From 382997086d62a2a83c18e2273f9700aa1bed64e2 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 26 Jan 2013 15:14:34 -0800 Subject: [PATCH] re-write defaults.yaml MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Re-writing defaults.yaml to enter values from C&C Gold.  Vehicles & tanks have a small explosion by default now.  --- mods/cnc-classic/rules/defaults.yaml | 197 ++++++++++++++++++++------- 1 file changed, 144 insertions(+), 53 deletions(-) diff --git a/mods/cnc-classic/rules/defaults.yaml b/mods/cnc-classic/rules/defaults.yaml index 3b1fe4a796..8c4aef1bc8 100644 --- a/mods/cnc-classic/rules/defaults.yaml +++ b/mods/cnc-classic/rules/defaults.yaml @@ -1,42 +1,18 @@ ^Vehicle: AppearsOnRadar: + RevealsShroud: + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Mobile: Crushes: crate TerrainSpeeds: - Clear: 60 - Rough: 40 - Road: 100 - Tiberium: 40 - BlueTiberium: 40 - Beach: 40 - ROT: 5 - SelectionDecorations: - Selectable: - Voice: VehicleVoice - TargetableUnit: - TargetTypes: Ground - Buildable: - Queue: Vehicle - Repairable: - Passenger: - CargoType: Vehicle - ActorLostNotification: - Notification: unitlost.aud - AttackMove: - AcceptsCloakCrate: - WithSmoke: - -^Tank: - AppearsOnRadar: - Mobile: - Crushes: wall, crate, infantry - TerrainSpeeds: - Clear: 80 - Rough: 70 - Road: 100 - Tiberium: 70 - BlueTiberium: 70 - Beach: 70 + Clear: 25 + Rough: 25 + Road: 25 + Tiberium: 25 + BlueTiberium: 25 + Beach: 25 ROT: 5 SelectionDecorations: Selectable: @@ -45,21 +21,68 @@ TargetTypes: Ground Buildable: Queue: Vehicle - Repairable: + Repairable: + Chronoshiftable: Passenger: CargoType: Vehicle + IronCurtainable: + HiddenUnderFog: + GainsExperience: + GivesExperience: + DrawLineToTarget: ActorLostNotification: Notification: unitlost.aud AttackMove: AcceptsCloakCrate: WithSmoke: + Explodes: + Weapon: UnitExplodeSmall + +^Tank: + AppearsOnRadar: + RevealsShroud: + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate + Mobile: + Crushes: wall, crate, infantry + TerrainSpeeds: + Clear: 25 + Rough: 25 + Road: 25 + Tiberium: 25 + BlueTiberium: 25 + Beach: 25 + ROT: 5 + SelectionDecorations: + Selectable: + Voice: VehicleVoice + TargetableUnit: + TargetTypes: Ground + Buildable: + Queue: Vehicle + Repairable: + Chronoshiftable: + Passenger: + CargoType: Vehicle + IronCurtainable: + HiddenUnderFog: + GainsExperience: + GivesExperience: + DrawLineToTarget: + ActorLostNotification: + Notification: unitlost.aud + AttackMove: + AcceptsCloakCrate: + WithSmoke: + Explodes: + Weapon: UnitExplodeSmall ^Helicopter: AppearsOnRadar: UseLocation: yes - TargetableAircraft: + TargetableUnit: TargetTypes: Air - GroundedTargetTypes: Ground SelectionDecorations: Selectable: Voice: VehicleVoice @@ -69,6 +92,10 @@ LandWhenIdle: false Buildable: Queue: Aircraft + HiddenUnderFog: + GainsExperience: + GivesExperience: + DrawLineToTarget: ActorLostNotification: Notification: unitlost.aud @@ -79,7 +106,9 @@ Armor: Type: None RevealsShroud: - Range: 5 + # Range: 4 + Range: 3 + # default range value for infantry is 1 in C&C, but OpenRA renders vision slightly differently. AutoTarget: ScanRadius: 4 Mobile: @@ -87,13 +116,13 @@ SharesCell: true TerrainSpeeds: Clear: 90 - Rough: 80 - Road: 100 - Tiberium: 70 + Rough: 90 + Road: 90 + Tiberium: 90 PathingCost: 1000 - BlueTiberium: 70 + BlueTiberium: 90 PathingCost: 1000 - Beach: 80 + Beach: 90 SelectionDecorations: Selectable: Voice: GenericVoice @@ -107,12 +136,18 @@ AttackMove: Passenger: CargoType: Infantry + HiddenUnderFog: PoisonedByTiberium: + GainsExperience: + GivesExperience: + DrawLineToTarget: ActorLostNotification: Notification: unitlost.aud SpawnViceroid: Probability: 2 CrushableInfantry: + DetectCloaked: + Range: 1 ^CivInfantry: Inherits: ^Infantry @@ -126,22 +161,24 @@ Voice: CivilianMaleVoice Bounds: 12,17,0,-9 Valued: - Cost: 70 + Cost: 10 Tooltip: Name: Civilian Mobile: Speed: 4 Health: - HP: 25 + # HP: 25 + HP: 5 RevealsShroud: - Range: 2 + Range: 3 #arbitrary. Assuming it should be 1, like infantry. + # In practice, it seems that OpenRA renders vision range differently. Assuming it should be 1 for this unit. AttackFrontal: PrimaryWeapon: Pistol ActorLostNotification: Notification: civdead1.aud NotifyAll: true ScaredyCat: - RenderInfantryPanic: + RenderInfantryPanic: AttackMove: JustMove: yes CrushableInfantry: @@ -154,6 +191,10 @@ Voice: GenericVoice TargetableUnit: TargetTypes: Air + HiddenUnderFog: + GainsExperience: + GivesExperience: + DrawLineToTarget: ActorLostNotification: Notification: unitlost.aud @@ -168,6 +209,10 @@ Voice: GenericVoice TargetableUnit: TargetTypes: Ground, Water + HiddenUnderFog: + GainsExperience: + GivesExperience: + DrawLineToTarget: ActorLostNotification: Notification: unitlost.aud AttackMove: @@ -200,8 +245,10 @@ WithBuildingExplosion: DeadBuildingState: EmitInfantryOnSell: + ValuePercent: 40 ActorTypes: e6,e1 MustBeDestroyed: + GivesExperience: CaptureNotification@GDI: Race: gdi Notification: gdicapt1.aud @@ -254,7 +301,9 @@ CapturableBar: RepairableBuilding: RevealsShroud: - Range: 3 + Range: 5 + # Range: 3 + # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate ^CivField: Inherits: ^CivBuilding @@ -262,10 +311,6 @@ Tooltip: Name: Field -WithBuildingExplosion: - RenderBuilding: - Palette: terrain - EditorAppearance: - UseTerrainPalette: true ^CivFieldHusk: AppearsOnRadar: @@ -287,7 +332,7 @@ Adjacent: 7 TerrainTypes: Clear,Road TargetableBuilding: - TargetTypes: Ground + TargetTypes: Ground, Wall Wall: CrushClasses: wall CrushSound: sandbag2.aud @@ -299,6 +344,34 @@ RenderBuildingWall: HasMakeAnimation: false Palette: staticterrain + GivesExperience: + EditorAppearance: + RelativeToTopLeft: yes + AutoTargetIgnore: + Sellable: + +^HeavyWall: + AppearsOnRadar: + Building: + Dimensions: 1,1 + Footprint: x + BuildSounds: hvydoor1.aud + Adjacent: 7 + TerrainTypes: Clear,Road + TargetableBuilding: + TargetTypes: Ground, Wall + Wall: + CrushClasses: wall + CrushSound: sandbag2.aud + LineBuild: + Range: 8 + SelectionDecorations: + Selectable: + Priority: 1 + RenderBuildingWall: + HasMakeAnimation: false + Palette: staticterrain + GivesExperience: EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: @@ -332,6 +405,24 @@ EditorAppearance: RelativeToTopLeft: yes +^Husk: + Health: + HP: 140 + Armor: + Type: Light + Husk: + HiddenUnderFog: + AppearsOnRadar: + Burns: + TargetableUnit: + TransformOnCapture: + ForceHealthPercentage: 25 +# Capturable: +# Type: husk +# AllowAllies: true +# AllowNeutral: true +# AllowEnemies: true + ^Bridge: Tooltip: Name: Bridge