Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
855
mods/ra/rules/infantry.yaml
Normal file
855
mods/ra/rules/infantry.yaml
Normal file
@@ -0,0 +1,855 @@
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DOG:
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Inherits: ^Soldier
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Dog
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BuildPaletteOrder: 50
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Prerequisites: ~kenn, ~techlevel.infonly
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Description: actor-dog.description
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Valued:
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Cost: 200
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Tooltip:
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Name: actor-dog.name
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GenericName: actor-dog.generic-name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Selectable:
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Bounds: 512, 725, -42, -170
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DecorationBounds: 512, 725, -42, -170
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Health:
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HP: 1800
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Mobile:
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Speed: 100
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Voice: Move
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PauseOnCondition: attack-cooldown || eating
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Guard:
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Voice: Move
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Passenger:
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Voice: Move
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RevealsShroud:
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Range: 5c512
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Armament:
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Weapon: DogJaw
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ReloadingCondition: attack-cooldown
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-AttackFrontal:
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AttackLeap:
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Voice: Attack
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PauseOnCondition: attacking || attack-cooldown
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AttackMove:
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Voice: Move
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GrantConditionOnAttack:
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Condition: eating
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RevokeDelay: 20
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GrantConditionWhileAiming:
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Condition: run
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AutoTarget:
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InitialStance: AttackAnything
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AutoTargetPriority@DEFAULT:
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ValidTargets: Infantry
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Targetable:
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TargetTypes: GroundActor, Infantry
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WithInfantryBody:
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MoveSequence: walk
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StandSequences: stand
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DefaultAttackSequence: eat
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RequiresCondition: !run && !parachute
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WithInfantryBody@RUN:
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MoveSequence: run
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RequiresCondition: run && !parachute
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WithInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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SpeedMultiplier:
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Modifier: 150
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RequiresCondition: run
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IgnoresDisguise:
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Voiced:
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VoiceSet: DogVoice
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-TakeCover:
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E1:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 10
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: actor-e1.description
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Selectable:
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Class: E1
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Valued:
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Cost: 100
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Tooltip:
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Name: actor-e1.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 5000
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Armament@PRIMARY:
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Weapon: M1Carbine
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Vulcan
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MuzzleSequence: garrison-muzzle
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E1R1:
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Inherits: E1
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RenderSprites:
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Image: E1
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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UpdatesPlayerStatistics:
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OverrideActor: e1
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-Buildable:
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: techlevel.infonly
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E2:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 40
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Prerequisites: ~barr, ~techlevel.infonly
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Description: actor-e2.description
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Valued:
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Cost: 150
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Tooltip:
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Name: actor-e2.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 5000
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Mobile:
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Speed: 68
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Armament@PRIMARY:
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Weapon: Grenade
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LocalOffset: 0,0,555
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FireDelay: 15
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Grenade
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FireDelay: 15
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TakeCover:
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ProneOffset: 256,64,-331
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WithInfantryBody:
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DefaultAttackSequence: throw
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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FireWarheadsOnDeath:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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DamageSource: Killer
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E3:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 30
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: actor-e3.description
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Selectable:
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Class: E3
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Valued:
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Cost: 300
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Tooltip:
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Name: actor-e3.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 4500
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Armament@PRIMARY:
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Weapon: RedEye
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LocalOffset: 0,0,555
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Armament@SECONDARY:
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Name: secondary
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Weapon: Dragon
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LocalOffset: 0,0,555
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: RedEye
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Armament@GARRISONEDSECONDARY:
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Name: garrisoned
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Weapon: Dragon
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TakeCover:
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ProneOffset: 384,0,-395
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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AutoTarget:
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ScanRadius: 5
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E3R1:
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Inherits: E3
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RenderSprites:
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Image: E3
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ProducibleWithLevel:
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Prerequisites: techlevel.infonly
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InitialLevels: 1
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UpdatesPlayerStatistics:
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OverrideActor: e3
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-Buildable:
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: techlevel.infonly
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E4:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 70
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Prerequisites: ~barr, ftur, ~techlevel.low
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Description: actor-e4.description
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Valued:
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Cost: 300
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Tooltip:
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Name: actor-e4.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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Health:
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HP: 4000
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Armament@PRIMARY:
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Weapon: Flamer
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LocalOffset: 700,0,500
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FireDelay: 8
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Armament@GARRISONED:
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Name: garrisoned
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Weapon: Flamer
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TakeCover:
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ProneOffset: 160,0,-288
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FireWarheadsOnDeath:
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Weapon: VisualExplode
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EmptyWeapon: VisualExplode
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Chance: 50
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WithInfantryBody:
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DefaultAttackSequence: shoot
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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ProducibleWithLevel:
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Prerequisites: barracks.upgraded
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WithProductionIconOverlay:
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Types: Veterancy
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Prerequisites: barracks.upgraded
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E6:
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Inherits: ^Soldier
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Inherits@selection: ^SelectableSupportUnit
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 60
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Prerequisites: ~barracks, ~techlevel.infonly
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Description: actor-e6.description
