Files
OpenRA/mods/ra/rules/ships.yaml
forcecore 0483708487 Rename uncloaking conditions from uncloak to cloak-force-disabled
Descriptive condition name is better.
2017-02-24 20:56:52 -06:00

316 lines
6.6 KiB
YAML

SS:
Inherits: ^Ship
Buildable:
Queue: Ship
BuildAtProductionType: Submarine
BuildPaletteOrder: 30
Prerequisites: ~spen, ~techlevel.medium
Description: Submerged anti-ship unit\narmed with torpedoes.\nCan detect other submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft\n Special Ability: Submerge
Valued:
Cost: 950
Tooltip:
Name: Submarine
Health:
HP: 250
Armor:
Type: Light
Mobile:
TurnSpeed: 4
Speed: 71
RevealsShroud:
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
Targetable:
TargetTypes: Ground, Water, Repair
RequiresCondition: !underwater
Targetable@UNDERWATER:
TargetTypes: Underwater, Repair
RequiresCondition: underwater
Cloak:
CloakTypes: Underwater
InitialDelay: 0
CloakDelay: 50
CloakSound: subshow1.aud
UncloakSound: subshow1.aud
CloakedCondition: underwater
Palette: submerged
RequiresCondition: !cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
Armament:
Weapon: TorpTube
LocalOffset: 0,-171,0, 0,171,0
FireDelay: 2
AttackFrontal:
SelectionDecorations:
VisualBounds: 38,38
AutoTarget:
InitialStance: HoldFire
InitialStanceAI: ReturnFire
DetectCloaked:
CloakTypes: Underwater
Range: 4c0
RenderDetectionCircle:
Explodes:
Weapon: UnitExplodeSubmarine
EmptyWeapon: UnitExplodeSubmarine
-MustBeDestroyed:
MSUB:
Inherits: ^Ship
Buildable:
Queue: Ship
BuildAtProductionType: Submarine
BuildPaletteOrder: 60
Prerequisites: ~spen, stek, ~techlevel.high
Description: Submerged anti-ground siege unit\nwith anti-air capabilities.\nCan detect other submarines.\n Strong vs Buildings, Ground units, Aircraft\n Weak vs Naval units\n Special Ability: Submerge
Valued:
Cost: 2000
Tooltip:
Name: Missile Submarine
Health:
HP: 400
Armor:
Type: Light
Mobile:
TurnSpeed: 3
Speed: 42
RevealsShroud:
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
Targetable:
TargetTypes: Ground, Water, Repair
RequiresCondition: !underwater
Targetable@UNDERWATER:
TargetTypes: Underwater, Repair
RequiresCondition: underwater
Cloak:
CloakTypes: Underwater
InitialDelay: 0
CloakDelay: 100
CloakSound: subshow1.aud
UncloakSound: subshow1.aud
CloakedCondition: underwater
Palette: submerged
RequiresCondition: !cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
Armament@PRIMARY:
Weapon: SubMissile
LocalOffset: 0,-171,0, 0,171,0
FireDelay: 2
Armament@SECONDARY:
Weapon: SubMissileAA
LocalOffset: 0,-171,0, 0,171,0
FireDelay: 2
AttackFrontal:
SelectionDecorations:
VisualBounds: 44,44
AutoTarget:
InitialStance: HoldFire
InitialStanceAI: ReturnFire
DetectCloaked:
CloakTypes: Underwater
Range: 4c0
RenderDetectionCircle:
Explodes:
Weapon: UnitExplodeSubmarine
EmptyWeapon: UnitExplodeSubmarine
-MustBeDestroyed:
DD:
Inherits: ^Ship
Buildable:
Queue: Ship
BuildAtProductionType: Boat
BuildPaletteOrder: 40
Prerequisites: ~syrd, dome, ~techlevel.medium
Description: Fast multi-role ship.\nCan detect submarines.\n Strong vs Naval units, Light armor, Aircraft\n Weak vs Infantry, Tanks
Valued:
Cost: 1000
Tooltip:
Name: Destroyer
Health:
HP: 400
Armor:
Type: Heavy
Mobile:
TurnSpeed: 7
Speed: 85
RevealsShroud:
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
Turreted:
TurnSpeed: 7
Offset: 341,0,128
Armament@PRIMARY:
Weapon: Stinger
LocalOffset: 0,-100,0, 0,100,0
LocalYaw: 64, -64
Armament@SECONDARY:
Weapon: DepthCharge
LocalOffset: 0,-100,0, 0,100,0
LocalYaw: 80, -80
Armament@TERTIARY:
Weapon: StingerAA
LocalOffset: 0,-100,0, 0,100,0
LocalYaw: 64, -64
AttackTurreted:
SelectionDecorations:
VisualBounds: 38,38
WithSpriteTurret:
AutoTarget:
DetectCloaked:
CloakTypes: Underwater
Range: 4c0
RenderDetectionCircle:
CA:
Inherits: ^Ship
Buildable:
Queue: Ship
BuildAtProductionType: Boat
BuildPaletteOrder: 50
Prerequisites: ~syrd, atek, ~techlevel.high
Description: Very slow long-range ship.\n Strong vs Buildings, Ground units\n Weak vs Naval units, Aircraft
Valued:
Cost: 2400
Tooltip:
Name: Cruiser
Health:
HP: 800
Armor:
Type: Heavy
Mobile:
TurnSpeed: 3
Speed: 42
RevealsShroud:
Range: 7c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
Turreted@PRIMARY:
Turret: primary
Offset: -864,0,128
TurnSpeed: 3
Turreted@SECONDARY:
Turret: secondary
Offset: 768,0,128
TurnSpeed: 3
Armament@PRIMARY:
Turret: primary
Weapon: 8Inch
LocalOffset: 480,-100,40, 480,100,40
Recoil: 171
RecoilRecovery: 34
MuzzleSequence: muzzle
Armament@SECONDARY:
Name: secondary
Turret: secondary
Weapon: 8Inch
LocalOffset: 480,-100,40, 480,100,40
Recoil: 171
RecoilRecovery: 34
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
SelectionDecorations:
VisualBounds: 44,44
WithSpriteTurret@PRIMARY:
Turret: primary
WithSpriteTurret@SECONDARY:
Turret: secondary
AutoTarget:
LST:
Inherits: ^Ship
Buildable:
Queue: Ship
BuildPaletteOrder: 10
Prerequisites: ~techlevel.low
Description: General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
Valued:
Cost: 700
Tooltip:
Name: Transport
Health:
HP: 350
Armor:
Type: Heavy
Mobile:
TurnSpeed: 10
Speed: 113
TerrainSpeeds:
Beach: 70
RequiresCondition: !notmobile
RevealsShroud:
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
SelectionDecorations:
VisualBounds: 36,36
WithLandingCraftAnimation:
OpenTerrainTypes: Clear, Rough, Road, Ore, Gems, Beach
Cargo:
Types: Infantry, Vehicle
MaxWeight: 5
PipCount: 5
PassengerFacing: 0
LoadingCondition: notmobile
-Chronoshiftable:
PT:
Inherits: ^Ship
Buildable:
Queue: Ship
BuildAtProductionType: Boat
BuildPaletteOrder: 20
Prerequisites: ~syrd, ~techlevel.medium
Description: Light scout & support ship.\nCan detect submarines.\n Strong vs Naval units\n Weak vs Ground units, Aircraft
Valued:
Cost: 500
Tooltip:
Name: Gunboat
Health:
HP: 200
Armor:
Type: Heavy
Mobile:
TurnSpeed: 7
Speed: 128
RevealsShroud:
Range: 7c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
Turreted:
TurnSpeed: 7
Offset: 512,0,0
Armament@PRIMARY:
Weapon: 2Inch
LocalOffset: 208,0,48
MuzzleSequence: muzzle
Armament@SECONDARY:
Name: secondary
Weapon: DepthCharge
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
SelectionDecorations:
VisualBounds: 36,36
WithSpriteTurret:
AutoTarget:
DetectCloaked:
CloakTypes: Underwater
Range: 4c0
RenderDetectionCircle: