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