Files
OpenRA/mods/ts/rules/defaults.yaml
2017-11-04 16:08:58 +01:00

1219 lines
23 KiB
YAML

^ExistsInWorld:
AppearsOnRadar:
UpdatesPlayerStatistics:
CombatDebugOverlay:
GivesExperience:
PlayerExperienceModifier: 1
ScriptTriggers:
ConditionManager:
RenderDebugState:
^SpriteActor:
BodyOrientation:
UseClassicPerspectiveFudge: False
CameraPitch: 85
QuantizeFacingsFromSequence:
AutoSelectionSize:
RenderSprites:
^GainsExperience:
GainsExperience:
Conditions:
500: rank
1000: rank
GrantCondition@RANK-VETERAN:
RequiresCondition: rank == 1
Condition: rank-veteran
GrantCondition@RANK-ELITE:
RequiresCondition: rank >= 2
Condition: rank-elite
FirepowerMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 110
FirepowerMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 130
DamageMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 90
DamageMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 75
SpeedMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 120
SpeedMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 140
ReloadDelayMultiplier@VETERAN:
RequiresCondition: rank-veteran
Modifier: 90
ReloadDelayMultiplier@ELITE:
RequiresCondition: rank-elite
Modifier: 75
SelfHealing@ELITE:
Step: 2
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: rank-elite
WithDecoration@VETERAN:
Image: rank
Sequence: veteran
Palette: ra
ReferencePoint: Bottom, Right
RequiresCondition: rank-veteran
ZOffset: 256
WithDecoration@ELITE:
Image: rank
Sequence: elite
Palette: ra
ReferencePoint: Bottom, Right
RequiresCondition: rank-elite
ZOffset: 256
^CrateStatModifiers:
FirepowerMultiplier@CRATES:
RequiresCondition: crate-firepower
Modifier: 200
DamageMultiplier@CRATES:
RequiresCondition: crate-damage
Modifier: 50
SpeedMultiplier@CRATES:
RequiresCondition: crate-speed
Modifier: 170
ExternalCondition@CRATE-FIREPOWER:
Condition: crate-firepower
ExternalCondition@CRATE-DAMAGE:
Condition: crate-damage
ExternalCondition@CRATE-SPEED:
Condition: crate-speed
^EmpDisable:
WithColoredOverlay@EMPDISABLE:
RequiresCondition: empdisable
Palette: disabled
DisableOnCondition@EMPDISABLE:
RequiresCondition: empdisable
TimedConditionBar@EMPDISABLE:
Condition: empdisable
Color: FFFFFF
WithIdleOverlay@EMPDISABLE:
Sequence: emp-overlay
Palette: effect
RequiresCondition: empdisable
ShowToEnemies: true
ZOffset: 512
PowerMultiplier@EMPDISABLE:
RequiresCondition: empdisable
Modifier: 0
ExternalCondition@EMPDISABLE:
Condition: empdisable
^Cloakable:
Cloak@EXTERNALCLOAK:
RequiresCondition: cloakgenerator || crate-cloak
InitialDelay: 0
CloakDelay: 90
IsPlayerPalette: true
CloakSound: cloak5.aud
UncloakSound: cloak5.aud
UncloakOn: Attack, Unload, Infiltrate, Demolish, Damage, Heal
ExternalCondition@CLOAKGENERATOR:
Condition: cloakgenerator
ExternalCondition@CRATE-CLOAK:
Condition: crate-cloak
^AutoTargetGround:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Building, Defense
InvalidTargets: NoAutoTarget
^AutoTargetGroundAssaultMove:
Inherits: ^AutoTargetGround
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveScanCondition: assault-move
^AutoTargetAir:
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Air
InvalidTargets: NoAutoTarget
^AutoTargetAll:
AutoTarget:
AttackAnythingCondition: stance-attackanything
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Air, Defense
InvalidTargets: NoAutoTarget
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything
ValidTargets: Infantry, Vehicle, Creep, Water, Air, Building, Defense
InvalidTargets: NoAutoTarget
^AutoTargetAllAssaultMove:
Inherits: ^AutoTargetAll
AutoTargetPriority@DEFAULT:
RequiresCondition: !stance-attackanything && !assault-move
AutoTargetPriority@ATTACKANYTHING:
RequiresCondition: stance-attackanything || assault-move
AttackMove:
AssaultMoveScanCondition: assault-move
^2x1Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -512
BottomRight: 1024, 512
^1x2Shape:
HitShape:
Type: Rectangle
TopLeft: -512, -1024
BottomRight: 512, 1024
^2x2Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 1024
^1x3Shape:
HitShape:
Type: Rectangle
TopLeft: -512, -1536
BottomRight: 512, 1536
^3x1Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 512
^3x2Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 1024
^2x3Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -1536
BottomRight: 1024, 1536
^3x3Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -1536
BottomRight: 1536, 1536
^2x4Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -2048
BottomRight: 1024, 2048
^4x2Shape:
HitShape:
Type: Rectangle
TopLeft: -2048, -1024
BottomRight: 2048, 1024
^3x4Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -2048
BottomRight: 1536, 2048
^4x3FactoryWithBibShape:
HitShape:
Type: Rectangle
TopLeft: -2048, -1536
BottomRight: 1024, 1536
^4x3Shape:
HitShape:
Type: Rectangle
TopLeft: -2048, -1536
BottomRight: 2048, 1536
^4x4Shape:
HitShape:
Type: Rectangle
TopLeft: -2048, -2048
BottomRight: 2048, 2048
^3x5Shape:
HitShape:
Type: Rectangle
TopLeft: -1536, -2560
BottomRight: 1536, 2560
^5x3Shape:
HitShape:
Type: Rectangle
TopLeft: -2560, -1536
BottomRight: 2560, 1536
^2x5Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -2560
BottomRight: 1024, 2560
^2x6Shape:
HitShape:
Type: Rectangle
TopLeft: -1024, -3072
BottomRight: 1024, 3072
^6x4Shape:
HitShape:
Type: Rectangle
TopLeft: -3072, -2048
BottomRight: 3072, 2048
^BasicBuilding:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@3: ^Cloakable
Huntable:
WithTextControlGroupDecoration:
SelectionDecorations:
Palette: pips
Selectable:
Priority: 3
Targetable:
TargetTypes: Ground, Building, C4
HitShape:
UseTargetableCellsOffsets: true
Type: Rectangle
LocalYaw: -128
TopLeft: -512, -512
BottomRight: 512, 512
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
TerrainTypes: Clear, Road, DirtRoad, Rough
Adjacent: 4
FrozenUnderFog:
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
WithSpriteBody:
Explodes:
Weapon: BuildingExplosions
EmptyWeapon: BuildingExplosions
Type: Footprint
EngineerRepairable:
ShakeOnDeath:
Guardable:
Range: 3c0
Demolishable:
ThrowsShrapnel@SMALL:
Weapons: SmallDebris
Pieces: 2, 4
Range: 2c0, 5c0
ThrowsShrapnel@LARGE:
Weapons: LargeDebris, LargeDebrisWithTrail
Pieces: 1, 2
Range: 2c0, 5c0
EditorTilesetFilter:
Categories: Building
CommandBarBlacklist:
^Building:
Inherits@1: ^BasicBuilding
Inherits@2: ^EmpDisable
GivesBuildableArea:
Capturable:
RepairableBuilding:
IndicatorPalette: mouse
PlayerExperience: 25
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
EmitInfantryOnSell@gdi:
ActorTypes: e1, e1, e2, medic
Factions: gdi
EmitInfantryOnSell@nod:
ActorTypes: e1, e1, e1, e3, e3
Factions: nod
MustBeDestroyed:
RequiredForShortGame: true
CaptureNotification:
Sellable:
SellSounds: cashturn.aud
WithMakeAnimation:
ThrowsShrapnel@SMALL:
Pieces: 3, 5
ThrowsShrapnel@LARGE:
Pieces: 2, 3
^CivBuilding:
Inherits: ^BasicBuilding
-UpdatesPlayerStatistics:
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
RenderSprites:
Palette: terraindecoration
EditorTilesetFilter:
Categories: Civilian building
^OldBase:
Inherits: ^CivBuilding
Inherits@SHAPE: ^2x2Shape
Building:
Footprint: xx xx
Dimensions: 2, 2
Armor:
Type: heavy
Health:
HP: 400
RenderSprites:
-Palette:
-Cloak@EXTERNALCLOAK:
-ExternalCondition@CLOAKGENERATOR:
-ExternalCondition@CRATE-CLOAK:
^CivBillboard:
Inherits: ^CivBuilding
Building:
Footprint: x
Dimensions: 1, 1
Armor:
Type: heavy
Health:
HP: 400
EditorTilesetFilter:
RequireTilesets: TEMPERATE
ThrowsShrapnel@SMALL:
Pieces: 1, 3
ThrowsShrapnel@LARGE:
Pieces: 1, 1
EditorTilesetFilter:
Categories: Billboard
^Crate:
HiddenUnderFog:
Tooltip:
Name: Crate
Crate:
Lifetime: 180
TerrainTypes: Clear, Rough, Sand, Road, DirtRoad, Tiberium, BlueTiberium, Veins, Green, Pavement
RenderSprites:
Palette: terraindecoration
WithCrateBody:
Images: crate
CustomSelectionSize:
CustomBounds: 24,24
EditorTilesetFilter:
Categories: System
^Wall:
Inherits@1: ^SpriteActor
Inherits@2: ^Cloakable
CombatDebugOverlay:
HiddenUnderShroud:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
Adjacent: 7
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
Crushable:
CrushClasses: wall
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
Targetable:
TargetTypes: Ground, Wall, C4
WithWallSpriteBody:
Type: wall
Sellable:
SellSounds: cashturn.aud
Demolishable:
ScriptTriggers:
ConditionManager:
Health:
HitShape:
Type: Rectangle
LocalYaw: 128
TopLeft: -512, -512
BottomRight: 512, 512
VerticalTopOffset: 768
EditorTilesetFilter:
Categories: Wall
Valued:
Cost: 50
CustomSellValue:
Value: 0
BlocksProjectiles:
Height: 768
^BuildingPlug:
AlwaysVisible:
Building:
BuildSounds: place2.aud
KillsSelf:
RemoveInstead: true
RenderSprites:
^Infantry:
Inherits@2: ^ExistsInWorld
Inherits@3: ^SpriteActor
Inherits@4: ^Cloakable
Inherits@CRATESTATS: ^CrateStatModifiers
Huntable:
DrawLineToTarget:
Health:
HP: 50
Armor:
Type: None
Valued:
Cost: 10
RevealsShroud:
RequiresCondition: !inside-tunnel
Range: 2c0
MaxHeightDelta: 3
Mobile:
Voice: Move
Speed: 71
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 90
DirtRoad: 100
Rough: 80
Tiberium: 90
PathingCost: 90
BlueTiberium: 90
PathingCost: 90
Veins: 50
TunnelCondition: inside-tunnel
WithTextControlGroupDecoration:
SelectionDecorations:
Palette: pips
Selectable:
Bounds: 15,23,0,-9
Voiced:
VoiceSet: Infantry
Targetable:
RequiresCondition: !inside-tunnel
TargetTypes: Ground, Infantry
QuantizeFacingsFromSequence:
Sequence: stand
WithInfantryBody:
AttackMove:
Voice: Move
Passenger:
CargoType: Infantry
Voice: Move
HiddenUnderFog:
ActorLostNotification:
DamagedByTerrain:
Terrain: Tiberium, BlueTiberium
Damage: 2
DamageInterval: 16
DamageTypes: ExplosionDeath, TriggerVisceroid
RequiresCondition: !inside-tunnel
Guard:
Voice: Move
Guardable:
SelfHealing@HOSPITAL:
Step: 5
Delay: 100
HealIfBelow: 100
DamageCooldown: 125
RequiresCondition: hospitalheal
GrantConditionOnPrerequisite@HOSPITAL:
Condition: hospitalheal
Prerequisites: cahosp
WithDecoration@REDCROSS:
Image: pips
Sequence: medic
Palette: pips
ReferencePoint: Bottom, Right
RequiresCondition: hospitalheal
RevealOnFire:
EntersTunnels:
Voice: Move
HitShape:
Type: Circle
Radius: 128
EditorTilesetFilter:
Categories: Infantry
^RegularInfantryDeath:
WithDeathAnimation@normal:
DeathSequence: die-
DeathTypes:
BulletDeath: twirling
SmallExplosionDeath: flying
WithDeathAnimation@explosion:
DeathSequence: die-
DeathSequencePalette: effect
DeathPaletteIsPlayerPalette: False
DeathTypes:
ExplosionDeath: exploding
WithDeathAnimation@energy:
DeathSequence: die-
DeathSequencePalette: ra
DeathPaletteIsPlayerPalette: False
DeathTypes:
EnergyDeath: melting
WithDeathAnimation:
CrushedSequence: die-crushed
CrushedSequencePalette: player
CrushedPaletteIsPlayerPalette: true
DeathSounds@NORMAL:
DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@EXPLOSION:
Voice: Explode
DeathTypes: ExplosionDeath
DeathSounds@BURNED:
Voice: Burned
DeathTypes: FireDeath
DeathSounds@ZAPPED:
Voice: Zapped
DeathTypes: EnergyDeath
Crushable:
CrushSound: squish6.aud
SpawnActorOnDeath:
Actor: visc_sml
Probability: 10
OwnerType: InternalName
InternalOwner: Creeps
DeathType: TriggerVisceroid
RequiresLobbyCreeps: true
SpawnActorOnDeath@FLAMEGUY:
Actor: FLAMEGUY
DeathType: FireDeath
^Soldier:
Inherits@1: ^Infantry
Inherits@2: ^RegularInfantryDeath
RevealsShroud:
Range: 4c0
MustBeDestroyed:
TakeCover:
DamageModifiers:
Prone50Percent: 50
Prone60Percent: 60
Prone70Percent: 70
Prone100Percent: 100
Prone350Percent: 350
DamageTriggers: TriggerProne
ProneOffset: 300,0,0
WithInfantryBody:
IdleSequences: idle1,idle2
^Cyborg:
Inherits@1: ^Infantry
Inherits@2: ^EmpDisable
Inherits@3: ^HealsOnTiberium
ExplosionOnDamageTransition:
Weapon: CyborgExplode
DamageState: Critical
TriggerOnlyOnce: true
Explodes:
Weapon: CyborgExplode
EmptyWeapon: CyborgExplode
DeathSounds:
RevealsShroud:
Range: 4c0
MustBeDestroyed:
WithPermanentInjury:
WithInfantryBody:
DefaultAttackSequence: attack
IdleSequences: idle1,idle2
GrantConditionOnDamageState@CRITICAL:
Condition: criticalspeed
ValidDamageStates: Critical
GrantPermanently: true
SpeedMultiplier@CRITICAL:
RequiresCondition: criticalspeed
Modifier: 50
Mobile:
RequiresCondition: !empdisable
^CivilianInfantry:
Inherits@1: ^Infantry
Inherits@2: ^RegularInfantryDeath
Voiced:
VoiceSet: Civilian
Tooltip:
Name: Civilian
ScaredyCat:
Wanders:
MinMoveDelay: 150
MaxMoveDelay: 750
EditorTilesetFilter:
Categories: Civilian infantry
^Vehicle:
Inherits@2: ^ExistsInWorld
Inherits@3: ^EmpDisable
Inherits@4: ^Cloakable
Inherits@5: ^DamagedByVeins
Inherits@CRATESTATS: ^CrateStatModifiers
Huntable:
DrawLineToTarget:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 50
DirtRoad: 90
Rough: 40
Tiberium: 50
BlueTiberium: 50
Veins: 50
PathingCost: 90
TurnSpeed: 5
Voice: Move
RequiresCondition: !empdisable
TunnelCondition: inside-tunnel
Selectable:
Bounds: 40,24
WithTextControlGroupDecoration:
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Vehicle
Targetable:
RequiresCondition: !inside-tunnel
TargetTypes: Ground, Vehicle, Repair
Repairable:
RepairBuildings: gadept
Voice: Move
Passenger:
CargoType: Vehicle
Voice: Move
AttackMove:
Voice: Move
HiddenUnderFog:
ActorLostNotification:
Capturable:
Types: Vehicle
CaptureThreshold: 100
CancelActivity: True
Guard:
Voice: Move
Guardable:
BodyOrientation:
CameraPitch: 90
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
MustBeDestroyed:
RenderSprites:
ThrowsShrapnel:
Weapons: SmallDebris
Pieces: 3, 7
Range: 2c0, 5c0
GrantConditionOnDamageState@DAMAGED:
Condition: damagedspeed
ValidDamageStates: Heavy
GrantConditionOnDamageState@CRITICAL:
Condition: criticalspeed
ValidDamageStates: Critical
SpeedMultiplier@DAMAGED:
RequiresCondition: damagedspeed
Modifier: 80
SpeedMultiplier@CRITICAL:
RequiresCondition: criticalspeed
Modifier: 60
Carryable:
RequiresCondition: !inside-tunnel
RevealOnFire:
EntersTunnels:
Voice: Move
HitShape:
EditorTilesetFilter:
Categories: Vehicle
^Tank:
Inherits: ^Vehicle
Mobile:
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 70
Road: 100
Bridge: 100
Rail: 100
DirtRoad: 90
Rough: 60
Tiberium: 70
BlueTiberium: 70
Veins: 70
^VoxelActor:
BodyOrientation:
QuantizedFacings: 0
RenderVoxels:
WithVoxelBody:
^CivilianVoxelVehicle:
Inherits: ^Vehicle
Inherits: ^VoxelActor
-MustBeDestroyed:
^CivilianVoxelCrusher:
Inherits: ^CivilianVoxelVehicle
Mobile:
Crushes: wall, crate, infantry
^Aircraft:
Inherits@2: ^ExistsInWorld
Inherits@3: ^Cloakable
Huntable:
DrawLineToTarget:
AppearsOnRadar:
UseLocation: true
Targetable@GROUND:
TargetTypes: Ground, Vehicle
RequiresCondition: !airborne
Targetable@AIRBORNE:
TargetTypes: Air
RequiresCondition: airborne
Selectable:
WithTextControlGroupDecoration:
SelectionDecorations:
Palette: pips
Aircraft:
AirborneCondition: airborne
RepairBuildings: gadept
RearmBuildings: gahpad, nahpad
LandWhenIdle: false
Voice: Move
IdealSeparation: 853
Voiced:
VoiceSet: Heli
HiddenUnderFog:
Type: GroundPosition
AttackMove:
Voice: Move
MoveIntoShroud: false
ActorLostNotification:
BodyOrientation:
QuantizedFacings: 0
CameraPitch: 90
Guard:
Voice: Move
Guardable:
MustBeDestroyed:
RenderVoxels:
WithVoxelBody:
RevealOnFire:
HitShape:
EditorTilesetFilter:
Categories: Aircraft
^Helicopter:
Inherits: ^Aircraft
Aircraft:
CruiseAltitude: 2048
CanHover: True
CruisingCondition: cruising
TakeOffOnResupply: true
VTOL: true
Hovers@CRUISING:
RequiresCondition: cruising
^AircraftHusk:
RenderVoxels:
RenderSprites:
WithVoxelBody:
BodyOrientation:
QuantizedFacings: 0
CameraPitch: 90
Aircraft:
Health:
HP: 280
Armor:
Type: Heavy
HiddenUnderFog:
Type: GroundPosition
ScriptTriggers:
Tooltip:
GenericName: Destroyed Aircraft
FallsToEarth:
Spins: true
Moves: true
Velocity: 86
HitShape:
EditorTilesetFilter:
Categories: Husk
^Visceroid:
Inherits@1: ^ExistsInWorld
Inherits@2: ^SpriteActor
Inherits@3: ^HealsOnTiberium
Huntable:
DrawLineToTarget:
Health:
Armor:
Type: Light
Mobile:
Speed: 113
TurnSpeed: 16
SharesCell: no
TerrainSpeeds:
Clear: 90
Road: 100
Bridge: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 100
BlueTiberium: 100
Veins: 100
TunnelCondition: inside-tunnel
WithTextControlGroupDecoration:
SelectionDecorations:
Palette: pips
Selectable:
Bounds: 26,26,0,-3
Targetable:
TargetTypes: Ground, Creep
AttackMove:
HiddenUnderFog:
Guardable:
WithFacingSpriteBody:
RevealOnFire:
EntersTunnels:
Voice: Move
HitShape:
Type: Circle
Radius: 256
VerticalTopOffset: 512
EditorTilesetFilter:
Categories: Critter
^BlossomTree:
Inherits@1: ^SpriteActor
Tooltip:
Name: Blossom Tree
RenderSprites:
Palette: player
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
FrozenUnderFog:
SeedsResource:
ResourceType: Tiberium
Interval: 55
WithIdleAnimation:
EditorTilesetFilter:
Categories: Resource spawn
^Tree:
Inherits@1: ^SpriteActor
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
Tooltip:
Name: Tree
EditorTilesetFilter:
Categories: Tree
^Rock:
Inherits@1: ^SpriteActor
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Rock
Tooltip:
Name: Rock
EditorTilesetFilter:
Categories: Decoration
^Decoration:
Inherits@1: ^SpriteActor
HiddenUnderShroud:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
Building:
Footprint: x
Dimensions: 1, 1
EditorTilesetFilter:
Categories: Decoration
^Box:
Inherits: ^Decoration
Tooltip:
Name: Box
^Drum:
Inherits: ^Decoration
Tooltip:
Name: Drum
^Palette:
Inherits: ^Decoration
Tooltip:
Name: Palette
^Defense:
Inherits: ^Building
-GivesBuildableArea:
RenderRangeCircle:
RenderDetectionCircle:
RevealsShroud:
Range: 6c0
DetectCloaked:
Range: 5c0
Targetable:
TargetTypes: Ground, Building, C4, Defense
RevealOnFire:
EditorTilesetFilter:
Categories: Defense
-CommandBarBlacklist:
^Train:
Inherits@1: ^EmpDisable
Inherits@2: ^ExistsInWorld
Inherits@3: ^Cloakable
Huntable:
RenderVoxels:
RenderSprites:
WithVoxelBody:
DrawLineToTarget:
Mobile:
TerrainSpeeds:
Rail: 100
Crushes: wall, crate, infantry
TurnSpeed: 5
Voice: Move
Speed: 113
RequiresCondition: !empdisable
TunnelCondition: inside-tunnel
Cargo:
Types: Infantry
UnloadVoice: Unload
Health:
HP: 100
Armor:
Type: Light
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
RequiresCondition: !inside-tunnel
Selectable:
Bounds: 40,24
WithTextControlGroupDecoration:
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Vehicle
Targetable:
TargetTypes: Ground, Vehicle
Passenger:
CargoType: Infantry
Voice: Move
HiddenUnderFog:
BodyOrientation:
CameraPitch: 90
QuantizedFacings: 0
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
ThrowsShrapnel:
Weapons: SmallDebris
Pieces: 3, 7
Range: 2c0, 5c0
HitShape:
EditorTilesetFilter:
Categories: Railway
^TerrainOverlay:
AlwaysVisible:
Immobile:
OccupiesSpace: False
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
BodyOrientation:
UseClassicPerspectiveFudge: False
QuantizedFacings: 1
^Railway:
Inherits: ^TerrainOverlay
EditorOnlyTooltip:
Name: Railway
AutoSelectionSize:
ChangesTerrain:
TerrainType: Rail
EditorTilesetFilter:
Categories: Railway
^Tunnel:
RenderSprites:
Palette: terraindecoration
WithSpriteBody:
BodyOrientation:
UseClassicPerspectiveFudge: False
QuantizedFacings: 1
Building:
Dimensions: 3, 3
Footprint: ___ ___ ___
CustomSelectionSize:
CustomBounds: 144, 144
Targetable:
AlwaysVisible:
TunnelEntrance:
Dimensions: 3, 3
EditorTilesetFilter:
Categories: Tunnel
^Gate:
Inherits: ^Building
Huntable:
Valued:
Cost: 250
Health:
HP: 350
Armor:
Type: Heavy
LineBuildNode:
Types: wall, gate
-Building:
-Capturable:
-GivesBuildableArea:
-MustBeDestroyed:
-WithSpriteBody:
WithGateSpriteBody:
OpenSequence: open
Tooltip:
Gate:
Adjacent: 4
BuildSounds: place2.aud
OpeningSound: gateup1.aud
ClosingSound: gatedwn1.aud
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
BlocksProjectilesHeight: 768
Buildable:
Description: Automated barrier that opens for allied units.
HitShape:
Type: Rectangle
LocalYaw: -128
TopLeft: -512, -512
BottomRight: 512, 512
VerticalTopOffset: 768
EditorTilesetFilter:
Categories: Wall
^Gate_A:
Inherits: ^Gate
Inherits@shape: ^3x1Shape
Health:
Gate:
Dimensions: 3,1
Footprint: xxx
WithGateSpriteBody:
WallConnections: -1,0, 3,0
LineBuildNode:
Connections: -1,0, 1,0
^Gate_B:
Inherits: ^Gate
Inherits@shape: ^1x3Shape
Health:
Gate:
Dimensions: 1,3
Footprint: x x x
WithGateSpriteBody:
WallConnections: 0,-1, 0,3
LineBuildNode:
Connections: 0,-1, 0,1
^HealsOnTiberium:
DamagedByTerrain:
Damage: -2
DamageInterval: 16
Terrain: Tiberium, BlueTiberium
RequiresCondition: !inside-tunnel
^DamagedByVeins:
DamagedByTerrain@VEINS:
Damage: 5
DamageInterval: 16
DamageTypes: BulletDeath
Terrain: Veins
RequiresCondition: !inside-tunnel
LeavesTrails@VEINS:
Image: veins
Palette: player
TerrainTypes: Veins
TrailWhileStationary: true
StationaryInterval: 16
MovingInterval: 16
StartDelay: -1
SpawnAtLastPosition: false
RequiresCondition: !inside-tunnel
^DisabledOverlay:
WithColoredOverlay@IDISABLE:
RequiresCondition: disabled
Palette: disabled
GrantConditionOnDisabled@IDISABLE:
Condition: disabled
^DisabledByPowerOutage:
AffectedByPowerOutage:
Condition: power-outage
InfiltrateForPowerOutage:
DisableOnCondition@POWER_OUTAGE:
RequiresCondition: power-outage
Power:
RequiresCondition: !power-outage