^Vehicle: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Clear: 80 Rough: 50 Road: 100 Tiberium: 50 BlueTiberium: 50 Beach: 50 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground, Vehicle Repairable: Chronoshiftable: Passenger: CargoType: Vehicle HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: AttackMove: WithSmoke: CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Vehicle UpdatesPlayerStatistics: Cloak: RequiresUpgrade: cloak InitialDelay: 15 CloakDelay: 90 CloakSound: trans1.aud UncloakSound: trans1.aud Huntable: LuaScriptEvents: ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: ^Tank: AppearsOnRadar: Mobile: Crushes: wall, crate, infantry TerrainSpeeds: Clear: 80 Rough: 70 Road: 100 Tiberium: 70 BlueTiberium: 70 Beach: 70 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground, Vehicle Repairable: Chronoshiftable: Passenger: CargoType: Vehicle HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: AttackMove: WithSmoke: Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Tank UpdatesPlayerStatistics: Cloak: RequiresUpgrade: cloak InitialDelay: 15 CloakDelay: 90 CloakSound: trans1.aud UncloakSound: trans1.aud Huntable: LuaScriptEvents: ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: ^Helicopter: AppearsOnRadar: UseLocation: yes TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground SelectionDecorations: Selectable: Voice: VehicleVoice Helicopter: RepairBuildings: hpad RearmBuildings: LandWhenIdle: false HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Explodes: Weapon: HeliExplode EmptyWeapon: HeliExplode CombatDebugOverlay: AttackMove: Guard: Guardable: BodyOrientation: UpdatesPlayerStatistics: Huntable: LuaScriptEvents: ScriptTriggers: Tooltip: GenericName: Helicopter GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: ^Infantry: AppearsOnRadar: Health: Radius: 128 Armor: Type: None RevealsShroud: Range: 5c0 AutoTarget: ScanRadius: 4 Mobile: Crushes: crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Tiberium: 70 PathingCost: 300 BlueTiberium: 70 PathingCost: 300 Beach: 80 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground, Infantry TakeCover: SpeedModifier: 60 RenderInfantry: WithDeathAnimation: AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: PoisonedByTiberium: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: SpawnViceroid: Probability: 10 Crushable: WarnProbability: 67 CrushSound: squish2.aud CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Soldier SelfHealing@HOSPITAL: Step: 5 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: hospitalheal GlobalUpgradable: Upgrades: hospitalheal Prerequisites: hosp UpdatesPlayerStatistics: Huntable: LuaScriptEvents: DetectCloaked: Range: 1 ScriptTriggers: DeathSounds@NORMAL: DeathTypes: 1, 2, 3, 4 DeathSounds@BURNED: DeathSound: Burned DeathTypes: 5 DeathSounds@POISONED: DeathSound: Poisoned DeathTypes: 6 GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: ^CivInfantry: Inherits: ^Infantry -AutoTarget: -TakeCover: AppearsOnRadar: SelectionDecorations: Selectable: Voice: CivilianMaleVoice Bounds: 12,17,0,-9 Valued: Cost: 70 Tooltip: Name: Civilian GenericVisibility: None Mobile: Speed: 56 Health: HP: 25 RevealsShroud: Range: 2c0 Armament: Weapon: Pistol AttackFrontal: ActorLostNotification: Notification: CivilianKilled NotifyAll: true ScaredyCat: Crushable: CrushSound: squish2.aud ^DINO: AppearsOnRadar: Health: Radius: 128 HP: 1000 Armor: Type: Wood Buildable: Queue: Biolab BuildPaletteOrder: 50 Valued: Cost: 1000 Tooltip: Name: Dinosaur RevealsShroud: Range: 6c0 Mobile: Crushes: crate Speed: 113 TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Tiberium: 70 BlueTiberium: 70 Beach: 80 Selectable: Voice: DinoVoice TargetableUnit: TargetTypes: Ground, Infantry HiddenUnderFog: GivesExperience: RenderInfantry: Palette: terrain WithDeathAnimation: UseDeathTypeSuffix: false EditorAppearance: UseTerrainPalette: true BodyOrientation: DrawLineToTarget: AutoTarget: ScanRadius: 4 AttackMove: AttackFrontal: UpdatesPlayerStatistics: Huntable: LuaScriptEvents: ScriptTriggers: DeathSounds: ^Plane: AppearsOnRadar: UseLocation: yes SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Air HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: CombatDebugOverlay: BodyOrientation: Huntable: AttackMove: LuaScriptEvents: ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: ^Ship: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Water: 100 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground, Water HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: AttackMove: CombatDebugOverlay: Guard: Guardable: BodyOrientation: UpdatesPlayerStatistics: Huntable: LuaScriptEvents: ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: ^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground, C4, Structure Armor: Type: Wood Building: Adjacent: 4 RequiresBaseProvider: true Dimensions: 1,1 Footprint: x BuildSounds: constru2.aud, hvydoor1.aud TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: crumble.aud RenderBuilding: WithBuildingExplosion: EmitInfantryOnSell: ActorTypes: e6,e1 GivesExperience: CaptureNotification: Notification: BuildingCaptured NewOwnerVoice: no ActorLostNotification: Notification: BuildingLost EditorAppearance: RelativeToTopLeft: yes ShakeOnDeath: CombatDebugOverlay: Guardable: Range: 3 BodyOrientation: Tooltip: GenericName: Structure FrozenUnderFog: UpdatesPlayerStatistics: Huntable: LuaScriptEvents: Demolishable: ScriptTriggers: WithMakeAnimation: ^BaseBuilding: Inherits: ^Building MustBeDestroyed: RepairableBuilding: RepairPercent: 40 RepairStep: 14 DeadBuildingState: GivesBuildableArea: EngineerRepairable: Sellable: SellSounds: cashturn.aud Capturable: ^CivBuilding: Inherits: ^Building Health: HP: 400 Armor: Type: Wood Building: Tooltip: Name: Civilian Building GenericVisibility: None FrozenUnderFog: StartsRevealed: true ^CivBuildingHusk: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x RenderBuilding: EditorAppearance: RelativeToTopLeft: yes Tooltip: Name: Civilian Building (Destroyed) GenericVisibility: None BodyOrientation: FrozenUnderFog: StartsRevealed: true LuaScriptEvents: ScriptTriggers: WithMakeAnimation: ^TechBuilding: Inherits: ^CivBuilding Capturable: CaptureNotification: Notification: CivilianBuildingCaptured RepairableBuilding: RepairPercent: 40 RepairStep: 14 EngineerRepairable: RevealsShroud: Range: 3c0 ^CivField: Inherits: ^CivBuilding -Selectable: Tooltip: Name: Field -WithBuildingExplosion: -TargetableBuilding: -Demolishable: RenderBuilding: Palette: terrain EditorAppearance: UseTerrainPalette: true WithMakeAnimation: ^CivFieldHusk: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: _ EditorAppearance: RelativeToTopLeft: yes Tooltip: Name: Field (Destroyed) GenericVisibility: None BelowUnits: BodyOrientation: RenderBuilding: Palette: terrain FrozenUnderFog: StartsRevealed: true LuaScriptEvents: ScriptTriggers: WithMakeAnimation: ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: hvydoor1.aud Adjacent: 7 TerrainTypes: Clear,Road TargetableBuilding: TargetTypes: Ground, Wall Crushable: CrushClasses: wall CrushSound: sandbag2.aud BlocksBullets: LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall RenderBuildingWall: Palette: staticterrain GivesExperience: EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: Sellable: SellSounds: cashturn.aud Guardable: BodyOrientation: FrozenUnderFog: LuaScriptEvents: ScriptTriggers: ^Tree: Tooltip: Name: Tree RenderBuilding: Palette: staticterrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes Health: HP: 500 DeadBuildingState: Armor: Type: Wood AutoTargetIgnore: BodyOrientation: FrozenUnderFog: StartsRevealed: true LuaScriptEvents: ScriptTriggers: WithMakeAnimation: ^TibTree: Tooltip: Name: Blossom Tree RenderBuilding: Palette: staticterrain Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tiberium EditorAppearance: BodyOrientation: FrozenUnderFog: StartsRevealed: true LuaScriptEvents: WithMakeAnimation: ^Rock: Tooltip: Name: Rock RenderBuilding: Palette: staticterrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes BodyOrientation: FrozenUnderFog: StartsRevealed: true LuaScriptEvents: ScriptTriggers: WithMakeAnimation: ^Husk: Health: HP: 140 Armor: Type: Light Husk: AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach HiddenUnderFog: Burns: Interval: 2 TargetableUnit: RequiresForceFire: yes TargetTypes: Ground AutoTargetIgnore: Capturable: Type: husk AllowAllies: yes CaptureThreshold: 1.0 TransformOnCapture: ForceHealthPercentage: 25 BelowUnits: BodyOrientation: Tooltip: GenericName: Destroyed Vehicle LuaScriptEvents: DisabledOverlay: ScriptTriggers: ^HelicopterHusk: Inherits: ^Husk -Husk: -Burns: FallsToEarth: Spins: True Moves: False Explosion: HeliCrash -BelowUnits: -Capturable: -TransformOnCapture: -TargetableUnit: ^Bridge: Tooltip: Name: Bridge TargetableBuilding: RequiresForceFire: yes TargetTypes: Ground, Water BelowUnits: Health: HP: 500 SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: xplobig4.aud BodyOrientation: LuaScriptEvents: ScriptTriggers: