Files
OpenRA/mods/cnc/rules/vehicles.yaml
atlimit8 bbd54cb32f Added IDisabledTrait & rewrote upgrade code using a level-based approach.
Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked.  The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality.  A trait can register for multiple upgrade types which then all affect the internal level counter.

	IDisabledTrait for identifying (and filtering) disabled traits
	UpgradableTrait provides an abstract base for traits to support upgrade levels
	Added IDisabledTrait support to GlobalButtonOrderGenerator

	Includes rework by pchote with alterations.
2014-11-26 05:45:26 -06:00

575 lines
10 KiB
YAML

MCV:
Inherits: ^Vehicle
Valued:
Cost: 2000
Tooltip:
Name: Mobile Construction Vehicle
Description: Deploys into another Construction Yard.\n Unarmed
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.GDI, Vehicle.Nod
Selectable:
Priority: 4
Mobile:
Speed: 71
Crushes: crate, infantry
Health:
HP: 750
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Transforms:
IntoActor: fact
Offset: -1,-1
Facing: 108
TransformSounds: constru2.aud, hvydoor1.aud
NoTransformSounds: deploy1.aud
RenderUnit:
MustBeDestroyed:
BaseBuilding:
LeavesHusk:
HuskActor: MCV.Husk
-GainsExperience:
-Cloak:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
HARV:
Inherits: ^Tank
Valued:
Cost: 1000
Tooltip:
Name: Harvester
GenericName: Harvester
Description: Collects Tiberium for processing.\n Unarmed
Buildable:
BuildPaletteOrder: 10
Prerequisites: proc
Queue: Vehicle.GDI, Vehicle.Nod
InitialActivity: FindResources
Selectable:
Priority: 7
Bounds: 36,36
Harvester:
Resources: Tiberium, BlueTiberium
PipCount: 7
Capacity: 20
LoadTicksPerBale: 12
UnloadTicksPerBale: 6
SearchFromProcRadius: 24
SearchFromOrderRadius: 12
Mobile:
Speed: 85
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
LeavesHusk:
HuskActor: HARV.Husk
-GainsExperience:
RenderHarvester:
Explodes:
Weapon: TiberiumExplosion
APC:
Inherits: ^Tank
Valued:
Cost: 600
Tooltip:
Name: APC
Description: Armed infantry transport. \nCan attack Aircraft.\n Strong vs Vehicles\n Weak vs Infantry
Buildable:
BuildPaletteOrder: 30
Prerequisites: pyle
Queue: Vehicle.GDI
Mobile:
ROT: 8
Speed: 128
Health:
HP: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 7c0
Turreted:
ROT: 10
Armament@PRIMARY:
Weapon: APCGun
Recoil: 96
RecoilRecovery: 18
LocalOffset: 85,85,299, 85,-85,299
MuzzleSequence: muzzle
Armament@SECONDARY:
Name: secondary
Weapon: APCGun.AA
Recoil: 96
RecoilRecovery: 18
LocalOffset: 85,85,299, 85,-85,299
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleFlash:
RenderUnit:
WithTurret:
AutoTarget:
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
LeavesHusk:
HuskActor: APC.Husk
ARTY:
Inherits: ^Tank
Valued:
Cost: 600
Tooltip:
Name: Artillery
Description: Long-range artillery.\n Strong vs Infantry, Vehicles & Buildings
Buildable:
BuildPaletteOrder: 60
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Mobile:
ROT: 2
Speed: 85
Health:
HP: 75
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Armament:
Weapon: ArtilleryShell
LocalOffset: 624,0,208
MuzzleSequence: muzzle
AttackFrontal:
WithMuzzleFlash:
RenderUnit:
Explodes:
Weapon: UnitExplode
EmptyWeapon: UnitExplode
Chance: 75
AutoTarget:
InitialStance: Defend
LeavesHusk:
HuskActor: ARTY.Husk
FTNK:
Inherits: ^Tank
Valued:
Cost: 600
Tooltip:
Name: Flame Tank
Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings & Vehicles\n Weak vs Tanks
Buildable:
BuildPaletteOrder: 50
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Mobile:
ROT: 7
Speed: 99
Health:
HP: 270
Armor:
Type: Heavy
RevealsShroud:
Range: 5c0
Armament:
Weapon: BigFlamer
LocalOffset: 512,128,42, 512,-128,42
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
AttackFrontal:
RenderUnit:
AutoTarget:
WithMuzzleFlash:
SplitFacings: true
Explodes:
Weapon: FlametankExplode
EmptyWeapon: FlametankExplode
LeavesHusk:
HuskActor: FTNK.Husk
BGGY:
Inherits: ^Vehicle
Valued:
Cost: 300
Tooltip:
Name: Nod Buggy
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks
Buildable:
BuildPaletteOrder: 20
Prerequisites: afld
Queue: Vehicle.Nod
Mobile:
ROT: 10
Speed: 170
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
ROT: 10
Offset: -43,0,128
Armament:
Weapon: MachineGun
LocalOffset: 171,0,43
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleFlash:
RenderUnit:
WithTurret:
AutoTarget:
LeavesHusk:
HuskActor: BGGY.Husk
BIKE:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Recon Bike
Description: Fast scout vehicle, armed with \nrockets. \nCan attack Aircraft.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
Buildable:
BuildPaletteOrder: 30
Prerequisites: afld
Queue: Vehicle.Nod
Mobile:
ROT: 10
Speed: 213
TerrainSpeeds:
Clear: 70
Rough: 35
Road: 100
Tiberium: 35
BlueTiberium: 35
Beach: 35
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Armament:
Weapon: BikeRockets
LocalOffset: -128, -170, 170, -128, 170, 170
LocalYaw: 100, -100
AttackFrontal:
RenderUnit:
AutoTarget:
LeavesHusk:
HuskActor: BIKE.Husk
JEEP:
Inherits: ^Vehicle
Valued:
Cost: 400
Tooltip:
Name: Hum-Vee
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks
Buildable:
BuildPaletteOrder: 20
Prerequisites: weap
Queue: Vehicle.GDI
Mobile:
ROT: 10
Speed: 156
Health:
HP: 160
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
ROT: 10
Offset: -85,0,128
Armament:
Weapon: MachineGun
LocalOffset: 171,0,85
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleFlash:
RenderUnit:
WithTurret:
AutoTarget:
LeavesHusk:
HuskActor: JEEP.Husk
LTNK:
Inherits: ^Tank
Valued:
Cost: 600
Tooltip:
Name: Light Tank
Description: Fast, light tank.\n Strong vs Vehicles, Tanks\n Weak vs Infantry
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Mobile:
ROT: 7
Speed: 113
Health:
HP: 360
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
ROT: 7
Armament:
Weapon: 70mm
Recoil: 85
RecoilRecovery: 17
LocalOffset: 720,0,90
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleFlash:
RenderUnit:
WithTurret:
AutoTarget:
LeavesHusk:
HuskActor: LTNK.Husk
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
MTNK:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Medium Tank
Description: General-Purpose GDI Tank.\n Strong vs Tanks, Vehicles\n Weak vs Infantry
Buildable:
BuildPaletteOrder: 40
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.GDI
Mobile:
Speed: 85
Health:
HP: 450
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
ROT: 5
Armament:
Weapon: 120mm
Recoil: 128
RecoilRecovery: 26
LocalOffset: 768,0,90
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleFlash:
RenderUnit:
WithTurret:
AutoTarget:
LeavesHusk:
HuskActor: MTNK.Husk
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
Selectable:
Bounds: 28,28
HTNK:
Inherits: ^Tank
Valued:
Cost: 1500
Tooltip:
Name: Mammoth Tank
Description: Heavily armored GDI Tank. \nCan attack Aircraft.\n Strong vs Everything
Buildable:
BuildPaletteOrder: 60
Prerequisites: eye, ~techlevel.high
Queue: Vehicle.GDI
Mobile:
Crushes: wall, heavywall, crate, infantry
Speed: 56
ROT: 3
Health:
HP: 800
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
ROT: 3
Armament@PRIMARY:
Weapon: 120mmDual
LocalOffset: 900,180,340, 900,-180,340
Recoil: 170
RecoilRecovery: 42
MuzzleSequence: muzzle
Armament@SECONDARY:
Name: secondary
Weapon: MammothMissiles
LocalOffset: -85,384,340, -85,-384,340
LocalYaw: -100, 100
Recoil: 10
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleFlash:
RenderUnit:
WithTurret:
AutoTarget:
SelfHealing:
Ticks: 10
HealIfBelow: 50%
DamageCooldown: 200
LeavesHusk:
HuskActor: HTNK.Husk
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
Selectable:
Bounds: 34,34,0,-3
MSAM:
Inherits: ^Tank
Valued:
Cost: 1200
Tooltip:
Name: Rocket Launcher
Description: Long range rocket artillery.\n Strong vs all Ground units.
Buildable:
BuildPaletteOrder: 50
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.GDI
Mobile:
Speed: 85
ROT: 4
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
ROT: 255
Offset: -256,0,128
Armament@PRIMARY:
Weapon: 227mm
LocalOffset: 213,128,0, 213,-128,0
Armament@SECONDARY:
Weapon: 227mm
LocalOffset: 213,-128,0, 213,128,0
AttackFrontal:
RenderUnit:
WithTurret:
AimSequence: aim
AutoTarget:
LeavesHusk:
HuskActor: MSAM.Husk
MLRS:
Inherits: ^Tank
Valued:
Cost: 600
Tooltip:
Name: Mobile S.A.M.
Description: Powerful anti-air unit. \nCannot attack Ground units.
Buildable:
BuildPaletteOrder: 70
Prerequisites: anyhq, ~techlevel.medium
Queue: Vehicle.Nod
Mobile:
Speed: 99
ROT: 7
Health:
HP: 120
Armor:
Type: Light
RevealsShroud:
Range: 8c0
Turreted:
ROT: 8
Offset: -128,0,128
RealignDelay: 0
Armament:
Weapon: Patriot
LocalOffset: 0,-171,0, 0,171,0
AttackTurreted:
RenderUnit:
WithTurret:
AimSequence: aim
AutoTarget:
InitialStance: Defend
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
RenderRangeCircle:
LeavesHusk:
HuskActor: MLRS.Husk
STNK:
Inherits: ^Vehicle
Valued:
Cost: 900
Tooltip:
Name: Stealth Tank
Description: Long-range missile tank that can cloak. \nCan attack Aircraft. \nHas weak armor. Can be spotted by infantry.\n Strong vs Vehicles, Tanks\n Weak vs Infantry.
Buildable:
BuildPaletteOrder: 90
Prerequisites: tmpl, ~techlevel.high
Queue: Vehicle.Nod
Mobile:
ROT: 10
Speed: 142
Crushes: crate, infantry
Health:
HP: 150
Armor:
Type: Light
RevealsShroud:
Range: 7c0
Cloak:
-UpgradeTypes:
InitialDelay: 90
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: trans1.aud
Armament:
Weapon: 227mm.stnk
LocalOffset: 213,43,128, 213,-43,128
AttackFrontal:
RenderUnit:
AutoTarget:
InitialStance: HoldFire
TargetableUnit:
LeavesHusk:
HuskActor: STNK.Husk
MHQ:
Inherits: ^Vehicle
Valued:
Cost: 1000
Tooltip:
Name: Mobile HQ
Description: Base of operations
Health:
HP: 200
Armor:
Type: Light
Mobile:
Speed: 85
RevealsShroud:
Range: 6c0
RenderUnit:
WithIdleOverlay@SPINNER:
Sequence: spinner
Offset: -256,0,256
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall