^ExistsInWorld: AppearsOnRadar: UpdatesPlayerStatistics: CombatDebugOverlay: DrawLineToTarget: GivesExperience: BodyOrientation: ScriptTriggers: UpgradeManager: Huntable: ^GainsExperience: GainsExperience: Upgrades: 200: firepower, damage, speed, reload, inaccuracy, rank 400: firepower, damage, speed, reload, inaccuracy, rank 800: firepower, damage, speed, reload, inaccuracy, rank 1600: firepower, damage, speed, reload, inaccuracy, rank, eliteweapon, selfheal DamageMultiplier@EXPERIENCE: UpgradeTypes: damage Modifier: 95, 90, 85, 75 FirepowerMultiplier@EXPERIENCE: UpgradeTypes: firepower Modifier: 105, 110, 120, 130 SpeedMultiplier@EXPERIENCE: UpgradeTypes: speed Modifier: 105, 110, 120, 140 ReloadDelayMultiplier@EXPERIENCE: UpgradeTypes: reload Modifier: 95, 90, 85, 75 InaccuracyMultiplier@EXPERIENCE: UpgradeTypes: inaccuracy Modifier: 90, 80, 70, 50 SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 UpgradeTypes: selfheal UpgradeMinEnabledLevel: 1 WithRankDecoration: Image: rank Sequence: rank Palette: effect ReferencePoint: Bottom, Right Offset: 2, 2 UpgradeTypes: rank ZOffset: 256 UpgradeMinEnabledLevel: 1 UpgradeMaxAcceptedLevel: 4 ^IronCurtainable: UpgradeOverlay@IRONCURTAIN: UpgradeTypes: invulnerability UpgradeMinEnabledLevel: 1 DamageMultiplier@IRONCURTAIN: UpgradeTypes: invulnerability Modifier: 0 TimedUpgradeBar: Upgrade: invulnerability ^Vehicle: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^IronCurtainable Mobile: Crushes: mine, crate TerrainSpeeds: Clear: 80 Rough: 40 Road: 100 Bridge: 100 Ore: 70 Gems: 70 Beach: 40 ROT: 5 SelectionDecorations: Selectable: Bounds: 24, 24 TargetableUnit: TargetTypes: Ground, Repair, Vehicle UpgradeTypes: parachute UpgradeMaxEnabledLevel: 0 Repairable: Chronoshiftable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: ActorLostNotification: ProximityCaptor: Types: Vehicle GivesBounty: GpsDot: String: Vehicle WithSmoke: Guard: Guardable: Tooltip: GenericName: Vehicle EjectOnDeath: PilotActor: e1 SuccessRate: 20 EjectOnGround: true EjectInAir: false AllowUnsuitableCell: false Capturable: Type: vehicle CaptureThreshold: 1 CancelActivity: True CaptureNotification: Notification: UnitStolen MustBeDestroyed: Voiced: VoiceSet: VehicleVoice Parachutable: FallRate: 26 KilledOnImpassableTerrain: true GroundCorpseSequence: GroundCorpsePalette: WaterCorpseSequence: WaterCorpsePalette: Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall QuantizeFacingsFromSequence: WithFacingSpriteBody: AutoSelectionSize: RenderSprites: WithParachute: UpgradeTypes: parachute UpgradeMinEnabledLevel: 1 ShadowImage: parach-shadow ShadowSequence: idle Image: parach Sequence: idle OpeningSequence: open Offset: 0,0,200 ^Tank: Inherits: ^Vehicle Mobile: Crushes: wall, mine, crate TerrainSpeeds: Clear: 80 Rough: 70 Road: 100 Bridge: 100 Ore: 70 Gems: 70 Beach: 70 TargetableUnit: TargetTypes: Ground, C4, Repair, Tank ProximityCaptor: Types: Tank Tooltip: GenericName: Tank ^Infantry: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Health: Radius: 128 HP: 25 Armor: Type: None RevealsShroud: Range: 4c0 Mobile: Speed: 56 Crushes: mine, crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Bridge: 100 Ore: 80 Gems: 80 Beach: 80 SelectionDecorations: Selectable: Bounds: 12,18,0,-8 TargetableUnit: TargetTypes: Ground, Infantry, Disguise UpgradeTypes: parachute UpgradeMaxEnabledLevel: 0 QuantizeFacingsFromSequence: Sequence: stand RenderSprites: WithInfantryBody: WithDeathAnimation: DeathTypes: DefaultDeath: 1 BulletDeath: 2 SmallExplosionDeath: 3 ExplosionDeath: 4 FireDeath: 5 ElectricityDeath: 6 CrushedSequence: die-crushed AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: ActorLostNotification: GivesBounty: GpsDot: String: Infantry Crushable: CrushSound: squishy2.aud Guard: Guardable: Tooltip: GenericName: Soldier SelfHealing@HOSPITAL: Step: 5 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 UpgradeTypes: hospitalheal UpgradeMinEnabledLevel: 1 