Files
OpenRA/mods/ts/rules/defaults.yaml
reaperrr 9f1abd04e8 Cleaned and fixed TS infantry rules a little.
Moved Selectable Bounds to infantry default and tweaked them to better
match art size.
Gave Viceroids their own default. They don't share cells anymore, either.
Fixed JumJet voice.
Disabled RevealsShroud on Tiberian Fiend.
Cleaned up TakeCover definitions.
Tweaked selection bounds of TS cyborgs.
Changed TS engineer trait order to fix prone animations not showing up.
2015-06-01 23:27:50 +02:00

610 lines
11 KiB
YAML

^Building:
AppearsOnRadar:
SelectionDecorations:
Palette: pips
Selectable:
Priority: 3
TargetableBuilding:
TargetTypes: Ground, Building, C4
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
TerrainTypes: Clear, Road, DirtRoad, Rough
Adjacent: 4
FrozenUnderFog:
GivesBuildableArea:
Capturable:
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
RenderBuilding:
WithBuildingExplosion:
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
RepairableBuilding:
IndicatorPalette: mouse
EngineerRepairable:
EmitInfantryOnSell@gdi:
ActorTypes: e1, e1, e2, medic
Races: gdi
EmitInfantryOnSell@nod:
ActorTypes: e1, e1, e1, e3, e3
Races: nod
MustBeDestroyed:
RequiredForShortGame: true
GivesExperience:
CaptureNotification:
EditorAppearance:
RelativeToTopLeft: yes
ShakeOnDeath:
ProximityCaptor:
Types: Building
Sellable:
SellSounds: cashturn.aud
AcceptsSupplies:
GivesBounty:
UpdatesPlayerStatistics:
CombatDebugOverlay:
Guardable:
Range: 3
BodyOrientation:
Huntable:
Demolishable:
ScriptTriggers:
WithMakeAnimation:
UpgradeManager:
Cloak@CLOAKGENERATOR:
UpgradeTypes: cloakgenerator
UpgradeMinEnabledLevel: 1
InitialDelay: 0
CloakDelay: 90
^CivBuilding:
Inherits: ^Building
-GivesBuildableArea:
-Capturable:
-EngineerRepairable:
-MustBeDestroyed:
-GivesExperience:
-CaptureNotification:
-Sellable:
-GivesBounty:
-UpdatesPlayerStatistics:
-CombatDebugOverlay:
-WithMakeAnimation:
-WithDeathAnimation:
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
Tooltip:
Description: Civilian Building
RenderBuilding:
Palette: terrain
^CivBillboard:
Inherits: ^CivBuilding
Building:
Footprint: x
Dimensions: 1, 1
Armor:
Type: heavy
Health:
HP: 400
EditorTilesetFilter:
RequireTilesets: TEMPERAT
^Crate:
Tooltip:
Name: Crate
Crate:
Lifetime: 180
TerrainTypes: Clear, Rough, Road, DirtRoad, Tiberium, BlueTiberium
RenderSprites:
Palette: terrain
WithCrateBody:
Images: crate
Selectable:
Selectable: false
Bounds: 25,25,-1,-1
^Wall:
AppearsOnRadar:
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: place2.aud
Adjacent: 7
TerrainTypes: Clear, Road
SoundOnDamageTransition:
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
Crushable:
CrushClasses: wall
BlocksProjectiles:
LineBuild:
Range: 8
NodeTypes: wall
LineBuildNode:
Types: wall
TargetableBuilding:
TargetTypes: Ground, Wall, C4
RenderBuildingWall:
Type: wall
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
UseTerrainPalette: yes
AutoTargetIgnore:
ProximityCaptor:
Types: Wall
Sellable:
SellSounds: cashturn.aud
UpdatesPlayerStatistics:
BodyOrientation:
Demolishable:
ScriptTriggers:
UpgradeManager:
Cloak@CLOAKGENERATOR:
UpgradeTypes: cloakgenerator
UpgradeMinEnabledLevel: 1
InitialDelay: 0
CloakDelay: 90
MustBeDestroyed:
^BuildingPlug:
Building:
BuildSounds: place2.aud
KillsSelf:
RemoveInstead: true
RenderSprites:
^Infantry:
AppearsOnRadar:
Health:
Radius: 128
Armor:
Type: None
RevealsShroud:
Range: 4c0
Mobile:
Crushes: crate
SharesCell: yes
TerrainSpeeds:
Clear: 90
Road: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 80
BlueTiberium: 80
SelectionDecorations:
Palette: pips
Selectable:
Bounds: 14,23,-1,-9
Voiced:
VoiceSet: Infantry
TargetableUnit:
TargetTypes: Ground, Infantry
TakeCover:
DamageModifiers:
Prone50Percent: 50
Prone60Percent: 60
Prone70Percent: 70
Prone100Percent: 100
Prone350Percent: 350
DamageTriggers: TriggerProne
RenderSprites:
WithInfantryBody:
WithDeathAnimation:
DeathTypes:
BulletDeath: 1
SmallExplosionDeath: 2
ExplosionDeath: 3
InfantryExplodeDeath: 4 #not used by any warhead; TODO: check what should use this type and add it!
FireDeath: 5
EnergyDeath: 6
AutoTarget:
AttackMove:
Passenger:
CargoType: Infantry
HiddenUnderFog:
GainsExperience:
ChevronPalette: ra
Upgrades:
500: firepower, damage, speed, reload
1000: firepower, damage, speed, reload, selfheal, eliteweapon
GainsStatUpgrades:
FirepowerModifier: 110, 130
DamageModifier: 83, 66
SpeedModifier: 120, 150
ReloadModifier: 90, 75
SelfHealing@ELITE:
Step: 2
Ticks: 100
HealIfBelow: 1
DamageCooldown: 125
UpgradeTypes: selfheal
UpgradeMinEnabledLevel: 1
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types: Infantry
GivesBounty:
Crushable:
CrushSound: squish6.aud
PoisonedByTiberium:
SpawnViceroid:
ViceroidActor: vissml
DeathType: EnergyDeath # TODO: FIX ME! (Tiberium currently uses the wrong damage type!)
UpdatesPlayerStatistics:
CombatDebugOverlay:
Guard:
Guardable:
BodyOrientation:
Huntable:
ScriptTriggers:
DeathSounds@NORMAL:
DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@BURNED:
DeathSound: Burned
DeathTypes: FireDeath
DeathSounds@ZAPPED:
DeathSound: Zapped
DeathTypes: EnergyDeath
UpgradeManager:
Cloak@CLOAKGENERATOR:
UpgradeTypes: cloakgenerator
UpgradeMinEnabledLevel: 1
InitialDelay: 0
CloakDelay: 90
MustBeDestroyed:
^CivilianInfantry:
Inherits: ^Infantry
Selectable:
Bounds: 12,17,0,-9
Voiced:
VoiceSet: Civilian
Valued:
Cost: 10
Tooltip:
Name: Civilian
Health:
HP: 50
Mobile:
Speed: 71
RevealsShroud:
Range: 2c0
ProximityCaptor:
Types: CivilianInfantry
-TakeCover:
WithInfantryBody:
ScaredyCat:
-MustBeDestroyed:
^Vehicle:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Clear: 90
Road: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 80
BlueTiberium: 80
ROT: 5
Selectable:
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Vehicle
TargetableUnit:
TargetTypes: Ground, Vehicle
Repairable:
RepairBuildings: gadept
Passenger:
CargoType: Vehicle
AttackMove:
HiddenUnderFog:
GainsExperience:
ChevronPalette: ra
Upgrades:
500: firepower, damage, speed, reload
1000: firepower, damage, speed, reload, selfheal, eliteweapon
GainsStatUpgrades:
FirepowerModifier: 110, 130
DamageModifier: 83, 66
SpeedModifier: 120, 150
ReloadModifier: 90, 75
SelfHealing@ELITE:
Step: 2
Ticks: 100
HealIfBelow: 1
DamageCooldown: 125
UpgradeTypes: selfheal
UpgradeMinEnabledLevel: 1
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types: Vehicle
Capturable:
Type: Vehicle
CaptureThreshold: 1
CancelActivity: True
GivesBounty:
UpdatesPlayerStatistics:
CombatDebugOverlay:
Guard:
Guardable:
BodyOrientation:
CameraPitch: 90
Huntable:
ScriptTriggers:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
UpgradeManager:
UpgradeOverlay@EMPDISABLE:
UpgradeTypes: empdisable
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
Palette: disabled
DisableUpgrade@EMPDISABLE:
UpgradeTypes: empdisable
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
TimedUpgradeBar@EMPDISABLE:
Upgrade: empdisable
Color: 255,255,255
Cloak@CLOAKGENERATOR:
UpgradeTypes: cloakgenerator
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
InitialDelay: 0
CloakDelay: 90
MustBeDestroyed:
^Tank:
AppearsOnRadar:
Mobile:
Crushes: wall, crate
TerrainSpeeds:
Clear: 90
Road: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 80
BlueTiberium: 80
ROT: 5
Selectable:
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Vehicle
TargetableUnit:
TargetTypes: Ground, Vehicle
Repairable:
RepairBuildings: gadept
Passenger:
CargoType: Vehicle
AttackMove:
HiddenUnderFog:
GainsExperience:
ChevronPalette: ra
Upgrades:
500: firepower, damage, speed, reload
1000: firepower, damage, speed, reload, selfheal, eliteweapon
GainsStatUpgrades:
FirepowerModifier: 110, 130
DamageModifier: 83, 66
SpeedModifier: 120, 150
ReloadModifier: 90, 75
SelfHealing@ELITE:
Step: 2
Ticks: 100
HealIfBelow: 1
DamageCooldown: 125
UpgradeTypes: selfheal
UpgradeMinEnabledLevel: 1
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
ProximityCaptor:
Types: Vehicle
Capturable:
Type: Vehicle
CaptureThreshold: 1
CancelActivity: True
GivesBounty:
UpdatesPlayerStatistics:
CombatDebugOverlay:
Guard:
Guardable:
BodyOrientation:
CameraPitch: 90
Huntable:
ScriptTriggers:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
UpgradeManager:
UpgradeOverlay@EMPDISABLE:
UpgradeTypes: empdisable
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
Palette: disabled
DisableUpgrade@EMPDISABLE:
UpgradeTypes: empdisable
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
TimedUpgradeBar@EMPDISABLE:
Upgrade: empdisable
Color: 255,255,255
Cloak@CLOAKGENERATOR:
UpgradeTypes: cloakgenerator
UpgradeMinEnabledLevel: 1
UpgradeMaxAcceptedLevel: 2
InitialDelay: 0
CloakDelay: 90
MustBeDestroyed:
^Helicopter:
AppearsOnRadar:
UseLocation: yes
TargetableAircraft:
TargetTypes: Air
GroundedTargetTypes: Ground
Selectable:
SelectionDecorations:
Palette: pips
Voiced:
VoiceSet: Heli
Helicopter:
RepairBuildings: gadept
RearmBuildings:
LandWhenIdle: no
CruiseAltitude: 2048
HiddenUnderFog:
AttackMove:
GainsExperience:
ChevronPalette: ra
Upgrades:
500: firepower, damage, speed, reload
1000: firepower, damage, speed, reload, selfheal, eliteweapon
GainsStatUpgrades:
FirepowerModifier: 110, 130
DamageModifier: 83, 66
SpeedModifier: 120, 150
ReloadModifier: 90, 75
SelfHealing@ELITE:
Step: 2
Ticks: 100
HealIfBelow: 1
DamageCooldown: 125
UpgradeTypes: selfheal
UpgradeMinEnabledLevel: 1
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
CombatDebugOverlay:
BodyOrientation:
CameraPitch: 90
Huntable:
ScriptTriggers:
Guard:
Guardable:
UpgradeManager:
MustBeDestroyed:
^Plane:
Inherits: ^Helicopter
-Helicopter:
Plane:
RepairBuildings: gadept
RearmBuildings: gahpad, nahpad
LandWhenIdle: no
CruiseAltitude: 2560
ReturnOnIdle:
^Viceroid:
RenderUnit:
AppearsOnRadar:
Health:
Radius: 256
Armor:
Type: Light
Mobile:
Speed: 113
ROT: 16
Crushes: crate
SharesCell: no
TerrainSpeeds:
Clear: 90
Road: 100
Rail: 80
DirtRoad: 90
Rough: 70
Tiberium: 100
BlueTiberium: 100
SelectionDecorations:
Palette: pips
Selectable:
Bounds: 26,26,0,-3
TargetableUnit:
TargetTypes: Ground
AttackMove:
HiddenUnderFog:
DrawLineToTarget:
PoisonedByTiberium:
Weapon: TiberiumHeal
CombatDebugOverlay:
Guardable:
BodyOrientation:
Huntable:
ScriptTriggers:
^BlossomTree:
Tooltip:
Name: Blossom Tree
RenderBuilding:
Palette: player
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tiberium
BodyOrientation:
FrozenUnderFog:
StartsRevealed: true
SeedsResource:
ResourceType: Tiberium
Interval: 55
WithActiveAnimation:
^Tree:
RenderBuilding:
Palette: terrain
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
BodyOrientation:
Tooltip:
Name: Tree
^Rock:
RenderBuilding:
Palette: terrain
Building:
Footprint: x
Dimensions: 1, 1
AppearsOnRadar:
BodyOrientation:
Tooltip:
Name: Rock
^Veinhole:
RadarColorFromTerrain:
Terrain: Tiberium
RenderBuilding:
Palette: player
AppearsOnRadar:
Tooltip:
Name: Veinhole
Building:
Footprint: x
Dimensions: 1, 1
BodyOrientation: