^ExistsInWorld: AppearsOnRadar: UpdatesPlayerStatistics: CombatDebugOverlay: GivesExperience: PlayerExperienceModifier: 1 ScriptTriggers: ConditionManager: RenderDebugState: ^SpriteActor: BodyOrientation: QuantizeFacingsFromSequence: RenderSprites: ^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: 96 DamageMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 92 DamageMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 88 DamageMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 80 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: 115 FirepowerMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 125 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: 115 SpeedMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 125 ReloadDelayMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 96 ReloadDelayMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 92 ReloadDelayMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 88 ReloadDelayMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 80 InaccuracyMultiplier@RANK-1: RequiresCondition: rank-veteran == 1 Modifier: 90 InaccuracyMultiplier@RANK-2: RequiresCondition: rank-veteran == 2 Modifier: 80 InaccuracyMultiplier@RANK-3: RequiresCondition: rank-veteran == 3 Modifier: 70 InaccuracyMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 50 SelfHealing@ELITE: Step: 0 PercentageStep: 4 Delay: 125 HealIfBelow: 100 DamageCooldown: 125 RequiresCondition: rank-elite WithDecoration@RANK-1: Image: rank Sequence: rank-veteran-1 Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-veteran == 1 ZOffset: 256 WithDecoration@RANK-2: Image: rank Sequence: rank-veteran-2 Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-veteran == 2 ZOffset: 256 WithDecoration@RANK-3: Image: rank Sequence: rank-veteran-3 Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-veteran == 3 ZOffset: 256 WithDecoration@RANK-ELITE: Image: rank Sequence: rank-elite Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-elite ZOffset: 256 ^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: AssaultMoveScanCondition: assault-move ^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: AssaultMoveScanCondition: assault-move ^Vehicle: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Tooltip: GenericName: Unit Huntable: OwnerLostAction: Action: Kill Mobile: TurnSpeed: 5 Locomotor: vehicle PauseOnCondition: notmobile SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Bounds: 32,32 Targetable: TargetTypes: Ground, Vehicle, C4 Passenger: CargoType: Vehicle AttackMove: DrawLineToTarget: HiddenUnderFog: ActorLostNotification: Repairable: RepairActors: repair_pad Guard: Voice: Guard Guardable: WithFacingSpriteBody: Demolishable: TemporaryOwnerManager: MustBeDestroyed: Voiced: VoiceSet: VehicleVoice AutoCarryable: CarriedCondition: notmobile ReservedCondition: carryall-reserved WithDecoration@CARRYALL: Image: pips Sequence: pickup-indicator ReferencePoint: Top, Left ZOffset: 256 RequiresCondition: carryall-reserved RevealOnFire: RevealOnDeath: Duration: 100 Radius: 2c512 HitShape: MapEditorData: Categories: Vehicle ^Tank: Inherits: ^Vehicle Mobile: Locomotor: tank ^Husk: Inherits@1: ^SpriteActor Interactable: Health: HP: 750 Armor: Type: light HiddenUnderFog: Type: CenterPosition AlwaysVisibleStances: None Tooltip: GenericName: Destroyed Unit ScriptTriggers: WithFacingSpriteBody: HitShape: MapEditorData: Categories: Husk ^VehicleHusk: Inherits: ^Husk Husk: AllowedTerrain: Sand, Rock, Transition, Concrete, Spice, SpiceSand, SpiceBlobs, Dune Burns: Damage: 10 Interval: 4 Targetable: TargetTypes: Ground, Vehicle RequiresForceFire: true WithColoredOverlay@IDISABLE: Palette: disabled Explodes: Weapon: UnitExplodeMed EmptyWeapon: UnitExplodeMed ^AircraftHusk: Inherits: ^Husk Tooltip: GenericName: Unit WithShadow: FallsToEarth: Spins: False Moves: True Explosion: UnitExplodeLarge -MapEditorData: ^Infantry: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^SpriteActor Tooltip: GenericName: Unit Huntable: OwnerLostAction: Action: Kill DeathTypes: ExplosionDeath Health: Armor: Type: none RevealsShroud: Range: 3c768 Mobile: Locomotor: foot SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Bounds: 24,24,0,-4 DecorationBounds: 12,20,0,-4 Targetable: TargetTypes: Ground, Infantry QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: IdleSequences: idle1, idle2 TakeCover: DamageModifiers: Prone50Percent: 50 DamageTriggers: TriggerProne ProneOffset: 300,0,0 WithDeathAnimation: DeathTypes: ExplosionDeath: 1 SoundDeath: 2 SmallExplosionDeath: 3 BulletDeath: 4 CrushedSequence: die-crushed AttackMove: DrawLineToTarget: Passenger: CargoType: Infantry PipType: Green HiddenUnderFog: ActorLostNotification: Crushable: CrushSound: CRUSH1.WAV Guard: Voice: Guard Guardable: DetectCloaked: Range: 1c768 DeathSounds: DeathTypes: ExplosionDeath, SoundDeath, SmallExplosionDeath, BulletDeath MustBeDestroyed: TerrainModifiesDamage: TerrainModifier: Rough: 80 Voiced: VoiceSet: InfantryVoice RevealOnFire: RevealOnDeath: Duration: 100 HitShape: Type: Circle Radius: 96 MapEditorData: Categories: Infantry ^Plane: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Interactable: Tooltip: GenericName: Unit Huntable: OwnerLostAction: Action: Kill AppearsOnRadar: UseLocation: true HiddenUnderFog: Type: GroundPosition AlwaysVisibleStances: None ActorLostNotification: AttackMove: DrawLineToTarget: WithFacingSpriteBody: WithShadow: HitShape: MapEditorData: Categories: Aircraft ^Building: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Tooltip: GenericName: Structure Huntable: OwnerLostAction: Action: Kill SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Priority: 2 RevealsShroud: Targetable: TargetTypes: Ground, C4, Structure HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 Building: Dimensions: 1,1 Footprint: x TerrainTypes: Rock, Concrete BuildSounds: BUILD1.WAV RequiresBuildableArea: AreaTypes: building Adjacent: 3 GivesBuildableArea: AreaTypes: building CaptureManager: Capturable: Types: building SoundOnDamageTransition: DamagedSounds: EXPLSML1.WAV DestroyedSounds: EXPLHG1.WAV Explodes: Type: Footprint Weapon: BuildingExplode EmptyWeapon: BuildingExplode RepairableBuilding: RepairStep: 500 PlayerExperience: 25 RepairingNotification: Repairing SpawnActorsOnSell: ActorTypes: light_inf MustBeDestroyed: RequiredForShortGame: true FrozenUnderFog: CaptureNotification: ActorLostNotification: Notification: BuildingLost ShakeOnDeath: Demolishable: Condition: being-demolished Sellable: RequiresCondition: !build-incomplete && !being-demolished SellSounds: BUILD1.WAV Guardable: Range: 3c0 DamagedByTerrain: Damage: 500 DamageInterval: 100 Terrain: Rock DamageThreshold: 50 StartOnThreshold: true ThrowsShrapnel: Weapons: Debris, Debris2, Debris3, Debris4 Pieces: 2, 5 Range: 1c512, 4c0 WithSpriteBody: WithMakeAnimation: Condition: build-incomplete WithCrumbleOverlay: RequiresCondition: !build-incomplete RevealOnDeath: Duration: 100 Radius: 4c768 MapEditorData: Categories: Building CommandBarBlacklist: WithBuildingRepairDecoration: Image: allyrepair Sequence: repair ReferencePoint: Center Palette: player IsPlayerPalette: True ^Defense: Inherits: ^Building WithSpriteTurret: AttackTurreted: RenderRangeCircle: DetectCloaked: Range: 1c768 -GivesBuildableArea: -WithMakeAnimation: -WithCrumbleOverlay: -Capturable: -WithSpriteBody: Sellable: RequiresCondition: !being-demolished WithWallSpriteBody: LineBuildNode: Types: turret ThrowsShrapnel: Weapons: Debris, Debris3 Pieces: 2, 2 Range: 2c0, 4c0 MustBeDestroyed: RequiredForShortGame: false RevealOnFire: Targetable: TargetTypes: Ground, C4, Structure, Defense MapEditorData: Categories: Defense -CommandBarBlacklist: ^DisableOnLowPower: WithColoredOverlay@IDISABLE: RequiresCondition: disabled Palette: disabled GrantConditionOnPowerState@LOWPOWER: Condition: lowpower ValidPowerStates: Low, Critical GrantCondition@IDISABLE: RequiresCondition: lowpower Condition: disabled ^DisableOnLowPowerOrPowerDown: Inherits: ^DisableOnLowPower GrantCondition@IDISABLE: RequiresCondition: lowpower || powerdown Condition: disabled ToggleConditionOnOrder: DisabledSound: EnablePower EnabledSound: DisablePower Condition: powerdown OrderName: PowerDown WithDecoration@POWERDOWN: Image: poweroff Sequence: offline Palette: chrome RequiresCondition: powerdown ReferencePoint: Center Offsets: repairing: 10, 0 PowerMultiplier@POWERDOWN: RequiresCondition: powerdown Modifier: 0 RepairableBuilding: RepairCondition: repairing WithBuildingRepairDecoration: Offsets: powerdown: -10, 0