine]
Verses=100%,0%,0%,0%,0%
ImpactSound=mine1
InfDeath=2
[DemolishWarhead]
Verses=100%,100%,100%,100%,100%
ImpactSound=kaboom25
Explosion=7
[General]
OreChance=.02
LowPowerSlowdown=3
[VoiceTypes]
GenericVoice
VehicleVoice
EngineerVoice
MedicVoice
TanyaVoice
DogVoice
SpyVoice
ThiefVoice
CivilianMaleVoice
CivilianFemaleVoice
EinsteinVoice
;; explicit extension on voice clips overrides the normal `variants` mechanism
[GenericVoice]
SovietVariants=.r01,.r03
AlliedVariants=.v01,.v03
Select=await1,ready,report1,yessir1
Move=ackno,affirm1,noprob,overout,ritaway,roger,ugotit
Die=dedman1.aud,dedman2.aud,dedman3.aud,dedman4.aud,dedman5.aud,dedman6.aud,dedman7.aud,dedman8.aud,dedman10.aud
[VehicleVoice]
SovietVariants=.r00,.r02
AlliedVariants=.v00,.v02
Select=vehic1,yessir1,report1,await1
Move=ackno,affirm1
[EngineerVoice]
Select=eengin1,eyessir1
Move=eaffirm1,emovout1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[MedicVoice]
Select=mrespon1,myessir1
Move=maffirm1,mmovout1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[TanyaVoice]
Select=yo1,yes1,yeah1
Move=rokroll1,onit1,cmon1
Attack=tuffguy1,bombit1,gotit1
Die=tandeth1
[DogVoice]
Select=
Move=dogy1
Attack=dogg5p,dogw3px
Die=dogw5,dogw6,dogw7
[SpyVoice]
Select=syessir1,scomnd1
Move=sonway1,sindeed1
Attack=sking1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[ThiefVoice]
Select=swhat1,syeah1
Move=saffirm1,smout1,sokay1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[CivilianMaleVoice]
Select=guyyeah1
Move=guyokay1
[CivilianFemaleVoice]
Select=girlyeah
Move=girlokay
[EinsteinVoice]
Select=einah1,einok1,einyes1
Move=einah1,einok1,einyes1
;; todo: where there are different variants of the same power,
;; split them here. SonarPulse is the obvious one.
[SupportPowerTypes]
ParadropPower
ParabombPower
SonarPulsePower
ChronoshiftPower
SpyPlanePower
NukePower
GpsSatellitePower
InvulnerabilityPower
[ParadropPower] ; comes free with first AFLD
ChargeTime=7
Description=Paratroopers
LongDesc=A Badger drops a squad of Riflemen \nanywhere on the map
Prerequisite=AFLD
TechLevel=5
Image=pinficon
Impl=NullPower
[ParabombPower] ; picked up in a crate
ChargeTime=14
Description=Parabombs
LongDesc=A Badger carpet-bombs an area.
OneShot=yes
Powered=no
Image=pbmbicon
TechLevel=8
GivenAuto=no
Impl=NullPower
[SonarPulsePower] ; picked up in a crate, or by spy -> spen/syrd
ChargeTime=10
Description=Sonar Pulse
LongDesc=Reveals all submarines on the map for a \nshort time.
OneShot=yes
Powered=no
Image=sonricon
TechLevel=5
GivenAuto=no
Impl=NullPower
[ChronoshiftPower] ; free with Chronosphere... sortof the point.
ChargeTime=7
Description=Chronoshift
LongDesc=Temporarily teleports a vehicle across \nthe map.
Prerequisite=PDOX
Image=warpicon
TechLevel=12
Impl=ChronospherePower
[SpyPlanePower] ; free with first AFLD
ChargeTime=3
TechLevel=5
Description=Spy Plane
LongDesc=Reveals an area of the map.
Prerequisite=AFLD
Image=smigicon
Impl=NullPower
[NukePower] ; the point of MSLO
ChargeTime=13
Description=Atom Bomb
LongDesc=Launches a nuclear missile at your target
Prerequisite=MSLO
Image=atomicon
TechLevel=12
Impl=NullPower
[GpsSatellitePower] ; free with ATEK
ChargeTime=8
Description=GPS Satellite
LongDesc=Reveals the entire map
OneShot=yes
Prerequisite=ATEK
Image=gpssicon
TechLevel=12
Impl=GpsSatellite
[InvulnerabilityPower] ; the point of IRON
ChargeTime=11
Description=Invulnerability
LongDesc=Makes a single unit invulnerable for a \nshort time.
Image=infxicon
Prerequisite=IRON
TechLevel=12
Impl=IronCurtainPower