Added a minimal work in progress TS mod with few backfalls on RA

to showcase infantry, vehicles, aircraft
This commit is contained in:
Matthias Mailänder
2013-05-25 13:22:39 +02:00
parent 2d050cb2cc
commit 389aa6c929
31 changed files with 5818 additions and 75 deletions

274
mods/ts/rules/aircraft.yaml Normal file
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DPOD:
Inherits: ^Helicopter
Valued:
Cost: 10
Tooltip:
Name: Drop Pod
Icon: podsicon
Buildable:
Queue: Air
BuildPaletteOrder: 10
Owner: gdi
Helicopter:
LandWhenIdle: yes
ROT: 5
Speed: 16
InitialFacing: 0
LandableTerrainTypes: Clear # TODO: add more
Health:
HP: 60
Armor:
Type: Light
RevealsShroud:
Range: 0
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
Armament:
Weapon: Vulcan2
AttackHeli:
LimitedAmmo:
Ammo: 5
PipCount: 5
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
DSHP:
Inherits: ^Helicopter
Valued:
Cost: 1000
Tooltip:
Name: Dropship
Icon: xxicon
Buildable:
Queue: Air
BuildPaletteOrder: 10
Owner: gdi
Prerequisites: gaweap
Helicopter:
LandWhenIdle: yes # TODO: use DROPUP1.AUD and DROPDWN1.AUD
ROT: 5
Speed: 18
InitialFacing: 0
LandableTerrainTypes: Clear # TODO: add more
Health:
HP: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 3
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
RenderSprites:
RenderVoxels:
WithVoxelBody:
ORCA:
Inherits: ^Helicopter
Valued:
Cost: 1000
Tooltip:
Name: Orca Fighter
Icon: orcaicon
Description: Helicopter Gunship with Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
Buildable:
Queue: Air
BuildPaletteOrder: 20
Prerequisites: gahpad
Owner: gdi
Selectable:
Bounds: 30,24
Helicopter:
RearmBuildings: gahpad # TODO: use ORCAUP1.AUD and ORCADWN1.AUD
ROT: 5
Speed: 20
Health:
HP: 200
Armor:
Type: Light
RevealsShroud:
Range: 10
Armament:
Weapon: Hellfire
AttackHeli:
FacingTolerance: 20
LimitedAmmo:
Ammo: 5
PipCount: 5
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
ORCAB:
Inherits: ^Helicopter
Valued:
Cost: 1600
Tooltip:
Name: Orca Bomber
Icon: obmbicon
Buildable:
Queue: Air
BuildPaletteOrder: 20
Prerequisites: gahpad#, gatech
Owner: gdi
Selectable:
Bounds: 30,24
Helicopter:
RearmBuildings: gahpad # TODO: use ORCAUP1.AUD and ORCADWN1.AUD
ROT: 5
Speed: 12
Health:
HP: 260
Armor:
Type: Light
RevealsShroud:
Range: 2
Armament:
Weapon: Bomb
AttackHeli:
FacingTolerance: 20
LimitedAmmo:
Ammo: 2
PipCount: 2
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
ORCATRAN:
Inherits: ^Helicopter
Valued:
Cost: 1200
Tooltip:
Name: Orca Transport
Icon: crryicon
Buildable:
Queue: Air
BuildPaletteOrder: 10
Owner: gdi
Prerequisites: gahpad
Helicopter:
LandWhenIdle: yes # TODO: use ORCAUP1.AUD and ORCADWN1.AUD
ROT: 5
Speed: 9
InitialFacing: 0
LandableTerrainTypes: Clear # TODO: add more
Health:
HP: 200
Armor:
Type: Light
RevealsShroud:
Range: 2
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
RenderSprites:
RenderVoxels:
WithVoxelBody:
TRNSPORT: # TODO: set up the vehicle cargo traits, but beware of desyncs
Inherits: ^Helicopter
Valued:
Cost: 750
Tooltip:
Name: Carryall
Icon: otrnicon
Buildable:
Queue: Air
BuildPaletteOrder: 10
Owner: gdi
Prerequisites: gahpad#, gadept
Helicopter:
LandWhenIdle: yes # TODO: use DROPUP1.AUD and DROPDWN1.AUD
ROT: 5
Speed: 16
InitialFacing: 0
LandableTerrainTypes: Clear # TODO: add more
Health:
HP: 175
Armor:
Type: Light
RevealsShroud:
Range: 2
RenderSprites:
RenderVoxels:
WithVoxelBody:
SCRIN:
Inherits: ^Helicopter
Valued:
Cost: 1500
Tooltip:
Name: Banshee Fighter
Icon: proicon
Buildable:
Queue: Air
BuildPaletteOrder: 20
Prerequisites: #nahpad, natech
Owner: nod
Selectable:
Bounds: 30,24
Helicopter:
RearmBuildings: #nahpad # TODO: use DROPUP1.AUD and DROPDWN1.AUD
ROT: 3
Speed: 18
Health:
HP: 280
Armor:
Type: Light
RevealsShroud:
Range: 2
Armament:
Weapon: Proton
AttackHeli:
FacingTolerance: 20
LimitedAmmo:
Ammo: 3
PipCount: 3
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
APACHE:
Inherits: ^Helicopter
Valued:
Cost: 1000
Tooltip:
Name: Harpy
Icon: apchicon
Buildable:
Queue: Air
BuildPaletteOrder: 20
Prerequisites: #nahpad
Owner: nod
Selectable:
Bounds: 30,24
Helicopter:
RearmBuildings: #nahpad
ROT: 5
Speed: 14
Health:
HP: 225
Armor:
Type: Light
RevealsShroud:
Range: 2
Armament:
