chrono uses traitinfo rather than general rules
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@@ -22,17 +22,7 @@ WoodCrate=Money ; solo play wood crate bonus
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; This section probably dies --chrisf
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; special weapons
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ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location
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ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted?
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ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect
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GPSTechLevel=8 ; tech level at which GPS satelite becomes available
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GapRadius=10 ; radius of gap generator (cells)
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GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
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IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts
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ParaTech=5 ; tech level when free para-infantry appears from airstrip
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ParabombTech=8 ; tech level that parabomb appears free with airfield
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RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective
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SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip
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BadgerBombCount=1 ; number of badgers used to drop parabombs
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; Chrono side effects
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@@ -58,9 +48,7 @@ APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes
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AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes
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AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
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BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
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BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed]
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C4Delay=.03 ; minutes to delay after placing C4 before building will explode
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Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
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ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
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FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
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HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
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@@ -70,7 +58,6 @@ OreExplosive=no ; Does the harvester explode big time when destroyed?
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PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
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PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
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PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
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ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
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TreeTargeting=no ; Automatically show target cursor when over trees?
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Incoming=10 ; If an incoming projectile is as slow or slower than this, then
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; object in the target location will try to run away. Grenades and
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