* ResourceType trait has been removed. * Simulation-related data is now defined on the ResourceLayer (which mods can subclass/replace). * Support non-money resources by moving the resource values to the PlayerResources trait. * Allow mods to disable the neighbour density override and instead always use the map-defined densities. * Allow mods to define their own resource placement logic (e.g. allow resources on slopes) by subclassing (Editor)ResourceLayer. * Improve ability to subclass/override ResourceRenderer by exposing more virtual methods.
278 lines
6.1 KiB
YAML
278 lines
6.1 KiB
YAML
^BaseWorld:
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AlwaysVisible:
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Inherits: ^Palettes
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ScreenMap:
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ActorMap:
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Selection:
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MusicPlaylist:
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VictoryMusic: win1
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DefeatMusic: nod_map1
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DebugVisualizations:
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TerrainRenderer:
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TerrainGeometryOverlay:
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ShroudRenderer:
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ShroudVariants: typea, typeb, typec, typed
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FogVariants: typea, typeb, typec, typed
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OverrideFullShroud: full
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OverrideFullFog: full
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Locomotor@FOOT:
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Name: foot
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Crushes: crate
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SharesCell: true
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TerrainSpeeds:
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Clear: 90
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Rough: 80
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Road: 100
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Bridge: 100
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Tiberium: 70
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PathingCost: 300
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BlueTiberium: 70
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PathingCost: 300
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Beach: 80
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Locomotor@CHEM:
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Name: chem
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Crushes: crate
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SharesCell: true
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TerrainSpeeds:
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Clear: 90
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Rough: 80
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Road: 100
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Bridge: 100
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Tiberium: 90
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BlueTiberium: 90
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Beach: 80
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Locomotor@WHEELED:
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Name: wheeled
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Crushes: crate
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TerrainSpeeds:
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Clear: 80
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Rough: 50
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Road: 100
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Bridge: 100
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Tiberium: 50
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BlueTiberium: 50
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Beach: 50
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Locomotor@HEAVYWHEELED:
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Name: heavywheeled
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Crushes: crate, infantry
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TerrainSpeeds:
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Clear: 80
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Rough: 50
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Road: 100
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Bridge: 100
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Tiberium: 50
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BlueTiberium: 50
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Beach: 50
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Locomotor@TRACKED:
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Name: tracked
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Crushes: wall, crate, infantry
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TerrainSpeeds:
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Clear: 80
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Rough: 70
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Road: 100
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Bridge: 100
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Tiberium: 70
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BlueTiberium: 70
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Beach: 70
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Locomotor@HEAVYTRACKED:
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Name: heavytracked
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Crushes: wall, heavywall, crate, infantry
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TerrainSpeeds:
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Clear: 80
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Rough: 70
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Road: 100
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Bridge: 100
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Tiberium: 70
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BlueTiberium: 70
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Beach: 70
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Locomotor@NAVAL:
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Name: naval
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Crushes: crate
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TerrainSpeeds:
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Water: 100
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Locomotor@LANDINGCRAFT:
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Name: lcraft
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Crushes: crate
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TerrainSpeeds:
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Clear: 100
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Rough: 100
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Road: 100
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Water: 100
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Tiberium: 100
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BlueTiberium: 100
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Beach: 100
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River: 100
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Locomotor@CRITTER:
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Name: critter
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Crushes: crate
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TerrainSpeeds:
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Clear: 90
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Rough: 80
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Road: 100
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Bridge: 100
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Tiberium: 70
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BlueTiberium: 70
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Beach: 80
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Faction@Random:
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Name: Any
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InternalName: Random
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RandomFactionMembers: gdi, nod
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Description: Random Faction\nA random faction will be chosen when the game starts.
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Faction@gdi:
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Name: GDI
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InternalName: gdi
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Description: Global Defense Initiative\nThe GDI is an international military branch of the United Nations tasked\nwith keeping world peace. Commanding the combined forces of the world's\nmost powerful nations, they possess an unmatched arsenal of high-tech weaponry.
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Faction@nod:
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Name: Nod
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InternalName: nod
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Description: Brotherhood of Nod\nThe Brotherhood is a religious cult centered around their leader Kane\nand the alien substance Tiberium. They utilize stealth technology\nand guerilla tactics to defeat those who oppose them.
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ResourceRenderer:
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ResourceTypes:
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Tiberium:
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Sequences: ti1, ti2, ti3, ti4, ti5, ti6, ti7, ti8, ti9, ti10, ti11, ti12
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Palette: staticterrain
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Name: Tiberium
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BlueTiberium:
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Sequences: bti1, bti2, bti3, bti4, bti5, bti6, bti7, bti8, bti9, bti10, bti11, bti12
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Palette: bluetiberium
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Name: Tiberium
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World:
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Inherits: ^BaseWorld
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ChatCommands:
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DevCommands:
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DebugVisualizationCommands:
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PlayerCommands:
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HelpCommand:
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ScreenShaker:
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BuildingInfluence:
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LegacyBridgeLayer:
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Bridges: bridge1, bridge2, bridge3, bridge4
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ProductionQueueFromSelection:
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ProductionTabsWidget: PRODUCTION_TABS
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DomainIndex:
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SmudgeLayer@SCORCH:
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Type: Scorch
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Sequence: scorches
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SmokeChance: 50
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SmokeImage: smoke_m
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SmokeSequences: idle
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SmudgeLayer@CRATER:
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Type: Crater
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Sequence: craters
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SmokeChance: 25
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SmokeImage: smoke_m
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SmokeSequences: idle
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ResourceLayer:
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RecalculateResourceDensity: true
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ResourceTypes:
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Tiberium:
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ResourceIndex: 1
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TerrainType: Tiberium
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AllowedTerrainTypes: Clear, Road
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MaxDensity: 12
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BlueTiberium:
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ResourceIndex: 2
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TerrainType: BlueTiberium
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AllowedTerrainTypes: Clear, Road
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MaxDensity: 12
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ResourceClaimLayer:
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WarheadDebugOverlay:
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CustomTerrainDebugOverlay:
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MapCreeps:
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CheckboxVisible: False
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CheckboxEnabled: True
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CheckboxLocked: True
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SpawnMapActors:
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MapBuildRadius:
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AllyBuildRadiusCheckboxDisplayOrder: 4
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BuildRadiusCheckboxDisplayOrder: 5
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MapOptions:
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ShortGameCheckboxDisplayOrder: 2
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TechLevelDropdownDisplayOrder: 2
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GameSpeedDropdownDisplayOrder: 3
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MapStartingLocations:
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SeparateTeamSpawnsCheckboxDisplayOrder: 6
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CreateMapPlayers:
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StartingUnits@mcvonly:
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Class: none
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ClassName: MCV Only
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Factions: gdi, nod
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BaseActor: mcv
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StartingUnits@defaultgdia:
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Class: light
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ClassName: Light Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep
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StartingUnits@defaultnoda:
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Class: light
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ClassName: Light Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e1,e3,e3,bggy
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StartingUnits@heavynoda:
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Class: heavy
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ClassName: Heavy Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,e3,ltnk,ltnk,ftnk
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StartingUnits@heavynodb:
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Class: heavy
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ClassName: Heavy Support
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Factions: nod
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e3,e3,e3,ftnk,ftnk
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StartingUnits@heavygdia:
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Class: heavy
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ClassName: Heavy Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e3,e3,jeep,mtnk,mtnk
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StartingUnits@heavygdib:
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Class: heavy
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ClassName: Heavy Support
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Factions: gdi
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BaseActor: mcv
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SupportActors: e1,e1,e1,e1,e1,e2,e2,e2,e3,e3,apc,mtnk
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SpawnStartingUnits:
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DropdownDisplayOrder: 0
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CrateSpawner:
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Minimum: 1
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Maximum: 6
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SpawnInterval: 3000
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WaterChance: 0
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InitialSpawnDelay: 1500
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CheckboxDisplayOrder: 1
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PathFinder:
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ValidateOrder:
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DebugPauseState:
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ObjectivesPanel:
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PanelName: SKIRMISH_STATS
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RadarPings:
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LoadWidgetAtGameStart:
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ShellmapRoot: MENU_BACKGROUND
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ScriptTriggers:
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TimeLimitManager:
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EditorWorld:
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Inherits: ^BaseWorld
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EditorActorLayer:
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EditorCursorLayer:
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EditorResourceLayer:
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RecalculateResourceDensity: true
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ResourceTypes:
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Tiberium:
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ResourceIndex: 1
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TerrainType: Tiberium
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AllowedTerrainTypes: Clear, Road
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MaxDensity: 12
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BlueTiberium:
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ResourceIndex: 2
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TerrainType: BlueTiberium
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AllowedTerrainTypes: Clear, Road
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MaxDensity: 12
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EditorSelectionLayer:
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LoadWidgetAtGameStart:
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EditorActionManager:
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