Files
OpenRA/mods/ra/rules/infantry.yaml
2024-11-03 15:29:47 +00:00

856 lines
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YAML

DOG:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Dog
BuildPaletteOrder: 50
Prerequisites: ~kenn, ~techlevel.infonly
Description: actor-dog.description
Valued:
Cost: 200
Tooltip:
Name: actor-dog.name
GenericName: actor-dog.generic-name
UpdatesPlayerStatistics:
AddToArmyValue: true
Selectable:
Bounds: 512, 725, -42, -170
DecorationBounds: 512, 725, -42, -170
Health:
HP: 1800
Mobile:
Speed: 100
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: 20
GrantConditionWhileAiming:
Condition: run
AutoTarget:
InitialStance: AttackAnything
AutoTargetPriority@DEFAULT:
ValidTargets: Infantry
Targetable:
TargetTypes: GroundActor, Infantry
WithInfantryBody:
MoveSequence: walk
StandSequences: stand
DefaultAttackSequence: eat
RequiresCondition: !run && !parachute
WithInfantryBody@RUN:
MoveSequence: run
RequiresCondition: run && !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
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: actor-e1.description
Selectable:
Class: E1
Valued:
Cost: 100
Tooltip:
Name: actor-e1.name
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
Palette: player-noshadow
IsPlayerPalette: true
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
E1R1:
Inherits: E1
RenderSprites:
Image: E1
ProducibleWithLevel:
Prerequisites: techlevel.infonly
InitialLevels: 1
UpdatesPlayerStatistics:
OverrideActor: e1
-Buildable:
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: techlevel.infonly
E2:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 40
Prerequisites: ~barr, ~techlevel.infonly
Description: actor-e2.description
Valued:
Cost: 150
Tooltip:
Name: actor-e2.name
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 5000
Mobile:
Speed: 68
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
Palette: player-noshadow
IsPlayerPalette: true
FireWarheadsOnDeath:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
DamageSource: Killer
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
E3:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 30
Prerequisites: ~barracks, ~techlevel.infonly
Description: actor-e3.description
Selectable:
Class: E3
Valued:
Cost: 300
Tooltip:
Name: actor-e3.name
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: RedEye
Armament@GARRISONEDSECONDARY:
Name: garrisoned
Weapon: Dragon
TakeCover:
ProneOffset: 384,0,-395
WithInfantryBody:
DefaultAttackSequence: shoot
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
ProducibleWithLevel:
Prerequisites: barracks.upgraded
AutoTarget:
ScanRadius: 5
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
E3R1:
Inherits: E3
RenderSprites:
Image: E3
ProducibleWithLevel:
Prerequisites: techlevel.infonly
InitialLevels: 1
UpdatesPlayerStatistics:
OverrideActor: e3
-Buildable:
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: techlevel.infonly
E4:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 70
Prerequisites: ~barr, ftur, ~techlevel.low
Description: actor-e4.description
Valued:
Cost: 300
Tooltip:
Name: actor-e4.name
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
FireWarheadsOnDeath:
Weapon: VisualExplode
EmptyWeapon: VisualExplode
Chance: 50
WithInfantryBody:
DefaultAttackSequence: shoot
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
E6:
Inherits: ^Soldier
Inherits@selection: ^SelectableSupportUnit
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 60
Prerequisites: ~barracks, ~techlevel.infonly
Description: actor-e6.description
Valued:
Cost: 400
Tooltip:
Name: actor-e6.name
UpdatesPlayerStatistics:
AddToArmyValue: true
WithInfantryBody:
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
Passenger:
CustomPipType: yellow
InstantlyRepairs:
RepairsBridges:
CaptureManager:
GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
Condition: global-reusable-engineers
Prerequisites: global-reusable-engineers
Captures:
RequiresCondition: !global-reusable-engineers
CaptureTypes: building
PlayerExperience: 10
CaptureDelay: 200
Captures@REUSABLE:
RequiresCondition: global-reusable-engineers
CaptureTypes: building
PlayerExperience: 10
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: actor-spy.description
Valued:
Cost: 500
-Tooltip:
DisguiseTooltip:
Name: actor-spy.disguisetooltip-name
GenericName: actor-spy.disguisetooltip-generic-name
UpdatesPlayerStatistics:
AddToArmyValue: true
-Guard:
Mobile:
Voice: Move
RevealsShroud:
Range: 5c0
Passenger:
CustomPipType: blue
Voice: Move
Disguise:
DisguisedCondition: disguise
Infiltrates:
Types: SpyInfiltrate
Notification: BuildingInfiltrated
TextNotification: notification-building-infiltrated
AutoTarget:
InitialStance: HoldFire
InitialStanceAI: HoldFire
ScanRadius: 5
-WithInfantryBody:
WithDisguisingInfantryBody:
DefaultAttackSequence: shoot
IdleSequences: idle1,idle2
StandSequences: stand,stand2
RequiresCondition: !parachute
WithDisguisingInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
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: actor-spy-england-disguisetooltip-name
RenderSprites:
Image: spy
E7:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 120
Prerequisites: ~tent, atek, ~techlevel.high
BuildLimit: 1
Description: actor-e7.description
Valued:
Cost: 1800
Tooltip:
Name: actor-e7.name
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 10000
Mobile:
Speed: 68
Voice: Move
Guard:
Voice: Move
RevealsShroud:
Range: 6c0
Demolition:
DetonationDelay: 45
Voice: Demolish
Passenger:
CustomPipType: red
Voice: Move
Armament@PRIMARY:
Weapon: Colt45
LocalOffset: 0,0,0, 0,0,0
Armament@GARRISONED:
Name: garrisoned
Weapon: Colt45
MuzzleSequence: garrison-muzzle
WithInfantryBody:
AttackSequences:
primary: shoot-left, shoot-right
StandSequences: stand
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
ExternalCondition@PRODUCED:
Condition: produced
VoiceAnnouncement:
RequiresCondition: produced
Voice: Build
AnnounceOnKill:
Voiced:
VoiceSet: TanyaVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
MEDI:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 40
Prerequisites: ~tent, ~techlevel.infonly
Description: actor-medi.description
Valued:
Cost: 200
Tooltip:
Name: actor-medi.name
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 6000
Mobile:
Speed: 49
RevealsShroud:
Range: 3c0
Passenger:
CustomPipType: blue
Armament:
Weapon: Heal
Cursor: heal
OutsideRangeCursor: heal
TargetRelationships: Ally
ForceTargetRelationships: None
WithInfantryBody:
IdleSequences: idle
StandSequences: stand
DefaultAttackSequence: heal
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
Voiced:
VoiceSet: MedicVoice
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Infantry
MECH:
Inherits: ^Soldier
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 100
Prerequisites: ~tent, fix, ~techlevel.medium
Description: actor-mech.description
Valued:
Cost: 500
Tooltip:
Name: actor-mech.name
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 8000
Mobile:
Speed: 49
Voice: Move
RevealsShroud:
Range: 3c0
Passenger:
CustomPipType: blue
Voice: Move
Armament:
Weapon: Repair
Cursor: repair
OutsideRangeCursor: repair
TargetRelationships: Ally
ForceTargetRelationships: None
AttackFrontal:
Voice: Action
FacingTolerance: 0
CaptureManager:
Captures:
CaptureTypes: husk
PlayerExperience: 10
Infiltrates:
Types: Husk
ValidRelationships: Ally
EnterCursor: goldwrench
WithInfantryBody:
IdleSequences: idle
DefaultAttackSequence: repair
StandSequences: stand
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
Voiced:
VoiceSet: MechanicVoice
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Vehicle, Ship
EINSTEIN:
Inherits: ^CivInfantry
-Wanders:
Tooltip:
Name: actor-einstein-name
Mobile:
Speed: 68
Voiced:
VoiceSet: EinsteinVoice
DELPHI:
Inherits: ^CivInfantry
-Wanders:
Tooltip:
Name: actor-delphi-name
Mobile:
Speed: 68
CHAN:
Inherits: ^CivInfantry
Valued:
Cost: 500
Selectable:
Class: CHAN
Tooltip:
Name: actor-chan-name
GNRL:
Inherits@1: ^CivInfantry
Inherits@2: ^ArmedCivilian
-Wanders:
Tooltip:
Name: actor-gnrl-name
Selectable:
Class: GNRL
Mobile:
Voice: Move
AttackFrontal:
Voice: Attack
FacingTolerance: 0
AttackMove:
Voice: Move
Passenger:
Voice: Move
Guard:
Voice: Move
Voiced:
VoiceSet: StavrosVoice
-ScaredyCat:
TakeCover:
DamageModifiers:
Prone50Percent: 50
DamageTriggers: TriggerProne
WithInfantryBody:
IdleSequences: idle1
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
THF:
Inherits: ^Soldier
Inherits@selection: ^SelectableSupportUnit
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 110
Prerequisites: ~barr, dome, ~techlevel.medium
Description: actor-thf.description
Valued:
Cost: 500
Tooltip:
Name: actor-thf.name
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 8000
RevealsShroud:
Range: 5c0
Passenger:
CustomPipType: blue
CaptureManager:
Captures:
CaptureTypes: vehicle, aircraft
PlayerExperience: 10
Infiltrates:
Types: ThiefInfiltrate
Notification: BuildingInfiltrated
TextNotification: notification-building-infiltrated
Voiced:
VoiceSet: ThiefVoice
-TakeCover:
WithInfantryBody:
IdleSequences: idle
StandSequences: stand
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
Crushable:
WarnProbability: 95
Cloak:
InitialDelay: 250
CloakDelay: 120
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
DetectionTypes: Cloak
PauseOnCondition: cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
Mobile:
Voice: Move
Speed: 72
-AttackFrontal:
SHOK:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 130
Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high
Description: actor-shok.description
Valued:
Cost: 350
Tooltip:
Name: actor-shok.name
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
FacingTolerance: 0
AttackMove:
Voice: Move
Passenger:
Voice: Move
Guard:
Voice: Move
WithInfantryBody:
DefaultAttackSequence: shoot
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
StandSequences: parachute
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
Voiced:
VoiceSet: ShokVoice
ProducibleWithLevel:
Prerequisites: barracks.upgraded
WithProductionIconOverlay:
Types: Veterancy
Prerequisites: barracks.upgraded
Zombie:
Inherits: ^Soldier
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Valued:
Cost: 100
Tooltip:
Name: actor-zombie.name
UpdatesPlayerStatistics:
AddToArmyValue: true
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 200
Prerequisites: ~barracks, ~bio
Description: actor-zombie.description
Health:
HP: 25000
Mobile:
Speed: 39
AutoTarget:
ScanRadius: 5
WithInfantryBody:
DefaultAttackSequence: bite
IdleSequences: idle1
RequiresCondition: !parachute
WithInfantryBody@PARACHUTE:
RequiresCondition: parachute
Palette: player-noshadow
IsPlayerPalette: true
Armament:
Weapon: claw
Voiced:
VoiceSet: AntVoice
-TakeCover:
Ant:
Inherits: ^Infantry
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Valued:
Cost: 300
Tooltip:
Name: actor-ant.name
GenericName: actor-ant.generic-name
UpdatesPlayerStatistics:
AddToArmyValue: true
Buildable:
Queue: Infantry
BuildAtProductionType: Soldier
BuildPaletteOrder: 1954
Prerequisites: ~barracks, ~bio
Description: actor-ant.description
Selectable:
Bounds: 1024, 1024, 0, -213
DecorationBounds: 1280, 1280, 0, -85
Health:
HP: 75000
Mobile:
Speed: 92
TurnSpeed: 48
Locomotor: lighttracked
-Crushable:
AutoTarget:
ScanRadius: 5
AttackFrontal:
FacingTolerance: 0
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: actor-fireant-name
GenericVisibility: none
Mobile:
Speed: 68
Armament:
Weapon: AntFireball
Health:
HP: 7500
Armor:
Type: Heavy
Buildable:
Prerequisites: ~disabled
ScoutAnt:
Inherits: Ant
Tooltip:
Name: actor-scoutant-name
GenericVisibility: none
Health:
HP: 8500
Armor:
Type: Light
AutoTarget:
ScanRadius: 7
Buildable:
Prerequisites: ~disabled
WarriorAnt:
Inherits: Ant
Tooltip:
Name: actor-warriorant-name
GenericVisibility: none
Mobile:
Speed: 56
Health:
HP: 12500
Armor:
Type: Heavy
Armament:
Weapon: MandibleHeavy
Buildable:
Prerequisites: ~disabled
RenderSprites:
Image: Ant