Files
OpenRA/mods/cnc-classic/rules/infantry.yaml

217 lines
3.9 KiB
YAML

E1:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Minigunner
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Icon: e1icnh
Buildable:
BuildPaletteOrder: 10
Owner: gdi, nod
Selectable:
Bounds: 12,17,0,-6
Mobile:
Speed: 4
Health:
HP: 50
Armament:
Weapon: M16
AttackFrontal:
RenderInfantryProne:
IdleAnimations: idle1,idle2,idle3,idle4
E2:
Inherits: ^Infantry
Valued:
Cost: 160
Tooltip:
Name: Grenadier
Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
Icon: e2icnh
Buildable:
BuildPaletteOrder: 40
Prerequisites: pyle
Owner: gdi
Selectable:
Bounds: 12,17,0,-6
Mobile:
Speed: 5
Health:
HP: 50
Armament:
Weapon: Grenade
LocalOffset: 0,0,427
FireDelay: 15
AttackFrontal:
RenderInfantryProne:
IdleAnimations: idle1,idle2
Explodes:
Weapon: GrenadierExplode
Chance: 50
E3:
Inherits: ^Infantry
Valued:
Cost: 300
Tooltip:
Name: Rocket Soldier
Description: Anti-tank/Anti-aircraft infantry. \n Strong vs Tanks, Aircraft\n Weak vs Infantry
Icon: e3icnh
Buildable:
BuildPaletteOrder: 20
Owner: nod, gdi
Selectable:
Bounds: 12,17,0,-6
Mobile:
Speed: 3
TerrainSpeeds:
Clear: 100
Rough: 100
Road: 100
Tiberium: 100
PathingCost: 1000
BlueTiberium: 100
PathingCost: 1000
Beach: 100
Health:
HP: 25
RevealsShroud:
Range: 3
# range value is 1 in C&C, but OpenRA renders vision slightly differently
Armament:
Weapon: Rockets
LocalOffset: 256,43,341
FireDelay: 5
AttackFrontal:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E4:
Inherits: ^Infantry
Valued:
Cost: 200
Tooltip:
Name: Flamethrower
Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Icon: e4icnh
Buildable:
BuildPaletteOrder: 40
Owner: nod
Prerequisites: hand
Selectable:
Bounds: 12,17,0,-6
Mobile:
Speed: 5
Health:
HP: 70
Armament:
Weapon: Flamethrower
LocalOffset: 85,0,171
FireDelay: 3
AttackFrontal:
WithMuzzleFlash:
RenderInfantryProne:
IdleAnimations: idle1,idle2
#explodes somehow
E5:
Inherits: ^Infantry
Valued:
Cost: 300
Tooltip:
Name: Chem Warrior
Description: Advanced Anti-infantry unit.\n Strong vs Infantry\n Weak vs Vehicles
Icon: e5icnh
Buildable:
BuildPaletteOrder: 50
Owner: nod
Prerequisites: tmpl
Selectable:
Bounds: 12,17,0,-6
Mobile:
Speed: 4
TerrainSpeeds:
Tiberium: 100
PathingCost: 100
BlueTiberium: 100
PathingCost: 100
Health:
HP: 70
Armament:
Weapon: Chemspray
LocalOffset: 85,0,384
FireDelay: 3
AttackFrontal:
WithMuzzleFlash:
-PoisonedByTiberium:
RenderInfantryProne:
IdleAnimations: idle1,idle2
E6:
Inherits: ^Infantry
Valued:
Cost: 500
Tooltip:
Name: Engineer
Description: Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
Icon: e6icnh
Buildable:
BuildPaletteOrder: 30
Owner: gdi,nod
Selectable:
Bounds: 12,17,0,-6
Mobile:
Speed: 4
Health:
HP: 25
RevealsShroud:
Range: 4
# range value is 2 in C&C, but OpenRA renders vision slightly differently
Passenger:
PipType: Yellow
EngineerRepair:
Captures:
CaptureTypes: building, husk
-AutoTarget:
AttackMove:
JustMove: true
RenderInfantryProne:
IdleAnimations: idle1,idle2
RMBO:
Inherits: ^Infantry
Valued:
Cost: 1000
Tooltip:
Icon: rmboicnh
Name: Commando
Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
BuildPaletteOrder: 50
Owner: gdi, nod
Prerequisites: techbuilding
Selectable:
Bounds: 12,17,0,-6
Voice: CommandoVoice
Mobile:
Speed: 5
Health:
HP: 100
Passenger:
PipType: Red
RevealsShroud:
Range: 7
# range value is 5 in C&C, but OpenRA renders vision slightly differently
AutoTarget:
ScanRadius: 5
C4Demolition:
C4Delay: 45
Armament:
Weapon: Sniper
AttackFrontal:
RenderInfantryProne:
IdleAnimations: idle1,idle2,idle3
AnnounceOnBuild:
AnnounceOnKill: