replaced vehicles.yaml

Completely replaced vehicles.yaml. All values should correspond with C&C Gold. 
(Cost, HP, speed, armor type, vision, pre-reqs, explosion type...)
-Re-ordered units list from basic at the top to advanced at the bottom.
This commit is contained in:
psydev
2013-01-26 15:08:04 -08:00
committed by Matthias Mailänder
parent 382997086d
commit 3123f6672b

View File

@@ -1,7 +1,7 @@
MCV:
Inherits: ^Vehicle
Inherits: ^Tank
Valued:
Cost: 2000
Cost: 5000
Tooltip:
Name: Mobile Construction Vehicle
Icon: mcvicnh
@@ -13,13 +13,15 @@ MCV:
Selectable:
Priority: 3
Mobile:
Speed: 6
Speed: 12
Health:
HP: 750
HP: 600
Armor:
Type: Light
RevealsShroud:
Range: 8
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Transforms:
IntoActor: fact
Offset:-1,-1
@@ -31,12 +33,17 @@ MCV:
AttackMove:
JustMove:true
BaseBuilding:
LeavesHusk:
HuskActor: MCV.Husk
-GainsExperience:
-AcceptsCloakCrate:
Explodes:
Weapon: McvExplode
HARV:
Inherits: ^Tank
Valued:
Cost: 1200
Cost: 1400
Tooltip:
Name: Harvester
Icon: harvicnh
@@ -50,23 +57,62 @@ HARV:
Bounds: 44,44
Harvester:
Resources: Tiberium, Blue Tiberium
PipCount: 5
Capacity: 15
# How far away from our linked proc (refinery) to find resources (in cells):
SearchFromProcRadius: 24
# How far away from last harvest order location to find more resources (in cells):
SearchFromOrderRadius: 12
PipCount: 7
Capacity: 28
UnloadTicksPerBale: 16
FullyLoadedSpeed: 100%
Mobile:
Speed: 6
Speed: 12
Health:
HP: 600
Armor:
Type: Heavy
Type: Light
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
RenderUnit:
AttackMove:
JustMove:true
#LeavesHusk:
# HuskActor: HARV.Husk
-GainsExperience:
Explodes:
Weapon: McvExplode
JEEP:
Inherits: ^Vehicle
Valued:
Cost: 400
Tooltip:
Name: Hum-Vee
Icon: jeepicnh
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 20
Prerequisites: weap
Owner: gdi
Mobile:
ROT: 10
Speed: 30
Health:
HP: 150
Armor:
Type: Light
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 10
AttackTurreted:
PrimaryWeapon: MachineGun
PrimaryOffset: 0,2,0,-4
WithMuzzleFlash:
RenderUnitTurreted:
AutoTarget:
#LeavesHusk:
# HuskActor: JEEP.Husk
APC:
Inherits: ^Tank
@@ -82,19 +128,20 @@ APC:
Owner: gdi
Mobile:
ROT: 5
Speed: 10
Speed: 26
Health:
HP: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 5
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 10
AttackTurreted:
PrimaryWeapon: APCGun
PrimaryWeapon: MachineGun
PrimaryOffset: 0,0,0,0
PrimaryLocalOffset: 2,-2,0,-7,0, -2,-2,0,-7,0
WithMuzzleFlash:
RenderUnitTurreted:
AutoTarget:
@@ -103,66 +150,8 @@ APC:
MaxWeight: 5
PipCount: 5
UnloadFacing: 220
ARTY:
Inherits: ^Tank
Valued:
Cost: 600
Tooltip:
Name: Artillery
Icon:artyicnh
Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 40
Prerequisites: hq
Owner: nod
Mobile:
ROT: 2
Speed: 6
Health:
HP: 75
Armor:
Type: Light
RevealsShroud:
Range: 6
AttackFrontal:
PrimaryWeapon: ArtilleryShell
PrimaryOffset: 0,-7,0,-3
RenderUnit:
Explodes:
AutoTarget:
FTNK:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Flame Tank
Icon: ftnkicnh
Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings\n Weak vs Aircraft
Buildable:
BuildPaletteOrder: 50
Prerequisites: hq
Owner: nod
Mobile:
ROT: 5
Speed: 9
Health:
HP: 350
Armor:
Type: Light