Weapon: HarpyClaw
AttackHeli:
FacingTolerance: 20
LimitedAmmo:
Ammo: 12
PipCount: 4
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:

202
mods/ts/rules/defaults.yaml Normal file
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^Building:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Priority: 3
TargetableBuilding:
TargetTypes: Ground, C4
Building:
Dimensions: 1,1
Footprint: x
TerrainTypes: Clear,Road
GivesBuildableArea:
Capturable:
CapturableBar:
SoundOnDamageTransition:
DamagedSound: #TODO
DestroyedSound: #TODO
RenderBuilding:
WithBuildingExplosion:
RepairableBuilding:
EngineerRepairable:
# EmitInfantryOnSell:
MustBeDestroyed:
GivesExperience:
# FrozenUnderFog:
CaptureNotification:
EditorAppearance:
RelativeToTopLeft: yes
ShakeOnDeath:
ProximityCaptor:
Types:Building
Sellable:
AcceptsSupplies:
GivesBounty:
UpdatesPlayerStatistics:
DebugMuzzlePositions:
Guardable:
Range: 3
BodyOrientation:
^Infantry:
AppearsOnRadar:
Health:
Radius: 3
Armor:
Type: None
RevealsShroud:
Range: 4
Mobile:
Crushes: crate
SharesCell: yes
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Ore: 80
Gems: 80
Beach: 80
SelectionDecorations:
Selectable:
Voice: Infantry
TargetableUnit:
TargetTypes: Ground
RenderInfantry:
AutoTarget:
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types: Infantry
GivesBounty:
CrushableInfantry:
CrushSound: squish6.aud
UpdatesPlayerStatistics:
DebugMuzzlePositions:
Guard:
Guardable:
BodyOrientation:
^CivilianInfantry:
Inherits: ^Infantry
Selectable:
Voice: Civilian
Bounds: 12,17,0,-9
Valued:
Cost: 10
Tooltip:
Name: Civilian
Icon: xxicon
Buildable: # TODO: remove this once the testing period is over
Queue: Infantry
BuildPaletteOrder: 1000
Owner: gdi, nod
Health:
HP: 50
Mobile:
Speed: 5
RevealsShroud:
Range: 2
Armament:
Weapon: Pistola # deviation from RULES.INI (only CTECH is armed)
# LimitedAmmo:
# Ammo: 10
# PipCount: 2
AttackFrontal:
ProximityCaptor:
Types: CivilianInfantry
-RenderInfantry:
RenderInfantryPanic:
ScaredyCat:
^Vehicle:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 80
Rough: 40
Road: 100
Beach: 40
ROT: 5
SelectionDecorations:
Selectable:
Voice: Vehicle
TargetableUnit:
TargetTypes: Ground
Repairable:
Passenger:
CargoType: Vehicle
AttackMove:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types:Vehicle
GivesBounty:
# WithSmoke:
UpdatesPlayerStatistics:
DebugMuzzlePositions:
Guard:
Guardable:
BodyOrientation:
^Wall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: placbldg.aud
Adjacent: 7
TerrainTypes: Clear,Road
Wall:
CrushClasses: wall
LineBuild:
Range: 8
SelectionDecorations:
Selectable:
Priority: 1
TargetableBuilding:
TargetTypes: Ground, C4
RenderBuildingWall:
HasMakeAnimation: no
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
UseTerrainPalette: yes
AutoTargetIgnore:
ProximityCaptor:
Types: Wall
Sellable:
UpdatesPlayerStatistics:
BodyOrientation:
^Helicopter:
AppearsOnRadar:
UseLocation: yes
TargetableAircraft:
TargetTypes: Air
GroundedTargetTypes: Ground
SelectionDecorations:
Selectable:
Voice: Heli
Helicopter:
RepairBuildings:
RearmBuildings:
LandWhenIdle: no
Buildable:
Queue: Aircraft
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
DebugMuzzlePositions:
BodyOrientation:

710
mods/ts/rules/infantry.yaml Normal file
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E1:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: gdi,nod
Hotkey: i
Valued:
Cost: 120
Tooltip:
Name: Light Infantry
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Selectable:
Bounds: 12,17,0,-9
Health:
HP: 125
Mobile:
Speed: 5
Armament:
Weapon: Minigun
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E2:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: gdi
Hotkey: n
Valued:
Cost: 200
Tooltip:
Name: Disc Thrower
Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
Selectable:
Bounds: 12,17,0,-9
Health:
HP: 150
Mobile:
Speed: 4
Armament:
Weapon: Grenade
LocalOffset: 0,0,555
FireDelay: 15
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E3:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 20
Owner: nod
Hotkey: r
Valued:
Cost: 250
Tooltip:
Name: Rocket Infantry
Description: Anti-tank infantry.\n Strong vs Tanks\n Weak vs Infantry
Icon: e4icon # TODO: really?
