Files
OpenRA/mods/cnc/sequences/misc.yaml
Paul Chote 549c0bf382 Disable legacy sequence parsing in TD.
Removes unused `powerdown` sequences.
2015-03-26 22:41:46 +00:00

387 lines
5.5 KiB
YAML

fb4:
idle:
Length: 4
fire:
1: fire1
Length: *
Offset: 0,-3
ZOffset: 1023
2: fire2
Length: *
Offset: 0,-3
ZOffset: 1023
120mm:
idle:
smoke_m:
idle:
Length: *
Offset: 2, -5
ZOffset: 512
loop:
Start: 49
Length: 42
Offset: 2, -5
ZOffset: 512
end:
Length: 26
Offset: 2, -5
ZOffset: 512
laserfire:
idle:veh-hit3
Length: *
dragon:
idle:
Facings: 32
smokey:
idle:
Length: *
bomb:
idle:
Length: *
missile:
idle:
Facings: 32
patriot:
idle:
Facings: 32
explosion:
nuke_explosion: atomsfx
Length: *
piff: piff
Length: *
piffs: piffpiff
Length: *
chemball: chemball #same size as small_napalm, but bright green.
Length: *
small_napalm: napalm1 #not used by much. currently used for flamethrower.
Length: *
med_napalm: napalm2 #explosion for bomblets
Length: *
big_napalm: napalm3 #huge; not used. (SSM used this explosion in C&C Gold?)
Length: *
small_frag: veh-hit3 #the most common weapon-hit explosion. For rockets, tank shells, etc.
Length: *
med_frag: frag1 #fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?)
Length: *
big_frag: frag3 #Same as med_frag, except fire hangs around longer.
Length: *
small_poof: veh-hit2 #for Grenades; tower missiles; boat missiles; APC AA gun.
Length: *
poof: art-exp1 #For UnitExplode (artillery); artillery shell hit; GrenadierExplode,
Length: *
small_building: veh-hit1 #like "building' explosion, but much smaller. (Used for heli-explosion in C&C Gold?)
Length: *
building: fball1 #Large explosion, for when a building explodes.
Length: *
rank:
rank:
Length: *
rallypoint:
flag:flagfly
Length: *
Offset: 10,-5
circles:fpls
Length: *
beacon:
arrow: mouse2
Start: 5
Offset: 1,-12
circles: fpls
Length: *
airstrike: bombicon
Offset: 0,-42
atomic: atomicon
Offset: 0,-42
clock: beaconclock
Length: *
Offset: 0,-42
select:
repair:
Start: 2
allyrepair:
repair:
Length: *
Tick: 160
crate:
idle:
ZOffset: -511
land:
ZOffset: -511
xcratea:
idle: xcrate
ZOffset: -511
land: xcrate
ZOffset: -511
xcrateb:
idle: xcrate
Start: 1
ZOffset: -511
land: xcrate
Start: 1
ZOffset: -511
xcratec:
idle: xcrate
Start: 2
ZOffset: -511
land: xcrate
Start: 2
ZOffset: -511
xcrated:
idle: xcrate
Start: 3
ZOffset: -511
land: xcrate
Start: 3
ZOffset: -511
crate-effects:
airstrike: deviator
Length: *
nuke: missile2
Length: *
dollar: dollar
Length: *
reveal-map: radarcrate
Length: *
hide-map: empulse
Length: *
heal: healcrate
Length: *
mine: mine
Length: *
redskull: rapid
Length: *
cloak: cloakcrate
Length: *
levelup: levelup
Length: *
Tick: 200
firepowerup: firepowercrate
Length: *
armorup: armorcrate
Length: *
speedup: speedcrate
Length: *
atomicup:
idle:
Length: *
atomicdn:
idle:
Length: *
atomic:
up: atomicup
Length: *
down: atomicdn
Length: *
ionsfx:
idle:
Length: *
Offset: 0, -78
ZOffset: 1
bomblet:
idle:
Length: *
mpspawn:
idle:
Length: *
waypoint:
idle:
Length: *
clock:
idle: hclock
Length: *
pips:
pip-empty:
pip-green:
Start: 1
pip-yellow:
Start: 2
pip-gray:
Start: 3
pip-red:
Start: 4
pip-blue:
Start: 5
groups: pdigits
Length: *
overlay:
build-valid-desert:
build-valid-snow:
Start: 2
build-valid-temperat:
build-valid-winter:
build-valid-jungle:
build-invalid:
Start: 1
target-select:
Start: 3
target-valid-desert:
target-valid-snow:
Start: 2
target-valid-temperat:
target-valid-winter:
target-valid-jungle:
target-invalid:
Start: 1
poweroff:
offline:
Length: *
Tick: 160
icon:
airstrike: bombicnh.tem
AddExtension: False
ioncannon: ionicnh.tem
AddExtension: False
abomb: atomicnh.tem
AddExtension: False
moveflsh:
idle:
Length: *
Tick: 80
resources:
Defaults:
UseTilesetExtension: true
Length: *
ti1: ti1
ti2: ti2
ti3: ti3
ti4: ti4
ti5: ti5
ti6: ti6
ti7: ti7
ti8: ti8
ti9: ti9
ti10: ti10
ti11: ti11
ti12: ti12
bti1: rtib1
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti2: rtib2
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti3: rtib3
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti4: rtib4
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti5: rtib5
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti6: rtib6
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti7: rtib7
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti8: rtib8
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti9: rtib9
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti10: rtib10
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti11: rtib11
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
bti12: rtib12
TilesetOverrides:
WINTER: TEMPERAT
JUNGLE: TEMPERAT
SNOW: TEMPERAT
shroud:
Defaults:
Length: 12
typea: shadow
typeb: shadow
Start: 12
typec: shadow
Start: 24
typed: shadow
Start: 36
full: fullshroud
Length: 1
# Note: The order of smudges and craters determines
# the index that is mapped to them in maps
scorches:
Defaults:
UseTilesetExtension: true
Length: *
sc1: sc1
sc2: sc2
sc3: sc3
sc4: sc4
sc5: sc5
sc6: sc6
craters:
Defaults:
UseTilesetExtension: true
Length: *
cr1: cr1
cr2: cr2
cr3: cr3
cr4: cr4
cr5: cr5
cr6: cr6