^Vehicle: AppearsOnRadar: RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Mobile: Crushes: crate TerrainSpeeds: Clear: 25 Rough: 25 Road: 25 Tiberium: 25 BlueTiberium: 25 Beach: 25 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground Buildable: Queue: Vehicle Repairable: Passenger: CargoType: Vehicle ActorLostNotification: Notification: unitlost.aud AttackMove: AcceptsCloakCrate: WithSmoke: Explodes: Weapon: UnitExplodeSmall ^Tank: AppearsOnRadar: RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Mobile: Crushes: wall, crate, infantry TerrainSpeeds: Clear: 25 Rough: 25 Road: 25 Tiberium: 25 BlueTiberium: 25 Beach: 25 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground Buildable: Queue: Vehicle Passenger: CargoType: Vehicle ActorLostNotification: Notification: unitlost.aud AttackMove: AcceptsCloakCrate: WithSmoke: Explodes: Weapon: UnitExplodeSmall ^Helicopter: AppearsOnRadar: UseLocation: yes TargetableUnit: TargetTypes: Air SelectionDecorations: Selectable: Voice: VehicleVoice Helicopter: RepairBuildings: fix RearmBuildings: hpad LandWhenIdle: false Buildable: Queue: Aircraft ActorLostNotification: Notification: unitlost.aud ^Infantry: AppearsOnRadar: Health: Radius: 3 Armor: Type: None RevealsShroud: # Range: 4 Range: 3 # default range value for infantry is 1 in C&C, but OpenRA renders vision slightly differently. AutoTarget: ScanRadius: 4 Mobile: Crushes: crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 90 Road: 90 Tiberium: 90 PathingCost: 1000 BlueTiberium: 90 PathingCost: 1000 Beach: 90 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground Buildable: Queue: Infantry TakeCover: BarrelOffset: 0,-2,0,4 RenderInfantryProne: AttackMove: Passenger: CargoType: Infantry PoisonedByTiberium: ActorLostNotification: Notification: unitlost.aud SpawnViceroid: Probability: 2 CrushableInfantry: DetectCloaked: Range: 1 ^CivInfantry: Inherits: ^Infantry -Buildable: -AutoTarget: -TakeCover: -RenderInfantryProne: AppearsOnRadar: SelectionDecorations: Selectable: Voice: CivilianMaleVoice Bounds: 12,17,0,-9 Valued: Cost: 10 Tooltip: Name: Civilian Mobile: Speed: 4 Health: # HP: 25 HP: 5 RevealsShroud: Range: 3 #arbitrary. Assuming it should be 1, like infantry. # In practice, it seems that OpenRA renders vision range differently. Assuming it should be 1 for this unit. Armament: Weapon: Pistol AttackFrontal: ActorLostNotification: Notification: civdead1.aud NotifyAll: true ScaredyCat: RenderInfantryPanic: AttackMove: JustMove: yes CrushableInfantry: ^Plane: AppearsOnRadar: UseLocation: yes SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Air ActorLostNotification: Notification: unitlost.aud ^Ship: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Water: 100 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground, Water ActorLostNotification: Notification: unitlost.aud AttackMove: ^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground Armor: Type: Wood RepairableBuilding: RepairPercent: 40 RepairStep: 14 Building: Dimensions: 1,1 Footprint: x BuildSounds: constru2.aud, hvydoor1.aud SellSounds: cashturn.aud TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: crumble.aud Buildable: Queue: Building GivesBuildableArea: RenderBuilding: WithBuildingExplosion: DeadBuildingState: EmitInfantryOnSell: ValuePercent: 40 ActorTypes: e6,e1 MustBeDestroyed: CaptureNotification@GDI: Race: gdi Notification: gdicapt1.aud CaptureNotification@NOD: Race: nod Notification: nodcapt1.aud ActorLostNotification: Notification: strclost.aud EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: ShakeOnDeath: Sellable: Capturable: CaptureCompleteTime: 0 CapturableBar: ^CivBuilding: Inherits: ^Building -DeadBuildingState: -Buildable: -GivesBuildableArea: Health: HP: 400 Armor: Type: Wood Building: RenderBuilding: WithBuildingExplosion: -RepairableBuilding: -Capturable: -CapturableBar: -Sellable: Tooltip: Name: Civilian Building ^CivBuildingHusk: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x RenderBuilding: EditorAppearance: RelativeToTopLeft: yes Tooltip: Name: Civilian Building (Destroyed) ^TechBuilding: Inherits: ^CivBuilding Capturable: CaptureCompleteTime: 0 CapturableBar: RepairableBuilding: RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate ^CivField: Inherits: ^CivBuilding -Selectable: Tooltip: Name: Field -WithBuildingExplosion: ^CivFieldHusk: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: _ EditorAppearance: RelativeToTopLeft: yes Tooltip: Name: Field (Destroyed) BelowUnits: ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: hvydoor1.aud Adjacent: 7 TerrainTypes: Clear,Road TargetableBuilding: TargetTypes: Ground, Wall Wall: CrushClasses: wall CrushSound: sandbag2.aud SelectionDecorations: Selectable: Priority: 1 RenderBuildingWall: HasMakeAnimation: false Palette: staticterrain EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: Sellable: ^HeavyWall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: hvydoor1.aud Adjacent: 7 TerrainTypes: Clear,Road TargetableBuilding: TargetTypes: Ground, Wall Wall: CrushClasses: wall CrushSound: sandbag2.aud LineBuild: Range: 8 SelectionDecorations: Selectable: Priority: 1 RenderBuildingWall: HasMakeAnimation: false Palette: staticterrain EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: Sellable: ^Tree: Tooltip: Name: Tree RenderBuilding: Palette: staticterrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes ^Rock: Tooltip: Name: Rock RenderBuilding: Palette: staticterrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes ^Bridge: Tooltip: Name: Bridge TargetableBuilding: TargetTypes: Ground, Water BelowUnits: Health: HP: 500 SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: xplobig4.aud Building: Footprint: ______ ______ ______ ______ Dimensions: 6,4