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Valued:
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Cost: 400
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Tooltip:
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Name: actor-e6.name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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WithInfantryBody:
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RequiresCondition: !parachute
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WithInfantryBody@PARACHUTE:
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StandSequences: parachute
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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Passenger:
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CustomPipType: yellow
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InstantlyRepairs:
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RepairsBridges:
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CaptureManager:
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GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
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Condition: global-reusable-engineers
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Prerequisites: global-reusable-engineers
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Captures:
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RequiresCondition: !global-reusable-engineers
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CaptureTypes: building
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PlayerExperience: 10
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CaptureDelay: 200
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Captures@REUSABLE:
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RequiresCondition: global-reusable-engineers
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CaptureTypes: building
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PlayerExperience: 10
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CaptureDelay: 375
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ConsumedByCapture: False
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EnterCursor: ability
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EnterBlockedCursor: move-blocked
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Voiced:
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VoiceSet: EngineerVoice
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-AttackFrontal:
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SPY:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 90
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Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium
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Description: actor-spy.description
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Valued:
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Cost: 500
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-Tooltip:
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DisguiseTooltip:
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Name: actor-spy.disguisetooltip-name
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GenericName: actor-spy.disguisetooltip-generic-name
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UpdatesPlayerStatistics:
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AddToArmyValue: true
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-Guard:
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Mobile:
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Voice: Move
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RevealsShroud:
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Range: 5c0
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Passenger:
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CustomPipType: blue
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Voice: Move
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Disguise:
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DisguisedCondition: disguise
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Infiltrates:
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Types: SpyInfiltrate
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Notification: BuildingInfiltrated
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TextNotification: notification-building-infiltrated
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AutoTarget:
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InitialStance: HoldFire
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InitialStanceAI: HoldFire
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ScanRadius: 5
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-WithInfantryBody:
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WithDisguisingInfantryBody:
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DefaultAttackSequence: shoot
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IdleSequences: idle1,idle2
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StandSequences: stand,stand2
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RequiresCondition: !parachute
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WithDisguisingInfantryBody@PARACHUTE:
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RequiresCondition: parachute
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Palette: player-noshadow
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IsPlayerPalette: true
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WithDecoration@disguise:
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Position: Top
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Margin: 0, -6
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Image: pips
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Sequence: tag-spy
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Palette: effect
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RequiresCondition: disguise
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IgnoresDisguise:
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Armament:
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Weapon: SilencedPPK
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AttackMove:
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Voice: Move
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Voiced:
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VoiceSet: SpyVoice
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SPY.England:
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Inherits: SPY
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Buildable:
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Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium
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Valued:
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Cost: 250
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GivesExperience:
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Experience: 500
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DisguiseTooltip:
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Name: actor-spy-england-disguisetooltip-name
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RenderSprites:
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Image: spy
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E7:
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Inherits: ^Soldier
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Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
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Buildable:
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Queue: Infantry
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BuildAtProductionType: Soldier
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BuildPaletteOrder: 120
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Prerequisites: ~tent, atek, ~techlevel.high
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BuildLimit: 1
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||||
Description: actor-e7.description
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||||
Valued:
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||||
Cost: 1800
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||||
Tooltip:
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||||
Name: actor-e7.name
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||||
UpdatesPlayerStatistics:
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||||
AddToArmyValue: true
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||||
Health:
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||||
HP: 10000
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||||
Mobile:
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||||
Speed: 68
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||||
Voice: Move
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||||
Guard:
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||||
Voice: Move
|
||||
RevealsShroud:
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||||
Range: 6c0
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||||
Demolition:
|
||||
DetonationDelay: 45
|
||||
Voice: Demolish
|
||||
Passenger:
|
||||
CustomPipType: red
|
||||
Voice: Move
|
||||
Armament@PRIMARY:
|
||||
Weapon: Colt45
|
||||
LocalOffset: 0,0,0, 0,0,0
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Colt45
|
||||
MuzzleSequence: garrison-muzzle
|
||||
WithInfantryBody:
|
||||
AttackSequences:
|
||||
primary: shoot-left, shoot-right
|
||||
StandSequences: stand
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
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||||
IsPlayerPalette: true
|
||||
ExternalCondition@PRODUCED:
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||||
Condition: produced
|
||||
VoiceAnnouncement:
|
||||
RequiresCondition: produced
|
||||
Voice: Build
|
||||
AnnounceOnKill:
|
||||
Voiced:
|
||||
VoiceSet: TanyaVoice
|
||||
ProducibleWithLevel:
|
||||
Prerequisites: barracks.upgraded
|
||||
WithProductionIconOverlay:
|
||||
Types: Veterancy
|
||||
Prerequisites: barracks.upgraded
|
||||
|
||||
MEDI:
|
||||
Inherits: ^Soldier
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildAtProductionType: Soldier
|
||||
BuildPaletteOrder: 40
|
||||
Prerequisites: ~tent, ~techlevel.infonly
|
||||
Description: actor-medi.description
|
||||
Valued:
|
||||
Cost: 200
|
||||
Tooltip:
|
||||
Name: actor-medi.name
|
||||
UpdatesPlayerStatistics:
|
||||
AddToArmyValue: true
|
||||
Health:
|
||||
HP: 6000
|
||||
Mobile:
|
||||
Speed: 49
|
||||
RevealsShroud:
|
||||
Range: 3c0
|
||||
Passenger:
|
||||
CustomPipType: blue
|
||||
Armament:
|
||||
Weapon: Heal
|
||||
Cursor: heal
|
||||
OutsideRangeCursor: heal
|
||||
TargetRelationships: Ally
|
||||
ForceTargetRelationships: None
|
||||
WithInfantryBody:
|
||||
IdleSequences: idle
|
||||
StandSequences: stand
|
||||
DefaultAttackSequence: heal
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
|
||||
IsPlayerPalette: true
|
||||
Voiced:
|
||||
VoiceSet: MedicVoice
|
||||
AutoTarget:
|
||||
AutoTargetPriority@DEFAULT:
|
||||
ValidTargets: Infantry
|
||||
|
||||
MECH:
|
||||
Inherits: ^Soldier
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildAtProductionType: Soldier
|
||||
BuildPaletteOrder: 100
|
||||
Prerequisites: ~tent, fix, ~techlevel.medium
|
||||
Description: actor-mech.description
|
||||
Valued:
|
||||
Cost: 500
|
||||
Tooltip:
|
||||
Name: actor-mech.name
|
||||
UpdatesPlayerStatistics:
|
||||
AddToArmyValue: true
|
||||
Health:
|
||||
HP: 8000
|
||||
Mobile:
|
||||
Speed: 49
|
||||
Voice: Move
|
||||
RevealsShroud:
|
||||
Range: 3c0
|
||||
Passenger:
|
||||
CustomPipType: blue
|
||||
Voice: Move
|
||||
Armament:
|
||||
Weapon: Repair
|
||||
Cursor: repair
|
||||
OutsideRangeCursor: repair
|
||||
TargetRelationships: Ally
|
||||
ForceTargetRelationships: None
|
||||
AttackFrontal:
|
||||
Voice: Action
|
||||
FacingTolerance: 0
|
||||
CaptureManager:
|
||||
Captures:
|
||||
CaptureTypes: husk
|
||||
PlayerExperience: 10
|
||||
Infiltrates:
|
||||
Types: Husk
|
||||
ValidRelationships: Ally
|
||||
EnterCursor: goldwrench
|
||||
WithInfantryBody:
|
||||
IdleSequences: idle
|
||||
DefaultAttackSequence: repair
|
||||
StandSequences: stand
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
|
||||
IsPlayerPalette: true
|
||||
Voiced:
|
||||
VoiceSet: MechanicVoice
|
||||
AutoTarget:
|
||||
AutoTargetPriority@DEFAULT:
|
||||
ValidTargets: Vehicle, Ship
|
||||
|
||||
EINSTEIN:
|
||||
Inherits: ^CivInfantry
|
||||
-Wanders:
|
||||
Tooltip:
|
||||
Name: actor-einstein-name
|
||||
Mobile:
|
||||
Speed: 68
|
||||
Voiced:
|
||||
VoiceSet: EinsteinVoice
|
||||
|
||||
DELPHI:
|
||||
Inherits: ^CivInfantry
|
||||
-Wanders:
|
||||
Tooltip:
|
||||
Name: actor-delphi-name
|
||||
Mobile:
|
||||
Speed: 68
|
||||
|
||||
CHAN:
|
||||
Inherits: ^CivInfantry
|
||||
Valued:
|
||||
Cost: 500
|
||||
Selectable:
|
||||
Class: CHAN
|
||||
Tooltip:
|
||||
Name: actor-chan-name
|
||||
|
||||
GNRL:
|
||||
Inherits@1: ^CivInfantry
|
||||
Inherits@2: ^ArmedCivilian
|
||||
-Wanders:
|
||||
Tooltip:
|
||||
Name: actor-gnrl-name
|
||||
Selectable:
|
||||
Class: GNRL
|
||||
Mobile:
|
||||
Voice: Move
|
||||
AttackFrontal:
|
||||
Voice: Attack
|
||||
FacingTolerance: 0
|
||||
AttackMove:
|
||||
Voice: Move
|
||||
Passenger:
|
||||
Voice: Move
|
||||
Guard:
|
||||
Voice: Move
|
||||
Voiced:
|
||||
VoiceSet: StavrosVoice
|
||||
-ScaredyCat:
|
||||
TakeCover:
|
||||
DamageModifiers:
|
||||
Prone50Percent: 50
|
||||
DamageTriggers: TriggerProne
|
||||
WithInfantryBody:
|
||||
IdleSequences: idle1
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
|
||||
IsPlayerPalette: true
|
||||
|
||||
THF:
|
||||
Inherits: ^Soldier
|
||||
Inherits@selection: ^SelectableSupportUnit
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildAtProductionType: Soldier
|
||||
BuildPaletteOrder: 110
|
||||
Prerequisites: ~barr, dome, ~techlevel.medium
|
||||
Description: actor-thf.description
|
||||
Valued:
|
||||
Cost: 500
|
||||
Tooltip:
|
||||
Name: actor-thf.name
|
||||
UpdatesPlayerStatistics:
|
||||
AddToArmyValue: true
|
||||
Health:
|
||||
HP: 8000
|
||||
RevealsShroud:
|
||||
Range: 5c0
|
||||
Passenger:
|
||||
CustomPipType: blue
|
||||
CaptureManager:
|
||||
Captures:
|
||||
CaptureTypes: vehicle, aircraft
|
||||
PlayerExperience: 10
|
||||
Infiltrates:
|
||||
Types: ThiefInfiltrate
|
||||
Notification: BuildingInfiltrated
|
||||
TextNotification: notification-building-infiltrated
|
||||
Voiced:
|
||||
VoiceSet: ThiefVoice
|
||||
-TakeCover:
|
||||
WithInfantryBody:
|
||||
IdleSequences: idle
|
||||
StandSequences: stand
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
|
||||
IsPlayerPalette: true
|
||||
Crushable:
|
||||
WarnProbability: 95
|
||||
Cloak:
|
||||
InitialDelay: 250
|
||||
CloakDelay: 120
|
||||
UncloakOn: Attack, Unload, Infiltrate, Demolish, Move
|
||||
DetectionTypes: Cloak
|
||||
PauseOnCondition: cloak-force-disabled
|
||||
GrantConditionOnDamageState@UNCLOAK:
|
||||
Condition: cloak-force-disabled
|
||||
ValidDamageStates: Critical
|
||||
Mobile:
|
||||
Voice: Move
|
||||
Speed: 72
|
||||
-AttackFrontal:
|
||||
|
||||
SHOK:
|
||||
Inherits: ^Soldier
|
||||
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildAtProductionType: Soldier
|
||||
BuildPaletteOrder: 130
|
||||
Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high
|
||||
Description: actor-shok.description
|
||||
Valued:
|
||||
Cost: 350
|
||||
Tooltip:
|
||||
Name: actor-shok.name
|
||||
UpdatesPlayerStatistics:
|
||||
AddToArmyValue: true
|
||||
Health:
|
||||
HP: 5000
|
||||
Mobile:
|
||||
Voice: Move
|
||||
RevealsShroud:
|
||||
Range: 5c0
|
||||
Armament@PRIMARY:
|
||||
Weapon: PortaTesla
|
||||
LocalOffset: 427,0,341
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: PortaTesla
|
||||
TakeCover:
|
||||
ProneOffset: 227,0,-245
|
||||
AttackFrontal:
|
||||
Voice: Attack
|
||||
FacingTolerance: 0
|
||||
AttackMove:
|
||||
Voice: Move
|
||||
Passenger:
|
||||
Voice: Move
|
||||
Guard:
|
||||
Voice: Move
|
||||
WithInfantryBody:
|
||||
DefaultAttackSequence: shoot
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
StandSequences: parachute
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
|
||||
IsPlayerPalette: true
|
||||
Voiced:
|
||||
VoiceSet: ShokVoice
|
||||
ProducibleWithLevel:
|
||||
Prerequisites: barracks.upgraded
|
||||
WithProductionIconOverlay:
|
||||
Types: Veterancy
|
||||
Prerequisites: barracks.upgraded
|
||||
|
||||
Zombie:
|
||||
Inherits: ^Soldier
|
||||
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
|
||||
Valued:
|
||||
Cost: 100
|
||||
Tooltip:
|
||||
Name: actor-zombie.name
|
||||
UpdatesPlayerStatistics:
|
||||
AddToArmyValue: true
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildAtProductionType: Soldier
|
||||
BuildPaletteOrder: 200
|
||||
Prerequisites: ~barracks, ~bio
|
||||
Description: actor-zombie.description
|
||||
Health:
|
||||
HP: 25000
|
||||
Mobile:
|
||||
Speed: 39
|
||||
AutoTarget:
|
||||
ScanRadius: 5
|
||||
WithInfantryBody:
|
||||
DefaultAttackSequence: bite
|
||||
IdleSequences: idle1
|
||||
RequiresCondition: !parachute
|
||||
WithInfantryBody@PARACHUTE:
|
||||
RequiresCondition: parachute
|
||||
Palette: player-noshadow
|
||||
IsPlayerPalette: true
|
||||
Armament:
|
||||
Weapon: claw
|
||||
Voiced:
|
||||
VoiceSet: AntVoice
|
||||
-TakeCover:
|
||||
|
||||
Ant:
|
||||
Inherits: ^Infantry
|
||||
Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
|
||||
Valued:
|
||||
Cost: 300
|
||||
Tooltip:
|
||||
Name: actor-ant.name
|
||||
GenericName: actor-ant.generic-name
|
||||
UpdatesPlayerStatistics:
|
||||
AddToArmyValue: true
|
||||
Buildable:
|
||||
Queue: Infantry
|
||||
BuildAtProductionType: Soldier
|
||||
BuildPaletteOrder: 1954
|
||||
Prerequisites: ~barracks, ~bio
|
||||
Description: actor-ant.description
|
||||
Selectable:
|
||||
Bounds: 1024, 1024, 0, -213
|
||||
DecorationBounds: 1280, 1280, 0, -85
|
||||
Health:
|
||||
HP: 75000
|
||||
Mobile:
|
||||
Speed: 92
|
||||
TurnSpeed: 48
|
||||
Locomotor: lighttracked
|
||||
-Crushable:
|
||||
AutoTarget:
|
||||
ScanRadius: 5
|
||||
AttackFrontal:
|
||||
FacingTolerance: 0
|
||||
WithInfantryBody:
|
||||
DefaultAttackSequence: bite
|
||||
Armament:
|
||||
Weapon: mandible
|
||||
Targetable:
|
||||
TargetTypes: GroundActor, Infantry, Ant
|
||||
WithDeathAnimation:
|
||||
UseDeathTypeSuffix: false
|
||||
Voiced:
|
||||
VoiceSet: AntVoice
|
||||
HitShape:
|
||||
Type: Circle
|
||||
Radius: 469
|
||||
|
||||
FireAnt:
|
||||
Inherits: Ant
|
||||
Tooltip:
|
||||
Name: actor-fireant-name
|
||||
GenericVisibility: none
|
||||
Mobile:
|
||||
Speed: 68
|
||||
Armament:
|
||||
Weapon: AntFireball
|
||||
Health:
|
||||
HP: 7500
|
||||
Armor:
|
||||
Type: Heavy
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ScoutAnt:
|
||||
Inherits: Ant
|
||||
Tooltip:
|
||||
Name: actor-scoutant-name
|
||||
GenericVisibility: none
|
||||
Health:
|
||||
HP: 8500
|
||||
Armor:
|
||||
Type: Light
|
||||
AutoTarget:
|
||||
ScanRadius: 7
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
WarriorAnt:
|
||||
Inherits: Ant
|
||||
Tooltip:
|
||||
Name: actor-warriorant-name
|
||||
GenericVisibility: none
|
||||
Mobile:
|
||||
Speed: 56
|
||||
Health:
|
||||
HP: 12500
|
||||
Armor:
|
||||
Type: Heavy
|
||||
Armament:
|
||||
Weapon: MandibleHeavy
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
RenderSprites:
|
||||
Image: Ant
|
||||
Reference in New Issue
Block a user