822 lines
17 KiB
YAML
822 lines
17 KiB
YAML
DOG:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Dog
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BuildPaletteOrder: 50
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Prerequisites: ~kenn, ~techlevel.infonly
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Description: Anti-infantry unit.\nCan detect spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
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Valued:
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Cost: 200
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Tooltip:
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Name: Attack Dog
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GenericName: Dog
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Selectable:
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Bounds: 12,17,-1,-4
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DecorationBounds: 12,17,-1,-4
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Health:
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HP: 1800
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Mobile:
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Speed: 99
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Voice: Move
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PauseOnCondition: attack-cooldown || eating
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Guard:
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Voice: Move
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Passenger:
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Voice: Move
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RevealsShroud:
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Range: 5c512
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Armament:
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Weapon: DogJaw
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ReloadingCondition: attack-cooldown
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-AttackFrontal:
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AttackLeap:
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Voice: Attack
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PauseOnCondition: attacking || attack-cooldown
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AttackMove:
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Voice: Move
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GrantConditionOnAttack:
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Condition: eating
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RevokeDelay: 45
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GrantConditionWhileAiming:
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Condition: run
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AutoTarget:
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InitialStance: AttackAnything
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AutoTargetPriority@DEFAULT:
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ValidTargets: Infantry
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Targetable:
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TargetTypes: GroundActor, Infantry
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WithInfantryBody:
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MoveSequence: walk
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StandSequences: stand
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DefaultAttackSequence: eat
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RequiresCondition: !run
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WithInfantryBody@RUN:
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MoveSequence: run
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RequiresCondition: run
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SpeedMultiplier:
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Modifier: 150
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RequiresCondition: run
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IgnoresDisguise:
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Voiced:
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VoiceSet: DogVoice
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-TakeCover:
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E1:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 10
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
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Selectable:
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Class: E1
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Valued:
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Cost: 100
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Tooltip:
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Name: Rifle Infantry
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 5000
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Armament@PRIMARY:
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Weapon: M1Carbine
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Vulcan
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MuzzleSequence: garrison-muzzle
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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E1R1:
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Inherits: E1
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RenderSprites:
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Image: E1
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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UpdatesPlayerStatistics:
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OverrideActor: e1
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-Buildable:
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E2:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~barr, ~techlevel.infonly
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Description: Infantry armed with grenades.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft
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Valued:
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Cost: 160
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Tooltip:
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Name: Grenadier
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 5000
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Mobile:
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Speed: 71
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Armament@PRIMARY:
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Weapon: Grenade
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LocalOffset: 0,0,555
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FireDelay: 15
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Grenade
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FireDelay: 15
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TakeCover:
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ProneOffset: 256,64,-331
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WithInfantryBody:
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DefaultAttackSequence: throw
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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DamageSource: Killer
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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E3:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 30
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
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Selectable:
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Class: E3
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Valued:
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Cost: 300
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Tooltip:
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Name: Rocket Soldier
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 4500
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Armament@PRIMARY:
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Weapon: RedEye
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LocalOffset: 0,0,555
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Armament@SECONDARY:
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Name: secondary
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Weapon: Dragon
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LocalOffset: 0,0,555
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Dragon
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TakeCover:
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ProneOffset: 384,0,-395
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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AutoTarget:
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ScanRadius: 5
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E3R1:
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Inherits: E3
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RenderSprites:
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Image: E3
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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UpdatesPlayerStatistics:
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OverrideActor: e3
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-Buildable:
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E4:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 70
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Prerequisites: ~barr, ftur, ~techlevel.low
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Description: Advanced anti-structure unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft
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Valued:
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Cost: 300
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Tooltip:
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Name: Flamethrower
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 4000
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Armament@PRIMARY:
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Weapon: Flamer
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LocalOffset: 700,0,500
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FireDelay: 8
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Flamer
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TakeCover:
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ProneOffset: 160,0,-288
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Explodes:
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Weapon: VisualExplode
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EmptyWeapon: VisualExplode
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Chance: 50
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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E6:
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Inherits: ^Soldier
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Inherits@selection: ^SelectableSupportUnit
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 60
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: Infiltrates and captures\nenemy structures.\n Unarmed
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Valued:
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Cost: 400
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Tooltip:
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Name: Engineer
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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WithInfantryBody:
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Passenger:
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CustomPipType: yellow
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EngineerRepair:
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RepairsBridges:
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CaptureManager:
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GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
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Condition: global-reusable-engineers
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Prerequisites: global-reusable-engineers
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Captures:
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RequiresCondition: !global-reusable-engineers
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CaptureTypes: building
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PlayerExperience: 25
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CaptureDelay: 200
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Captures@REUSABLE:
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RequiresCondition: global-reusable-engineers
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CaptureTypes: building
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PlayerExperience: 25
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CaptureDelay: 375
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ConsumedByCapture: False
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EnterCursor: ability
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EnterBlockedCursor: move-blocked
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Voiced:
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VoiceSet: EngineerVoice
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-AttackFrontal:
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SPY:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 90
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Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium
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Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft\n Special Ability: Disguised
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Valued:
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Cost: 500
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-Tooltip:
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DisguiseTooltip:
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Name: Spy
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GenericName: Soldier
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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-Guard:
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Mobile:
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Voice: Move
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RevealsShroud:
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Range: 5c0
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Passenger:
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CustomPipType: blue
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Voice: Move
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Disguise:
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DisguisedCondition: disguise
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Infiltrates:
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Types: SpyInfiltrate
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Notification: BuildingInfiltrated
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PlayerExperience: 50
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AutoTarget:
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InitialStance: HoldFire
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InitialStanceAI: HoldFire
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ScanRadius: 5
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-WithInfantryBody:
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WithDisguisingInfantryBody:
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DefaultAttackSequence: shoot
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IdleSequences: idle1,idle2
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StandSequences: stand,stand2
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WithDecoration@disguise:
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Position: Top
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Margin: 0, -6
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Image: pips
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Sequence: tag-spy
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Palette: effect
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RequiresCondition: disguise
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IgnoresDisguise:
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Armament:
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Weapon: SilencedPPK
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AttackMove:
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Voice: Move
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Voiced:
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VoiceSet: SpyVoice
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SPY.England:
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Inherits: SPY
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Buildable:
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Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
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Valued:
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Cost: 250
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GivesExperience:
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Experience: 500
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DisguiseTooltip:
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Name: British Spy
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RenderSprites:
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Image: spy
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E7:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 120
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Prerequisites: ~tent, atek, ~techlevel.high
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BuildLimit: 1
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Description: Elite commando infantry. Armed with\ndual pistols and C4.\nMaximum 1 can be trained.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4
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Valued:
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Cost: 1200
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Tooltip:
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Name: Tanya
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 10000
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Mobile:
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Speed: 71
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Voice: Move
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Guard:
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Voice: Move
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RevealsShroud:
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Range: 6c0
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Demolition:
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DetonationDelay: 45
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Voice: Demolish
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Passenger:
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CustomPipType: red
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Voice: Move
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Armament@PRIMARY:
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Weapon: Colt45
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Armament@SECONDARY:
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Weapon: Colt45
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Colt45
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MuzzleSequence: garrison-muzzle
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WithInfantryBody:
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DefaultAttackSequence: shoot
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StandSequences: stand
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ExternalCondition@PRODUCED:
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Condition: produced
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VoiceAnnouncement:
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RequiresCondition: produced
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Voice: Build
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AnnounceOnKill:
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Voiced:
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VoiceSet: TanyaVoice
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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MEDI:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~tent, ~techlevel.infonly
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Description: Heals nearby infantry.\n Unarmed
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Valued:
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Cost: 200
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Tooltip:
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Name: Medic
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 6000
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Mobile:
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Speed: 50
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RevealsShroud:
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Range: 3c0
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Passenger:
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CustomPipType: blue
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Armament:
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Weapon: Heal
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Cursor: heal
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OutsideRangeCursor: heal
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TargetStances: Ally
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ForceTargetStances: None
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WithInfantryBody:
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IdleSequences: idle
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StandSequences: stand
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DefaultAttackSequence: heal
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Voiced:
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VoiceSet: MedicVoice
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AutoTarget:
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AutoTargetPriority@DEFAULT:
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ValidTargets: Infantry
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MECH:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 100
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Prerequisites: ~tent, fix, ~techlevel.medium
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Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n Unarmed
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Valued:
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Cost: 500
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Tooltip:
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Name: Mechanic
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 8000
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Mobile:
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Speed: 50
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Voice: Move
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RevealsShroud:
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Range: 3c0
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Passenger:
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CustomPipType: blue
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Voice: Move
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Armament:
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Weapon: Repair
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Cursor: repair
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OutsideRangeCursor: repair
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TargetStances: Ally
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ForceTargetStances: None
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AttackFrontal:
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Voice: Action
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CaptureManager:
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Captures:
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CaptureTypes: husk
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PlayerExperience: 25
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Infiltrates:
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Types: Husk
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ValidStances: Ally
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EnterCursor: goldwrench
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PlayerExperience: 25
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WithInfantryBody:
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IdleSequences: idle
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DefaultAttackSequence: repair
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StandSequences: stand
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Voiced:
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VoiceSet: MechanicVoice
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AutoTarget:
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AutoTargetPriority@DEFAULT:
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ValidTargets: Vehicle, Ship
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EINSTEIN:
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Inherits: ^CivInfantry
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-Wanders:
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Tooltip:
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Name: Prof. Einstein
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Mobile:
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Speed: 71
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Voiced:
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VoiceSet: EinsteinVoice
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DELPHI:
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Inherits: ^CivInfantry
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-Wanders:
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Tooltip:
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Name: Agent Delphi
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Mobile:
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Speed: 71
|
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|
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CHAN:
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Inherits: ^CivInfantry
|
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Valued:
|
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Cost: 500
|
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Selectable:
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Class: CHAN
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Tooltip:
|
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Name: Scientist
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GNRL:
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Inherits@1: ^CivInfantry
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Inherits@2: ^ArmedCivilian
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|
-Wanders:
|
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Tooltip:
|
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Name: General
|
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Selectable:
|
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Class: GNRL
|
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Mobile:
|
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Voice: Move
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AttackFrontal:
|
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Voice: Attack
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AttackMove:
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Voice: Move
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Passenger:
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Voice: Move
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Guard:
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Voice: Move
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Voiced:
|
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VoiceSet: StavrosVoice
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-ScaredyCat:
|
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TakeCover:
|
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DamageModifiers:
|
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Prone50Percent: 50
|
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DamageTriggers: TriggerProne
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WithInfantryBody:
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IdleSequences: idle1
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|
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THF:
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Inherits: ^Soldier
|
|
Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 110
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Prerequisites: ~barr, dome, ~techlevel.medium
|
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Description: Steals enemy credits.\nHijacks enemy vehicles.\n Unarmed
|
|
Valued:
|
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Cost: 500
|
|
Tooltip:
|
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Name: Thief
|
|
UpdatesPlayerStatistics:
|
|
AddToArmyValue: true
|
|
Health:
|
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HP: 5000
|
|
RevealsShroud:
|
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Range: 5c0
|
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Passenger:
|
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CustomPipType: blue
|
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CaptureManager:
|
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Captures:
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CaptureTypes: vehicle
|
|
PlayerExperience: 50
|
|
Infiltrates:
|
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Types: ThiefInfiltrate
|
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Notification: BuildingInfiltrated
|
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PlayerExperience: 50
|
|
Voiced:
|
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VoiceSet: ThiefVoice
|
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-TakeCover:
|
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WithInfantryBody:
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IdleSequences: idle
|
|
StandSequences: stand
|
|
Crushable:
|
|
WarnProbability: 95
|
|
Cloak:
|
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InitialDelay: 250
|
|
CloakDelay: 120
|
|
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
|
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CloakTypes: Cloak
|
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IsPlayerPalette: true
|
|
PauseOnCondition: cloak-force-disabled
|
|
GrantConditionOnDamageState@UNCLOAK:
|
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Condition: cloak-force-disabled
|
|
ValidDamageStates: Critical
|
|
Mobile:
|
|
Speed: 71
|
|
-AttackFrontal:
|
|
|
|
SHOK:
|
|
Inherits: ^Soldier
|
|
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
|
|
Buildable:
|
|
Queue: Infantry
|
|
BuildAtProductionType: Soldier
|
|
BuildPaletteOrder: 130
|
|
Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high
|
|
Description: Elite infantry with portable Tesla coils.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft
|
|
Valued:
|
|
Cost: 350
|
|
Tooltip:
|
|
Name: Shock Trooper
|
|
UpdatesPlayerStatistics:
|
|
AddToArmyValue: true
|
|
Health:
|
|
HP: 5000
|
|
Mobile:
|
|
Voice: Move
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
Armament@PRIMARY:
|
|
Weapon: PortaTesla
|
|
LocalOffset: 427,0,341
|
|
Armament@GARRISONED:
|
|
Name: garrisoned
|
|
Weapon: PortaTesla
|
|
TakeCover:
|
|
ProneOffset: 227,0,-245
|
|
AttackFrontal:
|
|
Voice: Attack
|
|
AttackMove:
|
|
Voice: Move
|
|
Passenger:
|
|
Voice: Move
|
|
Guard:
|
|
Voice: Move
|
|
WithInfantryBody:
|
|
DefaultAttackSequence: shoot
|
|
RequiresCondition: !parachute
|
|
WithInfantryBody@PARACHUTE:
|
|
StandSequences: parachute
|
|
RequiresCondition: parachute
|
|
Voiced:
|
|
VoiceSet: ShokVoice
|
|
ProducibleWithLevel:
|
|
Prerequisites: barracks.upgraded
|
|
|
|
SNIPER:
|
|
Inherits: ^Soldier
|
|
Valued:
|
|
Cost: 700
|
|
Tooltip:
|
|
Name: Sniper
|
|
UpdatesPlayerStatistics:
|
|
AddToArmyValue: true
|
|
Buildable:
|
|
Queue: Infantry
|
|
BuildAtProductionType: Soldier
|
|
BuildPaletteOrder: 80
|
|
Prerequisites: ~disabled
|
|
Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
|
|
Health:
|
|
HP: 8000
|
|
Passenger:
|
|
CustomPipType: red
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
AutoTarget:
|
|
InitialStance: HoldFire
|
|
InitialStanceAI: ReturnFire
|
|
AutoTargetPriority@DEFAULT:
|
|
ValidTargets: Infantry
|
|
Armament@PRIMARY:
|
|
Weapon: Sniper
|
|
Armament@GARRISONED:
|
|
Name: garrisoned
|
|
Weapon: Sniper
|
|
MuzzleSequence: garrison-muzzle
|
|
WithInfantryBody:
|
|
DefaultAttackSequence: shoot
|
|
Cloak:
|
|
InitialDelay: 250
|
|
CloakDelay: 120
|
|
CloakSound:
|
|
UncloakSound:
|
|
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
|
|
IsPlayerPalette: true
|
|
PauseOnCondition: cloak-force-disabled
|
|
GrantConditionOnDamageState@UNCLOAK:
|
|
Condition: cloak-force-disabled
|
|
ValidDamageStates: Critical
|
|
-MustBeDestroyed:
|
|
ProducibleWithLevel:
|
|
Prerequisites: barracks.upgraded
|
|
|
|
Zombie:
|
|
Inherits: ^Soldier
|
|
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
|
|
Valued:
|
|
Cost: 100
|
|
Tooltip:
|
|
Name: Zombie
|
|
UpdatesPlayerStatistics:
|
|
AddToArmyValue: true
|
|
Buildable:
|
|
Queue: Infantry
|
|
BuildAtProductionType: Soldier
|
|
BuildPaletteOrder: 200
|
|
Prerequisites: ~barracks, ~bio
|
|
Description: Slow undead. Attacks in close combat.
|
|
Health:
|
|
HP: 25000
|
|
Mobile:
|
|
Speed: 42
|
|
AutoTarget:
|
|
ScanRadius: 5
|
|
WithInfantryBody:
|
|
DefaultAttackSequence: bite
|
|
IdleSequences: idle1
|
|
Armament:
|
|
Weapon: claw
|
|
Voiced:
|
|
VoiceSet: AntVoice
|
|
-TakeCover:
|
|
|
|
Ant:
|
|
Inherits: ^Infantry
|
|
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
|
|
Valued:
|
|
Cost: 300
|
|
Tooltip:
|
|
Name: Giant Ant
|
|
GenericName: Ant
|
|
UpdatesPlayerStatistics:
|
|
AddToArmyValue: true
|
|
Buildable:
|
|
Queue: Infantry
|
|
BuildAtProductionType: Soldier
|
|
BuildPaletteOrder: 1954
|
|
Prerequisites: ~barracks, ~bio
|
|
Description: Irradiated insect that grew oversize.
|
|
Selectable:
|
|
Bounds: 24,24,0,-5
|
|
DecorationBounds: 30,30,0,-2
|
|
Health:
|
|
HP: 75000
|
|
Mobile:
|
|
Speed: 99
|
|
TurnSpeed: 12
|
|
Locomotor: lighttracked
|
|
-Crushable:
|
|
AutoTarget:
|
|
ScanRadius: 5
|
|
AttackFrontal:
|
|
WithInfantryBody:
|
|
DefaultAttackSequence: bite
|
|
Armament:
|
|
Weapon: mandible
|
|
Targetable:
|
|
TargetTypes: GroundActor, Infantry, Ant
|
|
WithDeathAnimation:
|
|
UseDeathTypeSuffix: false
|
|
Voiced:
|
|
VoiceSet: AntVoice
|
|
HitShape:
|
|
Type: Circle
|
|
Radius: 469
|
|
|
|
FireAnt:
|
|
Inherits: Ant
|
|
Tooltip:
|
|
Name: Fire Ant
|
|
GenericVisibility: none
|
|
Mobile:
|
|
Speed: 80
|
|
Armament:
|
|
Weapon: AntFireball
|
|
Health:
|
|
HP: 7500
|
|
Armor:
|
|
Type: Heavy
|
|
Buildable:
|
|
Prerequisites: ~disabled
|
|
|
|
ScoutAnt:
|
|
Inherits: Ant
|
|
Tooltip:
|
|
Name: Scout Ant
|
|
GenericVisibility: none
|
|
Health:
|
|
HP: 8500
|
|
Armor:
|
|
Type: Light
|
|
AutoTarget:
|
|
ScanRadius: 7
|
|
Buildable:
|
|
Prerequisites: ~disabled
|
|
|
|
WarriorAnt:
|
|
Inherits: Ant
|
|
Tooltip:
|
|
Name: Warrior Ant
|
|
GenericVisibility: none
|
|
Mobile:
|
|
Speed: 65
|
|
Health:
|
|
HP: 12500
|
|
Armor:
|
|
Type: Heavy
|
|
Armament:
|
|
Weapon: MandibleHeavy
|
|
Buildable:
|
|
Prerequisites: ~disabled
|
|
RenderSprites:
|
|
Image: Ant
|