Selectable:
Bounds: 12,17,0,-9
Voice: Rocket
Health:
HP: 100
Mobile:
Speed: 3
Armament@PRIMARY:
Weapon: Bazooka
LocalOffset: 0,0,555
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
WEEDGUY:
Inherits: ^Infantry
Valued:
Cost: 300
Tooltip:
Name: Chem Spray Infantry
Description: Advanced Anti-infantry unit.\n Strong vs Infantry\n Weak vs Vehicles
Icon: weaticon
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Owner: gdi
Selectable:
Bounds: 12,17,0,-6
Voice: Weed
Mobile:
Speed: 3
Health:
HP: 130
CrushableInfantry:
CrushSound: squish2.aud
Armament:
Weapon: MultiCluster
LocalOffset: 85,0,384
FireDelay: 3
AttackFrontal:
# -PoisonedByTiberium:
-RenderInfantry:
RenderInfantryProne:
TakeCover:
MEDIC:
Inherits: ^Infantry
Valued:
Cost: 600
Tooltip:
Name: Medic
Description: Heals nearby infantry.\n Strong vs Nothing\n Weak vs Everything
Icon: mediicon
Buildable:
Queue: Infantry
BuildPaletteOrder: 60
Owner: gdi
Selectable:
Bounds: 12,17,0,-6
Voice: Medic
Mobile:
Speed: 4
Health:
HP: 125
CrushableInfantry:
CrushSound: squish2.aud
Armament:
Weapon: Heal
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
SelfHealing:
Passenger:
PipType: Red
ENGINEER:
Inherits: ^Infantry
Valued:
Cost: 500
Tooltip:
Name: Engineer
Description: Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
Icon: engnicon
Buildable:
Queue: Infantry
BuildPaletteOrder: 30
Owner: gdi,nod
Selectable:
Bounds: 12,17,0,-6
Voice: Engineer
Mobile:
Speed: 4
Health:
HP: 500
Passenger:
PipType: Yellow
EngineerRepair:
RepairsBridges:
LegacyCaptures:
CaptureTypes: building
-AutoTarget:
AttackMove:
JustMove: true
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
TakeCover:
-GainsExperience:
UMAGON:
Inherits: ^Infantry
Valued:
Cost: 400
Tooltip:
Icon: umagicon
Name: Umagon
Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Owner: gdi
Selectable:
Bounds: 12,17,0,-6
Voice: Umagon
Mobile:
Speed: 5
Health:
HP: 150
Passenger: # TODO:
# PipType: White
RevealsShroud:
Range: 7
Armament:
Weapon: Sniper
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
GHOST:
Inherits: ^Infantry
Valued:
Cost: 1750
Tooltip:
Icon: gosticon
Name: Ghost Stalker
Description: 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\n\nMaximum 1 can be trained
BuildLimit: 1
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Owner: gdi
Selectable:
Bounds: 12,17,0,-6
Voice: Ghost
Mobile:
Speed: 4
Health:
HP: 200
Passenger: # TODO:
# PipType: White
RevealsShroud:
Range: 6
Armament:
Weapon: LtRail
CrushableInfantry:
CrushSound: squish2.aud
AttackFrontal:
C4Demolition:
C4Delay: 45
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
JUMPJET:
Inherits: ^Infantry
Valued:
Cost: 600
Tooltip:
Icon: jjeticon
Name: Jumpjet Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Owner: gdi
Selectable:
Bounds: 12,17,0,-6
Voice: JumpJet
Mobile:
Speed: 4
Health:
HP: 120
Armor:
Type: Light
Passenger:
PipType: Green
RevealsShroud:
Range: 6
Armament:
Weapon: JumpCannon
-CrushableInfantry:
AttackFrontal:
TakeCover:
RenderInfantry:
# LeavesHusk: # TODO
# Transforms: # TODO
CHAMSPY:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 60
Owner: nod
Hotkey: p
Valued:
Cost: 700
SpyToolTip:
Name: Chameleon Spy
Description: 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
Icon: chamicon
Selectable:
Voice: Spy
Bounds: 12,17,0,-9
Health:
HP: 120
Mobile:
Speed: 6
RevealsShroud:
Range: 9
Passenger: # TODO
# PipType: White
TakeCover:
Spy:
Infiltrates:
Types: Cash, SupportPower, Exploration
-AutoTarget:
AttackMove:
JustMove: true
-RenderInfantry:
RenderSpy:
IdleAnimations: idle1,idle2
CYBORG:
Inherits: ^Infantry
Armor:
Type: Heavy
Valued:
Cost: 650
Tooltip:
Icon: cybiicon
Name: Cyborg Infantry
Description: Cybernetic infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Owner: nod
-CrushableInfantry:
CrushSound: squish2.aud
Selectable:
Bounds: 12,17,0,-6 # TODO: wrong
Voice: Cyborg
Mobile:
Speed: 4
Health:
HP: 300
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
Passenger: # TODO:
# PipType: White
RevealsShroud:
Range: 5
Armament:
Weapon: Vulcan3
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# LeavesHusk: # TODO:
# CrawlingCyborg
CYC2:
Inherits: ^Infantry
Armor:
Type: Heavy
Valued:
Cost: 2000
Tooltip:
Icon: cybcicon
Name: Cyborg Commando
Description: Elite cybernetic infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Owner: nod
-CrushableInfantry:
CrushSound: squish2.aud
Selectable:
Bounds: 12,17,0,-6 # TODO: wrong
Voice: CyborgCommando
Mobile:
Speed: 4
Health:
HP: 500
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
Passenger: # TODO:
# PipType: White
RevealsShroud:
Range: 7
Armament:
Weapon: Sniper
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# LeavesHusk: # TODO:
# CrawlingCyborgCommando
MUTANT:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Mutant
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
Mobile:
Speed: 4
RevealsShroud:
Range: 4
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
MWMN:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Mutant Soldier
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
Mobile:
Speed: 4
RevealsShroud:
Range: 4
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
MUTANT3:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Mutant Sergeant
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
Mobile:
Speed: 4
RevealsShroud:
Range: 4
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
MHIJACK: # TODO: does not work
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Mutant Hijacker
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Hijacker
Health:
HP: 300
Mobile:
Speed: 7
RevealsShroud:
Range: 6
-AutoTarget:
-AttackMove:
TakeCover:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
TRATOS:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Tratos
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Tratos
Health:
HP: 200
Mobile:
Speed: 5
RevealsShroud:
Range: 4
TakeCover:
-AutoTarget:
-AttackMove:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
OXANNA:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Oxanna
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Oxanna
Health:
HP: 50
Mobile:
Speed: 4
RevealsShroud:
Range: 4
TakeCover:
-AutoTarget:
-AttackMove:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
SLAV:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Owner: forgotten
Valued:
Cost: 100
Tooltip:
Name: Slavick
Icon: mutcicon
Selectable:
Bounds: 12,17,0,-9
Voice: Slavick
Health:
HP: 300
Mobile:
Speed: 4
RevealsShroud:
Range: 4
TakeCover:
-AutoTarget:
-AttackMove:
-RenderInfantry:
RenderInfantryProne:
IdleAnimations: idle1,idle2
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
DOGGIE:
Inherits: ^Infantry
Tooltip:
Name: Tiberian Fiend
Icon: xxicon
Buildable:
Queue: Infantry
BuildPaletteOrder: 100
Owner: None
Health:
Radius: 3
HP: 250
Valued:
Cost: 100
Armor:
Type: Light
RevealsShroud:
Range: 4
Mobile:
Speed: 8
# CrushableInfantry:
# CrushSound: squish2.aud
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
Armament:
Weapon: FiendShard
AttackFrontal:
AttackWander:
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
VISSML:
Inherits: ^Infantry
Tooltip:
Name: Baby Visceroid
Icon: xxicon
Buildable:
Queue: Infantry
BuildPaletteOrder: 100
Owner: None
Health:
HP: 200
Valued:
Cost: 1
Armor:
Type: Light
RevealsShroud:
Range: 0
Mobile:
Speed: 8
ROT: 16
-CrushableInfantry:
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
-AutoTarget:
-AttackMove:
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
-RenderInfantry:
RenderUnit:
VISLRG:
Inherits: ^Infantry
Tooltip:
Name: Adult Visceroid
Icon: xxicon
Buildable:
Queue: Infantry
BuildPaletteOrder: 100
Owner: None
Health:
HP: 500
Valued:
Cost: 1
Armor:
Type: Light
RevealsShroud:
Range: 0
Mobile:
Speed: 8
ROT: 16
-CrushableInfantry:
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
Armament:
Weapon: SlimeAttack
AttackFrontal:
AttackWander:
# -PoisonedByTiberium:
# TiberiumHeal: # TODO
-RenderInfantry:
RenderUnit:
CIV1:
Inherits: ^CivilianInfantry
CIV2:
Inherits: ^CivilianInfantry
CIV3:
Inherits: ^CivilianInfantry

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GACNST:
Inherits: ^Building
Building:
Power: 0
Footprint: xxx xxx xxx
Dimensions: 3,3
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Owner: None
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 5
Bib:
Production:
Produces: Building,Defense
Valued:
Cost: 2500
Tooltip:
Name: Construction Yard
Description: Builds base structures.
Icon: facticon
CustomSellValue:
Value: 2500
BaseBuilding:
Transforms:
IntoActor: mcv
Offset:1,1
Facing: 96
ProductionBar:
-Sellable:
GAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Owner: gdi
Hotkey: p
Valued:
Cost: 300
Tooltip:
Name: GDI Power Plant
Description: Provides power for other structures
Icon: powricon
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Power: 100
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4
Bib:
GAPILE:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower
Owner: gdi
Hotkey: b
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
Description: Produces infantry
Icon: brrkicon
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5
Bib:
# RallyPoint: #TODO: setup sequences
Exit@1:
SpawnOffset: -64,64,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
GAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: GDI War Factory
Icon: weapicon
Description: Assembly point for\nvehicle reinforcements
# ProvidesCustomPrerequisite:
# Prerequisite: VehicleProduction
Buildable:
Queue: Building
BuildPaletteOrder: 50
Owner: gdi
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
# RallyPoint: # TODO: setup sequences
Exit@1:
SpawnOffset: -8,-8
ExitCell: 0,2
Production:
Produces: Vehicle
ProductionBar:
GASAND:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: gacnst
Owner: gdi
Hotkey: b
SoundOnDamageTransition:
DamagedSound: sandbag1.aud
DestroyedSound: sandbag1.aud
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbags
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Icon: sbagicon
Health:
HP: 250
Armor:
Type: Light
GATICK:
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed Tick Tank
Building:
Footprint: x
Dimensions: 1,1
-GivesBuildableArea:
Health:
HP: 350
Armor:
Type: Concrete
RevealsShroud:
Range: 5
Turreted:
ROT: 6
InitialFacing: 128
Armament:
Weapon: 90mm
AttackTurreted:
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
Image: ttnk
WithVoxelBarrel: # TODO: offsets
WithVoxelTurret: # TODO: offsets
Transforms:
IntoActor: ttnk
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GAICBM: # TODO: does not launch anything yet
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed ICBM
Building:
Footprint: _ x # TODO
Dimensions: 1,2 # TODO
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 5
Transforms:
IntoActor: icbm
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GADPSA:
Inherits: ^Building
Valued:
Cost: 950
-AcceptsSupplies:
Tooltip:
Name: Deployed Sensor Array
Building:
Footprint: _ x # TODO
Dimensions: 1,2 # TODO
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 8
Transforms:
IntoActor: lpst
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
RenderDetectionCircle:
DetectCloaked:
Range: 6
GAARTY:
Inherits: ^Building
Valued:
Cost: 975
-AcceptsSupplies:
Tooltip:
Name: Deployed Artillery
Building:
Footprint: x
Dimensions: 1,1
-GivesBuildableArea:
Health:
HP: 300
Armor:
Type: Light
RevealsShroud:
Range: 9
Selectable:
Voice: Vehicle
Turreted:
ROT: 5
InitialFacing: 128
Armament:
Weapon: 155mm
AttackTurreted:
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
Image: art2
WithVoxelBarrel: # TODO: offsets
WithVoxelTurret: # TODO: offsets
Transforms:
IntoActor: art2
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GASPOT: # TODO: has moving spotlights
Inherits: ^Building
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Owner: gdi, nod
Valued:
Cost: 300
Tooltip:
Name: Light Tower
Icon: spoticon
Building:
Power: -10
Footprint: x
Dimensions: 1,1
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 4
Bib:
RenderDetectionCircle:
DetectCloaked:
Range: 3
GAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Icon: heliicon
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
# Prerequisites: garadr
Owner: gdi
Queue: Building
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Air
BelowUnits:
Reservable:
RepairsUnits:
# RallyPoint:
ProductionBar:
-RenderBuilding:
RenderBuildingWarFactory: # TODO: workaround
# custom prerequisites:
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production

138
mods/ts/rules/system.yaml Normal file
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Player:
TechTree:
ClassicProductionQueue@Building:
Type: Building
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ClassicProductionQueue@Defense:
Type: Defense
BuildSpeed: .4
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ClassicProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
LowPowerSlowdown: 3
ClassicProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
LowPowerSlowdown: 3
ClassicProductionQueue@Air:
Type: Air
BuildSpeed: .4
LowPowerSlowdown: 3
PlaceBuilding:
SupportPowerManager:
ConquestVictoryConditions:
PowerManager:
AllyRepair:
PlayerResources:
InitialCash: 5000
ActorGroupProxy:
DeveloperMode:
PlayerColorPalette:
BasePalette: player
RemapIndex: 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31
GpsWatcher:
Shroud:
BaseAttackNotifier:
PlayerStatistics:
World:
LoadWidgetAtGameStart:
Widget: INGAME_ROOT
BuildingInfluence:
ChooseBuildTabOnSelect:
PaletteFromFile@player:
Name: player
Filename: unittem.pal
ShadowIndex: 1
PaletteFromFile@terrain:
Name: terrain
Filename: isotem.pal
PaletteFromFile@chrome:
Name: chrome
Filename: cameo.pal
AllowModifiers: false
ShadowIndex: 242
PaletteFromFile@effect:
Name: effect
Filename: anim.pal
PaletteFromFile@colorpicker:
Name: colorpicker
Filename: unittem.pal
AllowModifiers: false
PaletteFromRGBA@shadow:
Name: shadow
R: 0
G: 0
B: 0
A: 140
PaletteFromRGBA@cloak:
Name: cloak
R: 0
G: 0
B: 0
A: 140
PaletteFromRGBA@highlight:
Name: highlight
R: 255
G: 255
B: 255
A: 128
PaletteFromRGBA@invuln:
Name: invuln
R: 128
G: 0
B: 0
A: 128
PaletteFromRGBA@disabled:
Name: disabled
R: 0
G: 0
B: 0
A: 180
ShroudPalette@shroud:
Type: Shroud
ShroudPalette@fog:
Name: fog
Type: Fog
VoxelNormalsPalette@normals:
Name: normals
Type: TiberianSun
Country@0:
Name: GDI
Race: gdi
Country@1:
Name: Nod
Race: nod
ResourceLayer:
ResourceClaimLayer:
# BibLayer: # TODO: file not found: bib3
DebugOverlay:
SpawnMapActors:
CreateMPPlayers:
MPStartUnits:
Races: gdi, nod
BaseActor: mcv
MPStartLocations:
SpawnMPUnits:
SpatialBins:
BinSize: 4
PathFinder:
ValidateOrder:
DebugPauseState:
ScreenShaker:
mpspawn:
Waypoint:
RenderEditorOnly:
BodyOrientation:
waypoint:
Waypoint:
RenderEditorOnly:
BodyOrientation:

831
mods/ts/rules/vehicles.yaml Normal file
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@@ -0,0 +1,831 @@
MCV:
Inherits: ^Vehicle
Buildable:
Queue: Vehicle
BuildPaletteOrder: 110
Owner: gdi,nod
Hotkey: b
Valued:
Cost: 2000
Tooltip:
Name: Mobile Construction Vehicle
Description: Deploys into another Construction Yard.\n Unarmed
Selectable:
Priority: 3
Bounds: 42,42
Health:
HP: 600
Armor:
Type: Light
Mobile:
Speed: 6
Crushes: wall, crate, infantry
RevealsShroud:
Range: 4
MustBeDestroyed:
BaseBuilding:
-AttackMove:
Transforms:
IntoActor: gacnst
Offset:-1,-1
Facing: 96
TransformSounds: # TODO
NoTransformSounds: # TODO
RenderSprites:
RenderVoxels:
WithVoxelBody:
APC:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Amphibious APC # TODO: not yet amphibious
Icon: apcicon
Description: Armored infantry transport and mobile AA\n Strong vs Aircraft, Vehicles\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Owner: gdi
Mobile:
ROT: 5
Speed: 8
Health:
HP: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 5
Turreted:
ROT: 10
-AttackMove:
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
UnloadFacing: 220
RenderSprites:
RenderVoxels:
WithVoxelBody:
HARV: # TODO: without back: HORV
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Harvester
Icon: harvicon
Description: Collects Tiberium for processing.\n Unarmed
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
# Prerequisites: proc
Owner: gdi,nod
Selectable:
Priority: 7
Bounds: 36,36
# Harvester:
# Resources: Tiberium, BlueTiberium
# PipCount: 7
# Capacity: 28
# LoadTicksPerBale: 6
# UnloadTicksPerBale: 12
# SearchFromProcRadius: 24
# SearchFromOrderRadius: 12
Mobile:
Speed: 5
Health:
HP: 1000
SelfHealing:
Ticks: 10
HealIfBelow: 50%
DamageCooldown: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 4
AttackMove:
JustMove: yes
-GainsExperience:
RenderSprites:
RenderVoxels:
WithVoxelBody:
HVR:
Inherits: ^Vehicle
Valued:
Cost: 900
Tooltip:
Name: Hover MLRS
Icon: hovricon
Description: Hover Multi-Launch Rocket System
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Owner: gdi
Mobile: # TODO: amphibious
Speed: 7
Health:
HP: 230
Armor:
Type: Light
RevealsShroud:
Range: 7
Armament:
Weapon: HoverMissile
Turreted:
ROT: 7
AttackTurreted:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:
4TNK:
Inherits: ^Vehicle
Valued:
Cost: 1700
Tooltip:
Name: Mammoth Tank
Icon: xxicon
Description: Heavily armored GDI Tank.\n Strong vs Everything
Buildable:
Queue: Vehicle
BuildPaletteOrder: 60
Owner: gdi
Mobile:
Speed: 4
ROT: 5
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 6
Turreted:
ROT: 3
Armament@PRIMARY:
Weapon: 120mmx
Armament@SECONDARY:
Weapon: MammothTusk
AttackTurreted:
AutoTarget:
SelfHealing:
Ticks: 10
HealIfBelow: 50%
DamageCooldown: 200
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:
TRUCKB: # NOTE: TRUCKA is unloaded
Inherits: ^Vehicle
Buildable:
Queue: Vehicle
BuildPaletteOrder: 120
Owner: gdi, nod
Valued:
Cost: 500
Tooltip:
Name: Truck
Description: Transports cash to other players.\n Unarmed
Icon: xxicon
Health:
HP: 2000
Armor:
Type: Light
Mobile:
Speed: 4
RevealsShroud:
Range: 5
SupplyTruck:
Payload: 500
AttackMove:
JustMove: yes
RenderSprites:
RenderVoxels:
WithVoxelBody:
LPST:
Inherits: ^Vehicle
Valued:
Cost: 950
Tooltip:
Name: Mobile Sensor Array
Icon: lpsticon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Owner: gdi, nod
Health:
HP: 600
Armor:
Type: Light
Mobile:
Speed: 6
ROT: 5
RevealsShroud:
Range: 10
AttackMove:
JustMove: yes
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gadpsa
Offset: -1,-1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
ICBM:
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Ballistic Missile Launcher
Icon: xxicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Owner: gdi
Health:
HP: 500
Armor:
Type: Light
Mobile:
Speed: 6
ROT: 5
RevealsShroud:
Range: 7
AttackMove:
JustMove: yes
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gaicbm
Offset:-1,-1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
REPAIR:
Inherits: ^Vehicle
Buildable:
Queue: Vehicle
BuildPaletteOrder: 70
Owner: nod
Valued:
Cost: 1000
Tooltip:
Name: Mobile Repair Vehicle
Description: Repairs nearby vehicles.\n Strong vs Nothing\n Weak vs Everything
Icon: rboticon
Health:
HP: 200
Mobile:
Speed: 6
ROT: 5
RevealsShroud:
Range: 5
Armament:
Weapon: Repair
AttackMedic:
Cursor: repair
AttackMove:
JustMove: true
RenderSprites:
RenderVoxels:
WithVoxelBody:
ART2:
Inherits: ^Vehicle
Valued:
Cost: 975
Tooltip:
Name: Artillery
Icon: artyicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Owner: nod
Health:
HP: 300
Armor:
Type: Light
Mobile:
Speed: 5
ROT: 2
RevealsShroud:
Range: 9
AttackMove:
JustMove: yes
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gaarty
Offset: -1,-1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
WEED:
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Weed Eater
Icon: weedicon
Description: Collects veins for processing.\n Unarmed
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
# Prerequisites: naweap, nawast
Owner: nod
# Harvester:
# Resources: Veins
# PipCount: 7
# Capacity: 28
# LoadTicksPerBale: 6
# UnloadTicksPerBale: 12
# SearchFromProcRadius: 24
# SearchFromOrderRadius: 12
Mobile:
Speed: 5
ROT: 5
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 4
AttackMove:
JustMove: yes
-GainsExperience:
RenderSprites:
RenderVoxels:
WithVoxelBody:
BUS:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: School Bus
Icon: xxicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 300
Owner: gdi
Mobile:
ROT: 5
Speed: 8
Health:
HP: 100
Armor:
Type: Light
RevealsShroud:
Range: 5
-AttackMove:
Cargo:
Types: Infantry
MaxWeight: 20
PipCount: 5
UnloadFacing: 220
RenderSprites:
RenderVoxels:
WithVoxelBody:
PICK:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: Pickup
Icon: xxicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 300
Owner: gdi
Mobile:
ROT: 5
Speed: 8
Health:
HP: 100
Armor:
Type: Light
RevealsShroud:
Range: 5
-AttackMove:
Cargo:
Types: Infantry
MaxWeight: 2
PipCount: 5
UnloadFacing: 220
RenderSprites:
RenderVoxels:
WithVoxelBody:
CAR:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: Automobile
Icon: xxicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 300
Owner: gdi
Mobile:
ROT: 5
Speed: 8
Health:
HP: 100
Armor:
Type: Light
RevealsShroud:
Range: 5
-AttackMove:
Cargo:
Types: Infantry
MaxWeight: 4
PipCount: 5
UnloadFacing: 220
RenderSprites:
RenderVoxels:
WithVoxelBody:
GGHUNT:
Inherits: ^Vehicle
Valued:
Cost: 1000
Tooltip:
Name: Hunter-Seeker Droid
Icon: seekicon
Buildable:
BuildPaletteOrder: 20
Owner: gdi, nod
Queue: Vehicle
Mobile:
ROT: 16
Speed: 25
Health:
HP: 500
Armor:
Type: Light
RevealsShroud:
Range: 7
RenderUnit:
AttackMove:
JustMove: yes
DemoTruck:
Explodes:
Weapon: SuicideBomb
EmptyWeapon: SuicideBomb
WINI:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: Recreational Vehicle
Icon: xxicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 300
Owner: gdi
Mobile:
ROT: 5
Speed: 8
Health:
HP: 200
Armor:
Type: Light
RevealsShroud:
Range: 5
-AttackMove:
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
UnloadFacing: 220
RenderSprites:
RenderVoxels:
WithVoxelBody:
MMCH:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: Medium Mech
Icon: mmchicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 300
Owner: gdi
Mobile:
ROT: 5
Speed: 4
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 8
RenderInfantry:
Turreted:
AttackTurreted:
WithTurret:
Recoils: no
Armament:
Weapon: 120mm
Recoil: 127
RecoilRecovery: 26
RenderVoxels:
WithVoxelBarrel:
LocalOffset: -128, 128, 213
AutoTarget:
HMEC:
Inherits: ^Vehicle
Valued:
Cost: 3000
Tooltip:
Name: Mammoth Mk. II
Icon: hmecicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Owner: gdi
Mobile:
ROT: 3
Speed: 3
Health:
HP: 800
SelfHealing:
Armor:
Type: Heavy
RevealsShroud:
Range: 8
RenderSprites:
AttackFrontal:
AutoTarget:
Armament@MISSILES:
Weapon: MammothTusk
Armament@RAILGUN:
Weapon: MechRailgun
LocalOffset: 640,-640,980, 640,640,980
RenderVoxels:
WithVoxelWalkerBody:
SMECH:
Inherits: ^Vehicle
Valued:
Cost: 500
Tooltip:
Name: Wolverine
Description: Small Mech
Icon: smchicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Owner: gdi
Mobile:
ROT: 5
Speed: 7
Health:
HP: 800
Armor:
Type: Light
RevealsShroud:
Range: 6
AttackFrontal:
AutoTarget:
Armament:
Weapon: AssaultCannon
RenderInfantry:
Selectable:
Voices: Mech
BIKE:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Attack Cycle
Icon: cyclicon
Description: Fast scout vehicle, armed with \nrockets.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Owner: nod
Mobile:
ROT: 8
Speed: 12
Health:
HP: 150
Armor:
Type: Light
RevealsShroud:
Range: 5
Armament:
Weapon: BikeMissile
LocalOffset: -128, -170, 170, -128, 170, 170
LocalYaw: 100, -100
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
BGGY:
Inherits: ^Vehicle
Valued:
Cost: 500
Tooltip:
Name: Attack Buggy
Icon: bggyicon
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry, Vehicles\n Weak vs Tanks, Aircraft
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Owner: nod
Mobile:
ROT: 8
Speed: 10
Health:
HP: 220
Armor:
Type: Light
RevealsShroud:
Range: 6
Armament:
Weapon: RaiderCannon
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
SAPC:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: Subterranean APC # TODO: not yet subterranean
Icon: sapcicon
Description: Armored infantry transport and mobile AA\n Strong vs Aircraft, Vehicles\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Owner: nod
Mobile:
ROT: 5
Speed: 5
Health:
HP: 175
Armor:
Type: Heavy
RevealsShroud:
Range: 5
-AttackMove:
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
UnloadFacing: 220
RenderSprites:
RenderVoxels:
WithVoxelBody:
SUBTANK:
Inherits: ^Vehicle
Valued:
Cost: 750
Tooltip:
Name: Devil's Tongue
Icon: subticon
Description: Subterranean Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Owner: nod
Mobile:
ROT: 6
Speed: 5
Health:
HP: 300
Armor:
Type: Light
RevealsShroud:
Range: 5
Armament:
Weapon: FireballLauncher
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
SONIC:
Inherits: ^Vehicle
Valued:
Cost: 1300
Tooltip:
Name: Disruptor
Icon: soniicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Owner: gdi
Mobile:
ROT: 4
Speed: 4
Health:
HP: 500
Armor:
Type: Heavy
RevealsShroud:
Range: 7
Armament:
Weapon: SonicZap
AttackTurreted:
Turreted:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:
TTNK:
Inherits: ^Vehicle
Valued:
Cost: 800
Tooltip:
Name: Tick Tank
Icon: tickicon
Buildable:
Queue: Vehicle
BuildPaletteOrder: 60
Owner: nod
Mobile:
ROT: 5
Speed: 6
Health:
HP: 350
Armor:
Type: Light
RevealsShroud:
Range: 5
-AttackMove:
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gatick
Offset:-1,-1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
STNK:
Inherits: ^Vehicle
Valued:
Cost: 1100
Tooltip:
Name: Stealth Tank
Icon: stnkicon
Description: Long-range missile tank that can cloak.\nHas weak armor. Can be spotted by infantry.\n Strong vs Vehicles, Tanks, Aircraft\n Weak vs Infantry.
Buildable:
BuildPaletteOrder: 90
Queue: Vehicle
Owner: nod
Mobile:
ROT: 5
Speed: 6
Health:
HP: 180
Armor:
Type: Light
RevealsShroud:
Range: 5
Cloak:
InitialDelay: 90
CloakDelay: 90
CloakSound: # TODO
UncloakSound: # TODO
Armament:
Weapon: Dragon
LocalOffset: 213,43,128, 213,-43,128
AttackFrontal:
AutoTarget:
InitialStance: HoldFire
RenderSprites:
RenderVoxels:
WithVoxelBody: