E1: Inherits: ^Soldier Inherits@EXPERIENCE: ^GainsExperience Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildPaletteOrder: 10 Prerequisites: ~barracks, ~techlevel.low Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 120 Tooltip: Name: Light Infantry Health: HP: 125 Mobile: Speed: 71 Armament@PRIMARY: Weapon: Minigun RequiresCondition: !rank-elite Armament@ELITE: Weapon: M1Carbine RequiresCondition: rank-elite AttackFrontal: Voice: Attack WithInfantryBody: DefaultAttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded RenderSprites: Image: e1.gdi FactionImages: gdi: e1.gdi nod: e1.nod RevealsShroud: Range: 5c0 ENGINEER: Inherits: ^Soldier Valued: Cost: 500 Tooltip: Name: Engineer Buildable: Queue: Infantry BuildPaletteOrder: 40 Prerequisites: ~barracks, ~techlevel.low Description: Infiltrates and captures enemy structures.\n Unarmed Voiced: VoiceSet: Engineer Mobile: Speed: 56 Health: HP: 100 Passenger: PipType: Yellow EngineerRepair: RepairsBridges: RepairNotification: BridgeRepaired Captures: CaptureTypes: building PlayerExperience: 50 RenderSprites: Image: engineer.gdi FactionImages: gdi: engineer.gdi nod: engineer.nod Selectable: Priority: 5 FLAMEGUY: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Mobile: Speed: 71 SharesCell: true TerrainSpeeds: Clear: 45 Road: 50 Bridge: 50 Rail: 45 DirtRoad: 50 Rough: 40 Tiberium: 45 BlueTiberium: 45 Veins: 25 HiddenUnderFog: WithInfantryBody: IdleSequences: run Health: HP: 160 SelfHealing: Step: -10 HealIfBelow: 101 ScaredyCat: PanicSequencePrefix: WithDeathAnimation: FallbackSequence: die UseDeathTypeSuffix: false HitShape: EditorTilesetFilter: Categories: System