Files
OpenRA/mods/ts/rules/world.yaml
2024-09-16 12:00:41 +01:00

432 lines
9.3 KiB
YAML

^BaseWorld:
Inherits: ^Palettes
AlwaysVisible:
ScreenMap:
ActorMap:
Selection:
ControlGroups:
MusicPlaylist:
VictoryMusic: score
DefeatMusic: fsmap
VoxelCache:
ModelRenderer:
TerrainRenderer:
TerrainLighting:
ShroudRenderer:
Index: 255, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 20, 40, 56, 65, 97, 130, 148, 194, 24, 33, 66, 132, 28, 41, 67, 134, 1, 2, 4, 8, 3, 6, 12, 9, 7, 14, 13, 11, 5, 10, 15, 255
UseExtendedIndex: true
ShroudPalette: shroud
FogPalette: shroud
Locomotor@FOOT:
Name: foot
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 90
DirtRoad: 100
Rough: 80
Tiberium: 90
BlueTiberium: 90
Veins: 50
Locomotor@FLAMEGUY:
Name: flameguy
SharesCell: true
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 90
DirtRoad: 100
Rough: 80
Tiberium: 90
BlueTiberium: 90
Veins: 50
JumpjetLocomotor@JUMPJET:
Name: jumpjet
Crushes: crate
SharesCell: true
JumpjetTransitionCost: 100
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 90
DirtRoad: 100
Rough: 80
Tiberium: 90
BlueTiberium: 90
Veins: 50
Jumpjet: 110
Locomotor@WHEELED:
Name: wheeled
Crushes: crate
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 50
DirtRoad: 90
Rough: 40
Tiberium: 50
BlueTiberium: 50
Veins: 50
PathingCost: 90
Locomotor@HEAVYWHEELED:
Name: heavywheeled
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 50
DirtRoad: 90
Rough: 40
Tiberium: 50
BlueTiberium: 50
Veins: 50
PathingCost: 90
Locomotor@TRACKED:
Name: tracked
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 100
DirtRoad: 90
Rough: 60
Tiberium: 70
BlueTiberium: 70
Veins: 70
Locomotor@AMPHIBIOUS:
Name: amphibious
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 100
DirtRoad: 90
Rough: 60
Tiberium: 70
BlueTiberium: 70
Veins: 70
Water: 80
SubterraneanLocomotor@SUBTERRANEAN:
Name: subterranean
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 100
DirtRoad: 90
Rough: 60
Tiberium: 70
BlueTiberium: 70
Veins: 70
Subterranean: 120
SubterraneanTransitionTerrainTypes: Clear, Rough
SubterraneanTransitionCost: 120
Locomotor@HOVER:
Name: hover
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 100
Road: 100
Bridge: 100
Rail: 100
DirtRoad: 100
Rough: 100
Water: 100
Tiberium: 100
BlueTiberium: 100
Veins: 100
Locomotor@SMALLVISC:
Name: smallvisc
Crushes: visceroid-fusing
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 100
BlueTiberium: 100
Veins: 100
Locomotor@VISCEROID:
Name: visceroid
Crushes: infantry
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 100
BlueTiberium: 100
Veins: 100
Locomotor@CRITTER:
Name: critter
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 100
BlueTiberium: 100
Veins: 100
Locomotor@TRAIN:
Name: train
TerrainSpeeds:
Rail: 100
Crushes: wall, crate, infantry
Faction@Random:
Name: faction-random.name
InternalName: Random
RandomFactionMembers: gdi, nod
Description: faction-random.description
Faction@gdi:
Name: faction-gdi.name
InternalName: gdi
Description: faction-gdi.description
Faction@nod:
Name: faction-nod.name
InternalName: nod
Description: faction-nod.description
TerrainGeometryOverlay:
DebugVisualizations:
CliffBackImpassabilityLayer:
TSTiberiumRenderer:
ResourceTypes:
Tiberium:
Sequences: tib01, tib02, tib03, tib04, tib05, tib06, tib07, tib08, tib09, tib10, tib11, tib12
Palette: greentiberium
Name: resource-tiberium
BlueTiberium:
Sequences: tib01, tib02, tib03, tib04, tib05, tib06, tib07, tib08, tib09, tib10, tib11, tib12
Palette: bluetiberium
Name: resource-tiberium
Ramp1Sequences:
Tiberium: tib13, tib14
BlueTiberium: tib13, tib14
Ramp2Sequences:
Tiberium: tib15, tib16
BlueTiberium: tib15, tib16
Ramp3Sequences:
Tiberium: tib17, tib18
BlueTiberium: tib17, tib18
Ramp4Sequences:
Tiberium: tib19, tib20
BlueTiberium: tib19, tib20
TSVeinsRenderer:
ResourceType: Veins
Name: resource-veins
Palette: player
VeinholeActors: veinhole
World:
Inherits: ^BaseWorld
ChatCommands:
DevCommands:
DebugVisualizationCommands:
PathFinderOverlay:
HierarchicalPathFinderOverlay:
PlayerCommands:
HelpCommand:
BuildingInfluence:
ProductionQueueFromSelection:
ProductionPaletteWidget: PRODUCTION_PALETTE
SmudgeLayer@SMALLSCORCH:
Type: SmallScorch
Sequence: smallscorches
SmokeImage: smallfire
SmokeSequences: idle
SmokeChance: 50
MaxSmokeOffsetDistance: 256
SmudgeLayer@MEDIUMSCORCH:
Type: MediumScorch
Sequence: mediumscorches
SmokeImage: mediumfire
SmokeSequences: idle
SmokeChance: 75
MaxSmokeOffsetDistance: 192
SmudgeLayer@LARGESCORCH:
Type: LargeScorch
Sequence: largescorches
SmokeImage: largefire
SmokeSequences: idle
SmokeChance: 100
MaxSmokeOffsetDistance: 128
SmudgeLayer@SMALLCRATER:
Type: SmallCrater
Sequence: smallcraters
SmudgeLayer@MEDIUMCRATER:
Type: MediumCrater
Sequence: mediumcraters
SmudgeLayer@LARGECRATER:
Type: LargeCrater
Sequence: largecraters
TSResourceLayer:
VeinholeActors: veinhole
ResourceTypes:
Tiberium:
ResourceIndex: 1
TerrainType: Tiberium
AllowedTerrainTypes: Clear, Rough, DirtRoad
MaxDensity: 12
BlueTiberium:
ResourceIndex: 2
TerrainType: BlueTiberium
AllowedTerrainTypes: Clear, Rough, DirtRoad
MaxDensity: 12
Veins:
ResourceIndex: 3
TerrainType: Veins
AllowedTerrainTypes: Clear, Rough, DirtRoad
MaxDensity: 2
BridgeLayer:
CustomTerrainDebugOverlay:
ResourceClaimLayer:
WarheadDebugOverlay:
ExitsDebugOverlayManager:
SubterraneanActorLayer:
JumpjetActorLayer:
MapCreeps:
CheckboxVisible: False
SpawnMapActors:
MapBuildRadius:
AllyBuildRadiusCheckboxDisplayOrder: 4
BuildRadiusCheckboxDisplayOrder: 5
MapOptions:
ShortGameCheckboxDisplayOrder: 2
TechLevelDropdownDisplayOrder: 2
GameSpeedDropdownDisplayOrder: 1
CreateMapPlayers:
StartingUnits@MCV:
Class: none
ClassName: options-starting-units.mcv-only
Factions: gdi, nod
BaseActor: mcv
StartingUnits@light.gdi:
Class: light
ClassName: options-starting-units.light
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e1,smech
InnerSupportRadius: 3
OuterSupportRadius: 5
StartingUnits@light.nod:
Class: light
ClassName: options-starting-units.light
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e1,bggy
InnerSupportRadius: 3
OuterSupportRadius: 5
StartingUnits@med.gdi:
Class: medium
ClassName: options-starting-units.medium
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e2,e2,jumpjet,smech
InnerSupportRadius: 3
OuterSupportRadius: 5
StartingUnits@med.nod:
Class: medium
ClassName: options-starting-units.medium
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e3,e3,cyborg,bggy
InnerSupportRadius: 3
OuterSupportRadius: 5
StartingUnits@heavy.gdi:
Class: heavy
ClassName: options-starting-units.heavy
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e2,e2,jumpjet,smech,smech,mmch
InnerSupportRadius: 3
OuterSupportRadius: 5
StartingUnits@heavy.nod:
Class: heavy
ClassName: options-starting-units.heavy
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e3,e3,cyborg,bggy,bike,ttnk
InnerSupportRadius: 3
OuterSupportRadius: 5
MapStartingLocations:
SeparateTeamSpawnsCheckboxDisplayOrder: 6
SpawnStartingUnits:
CrateSpawner:
Minimum: 1
Maximum: 6
SpawnInterval: 3000
WaterChance: 0
ValidGround: Clear, Rough, Road, DirtRoad, Tiberium, BlueTiberium
InitialSpawnDelay: 1500
CheckboxDisplayOrder: 1
PathFinder:
ValidateOrder:
DebugPauseState:
ScreenShaker:
RadarPings:
StartGameNotification:
ObjectivesPanel:
PanelName: SKIRMISH_STATS
LoadWidgetAtGameStart:
ShellmapRoot: MAINMENU_PRERELEASE_NOTIFICATION
ScriptTriggers:
CellTriggerOverlay:
TimeLimitManager:
TimeLimitDisplayOrder: 2
ColorPickerManager:
PreviewActor: harv.colorpicker
FactionPreviewActors:
gdi: hvr.colorpicker
nod: stnk.colorpicker
PresetColors: F21818, FF7A22, F2BC18, F8D3B3, CDF291, DAF218, 18F26F, 12B572, F279E6, 502048, 391D1D, BA18F2, F218BC, 1821F2, 328DFF, 78DBF8
OrderEffects:
TerrainFlashImage: moveflsh
TerrainFlashSequence: idle
TerrainFlashPalette: moveflash
ActorFlashType: Tint
EditorWorld:
Inherits: ^BaseWorld
EditorActorLayer:
EditorCursorLayer:
TSEditorResourceLayer:
ResourceTypes:
Tiberium:
ResourceIndex: 1
TerrainType: Tiberium
AllowedTerrainTypes: Clear, Rough, DirtRoad
MaxDensity: 12
BlueTiberium:
ResourceIndex: 2
TerrainType: BlueTiberium
AllowedTerrainTypes: Clear, Rough, DirtRoad
MaxDensity: 12
Veins:
ResourceIndex: 3
TerrainType: Veins
AllowedTerrainTypes: Clear, Rough, DirtRoad
MaxDensity: 2
VeinholeActors: veinhole
LoadWidgetAtGameStart:
EditorActionManager:
BuildableTerrainOverlay:
AllowedTerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
Palette: ra
Alpha: 0.35
MarkerLayerOverlay: