^Vehicle: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Clear: 80 Rough: 40 Road: 100 Ore: 70 Beach: 40 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground Repairable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: ProximityCaptor: Types:Vehicle GivesBounty: WithSmoke: ^Tank: AppearsOnRadar: Mobile: Crushes: crate TerrainSpeeds: Clear: 80 Rough: 70 Road: 100 Ore: 70 Beach: 70 ROT: 5 SelectionDecorations: Selectable: Voice: VehicleVoice TargetableUnit: TargetTypes: Ground Repairable: Passenger: CargoType: Vehicle AttackMove: HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: ProximityCaptor: Types:Tank GivesBounty: WithSmoke: ^Infantry: AppearsOnRadar: Health: Radius: 3 Armor: Type: None RevealsShroud: Range: 4 Mobile: Crushes: crate SharesCell: true TerrainSpeeds: Clear: 90 Rough: 80 Road: 100 Ore: 80 Beach: 80 SelectionDecorations: Selectable: Voice: GenericVoice TargetableUnit: TargetTypes: Ground RenderInfantry: AutoTarget: AttackMove: Passenger: CargoType: Infantry HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: ProximityCaptor: Types:Infantry GivesBounty: CrushableInfantry: CrushSound: ^Plane: AppearsOnRadar: UseLocation: yes SelectionDecorations: Selectable: Voice: GenericVoice TargetableAircraft: TargetTypes: Air GroundedTargetTypes: Ground HiddenUnderFog: GainsExperience: GivesExperience: DrawLineToTarget: ActorLostNotification: Notification: DebugAircraftFacing: DebugAircraftSubPxX: DebugAircraftSubPxY: DebugAircraftAltitude: ProximityCaptor: Types:Plane EjectOnDeath: PilotActor: RIFLE SuccessRate: 50 GivesBounty: ^Helicopter: Inherits: ^Plane ^Building: AppearsOnRadar: SelectionDecorations: Selectable: Priority: 3 TargetableBuilding: TargetTypes: Ground Building: Dimensions: 1,1 Footprint: x TerrainTypes: Clear,Road GivesBuildableArea: Capturable: CapturableBar: SoundOnDamageTransition: DamagedSound: DestroyedSound: RenderBuilding: WithBuildingExplosion: RepairableBuilding: EmitInfantryOnSell: ActorTypes: rifle,rifle,rifle,rifle,rifle,rifle MustBeDestroyed: GivesExperience: # FrozenUnderFog: CaptureNotification: Notification: EditorAppearance: RelativeToTopLeft: yes ShakeOnDeath: ProximityCaptor: Types:Building Sellable: AcceptsSupplies: GivesBounty: