^ExistsInWorld: AppearsOnRadar: UpdatesPlayerStatistics: CombatDebugOverlay: GivesExperience: PlayerExperienceModifier: 1 ScriptTriggers: RenderDebugState: ^SpriteActor: BodyOrientation: QuantizeFacingsFromSequence: RenderSprites: ^GainsExperience: GainsExperience: LevelUpNotification: LevelUp LevelUpTextNotification: Unit promoted. 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 ChangesHealth@ELITE: Step: 0 PercentageStep: 4 Delay: 125 StartIfBelow: 100 DamageCooldown: 125 RequiresCondition: rank-elite WithDecoration@RANK-1: Image: rank Sequence: rank-veteran-1 Palette: effect Position: BottomRight Margin: 5, 6 RequiresCondition: rank-veteran == 1 WithDecoration@RANK-2: Image: rank Sequence: rank-veteran-2 Palette: effect Position: BottomRight Margin: 5, 6 RequiresCondition: rank-veteran == 2 WithDecoration@RANK-3: Image: rank Sequence: rank-veteran-3 Palette: effect Position: BottomRight Margin: 5, 6 RequiresCondition: rank-veteran == 3 WithDecoration@RANK-ELITE: Image: rank Sequence: rank-elite Palette: effect Position: BottomRight Margin: 5, 6 RequiresCondition: rank-elite ^AutoTargetGround: AutoTarget: AttackAnythingCondition: stance-attackanything AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything ValidTargets: Infantry, Vehicle, Defense InvalidTargets: NoAutoTarget AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything ValidTargets: Infantry, Vehicle, Structure, Defense InvalidTargets: NoAutoTarget AutoTargetPriority@CREEPS: ValidTargets: Creep ^AutoTargetGroundAssaultMove: Inherits: ^AutoTargetGround AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move GrantConditionOnBotOwner@BOTOWNER: Condition: bot-owned Bots: omnius, vidious, gladius GrantCondition@IGNORECREEPS: Condition: ignore-creeps RequiresCondition: bot-owned && (attack-move || assault-move) AutoTargetPriority@CREEPS: RequiresCondition: !ignore-creeps AttackMove: AttackMoveCondition: attack-move AssaultMoveCondition: assault-move ^AutoTargetVehicleAssaultMove: Inherits: ^AutoTargetGroundAssaultMove AutoTargetPriority@VEHICLES: ValidTargets: Vehicle InvalidTargets: Infantry, Structure, Defense RequiresCondition: bot-owned Priority: 10 ^AutoTargetAll: AutoTarget: AttackAnythingCondition: stance-attackanything AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything ValidTargets: Infantry, Vehicle, Air, Defense InvalidTargets: NoAutoTarget AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything ValidTargets: Infantry, Vehicle, Air, Structure, Defense InvalidTargets: NoAutoTarget AutoTargetPriority@CREEPS: ValidTargets: Creep ^AutoTargetAllAssaultMove: Inherits: ^AutoTargetAll AutoTargetPriority@DEFAULT: RequiresCondition: !stance-attackanything && !assault-move AutoTargetPriority@ATTACKANYTHING: RequiresCondition: stance-attackanything || assault-move GrantConditionOnBotOwner@BOTOWNER: Condition: bot-owned Bots: omnius, vidious, gladius GrantCondition@IGNORECREEPS: Condition: ignore-creeps RequiresCondition: bot-owned && (attack-move || assault-move) AutoTargetPriority@CREEPS: RequiresCondition: !ignore-creeps AttackMove: AttackMoveCondition: attack-move AssaultMoveCondition: assault-move ^PlayerHandicaps: HandicapFirepowerMultiplier: HandicapDamageMultiplier: HandicapProductionTimeMultiplier: ^Vehicle: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@selection: ^SelectableCombatUnit Inherits@handicaps: ^PlayerHandicaps Tooltip: GenericName: Unit Huntable: OwnerLostAction: Action: Kill Mobile: TurnSpeed: 20 Locomotor: vehicle PauseOnCondition: notmobile Selectable: Bounds: 1024, 1024 Targetable: TargetTypes: Ground, Vehicle, C4 Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: ActorLostNotification: TextNotification: Unit lost. Repairable: RepairActors: repair_pad Guard: Voice: Guard Guardable: WithFacingSpriteBody: Demolishable: TemporaryOwnerManager: MustBeDestroyed: Voiced: VoiceSet: VehicleVoice AutoCarryable: CarriedCondition: notmobile ReservedCondition: carryall-reserved LockedCondition: notmobile WithDecoration@CARRYALL: Image: pips Margin: 7, 9 Sequence: pickup-indicator RequiresCondition: carryall-reserved RevealOnFire: RevealOnDeath: Duration: 100 Radius: 2c512 HitShape: Type: Circle Radius: 16 MapEditorData: Categories: Vehicle GrantConditionOnDamageState@HEAVY: Condition: heavy-damage SpeedMultiplier@HEAVYDAMAGE: RequiresCondition: heavy-damage Modifier: 75 FloatingSpriteEmitter@SMOKE: RequiresCondition: heavy-damage Palette: smoke3 Image: smoke3 Lifetime: 15, 20 Speed: 3 Gravity: 50 SpawnFrequency: 5, 10 RandomFacing: true RandomRate: 4 Offset: 0, 0, 200 TurnRate: 3 Duration: 500 ^Tank: Inherits: ^Vehicle Mobile: Locomotor: tank ^Husk: Inherits@1: ^SpriteActor Interactable: Health: HP: 750 Armor: Type: light HiddenUnderFog: Type: CenterPosition AlwaysVisibleRelationships: None Tooltip: GenericName: Destroyed Unit ScriptTriggers: WithFacingSpriteBody: HitShape: Type: Circle Radius: 16 MapEditorData: Categories: Husk ^VehicleHusk: Inherits: ^Husk Husk: AllowedTerrain: Sand, Rock, Transition, Concrete, Spice, SpiceSand, SpiceBlobs, Dune Targetable: TargetTypes: Ground, Vehicle RequiresForceFire: true WithColoredOverlay@IDISABLE: Color: 000000B4 Explodes: Weapon: UnitExplodeMed EmptyWeapon: UnitExplodeMed WithIdleOverlay@Burns: Image: fire Sequence: 1 IsDecoration: True ChangesHealth: Step: -10 StartIfBelow: 101 Delay: 4 ^AircraftHusk: Inherits: ^Husk Tooltip: GenericName: Unit WithShadow: FallsToEarth: MaximumSpinSpeed: 0 Moves: True Explosion: UnitExplodeLarge -MapEditorData: ^Infantry: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^SpriteActor Inherits@selection: ^SelectableCombatUnit Inherits@handicaps: ^PlayerHandicaps Tooltip: GenericName: Unit Huntable: OwnerLostAction: Action: Kill DeathTypes: ExplosionDeath Health: Armor: Type: none RevealsShroud: Range: 3c768 Mobile: AlwaysTurnInPlace: true Locomotor: foot TerrainCursors: Rough: move-rough Selectable: Bounds: 768, 768, 0, -128 DecorationBounds: 384, 640, 0, -128 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: Passenger: CargoType: Infantry HiddenUnderFog: ActorLostNotification: TextNotification: Unit lost. 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: 16 MapEditorData: Categories: Infantry AttackFrontal: FacingTolerance: 0 ^Plane: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@handicaps: ^PlayerHandicaps Interactable: Tooltip: GenericName: Unit OwnerLostAction: Action: Kill AppearsOnRadar: UseLocation: true HiddenUnderFog: Type: GroundPosition ActorLostNotification: TextNotification: Unit lost. AttackMove: WithFacingSpriteBody: WithShadow: HitShape: Type: Circle Radius: 16 MapEditorData: Categories: Aircraft ^Building: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Inherits@selection: ^SelectableBuilding Inherits@handicaps: ^PlayerHandicaps Tooltip: GenericName: Structure Huntable: OwnerLostAction: Action: Kill RevealsShroud: Targetable: TargetTypes: Ground, C4, Structure HitShape: UseTargetableCellsOffsets: true Type: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 D2kBuilding: Dimensions: 1,1 Footprint: x TerrainTypes: Rock, Concrete BuildSounds: BUILD1.WAV ConcretePrerequisites: global-auto-concrete D2kActorPreviewPlaceBuildingPreview: RequiresPrerequisites: !global-auto-concrete PreviewAlpha: 0.65 RequiresBuildableArea: AreaTypes: building Adjacent: 3 GivesBuildableArea: AreaTypes: building CaptureManager: Capturable: RequiresCondition: !build-incomplete Types: building SoundOnDamageTransition: DamagedSounds: EXPLSML1.WAV DestroyedSounds: EXPLHG1.WAV Explodes: Type: Footprint Weapon: BuildingExplode EmptyWeapon: BuildingExplode RepairableBuilding: RepairStep: 500 PlayerExperience: 5 RepairingNotification: Repairing SpawnActorsOnSell: ActorTypes: light_inf GuaranteedActorTypes: light_inf MustBeDestroyed: RequiredForShortGame: true FrozenUnderFog: CaptureNotification: TextNotification: Enemy building captured. LoseTextNotification: One of our buildings has been captured. ActorLostNotification: Notification: BuildingLost TextNotification: Building lost. ShakeOnDeath: Demolishable: Condition: being-demolished Sellable: RequiresCondition: !build-incomplete && !being-demolished SellSounds: BUILD1.WAV Notification: StructureSold Guardable: Range: 3c0 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 Position: Center Palette: player IsPlayerPalette: True ^Defense: Inherits: ^Building Inherits@selection: ^SelectableCombatBuilding WithSpriteTurret: RequiresCondition: !build-incomplete AttackTurreted: PauseOnCondition: build-incomplete RenderRangeCircle: DetectCloaked: Range: 1c768 -GivesBuildableArea: WithMakeAnimation: BodyNames: make -Capturable: WithSpriteBody: Name: make Sequence: invisible WithWallSpriteBody: RequiresCondition: !build-incomplete 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 Color: 000000B4 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 Position: Center Offsets: repairing: 10, 0 PowerMultiplier@POWERDOWN: RequiresCondition: powerdown Modifier: 0 RepairableBuilding: RepairCondition: repairing WithBuildingRepairDecoration: Offsets: powerdown: -10, 0 ^Selectable: Selectable: SelectionDecorations: WithSpriteControlGroupDecoration: Margin: -1, -1 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 ^PrimaryBuilding: PrimaryBuilding: PrimaryCondition: primary ProductionQueues: Building SelectionNotification: PrimaryBuildingSelected SelectionTextNotification: Primary building selected. WithTextDecoration@primary: RequiresCondition: primary Position: Top Margin: 0, 5 RequiresSelection: true Text: PRIMARY ^Upgradeable: GrantConditionOnPrerequisite@UPGRADEABLE: Condition: stardecoration WithDecoration@upgraded: RequiresCondition: stardecoration Position: TopRight Margin: 6, 8 RequiresSelection: true Image: pips Sequence: tag-upgraded