^BaseWorld: Inherits: ^Palettes ScreenMap: ActorMap: Selection: ControlGroups: MusicPlaylist: VictoryMusic: score DefeatMusic: fsmap VoxelCache: ModelRenderer: TerrainRenderer: TerrainLighting: ShroudRenderer: Index: 255, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192, 208, 224, 240, 20, 40, 56, 65, 97, 130, 148, 194, 24, 33, 66, 132, 28, 41, 67, 134, 1, 2, 4, 8, 3, 6, 12, 9, 7, 14, 13, 11, 5, 10, 15, 255 UseExtendedIndex: true ShroudPalette: shroud FogPalette: shroud Locomotor@FOOT: Name: foot Crushes: crate SharesCell: true TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 90 DirtRoad: 100 Rough: 80 Tiberium: 90 BlueTiberium: 90 Veins: 50 Locomotor@FLAMEGUY: Name: flameguy SharesCell: true TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 90 DirtRoad: 100 Rough: 80 Tiberium: 90 BlueTiberium: 90 Veins: 50 JumpjetLocomotor@JUMPJET: Name: jumpjet Crushes: crate SharesCell: true JumpjetTransitionCost: 100 TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 90 DirtRoad: 100 Rough: 80 Tiberium: 90 BlueTiberium: 90 Veins: 50 Jumpjet: 110 Locomotor@WHEELED: Name: wheeled Crushes: crate TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 50 DirtRoad: 90 Rough: 40 Tiberium: 50 BlueTiberium: 50 Veins: 50 PathingCost: 90 Locomotor@HEAVYWHEELED: Name: heavywheeled Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 50 DirtRoad: 90 Rough: 40 Tiberium: 50 BlueTiberium: 50 Veins: 50 PathingCost: 90 Locomotor@TRACKED: Name: tracked Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 90 Rough: 60 Tiberium: 70 BlueTiberium: 70 Veins: 70 Locomotor@AMPHIBIOUS: Name: amphibious Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 90 Rough: 60 Tiberium: 70 BlueTiberium: 70 Veins: 70 Water: 80 SubterraneanLocomotor@SUBTERRANEAN: Name: subterranean Crushes: wall, crate, infantry TerrainSpeeds: Clear: 70 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 90 Rough: 60 Tiberium: 70 BlueTiberium: 70 Veins: 70 Subterranean: 120 SubterraneanTransitionTerrainTypes: Clear, Rough SubterraneanTransitionCost: 120 Locomotor@HOVER: Name: hover Crushes: wall, crate, infantry TerrainSpeeds: Clear: 100 Road: 100 Bridge: 100 Rail: 100 DirtRoad: 100 Rough: 100 Water: 100 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@SMALLVISC: Name: smallvisc Crushes: visceroid-fusing TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 80 DirtRoad: 90 Rough: 70 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@VISCEROID: Name: visceroid Crushes: infantry TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 80 DirtRoad: 90 Rough: 70 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@CRITTER: Name: critter TerrainSpeeds: Clear: 90 Road: 100 Bridge: 100 Rail: 80 DirtRoad: 90 Rough: 70 Tiberium: 100 BlueTiberium: 100 Veins: 100 Locomotor@TRAIN: Name: train TerrainSpeeds: Rail: 100 Crushes: wall, crate, infantry Faction@Random: Name: faction-random.name InternalName: Random RandomFactionMembers: gdi, nod Description: faction-random.description Faction@gdi: Name: faction-gdi.name InternalName: gdi Description: faction-gdi.description Faction@nod: Name: faction-nod.name InternalName: nod Description: faction-nod.description TerrainGeometryOverlay: DebugVisualizations: CliffBackImpassabilityLayer: TSTiberiumRenderer: ResourceTypes: Tiberium: Sequences: tib01, tib02, tib03, tib04, tib05, tib06, tib07, tib08, tib09, tib10, tib11, tib12 Palette: greentiberium Name: resource-tiberium BlueTiberium: Sequences: tib01, tib02, tib03, tib04, tib05, tib06, tib07, tib08, tib09, tib10, tib11, tib12 Palette: bluetiberium Name: resource-tiberium Ramp1Sequences: Tiberium: tib13, tib14 BlueTiberium: tib13, tib14 Ramp2Sequences: Tiberium: tib15, tib16 BlueTiberium: tib15, tib16 Ramp3Sequences: Tiberium: tib17, tib18 BlueTiberium: tib17, tib18 Ramp4Sequences: Tiberium: tib19, tib20 BlueTiberium: tib19, tib20 TSVeinsRenderer: ResourceType: Veins Name: resource-veins Palette: player VeinholeActors: veinhole World: Inherits: ^BaseWorld ChatCommands: DevCommands: AutoSave: DebugVisualizationCommands: PathFinderOverlay: HierarchicalPathFinderOverlay: ActorMapOverlay: PlayerCommands: HelpCommand: BuildingInfluence: ProductionQueueFromSelection: ProductionPaletteWidget: PRODUCTION_PALETTE SmudgeLayer@SMALLSCORCH: Type: SmallScorch Sequence: smallscorches SmokeImage: smallfire SmokeSequences: idle SmokeChance: 50 MaxSmokeOffsetDistance: 256 SmudgeLayer@MEDIUMSCORCH: Type: MediumScorch Sequence: mediumscorches SmokeImage: mediumfire SmokeSequences: idle SmokeChance: 75 MaxSmokeOffsetDistance: 192 SmudgeLayer@LARGESCORCH: Type: LargeScorch Sequence: largescorches SmokeImage: largefire SmokeSequences: idle SmokeChance: 100 MaxSmokeOffsetDistance: 128 SmudgeLayer@SMALLCRATER: Type: SmallCrater Sequence: smallcraters SmudgeLayer@MEDIUMCRATER: Type: MediumCrater Sequence: mediumcraters SmudgeLayer@LARGECRATER: Type: LargeCrater Sequence: largecraters TSResourceLayer: VeinholeActors: veinhole ResourceTypes: Tiberium: ResourceIndex: 1 TerrainType: Tiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 BlueTiberium: ResourceIndex: 2 TerrainType: BlueTiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 Veins: ResourceIndex: 3 TerrainType: Veins AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 2 BridgeLayer: CustomTerrainDebugOverlay: ResourceClaimLayer: WarheadDebugOverlay: ExitsDebugOverlayManager: SubterraneanActorLayer: JumpjetActorLayer: MapCreeps: CheckboxVisible: False SpawnMapActors: MapBuildRadius: AllyBuildRadiusCheckboxDisplayOrder: 4 BuildRadiusCheckboxDisplayOrder: 5 MapOptions: ShortGameCheckboxDisplayOrder: 2 TechLevelDropdownDisplayOrder: 2 GameSpeedDropdownDisplayOrder: 1 CreateMapPlayers: StartingUnits@MCV: Class: none ClassName: options-starting-units.mcv-only Factions: gdi, nod BaseActor: mcv StartingUnits@light.gdi: Class: light ClassName: options-starting-units.light Factions: gdi BaseActor: mcv SupportActors: e1,e1,e1,smech InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@light.nod: Class: light ClassName: options-starting-units.light Factions: nod BaseActor: mcv SupportActors: e1,e1,e1,bggy InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@med.gdi: Class: medium ClassName: options-starting-units.medium Factions: gdi BaseActor: mcv SupportActors: e1,e1,e2,e2,jumpjet,smech InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@med.nod: Class: medium ClassName: options-starting-units.medium Factions: nod BaseActor: mcv SupportActors: e1,e1,e3,e3,cyborg,bggy InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@heavy.gdi: Class: heavy ClassName: options-starting-units.heavy Factions: gdi BaseActor: mcv SupportActors: e1,e1,e2,e2,jumpjet,smech,smech,mmch InnerSupportRadius: 3 OuterSupportRadius: 5 StartingUnits@heavy.nod: Class: heavy ClassName: options-starting-units.heavy Factions: nod BaseActor: mcv SupportActors: e1,e1,e3,e3,cyborg,bggy,bike,ttnk InnerSupportRadius: 3 OuterSupportRadius: 5 MapStartingLocations: SeparateTeamSpawnsCheckboxDisplayOrder: 6 SpawnStartingUnits: CrateSpawner: Minimum: 1 Maximum: 6 SpawnInterval: 3000 WaterChance: 0 ValidGround: Clear, Rough, Road, DirtRoad, Tiberium, BlueTiberium InitialSpawnDelay: 1500 CheckboxDisplayOrder: 1 PathFinder: ValidateOrder: DebugPauseState: ScreenShaker: RadarPings: StartGameNotification: ObjectivesPanel: PanelName: SKIRMISH_STATS LoadWidgetAtGameStart: ShellmapRoot: MAINMENU_PRERELEASE_NOTIFICATION ScriptTriggers: CellTriggerOverlay: TimeLimitManager: TimeLimitDisplayOrder: 2 ColorPickerManager: PreviewActor: harv.colorpicker FactionPreviewActors: gdi: hvr.colorpicker nod: stnk.colorpicker PresetColors: F21818, FF7A22, F2BC18, F8D3B3, CDF291, DAF218, 18F26F, 12B572, F279E6, 502048, 391D1D, BA18F2, F218BC, 1821F2, 328DFF, 78DBF8 OrderEffects: TerrainFlashImage: moveflsh TerrainFlashSequence: idle TerrainFlashPalette: moveflash ActorFlashType: Tint EditorWorld: Inherits: ^BaseWorld EditorActorLayer: EditorCursorLayer: TSEditorResourceLayer: ResourceTypes: Tiberium: ResourceIndex: 1 TerrainType: Tiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 BlueTiberium: ResourceIndex: 2 TerrainType: BlueTiberium AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 12 Veins: ResourceIndex: 3 TerrainType: Veins AllowedTerrainTypes: Clear, Rough, DirtRoad MaxDensity: 2 VeinholeActors: veinhole LoadWidgetAtGameStart: EditorActionManager: BuildableTerrainOverlay: AllowedTerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement Palette: ra Alpha: 0.35 MarkerLayerOverlay: TilingPathTool: DefaultStart: Clear DefaultInner: Beach DefaultEnd: Clear