GlobalUpgradable: Upgrades: hospitalheal Prerequisites: hosp DeathSounds@NORMAL: DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath DeathSounds@ZAPPED: Voice: Zapped DeathTypes: ElectricityDeath Parachutable: FallRate: 26 KilledOnImpassableTerrain: true GroundImpactSound: squishy2.aud WaterImpactSound: splash9.aud WaterCorpseSequence: small_splash Cloneable: Types: Infantry Voiced: VoiceSet: GenericVoice WithParachute: UpgradeTypes: parachute UpgradeMinEnabledLevel: 1 ShadowImage: parach-shadow ShadowSequence: idle Image: parach Sequence: idle OpeningSequence: open Offset: 0,0,427 ^Soldier: Inherits: ^Infantry MustBeDestroyed: AutoTarget: ProximityCaptor: Types: Infantry TakeCover: DamageModifiers: Prone50Percent: 50 DamageTriggers: TriggerProne WithInfantryBody: IdleSequences: idle1,idle2 StandSequences: stand,stand2 ^CivInfantry: Inherits: ^Infantry Selectable: Class: CivInfantry Valued: Cost: 10 Tooltip: Name: Civilian GenericVisibility: None RevealsShroud: Range: 2c0 ProximityCaptor: Types: CivilianInfantry ScaredyCat: Voiced: VoiceSet: CivilianMaleVoice ^ArmedCivilian: Armament: Weapon: Pistol AttackFrontal: WithInfantryBody: AttackSequence: shoot ^Ship: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^IronCurtainable Mobile: Crushes: crate TerrainSpeeds: Water: 100 SelectionDecorations: Selectable: Bounds: 24,24 TargetableUnit: TargetTypes: Ground, Water, Repair HiddenUnderFog: AttackMove: ActorLostNotification: Notification: NavalUnitLost ProximityCaptor: Types: Ship GivesBounty: Chronoshiftable: RepairableNear: GpsDot: String: Ship WithSmoke: Explodes: Weapon: UnitExplodeShip EmptyWeapon: UnitExplodeShip Guard: Guardable: Tooltip: GenericName: Ship MustBeDestroyed: EditorTilesetFilter: ExcludeTilesets: INTERIOR Voiced: VoiceSet: VehicleVoice QuantizeFacingsFromSequence: AutoSelectionSize: RenderSprites: WithFacingSpriteBody: ^Plane: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^IronCurtainable AppearsOnRadar: UseLocation: true SelectionDecorations: Selectable: Bounds: 24,24 TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground, Repair, Vehicle HiddenUnderFog: Type: CenterPosition AttackMove: Guard: Guardable: ActorLostNotification: Notification: AirUnitLost ProximityCaptor: Types: Plane EjectOnDeath: PilotActor: E1 SuccessRate: 50 EjectOnGround: false EjectInAir: true AllowUnsuitableCell: true GivesBounty: GpsDot: String: Plane Tooltip: GenericName: Plane WithShadow: QuantizeFacingsFromSequence: RenderSprites: WithFacingSpriteBody: AutoSelectionSize: MustBeDestroyed: Voiced: VoiceSet: GenericVoice ^Helicopter: Inherits: ^Plane Tooltip: GenericName: Helicopter GpsDot: String: Helicopter Hovers: ^BasicBuilding: Inherits@1: ^ExistsInWorld Inherits@2: ^IronCurtainable SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, Structure Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road RequiresBaseProvider: True SoundOnDamageTransition: DamagedSounds: kaboom1.aud DestroyedSounds: kaboom22.aud QuantizeFacingsFromSequence: RenderSprites: AutoSelectionSize: WithSpriteBody: WithBuildingExplosion: CaptureNotification: ShakeOnDeath: ProximityCaptor: Types: Building GivesBounty: Guardable: Range: 3 FrozenUnderFog: GpsRemoveFrozenActor: Tooltip: GenericName: Structure Demolishable: ^Building: Inherits: ^BasicBuilding GivesBuildableArea: RepairableBuilding: EngineerRepairable: AcceptsSupplies: WithMakeAnimation: ExternalCapturable: ExternalCapturableBar: EmitInfantryOnSell: ActorTypes: e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,e6,e6,e6,e6,e6 MustBeDestroyed: RequiredForShortGame: true GpsDot: String: Structure Sellable: SellSounds: cashturn.aud ^Defense: Inherits: ^Building TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, Structure, Defense MustBeDestroyed: RequiredForShortGame: false AutoTarget: -GivesBuildableArea: -AcceptsSupplies: DrawLineToTarget: RenderRangeCircle: ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: placbldg.aud Adjacent: 7 TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSounds: sandbag2.aud DestroyedSounds: sandbag2.aud Crushable: CrushClasses: wall BlocksProjectiles: LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall TargetableBuilding: TargetTypes: Ground, DetonateAttack, Wall RenderSprites: Palette: effect WithWallSpriteBody: GivesExperience: AutoTargetIgnore: ProximityCaptor: Types: Wall Sellable: SellSounds: cashturn.aud Guardable: BodyOrientation: QuantizedFacings: 1 FrozenUnderFog: GpsRemoveFrozenActor: ScriptTriggers: ^TechBuilding: Inherits: ^BasicBuilding Health: HP: 400 Armor: Type: Wood Tooltip: Name: Civilian Building GenericVisibility: None ProximityCaptor: Types: CivilianBuilding FrozenUnderFog: StartsRevealed: true ^FakeBuilding: Inherits: ^Building -GivesBuildableArea: Health: HP: 100 RevealsShroud: Range: 4c0 Fake: -EmitInfantryOnSell: -MustBeDestroyed: ^AmmoBox: Inherits: ^TechBuilding Selectable: Priority: 0 Health: HP: 10 Explodes: Weapon: UnitExplode Tooltip: Name: Ammo Box AutoTargetIgnore: Armor: Type: Light TargetableBuilding: TargetTypes: Ground, DetonateAttack ^CivBuilding: Inherits: ^TechBuilding RenderSprites: Palette: terrain EditorTilesetFilter: ExcludeTilesets: INTERIOR ^CivField: Inherits: ^CivBuilding -Selectable: Tooltip: Name: Field -TargetableBuilding: -Demolishable: ProximityCaptor: Types: CivilianField EditorTilesetFilter: ExcludeTilesets: INTERIOR ^Tree: Tooltip: Name: Tree RenderSprites: Palette: terrain WithSpriteBody: AutoSelectionSize: Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree ProximityCaptor: Types: Tree Health: HP: 500 Armor: Type: Wood AutoTargetIgnore: BodyOrientation: QuantizedFacings: 1 FrozenUnderFog: StartsRevealed: true ScriptTriggers: EditorTilesetFilter: ExcludeTilesets: INTERIOR ^BasicHusk: Health: HP: 280 Armor: Type: Heavy HiddenUnderFog: Type: CenterPosition QuantizeFacingsFromSequence: BodyOrientation: AutoTargetIgnore: ScriptTriggers: RenderSprites: WithFacingSpriteBody: AutoSelectionSize: ^Husk: Inherits: ^BasicHusk Husk: AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach Burns: Damage: 2 ProximityCaptor: Types: Husk Capturable: Type: husk AllowAllies: true CaptureThreshold: 1.0 TransformOnCapture: ForceHealthPercentage: 25 DisabledOverlay: TargetableUnit: TargetTypes: Ground, Husk RequiresForceFire: true Chronoshiftable: Tooltip: GenericName: Destroyed Vehicle ^PlaneHusk: Inherits: ^BasicHusk WithShadow: Tooltip: GenericName: Destroyed Plane FallsToEarth: Spins: False Moves: True ^HelicopterHusk: Inherits: ^BasicHusk WithShadow: Tooltip: GenericName: Destroyed Helicopter FallsToEarth: ^Bridge: AlwaysVisible: Tooltip: Name: Bridge TargetableBuilding: TargetTypes: Ground, Water RequiresForceFire: true Building: Footprint: ____ ____ Dimensions: 4,2 Health: HP: 1000 ProximityCaptor: Types: Bridge Armor: Type: Concrete AutoTargetIgnore: BodyOrientation: QuantizedFacings: 1 ScriptTriggers: ^Rock: Tooltip: Name: Rock RenderSprites: Palette: terrain WithSpriteBody: AutoSelectionSize: Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree ProximityCaptor: Types: Tree BodyOrientation: QuantizedFacings: 1 FrozenUnderFog: StartsRevealed: true ScriptTriggers: EditorTilesetFilter: RequireTilesets: DESERT ^DesertCivBuilding: Inherits: ^CivBuilding RenderSprites: Palette: terrain EditorTilesetFilter: RequireTilesets: DESERT ^Crate: HiddenUnderShroud: Tooltip: Name: Crate GenericName: Crate Crate: Lifetime: 180 TerrainTypes: Clear, Rough, Road, Ore, Beach RenderSprites: Palette: effect Image: scrate WithCrateBody: XmasImages: xcratea, xcrateb, xcratec, xcrated LandSequence: land WaterSequence: water Parachutable: FallRate: 26 KilledOnImpassableTerrain: false Passenger: CustomSelectionSize: CustomBounds: 20,20 WithParachute: UpgradeTypes: parachute UpgradeMinEnabledLevel: 1 Image: parach Sequence: idle OpeningSequence: open ShadowImage: parach-shadow ShadowSequence: idle UpgradeManager: BodyOrientation: QuantizedFacings: 1