Files
OpenRA/mods/cnc/rules/defaults.yaml
reaperrr 13a101f11f Add a frame with shadow to both TD crate types
And remove the crate.shp in return
(which was just scrate.shp with shadow).

Also fixes WCRATE actor to actually use the correct .shp.
2021-04-03 16:22:27 +01:00

1162 lines
23 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
UpdatesPlayerStatistics:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
RenderDebugState:
^SpriteActor:
BodyOrientation:
QuantizeFacingsFromSequence:
RenderSprites:
^ClassicFacingSpriteActor:
ClassicFacingBodyOrientation:
QuantizeFacingsFromSequence:
RenderSprites:
^1x1Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
^2x1Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -1024, -512
BottomRight: 1024, 512
^2x2Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
^3x2Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
^GainsExperience:
GainsExperience:
LevelUpNotification: LevelUp
Conditions:
250: rank-veteran
500: rank-veteran
750: rank-veteran
LevelUpImage: crate-effects
GrantCondition@RANK-ELITE:
RequiresCondition: rank-veteran >= 3
Condition: rank-elite
FirepowerMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 125
FirepowerMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 125
FirepowerMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 125
DamageMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 80
DamageMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 80
SpeedMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 125
RangeMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 125
RevealsShroudMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 125
ChangesHealth@ELITE:
Step: 0
PercentageStep: 5
Delay: 75
StartIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@RANK-1:
Image: rank
Sequence: rank-veteran-1
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidRelationships: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 1
WithDecoration@RANK-2:
Image: rank
Sequence: rank-veteran-2
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidRelationships: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 2
WithDecoration@RANK-ELITE:
Image: rank
Sequence: rank-elite
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidRelationships: Ally, Enemy, Neutral
RequiresCondition: rank-elite
^InfantryExperienceHospitalHazmatOverrides:
WithDecoration@RANK-1:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@RANK-2:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@RANK-ELITE:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@HAZMAT:
BlinkInterval: 32
BlinkPatterns:
rank-veteran && hospitalheal: Off, Off, On
rank-veteran || hospitalheal: Off, On
WithDecoration@REDCROSS:
BlinkPatterns:
rank-veteran && hazmatsuits: Off, On, Off
rank-veteran && !hazmatsuits: Off, On
hazmatsuits: On, Off
^AutoTargetGround:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Structure, Defense
InvalidTargets: NoAutoTarget
^AutoTargetGroundAssaultMove:
Inherits: ^AutoTargetGround
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveCondition: assault-move
^AutoTargetAir:
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Air
InvalidTargets: NoAutoTarget
^AutoTargetAll:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Air, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Air, Structure, Defense
InvalidTargets: NoAutoTarget
^AutoTargetAllAssaultMove:
Inherits: ^AutoTargetAll
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveCondition: assault-move
^PlayerHandicaps:
HandicapFirepowerMultiplier:
HandicapDamageMultiplier:
HandicapProductionTimeMultiplier:
^AcceptsCloakCrate:
Cloak:
InitialDelay: 15
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: trans1.aud
PauseOnCondition: cloak-force-disabled
RequiresCondition: cloak-crate-collected
ExternalCondition@CLOAK:
Condition: cloak-crate-collected
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
^Transport:
Cargo:
WithCargoPipsDecoration:
