Files
OpenRA/mods/ra/rules/defaults.yaml
Matthias Mailänder a7ace54ecb BuildingCapture, ActorLost now use notifications.yaml
less redundancy, aggregates notification audio files
2013-04-15 13:11:41 +02:00

441 lines
7.1 KiB
YAML

^Vehicle:
AppearsOnRadar:
Mobile:
Crushes: atmine, crate, apmine
TerrainSpeeds:
Clear: 80
Rough: 40
Road: 100
Ore: 70
Gems: 70
Beach: 40
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
AttackMove:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types:Vehicle
GivesBounty:
GpsDot:
String:Vehicle
WithSmoke:
UpdatesPlayerStatistics:
DebugMuzzlePositions:
^Tank:
AppearsOnRadar:
Mobile:
Crushes: wall, atmine, crate, apmine
TerrainSpeeds:
Clear: 80
Rough: 70
Road: 100
Ore: 70
Gems: 70
Beach: 70
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
TargetableUnit:
TargetTypes: Ground
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
AttackMove:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types:Tank
GivesBounty:
GpsDot:
String:Vehicle
WithSmoke:
UpdatesPlayerStatistics:
DebugMuzzlePositions:
^Infantry:
AppearsOnRadar:
Health:
Radius: 3
Armor:
Type: None
RevealsShroud:
Range: 4
Mobile:
Crushes: apmine, crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Rough: 80
Road: 100
Ore: 80
Gems: 80
Beach: 80
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableUnit:
TargetTypes: Ground
RenderInfantry:
AutoTarget:
DebugRetiliateAgainstAggressor:
DebugNextAutoTargetScanTime:
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
TeslaInstantKills:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types:Infantry
GivesBounty:
GpsDot:
String:Infantry
ParachuteAttachment:
Offset: 0,-10
CrushableInfantry:
CrushSound: squishy2.aud
RepairableNear:
Buildings: hosp
CloseEnough: 1
UpdatesPlayerStatistics:
DebugMuzzlePositions:
^Ship:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
Selectable:
Voice: ShipVoice
TargetableUnit:
TargetTypes: Ground, Water
DetectCloaked:
Range: 3
HiddenUnderFog:
AttackMove:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: NavalUnitLost
ProximityCaptor:
Types:Ship
GivesBounty:
GpsDot:
String:Ship
WithSmoke:
UpdatesPlayerStatistics:
DebugMuzzlePositions:
^Plane:
AppearsOnRadar:
UseLocation: yes
SelectionDecorations:
Selectable:
Voice: GenericVoice
TargetableAircraft:
TargetTypes: Air
GroundedTargetTypes: Ground
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: AirUnitLost
DebugAircraftFacing:
DebugAircraftSubPxX:
DebugAircraftSubPxY:
DebugAircraftAltitude:
ProximityCaptor:
Types:Plane
EjectOnDeath:
PilotActor: E1
SuccessRate: 50
GivesBounty:
GpsDot:
String:Plane
UpdatesPlayerStatistics:
DebugMuzzlePositions:
^Helicopter:
Inherits: ^Plane
GpsDot:
String:Helicopter
^Building:
AppearsOnRadar:
SelectionDecorations:
Selectable:
Priority: 3
TargetableBuilding:
TargetTypes: Ground
Building:
Dimensions: 1,1
Footprint: x
TerrainTypes: Clear,Road
GivesBuildableArea:
Capturable:
CapturableBar:
SoundOnDamageTransition:
DamagedSound: kaboom1.aud
DestroyedSound: kaboom22.aud
RenderBuilding:
WithBuildingExplosion:
RepairableBuilding:
EngineerRepairable:
EmitInfantryOnSell:
ActorTypes: e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,e1,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,e6,e6,e6,e6,e6
MustBeDestroyed:
GivesExperience:
# FrozenUnderFog:
CaptureNotification:
EditorAppearance:
RelativeToTopLeft: yes
ShakeOnDeath:
ProximityCaptor:
Types:Building
Sellable:
AcceptsSupplies:
GivesBounty:
UpdatesPlayerStatistics:
C4Demolishable:
DebugMuzzlePositions:
^Wall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: placbldg.aud
Adjacent: 7
TerrainTypes: Clear,Road
SoundOnDamageTransition:
DamagedSound: sandbag2.aud
DestroyedSound: sandbag2.aud
Wall:
CrushClasses: wall
LineBuild:
Range: 8
SelectionDecorations:
Selectable:
Priority: 1
TargetableBuilding:
TargetTypes: Ground
RenderBuildingWall:
HasMakeAnimation: false
Palette: terrain
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
UseTerrainPalette: true
AutoTargetIgnore:
ProximityCaptor:
Types:Wall
Sellable:
UpdatesPlayerStatistics:
C4Demolishable:
^TechBuilding:
Inherits: ^Building
-RepairableBuilding:
-EngineerRepairable:
Health:
HP: 400
Armor:
Type: Wood
Tooltip:
Name: Civilian Building
ProximityCaptor:
Types:CivilianBuilding
-AcceptsSupplies:
-GivesBuildableArea:
-Sellable:
-Capturable:
-CapturableBar:
^CivInfantry:
Inherits: ^Infantry
Selectable:
Voice: CivilianMaleVoice
Bounds: 12,17,0,-9
Valued:
Cost: 70
Tooltip:
Name: Civilian
Health:
HP: 20
Mobile:
Speed: 4
RevealsShroud:
Range: 2
Armament:
Weapon: Pistol
AttackFrontal:
ProximityCaptor:
Types:CivilianInfantry
-RenderInfantry:
RenderInfantryPanic:
ScaredyCat:
^CivBuilding:
Inherits: ^TechBuilding
RenderBuilding:
Palette: terrain
EditorAppearance:
UseTerrainPalette: true
^CivField:
Inherits: ^CivBuilding
-Selectable:
Tooltip:
Name: Field
-ProximityCaptor:
ProximityCaptor:
Types:CivilianField
^Tree:
Tooltip:
Name: Tree
RenderBuilding:
Palette: terrain
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
UseTerrainPalette: true
ProximityCaptor:
Types:Tree
Health:
HP: 500
DeadBuildingState:
Armor:
Type: Wood
AutoTargetIgnore:
^Husk:
Husk:
RenderUnit:
Health:
HP: 140
Armor:
Type: Heavy
HiddenUnderFog:
AppearsOnRadar:
Burns:
ProximityCaptor:
Types:Husk
BelowUnits:
^Bridge:
Tooltip:
Name: Bridge
BelowUnits:
TargetableBuilding:
TargetTypes: Ground, Water
Building:
Footprint: ____ ____
Dimensions: 4,2
Health:
HP: 1000
ProximityCaptor:
Types:Bridge
AutoTargetIgnore:
#Temperate Terrain Expansion
^SVBridge:
Tooltip:
Name: Small Bridge
BelowUnits:
TargetableBuilding:
TargetTypes: Ground, Water
Building:
Footprint: ___ ___
Dimensions: 3,2
Health:
HP: 750
ProximityCaptor:
Types:Bridge
AutoTargetIgnore:
^SHBridge:
Tooltip:
Name: Small Bridge
BelowUnits:
TargetableBuilding:
TargetTypes: Ground, Water
Building:
Footprint: __ __ __
Dimensions: 2,3
Health:
HP: 750
ProximityCaptor:
Types:Bridge
AutoTargetIgnore:
^STDBridge:
Tooltip:
Name: Small Bridge
BelowUnits:
TargetableBuilding:
TargetTypes: Ground, Water
Building:
Footprint: ____ ____
Dimensions: 4,2
Health:
HP: 750
ProximityCaptor:
Types:Bridge
AutoTargetIgnore:
#Desert Terrain Expansion:
^Rock:
Tooltip:
Name: Rock
RenderBuilding:
Palette: terrain
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
UseTerrainPalette: true
ProximityCaptor:
Types:Tree
^DesertCivBuilding:
Inherits: ^CivBuilding
RenderBuilding:
Palette: terrain