RevealsShroud:
Range: 4
AttackFrontal:
PrimaryWeapon: BigFlamer
PrimaryOffset: 0,-5,3,2
PrimaryLocalOffset: 2,0,0,0,0, -2,0,0,0,0
RenderUnit:
AutoTarget:
WithMuzzleFlash:
Explodes:
Weapon: BigFlamer
EmptyWeapon: BigFlamer
#LeavesHusk:
# HuskActor: APC.Husk
BGGY:
Inherits: ^Vehicle
@@ -178,13 +167,15 @@ BGGY:
Owner: nod
Mobile:
ROT: 10
Speed: 16
Speed: 30
Health:
HP: 140
Armor:
Type: Light
RevealsShroud:
Range: 5
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 10
AttackTurreted:
@@ -193,11 +184,13 @@ BGGY:
WithMuzzleFlash:
RenderUnitTurreted:
AutoTarget:
#LeavesHusk:
# HuskActor: BGGY.Husk
BIKE:
Inherits: ^Vehicle
Valued:
Cost: 400
Cost: 500
Tooltip:
Name: Recon Bike
Icon: bikeicnh
@@ -208,56 +201,93 @@ BIKE:
Owner: nod
Mobile:
ROT: 10
Speed: 20
TerrainSpeeds:
Clear: 42
Rough: 25
Road: 100
Tiberium: 25
BlueTiberium: 25
Beach: 25
Speed: 40
Health:
HP: 120
HP: 160
Armor:
Type: Light
Type: Wood
RevealsShroud:
Range: 7
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
AttackFrontal:
PrimaryWeapon: BikeRockets
PrimaryOffset: 0,0,0,-2
PrimaryLocalOffset: -4,0,0,0,25, 4,0,0,0,-25
RenderUnit:
AutoTarget:
JEEP:
Inherits: ^Vehicle
#LeavesHusk:
# HuskActor: BIKE.Husk
ARTY:
Inherits: ^Tank
Valued:
Cost: 400
Cost: 450
Tooltip:
Name: Hum-Vee
Icon: jeepicnh
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
Name: Artillery
Icon:artyicnh
Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 20
Prerequisites: weap
Owner: gdi
BuildPaletteOrder: 40
Prerequisites: hq
Owner: nod
Mobile:
ROT: 10
Speed: 14
ROT: 2
Speed: 12
Health:
HP: 150
HP: 75
Armor:
Type: Light
RevealsShroud:
Range: 7
Turreted:
ROT: 10
AttackTurreted:
PrimaryWeapon: MachineGun
PrimaryOffset: 0,2,0,-4
WithMuzzleFlash:
RenderUnitTurreted:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
AttackFrontal:
PrimaryWeapon: ArtilleryShell
PrimaryOffset: 0,-7,0,-3
RenderUnit:
AutoTarget:
Explodes:
Weapon: UnitExplode
EmptyWeapon: UnitExplode
#LeavesHusk:
# HuskActor: ARTY.Husk
FTNK:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Flame Tank
Icon: ftnkicnh
Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings\n Weak vs Aircraft
Buildable:
BuildPaletteOrder: 50
Prerequisites: hq
Owner: nod
Mobile:
ROT: 5
Speed: 18
Health:
HP: 300
Armor:
Type: Heavy
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
AttackFrontal:
PrimaryWeapon: BigFlamer
PrimaryOffset: 0,-5,3,2
PrimaryLocalOffset: 2,0,0,0,0, -2,0,0,0,0
RenderUnit:
AutoTarget:
WithMuzzleFlash:
Explodes:
Weapon: BigNapalmExplode
EmptyWeapon: BigNapalmExplode
#LeavesHusk:
# HuskActor: FTNK.Husk
LTNK:
Inherits: ^Tank
@@ -269,16 +299,18 @@ LTNK:
Description: Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 30
Prerequisites: hq
Prerequisites: afld
Owner: nod
Mobile:
Speed: 9
Speed: 18
Health:
HP: 300
Armor:
Type: Heavy
RevealsShroud:
Range: 4
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 5
AttackTurreted:
@@ -288,9 +320,8 @@ LTNK:
PrimaryLocalOffset: 0,3,0,-2,0
RenderUnitTurreted:
AutoTarget:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
#LeavesHusk:
# HuskActor: LTNK.Husk
MTNK:
Inherits: ^Tank
@@ -302,28 +333,30 @@ MTNK:
Description: General-Purpose GDI Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
Buildable:
BuildPaletteOrder: 30
Prerequisites: hq
Prerequisites: weap
Owner: gdi
Mobile:
Speed: 7
Speed: 18
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 5
AttackTurreted:
PrimaryWeapon: 120mm
# PrimaryWeapon: 120mm
PrimaryWeapon: 105mm
PrimaryRecoil: 3
PrimaryRecoilRecovery: 0.6
PrimaryLocalOffset: 0,0,0,-1,0
RenderUnitTurreted:
AutoTarget:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
#LeavesHusk:
# HuskActor: MTNK.Husk
Selectable:
Bounds: 34,34
@@ -337,17 +370,19 @@ HTNK:
Description: Heavily armored GDI Tank.\n Strong vs Everything
Buildable:
BuildPaletteOrder: 60
Prerequisites: eye
Prerequisites: fix
Owner: gdi
Mobile:
Crushes: wall, heavywall, crate, infantry
Speed: 3
Speed: 12
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 2
AttackTurreted:
@@ -362,34 +397,36 @@ HTNK:
AutoTarget:
SelfHealing:
Ticks: 10
HealIfBelow: 50%
DamageCooldown: 200
#LeavesHusk:
# HuskActor: HTNK.Husk
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
Weapon: MammothExplode
Selectable:
Bounds: 40,38,0,-3
MSAM:
Inherits: ^Tank
Valued:
Cost: 1200
Cost: 800
Tooltip:
Name: Rocket Launcher
Icon: msamicnh
Description: Long range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 50
Prerequisites: hq
Owner: gdi
Prerequisites: techbuilding
Owner: gdi, nod
Mobile:
Speed: 6
Speed: 18
Health:
HP: 120
HP: 100
Armor:
Type: Light
RevealsShroud:
Range: 10
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 255
AttackFrontal:
@@ -398,6 +435,10 @@ MSAM:
PrimaryLocalOffset: 3,-5,0,0,0, -3,-5,0,0,0
RenderUnitTurretedAim:
AutoTarget:
Explodes:
Weapon: MammothExplode
#LeavesHusk:
# HuskActor: MSAM.Husk
MLRS:
Inherits: ^Tank
@@ -407,32 +448,39 @@ MLRS:
Name: SSM Launcher
Icon: mlrsicnh
Description: Long range artillery.\n Strong vs Infantry, Aircraft\n Weak vs Tanks, Aircraft
# Buildable:
# BuildPaletteOrder: 60
# Prerequisites: hq
# Owner: nod
Buildable:
BuildPaletteOrder: 60
Prerequisites: obli
Owner: nod
Mobile:
Speed: 6
Speed: 18
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 10
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Turreted:
ROT: 5
AttackTurreted:
AttackFrontal:
PrimaryWeapon: HonestJohn
SecondaryWeapon: HonestJohn
PrimaryOffset: 0,3,0,-3
PrimaryLocalOffset: -4,0,0,0,0
SecondaryLocalOffset: 4,0,0,0,0
AlignIdleTurrets: true
# AlignIdleTurrets: true
RenderUnitTurretedAim:
AutoTarget:
Explodes:
Weapon: BigNapalmExplode
EmptyWeapon: BigNapalmExplode
#LeavesHusk:
# HuskActor: MLRS.Husk
STNK:
Inherits: ^Vehicle
Inherits: ^Tank
Valued:
Cost: 900
Tooltip:
@@ -441,21 +489,23 @@ STNK:
Description: Missile tank that can bend light around \nitself to become invisible\n Strong vs Infantry, Aircraft\n Weak vs Tanks
Buildable:
BuildPaletteOrder: 90
Prerequisites: tmpl
Prerequisites: hq
Owner: nod
Mobile:
Speed: 14
Speed: 30
Health:
HP: 150
HP: 110
Armor:
Type: Light
RevealsShroud:
Range: 4
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Cloak:
InitialDelay: 125
CloakDelay: 125
CloakSound: appear1.aud
UncloakSound: appear1.aud
CloakSound: trans1.aud
UncloakSound: trans1.aud
AttackFrontal:
PrimaryWeapon: 227mm.stnk
PrimaryOffset: 0,-5,0,-3
@@ -464,3 +514,5 @@ STNK:
AutoTarget:
InitialStance: HoldFire
TargetableUnit:
#LeavesHusk:
# HuskActor: STNK.Husk