Files
OpenRA/mods/ts/sequences/misc.yaml
reaperrr 271dc3b4d4 Adding Nod buildings matching current GDI tech tree (power plant, production facilities).
Improving Weapons Factory exit, enabling RallyPoint (so you don't have to move units out of the way manually).
2013-08-28 00:10:02 +02:00

245 lines
3.5 KiB
YAML

overlay:
build-valid-interior: cellsel #TODO remove backfall to RA tileset
Start: 3
build-valid-snow: cellsel
Start: 3
build-valid-temperat: cellsel
Start: 3
build-invalid: cellsel
Start: 6
target-select: cellsel
Start: 10
target-valid-desert: cellsel
Start: 3
target-valid-interior: cellsel
Start: 3
target-valid-snow: cellsel
Start: 3
target-valid-temperat: cellsel
Start: 3
target-invalid: cellsel
Start: 6
poweroff:
offline: poweroff
Start: 0
Length: *
Tick: 160
allyrepair:
repair: wrench
Start: 0
Length: *
Tick: 160
# TODO: fix/replace them, just placeholders
rallypoint:
flag: smokland
Start: 40
Length: 50
Offset: 5,-3
BlendMode: Additive
circles: ring
Start: 0
Length: 12
BlendMode: Additive
rank: # TODO: backfall to RA asset
rank:
Start: 0
Length: *
mpspawn: # TODO: backfall to RA asset
idle:
Start: 0
Length: *
waypoint: # TODO: backfall to RA asset
idle:
Start: 0
Length: *
clock:
idle: gclock2
Start: 0
Length: *
# TODO:
# needs palette.pal
pips:
medic:
Start: 6
tag-primary:
Start: 8
pip-empty: pips2
Start: 0
pip-green: pips2
Start: 1
pip-yellow: pips2
Start: 2
pip-gray: pips2
Start: 3
pip-red: pips2
Start: 4
pip-blue: pips2
Start: 5
pip-ammo: pips2
Start: 6
# TODO:
pip-empty-building:
Start: 0
pip-green-building:
Start: 1
pip-yellow-building:
Start: 2
pip-gray-building:
Start: 3
pip-red-building:
Start: 4
pip-blue-building:
Start: 5
explosion:
building: twlt070
Start: 0
Length: *
ionring: ring1
Start: 0
Length: *
Tick: 160
pulse_explosion: pulsefx2
Start: 0
Length: *
Tick: 160
BlendMode: Additive
small_watersplash: h2o_exp2
Start: 0
Length: *
large_watersplash: h2o_exp1
Start: 0
Length: *
piff: piff
Start: 0
Length: *
piffpiff: piffpiff
Start: 0
Length: *
small_explosion: explosml
Start: 0
Length: *
medium_explosion: explomed
Start: 0
Length: *
large_explosion: explolrg
Start: 0
Length: *
tiny_bang: s_bang16
Start: 0
Length: *
small_bang: s_bang24
Start: 0
Length: *
medium_bang: s_bang34
Start: 0
Length: *
large_bang: s_bang48
Start: 0
Length: *
tiny_brnl: s_brnl20
Start: 0
Length: *
small_brnl: s_brnl30
Start: 0
Length: *
medium_brnl: s_brnl40
Start: 0
Length: *
large_brnl: s_brnl58
Start: 0
Length: *
tiny_tumu: s_tumu22
Start: 0
Length: *
small_tumu: s_tumu30
Start: 0
Length: *
medium_tumu: s_tumu42
Start: 0
Length: *
large_tumu: s_tumu60
Start: 0
Length: *
tiny_clsn: s_clsn16
Start: 0
Length: *
small_clsn: s_clsn22
Start: 0
Length: *
medium_clsn: s_clsn30
Start: 0
Length: *
large_clsn: s_clsn42
Start: 0
Length: *
verylarge_clsn: s_clsn58
Start: 0
Length: *
tiny_twlt: twlt026
Start: 0
Length: *
small_twlt: twlt036
Start: 0
Length: *
medium_twlt: twlt050
Start: 0
Length: *
large_twlt: twlt070
Start: 0
Length: *
verylarge_twlt: twlt100
Start: 0
Length: *
tiny_grey_explosion: xgrysml1
Start: 0
Length: *
small_grey_explosion: xgrysml2
Start: 0
Length: *
medium_grey_explosion: xgrymed1
Start: 0
Length: *
large_grey_explosion: xgrymed2
Start: 0
Length: *
discus:
idle:
Start: 0
Length: *
# TODO: needs unit*.pal
canister:
idle:
Start: 0
Length: *
# TODO: needs unit*.pal + ShadowIndex: 4
dragon:
idle:
Start: 0
Facings: 32
crystal4:
idle:
Start: 0
Length: 15
ShadowStart: 15
120mm:
idle:
Start: 0
torpedo:
idle:
Start: 0
Length: *