E2: Inherits: ^Soldier Inherits@EXPERIENCE: ^GainsExperience Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildPaletteOrder: 20 Prerequisites: ~gapile, ~techlevel.low Description: actor-e2.description Valued: Cost: 200 Tooltip: Name: actor-e2.name 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 FacingTolerance: 0 WithSplitAttackPaletteInfantryBody: DefaultAttackSequence: attack RevealsShroud: Range: 7c0 ProducibleWithLevel: Prerequisites: barracks.upgraded E2R3: Inherits: E2 RenderSprites: Image: E2 ProducibleWithLevel: Prerequisites: techlevel.low InitialLevels: 3 -Buildable: MEDIC: Inherits: ^Soldier Inherits@EXPERIENCE: ^GainsExperience Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides Valued: Cost: 600 Tooltip: Name: actor-medic.name UpdatesPlayerStatistics: AddToArmyValue: true Buildable: Queue: Infantry BuildPaletteOrder: 50 Prerequisites: ~gapile, ~techlevel.low Description: actor-medic.description Voiced: VoiceSet: Medic RevealsShroud: Range: 6c0 Mobile: Speed: 56 Health: HP: 12500 Crushable: CrushSound: squishy2.aud Armament: Weapon: Heal TargetRelationships: Ally ForceTargetRelationships: None Cursor: heal OutsideRangeCursor: heal AutoTarget: AutoTargetPriority@DEFAULT: ValidTargets: Infantry AttackFrontal: FacingTolerance: 0 WithSplitAttackPaletteInfantryBody: DefaultAttackSequence: heal ChangesHealth: Step: 500 Delay: 60 Passenger: CustomPipType: red JUMPJET: Inherits: ^Soldier Inherits@EXPERIENCE: ^GainsExperience Inherits@EXPHOSPITAL: ^InfantryExperienceHospitalOverrides Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Valued: Cost: 600 Tooltip: Name: actor-jumpjet.name UpdatesPlayerStatistics: AddToArmyValue: true Buildable: Queue: Infantry BuildPaletteOrder: 70 Prerequisites: ~gapile, garadr, ~techlevel.medium Description: actor-jumpjet.description 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 FacingTolerance: 0 WithSplitAttackPaletteInfantryBody: RequiresCondition: !airborne DefaultAttackSequence: attack WithInfantryBody@flying: RequiresCondition: airborne DefaultAttackSequence: flying-attack StandSequences: flying MoveSequence: flying Palette: player-nomuzzle IsPlayerPalette: true WithInfantryBody@flying-muzzle: RequiresCondition: airborne DefaultAttackSequence: flying-attack-muzzle StandSequences: flying-muzzle MoveSequence: flying-muzzle Palette: muzzle AppearsOnRadar: ValidRelationships: Ally AppearsOnRadar@ENEMY: ValidRelationships: Neutral, Enemy RequiresCondition: !rank-elite -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: actor-jumpjet-husk-name FallsToEarth: Velocity: 86 Explosion: Aircraft: Speed: 186 CanHover: True VTOL: true RenderSprites: Image: jumpjet WithSpriteBody: Sequence: die-falling Health: HitShape: 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: actor-ghost.name UpdatesPlayerStatistics: AddToArmyValue: true Buildable: Queue: Infantry BuildPaletteOrder: 90 Prerequisites: ~gapile, gatech, ~techlevel.high BuildLimit: 1 Description: actor-ghost.description 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 FacingTolerance: 0 Demolition: DetonationDelay: 45 Voice: Attack WithSplitAttackPaletteInfantryBody: DefaultAttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded