Files
OpenRA/mods/ts/rules/defaults.yaml

1415 lines
28 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
UpdatesPlayerStatistics:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
RenderDebugState:
^SpriteActor:
BodyOrientation:
UseClassicPerspectiveFudge: False
CameraPitch: 85
QuantizeFacingsFromSequence:
RenderSprites:
^GainsExperience:
GainsExperience:
LevelUpNotification: LevelUp
Conditions:
500: rank
1000: rank
LevelUpImage: crate-effects
GrantCondition@RANK-VETERAN:
RequiresCondition: rank == 1
Condition: rank-veteran
GrantCondition@RANK-ELITE:
RequiresCondition: rank >= 2
Condition: rank-elite
FirepowerMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 110
FirepowerMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 130
DamageMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 90
DamageMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 75
SpeedMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 120
SpeedMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 140
ReloadDelayMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 90
ReloadDelayMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 75
ChangesHealth@ELITE:
Step: 200
Delay: 100
StartIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@VETERAN:
RequiresCondition: rank-veteran
Position: BottomRight
Margin: 3, 4
Image: rank
Sequence: veteran
Palette: ra
WithDecoration@ELITE:
RequiresCondition: rank-elite
Position: BottomRight
Margin: 3, 4
Image: rank
Sequence: elite
Palette: ra
^InfantryExperienceHospitalOverrides:
WithDecoration@VETERAN:
BlinkInterval: 32
BlinkPatterns:
hospitalheal: On, Off
WithDecoration@ELITE:
BlinkInterval: 32
BlinkPatterns:
hospitalheal: On, Off
^CrateStatModifiers:
FirepowerMultiplier@CRATES:
RequiresCondition: crate-firepower
Modifier: 200
DamageMultiplier@CRATES:
RequiresCondition: crate-damage
Modifier: 50
SpeedMultiplier@CRATES:
RequiresCondition: crate-speed
Modifier: 170
ExternalCondition@CRATE-FIREPOWER:
Condition: crate-firepower
ExternalCondition@CRATE-DAMAGE:
Condition: crate-damage
ExternalCondition@CRATE-SPEED:
Condition: crate-speed
^EmpVisualEffects:
WithColoredOverlay@EMPDISABLE:
Color: 000000B4
WithIdleOverlay@EMPDISABLE:
Sequence: emp-overlay
Palette: effect
^EmpDisable:
Inherits: ^EmpVisualEffects
WithColoredOverlay@EMPDISABLE:
RequiresCondition: empdisable
TimedConditionBar@EMPDISABLE:
Condition: empdisable
Color: FFFFFF
WithIdleOverlay@EMPDISABLE:
RequiresCondition: empdisable
PowerMultiplier@EMPDISABLE:
RequiresCondition: empdisable
Modifier: 0
ExternalCondition@EMPDISABLE:
Condition: empdisable
^Cloakable:
Cloak@EXTERNALCLOAK:
RequiresCondition: cloakgenerator || crate-cloak
InitialDelay: 0
CloakDelay: 90
IsPlayerPalette: true
CloakSound: cloak5.aud
UncloakSound: cloak5.aud
UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage, Heal
ExternalCondition@CLOAKGENERATOR:
Condition: cloakgenerator
ExternalCondition@CRATE-CLOAK:
Condition: crate-cloak
^AutoTargetGround:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Building, Defense
InvalidTargets: NoAutoTarget
^AutoTargetGroundAssaultMove:
Inherits: ^AutoTargetGround
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveCondition: assault-move
^AutoTargetAir:
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Air
InvalidTargets: NoAutoTarget
^AutoTargetAll:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Air, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Air, Building, Defense
InvalidTargets: NoAutoTarget
^AutoTargetAllAssaultMove:
Inherits: ^AutoTargetAll
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveCondition: assault-move
^PlayerHandicaps:
HandicapFirepowerMultiplier:
HandicapDamageMultiplier:
HandicapProductionTimeMultiplier:
^2x1Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -512
BottomRight: 1024, 512
^1x2Shape:
HitShape:
Type: Rectangle
TopLeft: -512, -1024
BottomRight: 512, 1024
^2x2Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
^1x3Shape:
HitShape:
Type: Rectangle
TopLeft: -512, -1536
BottomRight: 512, 1536
^3x1Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 512
^3x2Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
^2x3Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -1536
BottomRight: 1024, 1536
^3x3Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -1536
BottomRight: 1536, 1536
^2x4Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -2048
BottomRight: 1024, 2048
^4x2Shape:
HitShape:
Type: Rectangle
TopLeft: -2048, -1024
BottomRight: 2048, 1024
^3x4Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -2048
BottomRight: 1536, 2048
^4x3FactoryWithBibShape:
HitShape:
Type: Rectangle
TopLeft: -2048, -1536
BottomRight: 1024, 1536
^4x3Shape:
HitShape:
Type: Rectangle
TopLeft: -2048, -1536
BottomRight: 2048, 1536
^4x4Shape:
HitShape:
Type: Rectangle
TopLeft: -2048, -2048
BottomRight: 2048, 2048
^3x5Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -2560
BottomRight: 1536, 2560
^5x3Shape:
HitShape:
Type: Rectangle
TopLeft: -2560, -1536
BottomRight: 2560, 1536
^2x5Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -2560
BottomRight: 1024, 2560
^2x6Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -3072
BottomRight: 1024, 3072
^6x4Shape:
HitShape:
Type: Rectangle
TopLeft: -3072, -2048
BottomRight: 3072, 2048
^BasicBuilding:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@3: ^Cloakable
Inherits@selection: ^SelectableBuilding
Inherits@handicaps: ^PlayerHandicaps
Huntable:
Targetable:
TargetTypes: Ground, Building, C4
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
LocalYaw: -128
TopLeft: -512, -512
BottomRight: 512, 512
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
UndeploySounds: cashturn.aud
ActorPreviewPlaceBuildingPreview:
Palette: ra
FootprintAlpha: 0.7
LineBuildFootprintAlpha: 0.5
PreviewAlpha: 0.55
FootprintUnderPreview: Valid, LineBuild, Invalid
FootprintOverPreview: None
RequiresBuildableArea:
AreaTypes: building
Adjacent: 4
FrozenUnderFog:
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
WithSpriteBody:
Explodes:
Weapon: BuildingExplosions
EmptyWeapon: BuildingExplosions
Type: Footprint
EngineerRepairable:
ShakeOnDeath:
Guardable:
Range: 3c0
Demolishable:
ThrowsShrapnel@SMALL:
Weapons: SmallDebris
Pieces: 2, 4
Range: 2c0, 5c0
ThrowsShrapnel@LARGE:
Weapons: LargeDebris, LargeDebrisWithTrail
Pieces: 1, 2
Range: 2c0, 5c0
MapEditorData:
Categories: Building
CommandBarBlacklist:
^Building:
Inherits@1: ^BasicBuilding
Inherits@2: ^EmpDisable
GivesBuildableArea:
AreaTypes: building
CaptureManager:
Capturable:
RequiresCondition: !build-incomplete
Types: building
RepairableBuilding:
RepairStep: 700
PlayerExperience: 25
RepairingNotification: Repairing
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
SpawnActorsOnSell@gdi:
ActorTypes: e1, e1, e2, medic
Factions: gdi
SpawnActorsOnSell@nod:
ActorTypes: e1, e1, e1, e3, e3
Factions: nod
MustBeDestroyed:
RequiredForShortGame: true
OwnerLostAction:
Action: Kill
CaptureNotification:
Demolishable:
Condition: being-demolished
Sellable:
RequiresCondition: !build-incomplete && !being-demolished
SellSounds: cashturn.aud
Notification: StructureSold
WithMakeAnimation:
Condition: build-incomplete
ThrowsShrapnel@SMALL:
Pieces: 3, 5
ThrowsShrapnel@LARGE:
Pieces: 2, 3
WithBuildingRepairDecoration:
Image: allyrepair
Sequence: repair
Position: Center
Palette: mouse
^CivBuilding:
Inherits: ^BasicBuilding
-UpdatesPlayerStatistics:
Health:
HP: 90000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
RenderSprites:
Palette: terraindecoration
MapEditorData:
Categories: Civilian building
^OldBase:
Inherits: ^CivBuilding
Inherits@SHAPE: ^2x2Shape
Building:
Footprint: xx xx
Dimensions: 2, 2
Armor:
Type: heavy
Health:
HP: 40000
RenderSprites:
-Palette:
-Cloak@EXTERNALCLOAK:
-ExternalCondition@CLOAKGENERATOR:
-ExternalCondition@CRATE-CLOAK:
^CivBillboard:
Inherits: ^CivBuilding
Building:
Footprint: x
Dimensions: 1, 1
Armor:
Type: heavy
Health:
HP: 40000
MapEditorData:
RequireTilesets: TEMPERATE
ThrowsShrapnel@SMALL:
Pieces: 1, 3
ThrowsShrapnel@LARGE:
Pieces: 1, 1
MapEditorData:
Categories: Billboard
^Crate:
HiddenUnderFog:
Tooltip:
Name: Crate
Crate:
Lifetime: 180
TerrainTypes: Clear, Rough, Sand, Road, DirtRoad, Tiberium, BlueTiberium, Veins, Green, Pavement
RenderSprites:
Palette: terraindecoration
WithCrateBody:
MapEditorData:
Categories: System
Interactable:
Bounds: 724, 1448
^Wall:
Inherits@1: ^SpriteActor
Inherits@2: ^Cloakable
CombatDebugOverlay:
FrozenUnderFog:
AppearsOnRadar:
Interactable:
OwnerLostAction:
Action: ChangeOwner
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
UndeploySounds: cashturn.aud
FootprintPlaceBuildingPreview:
Palette: ra
FootprintAlpha: 0.7
LineBuildFootprintAlpha: 0.5
RequiresBuildableArea:
AreaTypes: building
Adjacent: 7
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
Crushable:
CrushClasses: wall
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
Targetable:
TargetTypes: Ground, Wall, C4
WithWallSpriteBody:
Type: wall
Demolishable:
Condition: being-demolished
Sellable:
RequiresCondition: !being-demolished
SellSounds: cashturn.aud
ScriptTriggers:
Health:
HitShape:
Type: Rectangle
LocalYaw: 128
TopLeft: -512, -512
BottomRight: 512, 512
VerticalTopOffset: 768
AppearsOnMapPreview:
MapEditorData:
Categories: Wall
Valued:
Cost: 50
CustomSellValue:
Value: 0
BlocksProjectiles:
Height: 768
^BuildingPlug:
Interactable:
AlwaysVisible:
Building:
BuildSounds: place2.aud
UndeploySounds: cashturn.aud
SequencePlaceBuildingPreview:
Sequence: place
Palette: ra
FootprintAlpha: 0.7
SequenceAlpha: 0.55
KillsSelf:
RemoveInstead: true
RenderSprites:
^Infantry:
Inherits@2: ^ExistsInWorld
Inherits@3: ^SpriteActor
Inherits@4: ^Cloakable
Inherits@CRATESTATS: ^CrateStatModifiers
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
DeathTypes: BulletDeath
Health:
HP: 5000
Armor:
Type: None
Valued:
Cost: 10
RevealsShroud:
RequiresCondition: !inside-tunnel
Range: 2c0
MaxHeightDelta: 3
Mobile:
Voice: Move
Speed: 71
AlwaysTurnInPlace: true
Locomotor: foot
TurnOnIdle:
Selectable:
DecorationBounds: 452, 1387, 0, -543
Bounds: 724, 1448, 0, -543
Voiced:
VoiceSet: Infantry
Targetable:
RequiresCondition: !inside-tunnel
TargetTypes: Ground, Infantry
Targetable@HEAL:
RequiresCondition: !inside-tunnel && damaged
TargetTypes: Heal
GrantConditionOnDamageState@DAMAGED:
Condition: damaged
ValidDamageStates: Light, Medium, Heavy, Critical
QuantizeFacingsFromSequence:
Sequence: stand
WithSplitAttackPaletteInfantryBody:
AttackMove:
Voice: Move
Passenger:
CargoType: Infantry
Voice: Move
HiddenUnderFog:
ActorLostNotification:
DamagedByTerrain:
Terrain: Tiberium, BlueTiberium
Damage: 200
DamageInterval: 16
DamageTypes: ExplosionDeath, TriggerVisceroid
RequiresCondition: !inside-tunnel
Guard:
Voice: Move
Guardable:
ChangesHealth@HOSPITAL:
Step: 500
Delay: 100
StartIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite@HOSPITAL:
Condition: hospital
Prerequisites: cahosp
GrantConditionOnDamageState@HOSPITAL:
Condition: damaged
ValidDamageStates: Light, Medium, Heavy, Critical
GrantCondition@HOSPITAL:
RequiresCondition: hospital && damaged
Condition: hospitalheal
WithDecoration@REDCROSS:
RequiresCondition: hospitalheal
Position: BottomRight
Margin: 3, 4
Image: pips
Sequence: medic
Palette: pips
BlinkInterval: 32
BlinkPattern: Off, On
RevealOnFire:
EntersTunnels:
Voice: Move
HitShape:
Type: Circle
Radius: 128
MapEditorData:
Categories: Infantry
GrantConditionOnTunnelLayer:
Condition: inside-tunnel
WithDecoration@UNDERGROUND:
RequiresCondition: inside-tunnel
Position: Center
Image: typeglyphs
Sequence: infantry
Palette: player
IsPlayerPalette: true
^RegularInfantryDeath:
WithDeathAnimation@normal:
DeathSequence: die-
DeathTypes:
BulletDeath: twirling
SmallExplosionDeath: flying
WithDeathAnimation@explosion:
DeathSequence: die-
DeathSequencePalette: effect
DeathPaletteIsPlayerPalette: False
DeathTypes:
ExplosionDeath: exploding
WithDeathAnimation@energy:
DeathSequence: die-
DeathSequencePalette: ra
DeathPaletteIsPlayerPalette: False
DeathTypes:
EnergyDeath: melting
WithDeathAnimation:
CrushedSequence: die-crushed
CrushedSequencePalette: player
CrushedPaletteIsPlayerPalette: true
DeathSounds@NORMAL:
DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@EXPLOSION:
Voice: Explode
DeathTypes: ExplosionDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@ZAPPED:
Voice: Zapped
DeathTypes: EnergyDeath
Crushable:
CrushSound: squish6.aud
SpawnActorOnDeath:
Actor: visc_sml
Probability: 10
OwnerType: InternalName
InternalOwner: Creeps
DeathType: TriggerVisceroid
RequiresLobbyCreeps: true
SpawnActorOnDeath@FLAMEGUY:
Actor: FLAMEGUY
DeathType: FireDeath
^Soldier:
Inherits@1: ^Infantry
Inherits@2: ^RegularInfantryDeath
RevealsShroud:
Range: 4c0
MustBeDestroyed:
TakeCover:
DamageModifiers:
Prone50Percent: 50
Prone60Percent: 60
Prone70Percent: 70
Prone100Percent: 100
Prone350Percent: 350
DamageTriggers: TriggerProne
ProneOffset: 300,0,0
WithSplitAttackPaletteInfantryBody:
IdleSequences: idle1, idle2
Palette: player-nomuzzle
IsPlayerPalette: true
SplitAttackPalette: muzzle
^Cyborg:
Inherits@1: ^Infantry
Inherits@2: ^EmpDisable
Inherits@3: ^HealsOnTiberium
ExplosionOnDamageTransition:
Weapon: CyborgExplode
DamageState: Critical
TriggerOnlyOnce: true
Explodes:
Weapon: CyborgExplode
EmptyWeapon: CyborgExplode
DeathSounds:
RevealsShroud:
Range: 4c0
MustBeDestroyed:
TakeCover:
RequiresCondition: critical
Duration: -1
DamageModifiers:
Prone50Percent: 50
Prone60Percent: 60
Prone70Percent: 70
Prone100Percent: 100
Prone350Percent: 350
ProneOffset: 300,0,0
ProneSequencePrefix: crippled-
WithSplitAttackPaletteInfantryBody:
DefaultAttackSequence: attack
IdleSequences: idle1, idle2
Palette: player-nomuzzle
IsPlayerPalette: true
SplitAttackPalette: muzzle
GrantConditionOnDamageState@CRITICAL:
Condition: critical
ValidDamageStates: Critical
GrantPermanently: true
Mobile:
PauseOnCondition: empdisable
^CivilianInfantry:
Inherits@1: ^Infantry
Inherits@2: ^RegularInfantryDeath
Voiced:
VoiceSet: Civilian
Tooltip:
Name: Civilian
ScaredyCat:
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
MapEditorData:
Categories: Civilian infantry
^Vehicle:
Inherits@2: ^ExistsInWorld
Inherits@3: ^EmpDisable
Inherits@4: ^Cloakable
Inherits@5: ^DamagedByVeins
Inherits@CRATESTATS: ^CrateStatModifiers
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
Mobile:
PauseOnCondition: empdisable || being-captured || carried
Locomotor: wheeled
TurnSpeed: 20
Voice: Move
Selectable:
Bounds: 1206, 1448
Voiced:
VoiceSet: Vehicle
Targetable:
RequiresCondition: !inside-tunnel
TargetTypes: Ground, Vehicle
Targetable@REPAIR:
RequiresCondition: !inside-tunnel && damaged
TargetTypes: Repair
GrantConditionOnDamageState@DAMAGED:
Condition: damaged
ValidDamageStates: Light, Medium, Heavy, Critical
Repairable:
RepairActors: gadept
Voice: Move
Passenger:
CargoType: Vehicle
Voice: Move
AttackMove:
Voice: Move
HiddenUnderFog:
ActorLostNotification:
CaptureManager:
BeingCapturedCondition: being-captured
Capturable:
Types: Vehicle
CancelActivity: True
Guard:
Voice: Move
Guardable:
BodyOrientation:
CameraPitch: 85
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
MustBeDestroyed:
RenderSprites:
ThrowsShrapnel:
Weapons: SmallDebris
Pieces: 3, 7
Range: 2c0, 5c0
GrantConditionOnDamageState@DAMAGEDSPEED:
Condition: damagedspeed
ValidDamageStates: Heavy
GrantConditionOnDamageState@CRITICALSPEED:
Condition: criticalspeed
ValidDamageStates: Critical
SpeedMultiplier@DAMAGED:
RequiresCondition: damagedspeed
Modifier: 80
SpeedMultiplier@CRITICAL:
RequiresCondition: criticalspeed
Modifier: 60
Carryable:
RequiresCondition: !inside-tunnel
LockedCondition: carried
RevealOnFire:
EntersTunnels:
Voice: Move
HitShape:
MapEditorData:
Categories: Vehicle
GrantConditionOnTunnelLayer:
Condition: inside-tunnel
WithDecoration@UNDERGROUND:
RequiresCondition: inside-tunnel
Position: Center
Image: typeglyphs
Sequence: vehicle
Palette: player
IsPlayerPalette: true
^Tank:
Inherits: ^Vehicle
Mobile:
Locomotor: tracked
^VoxelActor:
BodyOrientation:
QuantizedFacings: 0
RenderVoxels:
WithVoxelBody:
^CivilianVoxelVehicle:
Inherits: ^Vehicle
Inherits: ^VoxelActor
-MustBeDestroyed:
^CivilianVoxelCrusher:
Inherits: ^CivilianVoxelVehicle
Mobile:
Locomotor: heavywheeled
^Aircraft:
Inherits@2: ^ExistsInWorld
Inherits@3: ^Cloakable
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: true
Targetable@GROUND:
TargetTypes: Ground, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
Repairable:
RepairActors: gadept
Voice: Move
Aircraft:
AirborneCondition: airborne
CruisingCondition: cruising
CruiseAltitude: 4c704
AltitudeVelocity: 96
Voice: Move
IdealSeparation: 853
MaximumPitch: 120
LandableTerrainTypes: Clear, Road, Rail, DirtRoad, Rough, Tiberium, BlueTiberium, Veins
Crushes: crate, infantry
MoveIntoShroud: false
CanHover: true
CanSlide: true
VTOL: true
Pitch: -64
PitchSpeed: 16
Roll: 56
RollSpeed: 14
Voiced:
VoiceSet: Heli
HiddenUnderFog:
Type: GroundPosition
AttackMove:
Voice: Move
MoveIntoShroud: false
ActorLostNotification:
BodyOrientation:
QuantizedFacings: 0
CameraPitch: 85
Guard:
Voice: Move
Guardable:
MustBeDestroyed:
RenderVoxels:
WithVoxelBody:
RevealOnFire:
HitShape:
MapEditorData:
Categories: Aircraft
SpawnActorOnDeath:
RequiresCondition: airborne
Hovers@CRUISING:
RequiresCondition: cruising
BobDistance: -64
InitialHeight: 64
^EMPableAircraft:
Inherits: ^Aircraft
Inherits@EMP: ^EmpDisable
Aircraft:
PauseOnCondition: empdisable
KillsSelf:
RequiresCondition: airborne && empdisable
^AircraftHusk:
RenderVoxels:
RenderSprites:
WithVoxelBody:
BodyOrientation:
QuantizedFacings: 0
CameraPitch: 85
Aircraft:
Health:
HP: 28000
Armor:
Type: Heavy
HiddenUnderFog:
Type: GroundPosition
AlwaysVisibleRelationships: None
ScriptTriggers:
Interactable:
Tooltip:
GenericName: Destroyed Aircraft
FallsToEarth:
Moves: true
Velocity: 112
MaximumSpinSpeed: 40
HitShape:
^Visceroid:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@3: ^HealsOnTiberium
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
Health:
Armor:
Type: Light
Mobile:
Speed: 113
TurnSpeed: 64
Locomotor: visceroid
Selectable:
Bounds: 784, 1568, 0, -181
Targetable:
TargetTypes: Ground, Creep
AttackMove:
HiddenUnderFog:
Guardable:
WithFacingSpriteBody:
RevealOnFire:
EntersTunnels:
Voice: Move
HitShape:
Type: Circle
Radius: 256
VerticalTopOffset: 512
MapEditorData:
Categories: Critter
GrantConditionOnTunnelLayer:
Condition: inside-tunnel
^BlossomTree:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Blossom Tree
RenderSprites:
Palette: player
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
AppearsOnMapPreview:
Terrain: Tiberium
FrozenUnderFog:
SeedsResource:
ResourceType: Tiberium
Interval: 55
WithIdleAnimation:
Interval: 500, 1000
MapEditorData:
Categories: Resource spawn
^Tree:
Inherits@1: ^SpriteActor
Interactable:
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
AppearsOnMapPreview:
Terrain: Tree
Tooltip:
Name: Tree
MapEditorData:
Categories: Tree
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^Rock:
Inherits@1: ^SpriteActor
Interactable:
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Rock
AppearsOnMapPreview:
Terrain: Rock
Tooltip:
Name: Rock
MapEditorData:
Categories: Decoration
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^Decoration:
Inherits@1: ^SpriteActor
Interactable:
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
MapEditorData:
Categories: Decoration
RequiresSpecificOwners:
ValidOwnerNames: Neutral
^Box:
Inherits: ^Decoration
Tooltip:
Name: Box
^Drum:
Inherits: ^Decoration
Tooltip:
Name: Drum
^Palette:
Inherits: ^Decoration
Tooltip:
Name: Palette
^Defense:
Inherits: ^Building
Inherits@selection: ^SelectableCombatBuilding
-GivesBuildableArea:
RenderRangeCircle:
RenderDetectionCircle:
RevealsShroud:
Range: 6c0
DetectCloaked:
Range: 5c0
Targetable:
TargetTypes: Ground, Building, C4, Defense
-Capturable:
RevealOnFire:
MapEditorData:
Categories: Defense
-CommandBarBlacklist:
^Train:
Inherits@1: ^EmpDisable
Inherits@2: ^ExistsInWorld
Inherits@3: ^Cloakable
Inherits@selection: ^SelectableCombatUnit
Inherits@handicaps: ^PlayerHandicaps
Huntable:
RenderVoxels:
RenderSprites:
WithVoxelBody:
Mobile:
TurnSpeed: 20
Voice: Move
Speed: 113
PauseOnCondition: empdisable
Locomotor: train
Cargo:
Types: Infantry
UnloadVoice: Unload
Health:
HP: 10000
Armor:
Type: Light
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
RequiresCondition: !inside-tunnel
Selectable:
Bounds: 1206, 1448
Voiced:
VoiceSet: Vehicle
Targetable:
TargetTypes: Ground, Vehicle
Passenger:
CargoType: Infantry
Voice: Move
HiddenUnderFog:
BodyOrientation:
CameraPitch: 85
QuantizedFacings: 0
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
ThrowsShrapnel:
Weapons: SmallDebris
Pieces: 3, 7
Range: 2c0, 5c0
HitShape:
MapEditorData:
Categories: Railway
GrantConditionOnTunnelLayer:
Condition: inside-tunnel
^TerrainOverlay:
AlwaysVisible:
Immobile:
OccupiesSpace: False
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
BodyOrientation:
UseClassicPerspectiveFudge: False
QuantizedFacings: 1
^Railway:
Inherits: ^TerrainOverlay
EditorOnlyTooltip:
Name: Railway
ChangesTerrain:
TerrainType: Rail
MapEditorData:
Categories: Railway
Interactable:
^Tunnel:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
BodyOrientation:
UseClassicPerspectiveFudge: False
QuantizedFacings: 1
Building:
Dimensions: 3, 3
Footprint: ___ ___ ___
Targetable:
AlwaysVisible:
TunnelEntrance:
MapEditorData:
Categories: Tunnel
Interactable:
Bounds: 4344, 8688
^Gate:
Inherits: ^Building
Inherits@EMPDISABLE: ^EmpDisable
Huntable:
Valued:
Cost: 250
Health:
HP: 35000
Armor:
Type: Heavy
LineBuildNode:
Types: wall, gate
-Capturable:
-GivesBuildableArea:
-MustBeDestroyed:
-WithMakeAnimation:
-WithSpriteBody:
WithGateSpriteBody:
OpenSequence: open
Tooltip:
Buildable:
Description: Automated barrier that opens for allied units.
HitShape:
Type: Rectangle
LocalYaw: -128
TopLeft: -512, -512
BottomRight: 512, 512
VerticalTopOffset: 768
MapEditorData:
Categories: Wall
Gate:
PauseOnCondition: empdisable
OpeningSound: gateup1.aud
ClosingSound: gatedwn1.aud
BlocksProjectilesHeight: 768
Sellable:
RequiresCondition: !being-demolished
^Gate_A:
Inherits: ^Gate
Inherits@shape: ^3x1Shape
Health:
Building:
Dimensions: 3,1
Footprint: xxx
WithGateSpriteBody:
WallConnections: -1,0, 3,0
LineBuildNode:
Connections: -1,0, 1,0
^Gate_B:
Inherits: ^Gate
Inherits@shape: ^1x3Shape
Health:
Building:
Dimensions: 1,3
Footprint: x x x
WithGateSpriteBody:
WallConnections: 0,-1, 0,3
LineBuildNode:
Connections: 0,-1, 0,1
^HealsOnTiberium:
DamagedByTerrain:
Damage: -200
DamageInterval: 16
Terrain: Tiberium, BlueTiberium
RequiresCondition: !inside-tunnel
^DamagedByVeins:
DamagedByTerrain@VEINS:
Damage: 500
DamageInterval: 16
DamageTypes: BulletDeath
Terrain: Veins
RequiresCondition: !inside-tunnel
LeavesTrails@VEINS:
Image: veins
Palette: player
TerrainTypes: Veins
TrailWhileStationary: true
StationaryInterval: 16
MovingInterval: 16
StartDelay: -1
SpawnAtLastPosition: false
RequiresCondition: !inside-tunnel
^DisableOnLowPower:
WithColoredOverlay@IDISABLE:
RequiresCondition: disabled
Color: 000000B4
GrantConditionOnPowerState@LOWPOWER:
Condition: lowpower
ValidPowerStates: Low, Critical
GrantCondition@IDISABLE:
RequiresCondition: lowpower
Condition: disabled
^DisableOnPowerDown:
WithColoredOverlay@IDISABLE:
RequiresCondition: disabled
Color: 000000B4
GrantCondition@IDISABLE:
RequiresCondition: powerdown
Condition: disabled
ToggleConditionOnOrder:
DisabledSpeech: EnablePower
EnabledSpeech: DisablePower
Condition: powerdown
OrderName: PowerDown
WithDecoration@POWERDOWN:
Image: poweroff
Sequence: offline
Palette: mouse
RequiresCondition: powerdown
Position: Center
Offsets:
repairing: 12, 0
PowerMultiplier@POWERDOWN:
RequiresCondition: powerdown
Modifier: 0
RepairableBuilding:
RepairCondition: repairing
WithBuildingRepairDecoration:
Offsets:
powerdown: -12, 0
^DisableOnLowPowerOrPowerDown:
Inherits@LOWPOWER: ^DisableOnLowPower
Inherits@POWERDOWN: ^DisableOnPowerDown
GrantCondition@IDISABLE:
RequiresCondition: lowpower || powerdown
Condition: disabled
^Selectable:
Selectable:
SelectionDecorations:
WithTextControlGroupDecoration:
Margin: 2, 0
DrawLineToTarget:
QueuedLineWidth: 2
QueuedMarkerWidth: 3
^SelectableCombatUnit:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 10
PriorityModifiers: Ctrl
^SelectableSupportUnit:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 8
PriorityModifiers: Ctrl, Alt
^SelectableEconomicUnit:
Inherits@selectiondecorations: ^Selectable
Selectable:
Priority: 6
PriorityModifiers: Ctrl, Alt
^CargoPips:
WithCargoPipsDecoration:
Position: BottomLeft
RequiresSelection: true
Palette: pips
Margin: 5, 2
CustomPipSequences:
red: pip-red
green: pip-green
yellow: pip-yellow
^SelectableBuilding:
IsometricSelectable:
Priority: 2
IsometricSelectionDecorations:
WithTextControlGroupDecoration:
Margin: 1, 1
DrawLineToTarget:
QueuedLineWidth: 2
QueuedMarkerWidth: 3
^SelectableCombatBuilding:
Inherits@selectiondecorations: ^SelectableBuilding
IsometricSelectable:
Priority: 4
^PrimaryBuilding:
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
WithTextDecoration@primary:
RequiresCondition: primary
Position: Top
RequiresSelection: true
Text: PRIMARY
Color: E0D048