^Vehicle: AppearsOnRadar: Mobile: Crushes: atmine, crate, apmine TerrainSpeeds: Clear: 80 Rough: 40 Road: 100 Ore: 70 Gems: 70 Beach: 40 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground Repairable: Chronoshiftable: Passenger: CargoType: Vehicle IronCurtainable: AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types:Vehicle GivesBounty: GpsDot: String:Vehicle WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: EjectOnDeath: PilotActor: e1 SuccessRate: 20 EjectOnGround: yes EjectInAir: no ^Tank: AppearsOnRadar: Mobile: Crushes: wall, atmine, crate, apmine TerrainSpeeds: Clear: 80 Rough: 70 Road: 100 Ore: 70 Gems: 70 Beach: 70 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground Repairable: Chronoshiftable: Passenger: CargoType: Vehicle IronCurtainable: AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types:Tank GivesBounty: GpsDot: String:Vehicle WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: EjectOnDeath: PilotActor: e1 SuccessRate: 20 EjectOnGround: yes EjectInAir: no ^Infantry: AppearsOnRadar: Health: Radius: 3 Armor: Type: None RevealsShroud: Range: 4 Mobile: Crushes: apmine, crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Ore: 80 Gems: 80 Beach: 80 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground, Infantry, Disguise RenderInfantry: AutoTarget: AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: TeslaInstantKills: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types:Infantry GivesBounty: GpsDot: String:Infantry ParachuteAttachment: Offset: 0,0,427 CrushableInfantry: CrushSound: squishy2.aud UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: SelfHealing: Step: 5 Ticks: 100 HealIfBelow: 1 DamageCooldown: 125 RequiresTech: InfantryHealing ^Ship: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Water: 100 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground, Water DetectCloaked: Range: 3 HiddenUnderFog: AttackMove: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: NavalUnitLost ProximityCaptor: Types:Ship GivesBounty: GpsDot: String:Ship WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: ^Plane: AppearsOnRadar: UseLocation: yes SelectionDecorations: Selectable: Voice: GenericVoice TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: AirUnitLost ProximityCaptor: Types:Plane EjectOnDeath: PilotActor: E1 SuccessRate: 50 EjectOnGround: no EjectInAir: yes GivesBounty: GpsDot: String:Plane UpdatesPlayerStatistics: CombatDebugOverlay: BodyOrientation: ^Helicopter: Inherits: ^Plane GpsDot: String:Helicopter ^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road RequiresBaseProvider: True GivesBuildableArea: ExternalCapturable: ExternalCapturableBar: SoundOnDamageTransition: DamagedSound: kaboom1.aud DestroyedSound: kaboom22.aud RenderBuilding: 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: yes ShakeOnDeath: ProximityCaptor: Types:Building Sellable: AcceptsSupplies: GivesBounty: UpdatesPlayerStatistics: CombatDebugOverlay: Guardable: Range: 3 BodyOrientation: FrozenUnderFog: GpsDot: String:Structure ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: placbldg.aud Adjacent: 7 TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSound: sandbag2.aud DestroyedSound: sandbag2.aud Wall: CrushClasses: wall LineBuild: Range: 8 SelectionDecorations: Selectable: Priority: 1 TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack RenderBuildingWall: HasMakeAnimation: false Palette: terrain GivesExperience: EditorAppearance: RelativeToTopLeft: yes UseTerrainPalette: true AutoTargetIgnore: ProximityCaptor: Types:Wall Sellable: Guardable: BodyOrientation: FrozenUnderFog: ^TechBuilding: Inherits: ^Building -RepairableBuilding: -EngineerRepairable: Health: HP: 400 Armor: Type: Wood Tooltip: Name: Civilian Building ProximityCaptor: Types:CivilianBuilding -AcceptsSupplies: -GivesBuildableArea: -Sellable: -ExternalCapturable: -ExternalCapturableBar: FrozenUnderFog: StartsRevealed: true -GpsDot: ^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 Health: HP: 20 Mobile: Speed: 4 RevealsShroud: Range: 2 Armament: Weapon: Pistol AttackFrontal: ProximityCaptor: Types:CivilianInfantry -RenderInfantry: RenderInfantryPanic: ScaredyCat: ^CivBuilding: Inherits: ^TechBuilding RenderBuilding: Palette: terrain EditorAppearance: UseTerrainPalette: true ^CivField: Inherits: ^CivBuilding -Selectable: Tooltip: Name: Field -ProximityCaptor: ProximityCaptor: Types:CivilianField ^Tree: Tooltip: Name: Tree RenderBuilding: Palette: terrain Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes UseTerrainPalette: true ProximityCaptor: Types:Tree Health: HP: 500 DeadBuildingState: Armor: Type: Wood AutoTargetIgnore: BodyOrientation: FrozenUnderFog: StartsRevealed: true ^Husk: Husk: AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach RenderUnit: Health: HP: 140 Armor: Type: Heavy HiddenUnderFog: AppearsOnRadar: Burns: ProximityCaptor: Types:Husk BelowUnits: BodyOrientation: Chronoshiftable: ^HelicopterHusk: Inherits: ^Husk -Husk: -Burns: FallsToEarth: Spins: True Moves: False -BelowUnits: ^PlaneHusk: Inherits: ^Husk -Husk: -Burns: FallsToEarth: Spins: False Moves: True -BelowUnits: ^Bridge: Tooltip: Name: Bridge BelowUnits: TargetableBuilding: TargetTypes: Ground, Water Building: Footprint: ____ ____ Dimensions: 4,2 Health: HP: 1000 ProximityCaptor: Types:Bridge AutoTargetIgnore: BodyOrientation: #Temperate Terrain Expansion ^SVBridge: Tooltip: Name: Small Bridge BelowUnits: TargetableBuilding: TargetTypes: Ground, Water Building: Footprint: ___ ___ Dimensions: 3,2 Health: HP: 750 ProximityCaptor: Types:Bridge AutoTargetIgnore: BodyOrientation: ^SHBridge: Tooltip: Name: Small Bridge BelowUnits: TargetableBuilding: TargetTypes: Ground, Water Building: Footprint: __ __ __ Dimensions: 2,3 Health: HP: 750 ProximityCaptor: Types:Bridge AutoTargetIgnore: BodyOrientation: ^STDBridge: Tooltip: Name: Small Bridge BelowUnits: TargetableBuilding: TargetTypes: Ground, Water Building: Footprint: ____ ____ Dimensions: 4,2 Health: HP: 750 ProximityCaptor: Types:Bridge AutoTargetIgnore: BodyOrientation: #Desert Terrain Expansion: ^Rock: Tooltip: Name: Rock RenderBuilding: Palette: terrain Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree EditorAppearance: RelativeToTopLeft: yes UseTerrainPalette: true ProximityCaptor: Types:Tree BodyOrientation: FrozenUnderFog: StartsRevealed: true ^DesertCivBuilding: Inherits: ^CivBuilding RenderBuilding: Palette: terrain