^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 Buildable: Queue: Vehicle Repairable: Chronoshiftable: Passenger: CargoType: Vehicle IronCurtainable: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: AttackMove: AcceptsCloakCrate: WithSmoke: DebugMuzzlePositions: ^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 Buildable: Queue: Vehicle Repairable: Chronoshiftable: Passenger: CargoType: Vehicle IronCurtainable: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: AttackMove: AcceptsCloakCrate: WithSmoke: Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall DebugMuzzlePositions: ^Helicopter: AppearsOnRadar: UseLocation: yes TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground SelectionDecorations: Selectable: Voice: VehicleVoice Helicopter: RepairBuildings: hpad RearmBuildings: LandWhenIdle: false Buildable: Queue: Aircraft HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Explodes: Weapon: HeliExplode EmptyWeapon: HeliExplode DebugMuzzlePositions: ^Infantry: AppearsOnRadar: Health: Radius: 3 Armor: Type: None RevealsShroud: Range: 5 AutoTarget: ScanRadius: 4 Mobile: Crushes: crate SharesCell: true TerrainSpeeds: Clear: 100 Rough: 80 Road: 100 Tiberium: 70 PathingCost: 1000 BlueTiberium: 70 PathingCost: 1000 Beach: 80 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground Buildable: Queue: Infantry TakeCover: ProneSpeed: 0.6 RenderInfantryProne: AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: PoisonedByTiberium: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: SpawnViceroid: Probability: 2 CrushableInfantry: WarnProbability: 60 RepairableNear: Buildings: hosp CloseEnough: 1 DebugMuzzlePositions: ^CivInfantry: Inherits: ^Infantry -Buildable: -AutoTarget: -TakeCover: -RenderInfantryProne: AppearsOnRadar: SelectionDecorations: Selectable: Voice: CivilianMaleVoice Bounds: 12,17,0,-9 Valued: Cost: 70 Tooltip: Name: Civilian Mobile: Speed: 4 Health: HP: 25 RevealsShroud: Range: 2 Armament: Weapon: Pistol AttackFrontal: ActorLostNotification: Notification: CivilianKilled NotifyAll: true ScaredyCat: RenderInfantryPanic: AttackMove: JustMove: yes CrushableInfantry: ^Plane: AppearsOnRadar: UseLocation: yes SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Air HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: DebugMuzzlePositions: ^Ship: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Water: 100 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground, Water HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: AttackMove: DebugMuzzlePositions: ^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground, C4 Armor: Type: Wood RepairableBuilding: RepairPercent: 40 RepairStep: 14 Building: Adjacent: 4 RequiresBaseProvider: true Dimensions: 1,1 Footprint: x BuildSounds: constru2.aud, hvydoor1.aud SellSounds: cashturn.aud TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: crumble.aud Buildable: Queue: Building GivesBuildableArea: RenderBuilding: WithBuildingExplosion: DeadBuildingState: EmitInfantryOnSell: ActorTypes: e6,e1 MustBeDestroyed: GivesExperience: CaptureNotification: Notification: BuildingCaptured ActorLostNotification: Notification: BuildingLost EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: ShakeOnDeath: Sellable: Capturable: CapturableBar: DebugMuzzlePositions: ^CivBuilding: Inherits: ^Building -DeadBuildingState: -Buildable: -GivesBuildableArea: Health: HP: 400 Armor: Type: Wood Building: RenderBuilding: WithBuildingExplosion: -RepairableBuilding: -Capturable: -CapturableBar: -Sellable: Tooltip: Name: Civilian Building ^CivBuildingHusk: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x RenderBuilding: EditorAppearance: RelativeToTopLeft: yes Tooltip: Name: Civilian Building (Destroyed) ^TechBuilding: Inherits: ^CivBuilding Capturable: CapturableBar: RepairableBuilding: RevealsShroud: Range: 3 ^CivField: Inherits: ^CivBuilding -Selectable: Tooltip: Name: Field -WithBuildingExplosion: RenderBuilding: Palette: terrain EditorAppearance: UseTerrainPalette: true ^CivFieldHusk: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: _ EditorAppearance: RelativeToTopLeft: yes Tooltip: Name: Field (Destroyed) BelowUnits: ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: hvydoor1.aud Adjacent: 7 TerrainTypes: Clear,Road TargetableBuilding: TargetTypes: Ground, C4 Wall: CrushClasses: wall CrushSound: sandbag2.aud LineBuild: Range: 8 SelectionDecorations: Selectable: Priority: 1 RenderBuildingWall: HasMakeAnimation: false Palette: staticterrain GivesExperience: EditorAppearance: RelativeToTopLeft: yes AutoTargetIgnore: Sellable: ^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: ^Rock: Tooltip: Name: Rock RenderBuilding: Palette: staticterrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes ^Husk: Health: HP: 140 Armor: Type: Light Husk: HiddenUnderFog: AppearsOnRadar: Burns: Interval: 2 TargetableUnit: TransformOnCapture: ForceHealthPercentage: 25 BelowUnits: # Capturable: # Type: husk # AllowAllies: true # AllowNeutral: true # AllowEnemies: true ^Bridge: Tooltip: Name: Bridge TargetableBuilding: TargetTypes: Ground, Water BelowUnits: Health: HP: 500 SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: xplobig4.aud