^ExistsInWorld: AppearsOnRadar: CombatDebugOverlay: GivesExperience: PlayerExperienceModifier: 1 ScriptTriggers: ConditionManager: RenderDebugState: ^SpriteActor: BodyOrientation: QuantizeFacingsFromSequence: AutoSelectionSize: RenderSprites: ^GainsExperience: GainsExperience: Conditions: 200: rank-veteran-1 400: rank-veteran-2 800: rank-veteran-3 1600: rank-elite DamageMultiplier@RANK-1: RequiresCondition: rank-veteran-1 && !rank-veteran-2 Modifier: 95 DamageMultiplier@RANK-2: RequiresCondition: rank-veteran-2 && !rank-veteran-3 Modifier: 90 DamageMultiplier@RANK-3: RequiresCondition: rank-veteran-3 && !rank-elite Modifier: 85 DamageMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 75 FirepowerMultiplier@RANK-1: RequiresCondition: rank-veteran-1 && !rank-veteran-2 Modifier: 105 FirepowerMultiplier@RANK-2: RequiresCondition: rank-veteran-2 && !rank-veteran-3 Modifier: 110 FirepowerMultiplier@RANK-3: RequiresCondition: rank-veteran-3 && !rank-elite Modifier: 120 FirepowerMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 130 SpeedMultiplier@RANK-1: RequiresCondition: rank-veteran-1 && !rank-veteran-2 Modifier: 105 SpeedMultiplier@RANK-2: RequiresCondition: rank-veteran-2 && !rank-veteran-3 Modifier: 110 SpeedMultiplier@RANK-3: RequiresCondition: rank-veteran-3 && !rank-elite Modifier: 120 SpeedMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 140 ReloadDelayMultiplier@RANK-1: RequiresCondition: rank-veteran-1 && !rank-veteran-2 Modifier: 95 ReloadDelayMultiplier@RANK-2: RequiresCondition: rank-veteran-2 && !rank-veteran-3 Modifier: 90 ReloadDelayMultiplier@RANK-3: RequiresCondition: rank-veteran-3 && !rank-elite Modifier: 85 ReloadDelayMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 75 InaccuracyMultiplier@RANK-1: RequiresCondition: rank-veteran-1 && !rank-veteran-2 Modifier: 90 InaccuracyMultiplier@RANK-2: RequiresCondition: rank-veteran-2 && !rank-veteran-3 Modifier: 80 InaccuracyMultiplier@RANK-3: RequiresCondition: rank-veteran-3 && !rank-elite Modifier: 70 InaccuracyMultiplier@RANK-ELITE: RequiresCondition: rank-elite Modifier: 50 SelfHealing@ELITE: Step: 2 Delay: 100 HealIfBelow: 100 DamageCooldown: 125 RequiresCondition: rank-elite WithDecoration@RANK-1: Image: rank Sequence: rank-veteran-1 Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-veteran-1 && !rank-veteran-2 ZOffset: 256 WithDecoration@RANK-2: Image: rank Sequence: rank-veteran-2 Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-veteran-2 && !rank-veteran-3 ZOffset: 256 WithDecoration@RANK-3: Image: rank Sequence: rank-veteran-3 Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-veteran-3 && !rank-elite ZOffset: 256 WithDecoration@RANK-ELITE: Image: rank Sequence: rank-elite Palette: effect ReferencePoint: Bottom, Right RequiresCondition: rank-elite ZOffset: 256 ^IronCurtainable: UpgradeOverlay@IRONCURTAIN: RequiresCondition: invulnerability DamageMultiplier@IRONCURTAIN: RequiresCondition: invulnerability Modifier: 0 TimedConditionBar: Condition: invulnerability ExternalConditions@INVULNERABILITY: Conditions: invulnerability ^Vehicle: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^IronCurtainable Inherits@4: ^SpriteActor Huntable: DrawLineToTarget: UpdatesPlayerStatistics: Mobile: Crushes: mine, crate TerrainSpeeds: Clear: 80 Rough: 40 Road: 100 Bridge: 100 Ore: 70 Gems: 70 Beach: 40 TurnSpeed: 5 SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Bounds: 24, 24 Targetable: TargetTypes: Ground, Repair, Vehicle RequiresCondition: !parachute Repairable: Chronoshiftable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: ActorLostNotification: ProximityCaptor: Types: Vehicle GivesBounty: GpsDot: String: Vehicle WithDamageOverlay: Guard: Guardable: Tooltip: GenericName: Vehicle EjectOnDeath: PilotActor: e1 SuccessRate: 20 EjectOnGround: true EjectInAir: false AllowUnsuitableCell: false Capturable: Type: vehicle CaptureThreshold: 100 CancelActivity: True CaptureNotification: Notification: UnitStolen MustBeDestroyed: Voiced: VoiceSet: VehicleVoice Parachutable: FallRate: 26 KilledOnImpassableTerrain: true GroundCorpseSequence: GroundCorpsePalette: WaterCorpseSequence: WaterCorpsePalette: ParachutingCondition: parachute Explodes: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall WithFacingSpriteBody: WithParachute: ShadowImage: parach-shadow ShadowSequence: idle Image: parach Sequence: idle OpeningSequence: open Offset: 0,0,200 RequiresCondition: parachute BodyOrientation: UseClassicFacingFudge: True ^Tank: Inherits: ^Vehicle Mobile: Crushes: wall, mine, crate TerrainSpeeds: Clear: 80 Rough: 70 Road: 100 Bridge: 100 Ore: 70 Gems: 70 Beach: 70 Targetable: TargetTypes: Ground, C4, Repair, Tank ProximityCaptor: Types: Tank Tooltip: GenericName: Tank ^Infantry: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^SpriteActor Huntable: DrawLineToTarget: Health: HP: 25 Shape: Circle Radius: 128 Armor: Type: None RevealsShroud: Range: 4c0 Mobile: Speed: 56 Crushes: mine, crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Bridge: 100 Ore: 80 Gems: 80 Beach: 80 SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Bounds: 12,18,0,-8 Targetable: TargetTypes: Ground, Infantry, Disguise RequiresCondition: !parachute QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: WithDeathAnimation: DeathTypes: DefaultDeath: 1 BulletDeath: 2 SmallExplosionDeath: 3 ExplosionDeath: 4 FireDeath: 5 ElectricityDeath: 6 CrushedSequence: die-crushed AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: ActorLostNotification: GivesBounty: GpsDot: String: Infantry Crushable: CrushSound: squishy2.aud Guard: Guardable: Tooltip: GenericName: Soldier SelfHealing@HOSPITAL: Step: 5 Delay: 100 HealIfBelow: 100 DamageCooldown: 125 RequiresCondition: hospitalheal GrantConditionOnPrerequisite: Condition: hospitalheal Prerequisites: hosp DeathSounds@NORMAL: DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath DeathSounds@ZAPPED: Voice: Zapped DeathTypes: ElectricityDeath Parachutable: FallRate: 26 KilledOnImpassableTerrain: true GroundImpactSound: squishy2.aud WaterImpactSound: splash9.aud WaterCorpseSequence: small_splash ParachutingCondition: parachute Cloneable: Types: Infantry Voiced: VoiceSet: GenericVoice WithParachute: ShadowImage: parach-shadow ShadowSequence: idle Image: parach Sequence: idle OpeningSequence: open Offset: 0,0,427 RequiresCondition: parachute ^Soldier: Inherits: ^Infantry UpdatesPlayerStatistics: MustBeDestroyed: AutoTarget: ProximityCaptor: Types: Infantry TakeCover: DamageModifiers: Prone50Percent: 50 DamageTriggers: TriggerProne WithInfantryBody: IdleSequences: idle1,idle2 StandSequences: stand,stand2 DetectCloaked: CloakTypes: Hijacker ^CivInfantry: Inherits: ^Infantry Selectable: Class: CivInfantry Valued: Cost: 10 Tooltip: Name: Civilian GenericVisibility: None RevealsShroud: Range: 2c0 ProximityCaptor: Types: CivilianInfantry ScaredyCat: Voiced: VoiceSet: CivilianMaleVoice Wanders: MinMoveDelay: 150 MaxMoveDelay: 750 ^ArmedCivilian: Armament: Weapon: Pistol AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot ^Ship: Inherits@1: ^ExistsInWorld Inherits@2: ^GainsExperience Inherits@3: ^IronCurtainable Inherits@4: ^SpriteActor Huntable: DrawLineToTarget: UpdatesPlayerStatistics: Mobile: Crushes: crate TerrainSpeeds: Water: 100 SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Bounds: 24,24 Targetable: TargetTypes: Ground, Water, Repair HiddenUnderFog: AttackMove: ActorLostNotification: Notification: NavalUnitLost ProximityCaptor: Types: Ship GivesBounty: Chronoshiftable: RepairableNear: GpsDot: String: Ship WithDamageOverlay: Explodes: Weapon: UnitExplodeShip EmptyWeapon: UnitExplodeShip Guard: Guardable: Tooltip: GenericName: Ship MustBeDestroyed: EditorTilesetFilter: ExcludeTilesets: INTERIOR Voiced: VoiceSet: VehicleVoice WithFacingSpriteBody: ^NeutralPlane: Inherits@1: ^ExistsInWorld Inherits@3: ^IronCurtainable Inherits@4: ^SpriteActor Huntable: DrawLineToTarget: UpdatesPlayerStatistics: AppearsOnRadar: UseLocation: true SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Bounds: 24,24 Aircraft: RepairBuildings: fix RearmBuildings: afld AirborneCondition: airborne Targetable@GROUND: TargetTypes: Ground, Repair, Vehicle RequiresCondition: !airborne Targetable@AIRBORNE: TargetTypes: Air RequiresCondition: airborne HiddenUnderFog: Type: GroundPosition AttackMove: Guard: Guardable: ActorLostNotification: Notification: AirUnitLost ProximityCaptor: Types: Plane EjectOnDeath: PilotActor: E1 SuccessRate: 50 EjectOnGround: false EjectInAir: true AllowUnsuitableCell: true GivesBounty: GpsDot: String: Plane Tooltip: GenericName: Plane WithShadow: Offset: 43, 128, 0 ZOffset: -129 WithFacingSpriteBody: MustBeDestroyed: Voiced: VoiceSet: GenericVoice ^Plane: Inherits: ^NeutralPlane Inherits@2: ^GainsExperience ^Helicopter: Inherits: ^Plane Tooltip: GenericName: Helicopter Aircraft: RearmBuildings: hpad CanHover: True CruisingCondition: cruising GpsDot: String: Helicopter Hovers@CRUISING: RequiresCondition: cruising BodyOrientation: UseClassicFacingFudge: True ^BasicBuilding: Inherits@1: ^ExistsInWorld Inherits@2: ^IronCurtainable Inherits@3: ^SpriteActor SelectionDecorations: WithSpriteControlGroupDecoration: Selectable: Priority: 3 Targetable: TargetTypes: Ground, C4, DetonateAttack, Structure Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road RequiresBaseProvider: True SoundOnDamageTransition: DamagedSounds: kaboom1.aud DestroyedSounds: kaboom22.aud WithSpriteBody: Explodes: Type: Footprint Weapon: BuildingExplode EmptyWeapon: BuildingExplode CaptureNotification: ShakeOnDeath: ProximityCaptor: Types: Building GivesBounty: Guardable: Range: 3c0 FrozenUnderFog: FrozenUnderFogUpdatedByGps: Tooltip: GenericName: Structure Demolishable: ^Building: Inherits: ^BasicBuilding Huntable: UpdatesPlayerStatistics: GivesBuildableArea: RepairableBuilding: PlayerExperience: 25 EngineerRepairable: AcceptsSupplies: WithMakeAnimation: ExternalCapturable: ExternalCapturableBar: EmitInfantryOnSell: ActorTypes: e1,e1,e1,tecn,tecn MustBeDestroyed: RequiredForShortGame: true GpsDot: String: Structure Sellable: SellSounds: cashturn.aud ^ScienceBuilding: Inherits: ^Building EmitInfantryOnSell: ActorTypes: e1,e1,e1,e1,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,tecn,e6,e6,e6,e6,e6,chan,chan,chan,chan ^Defense: Inherits: ^Building Targetable: TargetTypes: Ground, C4, DetonateAttack, Structure, Defense MustBeDestroyed: RequiredForShortGame: false AutoTarget: -GivesBuildableArea: -AcceptsSupplies: DrawLineToTarget: RenderRangeCircle: Explodes: Weapon: SmallBuildingExplode EmptyWeapon: SmallBuildingExplode ^Wall: Inherits@1: ^ExistsInWorld Inherits@2: ^SpriteActor Building: Dimensions: 1,1 Footprint: x BuildSounds: placbldg.aud Adjacent: 7 TerrainTypes: Clear,Road SoundOnDamageTransition: DamagedSounds: sandbag2.aud DestroyedSounds: sandbag2.aud Crushable: CrushClasses: wall LineBuild: Range: 8 NodeTypes: wall LineBuildNode: Types: wall Targetable: TargetTypes: Ground, DetonateAttack, Wall RenderSprites: Palette: effect WithWallSpriteBody: AutoTargetIgnore: Sellable: SellSounds: cashturn.aud Guardable: FrozenUnderFog: FrozenUnderFogUpdatedByGps: Health: HP: 100 Shape: Rectangle TopLeft: -512, -512 BottomRight: 512, 512 ^Gate: Inherits: ^BasicBuilding Valued: Cost: 250 Health: HP: 350 Armor: Type: Heavy LineBuildNode: Types: concrete, gate -Building: -WithSpriteBody: WithGateSpriteBody: Tooltip: Name: Gate Gate: Adjacent: 4 BlocksProjectilesHeight: 0 BuildSounds: place2.aud OpeningSound: cashturn.aud ClosingSound: cashturn.aud TerrainTypes: Clear, Road ^TechBuilding: Inherits: ^BasicBuilding Huntable: Health: HP: 400 Armor: Type: Wood Tooltip: Name: Civilian Building GenericVisibility: None FrozenUnderFog: ^FakeBuilding: Inherits: ^Building -GivesBuildableArea: Health: HP: 100 Explodes: Weapon: Demolish DamageThreshold: 90 RevealsShroud: Range: 4c0 WithDecoration@fake: RequiresSelection: true Image: pips Sequence: tag-fake ReferencePoint: Top ZOffset: 256 -EmitInfantryOnSell: -MustBeDestroyed: ^InfiltratableFake: Targetable: TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate InfiltrateForDecoration: RequiresSelection: true Image: pips Sequence: tag-fake ReferencePoint: Top ZOffset: 256 ^AmmoBox: Inherits: ^TechBuilding -Selectable: SelectionDecorations: RenderSelectionBars: False CustomSelectionSize: CustomBounds: 24,24 Health: HP: 10 Explodes: Weapon: UnitExplode Tooltip: Name: Ammo Box AutoTargetIgnore: Armor: Type: Light Targetable: TargetTypes: Ground, DetonateAttack ^CivBuilding: Inherits: ^TechBuilding RenderSprites: Palette: terrain EditorTilesetFilter: ExcludeTilesets: INTERIOR SpawnActorOnDeath@1: Actor: c1 Probability: 40 SpawnActorOnDeath@2: Actor: c4 Probability: 20 SpawnActorOnDeath@3: Actor: c3 Probability: 15 Explodes: Weapon: CivBuildingExplosion ^CivField: Inherits: ^CivBuilding -Selectable: -SelectionDecorations: Tooltip: Name: Field -Targetable: -Demolishable: EditorTilesetFilter: ExcludeTilesets: INTERIOR ^Tree: Inherits@1: ^SpriteActor Tooltip: Name: Tree ShowOwnerRow: false RenderSprites: Palette: terrain WithSpriteBody: Building: Footprint: x Dimensions: 1,1 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree Health: HP: 500 Armor: Type: Wood Targetable: TargetTypes: Trees WithDamageOverlay@SmallBurn: DamageType: Incendiary Image: burn-s MinimumDamageState: Light MaximumDamageState: Medium WithDamageOverlay@MediumBurn: DamageType: Incendiary Image: burn-m MinimumDamageState: Medium MaximumDamageState: Heavy WithDamageOverlay@LargeBurn: DamageType: Incendiary Image: burn-l MinimumDamageState: Heavy MaximumDamageState: Dead AutoTargetIgnore: HiddenUnderShroud: ScriptTriggers: EditorTilesetFilter: ExcludeTilesets: INTERIOR ^TreeHusk: Inherits@1: ^SpriteActor AppearsOnRadar: Building: Footprint: x Dimensions: 1,1 WithSpriteBody: Tooltip: Name: Tree (Burnt) ShowOwnerRow: false FrozenUnderFog: ScriptTriggers: ^BasicHusk: Inherits@1: ^SpriteActor Health: HP: 280 Armor: Type: Heavy HiddenUnderFog: Type: CenterPosition AutoTargetIgnore: ScriptTriggers: WithFacingSpriteBody: ^Husk: Inherits: ^BasicHusk Husk: AllowedTerrain: Clear, Rough, Road, Ore, Gems, Beach Burns: Damage: 2 Capturable: Type: husk AllowAllies: true CaptureThreshold: 100 TransformOnCapture: ForceHealthPercentage: 25 DisabledOverlay: Targetable: TargetTypes: Ground, Husk RequiresForceFire: true Chronoshiftable: Tooltip: GenericName: Destroyed Vehicle BodyOrientation: UseClassicFacingFudge: True ^PlaneHusk: Inherits: ^BasicHusk WithShadow: Offset: 43, 128, 0 ZOffset: -129 Tooltip: GenericName: Destroyed Plane Aircraft: FallsToEarth: Spins: False Moves: True Velocity: 86 ^HelicopterHusk: Inherits: ^BasicHusk WithShadow: Offset: 43, 128, 0 ZOffset: -129 Tooltip: GenericName: Destroyed Helicopter Aircraft: CanHover: True FallsToEarth: BodyOrientation: UseClassicFacingFudge: True ^Bridge: AlwaysVisible: Tooltip: Name: Bridge ShowOwnerRow: false Targetable: TargetTypes: Ground, Water RequiresForceFire: true Building: Footprint: ____ ____ Dimensions: 4,2 CustomSelectionSize: CustomBounds: 96,48 Health: HP: 1000 Armor: Type: Concrete AutoTargetIgnore: ScriptTriggers: ^Rock: Inherits@1: ^SpriteActor Tooltip: Name: Rock ShowOwnerRow: false RenderSprites: Palette: terrain WithSpriteBody: Building: Footprint: __ x_ Dimensions: 2,2 AppearsOnRadar: RadarColorFromTerrain: Terrain: Tree HiddenUnderShroud: ScriptTriggers: EditorTilesetFilter: RequireTilesets: DESERT ^DesertCivBuilding: Inherits: ^CivBuilding RenderSprites: Palette: terrain EditorTilesetFilter: RequireTilesets: DESERT ^Crate: Inherits@1: ^SpriteActor HiddenUnderFog: Tooltip: Name: Crate GenericName: Crate ShowOwnerRow: false Crate: Lifetime: 180 TerrainTypes: Clear, Rough, Road, Ore, Beach RenderSprites: Palette: effect Image: scrate WithCrateBody: XmasImages: xcratea, xcrateb, xcratec, xcrated LandSequence: land WaterSequence: water Parachutable: FallRate: 26 KilledOnImpassableTerrain: false ParachutingCondition: parachute Passenger: WithParachute: Image: parach Sequence: idle OpeningSequence: open ShadowImage: parach-shadow ShadowSequence: idle RequiresCondition: parachute ConditionManager: ^Mine: Inherits: ^SpriteActor WithSpriteBody: HiddenUnderFog: Mine: CrushClasses: mine DetonateClasses: mine AvoidFriendly: false Health: HP: 100 NotifyAppliedDamage: false Armor: Type: Light Cloak: CloakSound: UncloakSound: Palette: CloakTypes: Mine InitialDelay: 0 Tooltip: Name: Mine Targetable: TargetTypes: Ground Immobile: OccupiesSpace: true