Position: BottomLeft
Margin: 4, 3
RequiresSelection: true
CustomPipSequences:
gray: pip-gray
yellow: pip-yellow
red: pip-red
^StoresResources:
StoresResources:
WithResourceStoragePipsDecoration:
Position: BottomLeft
Margin: 4, 3
RequiresSelection: true
PipCount: 10
^Vehicle:
Inherits@1: ^ExistsInWorld
Inherits@3: ^ClassicFacingSpriteActor
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
Mobile:
Locomotor: wheeled
TurnSpeed: 20
Selectable:
Bounds: 1024, 1024
Targetable:
TargetTypes: Ground, Vehicle
Repairable:
RepairActors: fix
Passenger:
CargoType: Vehicle
ActorLostNotification:
HiddenUnderFog:
AttackMove:
WithDamageOverlay:
WithFacingSpriteBody:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
Guard:
Guardable:
Tooltip:
GenericName: Vehicle
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
HitShape:
MapEditorData:
Categories: Vehicle
^Tank:
Inherits: ^Vehicle
Mobile:
Locomotor: tracked
TurnSpeed: 20
Tooltip:
GenericName: Tank
^Helicopter:
Inherits@1: ^ExistsInWorld
Inherits@3: ^ClassicFacingSpriteActor
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: true
Targetable@GROUND:
TargetTypes: Ground, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
Selectable:
Bounds: 1024, 1024
Repairable:
RepairActors: hpad
Aircraft:
AirborneCondition: airborne
CruisingCondition: cruising
CanHover: True
TakeOffOnResupply: true
VTOL: true
LandableTerrainTypes: Clear, Rough, Road, Beach, Tiberium, BlueTiberium
Crushes: crate, infantry
CanSlide: True
HiddenUnderFog:
Type: GroundPosition
ActorLostNotification:
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
AttackMove:
Guard:
Guardable:
Tooltip:
GenericName: Helicopter
WithFacingSpriteBody:
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Hovers@CRUISING:
RequiresCondition: cruising
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
HitShape:
MapEditorData:
Categories: Aircraft
SpawnActorOnDeath:
RequiresCondition: airborne
^Infantry:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
DeathTypes: DefaultDeath
Health:
Armor:
Type: None
RevealsShroud:
Range: 5c0
Mobile:
AlwaysTurnInPlace: true
Locomotor: foot
Selectable:
Bounds: 768, 768, 0, -256
DecorationBounds: 512, 725, 0, -256
Targetable:
TargetTypes: Ground, Infantry
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
WithDeathAnimation:
DeathTypes:
DefaultDeath: 1
BulletDeath: 1
RippedApartDeath: 2
SmallExplosionDeath: 3
ExplosionDeath: 4
FireDeath: 5
TiberiumDeath: 6
CrushedSequence: die-crushed
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
DamagedByTerrain:
Terrain: Tiberium, BlueTiberium
Damage: 200
DamageInterval: 16
DamageTypes: TiberiumDeath
RequiresCondition: !hazmatsuits
GrantConditionOnTerrain@HAZMAT:
Condition: ontiberium
TerrainTypes: Tiberium, BlueTiberium
GrantConditionOnPrerequisite@HAZMAT:
Condition: biolab
Prerequisites: bio
GrantCondition@HAZMAT:
RequiresCondition: biolab && ontiberium
Condition: hazmatsuits
WithDecoration@HAZMAT:
Image: pips
Sequence: pip-hazmat
Position: BottomRight
Margin: 5, 6
RequiresCondition: hazmatsuits
ActorLostNotification:
SpawnActorOnDeath:
Probability: 5
Actor: vice
OwnerType: InternalName
InternalOwner: Creeps
DeathType: TiberiumDeath
RequiresLobbyCreeps: true
Crushable:
WarnProbability: 75
CrushSound: squish2.aud
Guardable:
ChangesHealth@HOSPITAL:
Step: 500
Delay: 100
StartIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite@HOSPITAL:
Condition: hospital
Prerequisites: hosp
GrantConditionOnDamageState@HOSPITAL:
Condition: damaged
ValidDamageStates: Light, Medium, Heavy, Critical
GrantCondition@HOSPITAL:
RequiresCondition: hospital && damaged
Condition: hospitalheal
WithDecoration@REDCROSS:
Image: pips
Sequence: pip-heal
Position: BottomRight
Margin: 5, 6
RequiresCondition: hospitalheal
BlinkInterval: 32
BlinkPattern: On, Off
DetectCloaked:
Range: 2c0
DeathSounds@NORMAL:
DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath, RippedApartDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@POISONED:
Voice: Poisoned
DeathTypes: TiberiumDeath
Voiced:
VoiceSet: GenericVoice
HitShape:
Type: Circle
Radius: 128
MapEditorData:
Categories: Infantry
^Soldier:
Inherits: ^Infantry
MustBeDestroyed:
Tooltip:
GenericName: Soldier
Guard:
TakeCover:
SpeedModifier: 60
DamageModifiers:
Prone50Percent: 50
Prone80Percent: 80
DamageTriggers: TriggerProne
ProneOffset: 400,0,0
WithInfantryBody:
IdleSequences: idle1, idle2
StandSequences: stand, stand2
AttackFrontal:
^CivInfantry:
Inherits: ^Infantry
Valued:
Cost: 10
Tooltip:
Name: Civilian
GenericVisibility: None
Mobile:
Speed: 56
Health:
HP: 2500
RevealsShroud:
Range: 2c0
Passenger:
CustomPipType: gray
ScaredyCat:
AvoidTerrainTypes: Tiberium, BlueTiberium
Crushable:
CrushSound: squish2.aud
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
AvoidTerrainTypes: Tiberium, BlueTiberium
MapEditorData:
Categories: Civilian infantry
^ArmedCivilian:
Armament:
Weapon: Pistol
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
^DINO:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
Health:
HP: 100000
Armor:
Type: Wood
Buildable:
Queue: Biolab
BuildPaletteOrder: 50
Prerequisites: ~disabled
Valued:
Cost: 1000
Tooltip:
Name: Dinosaur
RevealsShroud:
Range: 6c0
Mobile:
Locomotor: critter
Speed: 113
Voice: Move
Selectable:
Bounds: 1024, 1024
Targetable:
TargetTypes: Ground, Creep
HiddenUnderFog:
RenderSprites:
Palette: terrain
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
UseDeathTypeSuffix: false
AutoTarget:
ScanRadius: 4
AttackMove:
Voice: Attack
AttackFrontal:
Voice: Attack
DeathSounds:
Voiced:
VoiceSet: DinoVoice
HitShape:
Type: Circle
Radius: 128
MapEditorData:
Categories: Critter
^Viceroid:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
Health:
HP: 40000
Armor:
Type: Light
RevealsShroud:
Range: 6c0
Mobile:
Voice: Move
Speed: 71
Locomotor: critter
Selectable:
Bounds: 1024, 1024
Targetable:
TargetTypes: Ground, Creep
AutoTarget:
ScanRadius: 5
AttackMove:
Voice: Attack
HiddenUnderFog:
Valued:
Cost: 1000
Tooltip:
Name: Visceroid
Armament:
Weapon: Chemspray
LocalOffset: 384,0,0
MuzzleSequence: muzzle
AttackFrontal:
Voice: Attack
BodyOrientation:
QuantizedFacings: 8
WithSpriteBody:
WithMuzzleOverlay:
Guard:
Voice: Move
Guardable:
DamagedByTerrain:
Damage: -100
DamageInterval: 4
DamageTypes: TiberiumDeath
Terrain: Tiberium, BlueTiberium
Voiced:
VoiceSet: DinoVoice
HitShape:
Type: Circle
Radius: 427
MapEditorData:
Categories: Critter
WithDeathAnimation:
UseDeathTypeSuffix: false
^Plane:
Inherits@1: ^ExistsInWorld
Inherits@2: ^ClassicFacingSpriteActor
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: true
HiddenUnderFog:
Type: GroundPosition
AlwaysVisibleRelationships: None
ActorLostNotification:
AttackMove:
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
WithFacingSpriteBody:
RejectsOrders:
Aircraft:
CruiseAltitude: 2560
IdleBehavior: LeaveMap
MapEditorData:
Categories: Aircraft
^Ship:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
Targetable:
TargetTypes: Ground, Water
HiddenUnderFog:
ActorLostNotification:
AttackMove:
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip
Guard:
Guardable:
Tooltip:
GenericName: Ship
Voiced:
VoiceSet: VehicleVoice
HitShape:
MapEditorData:
Categories: Naval
^Building:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@shape: ^1x1Shape
Inherits@selection: ^SelectableBuilding
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
Targetable:
TargetTypes: Ground, C4, Structure
Armor:
Type: Wood
Health:
HP: 40000
Building:
Dimensions: 1,1
Footprint: x
ActorPreviewPlaceBuildingPreview:
PreviewAlpha: 0.65
SoundOnDamageTransition:
DamagedSounds: xplobig4.aud
DestroyedSounds: crumble.aud, xplobig4.aud
WithSpriteBody:
Explodes:
Type: Footprint
Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
CaptureNotification:
Notification: BuildingCaptured
NewOwnerVoice: false
ActorLostNotification:
Notification: BuildingLost
ShakeOnDeath:
Guardable:
Range: 3c0
Tooltip:
GenericName: Structure
FrozenUnderFog:
Demolishable:
MapEditorData:
Categories: Building
CommandBarBlacklist:
AcceptsDeliveredCash:
^BaseBuilding:
Inherits: ^Building
Building:
RequiresBaseProvider: true
BuildSounds: constru2.aud, hvydoor1.aud
UndeploySounds: cashturn.aud
TerrainTypes: Clear,Road
RequiresBuildableArea:
AreaTypes: building
Adjacent: 4
MustBeDestroyed:
RequiredForShortGame: true
RepairableBuilding:
RepairPercent: 40
RepairStep: 1400
PlayerExperience: 15
RepairingNotification: Repairing
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
GivesBuildableArea:
AreaTypes: building
SpawnActorsOnSell:
ActorTypes: e6,e1,e1,e1
EngineerRepairable:
Demolishable:
Condition: being-demolished
Sellable:
RequiresCondition: !build-incomplete && !being-demolished
SellSounds: cashturn.aud
CaptureManager:
Capturable:
RequiresCondition: !build-incomplete
Types: building-sabotage
WithMakeAnimation:
Condition: build-incomplete
WithBuildingRepairDecoration:
Image: allyrepair
Sequence: repair
Position: Center
Palette: player
IsPlayerPalette: True
^CivBuilding:
Inherits: ^Building
Tooltip:
GenericName: Civilian Building
GenericStancePrefix: false
ShowOwnerRow: false
FrozenUnderFog:
MapEditorData:
Categories: Civilian building
^CivBuildingHusk:
Inherits@1: ^SpriteActor
Interactable:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
WithSpriteBody:
Tooltip:
GenericName: Civilian Building (Destroyed)
GenericStancePrefix: false
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
MapEditorData:
Categories: Husk
^TechBuilding:
Inherits: ^CivBuilding
OwnerLostAction:
Action: ChangeOwner
CaptureManager:
Capturable:
Types: building
CaptureNotification:
Notification: CivilianBuildingCaptured
RepairableBuilding:
RepairPercent: 40
RepairStep: 1400
PlayerExperience: 15
RepairingNotification: Repairing
EngineerRepairable:
RevealsShroud:
Range: 3c0
Tooltip:
ShowOwnerRow: True
MapEditorData:
Categories: Tech building
AppearsOnMapPreview:
WithBuildingRepairDecoration:
Image: allyrepair
Sequence: repair
Position: Center
Palette: player
IsPlayerPalette: True
^CivField:
Inherits: ^CivBuilding
-Selectable:
Interactable:
Tooltip:
GenericName: Field
-Explodes:
-ShakeOnDeath:
-SoundOnDamageTransition:
-Demolishable:
RenderSprites:
Palette: terrain
^CivFieldHusk:
Inherits@1: ^SpriteActor
Interactable:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: =
Tooltip:
Name: Field (Destroyed)
GenericVisibility: None
ShowOwnerRow: false
RenderSprites:
Palette: terrain
WithSpriteBody:
FrozenUnderFog:
MapEditorData:
Categories: Husk
^Wall:
Inherits@1: ^SpriteActor
Inherits@shape: ^1x1Shape
Interactable:
Bounds: 1024, 1024
CombatDebugOverlay:
AppearsOnRadar:
OwnerLostAction:
Action: ChangeOwner
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
TerrainTypes: Clear,Road
FootprintPlaceBuildingPreview:
LineBuildFootprintAlpha: 0.65
RequiresBuildableArea:
AreaTypes: building
Adjacent: 4
Targetable:
TargetTypes: Ground, Wall
Crushable:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
RenderSprites:
Palette: staticterrain
WithWallSpriteBody:
Sellable:
SellSounds: cashturn.aud
Guardable:
FrozenUnderFog:
ScriptTriggers:
Health:
HP: 10000
AppearsOnMapPreview:
Terrain: Wall
RadarColorFromTerrain:
Terrain: Wall
MapEditorData:
Categories: Wall
UpdatesPlayerStatistics:
AddToAssetsValue: false
^Tree:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
AppearsOnMapPreview:
Terrain: Tree
Health:
HP: 50000
Armor:
Type: Wood
Targetable:
TargetTypes: Trees
WithDamageOverlay@SmallBurn:
DamageTypes: Incendiary
Image: burn-s
MinimumDamageState: Light
MaximumDamageState: Medium
WithDamageOverlay@MediumBurn:
DamageTypes: Incendiary
Image: burn-m
MinimumDamageState: Medium
MaximumDamageState: Heavy
WithDamageOverlay@LargeBurn:
DamageTypes: Incendiary
Image: burn-l
MinimumDamageState: Heavy
MaximumDamageState: Dead
HiddenUnderShroud:
HitShape:
MapEditorData:
Categories: Tree
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^TreeHusk:
Inherits@1: ^SpriteActor
Interactable:
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
AppearsOnMapPreview:
Terrain: Tree
Building:
Footprint: __ x_
Dimensions: 2,2
WithSpriteBody:
Tooltip:
Name: Tree (Burnt)
ShowOwnerRow: false
HiddenUnderShroud:
MapEditorData:
Categories: Tree
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^TibTree:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Blossom Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
AppearsOnMapPreview:
Terrain: Tiberium
HiddenUnderShroud:
WithMakeAnimation:
MapEditorData:
Categories: Resource spawn
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^Rock:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Rock
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
AppearsOnMapPreview:
Terrain: Tree
HiddenUnderShroud:
MapEditorData:
RequireTilesets: DESERT
Categories: Decoration
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^CommonHuskDefaults:
Inherits@1: ^ClassicFacingSpriteActor
Interactable:
Health:
HP: 28000
Armor:
Type: Heavy
HiddenUnderFog:
Type: CenterPosition
AlwaysVisibleRelationships: None
WithFacingSpriteBody:
HitShape:
MapEditorData:
Categories: Husk
^Husk:
Inherits: ^CommonHuskDefaults
Husk:
AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
Targetable:
RequiresForceFire: true
TargetTypes: Ground, Husk
CaptureManager:
Capturable:
Types: husk
ValidRelationships: Enemy, Neutral, Ally
TransformOnCapture:
ForceHealthPercentage: 25
Tooltip:
GenericName: Destroyed Vehicle
WithColoredOverlay@IDISABLE:
Color: 000000B4
ScriptTriggers:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
WithIdleOverlay@Burns:
Image: fire
Sequence: 1
IsDecoration: True
ChangesHealth:
Step: -200
StartIfBelow: 101
Delay: 6
^LightHusk:
Inherits: ^Husk
Health:
HP: 4000
^HelicopterHusk:
Inherits: ^CommonHuskDefaults
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Aircraft:
CanHover: True
VTOL: true
CanSlide: True
FallsToEarth:
Moves: False
Explosion: HeliCrash
Tooltip:
GenericName: Destroyed Helicopter
-MapEditorData:
^Bridge:
Inherits@shape: ^1x1Shape
AlwaysVisible:
Tooltip:
Name: Bridge
ShowOwnerRow: false
Targetable:
RequiresForceFire: true
TargetTypes: Ground, Water
Health:
HP: 60000
Armor:
Type: Heavy
SoundOnDamageTransition:
DamagedSounds: xplos.aud
DestroyedSounds: xplobig4.aud
ScriptTriggers:
BodyOrientation:
QuantizedFacings: 1
ShakeOnDeath:
Duration: 15
Intensity: 6
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^Crate:
Inherits@1: ^SpriteActor
Interactable:
HiddenUnderFog:
Tooltip:
Name: Crate
GenericName: Crate
ShowOwnerRow: false
Crate:
TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
RenderSprites:
Palette: effect
Image: scrate
WithCrateBody:
XmasImages: xcratea, xcrateb, xcratec, xcrated
MapEditorData:
Categories: System
^Defense:
Inherits: ^BaseBuilding
Inherits@selection: ^SelectableCombatBuilding
RenderRangeCircle:
RenderDetectionCircle:
-GivesBuildableArea:
MustBeDestroyed:
RequiredForShortGame: false
Targetable:
TargetTypes: Ground, C4, Structure, Defense
MapEditorData:
Categories: Defense
-CommandBarBlacklist:
-AcceptsDeliveredCash:
^DisabledOverlay:
GrantConditionOnPowerState@LOWPOWER:
Condition: lowpower
ValidPowerStates: Low, Critical
WithColoredOverlay@IDISABLE:
RequiresCondition: lowpower
Color: 000000B4
^Selectable:
Selectable:
SelectionDecorations:
WithSpriteControlGroupDecoration:
Margin: -2, 0
DrawLineToTarget:
^SelectableCombatUnit:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 10
PriorityModifiers: Ctrl
^SelectableSupportUnit:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 8
PriorityModifiers: Ctrl, Alt
^SelectableEconomicUnit:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 6
PriorityModifiers: Ctrl, Alt
^SelectableCombatBuilding:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 4
^SelectableBuilding:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 2