Files
OpenRA/mods/cnc/rules/defaults.yaml
2020-08-02 22:15:13 +02:00

1187 lines
24 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:
200: rank-veteran
400: rank-veteran
800: rank-veteran
1600: rank-veteran
LevelUpImage: crate-effects
GrantCondition@RANK-ELITE:
RequiresCondition: rank-veteran >= 4
Condition: rank-elite
DamageMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 95
DamageMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 90
DamageMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 85
DamageMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 75
FirepowerMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 105
FirepowerMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 110
FirepowerMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 120
FirepowerMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 130
SpeedMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 105
SpeedMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 110
SpeedMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 120
SpeedMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 140
ReloadDelayMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 95
ReloadDelayMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 90
ReloadDelayMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 85
ReloadDelayMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 75
ChangesHealth@ELITE:
Step: 200
Delay: 100
StartIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@RANK-1:
Image: rank
Sequence: rank-veteran-1
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 1
WithDecoration@RANK-2:
Image: rank
Sequence: rank-veteran-2
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 2
WithDecoration@RANK-3:
Image: rank
Sequence: rank-veteran-3
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: Ally, Enemy, Neutral
RequiresCondition: rank-veteran == 3
WithDecoration@RANK-ELITE:
Image: rank
Sequence: rank-elite
Palette: effect
Position: BottomRight
Margin: 5, 6
ValidStances: 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-3:
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
^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
Huntable:
OwnerLostAction:
Action: Kill
Mobile:
Locomotor: wheeled
TurnSpeed: 20
Selectable:
Bounds: 24,24
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
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: true
Targetable@GROUND:
TargetTypes: Ground, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
Selectable:
Bounds: 24,24
Repairable:
RepairActors: hpad
Aircraft:
AirborneCondition: airborne
CruisingCondition: cruising
CanHover: True
TakeOffOnResupply: true
VTOL: true
LandableTerrainTypes: Clear, Rough, Road, Beach, Tiberium, BlueTiberium
Crushes: crate, infantry
InitialFacing: 896
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
Huntable:
OwnerLostAction:
Action: Kill
DeathTypes: DefaultDeath
Health:
Armor:
Type: None
RevealsShroud:
Range: 5c0
Mobile:
AlwaysTurnInPlace: true
Locomotor: foot
Selectable:
Bounds: 18,18,0,-6
DecorationBounds: 12,17,0,-6
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
ActorLostNotification:
Notification: CivilianKilled
NotifyAll: true
ScaredyCat:
Crushable:
CrushSound: squish2.aud
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
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
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: 24,24
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
Huntable:
Health:
HP: 30000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
Mobile:
Voice: Move
Speed: 71
Locomotor: critter
Selectable:
Bounds: 24,24
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
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: true
HiddenUnderFog:
Type: GroundPosition
AlwaysVisibleStances: 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@selection: ^SelectableCombatUnit
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
Huntable:
OwnerLostAction:
Action: Kill
Targetable:
TargetTypes: Ground, C4, Structure
Armor:
Type: Wood
Health:
HP: 40000
Building:
Dimensions: 1,1
Footprint: x
ActorPreviewPlaceBuildingPreview:
OverridePalette: placebuilding
SoundOnDamageTransition:
DamagedSounds: xplos.aud
DestroyedSounds: crumble.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:
ScriptTriggers:
MapEditorData:
Categories: Husk
^Wall:
Inherits@1: ^SpriteActor
Inherits@shape: ^1x1Shape
Interactable:
Bounds: 24,24
CombatDebugOverlay:
AppearsOnRadar:
OwnerLostAction:
Action: ChangeOwner
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
TerrainTypes: Clear,Road
FootprintPlaceBuildingPreview:
LineBuildSegmentPalette: placelinesegment
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:
GivesExperience:
Sellable:
SellSounds: cashturn.aud
Guardable:
FrozenUnderFog:
ScriptTriggers:
Health:
HP: 10000
AppearsOnMapPreview:
Terrain: Wall
RadarColorFromTerrain:
Terrain: Wall
MapEditorData:
Categories: Wall
^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:
ScriptTriggers:
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:
ScriptTriggers:
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:
ScriptTriggers:
MapEditorData:
RequireTilesets: DESERT
Categories: Decoration
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^CommonHuskDefaults:
Inherits@1: ^ClassicFacingSpriteActor
Interactable:
Health:
HP: 14000
Armor:
Type: Light
HiddenUnderFog:
Type: CenterPosition
AlwaysVisibleStances: None
WithFacingSpriteBody:
HitShape:
MapEditorData:
Categories: Husk
^Husk:
Inherits: ^CommonHuskDefaults
Husk:
AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
Burns:
Damage: 100
Interval: 6
Targetable:
RequiresForceFire: true
TargetTypes: Ground, Husk
CaptureManager:
Capturable:
Types: husk
ValidStances: Enemy, Neutral, Ally
TransformOnCapture:
ForceHealthPercentage: 25
Tooltip:
GenericName: Destroyed Vehicle
WithColoredOverlay@IDISABLE:
Palette: disabled
ScriptTriggers:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
^LightHusk:
Inherits: ^Husk
Health:
HP: 2000
^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: crate
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
Palette: disabled
^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