^Vehicle: AppearsOnRadar: Mobile: Crushes: mine, crate TerrainSpeeds: Clear: 80 Rough: 40 Road: 100 Bridge: 100 Ore: 70 Gems: 70 Beach: 40 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground, Repair, Vehicle Repairable: Chronoshiftable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types: Vehicle GivesBounty: GpsDot: String: Vehicle WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Vehicle EjectOnDeath: PilotActor: e1 SuccessRate: 20 EjectOnGround: true EjectInAir: false AllowUnsuitableCell: false Huntable: LuaScriptEvents: Capturable: Type: vehicle CaptureThreshold: 1 CancelActivity: True CaptureNotification: Notification: UnitStolen ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: UpgradeOverlay@IRONCURTAIN: RequiresUpgrade: invulnerability InvulnerabilityUpgrade@IRONCURTAIN: RequiresUpgrade: invulnerability TimedUpgradeBar: Upgrade: invulnerability ^Tank: AppearsOnRadar: Mobile: Crushes: wall, mine, crate TerrainSpeeds: Clear: 80 Rough: 70 Road: 100 Bridge: 100 Ore: 70 Gems: 70 Beach: 70 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground, C4, Repair, Tank Repairable: Chronoshiftable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types: Tank GivesBounty: GpsDot: String: Vehicle WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Tank EjectOnDeath: PilotActor: e1 SuccessRate: 20 EjectOnGround: true EjectInAir: false AllowUnsuitableCell: false Huntable: LuaScriptEvents: Capturable: Type: vehicle CaptureThreshold: 1 CancelActivity: True CaptureNotification: Notification: UnitStolen ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: UpgradeOverlay@IRONCURTAIN: RequiresUpgrade: invulnerability InvulnerabilityUpgrade@IRONCURTAIN: RequiresUpgrade: invulnerability TimedUpgradeBar: Upgrade: invulnerability ^Infantry: AppearsOnRadar: Health: Radius: 128 Armor: Type: None RevealsShroud: Range: 4c0 Mobile: Crushes: mine, crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Bridge: 100 Ore: 80 Gems: 80 Beach: 80 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground, Infantry, Disguise RenderInfantry: WithDeathAnimation: AutoTarget: AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types: Infantry GivesBounty: GpsDot: String: Infantry Crushable: CrushSound: squishy2.aud UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Soldier SelfHealing@HOSPITAL: Step: 5 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: hospitalheal GlobalUpgradable: Upgrades: hospitalheal Prerequisites: hosp Huntable: LuaScriptEvents: ScriptTriggers: DeathSounds@NORMAL: DeathTypes: 1, 2, 3, 4 DeathSounds@BURNED: DeathSound: Burned DeathTypes: 5 DeathSounds@ZAPPED: DeathSound: Zapped DeathTypes: 6 Parachutable: ParachuteOffset: 0,0,427 KilledOnImpassableTerrain: true ParachuteSequence: parach ShadowSequence: parach-shadow GroundImpactSound: squishy2.aud WaterImpactSound: splash9.aud Cloneable: Types: Infantry 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, Repair HiddenUnderFog: AttackMove: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: NavalUnitLost ProximityCaptor: Types: Ship GivesBounty: GpsDot: String: Ship WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: Tooltip: GenericName: Ship Huntable: LuaScriptEvents: ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: UpgradeOverlay@IRONCURTAIN: RequiresUpgrade: invulnerability InvulnerabilityUpgrade@IRONCURTAIN: RequiresUpgrade: invulnerability TimedUpgradeBar: Upgrade: invulnerability ^Plane: AppearsOnRadar: UseLocation: true SelectionDecorations: Selectable: Voice: GenericVoice TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground, Repair HiddenUnderFog: AttackMove: Guard: Guardable: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: AirUnitLost ProximityCaptor: Types: Plane EjectOnDeath: PilotActor: E1 SuccessRate: 50 EjectOnGround: false EjectInAir: true AllowUnsuitableCell: true GivesBounty: GpsDot: String: Plane UpdatesPlayerStatistics: CombatDebugOverlay: BodyOrientation: Tooltip: GenericName: Plane Huntable: LuaScriptEvents: ScriptTriggers: GainsStatUpgrades: SelfHealing@ELITE: Step: 2 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresUpgrade: selfheal UpgradeManager: UpgradeOverlay@IRONCURTAIN: RequiresUpgrade: invulnerability InvulnerabilityUpgrade@IRONCURTAIN: RequiresUpgrade: invulnerability TimedUpgradeBar: Upgrade: invulnerability ^Helicopter: Inherits: ^Plane Tooltip: GenericName: Helicopter GpsDot: String: Helicopter ^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, Structure Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road RequiresBaseProvider: True GivesBuildableArea: ExternalCapturable: ExternalCapturableBar: SoundOnDamageTransition: DamagedSound: kaboom1.aud DestroyedSound: kaboom22.aud RenderBuilding: WithMakeAnimation: WithBuildingExplosion: RepairableBuilding: EngineerRepairable: EmitInfantryOnSell: ActorTypes: e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,e6,e6,e6,e6,e6 MustBeDestroyed: GivesExperience: CaptureNotification: EditorAppearance: RelativeToTopLeft: true ShakeOnDeath: ProximityCaptor: Types: Building Sellable: SellSounds: cashturn.aud AcceptsSupplies: GivesBounty: UpdatesPlayerStatistics: CombatDebugOverlay: Guardable: Range: 3 BodyOrientation: FrozenUnderFog: Tooltip: GenericName: Structure GpsDot: String: Structure Huntable: LuaScriptEvents: Demolishable: ScriptTriggers: UpgradeManager: UpgradeOverlay@IRONCURTAIN: RequiresUpgrade: invulnerability InvulnerabilityUpgrade@IRONCURTAIN: RequiresUpgrade: invulnerability TimedUpgradeBar: Upgrade: invulnerability ^Defense: Inherits: ^Building TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, Structure, Defense -MustBeDestroyed: ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: placbldg.aud Adjacent: 7 TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSound: sandbag2.aud DestroyedSound: sandbag2.aud Crushable: CrushClasses: wall BlocksBullets: LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall TargetableBuilding: TargetTypes: Ground, DetonateAttack RenderBuildingWall: Palette: terrain GivesExperience: EditorAppearance: RelativeToTopLeft: true UseTerrainPalette: true AutoTargetIgnore: ProximityCaptor: Types: Wall Sellable: SellSounds: cashturn.aud Guardable: BodyOrientation: FrozenUnderFog: LuaScriptEvents: ScriptTriggers: ^TechBuilding: Inherits: ^Building -RepairableBuilding: -EngineerRepairable: Health: HP: 400 Armor: Type: Wood Tooltip: Name: Civilian Building GenericVisibility: None ProximityCaptor: Types: CivilianBuilding -WithMakeAnimation: -AcceptsSupplies: -GivesBuildableArea: -Sellable: -ExternalCapturable: -ExternalCapturableBar: FrozenUnderFog: StartsRevealed: true -GpsDot: -MustBeDestroyed: ^AmmoBox: Inherits: ^TechBuilding Selectable: Priority: 0 Health: HP: 10 Explodes: Weapon: UnitExplode Tooltip: Name: Ammo Box AutoTargetIgnore: Armor: Type: Light TargetableBuilding: TargetTypes: Ground, DetonateAttack ^CivInfantry: Inherits: ^Infantry Selectable: Voice: CivilianMaleVoice Bounds: 12,17,0,-9 Valued: Cost: 70 Tooltip: Name: Civilian GenericVisibility: None Health: HP: 20 Mobile: Speed: 56 RevealsShroud: Range: 2c0 Armament: Weapon: Pistol AttackFrontal: ProximityCaptor: Types: CivilianInfantry RenderInfantry: ScaredyCat: ^CivBuilding: Inherits: ^TechBuilding RenderBuilding: Palette: terrain EditorAppearance: UseTerrainPalette: true ^CivField: Inherits: ^CivBuilding -Selectable: Tooltip: Name: Field -TargetableBuilding: -Demolishable: ProximityCaptor: Types: CivilianField ^Tree: Tooltip: Name: Tree RenderBuilding: Palette: terrain Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: true UseTerrainPalette: true ProximityCaptor: Types: Tree Health: HP: 500 DeadBuildingState: Armor: Type: Wood AutoTargetIgnore: BodyOrientation: FrozenUnderFog: StartsRevealed: true LuaScriptEvents: ScriptTriggers: ^Husk: Husk: AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach RenderUnit: Health: HP: 280 Armor: Type: Heavy HiddenUnderFog: Burns: Damage: 2 ProximityCaptor: Types: Husk BelowUnits: BodyOrientation: Chronoshiftable: LuaScriptEvents: TargetableUnit: TargetTypes: Ground RequiresForceFire: true Tooltip: GenericName: Destroyed Vehicle AutoTargetIgnore: Capturable: Type: husk AllowAllies: true CaptureThreshold: 1.0 TransformOnCapture: ForceHealthPercentage: 25 DisabledOverlay: ScriptTriggers: ^HelicopterHusk: Inherits: ^Husk -Husk: -Burns: FallsToEarth: Spins: True Moves: False -BelowUnits: -TargetableUnit: -Capturable: -TransformOnCapture: ^PlaneHusk: Inherits: ^Husk -Husk: -Burns: FallsToEarth: Spins: False Moves: True -BelowUnits: -TargetableUnit: -Capturable: -TransformOnCapture: ^Bridge: Tooltip: Name: Bridge BelowUnits: TargetableBuilding: TargetTypes: Ground, Water RequiresForceFire: true Building: Footprint: ____ ____ Dimensions: 4,2 Health: HP: 1000 ProximityCaptor: Types: Bridge Armor: Type: Concrete AutoTargetIgnore: BodyOrientation: LuaScriptEvents: ScriptTriggers: ^Rock: Tooltip: Name: Rock RenderBuilding: Palette: terrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: true UseTerrainPalette: true ProximityCaptor: Types: Tree BodyOrientation: FrozenUnderFog: StartsRevealed: true LuaScriptEvents: ScriptTriggers: ^DesertCivBuilding: Inherits: ^CivBuilding RenderBuilding: Palette: terrain