Files
OpenRA/mods/cnc/rules/defaults.yaml
AoAGeneral 31dcb825b7 Update TD balancing:
Apache damage vs infantry at prone increased from 50 percent to 80 percent.

  Apache damage was cut in half making them less effective versus infantry. Giving them an extra boost damage wise versus prone is enough then going with a universal damage boost.

MCV Price from 4000 to 3500.

  Some say they want 3000 but im still paranoid of the epidemics that have happened in the past with 1v1 and team games. Needs more team game tests if they want 3000.

Repair Pad decrease power from -30 to -20.

 Power consumption is a little high. Specifically if they want to build extras.

APC Price from 550 to 600.

APC HP from 21500 to 19000.

APC turn speed from 8 to 5.

APC build duration from 900 to 938.

APC AA range from 7 to 6.

APC reduce vision range from 7c0 to 6c0.

APC projectile speed reduced from 2c0 to 900.

  See notes below.

Power Plant buff HP from 50,000 to 55,000

  Makes power plant sniping a little tougher. But still effective to take out.

Change power structures (Airstrip/Factory and Refinery to 40 power)

  Important change. This allows more diverse builds to happen such as now able to build refinery > barracks > factory. This combo helps easy defends with quick vehicle herasses.

MRLS Price reduction from 1000 to 900.

  Allows an easier method to build on the field. A unit that is often times killed by airstrikes allows more forgiveness when on the field.

Light vehicle husks HP reduce to 2000. (reduce timer on field wreckage.)

  Prevents early on refinery blocks and other pathing unit issues.

Oil Derrick reduce HP from 100,000 to 80,000

  Oil Derricks were a little to strong. Easily can be killed now.

Change power plant build duration from 12 seconds to 8 seconds. (Low power build duration from 24 seconds to 16 seconds.) Note: Does not include Adv. Power plant

  Due to the struggle of low power this enables players to build regular power plants to help get back up quickly. This however, does not apply to Adv. power plants. The outcome is then scattered extra power plants rather then Adv. power due to the player being on low power.

Change engineer capture threshold from 50 to 55 and added a lower selection priority.

  Fixes the structures from being fixed and preventing the second engineer from getting canceled out or being wasted on damaging the structure again.

NOTES:

I have mentioned that I disagree on the above APC changes. The reasons I conclude may happen is buffing the bikes with a lack of counter. This may result in games where infantry are now used to help counter against buggy/bike play rather then an APC/infantry play or APC/hummer play. If and when players speak about bikes being OP please look back at the changes that happened in the past.
2018-05-28 11:13:09 +01:00

1046 lines
20 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:
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Type: Rectangle
TopLeft: -1024, -512
BottomRight: 1024, 512
^2x2Shape:
HitShape:
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Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
^3x2Shape:
HitShape:
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Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
^GainsExperience:
GainsExperience:
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400: rank-veteran
800: rank-veteran
1600: rank-veteran
GrantCondition@RANK-ELITE:
RequiresCondition: rank-veteran >= 4
Condition: rank-elite
DamageMultiplier@RANK-1:
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Modifier: 95
DamageMultiplier@RANK-2:
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DamageMultiplier@RANK-3:
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Modifier: 85
DamageMultiplier@RANK-ELITE:
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FirepowerMultiplier@RANK-1:
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FirepowerMultiplier@RANK-2:
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FirepowerMultiplier@RANK-3:
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FirepowerMultiplier@RANK-ELITE:
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SpeedMultiplier@RANK-ELITE:
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InvalidTargets: NoAutoTarget
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InvalidTargets: NoAutoTarget
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UncloakSound: trans1.aud
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ValidDamageStates: Critical
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Mobile:
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EmptyWeapon: UnitExplodeSmall
Guard:
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BodyOrientation:
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HitShape:
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^Tank:
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TurnSpeed: 5
Tooltip:
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Inherits@3: ^SpriteActor
Huntable:
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AppearsOnRadar:
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RequiresCondition: !airborne
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RequiresCondition: airborne
SelectionDecorations:
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Aircraft:
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LandWhenIdle: false
AirborneCondition: airborne
CruisingCondition: cruising
CanHover: True
TakeOffOnResupply: true
VTOL: true
HiddenUnderFog:
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ActorLostNotification:
Explodes:
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EmptyWeapon: HeliExplode
AttackMove:
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Tooltip:
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WithFacingSpriteBody:
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ZOffset: -129
Hovers@CRUISING:
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MustBeDestroyed:
Voiced:
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BodyOrientation:
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HitShape:
EditorTilesetFilter:
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SpawnActorOnDeath:
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^Infantry:
Inherits@1: ^ExistsInWorld
Inherits@3: ^SpriteActor
Huntable:
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Health:
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RevealsShroud:
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Mobile:
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SelectionDecorations:
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DecorationBounds: 12,17,0,-6
Targetable:
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QuantizeFacingsFromSequence:
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BulletDeath: 1
RippedApartDeath: 2
SmallExplosionDeath: 3
ExplosionDeath: 4
FireDeath: 5
TiberiumDeath: 6
CrushedSequence: die-crushed
AttackMove:
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Passenger:
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HiddenUnderFog:
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Damage: 200
DamageInterval: 16
DamageTypes: TiberiumDeath
RequiresCondition: !hazmatsuits
GrantConditionOnPrerequisite@BIO:
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Prerequisites: bio
WithDecoration@HAZMAT:
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Sequence: pip-hazmat
ReferencePoint: Bottom, Right
RequiresCondition: hazmatsuits
ActorLostNotification:
SpawnActorOnDeath:
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Actor: vice
OwnerType: InternalName
InternalOwner: Creeps
DeathType: TiberiumDeath
RequiresLobbyCreeps: true
Crushable:
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CrushSound: squish2.aud
Guardable:
SelfHealing@HOSPITAL:
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Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite@HOSPITAL:
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Prerequisites: hosp
WithDecoration@REDCROSS:
Image: pips
Sequence: pip-heal
ReferencePoint: Bottom, Right
RequiresCondition: hospitalheal
DetectCloaked:
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DeathSounds@NORMAL:
DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@BURNED:
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DeathTypes: FireDeath
DeathSounds@POISONED:
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DeathTypes: TiberiumDeath
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HitShape:
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Radius: 128
EditorTilesetFilter:
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^Soldier:
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MustBeDestroyed:
Tooltip:
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Guard:
TakeCover:
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DamageModifiers:
Prone50Percent: 50
Prone80Percent: 80
DamageTriggers: TriggerProne
ProneOffset: 400,0,0
WithInfantryBody:
IdleSequences: idle1, idle2
StandSequences: stand, stand2
^CivInfantry:
Inherits: ^Infantry
Valued:
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Tooltip:
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GenericVisibility: None
Mobile:
Speed: 56
Health:
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RevealsShroud:
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ActorLostNotification:
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NotifyAll: true
ScaredyCat:
Crushable:
CrushSound: squish2.aud
Voiced:
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Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
EditorTilesetFilter:
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^ArmedCivilian:
Armament:
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AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: shoot
^DINO:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Huntable:
OwnerLostAction:
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Health:
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Armor:
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Buildable:
Queue: Biolab
BuildPaletteOrder: 50
Prerequisites: ~disabled
Valued:
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Tooltip:
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RevealsShroud:
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Mobile:
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Speed: 113
Voice: Move
SelectionDecorations:
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Targetable:
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HiddenUnderFog:
RenderSprites:
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QuantizeFacingsFromSequence:
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WithInfantryBody:
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WithDeathAnimation:
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AutoTarget:
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AttackMove:
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AttackFrontal:
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DrawLineToTarget:
DeathSounds:
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EditorTilesetFilter:
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^Viceroid:
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Inherits@2: ^SpriteActor
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Huntable:
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Armor:
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RevealsShroud:
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Mobile:
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Speed: 71
Locomotor: critter
SelectionDecorations:
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Targetable:
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AutoTarget:
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AttackMove:
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DrawLineToTarget:
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Valued:
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Tooltip:
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Armament:
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LocalOffset: 384,0,0
MuzzleSequence: muzzle
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EditorTilesetFilter:
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AlwaysVisibleStances: None
ActorLostNotification:
AttackMove:
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EditorTilesetFilter:
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HiddenUnderFog:
ActorLostNotification:
AttackMove:
DrawLineToTarget:
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Explodes:
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EmptyWeapon: UnitExplodeShip
Guard:
Guardable:
Tooltip:
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Voiced:
VoiceSet: VehicleVoice
HitShape:
EditorTilesetFilter:
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^Building:
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SelectionDecorations:
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Targetable:
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Armor:
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Building:
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SoundOnDamageTransition:
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DestroyedSounds: crumble.aud
WithSpriteBody:
Explodes:
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Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
CaptureNotification:
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NewOwnerVoice: no
ActorLostNotification:
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EditorTilesetFilter:
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CommandBarBlacklist:
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Building:
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UndeploySounds: cashturn.aud
TerrainTypes: Clear,Road
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MustBeDestroyed:
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RepairableBuilding:
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RepairStep: 1400
PlayerExperience: 15
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UseDeathTypeSuffix: false
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EmitInfantryOnSell:
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EngineerRepairable:
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EditorTilesetFilter:
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ScriptTriggers:
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LineBuildNode:
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EditorTilesetFilter:
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Armor:
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WithDamageOverlay@SmallBurn:
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Image: burn-s
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MaximumDamageState: Medium
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Image: burn-m
MinimumDamageState: Medium
MaximumDamageState: Heavy
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MaximumDamageState: Dead
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Interactable:
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ShowOwnerRow: false
RenderSprites:
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Dimensions: 1,1
AppearsOnRadar:
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RenderSprites:
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Building:
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Dimensions: 2,2
AppearsOnRadar:
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HiddenUnderShroud:
ScriptTriggers:
EditorTilesetFilter:
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Categories: Decoration
^CommonHuskDefaults:
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Interactable:
Health:
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Armor:
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HiddenUnderFog:
Type: CenterPosition
WithFacingSpriteBody:
HitShape:
EditorTilesetFilter:
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^Husk:
Inherits: ^CommonHuskDefaults
Husk:
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Burns:
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Interval: 6
Targetable:
RequiresForceFire: yes
TargetTypes: Ground, Husk
Capturable:
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CaptureThreshold: 100
ValidStances: Enemy, Neutral, Ally
TransformOnCapture:
ForceHealthPercentage: 25
Tooltip:
GenericName: Destroyed Vehicle
WithColoredOverlay@IDISABLE:
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ScriptTriggers:
Explodes:
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EmptyWeapon: UnitExplodeSmall
BodyOrientation:
UseClassicFacingFudge: True
^LightHusk:
Inherits: ^Husk
Health:
HP: 2000
^HelicopterHusk:
Inherits: ^CommonHuskDefaults
WithShadow:
Offset: 43, 128, 0
ZOffset: -129
Aircraft:
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VTOL: true
FallsToEarth:
Spins: True
Moves: False
Explosion: HeliCrash
Tooltip:
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BodyOrientation:
UseClassicFacingFudge: True
^Bridge:
Inherits@shape: ^1x1Shape
AlwaysVisible:
Tooltip:
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ShowOwnerRow: false
Targetable:
RequiresForceFire: yes
TargetTypes: Ground, Water
Health:
HP: 60000
Armor:
Type: Heavy
SoundOnDamageTransition:
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DestroyedSounds: xplobig4.aud
ScriptTriggers:
BodyOrientation:
QuantizedFacings: 1
ShakeOnDeath:
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Intensity: 6
^Crate:
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Interactable:
HiddenUnderFog:
Tooltip:
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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