Files
OpenRA/mods/cnc/rules/defaults.yaml
psydev 396a82987e increas TakeCover crawl speed 50% -> 60%
Seems like taking cover is a liability much more than a protection. I think it's better if infantry get out of the way of artillery rather than slow down and stay in its way. It's frustrating watching your infantry die pointlessly.

Instead of this, a reasonable alternative might be to double-click orders for your infantry to force them back up.
2013-04-17 06:11:53 -07:00

416 lines
6.8 KiB
YAML

^Vehicle:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 80
Rough: 50
Road: 100
Tiberium: 50
BlueTiberium: 50
Beach: 50
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
AttackMove:
AcceptsCloakCrate:
WithSmoke:
DebugMuzzlePositions:
^Tank:
AppearsOnRadar:
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 80
Rough: 70
Road: 100
Tiberium: 70
BlueTiberium: 70
Beach: 70
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
AttackMove:
AcceptsCloakCrate:
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
DebugMuzzlePositions:
^Helicopter:
AppearsOnRadar:
UseLocation: yes
TargetableAircraft:
TargetTypes: Air
GroundedTargetTypes: Ground
SelectionDecorations:
Selectable:
Voice: VehicleVoice
Helicopter:
RepairBuildings: hpad
RearmBuildings:
LandWhenIdle: false
Buildable:
Queue: Aircraft
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
DebugMuzzlePositions:
^Infantry:
AppearsOnRadar:
Health:
Radius: 3
Armor:
Type: None
RevealsShroud:
Range: 5
AutoTarget:
ScanRadius: 4
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
Mobile:
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 100
Rough: 80
Road: 100
Tiberium: 70
PathingCost: 1000
BlueTiberium: 70
PathingCost: 1000
Beach: 80
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Infantry
TakeCover:
ProneSpeed: 0.6
RenderInfantryProne:
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
PoisonedByTiberium:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
SpawnViceroid:
Probability: 2
CrushableInfantry:
WarnProbability: 60
RepairableNear:
Buildings: hosp
CloseEnough: 1
DebugMuzzlePositions:
^CivInfantry:
Inherits: ^Infantry
-Buildable:
-AutoTarget:
-DebugRetiliateAgainstAggressor:
-DebugNextAutoTargetScanTime:
-TakeCover:
-RenderInfantryProne:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Voice: CivilianMaleVoice
Bounds: 12,17,0,-9
Valued:
Cost: 70
Tooltip:
Name: Civilian
Mobile:
Speed: 4
Health:
HP: 25
RevealsShroud:
Range: 2
Armament:
Weapon: Pistol
AttackFrontal:
ActorLostNotification:
Notification: CivilianKilled
NotifyAll: true
ScaredyCat:
RenderInfantryPanic:
AttackMove:
JustMove: yes
CrushableInfantry:
^Plane:
AppearsOnRadar:
UseLocation: yes
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Air
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
DebugMuzzlePositions:
^Ship:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground, Water
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
AttackMove:
DebugMuzzlePositions:
^Building:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Priority: 3
TargetableBuilding:
TargetTypes: Ground, C4
Armor:
Type: Wood
RepairableBuilding:
RepairPercent: 40
RepairStep: 14
Building:
Adjacent: 4
RequiresBaseProvider: true
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:
ActorTypes: e6,e1
MustBeDestroyed:
GivesExperience:
CaptureNotification:
Notification: BuildingCaptured
ActorLostNotification:
Notification: BuildingLost
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
ShakeOnDeath:
Sellable:
Capturable:
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:
CapturableBar:
RepairableBuilding:
RevealsShroud:
Range: 3
^CivField:
Inherits: ^CivBuilding
-Selectable:
Tooltip:
Name: Field
-WithBuildingExplosion:
RenderBuilding:
Palette: terrain
EditorAppearance:
UseTerrainPalette: true
^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, C4
Wall:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
SelectionDecorations:
Selectable:
Priority: 1
RenderBuildingWall:
HasMakeAnimation: false
Palette: staticterrain
GivesExperience:
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
Health:
HP: 500
DeadBuildingState:
Armor:
Type: Wood
AutoTargetIgnore:
^Rock:
Tooltip:
Name: Rock
RenderBuilding:
Palette: staticterrain
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
^Husk:
Health:
HP: 140
Armor:
Type: Light
Husk:
HiddenUnderFog:
AppearsOnRadar:
Burns:
Interval: 2
TargetableUnit:
TransformOnCapture:
ForceHealthPercentage: 25
BelowUnits:
# Capturable:
# Type: husk
# AllowAllies: true
# AllowNeutral: true
# AllowEnemies: true
^Bridge:
Tooltip:
Name: Bridge
TargetableBuilding:
TargetTypes: Ground, Water
BelowUnits:
Health:
HP: 500
SoundOnDamageTransition:
DamagedSound: xplos.aud
DestroyedSound: xplobig4.aud