^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground, C4 Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road GivesBuildableArea: Capturable: SoundOnDamageTransition: DamagedSound: #TODO DestroyedSound: #TODO RenderBuilding: WithBuildingExplosion: RepairableBuilding: EngineerRepairable: # EmitInfantryOnSell: MustBeDestroyed: GivesExperience: # FrozenUnderFog: CaptureNotification: EditorAppearance: RelativeToTopLeft: yes ShakeOnDeath: ProximityCaptor: Types:Building Sellable: AcceptsSupplies: GivesBounty: UpdatesPlayerStatistics: CombatDebugOverlay: Guardable: Range: 3 BodyOrientation: ^Infantry: AppearsOnRadar: Health: Radius: 3 Armor: Type: None RevealsShroud: Range: 4 Mobile: Crushes: crate SharesCell: yes TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Ore: 80 Gems: 80 Beach: 80 SelectionDecorations: Selectable: Voice: Infantry TargetableUnit: TargetTypes: Ground RenderInfantry: AutoTarget: AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types: Infantry GivesBounty: CrushableInfantry: CrushSound: squish6.aud UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: ^CivilianInfantry: Inherits: ^Infantry Selectable: Voice: Civilian Bounds: 12,17,0,-9 Valued: Cost: 10 Tooltip: Name: Civilian Buildable: # TODO: remove this once the testing period is over Queue: Infantry BuildPaletteOrder: 1000 Owner: gdi, nod Health: HP: 50 Mobile: Speed: 5 RevealsShroud: Range: 2 Armament: Weapon: Pistola # deviation from RULES.INI (only CTECH is armed) # LimitedAmmo: # Ammo: 10 # PipCount: 2 AttackFrontal: ProximityCaptor: Types: CivilianInfantry -RenderInfantry: RenderInfantryPanic: ScaredyCat: ^Vehicle: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Clear: 80 Rough: 40 Road: 100 Beach: 40 ROT: 5 SelectionDecorations: Selectable: Voice: Vehicle TargetableUnit: TargetTypes: Ground Repairable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: ProximityCaptor: Types:Vehicle GivesBounty: # WithSmoke: UpdatesPlayerStatistics: CombatDebugOverlay: Guard: Guardable: BodyOrientation: ^Wall: AppearsOnRadar: Building: Dimensions: 1,1 Footprint: x BuildSounds: placbldg.aud Adjacent: 7 TerrainTypes: Clear,Road Wall: CrushClasses: wall LineBuild: Range: 8 SelectionDecorations: Selectable: Priority: 1 TargetableBuilding: TargetTypes: Ground, C4 RenderBuildingWall: HasMakeAnimation: no GivesExperience: EditorAppearance: RelativeToTopLeft: yes UseTerrainPalette: yes AutoTargetIgnore: ProximityCaptor: Types: Wall Sellable: UpdatesPlayerStatistics: BodyOrientation: ^Helicopter: AppearsOnRadar: UseLocation: yes TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground SelectionDecorations: Selectable: Voice: Heli Helicopter: RepairBuildings: RearmBuildings: LandWhenIdle: no Buildable: Queue: Aircraft HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: CombatDebugOverlay: BodyOrientation: