Files
OpenRA/mods/ra/rules/infantry.yaml
2020-07-05 21:43:12 +02:00

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YAML

DOG:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Dog
BuildPaletteOrder: 50
Prerequisites: ~kenn, ~techlevel.infonly
Description: Anti-infantry unit.\nCan detect spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
Valued:
Cost: 200
Tooltip:
Name: Attack Dog
GenericName: Dog
UpdatesPlayerStatistics:
AddToArmyValue: true
Selectable:
Bounds: 12,17,-1,-4
DecorationBounds: 12,17,-1,-4
Health:
HP: 1800
Mobile:
Speed: 99
Voice: Move
PauseOnCondition: attack-cooldown || eating
Guard:
Voice: Move
Passenger:
Voice: Move
RevealsShroud:
Range: 5c512
Armament:
Weapon: DogJaw
ReloadingCondition: attack-cooldown
-AttackFrontal:
AttackLeap:
Voice: Attack
PauseOnCondition: attacking || attack-cooldown
AttackMove:
Voice: Move
GrantConditionOnAttack:
Condition: eating
RevokeDelay: 45
GrantConditionWhileAiming:
Condition: run
AutoTarget:
InitialStance: AttackAnything
AutoTargetPriority@DEFAULT:
ValidTargets: Infantry
Targetable:
TargetTypes: GroundActor, Infantry
WithInfantryBody:
MoveSequence: walk
StandSequences: stand
DefaultAttackSequence: eat
RequiresCondition: !run
WithInfantryBody@RUN:
MoveSequence: run
RequiresCondition: run
SpeedMultiplier:
Modifier: 150
RequiresCondition: run
IgnoresDisguise:
Voiced:
VoiceSet: DogVoice
-TakeCover:
E1:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 10
Prerequisites: ~barracks, ~techlevel.infonly
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft
Selectable:
Class: E1
Valued:
Cost: 100
Tooltip:
Name: Rifle Infantry
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 5000
Armament@PRIMARY:
Weapon: M1Carbine
Armament@GARRISONED:
Name: garrisoned
Weapon: Vulcan
MuzzleSequence: garrison-muzzle
WithInfantryBody:
DefaultAttackSequence: shoot
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: barracks.upgraded
E1R1:
Inherits: E1
RenderSprites:
Image: E1
ProducibleWithLevel:
Prerequisites: techlevel.infonly
InitialLevels: 1
UpdatesPlayerStatistics:
OverrideActor: e1
-Buildable:
E2:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 40
Prerequisites: ~barr, ~techlevel.infonly
Description: Infantry armed with grenades.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft
Valued:
Cost: 160
Tooltip:
Name: Grenadier
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 5000
Mobile:
Speed: 71
Armament@PRIMARY:
Weapon: Grenade
LocalOffset: 0,0,555
FireDelay: 15
Armament@GARRISONED:
Name: garrisoned
Weapon: Grenade
FireDelay: 15
TakeCover:
ProneOffset: 256,64,-331
WithInfantryBody:
DefaultAttackSequence: throw
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
DamageSource: Killer
ProducibleWithLevel:
Prerequisites: barracks.upgraded
E3:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 30
Prerequisites: ~barracks, ~techlevel.infonly
Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
Selectable:
Class: E3
Valued:
Cost: 300
Tooltip:
Name: Rocket Soldier
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 4500
Armament@PRIMARY:
Weapon: RedEye
LocalOffset: 0,0,555
Armament@SECONDARY:
Name: secondary
Weapon: Dragon
LocalOffset: 0,0,555
Armament@GARRISONED:
Name: garrisoned
Weapon: Dragon
TakeCover:
ProneOffset: 384,0,-395
WithInfantryBody:
DefaultAttackSequence: shoot
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: barracks.upgraded
AutoTarget:
ScanRadius: 5
E3R1:
Inherits: E3
RenderSprites:
Image: E3
ProducibleWithLevel:
Prerequisites: techlevel.infonly
InitialLevels: 1
UpdatesPlayerStatistics:
OverrideActor: e3
-Buildable:
E4:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 70
Prerequisites: ~barr, ftur, ~techlevel.low
Description: Advanced anti-structure unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft
Valued:
Cost: 300
Tooltip:
Name: Flamethrower
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 4000
Armament@PRIMARY:
Weapon: Flamer
LocalOffset: 700,0,500
FireDelay: 8
Armament@GARRISONED:
Name: garrisoned
Weapon: Flamer
TakeCover:
ProneOffset: 160,0,-288
Explodes:
Weapon: VisualExplode
EmptyWeapon: VisualExplode
Chance: 50
WithInfantryBody:
DefaultAttackSequence: shoot
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
ProducibleWithLevel:
Prerequisites: barracks.upgraded
E6:
Inherits: ^Soldier
Inherits@selection: ^SelectableSupportUnit
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 60
Prerequisites: ~barracks, ~techlevel.infonly
Description: Infiltrates and captures\nenemy structures.\n Unarmed
Valued:
Cost: 400
Tooltip:
Name: Engineer
UpdatesPlayerStatistics:
AddToArmyValue: true
WithInfantryBody:
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
Passenger:
CustomPipType: yellow
EngineerRepair:
RepairsBridges:
CaptureManager:
GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
Condition: global-reusable-engineers
Prerequisites: global-reusable-engineers
Captures:
RequiresCondition: !global-reusable-engineers
CaptureTypes: building
PlayerExperience: 25
CaptureDelay: 200
Captures@REUSABLE:
RequiresCondition: global-reusable-engineers
CaptureTypes: building
PlayerExperience: 25
CaptureDelay: 375
ConsumedByCapture: False
EnterCursor: ability
EnterBlockedCursor: move-blocked
Voiced:
VoiceSet: EngineerVoice
-AttackFrontal:
SPY:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 90
Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium
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
Valued:
Cost: 500
-Tooltip:
DisguiseTooltip:
Name: Spy
GenericName: Soldier
UpdatesPlayerStatistics:
AddToArmyValue: true
-Guard:
Mobile:
Voice: Move
RevealsShroud:
Range: 5c0
Passenger:
CustomPipType: blue
Voice: Move
Disguise:
DisguisedCondition: disguise
Infiltrates:
Types: SpyInfiltrate
Notification: BuildingInfiltrated
PlayerExperience: 50
AutoTarget:
InitialStance: HoldFire
InitialStanceAI: HoldFire
ScanRadius: 5
-WithInfantryBody:
WithDisguisingInfantryBody:
DefaultAttackSequence: shoot
IdleSequences: idle1,idle2
StandSequences: stand,stand2
WithDecoration@disguise:
Position: Top
Margin: 0, -6
Image: pips
Sequence: tag-spy
Palette: effect
RequiresCondition: disguise
IgnoresDisguise:
Armament:
Weapon: SilencedPPK
AttackMove:
Voice: Move
Voiced:
VoiceSet: SpyVoice
SPY.England:
Inherits: SPY
Buildable:
Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
Valued:
Cost: 250
GivesExperience:
Experience: 500
DisguiseTooltip:
Name: British Spy
RenderSprites:
Image: spy
E7:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 120
Prerequisites: ~tent, atek, ~techlevel.high
BuildLimit: 1
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
Valued:
Cost: 1200
Tooltip:
Name: Tanya
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 10000
Mobile:
Speed: 71
Voice: Move
Guard:
Voice: Move
RevealsShroud:
Range: 6c0
Demolition:
DetonationDelay: 45
Voice: Demolish
Passenger:
CustomPipType: red
Voice: Move
Armament@PRIMARY:
Weapon: Colt45
Armament@SECONDARY:
Weapon: Colt45
Armament@GARRISONED:
Name: garrisoned
Weapon: Colt45
MuzzleSequence: garrison-muzzle
WithInfantryBody:
DefaultAttackSequence: shoot
StandSequences: stand
ExternalCondition@PRODUCED:
Condition: produced
VoiceAnnouncement:
RequiresCondition: produced
Voice: Build
AnnounceOnKill:
Voiced:
VoiceSet: TanyaVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded
MEDI:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 40
Prerequisites: ~tent, ~techlevel.infonly
Description: Heals nearby infantry.\n Unarmed
Valued:
Cost: 200
Tooltip:
Name: Medic
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 6000
Mobile:
Speed: 50
RevealsShroud:
Range: 3c0
Passenger:
CustomPipType: blue
Armament:
Weapon: Heal
Cursor: heal
OutsideRangeCursor: heal
TargetStances: Ally
ForceTargetStances: None
WithInfantryBody:
IdleSequences: idle
StandSequences: stand
DefaultAttackSequence: heal
Voiced:
VoiceSet: MedicVoice
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Infantry
MECH:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 100
Prerequisites: ~tent, fix, ~techlevel.medium
Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n Unarmed
Valued:
Cost: 500
Tooltip:
Name: Mechanic
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 8000
Mobile:
Speed: 50
Voice: Move
RevealsShroud:
Range: 3c0
Passenger:
CustomPipType: blue
Voice: Move
Armament:
Weapon: Repair
Cursor: repair
OutsideRangeCursor: repair
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
Voice: Action
CaptureManager:
Captures:
CaptureTypes: husk
PlayerExperience: 25
Infiltrates:
Types: Husk
ValidStances: Ally
EnterCursor: goldwrench
PlayerExperience: 25
WithInfantryBody:
IdleSequences: idle
DefaultAttackSequence: repair
StandSequences: stand
Voiced:
VoiceSet: MechanicVoice
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Vehicle, Ship
EINSTEIN:
Inherits: ^CivInfantry
-Wanders:
Tooltip:
Name: Prof. Einstein
Mobile:
Speed: 71
Voiced:
VoiceSet: EinsteinVoice
DELPHI:
Inherits: ^CivInfantry
-Wanders:
Tooltip:
Name: Agent Delphi
Mobile:
Speed: 71
CHAN:
Inherits: ^CivInfantry
Valued:
Cost: 500
Selectable:
Class: CHAN
Tooltip:
Name: Scientist
GNRL:
Inherits@1: ^CivInfantry
Inherits@2: ^ArmedCivilian
-Wanders:
Tooltip:
Name: General
Selectable:
Class: GNRL
Mobile:
Voice: Move
AttackFrontal:
Voice: Attack
AttackMove:
Voice: Move
Passenger:
Voice: Move
Guard:
Voice: Move
Voiced:
VoiceSet: StavrosVoice
-ScaredyCat:
TakeCover:
DamageModifiers:
Prone50Percent: 50
DamageTriggers: TriggerProne
WithInfantryBody:
IdleSequences: idle1
THF:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 110
Prerequisites: ~barr, dome, ~techlevel.medium
Description: Steals enemy credits.\nHijacks enemy vehicles.\n Unarmed
Valued:
Cost: 500
Tooltip:
Name: Thief
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 5000
RevealsShroud:
Range: 5c0
Passenger:
CustomPipType: blue
CaptureManager:
Captures:
CaptureTypes: vehicle
PlayerExperience: 50
Infiltrates:
Types: ThiefInfiltrate
Notification: BuildingInfiltrated
PlayerExperience: 50
Voiced:
VoiceSet: ThiefVoice
-TakeCover:
WithInfantryBody:
IdleSequences: idle
StandSequences: stand
Crushable:
WarnProbability: 95
Cloak:
InitialDelay: 250
CloakDelay: 120
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
CloakTypes: Cloak
IsPlayerPalette: true
PauseOnCondition: cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK:
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