Files
OpenRA/mods/cnc/rules/infantry.yaml
2018-12-08 15:27:06 +01:00

293 lines
6.1 KiB
YAML

E1:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
Valued:
Cost: 100
Tooltip:
Name: Minigunner
Buildable:
BuildPaletteOrder: 10
Prerequisites: barracks
Queue: Infantry.GDI, Infantry.Nod
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Mobile:
Speed: 56
Health:
HP: 5000
AutoTarget:
ScanRadius: 4
Armament:
Weapon: M16
AttackFrontal:
WithInfantryBody:
IdleSequences: idle1,idle2,idle3,idle4
DefaultAttackSequence: shoot
E2:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
Valued:
Cost: 160
Tooltip:
Name: Grenadier
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Infantry.GDI
Description: Fast infantry armed with grenades. \n Strong vs Buildings, slow-moving targets
Mobile:
Speed: 71
Health:
HP: 5000
AutoTarget:
ScanRadius: 4
Armament:
Weapon: Grenade
LocalOffset: 0,0,427
FireDelay: 15
TakeCover:
ProneOffset: 300,0,-227
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: throw
Explodes:
Weapon: GrenadierExplode
EmptyWeapon: GrenadierExplode
Chance: 50
E3:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
Valued:
Cost: 300
Tooltip:
Name: Rocket Soldier
Buildable:
BuildPaletteOrder: 20
Prerequisites: barracks
Queue: Infantry.GDI, Infantry.Nod
Description: Anti-tank/Anti-aircraft infantry. \n Strong vs Tanks, Aircraft\n Weak vs Infantry
Mobile:
Speed: 42
Health:
HP: 4500
AutoTarget:
ScanRadius: 6
Armament:
Weapon: Rockets
LocalOffset: 256,43,341
FireDelay: 5
TakeCover:
ProneOffset: 180,0,-200
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
E4:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
Valued:
Cost: 200
Tooltip:
Name: Flamethrower
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Infantry.Nod
Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Tanks
Mobile:
Speed: 56
Health:
HP: 9000
AutoTarget:
ScanRadius: 4
Armament:
Weapon: Flamethrower
LocalOffset: 341,0,256
FireDelay: 3
MuzzleSequence: muzzle
TakeCover:
ProneOffset: 190,0,-198
AttackFrontal:
WithMuzzleOverlay:
WithInfantryBody:
DefaultAttackSequence: shoot
E5:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
Valued:
Cost: 300
Tooltip:
Name: Chemical Warrior
Buildable:
BuildPaletteOrder: 50
Prerequisites: tmpl, ~techlevel.high
Queue: Infantry.Nod
Description: Advanced general-purpose infantry.\n Strong vs all Ground units
Mobile:
Speed: 56
Locomotor: chem
Health:
HP: 9000
AutoTarget:
ScanRadius: 4
Armament:
Weapon: Chemspray
LocalOffset: 341,0,256
FireDelay: 3
MuzzleSequence: muzzle
TakeCover:
ProneOffset: 190,0,-190
AttackFrontal:
WithMuzzleOverlay:
-DamagedByTerrain:
WithInfantryBody:
DefaultAttackSequence: shoot
E6:
Inherits: ^Soldier
Valued:
Cost: 500
Tooltip:
Name: Engineer
Buildable:
BuildPaletteOrder: 30
Prerequisites: barracks
Queue: Infantry.GDI, Infantry.Nod
Description: Damages and captures enemy structures.\n Repairs destroyed vehicles\n Unarmed
Mobile:
Speed: 48
Health:
HP: 3000
Passenger:
PipType: Yellow
EngineerRepair:
RepairsBridges:
CaptureManager:
Captures@SABOTAGE:
CaptureTypes: building-sabotage
SabotageThreshold: 55
PlayerExperience: 50
Captures@CAPTURES:
CaptureTypes: building, husk
PlayerExperience: 50
Selectable:
Priority: 5
RMBO:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
Valued:
Cost: 2000
Tooltip:
Name: Commando
Buildable:
BuildPaletteOrder: 50
Prerequisites: eye, ~techlevel.high
Queue: Infantry.GDI
BuildDuration: 2000
BuildDurationModifier: 40
Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Mobile:
Speed: 71
Voice: Move
Guard:
Voice: Move
Health:
HP: 15000
Passenger:
PipType: Red
Voice: Move
RevealsShroud:
Range: 6c0
AutoTarget:
ScanRadius: 8
Demolition:
DetonationDelay: 45
Voice: Demolish
Armament:
Weapon: Sniper
AttackFrontal:
Voice: Attack
AttackMove:
Voice: Attack
WithInfantryBody:
DefaultAttackSequence: shoot
IdleSequences: idle1,idle2,idle3
ExternalCondition@PRODUCED:
Condition: produced
VoiceAnnouncement:
RequiresCondition: produced
Voice: Build
AnnounceOnKill:
Voiced:
VoiceSet: CommandoVoice
PVICE:
Inherits: ^Viceroid
Buildable:
Queue: Biolab
BuildPaletteOrder: 40
Description: Mutated abomination that spits liquid Tiberium.\n Strong vs Infantry, Buildings\n Weak vs Aircraft
Tooltip:
ActorLostNotification:
STEG:
Inherits: ^DINO
Tooltip:
Name: Stegosaurus
Armament:
Weapon: tail
WithDeathAnimation:
DeathSequencePalette: terrain
DeathPaletteIsPlayerPalette: false
Buildable:
Description: A large, heavily built, herbivorous quadruped
TREX:
Inherits: ^DINO
Tooltip:
Name: Tyrannosaurus rex
Armament:
Weapon: teeth
Selectable:
Bounds: 48,36,2,1
DecorationBounds: 52,38
SelectionDecorations:
Buildable:
Description: Bipedal carnivore with a massive skull
TRIC:
Inherits: ^DINO
Tooltip:
Name: Triceratops
Armament:
Weapon: horn
SelectionDecorations:
Buildable:
Description: Quadruped with large bony frill and three horns
Selectable:
DecorationBounds: 34,24,0,2
RAPT:
Inherits: ^DINO
Tooltip:
Name: Velociraptor
Armament:
Weapon: claw
Buildable:
Description: Bipedal with enlarged sickle-shaped claw on each hindfoot