Files
OpenRA/mods/cnc-classic/rules/defaults.yaml

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^Vehicle:
AppearsOnRadar:
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 25
Rough: 25
Road: 25
Tiberium: 25
BlueTiberium: 25
Beach: 25
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Passenger:
CargoType: Vehicle
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
DebugMuzzlePositions:
^Tank:
AppearsOnRadar:
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 25
Rough: 25
Road: 25
Tiberium: 25
BlueTiberium: 25
Beach: 25
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Passenger:
CargoType: Vehicle
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
DebugMuzzlePositions:
^Helicopter:
AppearsOnRadar:
UseLocation: yes
TargetableUnit:
TargetTypes: Air
SelectionDecorations:
Selectable:
Voice: VehicleVoice
Helicopter:
RepairBuildings: fix
RearmBuildings: hpad
LandWhenIdle: false
Buildable:
Queue: Aircraft
ActorLostNotification:
Notification: unitlost.aud
DebugMuzzlePositions:
^Infantry:
AppearsOnRadar:
Health:
Radius: 3
Armor:
Type: None
RevealsShroud:
# Range: 4
Range: 3
# default range value for infantry is 1 in C&C, but OpenRA renders vision slightly differently.
AutoTarget:
ScanRadius: 4
Mobile:
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Rough: 90
Road: 90
Tiberium: 90
PathingCost: 1000
BlueTiberium: 90
PathingCost: 1000
Beach: 90
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Infantry
TakeCover:
RenderInfantryProne:
AttackMove:
Passenger:
CargoType: Infantry
PoisonedByTiberium:
ActorLostNotification:
Notification: unitlost.aud
SpawnViceroid:
Probability: 2
CrushableInfantry:
DetectCloaked:
Range: 1
DebugMuzzlePositions:
^CivInfantry:
Inherits: ^Infantry
-Buildable:
-AutoTarget:
-TakeCover:
-RenderInfantryProne:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Voice: CivilianMaleVoice
Bounds: 12,17,0,-9
Valued:
Cost: 10
Tooltip:
Name: Civilian
Mobile:
Speed: 4
Health:
# HP: 25
HP: 5
RevealsShroud:
Range: 3 #arbitrary. Assuming it should be 1, like infantry.
# In practice, it seems that OpenRA renders vision range differently. Assuming it should be 1 for this unit.
Armament:
Weapon: Pistol
AttackFrontal:
ActorLostNotification:
Notification: civdead1.aud
NotifyAll: true
ScaredyCat:
RenderInfantryPanic:
AttackMove:
JustMove: yes
CrushableInfantry:
^Plane:
AppearsOnRadar:
UseLocation: yes
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Air
ActorLostNotification:
Notification: unitlost.aud
DebugMuzzlePositions:
^Ship:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground, Water
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
DebugMuzzlePositions:
^Building:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Priority: 3
TargetableBuilding:
TargetTypes: Ground
Armor:
Type: Wood
RepairableBuilding:
RepairPercent: 40
RepairStep: 14
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: constru2.aud, hvydoor1.aud
SellSounds: cashturn.aud
TerrainTypes: Clear,Road
SoundOnDamageTransition:
DamagedSound: xplos.aud
DestroyedSound: crumble.aud
Buildable:
Queue: Building
GivesBuildableArea:
RenderBuilding:
WithBuildingExplosion:
DeadBuildingState:
EmitInfantryOnSell:
ValuePercent: 40
ActorTypes: e6,e1
MustBeDestroyed:
CaptureNotification@GDI:
Race: gdi
Notification: gdicapt1.aud
CaptureNotification@NOD:
Race: nod
Notification: nodcapt1.aud
ActorLostNotification:
Notification: strclost.aud
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
ShakeOnDeath:
Sellable:
Capturable:
CaptureCompleteTime: 0
CapturableBar:
DebugMuzzlePositions:
^CivBuilding:
Inherits: ^Building
-DeadBuildingState:
-Buildable:
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Wood
Building:
RenderBuilding:
WithBuildingExplosion:
-RepairableBuilding:
-Capturable:
-CapturableBar:
-Sellable:
Tooltip:
Name: Civilian Building
^CivBuildingHusk:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
RenderBuilding:
EditorAppearance:
RelativeToTopLeft: yes
Tooltip:
Name: Civilian Building (Destroyed)
^TechBuilding:
Inherits: ^CivBuilding
Capturable:
CaptureCompleteTime: 0
CapturableBar:
RepairableBuilding:
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
^CivField:
Inherits: ^CivBuilding
-Selectable:
Tooltip:
Name: Field
-WithBuildingExplosion:
^CivFieldHusk:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: _
EditorAppearance:
RelativeToTopLeft: yes
Tooltip:
Name: Field (Destroyed)
BelowUnits:
^Wall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
Adjacent: 7
TerrainTypes: Clear,Road
TargetableBuilding:
TargetTypes: Ground, Wall
Wall:
CrushClasses: wall
CrushSound: sandbag2.aud
SelectionDecorations:
Selectable:
Priority: 1
RenderBuildingWall:
HasMakeAnimation: false
Palette: staticterrain
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
Sellable:
^HeavyWall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
Adjacent: 7
TerrainTypes: Clear,Road
TargetableBuilding:
TargetTypes: Ground, Wall
Wall:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
SelectionDecorations:
Selectable:
Priority: 1
RenderBuildingWall:
HasMakeAnimation: false
Palette: staticterrain
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
Sellable:
^Tree:
Tooltip:
Name: Tree
RenderBuilding:
Palette: staticterrain
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
^Rock:
Tooltip:
Name: Rock
RenderBuilding:
Palette: staticterrain
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
^Bridge:
Tooltip:
Name: Bridge
TargetableBuilding:
TargetTypes: Ground, Water
BelowUnits:
Health:
HP: 500
SoundOnDamageTransition:
DamagedSound: xplos.aud
DestroyedSound: xplobig4.aud
Building:
Footprint: ______ ______ ______ ______
Dimensions: 6,4