Files
OpenRA/mods/ts/rules/gdi-infantry.yaml
2020-03-24 00:07:10 -05:00

242 lines
5.3 KiB
YAML

E2:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Buildable:
Queue: Infantry
BuildPaletteOrder: 20
Prerequisites: ~gapile, ~techlevel.low
Description: Infantry armed with special explosive discs.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft
Valued:
Cost: 200
Tooltip:
Name: Disc Thrower
UpdatesPlayerStatistics:
AddToArmyValue: true
Health:
HP: 15000
Mobile:
Speed: 56
Armament:
Weapon: Grenade
LocalOffset: 0,0,785
FireDelay: 5
TakeCover:
ProneOffset: 160,128,-555
AttackFrontal:
Voice: Attack
WithInfantryBody:
DefaultAttackSequence: attack
RevealsShroud:
Range: 7c0
ProducibleWithLevel:
Prerequisites: barracks.upgraded
MEDIC:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
Valued:
Cost: 600
Tooltip:
Name: Medic
UpdatesPlayerStatistics:
AddToArmyValue: true
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~gapile, ~techlevel.low
Description: Heals nearby infantry.\n Unarmed
Voiced:
VoiceSet: Medic
RevealsShroud:
Range: 6c0
Mobile:
Speed: 56
Health:
HP: 12500
Crushable:
CrushSound: squishy2.aud
Armament:
Weapon: Heal
TargetStances: Ally
ForceTargetStances: None
Cursor: heal
OutsideRangeCursor: heal
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Infantry
AttackFrontal:
WithInfantryBody:
DefaultAttackSequence: heal
SelfHealing:
Step: 500
Delay: 60
Passenger:
CustomPipType: red
JUMPJET:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Valued:
Cost: 600
Tooltip:
Name: Jumpjet Infantry
UpdatesPlayerStatistics:
AddToArmyValue: true
Buildable:
Queue: Infantry
BuildPaletteOrder: 70
Prerequisites: ~gapile, garadr, ~techlevel.medium
Description: Airborne soldier.\n Strong vs Infantry, Aircraft\n Weak vs Vehicles
Voiced:
VoiceSet: JumpJet
Mobile:
Speed: 71
Locomotor: jumpjet
Health:
HP: 12000
Armor:
Type: Light
Passenger:
CustomPipType: green
RevealsShroud:
Range: 6c0
Armament:
Weapon: JumpCannon
-Crushable:
AttackFrontal:
Voice: Attack
WithInfantryBody:
RequiresCondition: !airborne
DefaultAttackSequence: attack
WithInfantryBody@flying:
RequiresCondition: airborne
DefaultAttackSequence: flying-attack
StandSequences: flying
MoveSequence: flying
-TakeCover:
Hovers:
RequiresCondition: airborne
DamagedByTerrain:
RequiresCondition: !inside-tunnel && !airborne
ProducibleWithLevel:
Prerequisites: barracks.upgraded
Targetable:
RequiresCondition: !airborne && !inside-tunnel
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
SpawnActorOnDeath@airborne:
Actor: JUMPJET.Husk
RequiresCondition: airborne
DeathSounds@airborne:
RequiresCondition: airborne
WithDeathAnimation@normal:
RequiresCondition: !airborne
WithDeathAnimation@explosion:
RequiresCondition: !airborne
WithDeathAnimation@energy:
RequiresCondition: !airborne
WithDeathAnimation:
RequiresCondition: !airborne
DeathSounds@NORMAL:
RequiresCondition: !airborne
DeathSounds@EXPLOSION:
RequiresCondition: !airborne
DeathSounds@BURNED:
RequiresCondition: !airborne
DeathSounds@ZAPPED:
RequiresCondition: !airborne
SpawnActorOnDeath:
RequiresCondition: !airborne
SpawnActorOnDeath@FLAMEGUY:
RequiresCondition: !airborne
WithShadow@airborne:
RequiresCondition: airborne
GrantConditionOnJumpjetLayer:
Condition: airborne
JUMPJET.Husk:
RenderSprites:
BodyOrientation:
QuantizedFacings: 1
HiddenUnderFog:
Type: GroundPosition
ScriptTriggers:
Tooltip:
Name: Jumpjet Infantry
FallsToEarth:
Velocity: 86
Explosion:
Aircraft:
Speed: 186
CanHover: True
VTOL: true
RenderSprites:
Image: jumpjet
WithSpriteBody:
Sequence: die-falling
Health:
HitShape:
ConditionManager:
GrantConditionOnTerrain:
TerrainTypes: Water
Condition: water-death
WithDeathAnimation:
RequiresCondition: !water-death
FallbackSequence: die-flying
WithDeathAnimation@SPLASH:
RequiresCondition: water-death
FallbackSequence: die-splash
Interactable:
GHOST:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides
Inherits@2: ^HealsOnTiberium
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
Valued:
Cost: 1750
Tooltip:
Name: Ghost Stalker
UpdatesPlayerStatistics:
AddToArmyValue: true
Buildable:
Queue: Infantry
BuildPaletteOrder: 90
Prerequisites: ~gapile, gatech, ~techlevel.high
BuildLimit: 1
Description: Elite commando infantry, armed with\na railgun and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained.
Voiced:
VoiceSet: Ghost
Armor:
Type: Light
Mobile:
Speed: 56
Health:
HP: 20000
Passenger:
RevealsShroud:
Range: 6c0
Armament:
Weapon: LtRail
LocalOffset: 120,0,543
TakeCover:
ProneOffset: 256,32,-384
Crushable:
CrushSound: squishy2.aud
AttackFrontal:
Voice: Attack
Demolition:
DetonationDelay: 45
Voice: Attack
WithInfantryBody:
DefaultAttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded