Files
OpenRA/mods/cnc/rules/defaults.yaml
Paul Chote 6359d32946 Fix overlapping veterancy/hospital/hazmat indicators in TD.
This also changes the hazmat indicator to only be visible when on
tiberium, and the hospital indicator to blink while active and only
be visible when the infantry is damaged.
2018-06-02 18:12:08 +02:00

1104 lines
22 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
UpdatesPlayerStatistics:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
ConditionManager:
RenderDebugState:
^SpriteActor:
BodyOrientation:
QuantizeFacingsFromSequence:
RenderSprites:
^1x1Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
^2x1Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -1024, -512
BottomRight: 1024, 512
^2x2Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
^3x2Shape:
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
^GainsExperience:
GainsExperience:
Conditions:
200: rank-veteran
400: rank-veteran
800: rank-veteran
1600: rank-veteran
GrantCondition@RANK-ELITE:
RequiresCondition: rank-veteran >= 4
Condition: rank-elite
DamageMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 95
DamageMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 90
DamageMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 85
DamageMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 75
FirepowerMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 105
FirepowerMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 110
FirepowerMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 120
FirepowerMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 130
SpeedMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 105
SpeedMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 110
SpeedMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 120
SpeedMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 140
ReloadDelayMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 95
ReloadDelayMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 90
ReloadDelayMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 85
ReloadDelayMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 75
InaccuracyMultiplier@RANK-1:
RequiresCondition: rank-veteran == 1
Modifier: 90
InaccuracyMultiplier@RANK-2:
RequiresCondition: rank-veteran == 2
Modifier: 80
InaccuracyMultiplier@RANK-3:
RequiresCondition: rank-veteran == 3
Modifier: 70
InaccuracyMultiplier@RANK-ELITE:
RequiresCondition: rank-elite
Modifier: 50
SelfHealing@ELITE:
Step: 200
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@RANK-1:
Image: rank
Sequence: rank-veteran-1
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran == 1
ZOffset: 256
WithDecoration@RANK-2:
Image: rank
Sequence: rank-veteran-2
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran == 2
ZOffset: 256
WithDecoration@RANK-3:
Image: rank
Sequence: rank-veteran-3
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran == 3
ZOffset: 256
WithDecoration@RANK-ELITE:
Image: rank
Sequence: rank-elite
Palette: effect
ReferencePoint: Bottom, Right
RequiresCondition: rank-elite
ZOffset: 256
^InfantryExperienceHospitalHazmatOverrides:
WithDecoration@RANK-1:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@RANK-2:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@RANK-3:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@RANK-ELITE:
BlinkInterval: 32
BlinkPatterns:
hospitalheal && hazmatsuits: On, Off, Off
hospitalheal || hazmatsuits: On, Off
WithDecoration@HAZMAT:
BlinkInterval: 32
BlinkPatterns:
rank-veteran && hospitalheal: Off, Off, On
rank-veteran || hospitalheal: Off, On
WithDecoration@REDCROSS:
BlinkPatterns:
rank-veteran && hazmatsuits: Off, On, Off
rank-veteran && !hazmatsuits: Off, On
hazmatsuits: On, Off
^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, Structure, Defense
InvalidTargets: NoAutoTarget
^AutoTargetGroundAssaultMove:
Inherits: ^AutoTargetGround
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveScanCondition: 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, Structure, Defense
InvalidTargets: NoAutoTarget
^AutoTargetAllAssaultMove:
Inherits: ^AutoTargetAll
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveScanCondition: assault-move
^AcceptsCloakCrate:
Cloak:
InitialDelay: 15
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: trans1.aud
RequiresCondition: cloak-crate-collected && !cloak-force-disabled
ExternalCondition@CLOAK:
Condition: cloak-crate-collected
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
^Vehicle:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
OwnerLostAction:
Action: Kill
Mobile:
Locomotor: wheeled
TurnSpeed: 5
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Vehicle
Repairable:
Passenger:
CargoType: Vehicle
ActorLostNotification:
HiddenUnderFog:
AttackMove:
DrawLineToTarget:
WithDamageOverlay:
WithFacingSpriteBody:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
Guard:
Guardable:
Tooltip:
GenericName: Vehicle
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
BodyOrientation:
UseClassicFacingFudge: True
HitShape:
EditorTilesetFilter:
Categories: Vehicle
^Tank:
Inherits: ^Vehicle
Mobile:
Locomotor: tracked
TurnSpeed: 5
Tooltip:
GenericName: Tank
^Helicopter:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: yes
Targetable@GROUND:
TargetTypes: Ground, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Aircraft:
RepairBuildings: hpad
LandWhenIdle: false
AirborneCondition: airborne
CruisingCondition: cruising
CanHover: True
TakeOffOnResupply: true
VTOL: true
HiddenUnderFog:
Type: GroundPosition
ActorLostNotification:
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
AttackMove:
DrawLineToTarget:
Guard:
Guardable:
Tooltip:
GenericName: Helicopter
WithFacingSpriteBody:
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Hovers@CRUISING:
RequiresCondition: cruising
MustBeDestroyed:
Voiced:
VoiceSet: VehicleVoice
BodyOrientation:
UseClassicFacingFudge: True
HitShape:
EditorTilesetFilter:
Categories: Aircraft
SpawnActorOnDeath:
RequiresCondition: airborne
^Infantry:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
OwnerLostAction:
Action: Kill
Health:
Armor:
Type: None
RevealsShroud:
Range: 5c0
Mobile:
Locomotor: foot
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 18,18,0,-6
DecorationBounds: 12,17,0,-6
Targetable:
TargetTypes: Ground, Infantry
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
WithDeathAnimation:
DeathTypes:
DefaultDeath: 1
BulletDeath: 1
RippedApartDeath: 2
SmallExplosionDeath: 3
ExplosionDeath: 4
FireDeath: 5
TiberiumDeath: 6
CrushedSequence: die-crushed
AttackMove:
DrawLineToTarget:
Passenger:
CargoType: Infantry
HiddenUnderFog:
DamagedByTerrain:
Terrain: Tiberium, BlueTiberium
Damage: 200
DamageInterval: 16
DamageTypes: TiberiumDeath
RequiresCondition: !hazmatsuits
GrantConditionOnTerrain@HAZMAT:
Condition: ontiberium
TerrainTypes: Tiberium, BlueTiberium
GrantConditionOnPrerequisite@HAZMAT:
Condition: biolab
Prerequisites: bio
GrantCondition@HAZMAT:
RequiresCondition: biolab && ontiberium
Condition: hazmatsuits
WithDecoration@HAZMAT:
Image: pips
Sequence: pip-hazmat
ReferencePoint: Bottom, Right
RequiresCondition: hazmatsuits
ActorLostNotification:
SpawnActorOnDeath:
Probability: 5
Actor: vice
OwnerType: InternalName
InternalOwner: Creeps
DeathType: TiberiumDeath
RequiresLobbyCreeps: true
Crushable:
WarnProbability: 75
CrushSound: squish2.aud
Guardable:
SelfHealing@HOSPITAL:
Step: 500
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite@HOSPITAL:
Condition: hospital
Prerequisites: hosp
GrantConditionOnDamageState@HOSPITAL:
Condition: damaged
ValidDamageStates: Light, Medium, Heavy, Critical
GrantCondition@HOSPITAL:
RequiresCondition: hospital && damaged
Condition: hospitalheal
WithDecoration@REDCROSS:
Image: pips
Sequence: pip-heal
ReferencePoint: Bottom, Right
RequiresCondition: hospitalheal
BlinkInterval: 32
BlinkPattern: On, Off
DetectCloaked:
Range: 2c0
DeathSounds@NORMAL:
DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@POISONED:
Voice: Poisoned
DeathTypes: TiberiumDeath
Voiced:
VoiceSet: GenericVoice
HitShape:
Type: Circle
Radius: 128
EditorTilesetFilter:
Categories: Infantry
^Soldier:
Inherits: ^Infantry
MustBeDestroyed:
Tooltip:
GenericName: Soldier
Guard:
TakeCover:
SpeedModifier: 60
DamageModifiers:
Prone50Percent: 50
Prone80Percent: 80
DamageTriggers: TriggerProne
ProneOffset: 400,0,0
WithInfantryBody:
IdleSequences: idle1, idle2
StandSequences: stand, stand2
^CivInfantry:
Inherits: ^Infantry
Valued:
Cost: 10
Tooltip:
Name: Civilian
GenericVisibility: None
Mobile:
Speed: 56
Health:
HP: 2500
RevealsShroud:
Range: 2c0
ActorLostNotification:
Notification: CivilianKilled
NotifyAll: true
ScaredyCat:
Crushable:
CrushSound: squish2.aud
Voiced:
VoiceSet: CivilianMaleVoice
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
EditorTilesetFilter:
Categories: Civilian infantry
^ArmedCivilian:
Armament:
Weapon: Pistol
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
^DINO:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Huntable:
OwnerLostAction:
Action: Kill
Health:
HP: 100000
Armor:
Type: Wood
Buildable:
Queue: Biolab
BuildPaletteOrder: 50
Prerequisites: ~disabled
Valued:
Cost: 1000
Tooltip:
Name: Dinosaur
RevealsShroud:
Range: 6c0
Mobile:
Locomotor: critter
Speed: 113
Voice: Move
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Creep
HiddenUnderFog:
RenderSprites:
Palette: terrain
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
UseDeathTypeSuffix: false
AutoTarget:
ScanRadius: 4
AttackMove:
Voice: Attack
AttackFrontal:
Voice: Attack
DrawLineToTarget:
DeathSounds:
Voiced:
VoiceSet: DinoVoice
HitShape:
Type: Circle
Radius: 128
EditorTilesetFilter:
Categories: Critter
^Viceroid:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Huntable:
Health:
HP: 30000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
Mobile:
Voice: Move
Speed: 71
Locomotor: critter
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Bounds: 24,24
Targetable:
TargetTypes: Ground, Creep
AutoTarget:
ScanRadius: 5
AttackMove:
Voice: Attack
DrawLineToTarget:
HiddenUnderFog:
Valued:
Cost: 1000
Tooltip:
Name: Visceroid
Armament:
Weapon: Chemspray
LocalOffset: 384,0,0
MuzzleSequence: muzzle
AttackFrontal:
Voice: Attack
BodyOrientation:
QuantizedFacings: 8
WithSpriteBody:
WithMuzzleOverlay:
Guard:
Voice: Move
Guardable:
DamagedByTerrain:
Damage: -100
DamageInterval: 4
DamageTypes: TiberiumDeath
Terrain: Tiberium, BlueTiberium
Voiced:
VoiceSet: DinoVoice
HitShape:
Type: Circle
Radius: 427
EditorTilesetFilter:
Categories: Critter
^Plane:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Huntable:
OwnerLostAction:
Action: Kill
AppearsOnRadar:
UseLocation: yes
HiddenUnderFog:
Type: GroundPosition
AlwaysVisibleStances: None
ActorLostNotification:
AttackMove:
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
WithFacingSpriteBody:
FlyAwayOnIdle:
RejectsOrders:
Aircraft:
CruiseAltitude: 2560
EditorTilesetFilter:
Categories: Aircraft
^Ship:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
OwnerLostAction:
Action: Kill
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Targetable:
TargetTypes: Ground, Water
HiddenUnderFog:
ActorLostNotification:
AttackMove:
DrawLineToTarget:
WithDamageOverlay:
Explodes:
Weapon: UnitExplodeShip
EmptyWeapon: UnitExplodeShip
Guard:
Guardable:
Tooltip:
GenericName: Ship
Voiced:
VoiceSet: VehicleVoice
HitShape:
EditorTilesetFilter:
Categories: Naval
^Building:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@shape: ^1x1Shape
Huntable:
OwnerLostAction:
Action: Kill
SelectionDecorations:
WithSpriteControlGroupDecoration:
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, C4, Structure
Armor:
Type: Wood
Health:
HP: 40000
Building:
Dimensions: 1,1
Footprint: x
SoundOnDamageTransition:
DamagedSounds: xplos.aud
DestroyedSounds: crumble.aud
WithSpriteBody:
Explodes:
Type: Footprint
Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
CaptureNotification:
Notification: BuildingCaptured
NewOwnerVoice: no
ActorLostNotification:
Notification: BuildingLost
ShakeOnDeath:
Guardable:
Range: 3c0
Tooltip:
GenericName: Structure
FrozenUnderFog:
Demolishable:
EditorTilesetFilter:
Categories: Building
CommandBarBlacklist:
AcceptsDeliveredCash:
^BaseBuilding:
Inherits: ^Building
Building:
RequiresBaseProvider: true
BuildSounds: constru2.aud, hvydoor1.aud
UndeploySounds: cashturn.aud
TerrainTypes: Clear,Road
RequiresBuildableArea:
AreaTypes: building
Adjacent: 4
MustBeDestroyed:
RequiredForShortGame: true
RepairableBuilding:
RepairPercent: 40
RepairStep: 1400
PlayerExperience: 15
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
GivesBuildableArea:
AreaTypes: building
SpawnActorsOnSell:
ActorTypes: e6,e1,e1,e1
EngineerRepairable:
Sellable:
SellSounds: cashturn.aud
Capturable:
CaptureThreshold: 55
WithMakeAnimation:
WithBuildingRepairDecoration:
Image: allyrepair
Sequence: repair
ReferencePoint: Center
Palette: player
IsPlayerPalette: True
^CivBuilding:
Inherits: ^Building
-ConditionManager:
Tooltip:
GenericName: Civilian Building
GenericStancePrefix: false
ShowOwnerRow: false
FrozenUnderFog:
EditorTilesetFilter:
Categories: Civilian building
^CivBuildingHusk:
Inherits@1: ^SpriteActor
Interactable:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
WithSpriteBody:
Tooltip:
GenericName: Civilian Building (Destroyed)
GenericStancePrefix: false
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
EditorTilesetFilter:
Categories: Husk
^TechBuilding:
Inherits: ^CivBuilding
OwnerLostAction:
Action: ChangeOwner
Capturable:
CaptureNotification:
Notification: CivilianBuildingCaptured
RepairableBuilding:
RepairPercent: 40
RepairStep: 1400
PlayerExperience: 15
EngineerRepairable:
RevealsShroud:
Range: 3c0
Tooltip:
ShowOwnerRow: True
EditorTilesetFilter:
Categories: Tech building
WithBuildingRepairDecoration:
Image: allyrepair
Sequence: repair
ReferencePoint: Center
Palette: player
IsPlayerPalette: True
^CivField:
Inherits: ^CivBuilding
-Selectable:
-SelectionDecorations:
Interactable:
Tooltip:
GenericName: Field
-Explodes:
-Targetable:
-Demolishable:
RenderSprites:
Palette: terrain
^CivFieldHusk:
Inherits@1: ^SpriteActor
Interactable:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: =
Tooltip:
Name: Field (Destroyed)
GenericVisibility: None
ShowOwnerRow: false
RenderSprites:
Palette: terrain
WithSpriteBody:
FrozenUnderFog:
ScriptTriggers:
EditorTilesetFilter:
Categories: Husk
^Wall:
Inherits@1: ^SpriteActor
Inherits@shape: ^1x1Shape
Interactable:
CombatDebugOverlay:
AppearsOnRadar:
OwnerLostAction:
Action: ChangeOwner
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: hvydoor1.aud
TerrainTypes: Clear,Road
RequiresBuildableArea:
AreaTypes: building
Adjacent: 4
Targetable:
TargetTypes: Ground, Wall
Crushable:
CrushClasses: wall
CrushSound: sandbag2.aud
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
RenderSprites:
Palette: staticterrain
WithWallSpriteBody:
GivesExperience:
Sellable:
SellSounds: cashturn.aud
Guardable:
FrozenUnderFog:
ScriptTriggers:
Health:
HP: 10000
EditorTilesetFilter:
Categories: Wall
^Tree:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
Health:
HP: 50000
Armor:
Type: Wood
Targetable:
TargetTypes: Trees
WithDamageOverlay@SmallBurn:
DamageType: Incendiary
Image: burn-s
MinimumDamageState: Light
MaximumDamageState: Medium
WithDamageOverlay@MediumBurn:
DamageType: Incendiary
Image: burn-m
MinimumDamageState: Medium
MaximumDamageState: Heavy
WithDamageOverlay@LargeBurn:
DamageType: Incendiary
Image: burn-l
MinimumDamageState: Heavy
MaximumDamageState: Dead
HiddenUnderShroud:
ScriptTriggers:
HitShape:
EditorTilesetFilter:
Categories: Tree
^TreeHusk:
Inherits@1: ^SpriteActor
Interactable:
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
Building:
Footprint: __ x_
Dimensions: 2,2
WithSpriteBody:
Tooltip:
Name: Tree (Burnt)
ShowOwnerRow: false
FrozenUnderFog:
ScriptTriggers:
EditorTilesetFilter:
Categories: Tree
^TibTree:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Blossom Tree
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
HiddenUnderShroud:
WithMakeAnimation:
EditorTilesetFilter:
Categories: Resource spawn
^Rock:
Inherits@1: ^SpriteActor
Interactable:
Tooltip:
Name: Rock
ShowOwnerRow: false
RenderSprites:
Palette: staticterrain
WithSpriteBody:
Building:
Footprint: __ x_
Dimensions: 2,2
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
HiddenUnderShroud:
ScriptTriggers:
EditorTilesetFilter:
RequireTilesets: DESERT
Categories: Decoration
^CommonHuskDefaults:
Inherits@1: ^SpriteActor
Interactable:
Health:
HP: 14000
Armor:
Type: Light
HiddenUnderFog:
Type: CenterPosition
WithFacingSpriteBody:
HitShape:
EditorTilesetFilter:
Categories: Husk
^Husk:
Inherits: ^CommonHuskDefaults
Husk:
AllowedTerrain: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
Burns:
Damage: 100
Interval: 6
Targetable:
RequiresForceFire: yes
TargetTypes: Ground, Husk
Capturable:
Types: husk
CaptureThreshold: 100
ValidStances: Enemy, Neutral, Ally
TransformOnCapture:
ForceHealthPercentage: 25
Tooltip:
GenericName: Destroyed Vehicle
WithColoredOverlay@IDISABLE:
Palette: disabled
ScriptTriggers:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
BodyOrientation:
UseClassicFacingFudge: True
^LightHusk:
Inherits: ^Husk
Health:
HP: 2000
^HelicopterHusk:
Inherits: ^CommonHuskDefaults
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Aircraft:
CanHover: True
VTOL: true
FallsToEarth:
Spins: True
Moves: False
Explosion: HeliCrash
Tooltip:
GenericName: Destroyed Helicopter
BodyOrientation:
UseClassicFacingFudge: True
^Bridge:
Inherits@shape: ^1x1Shape
AlwaysVisible:
Tooltip:
Name: Bridge
ShowOwnerRow: false
Targetable:
RequiresForceFire: yes
TargetTypes: Ground, Water
Health:
HP: 60000
Armor:
Type: Heavy
SoundOnDamageTransition:
DamagedSounds: xplos.aud
DestroyedSounds: xplobig4.aud
ScriptTriggers:
BodyOrientation:
QuantizedFacings: 1
ShakeOnDeath:
Duration: 15
Intensity: 6
^Crate:
Inherits@1: ^SpriteActor
Interactable:
HiddenUnderFog:
Tooltip:
Name: Crate
GenericName: Crate
ShowOwnerRow: false
Crate:
TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
RenderSprites:
Palette: effect
Image: crate
WithCrateBody:
XmasImages: xcratea, xcrateb, xcratec, xcrated
EditorTilesetFilter:
Categories: System
^Defense:
Inherits: ^BaseBuilding
RenderRangeCircle:
RenderDetectionCircle:
-GivesBuildableArea:
MustBeDestroyed:
RequiredForShortGame: false
Targetable:
TargetTypes: Ground, C4, Structure, Defense
EditorTilesetFilter:
Categories: Defense
-CommandBarBlacklist:
-AcceptsDeliveredCash:
^DisabledOverlay:
GrantConditionOnPowerState@LOWPOWER:
Condition: lowpower
ValidPowerStates: Low, Critical
WithColoredOverlay@IDISABLE:
RequiresCondition: lowpower
Palette: disabled