^ExistsInWorld: AppearsOnRadar: UpdatesPlayerStatistics: CombatDebugOverlay: GivesExperience: PlayerExperienceModifier: 1 ScriptTriggers: RenderDebugState: ^SpriteActor: BodyOrientation: QuantizeFacingsFromSequence: RenderSprites: ^ClassicFacingSpriteActor: ClassicFacingBodyOrientation: QuantizeFacingsFromSequence: RenderSprites: ^1x1Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 ^2x1Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -1024, -512 BottomRight: 1024, 512 ^2x2Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -1024, -1024 BottomRight: 1024, 1024 ^3x2Shape: HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -1536, -1024 BottomRight: 1536, 1024 ^GainsExperience: GainsExperience: LevelUpNotification: LevelUp Conditions: 200: rank-veteran 400: rank-veteran 800: rank-veteran 1600: rank-veteran LevelUpImage: crate-effects GrantCondition@RANK-ELITE: RequiresCondition: rank-veteran >= 4 Condition: rank-elite DamageMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 95 DamageMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 90 DamageMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 85 DamageMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 75 FirepowerMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 105 FirepowerMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 110 FirepowerMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 120 FirepowerMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 130 SpeedMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 105 SpeedMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 110 SpeedMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 120 SpeedMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 140 ReloadDelayMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 95 ReloadDelayMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 90 ReloadDelayMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 85 ReloadDelayMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 75 ChangesHealth@ELITE: Step: 200 Delay: 100 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: rank-elite WithDecoration@RANK-1: Image: rank Sequence: rank-veteran-1 Palette: effect Position: BottomRight Margin: 5, 6 ValidStances: Ally, Enemy, Neutral RequiresCondition: rank-veteran == 1 WithDecoration@RANK-2: Image: rank Sequence: rank-veteran-2 Palette: effect Position: BottomRight Margin: 5, 6 ValidStances: Ally, Enemy, Neutral RequiresCondition: rank-veteran == 2 WithDecoration@RANK-3: Image: rank Sequence: rank-veteran-3 Palette: effect Position: BottomRight Margin: 5, 6 ValidStances: Ally, Enemy, Neutral RequiresCondition: rank-veteran == 3 WithDecoration@RANK-ELITE: Image: rank Sequence: rank-elite Palette: effect Position: BottomRight Margin: 5, 6 ValidStances: Ally, Enemy, Neutral RequiresCondition: rank-elite ^InfantryExperienceHospitalHazmatOverrides: WithDecoration@RANK-1: BlinkInterval: 32 BlinkPatterns: hospitalheal && hazmatsuits: On, Off, Off hospitalheal || hazmatsuits: On, Off WithDecoration@RANK-2: BlinkInterval: 32 BlinkPatterns: hospitalheal && hazmatsuits: On, Off, Off hospitalheal || hazmatsuits: On, Off WithDecoration@RANK-3: BlinkInterval: 32 BlinkPatterns: hospitalheal && hazmatsuits: On, Off, Off hospitalheal || hazmatsuits: On, Off WithDecoration@RANK-ELITE: BlinkInterval: 32 BlinkPatterns: hospitalheal && hazmatsuits: On, Off, Off hospitalheal || hazmatsuits: On, Off WithDecoration@HAZMAT: BlinkInterval: 32 BlinkPatterns: rank-veteran && hospitalheal: Off, Off, On rank-veteran || hospitalheal: Off, On WithDecoration@REDCROSS: BlinkPatterns: rank-veteran && hazmatsuits: Off, On, Off rank-veteran && !hazmatsuits: Off, On hazmatsuits: On, Off ^AutoTargetGround: AutoTarget: AttackAnythingCondition: stance-attackanything AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything ValidTargets: Infantry, Vehicle, Creep, Water, Defense InvalidTargets: NoAutoTarget AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything ValidTargets: Infantry, Vehicle, Creep, Water, Structure, Defense InvalidTargets: NoAutoTarget ^AutoTargetGroundAssaultMove: Inherits: ^AutoTargetGround AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move AttackMove: AssaultMoveCondition: assault-move ^AutoTargetAir: AutoTarget: AutoTargetPriority@DEFAULT: ValidTargets: Air InvalidTargets: NoAutoTarget ^AutoTargetAll: AutoTarget: AttackAnythingCondition: stance-attackanything AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything ValidTargets: Infantry, Vehicle, Creep, Water, Air, Defense InvalidTargets: NoAutoTarget AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything ValidTargets: Infantry, Vehicle, Creep, Water, Air, Structure, Defense InvalidTargets: NoAutoTarget ^AutoTargetAllAssaultMove: Inherits: ^AutoTargetAll AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move AttackMove: AssaultMoveCondition: assault-move ^AcceptsCloakCrate: Cloak: InitialDelay: 15 CloakDelay: 90 CloakSound: trans1.aud UncloakSound: trans1.aud PauseOnCondition: cloak-force-disabled RequiresCondition: cloak-crate-collected ExternalCondition@CLOAK: Condition: cloak-crate-collected GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical ^Transport: Cargo: WithCargoPipsDecoration: Position: BottomLeft Margin: 4, 3 RequiresSelection: true CustomPipSequences: gray: pip-gray yellow: pip-yellow red: pip-red ^StoresResources: StoresResources: WithResourceStoragePipsDecoration: Position: BottomLeft Margin: 4, 3 RequiresSelection: true PipCount: 10 ^Vehicle: Inherits@1: ^ExistsInWorld Inherits@3: ^ClassicFacingSpriteActor Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill Mobile: Locomotor: wheeled TurnSpeed: 20 Selectable: Bounds: 24,24 Targetable: TargetTypes: Ground, Vehicle Repairable: RepairActors: fix Passenger: CargoType: Vehicle ActorLostNotification: HiddenUnderFog: AttackMove: WithDamageOverlay: WithFacingSpriteBody: Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall Guard: Guardable: Tooltip: GenericName: Vehicle MustBeDestroyed: Voiced: VoiceSet: VehicleVoice HitShape: MapEditorData: Categories: Vehicle ^Tank: Inherits: ^Vehicle Mobile: Locomotor: tracked TurnSpeed: 20 Tooltip: GenericName: Tank ^Helicopter: Inherits@1: ^ExistsInWorld Inherits@3: ^ClassicFacingSpriteActor Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill AppearsOnRadar: UseLocation: true Targetable@GROUND: TargetTypes: Ground, Vehicle RequiresCondition: !airborne Targetable@AIRBORNE: TargetTypes: Air RequiresCondition: airborne Selectable: Bounds: 24,24 Repairable: RepairActors: hpad Aircraft: AirborneCondition: airborne CruisingCondition: cruising CanHover: True TakeOffOnResupply: true VTOL: true LandableTerrainTypes: Clear, Rough, Road, Beach, Tiberium, BlueTiberium Crushes: crate, infantry InitialFacing: 896 CanSlide: True HiddenUnderFog: Type: GroundPosition ActorLostNotification: Explodes: Weapon: HeliExplode EmptyWeapon: HeliExplode AttackMove: Guard: Guardable: Tooltip: GenericName: Helicopter WithFacingSpriteBody: WithShadow: Offset: 43, 128, 0 ZOffset: -129 Hovers@CRUISING: RequiresCondition: cruising MustBeDestroyed: Voiced: VoiceSet: VehicleVoice HitShape: MapEditorData: Categories: Aircraft SpawnActorOnDeath: RequiresCondition: airborne ^Infantry: Inherits@1: ^ExistsInWorld Inherits@3: ^SpriteActor Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill DeathTypes: DefaultDeath Health: Armor: Type: None RevealsShroud: Range: 5c0 Mobile: AlwaysTurnInPlace: true Locomotor: foot Selectable: Bounds: 18,18,0,-6 DecorationBounds: 12,17,0,-6 Targetable: TargetTypes: Ground, Infantry QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: WithDeathAnimation: DeathTypes: DefaultDeath: 1 BulletDeath: 1 RippedApartDeath: 2 SmallExplosionDeath: 3 ExplosionDeath: 4 FireDeath: 5 TiberiumDeath: 6 CrushedSequence: die-crushed AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: DamagedByTerrain: Terrain: Tiberium, BlueTiberium Damage: 200 DamageInterval: 16 DamageTypes: TiberiumDeath RequiresCondition: !hazmatsuits GrantConditionOnTerrain@HAZMAT: Condition: ontiberium TerrainTypes: Tiberium, BlueTiberium GrantConditionOnPrerequisite@HAZMAT: Condition: biolab Prerequisites: bio GrantCondition@HAZMAT: RequiresCondition: biolab && ontiberium Condition: hazmatsuits WithDecoration@HAZMAT: Image: pips Sequence: pip-hazmat Position: BottomRight Margin: 5, 6 RequiresCondition: hazmatsuits ActorLostNotification: SpawnActorOnDeath: Probability: 5 Actor: vice OwnerType: InternalName InternalOwner: Creeps DeathType: TiberiumDeath RequiresLobbyCreeps: true Crushable: WarnProbability: 75 CrushSound: squish2.aud Guardable: ChangesHealth@HOSPITAL: Step: 500 Delay: 100 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: hospitalheal GrantConditionOnPrerequisite@HOSPITAL: Condition: hospital Prerequisites: hosp GrantConditionOnDamageState@HOSPITAL: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical GrantCondition@HOSPITAL: RequiresCondition: hospital && damaged Condition: hospitalheal WithDecoration@REDCROSS: Image: pips Sequence: pip-heal Position: BottomRight Margin: 5, 6 RequiresCondition: hospitalheal BlinkInterval: 32 BlinkPattern: On, Off DetectCloaked: Range: 2c0 DeathSounds@NORMAL: DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath, RippedApartDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath DeathSounds@POISONED: Voice: Poisoned DeathTypes: TiberiumDeath Voiced: VoiceSet: GenericVoice HitShape: Type: Circle Radius: 128 MapEditorData: Categories: Infantry ^Soldier: Inherits: ^Infantry MustBeDestroyed: Tooltip: GenericName: Soldier Guard: TakeCover: SpeedModifier: 60 DamageModifiers: Prone50Percent: 50 Prone80Percent: 80 DamageTriggers: TriggerProne ProneOffset: 400,0,0 WithInfantryBody: IdleSequences: idle1, idle2 StandSequences: stand, stand2 AttackFrontal: ^CivInfantry: Inherits: ^Infantry Valued: Cost: 10 Tooltip: Name: Civilian GenericVisibility: None Mobile: Speed: 56 Health: HP: 2500 RevealsShroud: Range: 2c0 Passenger: CustomPipType: gray ActorLostNotification: Notification: CivilianKilled NotifyAll: true ScaredyCat: Crushable: CrushSound: squish2.aud Voiced: VoiceSet: CivilianMaleVoice Wanders: MinMoveDelay: 150 MaxMoveDelay: 750 MapEditorData: Categories: Civilian infantry ^ArmedCivilian: Armament: Weapon: Pistol AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot ^DINO: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill Health: HP: 100000 Armor: Type: Wood Buildable: Queue: Biolab BuildPaletteOrder: 50 Prerequisites: ~disabled Valued: Cost: 1000 Tooltip: Name: Dinosaur RevealsShroud: Range: 6c0 Mobile: Locomotor: critter Speed: 113 Voice: Move Selectable: Bounds: 24,24 Targetable: TargetTypes: Ground, Creep HiddenUnderFog: RenderSprites: Palette: terrain QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: DefaultAttackSequence: attack WithDeathAnimation: UseDeathTypeSuffix: false AutoTarget: ScanRadius: 4 AttackMove: Voice: Attack AttackFrontal: Voice: Attack DeathSounds: Voiced: VoiceSet: DinoVoice HitShape: Type: Circle Radius: 128 MapEditorData: Categories: Critter ^Viceroid: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Inherits@selection: ^SelectableCombatUnit Huntable: Health: HP: 30000 Armor: Type: Wood RevealsShroud: Range: 6c0 Mobile: Voice: Move Speed: 71 Locomotor: critter Selectable: Bounds: 24,24 Targetable: TargetTypes: Ground, Creep AutoTarget: ScanRadius: 5 AttackMove: Voice: Attack HiddenUnderFog: Valued: Cost: 1000 Tooltip: Name: Visceroid Armament: Weapon: Chemspray LocalOffset: 384,0,0 MuzzleSequence: muzzle AttackFrontal: Voice: Attack BodyOrientation: QuantizedFacings: 8 WithSpriteBody: WithMuzzleOverlay: Guard: Voice: Move Guardable: DamagedByTerrain: Damage: -100 DamageInterval: 4 DamageTypes: TiberiumDeath Terrain: Tiberium, BlueTiberium Voiced: VoiceSet: DinoVoice HitShape: Type: Circle Radius: 427 MapEditorData: Categories: Critter WithDeathAnimation: UseDeathTypeSuffix: false ^Plane: Inherits@1: ^ExistsInWorld Inherits@2: ^ClassicFacingSpriteActor Huntable: OwnerLostAction: Action: Kill AppearsOnRadar: UseLocation: true HiddenUnderFog: Type: GroundPosition AlwaysVisibleStances: None ActorLostNotification: AttackMove: WithShadow: Offset: 43, 128, 0 ZOffset: -129 WithFacingSpriteBody: RejectsOrders: Aircraft: CruiseAltitude: 2560 IdleBehavior: LeaveMap MapEditorData: Categories: Aircraft ^Ship: Inherits@1: ^ExistsInWorld Inherits@3: ^SpriteActor Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill Targetable: TargetTypes: Ground, Water HiddenUnderFog: ActorLostNotification: AttackMove: WithDamageOverlay: Explodes: Weapon: UnitExplodeShip EmptyWeapon: UnitExplodeShip Guard: Guardable: Tooltip: GenericName: Ship Voiced: VoiceSet: VehicleVoice HitShape: MapEditorData: Categories: Naval ^Building: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@shape: ^1x1Shape Inherits@selection: ^SelectableBuilding Huntable: OwnerLostAction: Action: Kill Targetable: TargetTypes: Ground, C4, Structure Armor: Type: Wood Health: HP: 40000 Building: Dimensions: 1,1 Footprint: x ActorPreviewPlaceBuildingPreview: OverridePalette: placebuilding SoundOnDamageTransition: DamagedSounds: xplos.aud DestroyedSounds: crumble.aud WithSpriteBody: Explodes: Type: Footprint Weapon: BuildingExplode EmptyWeapon: BuildingExplode CaptureNotification: Notification: BuildingCaptured NewOwnerVoice: false ActorLostNotification: Notification: BuildingLost ShakeOnDeath: Guardable: Range: 3c0 Tooltip: GenericName: Structure FrozenUnderFog: Demolishable: MapEditorData: Categories: Building CommandBarBlacklist: AcceptsDeliveredCash: ^BaseBuilding: Inherits: ^Building Building: RequiresBaseProvider: true BuildSounds: constru2.aud, hvydoor1.aud UndeploySounds: cashturn.aud TerrainTypes: Clear,Road RequiresBuildableArea: AreaTypes: building Adjacent: 4 MustBeDestroyed: RequiredForShortGame: true RepairableBuilding: RepairPercent: 40 RepairStep: 1400 PlayerExperience: 15 RepairingNotification: Repairing WithDeathAnimation: DeathSequence: dead UseDeathTypeSuffix: false GivesBuildableArea: AreaTypes: building SpawnActorsOnSell: ActorTypes: e6,e1,e1,e1 EngineerRepairable: Demolishable: Condition: being-demolished Sellable: RequiresCondition: !build-incomplete && !being-demolished SellSounds: cashturn.aud CaptureManager: Capturable: RequiresCondition: !build-incomplete