Files
OpenRA/mods/ts/maps/fields-of-green/rules.yaml
Paul Chote 0bdd46451e Overhaul resource layer logic:
* ResourceType trait has been removed.
* Simulation-related data is now defined on the
  ResourceLayer (which mods can subclass/replace).
* Support non-money resources by moving the resource
  values to the PlayerResources trait.
* Allow mods to disable the neighbour density override
  and instead always use the map-defined densities.
* Allow mods to define their own resource placement
  logic (e.g. allow resources on slopes) by subclassing
  (Editor)ResourceLayer.
* Improve ability to subclass/override ResourceRenderer
  by exposing more virtual methods.
2021-03-20 16:45:41 +01:00

60 lines
964 B
YAML

Player:
-ConquestVictoryConditions:
PlayerResources:
ResourceValues:
Tiberium: 0
BlueTiberium: 0
World:
-CrateSpawner:
-StartGameNotification:
-SpawnStartingUnits:
-MapStartingLocations:
LuaScript:
Scripts: fields-of-green.lua
MusicPlaylist:
BackgroundMusic: intro
DisableWorldSounds: true
AllowMuteBackgroundMusic: true
^BaseWorld:
TerrainLighting:
BlueTint: 0.7
Intensity: 0.6
INGRNLMP:
TerrainLightSource:
RedTint: 0.01
GreenTint: 0.7
BlueTint: 0.01
Intensity: 0.1
Range: 5c0
^ExistsInWorld:
GivesExperience:
ActorExperienceModifier: 0
HARV:
-Targetable:
GALITE:
-Targetable:
APC:
Cargo:
InitialUnits: e1, e1, e2, e2, medic
^Building:
DamageMultiplier@UNKILLABLE:
RequiresCondition: unkillable
Modifier: 0
ExternalCondition@UNKILLABLE:
Condition: unkillable
^Wall:
DamageMultiplier@UNKILLABLE:
RequiresCondition: unkillable
Modifier: 0
ExternalCondition@UNKILLABLE:
Condition: unkillable