Files
OpenRA/mods/cnc/sequences/misc.yaml
reaperrr 88430f3a33 Fix mpspawn, waypoint and camera art
All mpspawn, waypoint and camera editor art uses the correct shadow and remap colors.
Additionally added camera art to CnC, D2k and TS.
2015-11-17 21:09:29 +01:00

394 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
xcratea:
idle: xcrate
ZOffset: -511
xcrateb:
idle: xcrate
Start: 1
ZOffset: -511
xcratec:
idle: xcrate
Start: 2
ZOffset: -511
xcrated:
idle: 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: *
camera:
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
editor-overlay:
copy: overlay
Start: 0
paste: overlay
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
smokland:
open:
Length: 60
Tick: 120
ZOffset: 1023
idle:
Start: 60
Length: 32
Tick: 120
ZOffset: 1023