overlay: build-valid-interior: cellsel #TODO remove backfall to RA tileset Start: 3 build-valid-snow: cellsel Start: 3 build-valid-temperat: cellsel Start: 3 build-invalid: cellsel Start: 6 target-select: cellsel Start: 10 target-valid-desert: cellsel Start: 3 target-valid-interior: cellsel Start: 3 target-valid-snow: cellsel Start: 3 target-valid-temperat: cellsel Start: 3 target-invalid: cellsel Start: 6 poweroff: offline: poweroff Start: 0 Length: * Tick: 160 allyrepair: repair: wrench Start: 0 Length: * Tick: 160 # TODO: fix/replace them, just placeholders rallypoint: flag: smokland Start: 40 Length: 50 Offset: 5,-3 BlendMode: Additive circles: ring Start: 0 Length: 12 BlendMode: Additive rank: # TODO: backfall to RA asset rank: Start: 0 Length: * mpspawn: # TODO: backfall to RA asset idle: Start: 0 Length: * waypoint: # TODO: backfall to RA asset idle: Start: 0 Length: * clock: idle: gclock2 Start: 0 Length: * # TODO: # needs palette.pal pips: medic: Start: 6 tag-primary: Start: 8 pip-empty: pips2 Start: 0 pip-green: pips2 Start: 1 pip-yellow: pips2 Start: 2 pip-gray: pips2 Start: 3 pip-red: pips2 Start: 4 pip-blue: pips2 Start: 5 pip-ammo: pips2 Start: 6 # TODO: pip-empty-building: Start: 0 pip-green-building: Start: 1 pip-yellow-building: Start: 2 pip-gray-building: Start: 3 pip-red-building: Start: 4 pip-blue-building: Start: 5 explosion: building: twlt070 Start: 0 Length: * ionring: ring1 Start: 0 Length: * Tick: 160 pulse_explosion: pulsefx2 Start: 0 Length: * Tick: 160 BlendMode: Additive small_watersplash: h2o_exp2 Start: 0 Length: * large_watersplash: h2o_exp1 Start: 0 Length: * piff: piff Start: 0 Length: * piffpiff: piffpiff Start: 0 Length: * small_explosion: explosml Start: 0 Length: * medium_explosion: explomed Start: 0 Length: * large_explosion: explolrg Start: 0 Length: * tiny_bang: s_bang16 Start: 0 Length: * small_bang: s_bang24 Start: 0 Length: * medium_bang: s_bang34 Start: 0 Length: * large_bang: s_bang48 Start: 0 Length: * tiny_brnl: s_brnl20 Start: 0 Length: * small_brnl: s_brnl30 Start: 0 Length: * medium_brnl: s_brnl40 Start: 0 Length: * large_brnl: s_brnl58 Start: 0 Length: * tiny_tumu: s_tumu22 Start: 0 Length: * small_tumu: s_tumu30 Start: 0 Length: * medium_tumu: s_tumu42 Start: 0 Length: * large_tumu: s_tumu60 Start: 0 Length: * tiny_clsn: s_clsn16 Start: 0 Length: * small_clsn: s_clsn22 Start: 0 Length: * medium_clsn: s_clsn30 Start: 0 Length: * large_clsn: s_clsn42 Start: 0 Length: * verylarge_clsn: s_clsn58 Start: 0 Length: * tiny_twlt: twlt026 Start: 0 Length: * small_twlt: twlt036 Start: 0 Length: * medium_twlt: twlt050 Start: 0 Length: * large_twlt: twlt070 Start: 0 Length: * verylarge_twlt: twlt100 Start: 0 Length: * tiny_grey_explosion: xgrysml1 Start: 0 Length: * small_grey_explosion: xgrysml2 Start: 0 Length: * medium_grey_explosion: xgrymed1 Start: 0 Length: * large_grey_explosion: xgrymed2 Start: 0 Length: * discus: idle: Start: 0 Length: * # TODO: needs unit*.pal canister: idle: Start: 0 Length: * # TODO: needs unit*.pal + ShadowIndex: 4 dragon: idle: Start: 0 Facings: 32 crystal4: idle: Start: 0 Length: 15 ShadowStart: 15 120mm: idle: Start: 0 torpedo: idle: Start: 0 Length: * moveflsh: idle: ring Start: 0 Length: * Tick: 30 # TODO: placeholder resources: fake: shadow Length: *