^ExistsInWorld: AppearsOnRadar: UpdatesPlayerStatistics: CombatDebugOverlay: GivesExperience: PlayerExperienceModifier: 1 ScriptTriggers: RenderDebugState: ^SpriteActor: BodyOrientation: UseClassicPerspectiveFudge: False CameraPitch: 85 QuantizeFacingsFromSequence: RenderSprites: ^GainsExperience: GainsExperience: LevelUpNotification: LevelUp Conditions: 500: rank 1000: rank LevelUpImage: crate-effects GrantCondition@RANK-VETERAN: RequiresCondition: rank == 1 Condition: rank-veteran GrantCondition@RANK-ELITE: RequiresCondition: rank >= 2 Condition: rank-elite FirepowerMultiplier@VETERAN: RequiresCondition: rank-veteran Modifier: 110 FirepowerMultiplier@ELITE: RequiresCondition: rank-elite Modifier: 130 DamageMultiplier@VETERAN: RequiresCondition: rank-veteran Modifier: 90 DamageMultiplier@ELITE: RequiresCondition: rank-elite Modifier: 75 SpeedMultiplier@VETERAN: RequiresCondition: rank-veteran Modifier: 120 SpeedMultiplier@ELITE: RequiresCondition: rank-elite Modifier: 140 ReloadDelayMultiplier@VETERAN: RequiresCondition: rank-veteran Modifier: 90 ReloadDelayMultiplier@ELITE: RequiresCondition: rank-elite Modifier: 75 ChangesHealth@ELITE: Step: 200 Delay: 100 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: rank-elite WithDecoration@VETERAN: RequiresCondition: rank-veteran Position: BottomRight Margin: 3, 4 Image: rank Sequence: veteran Palette: ra WithDecoration@ELITE: RequiresCondition: rank-elite Position: BottomRight Margin: 3, 4 Image: rank Sequence: elite Palette: ra ^InfantryExperienceHospitalOverrides: WithDecoration@VETERAN: BlinkInterval: 32 BlinkPatterns: hospitalheal: On, Off WithDecoration@ELITE: BlinkInterval: 32 BlinkPatterns: hospitalheal: On, Off ^CrateStatModifiers: FirepowerMultiplier@CRATES: RequiresCondition: crate-firepower Modifier: 200 DamageMultiplier@CRATES: RequiresCondition: crate-damage Modifier: 50 SpeedMultiplier@CRATES: RequiresCondition: crate-speed Modifier: 170 ExternalCondition@CRATE-FIREPOWER: Condition: crate-firepower ExternalCondition@CRATE-DAMAGE: Condition: crate-damage ExternalCondition@CRATE-SPEED: Condition: crate-speed ^EmpVisualEffects: WithColoredOverlay@EMPDISABLE: Palette: disabled WithIdleOverlay@EMPDISABLE: Sequence: emp-overlay Palette: effect ^EmpDisable: Inherits: ^EmpVisualEffects WithColoredOverlay@EMPDISABLE: RequiresCondition: empdisable TimedConditionBar@EMPDISABLE: Condition: empdisable Color: FFFFFF WithIdleOverlay@EMPDISABLE: RequiresCondition: empdisable PowerMultiplier@EMPDISABLE: RequiresCondition: empdisable Modifier: 0 ExternalCondition@EMPDISABLE: Condition: empdisable ^Cloakable: Cloak@EXTERNALCLOAK: RequiresCondition: cloakgenerator || crate-cloak InitialDelay: 0 CloakDelay: 90 IsPlayerPalette: true CloakSound: cloak5.aud UncloakSound: cloak5.aud UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage, Heal ExternalCondition@CLOAKGENERATOR: Condition: cloakgenerator ExternalCondition@CRATE-CLOAK: Condition: crate-cloak ^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, Building, 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, Building, Defense InvalidTargets: NoAutoTarget ^AutoTargetAllAssaultMove: Inherits: ^AutoTargetAll AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move AttackMove: AssaultMoveCondition: assault-move ^2x1Shape: HitShape: Type: Rectangle TopLeft: -1024, -512 BottomRight: 1024, 512 ^1x2Shape: HitShape: Type: Rectangle TopLeft: -512, -1024 BottomRight: 512, 1024 ^2x2Shape: HitShape: Type: Rectangle TopLeft: -1024, -1024 BottomRight: 1024, 1024 ^1x3Shape: HitShape: Type: Rectangle TopLeft: -512, -1536 BottomRight: 512, 1536 ^3x1Shape: HitShape: Type: Rectangle TopLeft: -1536, -512 BottomRight: 1536, 512 ^3x2Shape: HitShape: Type: Rectangle TopLeft: -1536, -1024 BottomRight: 1536, 1024 ^2x3Shape: HitShape: Type: Rectangle TopLeft: -1024, -1536 BottomRight: 1024, 1536 ^3x3Shape: HitShape: Type: Rectangle TopLeft: -1536, -1536 BottomRight: 1536, 1536 ^2x4Shape: HitShape: Type: Rectangle TopLeft: -1024, -2048 BottomRight: 1024, 2048 ^4x2Shape: HitShape: Type: Rectangle TopLeft: -2048, -1024 BottomRight: 2048, 1024 ^3x4Shape: HitShape: Type: Rectangle TopLeft: -1536, -2048 BottomRight: 1536, 2048 ^4x3FactoryWithBibShape: HitShape: Type: Rectangle TopLeft: -2048, -1536 BottomRight: 1024, 1536 ^4x3Shape: HitShape: Type: Rectangle TopLeft: -2048, -1536 BottomRight: 2048, 1536 ^4x4Shape: HitShape: Type: Rectangle TopLeft: -2048, -2048 BottomRight: 2048, 2048 ^3x5Shape: HitShape: Type: Rectangle TopLeft: -1536, -2560 BottomRight: 1536, 2560 ^5x3Shape: HitShape: Type: Rectangle TopLeft: -2560, -1536 BottomRight: 2560, 1536 ^2x5Shape: HitShape: Type: Rectangle TopLeft: -1024, -2560 BottomRight: 1024, 2560 ^2x6Shape: HitShape: Type: Rectangle TopLeft: -1024, -3072 BottomRight: 1024, 3072 ^6x4Shape: HitShape: Type: Rectangle TopLeft: -3072, -2048 BottomRight: 3072, 2048 ^BasicBuilding: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@3: ^Cloakable Inherits@selection: ^SelectableBuilding Huntable: Targetable: TargetTypes: Ground, Building, C4 HitShape: UseTargetableCellsOffsets: true Type: Rectangle LocalYaw: -128 TopLeft: -512, -512 BottomRight: 512, 512 Building: Dimensions: 1,1 Footprint: x BuildSounds: place2.aud TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement UndeploySounds: cashturn.aud ActorPreviewPlaceBuildingPreview: Palette: placefootprint LineBuildSegmentPalette: placelinesegment OverridePalette: placebuilding FootprintUnderPreview: Valid, LineBuild, Invalid FootprintOverPreview: None RequiresBuildableArea: AreaTypes: building Adjacent: 4 FrozenUnderFog: SoundOnDamageTransition: DamagedSounds: expnew01.aud DestroyedSounds: crmble2.aud WithSpriteBody: Explodes: Weapon: BuildingExplosions EmptyWeapon: BuildingExplosions Type: Footprint EngineerRepairable: ShakeOnDeath: Guardable: Range: 3c0 Demolishable: ThrowsShrapnel@SMALL: Weapons: SmallDebris Pieces: 2, 4 Range: 2c0, 5c0 ThrowsShrapnel@LARGE: Weapons: LargeDebris, LargeDebrisWithTrail Pieces: 1, 2 Range: 2c0, 5c0 MapEditorData: Categories: Building CommandBarBlacklist: ^Building: Inherits@1: ^BasicBuilding Inherits@2: ^EmpDisable GivesBuildableArea: AreaTypes: building CaptureManager: Capturable: RequiresCondition: !build-incomplete Types: building RepairableBuilding: RepairStep: 700 PlayerExperience: 25 RepairingNotification: Repairing WithDeathAnimation: DeathSequence: dead UseDeathTypeSuffix: false SpawnActorsOnSell@gdi: ActorTypes: e1, e1, e2, medic Factions: gdi SpawnActorsOnSell@nod: ActorTypes: e1, e1, e1, e3, e3 Factions: nod MustBeDestroyed: RequiredForShortGame: true OwnerLostAction: Action: Kill CaptureNotification: Demolishable: Condition: being-demolished Sellable: RequiresCondition: !build-incomplete && !being-demolished SellSounds: cashturn.aud WithMakeAnimation: Condition: build-incomplete ThrowsShrapnel@SMALL: Pieces: 3, 5 ThrowsShrapnel@LARGE: Pieces: 2, 3 WithBuildingRepairDecoration: Image: allyrepair Sequence: repair Position: Center Palette: mouse ^CivBuilding: Inherits: ^BasicBuilding -UpdatesPlayerStatistics: Health: HP: 90000 Armor: Type: Wood RevealsShroud: Range: 4c0 MaxHeightDelta: 3 RenderSprites: Palette: terraindecoration MapEditorData: Categories: Civilian building ^OldBase: Inherits: ^CivBuilding Inherits@SHAPE: ^2x2Shape Building: Footprint: xx xx Dimensions: 2, 2 Armor: Type: heavy Health: HP: 40000 RenderSprites: -Palette: -Cloak@EXTERNALCLOAK: -ExternalCondition@CLOAKGENERATOR: -ExternalCondition@CRATE-CLOAK: ^CivBillboard: Inherits: ^CivBuilding Building: Footprint: x Dimensions: 1, 1 Armor: Type: heavy Health: HP: 40000 MapEditorData: RequireTilesets: TEMPERATE ThrowsShrapnel@SMALL: Pieces: 1, 3 ThrowsShrapnel@LARGE: Pieces: 1, 1 MapEditorData: Categories: Billboard ^Crate: HiddenUnderFog: Tooltip: Name: Crate Crate: Lifetime: 180 TerrainTypes: Clear, Rough, Sand, Road, DirtRoad, Tiberium, BlueTiberium, Veins, Green, Pavement RenderSprites: Palette: terraindecoration WithCrateBody: MapEditorData: Categories: System Interactable: Bounds: 24,24 ^Wall: Inherits@1: ^SpriteActor Inherits@2: ^Cloakable CombatDebugOverlay: FrozenUnderFog: AppearsOnRadar: Interactable: OwnerLostAction: Action: ChangeOwner Building: Dimensions: 1,1 Footprint: x BuildSounds: place2.aud TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement UndeploySounds: cashturn.aud FootprintPlaceBuildingPreview: Palette: placefootprint LineBuildSegmentPalette: placelinesegment RequiresBuildableArea: AreaTypes: building Adjacent: 7 SoundOnDamageTransition: DamagedSounds: expnew01.aud DestroyedSounds: crmble2.aud Crushable: CrushClasses: wall LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall Targetable: TargetTypes: Ground, Wall, C4 WithWallSpriteBody: Type: wall Demolishable: Condition: being-demolished Sellable: RequiresCondition: !being-demolished SellSounds: cashturn.aud ScriptTriggers: Health: HitShape: Type: Rectangle LocalYaw: 128 TopLeft: -512, -512 BottomRight: 512, 512 VerticalTopOffset: 768 AppearsOnMapPreview: MapEditorData: Categories: Wall Valued: Cost: 50 CustomSellValue: Value: 0 BlocksProjectiles: Height: 768 ^BuildingPlug: Interactable: AlwaysVisible: Building: BuildSounds: place2.aud UndeploySounds: cashturn.aud SequencePlaceBuildingPreview: Sequence: place SequencePalette: placebuilding Palette: placefootprint KillsSelf: RemoveInstead: true RenderSprites: ^Infantry: Inherits@2: ^ExistsInWorld Inherits@3: ^SpriteActor Inherits@4: ^Cloakable Inherits@CRATESTATS: ^CrateStatModifiers Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill DeathTypes: BulletDeath Health: HP: 5000 Armor: Type: None Valued: Cost: 10 RevealsShroud: RequiresCondition: !inside-tunnel Range: 2c0 MaxHeightDelta: 3 Mobile: Voice: Move Speed: 71 AlwaysTurnInPlace: true Locomotor: foot TurnOnIdle: Selectable: DecorationBounds: 15,23,0,-9 Bounds: 24,24,0,-9 Voiced: VoiceSet: Infantry Targetable: RequiresCondition: !inside-tunnel TargetTypes: Ground, Infantry Targetable@HEAL: RequiresCondition: !inside-tunnel && damaged TargetTypes: Heal GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: AttackMove: Voice: Move Passenger: CargoType: Infantry Voice: Move HiddenUnderFog: ActorLostNotification: DamagedByTerrain: Terrain: Tiberium, BlueTiberium Damage: 200 DamageInterval: 16 DamageTypes: ExplosionDeath, TriggerVisceroid RequiresCondition: !inside-tunnel Guard: Voice: Move Guardable: ChangesHealth@HOSPITAL: Step: 500 Delay: 100 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: hospitalheal GrantConditionOnPrerequisite@HOSPITAL: Condition: hospital Prerequisites: cahosp GrantConditionOnDamageState@HOSPITAL: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical GrantCondition@HOSPITAL: RequiresCondition: hospital && damaged Condition: hospitalheal WithDecoration@REDCROSS: RequiresCondition: hospitalheal Position: BottomRight Margin: 3, 4 Image: pips Sequence: medic Palette: pips BlinkInterval: 32 BlinkPattern: Off, On RevealOnFire: EntersTunnels: Voice: Move HitShape: Type: Circle Radius: 128 MapEditorData: Categories: Infantry GrantConditionOnTunnelLayer: Condition: inside-tunnel WithDecoration@UNDERGROUND: RequiresCondition: inside-tunnel Position: Center Image: typeglyphs Sequence: infantry Palette: player IsPlayerPalette: true ^RegularInfantryDeath: WithDeathAnimation@normal: DeathSequence: die- DeathTypes: BulletDeath: twirling SmallExplosionDeath: flying WithDeathAnimation@explosion: DeathSequence: die- DeathSequencePalette: effect DeathPaletteIsPlayerPalette: False DeathTypes: ExplosionDeath: exploding WithDeathAnimation@energy: DeathSequence: die- DeathSequencePalette: ra DeathPaletteIsPlayerPalette: False DeathTypes: EnergyDeath: melting WithDeathAnimation: CrushedSequence: die-crushed CrushedSequencePalette: player CrushedPaletteIsPlayerPalette: true DeathSounds@NORMAL: DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath DeathSounds@EXPLOSION: Voice: Explode DeathTypes: ExplosionDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath DeathSounds@ZAPPED: Voice: Zapped DeathTypes: EnergyDeath Crushable: CrushSound: squish6.aud SpawnActorOnDeath: Actor: visc_sml Probability: 10 OwnerType: InternalName InternalOwner: Creeps DeathType: TriggerVisceroid RequiresLobbyCreeps: true SpawnActorOnDeath@FLAMEGUY: Actor: FLAMEGUY DeathType: FireDeath ^Soldier: Inherits@1: ^Infantry Inherits@2: ^RegularInfantryDeath RevealsShroud: Range: 4c0 MustBeDestroyed: TakeCover: DamageModifiers: Prone50Percent: 50 Prone60Percent: 60 Prone70Percent: 70 Prone100Percent: 100 Prone350Percent: 350 DamageTriggers: TriggerProne ProneOffset: 300,0,0 WithInfantryBody: IdleSequences: idle1,idle2 ^Cyborg: Inherits@1: ^Infantry Inherits@2: ^EmpDisable Inherits@3: ^HealsOnTiberium ExplosionOnDamageTransition: Weapon: CyborgExplode DamageState: Critical TriggerOnlyOnce: true Explodes: Weapon: CyborgExplode EmptyWeapon: CyborgExplode DeathSounds: RevealsShroud: Range: 4c0 MustBeDestroyed: TakeCover: RequiresCondition: critical Duration: -1 DamageModifiers: Prone50Percent: 50 Prone60Percent: 60 Prone70Percent: 70 Prone100Percent: 100 Prone350Percent: 350 ProneOffset: 300,0,0 ProneSequencePrefix: crippled- WithInfantryBody: DefaultAttackSequence: attack IdleSequences: idle1, idle2 GrantConditionOnDamageState@CRITICAL: Condition: critical ValidDamageStates: Critical GrantPermanently: true Mobile: PauseOnCondition: empdisable ^CivilianInfantry: Inherits@1: ^Infantry Inherits@2: ^RegularInfantryDeath Voiced: VoiceSet: Civilian Tooltip: Name: Civilian ScaredyCat: Wanders: MinMoveDelay: 150 MaxMoveDelay: 750 MapEditorData: Categories: Civilian infantry ^Vehicle: Inherits@2: ^ExistsInWorld Inherits@3: ^EmpDisable Inherits@4: ^Cloakable Inherits@5: ^DamagedByVeins Inherits@CRATESTATS: ^CrateStatModifiers Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill Mobile: PauseOnCondition: empdisable || being-captured || carried Locomotor: wheeled TurnSpeed: 20 Voice: Move Selectable: Bounds: 40,24 Voiced: VoiceSet: Vehicle Targetable: RequiresCondition: !inside-tunnel TargetTypes: Ground, Vehicle Targetable@REPAIR: RequiresCondition: !inside-tunnel && damaged TargetTypes: Repair GrantConditionOnDamageState@DAMAGED: Condition: damaged ValidDamageStates: Light, Medium, Heavy, Critical Repairable: RepairActors: gadept Voice: Move Passenger: CargoType: Vehicle Voice: Move AttackMove: Voice: Move HiddenUnderFog: ActorLostNotification: CaptureManager: BeingCapturedCondition: being-captured Capturable: Types: Vehicle CancelActivity: True Guard: Voice: Move Guardable: BodyOrientation: CameraPitch: 85 Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall MustBeDestroyed: RenderSprites: ThrowsShrapnel: Weapons: SmallDebris Pieces: 3, 7 Range: 2c0, 5c0 GrantConditionOnDamageState@DAMAGEDSPEED: Condition: damagedspeed ValidDamageStates: Heavy GrantConditionOnDamageState@CRITICALSPEED: Condition: criticalspeed ValidDamageStates: Critical SpeedMultiplier@DAMAGED: RequiresCondition: damagedspeed Modifier: 80 SpeedMultiplier@CRITICAL: RequiresCondition: criticalspeed Modifier: 60 Carryable: RequiresCondition: !inside-tunnel LockedCondition: carried RevealOnFire: EntersTunnels: Voice: Move HitShape: MapEditorData: Categories: Vehicle GrantConditionOnTunnelLayer: Condition: inside-tunnel WithDecoration@UNDERGROUND: RequiresCondition: inside-tunnel Position: Center Image: typeglyphs Sequence: vehicle Palette: player IsPlayerPalette: true ^Tank: Inherits: ^Vehicle Mobile: Locomotor: tracked ^VoxelActor: BodyOrientation: QuantizedFacings: 0 RenderVoxels: WithVoxelBody: ^CivilianVoxelVehicle: Inherits: ^Vehicle Inherits: ^VoxelActor -MustBeDestroyed: ^CivilianVoxelCrusher: Inherits: ^CivilianVoxelVehicle Mobile: Locomotor: heavywheeled ^Aircraft: Inherits@2: ^ExistsInWorld Inherits@3: ^Cloakable Inherits@selection: ^SelectableCombatUnit Huntable: OwnerLostAction: Action: Kill AppearsOnRadar: UseLocation: true Targetable@GROUND: TargetTypes: Ground, Vehicle RequiresCondition: !airborne Targetable@AIRBORNE: TargetTypes: Air RequiresCondition: airborne Repairable: RepairActors: gadept Voice: Move Aircraft: AirborneCondition: airborne CruisingCondition: cruising CruiseAltitude: 4c704 AltitudeVelocity: 96 Voice: Move IdealSeparation: 853 MaximumPitch: 120 LandableTerrainTypes: Clear, Road, Rail, DirtRoad, Rough, Tiberium, BlueTiberium, Veins Crushes: crate, infantry MoveIntoShroud: false CanHover: true CanSlide: true VTOL: true Pitch: -64 PitchSpeed: 16 Roll: 56 RollSpeed: 14 Voiced: VoiceSet: Heli HiddenUnderFog: Type: GroundPosition AttackMove: Voice: Move MoveIntoShroud: false ActorLostNotification: BodyOrientation: QuantizedFacings: 0 CameraPitch: 85 Guard: Voice: Move Guardable: MustBeDestroyed: RenderVoxels: WithVoxelBody: RevealOnFire: HitShape: MapEditorData: Categories: Aircraft SpawnActorOnDeath: RequiresCondition: airborne Hovers@CRUISING: RequiresCondition: cruising BobDistance: -64 InitialHeight: 64 ^EMPableAircraft: Inherits: ^Aircraft Inherits@EMP: ^EmpDisable Aircraft: PauseOnCondition: empdisable KillsSelf: RequiresCondition: airborne && empdisable ^AircraftHusk: RenderVoxels: RenderSprites: WithVoxelBody: BodyOrientation: QuantizedFacings: 0 CameraPitch: 85 Aircraft: Health: HP: 28000 Armor: Type: Heavy HiddenUnderFog: Type: GroundPosition AlwaysVisibleStances: None ScriptTriggers: Interactable: Tooltip: GenericName: Destroyed Aircraft FallsToEarth: Moves: true Velocity: 112 MaximumSpinSpeed: 40 HitShape: ^Visceroid: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@3: ^HealsOnTiberium Inherits@selection: ^SelectableCombatUnit Huntable: Health: Armor: Type: Light Mobile: Speed: 113 TurnSpeed: 64 Locomotor: visceroid Selectable: Bounds: 26,26,0,-3 Targetable: TargetTypes: Ground, Creep AttackMove: HiddenUnderFog: Guardable: WithFacingSpriteBody: RevealOnFire: EntersTunnels: Voice: Move HitShape: Type: Circle Radius: 256 VerticalTopOffset: 512 MapEditorData: Categories: Critter GrantConditionOnTunnelLayer: Condition: inside-tunnel ^BlossomTree: Inherits@1: ^SpriteActor Interactable: Tooltip: Name: Blossom Tree RenderSprites: Palette: player WithSpriteBody: Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tiberium AppearsOnMapPreview: Terrain: Tiberium FrozenUnderFog: SeedsResource: ResourceType: Tiberium Interval: 55 WithIdleAnimation: Interval: 500, 1000 MapEditorData: Categories: Resource spawn ^Tree: Inherits@1: ^SpriteActor Interactable: HiddenUnderShroud: RenderSprites: Palette: terraindecoration WithSpriteBody: Building: Footprint: x Dimensions: 1, 1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree AppearsOnMapPreview: Terrain: Tree Tooltip: Name: Tree MapEditorData: Categories: Tree RequiresSpecificOwners: ValidOwnerNames: Neutral ^Rock: Inherits@1: ^SpriteActor Interactable: HiddenUnderShroud: RenderSprites: Palette: terraindecoration WithSpriteBody: Building: Footprint: x Dimensions: 1, 1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Rock AppearsOnMapPreview: Terrain: Rock Tooltip: Name: Rock MapEditorData: Categories: Decoration RequiresSpecificOwners: ValidOwnerNames: Neutral ^Decoration: Inherits@1: ^SpriteActor Interactable: HiddenUnderShroud: RenderSprites: Palette: terraindecoration WithSpriteBody: Building: Footprint: x Dimensions: 1, 1 MapEditorData: Categories: Decoration RequiresSpecificOwners: ValidOwnerNames: Neutral ^Box: Inherits: ^Decoration Tooltip: Name: Box ^Drum: Inherits: ^Decoration Tooltip: Name: Drum ^Palette: Inherits: ^Decoration Tooltip: Name: Palette ^Defense: Inherits: ^Building Inherits@selection: ^SelectableCombatBuilding -GivesBuildableArea: RenderRangeCircle: RenderDetectionCircle: RevealsShroud: Range: 6c0 DetectCloaked: Range: 5c0 Targetable: TargetTypes: Ground, Building, C4, Defense -Capturable: RevealOnFire: MapEditorData: Categories: Defense -CommandBarBlacklist: ^Train: Inherits@1: ^EmpDisable Inherits@2: ^ExistsInWorld Inherits@3: ^Cloakable Inherits@selection: ^SelectableCombatUnit Huntable: RenderVoxels: RenderSprites: WithVoxelBody: Mobile: TurnSpeed: 20 Voice: Move Speed: 113 PauseOnCondition: empdisable Locomotor: train Cargo: Types: Infantry UnloadVoice: Unload Health: HP: 10000 Armor: Type: Light RevealsShroud: Range: 5c0 MaxHeightDelta: 3 RequiresCondition: !inside-tunnel Selectable: Bounds: 40,24 Voiced: VoiceSet: Vehicle Targetable: TargetTypes: Ground, Vehicle Passenger: CargoType: Infantry Voice: Move HiddenUnderFog: BodyOrientation: CameraPitch: 85 QuantizedFacings: 0 Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall ThrowsShrapnel: Weapons: SmallDebris Pieces: 3, 7 Range: 2c0, 5c0 HitShape: MapEditorData: Categories: Railway GrantConditionOnTunnelLayer: Condition: inside-tunnel ^TerrainOverlay: AlwaysVisible: Immobile: OccupiesSpace: False RenderSprites: Palette: terraindecoration WithSpriteBody: BodyOrientation: UseClassicPerspectiveFudge: False QuantizedFacings: 1 ^Railway: Inherits: ^TerrainOverlay EditorOnlyTooltip: Name: Railway ChangesTerrain: TerrainType: Rail MapEditorData: Categories: Railway Interactable: ^Tunnel: RenderSprites: Palette: terraindecoration WithSpriteBody: BodyOrientation: UseClassicPerspectiveFudge: False QuantizedFacings: 1 Building: Dimensions: 3, 3 Footprint: ___ ___ ___ Targetable: AlwaysVisible: TunnelEntrance: MapEditorData: Categories: Tunnel Interactable: Bounds: 144, 144 ^Gate: Inherits: ^Building Inherits@EMPDISABLE: ^EmpDisable Huntable: Valued: Cost: 250 Health: HP: 35000 Armor: Type: Heavy LineBuildNode: Types: wall, gate -Capturable: -GivesBuildableArea: -MustBeDestroyed: -WithMakeAnimation: -WithSpriteBody: WithGateSpriteBody: OpenSequence: open Tooltip: Buildable: Description: Automated barrier that opens for allied units. HitShape: Type: Rectangle LocalYaw: -128 TopLeft: -512, -512 BottomRight: 512, 512 VerticalTopOffset: 768 MapEditorData: Categories: Wall Gate: PauseOnCondition: empdisable OpeningSound: gateup1.aud ClosingSound: gatedwn1.aud BlocksProjectilesHeight: 768 Sellable: RequiresCondition: !being-demolished ^Gate_A: Inherits: ^Gate Inherits@shape: ^3x1Shape Health: Building: Dimensions: 3,1 Footprint: xxx WithGateSpriteBody: WallConnections: -1,0, 3,0 LineBuildNode: Connections: -1,0, 1,0 ^Gate_B: Inherits: ^Gate Inherits@shape: ^1x3Shape Health: Building: Dimensions: 1,3 Footprint: x x x WithGateSpriteBody: WallConnections: 0,-1, 0,3 LineBuildNode: Connections: 0,-1, 0,1 ^HealsOnTiberium: DamagedByTerrain: Damage: -200 DamageInterval: 16 Terrain: Tiberium, BlueTiberium RequiresCondition: !inside-tunnel ^DamagedByVeins: DamagedByTerrain@VEINS: Damage: 500 DamageInterval: 16 DamageTypes: BulletDeath Terrain: Veins RequiresCondition: !inside-tunnel LeavesTrails@VEINS: Image: veins Palette: player TerrainTypes: Veins TrailWhileStationary: true StationaryInterval: 16 MovingInterval: 16 StartDelay: -1 SpawnAtLastPosition: false RequiresCondition: !inside-tunnel ^DisableOnLowPower: WithColoredOverlay@IDISABLE: RequiresCondition: disabled Palette: disabled GrantConditionOnPowerState@LOWPOWER: Condition: lowpower ValidPowerStates: Low, Critical GrantCondition@IDISABLE: RequiresCondition: lowpower Condition: disabled ^DisableOnPowerDown: WithColoredOverlay@IDISABLE: RequiresCondition: disabled Palette: disabled GrantCondition@IDISABLE: RequiresCondition: powerdown Condition: disabled ToggleConditionOnOrder: DisabledSpeech: EnablePower EnabledSpeech: DisablePower Condition: powerdown OrderName: PowerDown WithDecoration@POWERDOWN: Image: poweroff Sequence: offline Palette: mouse RequiresCondition: powerdown Position: Center Offsets: repairing: 12, 0 PowerMultiplier@POWERDOWN: RequiresCondition: powerdown Modifier: 0 RepairableBuilding: RepairCondition: repairing WithBuildingRepairDecoration: Offsets: powerdown: -12, 0 ^DisableOnLowPowerOrPowerDown: Inherits@LOWPOWER: ^DisableOnLowPower Inherits@POWERDOWN: ^DisableOnPowerDown GrantCondition@IDISABLE: RequiresCondition: lowpower || powerdown Condition: disabled ^Selectable: Selectable: SelectionDecorations: WithTextControlGroupDecoration: Margin: 2, 0 DrawLineToTarget: QueuedLineWidth: 2 QueuedMarkerWidth: 3 ^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 ^CargoPips: WithCargoPipsDecoration: Position: BottomLeft RequiresSelection: true Palette: pips Margin: 5, 2 CustomPipSequences: red: pip-red green: pip-green yellow: pip-yellow ^SelectableBuilding: IsometricSelectable: Priority: 2 IsometricSelectionDecorations: WithTextControlGroupDecoration: Margin: 1, 1 DrawLineToTarget: QueuedLineWidth: 2 QueuedMarkerWidth: 3 ^SelectableCombatBuilding: Inherits@selectiondecorations: ^SelectableBuilding IsometricSelectable: Priority: 4 ^PrimaryBuilding: PrimaryBuilding: PrimaryCondition: primary SelectionNotification: PrimaryBuildingSelected WithTextDecoration@primary: RequiresCondition: primary Position: Top RequiresSelection: true Text: PRIMARY Color: E0D048