Files
OpenRA/mods/ts/rules/defaults.yaml
reaperrr 3455d98289 Refactored TS infantry sequences
They now make heavy use of inheritance to cut down duplication. Most infantry in TS uses the Minigunner (E1) sequences, only that some frames are empty (civ2 shoot animation, for example) or used for a different purpose (panic anims for civilians, crippled legs for cyborgs).

To make this inheritance a bit easier, the attack sequences were renamed to a generic 'attack', rather than 'shoot' or 'throw', and split off to a separate abstract default inherited only by infantry with valid attack frames.
2016-06-05 21:24:03 +02:00

850 lines
16 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
UpdatesPlayerStatistics:
CombatDebugOverlay:
GivesExperience:
ScriptTriggers:
UpgradeManager:
Huntable:
RenderDebugState:
^SpriteActor:
BodyOrientation:
UseClassicPerspectiveFudge: False
QuantizeFacingsFromSequence:
AutoSelectionSize:
RenderSprites:
^GainsExperience:
GainsExperience:
Upgrades:
500: rank, firepower, damage, speed, reload
1000: rank, firepower, damage, speed, reload, selfheal, eliteweapon
FirepowerMultiplier@EXPERIENCE:
UpgradeTypes: firepower
Modifier: 110, 130
DamageMultiplier@EXPERIENCE:
UpgradeTypes: damage
Modifier: 90, 75
SpeedMultiplier@EXPERIENCE:
UpgradeTypes: speed
Modifier: 120, 140
ReloadDelayMultiplier@EXPERIENCE:
UpgradeTypes: reload
Modifier: 90, 75
SelfHealing@ELITE:
Step: 2
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
UpgradeTypes: selfheal
UpgradeMinEnabledLevel: 1
WithRankDecoration:
Image: rank
Sequence: rank
Palette: ra
ReferencePoint: Bottom, Right
UpgradeTypes: rank
ZOffset: 256
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
^EmpDisable:
UpgradeOverlay@EMPDISABLE:
UpgradeTypes: empdisable
UpgradeMinEnabledLevel: 1
Palette: disabled
DisableOnUpgrade@EMPDISABLE:
UpgradeTypes: empdisable
UpgradeMinEnabledLevel: 1
TimedUpgradeBar@EMPDISABLE:
Upgrade: empdisable
Color: FFFFFF
WithIdleOverlay@EMPDISABLE:
Sequence: emp-overlay
Palette: effect
UpgradeTypes: empdisable
ShowToEnemies: true
ZOffset: 512
UpgradeMinEnabledLevel: 1
PowerMultiplier@EMPDISABLE:
UpgradeTypes: empdisable
Modifier: 0
^EmpDisableMobile:
Inherits: ^EmpDisable
Mobile:
UpgradeTypes: notmobile
UpgradeMaxEnabledLevel: 0
^Cloakable:
Cloak@CLOAKGENERATOR:
UpgradeTypes: cloakgenerator
UpgradeMinEnabledLevel: 1
InitialDelay: 0
CloakDelay: 90
IsPlayerPalette: true
CloakSound: cloak5.aud
UncloakSound: cloak5.aud
UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage
^BasicBuilding:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@3: ^Cloakable
SelectionDecorations:
Palette: pips
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, Building, C4
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
TerrainTypes: Clear, Road, DirtRoad, Rough
Adjacent: 4
FrozenUnderFog:
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
WithSpriteBody:
WithBuildingExplosion:
Sequences: building, large_bang, large_brnl, verylarge_clsn, large_tumu
EngineerRepairable:
ShakeOnDeath:
AcceptsSupplies:
Guardable:
Range: 3c0
Demolishable:
^Building:
Inherits@1: ^BasicBuilding
Inherits@2: ^EmpDisable
GivesBuildableArea:
Capturable:
RepairableBuilding:
IndicatorPalette: mouse
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
EmitInfantryOnSell@gdi:
ActorTypes: e1, e1, e2, medic
Factions: gdi
EmitInfantryOnSell@nod:
ActorTypes: e1, e1, e1, e3, e3
Factions: nod
MustBeDestroyed:
RequiredForShortGame: true
CaptureNotification:
Sellable:
SellSounds: cashturn.aud
WithMakeAnimation:
ThrowsShrapnel:
Weapons: LargeDebris
Pieces: 3, 7
Range: 2c0, 5c0
^CivBuilding:
Inherits: ^BasicBuilding
-UpdatesPlayerStatistics:
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
Tooltip:
Description: Civilian Building
RenderSprites:
Palette: terraindecoration
^CivBillboard:
Inherits: ^CivBuilding
Building:
Footprint: x
Dimensions: 1, 1
Armor:
Type: heavy
Health:
HP: 400
EditorTilesetFilter:
RequireTilesets: TEMPERATE
^Crate:
HiddenUnderFog:
Tooltip:
Name: Crate
Crate:
Lifetime: 180
TerrainTypes: Clear, Rough, Sand, Road, DirtRoad, Tiberium, BlueTiberium, Veins, Green, Pavement
RenderSprites:
Palette: terraindecoration
WithCrateBody:
Images: crate
CustomSelectionSize:
CustomBounds: 24,24
^Wall:
Inherits@1: ^SpriteActor
Inherits@2: ^Cloakable
CombatDebugOverlay:
HiddenUnderShroud:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
Adjacent: 7
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
Crushable:
CrushClasses: wall
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
Targetable:
TargetTypes: Ground, Wall, C4
WithWallSpriteBody:
Type: wall
AutoTargetIgnore:
Sellable:
SellSounds: cashturn.aud
Demolishable:
ScriptTriggers:
UpgradeManager:
Health:
Shape: Circle
Radius: 363
VerticalTopOffset: 512
^BuildingPlug:
AlwaysVisible:
Building:
BuildSounds: place2.aud
KillsSelf:
RemoveInstead: true
RenderSprites:
^Infantry:
Inherits@1: ^GainsExperience
Inherits@2: ^ExistsInWorld
Inherits@3: ^SpriteActor
Inherits@4: ^Cloakable
DrawLineToTarget:
Health:
HP: 50
Shape: Circle
Radius: 128
VerticalTopOffset: 512
Armor:
Type: None
Valued:
Cost: 10
RevealsShroud:
Range: 2c0
Mobile:
Voice: Move
Speed: 71
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Road: 100
Rail: 90
DirtRoad: 100
Rough: 80
Tiberium: 90
PathingCost: 90
BlueTiberium: 90
PathingCost: 90
Veins: 50
SelectionDecorations:
Palette: pips
Selectable:
Bounds: 14,23,-1,-9
Voiced:
VoiceSet: Infantry
Targetable:
TargetTypes: Ground, Infantry
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
WithDeathAnimation@normal:
DeathTypes:
BulletDeath: 1
SmallExplosionDeath: 2
HeadshotDeath: 3
SpawnActorOnDeath@FLAMEGUY:
Actor: FLAMEGUY
DeathType: FireDeath
WithDeathAnimation@explosion:
DeathSequencePalette: effect
DeathPaletteIsPlayerPalette: False
DeathTypes:
ExplosionDeath: 4
WithDeathAnimation@energy:
DeathSequencePalette: ra
DeathPaletteIsPlayerPalette: False
DeathTypes:
EnergyDeath: 6
AutoTarget:
AttackMove:
Voice: Move
Passenger:
CargoType: Infantry
Voice: Move
HiddenUnderFog:
ActorLostNotification:
Crushable:
CrushSound: squish6.aud
PoisonedByTiberium:
SpawnActorOnDeath:
Actor: visc_sml
Probability: 10
OwnerType: InternalName
InternalOwner: Creeps
DeathType: EnergyDeath # TODO: FIX ME! (Tiberium currently uses the wrong damage type!)
RequiresLobbyCreeps: true
Guard:
Voice: Move
Guardable:
DeathSounds@NORMAL:
DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@ZAPPED:
Voice: Zapped
DeathTypes: EnergyDeath
SelfHealing@HOSPITAL:
Step: 5
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
UpgradeTypes: hospitalheal
UpgradeMinEnabledLevel: 1
GlobalUpgradable@HOSPITAL:
Upgrades: hospitalheal
Prerequisites: cahosp
WithDecoration@REDCROSS:
Image: pips
Sequence: medic
Palette: pips
ReferencePoint: Bottom, Right
UpgradeTypes: hospitalheal
UpgradeMinEnabledLevel: 1
^Soldier:
Inherits: ^Infantry
RevealsShroud:
Range: 4c0
MustBeDestroyed:
TakeCover:
DamageModifiers:
Prone50Percent: 50
Prone60Percent: 60
Prone70Percent: 70
Prone100Percent: 100
Prone350Percent: 350
DamageTriggers: TriggerProne
WithInfantryBody:
IdleSequences: idle1,idle2
WithDeathAnimation:
CrushedSequence: die-crushed
CrushedSequencePalette: player
CrushedPaletteIsPlayerPalette: true
^Cyborg:
Inherits@1: ^Infantry
Inherits@2: ^EmpDisableMobile
RevealsShroud:
Range: 4c0
MustBeDestroyed:
-Crushable:
PoisonedByTiberium:
Weapon: TiberiumHeal
WithPermanentInjury:
WithInfantryBody:
AttackSequence: attack
IdleSequences: idle1,idle2
UpgradeOnDamage@CRITICAL:
Upgrades: criticalspeed
ValidDamageStates: Critical
SpeedMultiplier@CRITICAL:
UpgradeTypes: criticalspeed
Modifier: 50
^CivilianInfantry:
Inherits: ^Infantry
Voiced:
VoiceSet: Civilian
Tooltip:
Name: Civilian
ScaredyCat:
WithDeathAnimation:
CrushedSequence: die-crushed
CrushedSequencePalette: player
CrushedPaletteIsPlayerPalette: true
^Vehicle:
Inherits@1: ^GainsExperience
Inherits@2: ^ExistsInWorld
Inherits@3: ^EmpDisableMobile
Inherits@4: ^Cloakable
DrawLineToTarget:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 70
Road: 100
Rail: 50
DirtRoad: 90
Rough: 40
Tiberium: 50
BlueTiberium: 50
Veins: 50
PathingCost: 90
TurnSpeed: 5
Voice: Move
Selectable:
Bounds: 40,24
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Vehicle
Targetable:
TargetTypes: Ground, Vehicle, Repair
Repairable:
RepairBuildings: gadept
Voice: Move
Passenger:
CargoType: Vehicle
Voice: Move
AttackMove:
Voice: Move
HiddenUnderFog:
ActorLostNotification:
Capturable:
Type: Vehicle
CaptureThreshold: 100
CancelActivity: True
Guard:
Voice: Move
Guardable:
BodyOrientation:
CameraPitch: 90
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
MustBeDestroyed:
RenderSprites:
ThrowsShrapnel:
Weapons: SmallDebris
Pieces: 3, 7
Range: 2c0, 5c0
PoisonedByTiberium:
Weapon: Veins
Resources: Veins
UpgradeOnDamage@DAMAGED:
Upgrades: damagedspeed
ValidDamageStates: Heavy
UpgradeOnDamage@CRITICAL:
Upgrades: criticalspeed
ValidDamageStates: Critical
SpeedMultiplier@DAMAGED:
UpgradeTypes: damagedspeed
Modifier: 80
SpeedMultiplier@CRITICAL:
UpgradeTypes: criticalspeed
Modifier: 60
^Tank:
Inherits: ^Vehicle
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 70
Road: 100
Rail: 100
DirtRoad: 90
Rough: 60
Tiberium: 70
BlueTiberium: 70
Veins: 70
^VoxelVehicle:
Inherits: ^Vehicle
BodyOrientation:
QuantizedFacings: 0
RenderVoxels:
WithVoxelBody:
^VoxelTank:
Inherits: ^Tank
BodyOrientation:
QuantizedFacings: 0
RenderVoxels:
WithVoxelBody:
^CivilianVoxelVehicle:
Inherits: ^VoxelVehicle
-MustBeDestroyed:
^CivilianVoxelCrusher:
Inherits: ^CivilianVoxelVehicle
Mobile:
Crushes: wall, crate, infantry
^Aircraft:
Inherits@1: ^GainsExperience
Inherits@2: ^ExistsInWorld
Inherits@3: ^Cloakable
DrawLineToTarget:
AppearsOnRadar:
UseLocation: yes
Targetable@GROUND:
TargetTypes: Ground
UpgradeTypes: airborne
UpgradeMaxEnabledLevel: 0
Targetable@AIRBORNE:
TargetTypes: Air
UpgradeTypes: airborne
UpgradeMinEnabledLevel: 1
Selectable:
SelectionDecorations:
Palette: pips
Aircraft:
AirborneUpgrades: airborne
CruisingUpgrades: cruising
RepairBuildings: gadept
RearmBuildings: gahpad, nahpad
LandWhenIdle: no
Voice: Move
IdealSeparation: 853
Voiced:
VoiceSet: Heli
HiddenUnderFog:
Type: CenterPosition
AttackMove:
Voice: Move
ActorLostNotification:
BodyOrientation:
QuantizedFacings: 0
CameraPitch: 90
Guard:
Voice: Move
Guardable:
MustBeDestroyed:
RenderVoxels:
WithVoxelBody:
^Helicopter:
Inherits: ^Aircraft
Aircraft:
LandWhenIdle: no
CruiseAltitude: 2048
CanHover: True
Hovers@CRUISING:
UpgradeTypes: cruising
UpgradeMinEnabledLevel: 1
^Plane:
Inherits: ^Aircraft
Aircraft:
LandWhenIdle: no
CruiseAltitude: 2560
ReturnOnIdle:
^AircraftHusk:
RenderVoxels:
RenderSprites:
WithVoxelBody:
BodyOrientation:
QuantizedFacings: 0
CameraPitch: 90
Aircraft:
AirborneUpgrades: airborne
CruisingUpgrades: cruising
Health:
HP: 280
Armor:
Type: Heavy
HiddenUnderFog:
Type: CenterPosition
AutoTargetIgnore:
ScriptTriggers:
Tooltip:
GenericName: Destroyed Aircraft
FallsToEarth:
Spins: true
Moves: true
Velocity: 86
^Visceroid:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
DrawLineToTarget:
Health:
Shape: Circle
Radius: 256
VerticalTopOffset: 512
Armor:
Type: Light
Mobile:
Speed: 113
TurnSpeed: 16
Crushes: crate
SharesCell: no
TerrainSpeeds:
Clear: 90
Road: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 100
BlueTiberium: 100
Veins: 100
SelectionDecorations:
Palette: pips
Selectable:
Bounds: 26,26,0,-3
Targetable:
TargetTypes: Ground
AttackMove:
HiddenUnderFog:
PoisonedByTiberium:
Weapon: TiberiumHeal
Guardable:
WithSpriteBody:
^BlossomTree:
Inherits@1: ^SpriteActor
Tooltip:
Name: Blossom Tree
RenderSprites:
Palette: player
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
FrozenUnderFog:
SeedsResource:
ResourceType: Tiberium
Interval: 55
WithIdleAnimation:
^Tree:
Inherits@1: ^SpriteActor
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
Tooltip:
Name: Tree
^Rock:
Inherits@1: ^SpriteActor
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Rock
Tooltip:
Name: Rock
^Decoration:
Inherits@1: ^SpriteActor
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
^Box:
Inherits: ^Decoration
Tooltip:
Name: Box
^Drum:
Inherits: ^Decoration
Tooltip:
Name: Drum
^Palette:
Inherits: ^Decoration
Tooltip:
Name: Palette
^Defense:
Inherits: ^Building
-GivesBuildableArea:
AutoTarget:
RenderRangeCircle:
RenderDetectionCircle:
RevealsShroud:
Range: 6c0
DetectCloaked:
Range: 5c0
^DeployedVehicle:
Inherits@1: ^GainsExperience
Inherits@2: ^ExistsInWorld
Inherits@3: ^SpriteActor
Voiced:
VoiceSet: Vehicle
AttackTurreted:
Voice: Attack
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
Building:
Dimensions: 1,1
Footprint: x
TerrainTypes: Clear, Road, DirtRoad, Rough
WithSpriteBody:
WithMakeAnimation:
SelectionDecorations:
Palette: pips
Selectable:
Targetable:
TargetTypes: Ground, Repair
Guardable:
HiddenUnderFog:
ActorLostNotification:
^Train:
Inherits@1: ^EmpDisableMobile
Inherits@2: ^ExistsInWorld
Inherits@3: ^Cloakable
RenderVoxels:
RenderSprites:
WithVoxelBody:
DrawLineToTarget:
Mobile:
TerrainSpeeds:
Rail: 100
Crushes: wall, crate, infantry
TurnSpeed: 5
Voice: Move
Speed: 113
Cargo:
Types: Infantry
UnloadVoice: Unload
LoadingUpgrades: notmobile
Health:
HP: 100
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Selectable:
Bounds: 40,24
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Vehicle
Targetable:
TargetTypes: Ground, Vehicle
Passenger:
CargoType: Infantry
Voice: Move
HiddenUnderFog:
BodyOrientation:
CameraPitch: 90
QuantizedFacings: 0
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
ThrowsShrapnel:
Weapons: SmallDebris
Pieces: 3, 7
Range: 2c0, 5c0
^TerrainOverlay:
AlwaysVisible:
Immobile:
OccupiesSpace: False
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
BodyOrientation:
UseClassicPerspectiveFudge: False
QuantizedFacings: 1
^Railway:
EditorOnlyTooltip:
Name: Railway
Inherits: ^TerrainOverlay
^Tunnel:
Inherits: ^TerrainOverlay
CustomSelectionSize:
CustomBounds: 220,220
^Gate:
Inherits: ^Building
Valued:
Cost: 250
Health:
HP: 350
Armor:
Type: Heavy
LineBuildNode:
Types: wall, gate
-Building:
-Capturable:
-GivesBuildableArea:
-MustBeDestroyed:
-WithSpriteBody:
WithGateSpriteBody:
Tooltip:
Description: Automated barrier that opens for allied units.
Gate:
Adjacent: 4
BuildSounds: place2.aud
OpeningSound: gateup1.aud
ClosingSound: gatedwn1.aud
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
BlocksProjectilesHeight: 640
^Gate_A:
Inherits: ^Gate
Gate:
Dimensions: 3,1
Footprint: xxx
WithGateSpriteBody:
WallConnections: -1,0, 3,0
LineBuildNode:
Connections: -1,0, 1,0
^Gate_B:
Inherits: ^Gate
Gate:
Dimensions: 1,3
Footprint: x x x
WithGateSpriteBody:
WallConnections: 0,-1, 0,3
LineBuildNode:
Connections: 0,-1, 0,1