856 lines
17 KiB
YAML
856 lines
17 KiB
YAML
DOG:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Dog
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BuildPaletteOrder: 50
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Prerequisites: ~kenn, ~techlevel.infonly
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Description: actor-dog.description
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Valued:
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Cost: 200
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Tooltip:
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Name: actor-dog.name
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GenericName: actor-dog.generic-name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Selectable:
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Bounds: 512, 725, -42, -170
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DecorationBounds: 512, 725, -42, -170
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Health:
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HP: 1800
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Mobile:
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Speed: 100
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Voice: Move
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PauseOnCondition: attack-cooldown || eating
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Guard:
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Voice: Move
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Passenger:
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Voice: Move
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RevealsShroud:
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Range: 5c512
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Armament:
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Weapon: DogJaw
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ReloadingCondition: attack-cooldown
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-AttackFrontal:
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AttackLeap:
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Voice: Attack
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PauseOnCondition: attacking || attack-cooldown
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AttackMove:
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Voice: Move
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GrantConditionOnAttack:
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Condition: eating
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RevokeDelay: 20
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GrantConditionWhileAiming:
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Condition: run
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AutoTarget:
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InitialStance: AttackAnything
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AutoTargetPriority@DEFAULT:
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ValidTargets: Infantry
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Targetable:
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TargetTypes: GroundActor, Infantry
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WithInfantryBody:
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MoveSequence: walk
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StandSequences: stand
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DefaultAttackSequence: eat
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RequiresCondition: !run && !parachute
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WithInfantryBody@RUN:
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MoveSequence: run
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RequiresCondition: run && !parachute
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WithInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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SpeedMultiplier:
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Modifier: 150
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RequiresCondition: run
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IgnoresDisguise:
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Voiced:
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VoiceSet: DogVoice
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-TakeCover:
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E1:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 10
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: actor-e1.description
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Selectable:
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Class: E1
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Valued:
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Cost: 100
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Tooltip:
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Name: actor-e1.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 5000
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Armament@PRIMARY:
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Weapon: M1Carbine
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Vulcan
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MuzzleSequence: garrison-muzzle
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E1R1:
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Inherits: E1
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RenderSprites:
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Image: E1
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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UpdatesPlayerStatistics:
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OverrideActor: e1
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-Buildable:
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: techlevel.infonly
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E2:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~barr, ~techlevel.infonly
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Description: actor-e2.description
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Valued:
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Cost: 150
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Tooltip:
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Name: actor-e2.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 5000
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Mobile:
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Speed: 68
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Armament@PRIMARY:
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Weapon: Grenade
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LocalOffset: 0,0,555
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FireDelay: 15
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Grenade
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FireDelay: 15
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TakeCover:
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ProneOffset: 256,64,-331
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WithInfantryBody:
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DefaultAttackSequence: throw
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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FireWarheadsOnDeath:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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DamageSource: Killer
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E3:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 30
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: actor-e3.description
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Selectable:
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Class: E3
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Valued:
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Cost: 300
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Tooltip:
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Name: actor-e3.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 4500
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Armament@PRIMARY:
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Weapon: RedEye
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LocalOffset: 0,0,555
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Armament@SECONDARY:
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Name: secondary
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Weapon: Dragon
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LocalOffset: 0,0,555
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: RedEye
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Armament@GARRISONEDSECONDARY:
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Name: garrisoned
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Weapon: Dragon
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TakeCover:
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ProneOffset: 384,0,-395
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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AutoTarget:
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ScanRadius: 5
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E3R1:
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Inherits: E3
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RenderSprites:
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Image: E3
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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UpdatesPlayerStatistics:
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OverrideActor: e3
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-Buildable:
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: techlevel.infonly
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E4:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 70
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Prerequisites: ~barr, ftur, ~techlevel.low
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Description: actor-e4.description
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Valued:
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Cost: 300
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Tooltip:
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Name: actor-e4.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 4000
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Armament@PRIMARY:
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Weapon: Flamer
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LocalOffset: 700,0,500
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FireDelay: 8
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Flamer
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TakeCover:
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ProneOffset: 160,0,-288
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FireWarheadsOnDeath:
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Weapon: VisualExplode
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EmptyWeapon: VisualExplode
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Chance: 50
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E6:
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Inherits: ^Soldier
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Inherits@selection: ^SelectableSupportUnit
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 60
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: actor-e6.description
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Valued:
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Cost: 400
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Tooltip:
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Name: actor-e6.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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WithInfantryBody:
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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Passenger:
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CustomPipType: yellow
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InstantlyRepairs:
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RepairsBridges:
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CaptureManager:
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GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
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Condition: global-reusable-engineers
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Prerequisites: global-reusable-engineers
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Captures:
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RequiresCondition: !global-reusable-engineers
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CaptureTypes: building
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PlayerExperience: 10
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CaptureDelay: 200
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Captures@REUSABLE:
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RequiresCondition: global-reusable-engineers
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CaptureTypes: building
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PlayerExperience: 10
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CaptureDelay: 375
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ConsumedByCapture: False
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EnterCursor: ability
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EnterBlockedCursor: move-blocked
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Voiced:
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VoiceSet: EngineerVoice
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-AttackFrontal:
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SPY:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 90
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Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium
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Description: actor-spy.description
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Valued:
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Cost: 500
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-Tooltip:
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DisguiseTooltip:
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Name: actor-spy.disguisetooltip-name
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GenericName: actor-spy.disguisetooltip-generic-name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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-Guard:
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Mobile:
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Voice: Move
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RevealsShroud:
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Range: 5c0
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Passenger:
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CustomPipType: blue
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Voice: Move
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Disguise:
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DisguisedCondition: disguise
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Infiltrates:
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Types: SpyInfiltrate
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Notification: BuildingInfiltrated
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TextNotification: notification-building-infiltrated
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AutoTarget:
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InitialStance: HoldFire
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InitialStanceAI: HoldFire
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ScanRadius: 5
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-WithInfantryBody:
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WithDisguisingInfantryBody:
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DefaultAttackSequence: shoot
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IdleSequences: idle1,idle2
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StandSequences: stand,stand2
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RequiresCondition: !parachute
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WithDisguisingInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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WithDecoration@disguise:
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Position: Top
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Margin: 0, -6
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Image: pips
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Sequence: tag-spy
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Palette: effect
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RequiresCondition: disguise
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IgnoresDisguise:
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Armament:
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Weapon: SilencedPPK
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AttackMove:
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Voice: Move
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Voiced:
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VoiceSet: SpyVoice
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SPY.England:
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Inherits: SPY
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Buildable:
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Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
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Valued:
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Cost: 250
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GivesExperience:
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Experience: 500
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DisguiseTooltip:
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Name: actor-spy-england-disguisetooltip-name
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RenderSprites:
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Image: spy
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E7:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 120
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Prerequisites: ~tent, atek, ~techlevel.high
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BuildLimit: 1
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Description: actor-e7.description
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Valued:
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Cost: 1800
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Tooltip:
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Name: actor-e7.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 10000
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Mobile:
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Speed: 68
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Voice: Move
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Guard:
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Voice: Move
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RevealsShroud:
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Range: 6c0
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Demolition:
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DetonationDelay: 45
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Voice: Demolish
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Passenger:
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CustomPipType: red
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Voice: Move
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Armament@PRIMARY:
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Weapon: Colt45
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LocalOffset: 0,0,0, 0,0,0
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Colt45
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MuzzleSequence: garrison-muzzle
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WithInfantryBody:
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AttackSequences:
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primary: shoot-left, shoot-right
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StandSequences: stand
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ExternalCondition@PRODUCED:
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Condition: produced
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VoiceAnnouncement:
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RequiresCondition: produced
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Voice: Build
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AnnounceOnKill:
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Voiced:
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VoiceSet: TanyaVoice
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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MEDI:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~tent, ~techlevel.infonly
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Description: actor-medi.description
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Valued:
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Cost: 200
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Tooltip:
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Name: actor-medi.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 6000
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Mobile:
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Speed: 49
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RevealsShroud:
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Range: 3c0
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Passenger:
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CustomPipType: blue
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Armament:
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Weapon: Heal
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Cursor: heal
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OutsideRangeCursor: heal
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TargetRelationships: Ally
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ForceTargetRelationships: None
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WithInfantryBody:
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IdleSequences: idle
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StandSequences: stand
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DefaultAttackSequence: heal
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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Voiced:
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VoiceSet: MedicVoice
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AutoTarget:
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AutoTargetPriority@DEFAULT:
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ValidTargets: Infantry
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MECH:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 100
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Prerequisites: ~tent, fix, ~techlevel.medium
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Description: actor-mech.description
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Valued:
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Cost: 500
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Tooltip:
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Name: actor-mech.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 8000
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Mobile:
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Speed: 49
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Voice: Move
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RevealsShroud:
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Range: 3c0
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Passenger:
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CustomPipType: blue
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Voice: Move
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Armament:
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Weapon: Repair
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Cursor: repair
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OutsideRangeCursor: repair
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TargetRelationships: Ally
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ForceTargetRelationships: None
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AttackFrontal:
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Voice: Action
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FacingTolerance: 0
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CaptureManager:
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Captures:
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CaptureTypes: husk
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PlayerExperience: 10
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Infiltrates:
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Types: Husk
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ValidRelationships: Ally
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EnterCursor: goldwrench
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WithInfantryBody:
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IdleSequences: idle
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DefaultAttackSequence: repair
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StandSequences: stand
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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Voiced:
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VoiceSet: MechanicVoice
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AutoTarget:
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AutoTargetPriority@DEFAULT:
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ValidTargets: Vehicle, Ship
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EINSTEIN:
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Inherits: ^CivInfantry
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-Wanders:
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Tooltip:
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Name: actor-einstein-name
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Mobile:
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Speed: 68
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Voiced:
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VoiceSet: EinsteinVoice
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DELPHI:
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Inherits: ^CivInfantry
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-Wanders:
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Tooltip:
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Name: actor-delphi-name
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Mobile:
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Speed: 68
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CHAN:
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Inherits: ^CivInfantry
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Valued:
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Cost: 500
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Selectable:
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Class: CHAN
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Tooltip:
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Name: actor-chan-name
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GNRL:
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Inherits@1: ^CivInfantry
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Inherits@2: ^ArmedCivilian
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-Wanders:
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Tooltip:
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Name: actor-gnrl-name
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Selectable:
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Class: GNRL
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Mobile:
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Voice: Move
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AttackFrontal:
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Voice: Attack
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FacingTolerance: 0
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AttackMove:
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Voice: Move
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Passenger:
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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
|