Files
OpenRA/mods/cnc/rules/defaults.yaml
Paul Chote 0167bbfbaa Move weapon/turret definitions out of AttackBase.
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00

418 lines
6.9 KiB
YAML

^Vehicle:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 80
Rough: 50
Road: 100
Tiberium: 50
BlueTiberium: 50
Beach: 50
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
^Tank:
AppearsOnRadar:
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 80
Rough: 70
Road: 100
Tiberium: 70
BlueTiberium: 70
Beach: 70
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Vehicle
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
AcceptsCloakCrate:
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
^Helicopter:
AppearsOnRadar:
UseLocation: yes
TargetableAircraft:
TargetTypes: Air
GroundedTargetTypes: Ground
SelectionDecorations:
Selectable:
Voice: VehicleVoice
Helicopter:
RepairBuildings: hpad
RearmBuildings:
LandWhenIdle: false
Buildable:
Queue: Aircraft
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
^Infantry:
AppearsOnRadar:
Health:
Radius: 3
Armor:
Type: None
RevealsShroud:
Range: 5
AutoTarget:
ScanRadius: 4
Mobile:
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Tiberium: 70
PathingCost: 1000
BlueTiberium: 70
PathingCost: 1000
Beach: 80
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground
Buildable:
Queue: Infantry
TakeCover:
ProneOffset: 0,-2,0,4
RenderInfantryProne:
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
PoisonedByTiberium:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
SpawnViceroid:
Probability: 2
CrushableInfantry:
RepairableNear:
Buildings: hosp
CloseEnough: 1
^CivInfantry:
Inherits: ^Infantry
-Buildable:
-AutoTarget:
-TakeCover:
-RenderInfantryProne:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Voice: CivilianMaleVoice
Bounds: 12,17,0,-9
Valued:
Cost: 70
Tooltip:
Name: Civilian
Mobile:
Speed: 4
Health:
HP: 25
RevealsShroud:
Range: 2
Armament:
Weapon: Pistol
AttackFrontal:
ActorLostNotification:
Notification: civdead1.aud
NotifyAll: true
ScaredyCat:
RenderInfantryPanic:
AttackMove:
JustMove: yes
CrushableInfantry:
^Plane:
AppearsOnRadar:
UseLocation: yes
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Air
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
^Ship:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground, Water
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlost.aud
AttackMove:
^Building:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Priority: 3
TargetableBuilding:
TargetTypes: Ground
Armor:
Type: Wood
RepairableBuilding:
RepairPercent: 40
RepairStep: 14
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: constru2.aud, hvydoor1.aud
SellSounds: cashturn.aud
TerrainTypes: Clear,Road
SoundOnDamageTransition:
DamagedSound: xplos.aud
DestroyedSound: crumble.aud
Buildable:
Queue: Building
GivesBuildableArea:
RenderBuilding:
WithBuildingExplosion:
DeadBuildingState:
EmitInfantryOnSell:
ActorTypes: e6,e1
MustBeDestroyed:
GivesExperience:
CaptureNotification@GDI:
Race: gdi
Notification: gdicapt1.aud
CaptureNotification@NOD:
Race: nod
Notification: nodcapt1.aud
ActorLostNotification:
Notification: strclost.aud
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
ShakeOnDeath:
Sellable:
Capturable:
CapturableBar:
C4Demolishable:
^CivBuilding:
Inherits: ^Building
-DeadBuildingState:
-Buildable:
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Wood
Building:
RenderBuilding:
WithBuildingExplosion:
-RepairableBuilding:
-Capturable:
-CapturableBar:
-Sellable:
Tooltip:
Name: Civilian Building
^CivBuildingHusk:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
RenderBuilding:
EditorAppearance:
RelativeToTopLeft: yes
Tooltip:
Name: Civilian Building (Destroyed)
^TechBuilding:
Inherits: ^CivBuilding
Capturable:
CapturableBar:
RepairableBuilding:
RevealsShroud:
Range: 3
^CivField:
Inherits: ^CivBuilding
-Selectable:
Tooltip:
Name: Field
-WithBuildingExplosion:
RenderBuilding:
Palette: terrain
EditorAppearance:
UseTerrainPalette: true
^CivFieldHusk:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: _
EditorAppearance:
RelativeToTopLeft: yes
Tooltip:
Name: Field (Destroyed)
BelowUnits:
^Wall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
Adjacent: 7
TerrainTypes: Clear,Road
TargetableBuilding:
TargetTypes: Ground
Wall:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
SelectionDecorations:
Selectable:
Priority: 1
RenderBuildingWall:
HasMakeAnimation: false
Palette: staticterrain
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
Sellable:
C4Demolishable:
^Tree:
Tooltip:
Name: Tree
RenderBuilding:
Palette: staticterrain
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
Health:
HP: 500
DeadBuildingState:
Armor:
Type: Wood
TargetableBuilding:
TargetTypes: Ground
AutoTargetIgnore:
^Rock:
Tooltip:
Name: Rock
RenderBuilding:
Palette: staticterrain
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
^Husk:
Health:
HP: 140
Armor:
Type: Light
Husk:
HiddenUnderFog:
AppearsOnRadar:
Burns:
Interval: 2
TargetableUnit:
TransformOnCapture:
ForceHealthPercentage: 25
# Capturable:
# Type: husk
# AllowAllies: true
# AllowNeutral: true
# AllowEnemies: true
^Bridge:
Tooltip:
Name: Bridge
TargetableBuilding:
TargetTypes: Ground, Water
BelowUnits:
Health:
HP: 500
SoundOnDamageTransition:
DamagedSound: xplos.aud
DestroyedSound: xplobig4.aud
Building:
Footprint: ______ ______ ______ ______
Dimensions: 6,4