Types: building-sabotage WithMakeAnimation: Condition: build-incomplete WithBuildingRepairDecoration: Image: allyrepair Sequence: repair Position: Center Palette: player IsPlayerPalette: True ^CivBuilding: Inherits: ^Building Tooltip: GenericName: Civilian Building GenericStancePrefix: false ShowOwnerRow: false FrozenUnderFog: MapEditorData: Categories: Civilian building ^CivBuildingHusk: Inherits@1: ^SpriteActor Interactable: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x WithSpriteBody: Tooltip: GenericName: Civilian Building (Destroyed) GenericStancePrefix: false ShowOwnerRow: false FrozenUnderFog: ScriptTriggers: MapEditorData: Categories: Husk ^TechBuilding: Inherits: ^CivBuilding OwnerLostAction: Action: ChangeOwner CaptureManager: Capturable: Types: building CaptureNotification: Notification: CivilianBuildingCaptured RepairableBuilding: RepairPercent: 40 RepairStep: 1400 PlayerExperience: 15 RepairingNotification: Repairing EngineerRepairable: RevealsShroud: Range: 3c0 Tooltip: ShowOwnerRow: True MapEditorData: Categories: Tech building AppearsOnMapPreview: WithBuildingRepairDecoration: Image: allyrepair Sequence: repair Position: Center Palette: player IsPlayerPalette: True ^CivField: Inherits: ^CivBuilding -Selectable: Interactable: Tooltip: GenericName: Field -Explodes: -ShakeOnDeath: -SoundOnDamageTransition: -Demolishable: RenderSprites: Palette: terrain ^CivFieldHusk: Inherits@1: ^SpriteActor Interactable: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: = Tooltip: Name: Field (Destroyed) GenericVisibility: None ShowOwnerRow: false RenderSprites: Palette: terrain WithSpriteBody: FrozenUnderFog: ScriptTriggers: MapEditorData: Categories: Husk ^Wall: Inherits@1: ^SpriteActor Inherits@shape: ^1x1Shape Interactable: Bounds: 24,24 CombatDebugOverlay: AppearsOnRadar: OwnerLostAction: Action: ChangeOwner Building: Dimensions: 1,1 Footprint: x BuildSounds: hvydoor1.aud TerrainTypes: Clear,Road FootprintPlaceBuildingPreview: LineBuildSegmentPalette: placelinesegment RequiresBuildableArea: AreaTypes: building Adjacent: 4 Targetable: TargetTypes: Ground, Wall Crushable: CrushClasses: wall CrushSound: sandbag2.aud LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall RenderSprites: Palette: staticterrain WithWallSpriteBody: GivesExperience: Sellable: SellSounds: cashturn.aud Guardable: FrozenUnderFog: ScriptTriggers: Health: HP: 10000 AppearsOnMapPreview: Terrain: Wall RadarColorFromTerrain: Terrain: Wall MapEditorData: Categories: Wall ^Tree: Inherits@1: ^SpriteActor Interactable: Tooltip: Name: Tree ShowOwnerRow: false RenderSprites: Palette: staticterrain WithSpriteBody: Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree Health: HP: 50000 Armor: Type: Wood Targetable: TargetTypes: Trees WithDamageOverlay@SmallBurn: DamageTypes: Incendiary Image: burn-s MinimumDamageState: Light MaximumDamageState: Medium WithDamageOverlay@MediumBurn: DamageTypes: Incendiary Image: burn-m MinimumDamageState: Medium MaximumDamageState: Heavy WithDamageOverlay@LargeBurn: DamageTypes: Incendiary Image: burn-l MinimumDamageState: Heavy MaximumDamageState: Dead HiddenUnderShroud: ScriptTriggers: HitShape: MapEditorData: Categories: Tree RequiresSpecificOwners: ValidOwnerNames: Neutral ^TreeHusk: Inherits@1: ^SpriteActor Interactable: AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree Building: Footprint: __ x_ Dimensions: 2,2 WithSpriteBody: Tooltip: Name: Tree (Burnt) ShowOwnerRow: false HiddenUnderShroud: ScriptTriggers: MapEditorData: Categories: Tree RequiresSpecificOwners: ValidOwnerNames: Neutral ^TibTree: Inherits@1: ^SpriteActor Interactable: Tooltip: Name: Blossom Tree ShowOwnerRow: false RenderSprites: Palette: staticterrain WithSpriteBody: Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tiberium AppearsOnMapPreview: Terrain: Tiberium HiddenUnderShroud: WithMakeAnimation: MapEditorData: Categories: Resource spawn RequiresSpecificOwners: ValidOwnerNames: Neutral ^Rock: Inherits@1: ^SpriteActor Interactable: Tooltip: Name: Rock ShowOwnerRow: false RenderSprites: Palette: staticterrain WithSpriteBody: Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree HiddenUnderShroud: ScriptTriggers: MapEditorData: RequireTilesets: DESERT Categories: Decoration RequiresSpecificOwners: ValidOwnerNames: Neutral ^CommonHuskDefaults: Inherits@1: ^ClassicFacingSpriteActor Interactable: Health: HP: 14000 Armor: Type: Light HiddenUnderFog: Type: CenterPosition AlwaysVisibleStances: None WithFacingSpriteBody: HitShape: MapEditorData: Categories: Husk ^Husk: Inherits: ^CommonHuskDefaults Husk: AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach Burns: Damage: 100 Interval: 6 Targetable: RequiresForceFire: true TargetTypes: Ground, Husk CaptureManager: Capturable: Types: husk ValidStances: Enemy, Neutral, Ally TransformOnCapture: ForceHealthPercentage: 25 Tooltip: GenericName: Destroyed Vehicle WithColoredOverlay@IDISABLE: Palette: disabled ScriptTriggers: Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall ^LightHusk: Inherits: ^Husk Health: HP: 2000 ^HelicopterHusk: Inherits: ^CommonHuskDefaults WithShadow: Offset: 43, 128, 0 ZOffset: -129 Aircraft: CanHover: True VTOL: true CanSlide: True FallsToEarth: Moves: False Explosion: HeliCrash Tooltip: GenericName: Destroyed Helicopter -MapEditorData: ^Bridge: Inherits@shape: ^1x1Shape AlwaysVisible: Tooltip: Name: Bridge ShowOwnerRow: false Targetable: RequiresForceFire: true TargetTypes: Ground, Water Health: HP: 60000 Armor: Type: Heavy SoundOnDamageTransition: DamagedSounds: xplos.aud DestroyedSounds: xplobig4.aud ScriptTriggers: BodyOrientation: QuantizedFacings: 1 ShakeOnDeath: Duration: 15 Intensity: 6 RequiresSpecificOwners: ValidOwnerNames: Neutral ^Crate: Inherits@1: ^SpriteActor Interactable: HiddenUnderFog: Tooltip: Name: Crate GenericName: Crate ShowOwnerRow: false Crate: TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach RenderSprites: Palette: effect Image: crate WithCrateBody: XmasImages: xcratea, xcrateb, xcratec, xcrated MapEditorData: Categories: System ^Defense: Inherits: ^BaseBuilding Inherits@selection: ^SelectableCombatBuilding RenderRangeCircle: RenderDetectionCircle: -GivesBuildableArea: MustBeDestroyed: RequiredForShortGame: false Targetable: TargetTypes: Ground, C4, Structure, Defense MapEditorData: Categories: Defense -CommandBarBlacklist: -AcceptsDeliveredCash: ^DisabledOverlay: GrantConditionOnPowerState@LOWPOWER: Condition: lowpower ValidPowerStates: Low, Critical WithColoredOverlay@IDISABLE: RequiresCondition: lowpower Palette: disabled ^Selectable: Selectable: SelectionDecorations: WithSpriteControlGroupDecoration: Margin: -2, 0 DrawLineToTarget: ^SelectableCombatUnit: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 10 PriorityModifiers: Ctrl ^SelectableSupportUnit: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 8 PriorityModifiers: Ctrl, Alt ^SelectableEconomicUnit: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 6 PriorityModifiers: Ctrl, Alt ^SelectableCombatBuilding: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 4 ^SelectableBuilding: Inherits@selectiondecorations: ^Selectable Selectable: Priority: 2