Files
OpenRA/mods/cnc/rules/infantry.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

284 lines
5.9 KiB
YAML

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