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.
284 lines
5.9 KiB
YAML
284 lines
5.9 KiB
YAML
E1:
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Inherits: ^Soldier
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Inherits@EXPERIENCE: ^GainsExperience
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
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Valued:
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Cost: 100
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Tooltip:
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Name: Minigunner
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Buildable:
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BuildPaletteOrder: 10
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Prerequisites: barracks
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Queue: Infantry.GDI, Infantry.Nod
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Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
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Mobile:
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Speed: 56
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Health:
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HP: 5000
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AutoTarget:
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ScanRadius: 4
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Armament:
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Weapon: M16
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AttackFrontal:
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WithInfantryBody:
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IdleSequences: idle1,idle2,idle3,idle4
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DefaultAttackSequence: shoot
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E2:
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Inherits: ^Soldier
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Inherits@EXPERIENCE: ^GainsExperience
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
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Valued:
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Cost: 160
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Tooltip:
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Name: Grenadier
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Infantry.GDI
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Description: Fast infantry armed with grenades. \n Strong vs Buildings, slow-moving targets
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Mobile:
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Speed: 71
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Health:
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HP: 5000
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AutoTarget:
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ScanRadius: 4
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Armament:
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Weapon: Grenade
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LocalOffset: 0,0,427
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FireDelay: 15
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TakeCover:
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ProneOffset: 300,0,-227
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: throw
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Explodes:
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Weapon: GrenadierExplode
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EmptyWeapon: GrenadierExplode
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Chance: 50
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E3:
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Inherits: ^Soldier
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Inherits@EXPERIENCE: ^GainsExperience
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Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
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Valued:
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Cost: 300
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Tooltip:
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Name: Rocket Soldier
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Buildable:
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BuildPaletteOrder: 20
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Prerequisites: barracks
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Queue: Infantry.GDI, Infantry.Nod
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Description: Anti-tank/Anti-aircraft infantry. \n Strong vs Tanks, Aircraft\n Weak vs Infantry
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Mobile:
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Speed: 42
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Health:
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HP: 4500
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AutoTarget:
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ScanRadius: 6
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Armament:
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Weapon: Rockets
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LocalOffset: 256,43,341
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FireDelay: 5
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TakeCover:
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ProneOffset: 180,0,-200
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AttackFrontal:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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E4:
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Inherits: ^Soldier
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Inherits@EXPERIENCE: ^GainsExperience
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
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Valued:
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Cost: 200
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Tooltip:
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Name: Flamethrower
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Infantry.Nod
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Description: Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Tanks
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Mobile:
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Speed: 56
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Health:
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HP: 9000
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AutoTarget:
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ScanRadius: 4
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Armament:
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Weapon: Flamethrower
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LocalOffset: 341,0,256
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FireDelay: 3
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MuzzleSequence: muzzle
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TakeCover:
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ProneOffset: 190,0,-198
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AttackFrontal:
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WithMuzzleOverlay:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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E5:
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Inherits: ^Soldier
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Inherits@EXPERIENCE: ^GainsExperience
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
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Valued:
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Cost: 300
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Tooltip:
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Name: Chemical Warrior
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: tmpl, ~techlevel.high
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Queue: Infantry.Nod
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Description: Advanced general-purpose infantry.\n Strong vs all Ground units
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Mobile:
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Speed: 56
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Locomotor: chem
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Health:
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HP: 9000
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AutoTarget:
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ScanRadius: 4
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Armament:
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Weapon: Chemspray
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LocalOffset: 341,0,256
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FireDelay: 3
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MuzzleSequence: muzzle
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TakeCover:
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ProneOffset: 190,0,-190
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AttackFrontal:
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WithMuzzleOverlay:
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-DamagedByTerrain:
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WithInfantryBody:
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DefaultAttackSequence: shoot
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E6:
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Inherits: ^Soldier
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Valued:
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Cost: 500
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Tooltip:
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Name: Engineer
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: barracks
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Queue: Infantry.GDI, Infantry.Nod
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Description: Damages and captures enemy structures.\n Repairs destroyed vehicles\n Unarmed
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Mobile:
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Speed: 48
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Health:
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HP: 3000
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Passenger:
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PipType: Yellow
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EngineerRepair:
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RepairsBridges:
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Captures:
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CaptureTypes: building, husk
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PlayerExperience: 50
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Selectable:
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Priority: 5
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RMBO:
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Inherits: ^Soldier
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Inherits@EXPERIENCE: ^GainsExperience
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Inherits@DECORATIONS: ^InfantryExperienceHospitalHazmatOverrides
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Valued:
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Cost: 2000
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Tooltip:
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Name: Commando
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: eye, ~techlevel.high
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Queue: Infantry.GDI
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BuildDuration: 2000
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BuildDurationModifier: 40
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Description: Elite sniper infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
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Mobile:
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Speed: 71
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Voice: Move
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Guard:
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Voice: Move
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Health:
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HP: 15000
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Passenger:
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PipType: Red
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Voice: Move
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RevealsShroud:
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Range: 6c0
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AutoTarget:
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ScanRadius: 8
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Demolition:
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DetonationDelay: 45
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Voice: Demolish
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Armament:
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Weapon: Sniper
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AttackFrontal:
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Voice: Attack
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AttackMove:
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Voice: Attack
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WithInfantryBody:
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DefaultAttackSequence: shoot
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IdleSequences: idle1,idle2,idle3
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AnnounceOnBuild:
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AnnounceOnKill:
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Voiced:
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VoiceSet: CommandoVoice
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PVICE:
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Inherits: ^Viceroid
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Buildable:
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Queue: Biolab
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BuildPaletteOrder: 40
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Description: Mutated abomination that spits liquid Tiberium.\n Strong vs Infantry, Buildings\n Weak vs Aircraft
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Tooltip:
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ActorLostNotification:
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STEG:
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Inherits: ^DINO
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Tooltip:
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Name: Stegosaurus
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Armament:
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Weapon: tail
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WithDeathAnimation:
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DeathSequencePalette: terrain
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DeathPaletteIsPlayerPalette: false
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Buildable:
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Description: A large, heavily built, herbivorous quadruped
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TREX:
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Inherits: ^DINO
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Tooltip:
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Name: Tyrannosaurus rex
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Armament:
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Weapon: teeth
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Selectable:
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Bounds: 48,36,2,1
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DecorationBounds: 52,38
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SelectionDecorations:
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Buildable:
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Description: Bipedal carnivore with a massive skull
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TRIC:
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Inherits: ^DINO
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Tooltip:
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Name: Triceratops
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Armament:
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Weapon: horn
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SelectionDecorations:
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Buildable:
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Description: Quadruped with large bony frill and three horns
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Selectable:
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DecorationBounds: 34,24,0,2
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RAPT:
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Inherits: ^DINO
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Tooltip:
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Name: Velociraptor
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Armament:
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Weapon: claw
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Buildable:
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Description: Bipedal with enlarged sickle-shaped claw on each hindfoot
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