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Traits
build edited this page Dec 22, 2013
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This documentation is aimed at modders and contributors of OpenRA. It displays all traits with default values and developer commentary. Please do not edit it directly, but add new [Desc("String")] tags to the source code. This file has been automatically generated on 23/12/2013 7:49:42 AM. Type make docs to create a new one. A copy of this is uploaded to https://github.com/OpenRA/OpenRA/wiki/Traits as well as compiled to HTML and shipped with every release during the automated packaging process.
RenderSprites:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderSimple:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RejectsOrders:
Except: # Type: String[]
ScreenShaker:
MinMultiplier: (-3,-3) # Type: float2
MaxMultiplier: (3,3) # Type: float2
ResourceLayer:
ScreenMap:
BinSize: 250 # Type: Int32. Size of partition bins (world pixels)
Country:
Name: # Type: String
Race: # Type: String
Selectable: True # Type: Boolean
ActorMap:
BinSize: 10 # Type: Int32. Size of partition bins (cells)
Shroud:
ResourceType:
EditorSprite: # Type: String
Variants: # Type: String[]
Palette: terrain # Type: String
ResourceType: 1 # Type: Int32
ValuePerUnit: 0 # Type: Int32
MaxDensity: 10 # Type: Int32
Name: # Type: String
TerrainType: Ore # Type: String
AllowedTerrainTypes: # Type: String[]
AllowUnderActors: False # Type: Boolean
PipColor: Yellow # Type: PipType
CreatesShroud:
Range: 0 # Type: Int32
DebugPauseState:
Selectable:
Selectable: True # Type: Boolean
Priority: 10 # Type: Int32
Bounds: # Type: Int32[]
Voice: # Type: String
BodyOrientation:
QuantizedFacings: -1 # Type: Int32. Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence
CameraPitch: 113 # Type: WAngle. Camera pitch for rotation calculations
Waypoint:
ValidateOrder:
SelectionDecorations:
EditorTilesetFilter:
RequireTilesets: # Type: String[]
ExcludeTilesets: # Type: String[]
RevealsShroud:
Range: 0 # Type: Int32
Armor:
Type: # Type: String
EditorAppearance:
RelativeToTopLeft: False # Type: Boolean
UseTerrainPalette: False # Type: Boolean
Health:
HP: 0 # Type: Int32
Radius: 10 # Type: Single
PlayerHighlightPalette: # Add this to the Player actor definition.
BaseName: highlight # Type: String. The prefix for the resulting player palettes
FrozenActorLayer:
PlayerColorPalette: # Add this to the Player actor definition.
BasePalette: # Type: String. The name of the palette to base off.
BaseName: player # Type: String. The prefix for the resulting player palettes
RemapIndex: # Type: Int32[]. Remap these indices to player colors.
Ramp: 0.05 # Type: Single. Luminosity range to span.
AllowModifiers: True # Type: Boolean. Allow palette modifiers to change the palette.
DeveloperMode:
Cash: 20000 # Type: Int32
FastBuild: False # Type: Boolean
FastCharge: False # Type: Boolean
DisableShroud: False # Type: Boolean
PathDebug: False # Type: Boolean
UnlimitedPower: False # Type: Boolean
BuildAnywhere: False # Type: Boolean
ShowMuzzles: False # Type: Boolean
ShowDebugGeometry: False # Type: Boolean
PlayerResources:
SelectableCash: 2500,5000,10000,20000 # Type: Int32[]
DefaultCash: 5000 # Type: Int32
AdviceInterval: 250 # Type: Int32
DrawLineToTarget:
Ticks: 60 # Type: Int32
RepairsUnits:
ValuePercentage: 20 # Type: Int32
HpPerStep: 10 # Type: Int32
Interval: 24 # Type: Int32
Armament: # Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
Name: primary # Type: String
Weapon: # Type: String. Has to be defined here and in weapons.yaml.
Turret: primary # Type: String
FireDelay: 0 # Type: Int32. Time (in frames) until the weapon can fire again.
LocalOffset: # Type: WRange[]. Muzzle position relative to turret or body. (forward, right, up) triples
LocalYaw: # Type: WAngle[]. Muzzle yaw relative to turret or body.
Recoil: 0 # Type: WRange. Move the turret backwards when firing.
RecoilRecovery: 9 # Type: WRange. Recoil recovery per-frame
RenderRangeCircle:
RangeCircleType: # Type: String
WithSmoke:
WithVoxelWalkerBody:
TickRate: 5 # Type: Int32
RenderUnitReload:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderInfantry:
MinIdleWaitTicks: 30 # Type: Int32
MaxIdleWaitTicks: 110 # Type: Int32
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithResources:
Sequence: resources # Type: String. Sequence name to use
WithBuildingExplosion:
RenderFlare:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderHarvester:
ImagesByFullness: harv # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithHarvestAnimation:
Sequence: harvest # Type: String. Sequence name to use
Offset: 0,0,0 # Type: WVec. Position relative to body
RenderVoxels:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
NormalsPalette: normals # Type: String
Scale: 10 # Type: Single. Change the image size.
LightPitch: 142 # Type: WAngle
LightYaw: 682 # Type: WAngle
LightAmbientColor: 0.6,0.6,0.6 # Type: Single[]
LightDiffuseColor: 0.4,0.4,0.4 # Type: Single[]
WithCrateBody:
Images: crate # Type: String[]
XmasImages: # Type: String[]
WithIdleOverlay:
Sequence: idle-overlay # Type: String. Sequence name to use
Offset: 0,0,0 # Type: WVec. Position relative to body
RenderBuildingWarFactory:
HasMakeAnimation: True # Type: Boolean
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithVoxelTurret:
Sequence: turret # Type: String. Voxel sequence name to use
Turret: primary # Type: String. Turreted 'Turret' key to display
RenderBuildingCharge:
ChargeAudio: tslachg2.aud # Type: String
HasMakeAnimation: True # Type: Boolean
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderEditorOnly:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithTurret:
Sequence: turret # Type: String. Sequence name to use
AimSequence: # Type: String. Sequence name to use when prepared to fire
Turret: primary # Type: String. Turreted 'Turret' key to display
Recoils: True # Type: Boolean. Render recoil
WithVoxelBody:
WithRotor:
Sequence: rotor # Type: String. Sequence name to use when flying
GroundSequence: slow-rotor # Type: String. Sequence name to use when landed
Offset: 0,0,0 # Type: WVec. Position relative to body
Id: rotor # Type: String
RenderBuildingTurreted:
HasMakeAnimation: True # Type: Boolean
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithVoxelBarrel:
Sequence: barrel # Type: String. Voxel sequence name to use
Armament: primary # Type: String. Armament to use for recoil
LocalOffset: 0,0,0 # Type: WVec. Visual offset
RenderSpy:
MinIdleWaitTicks: 30 # Type: Int32
MaxIdleWaitTicks: 110 # Type: Int32
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderInfantryPanic:
MinIdleWaitTicks: 30 # Type: Int32
MaxIdleWaitTicks: 110 # Type: Int32
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithMuzzleFlash:
Sequence: muzzle # Type: String. Sequence name to use
Armament: primary # Type: String. Armament name
SplitFacings: False # Type: Boolean. Are the muzzle facings split into multiple shps?
FacingCount: 8 # Type: Int32. Number of separate facing images that are defined in the sequences.
WithShadow:
RenderBuildingSilo:
HasMakeAnimation: True # Type: Boolean
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderUnit:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderBuilding:
HasMakeAnimation: True # Type: Boolean
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
RenderBuildingWall:
HasMakeAnimation: True # Type: Boolean
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
ParachuteAttachment:
ParachuteSprite: parach # Type: String
Offset: 0,0,0 # Type: WVec
Harvester:
DeliveryBuildings: # Type: String[]
Capacity: 28 # Type: Int32
LoadTicksPerBale: 4 # Type: Int32
UnloadTicksPerBale: 4 # Type: Int32
PipCount: 7 # Type: Int32
HarvestFacings: 0 # Type: Int32
Resources: # Type: String[]
FullyLoadedSpeed: 0.85 # Type: Decimal
SearchFromProcRadius: 24 # Type: Int32
SearchFromOrderRadius: 12 # Type: Int32
AnnounceOnBuild:
Chronoshiftable:
ExplodeInstead: False # Type: Boolean
ChronoshiftSound: chrono2.aud # Type: String
ShroudRenderer:
Sequence: shroud # Type: String
Variants: shroud # Type: String[]
Index: 12,9,8,3,1,6,4,2,13,11,7,14 # Type: Int32[]
# Bitfield of shroud directions for each frame. Lower four bits are
# corners clockwise from TL; upper four are edges clockwise from top
UseExtendedIndex: False # Type: Boolean. Use the upper four bits when calculating frame
ShroudColor: 12 # Type: Int32. Palette index for synthesized unexplored tile
ShroudBlend: Alpha # Type: BlendMode
JamsMissiles:
Range: 0 # Type: Int32
AlliedMissiles: True # Type: Boolean
Chance: 100 # Type: Int32
GivesBounty: # You get money for playing this actor.
Percentage: 10 # Type: Int32. Calculated by Cost or CustomSellValue so they have to be set to avoid crashes.
LevelMod: 125 # Type: Int32. Higher ranked units give higher bounties.
Stances: Neutral,Enemy # Type: Stance[]. Destroying creeps and enemies is rewarded.
CreateMPPlayers:
OreRefinery:
DockOffset: 1,2 # Type: int2
ShowTicks: True # Type: Boolean
TickLifetime: 30 # Type: Int32
TickVelocity: 2 # Type: Int32
TickRate: 10 # Type: Int32
DockAngle: 64 # Type: Int32
Allies02Script:
DesertShellmapScript:
DesertShellmapAutoUnload:
Survival02Script:
DefaultShellmapScript:
Allies04Script:
Allies04Hijackable:
Allies04RenderHijacked:
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
Allies04TrivialBuilding:
Allies04MaintainBuilding:
Player: # Type: String
Allies04TransformOnLabInfiltrate:
ToActor: # Type: String
Allies04HazyPaletteEffect:
MonsterTankMadnessScript:
FirstStartUnits: # Type: String[]
SecondStartUnits: # Type: String[]
ThirdStartUnits: # Type: String[]
FirstBaseUnits: # Type: String[]
CivilianEvacuees: # Type: String[]
FortLonestarScript:
Soviet01ClassicScript:
Soviet01ClassicContainsActors:
Actors: # Type: String[]
Allies03Script:
MissionObjectivesPanel:
ObjectivesPanel: # Type: String
Survival01Script:
Allies01Script:
ScaredyCat:
PanicLength: 250 # Type: Int32
PanicSpeedModifier: 2 # Type: Decimal
AttackPanicChance: 20 # Type: Int32
Bridge:
Long: False # Type: Boolean
RepairPropagationDelay: 20 # Type: Int32. Delay (in ticks) between repairing adjacent spans in long bridges
Template: 0 # Type: UInt16
DamagedTemplate: 0 # Type: UInt16
DestroyedTemplate: 0 # Type: UInt16
DestroyedPlusNorthTemplate: 0 # Type: UInt16
DestroyedPlusSouthTemplate: 0 # Type: UInt16
DestroyedPlusBothTemplate: 0 # Type: UInt16
ShorePieces: br1,br2 # Type: String[]
NorthOffset: # Type: Int32[]
SouthOffset: # Type: Int32[]
ActorLostNotification:
Notification: UnitLost # Type: String
NotifyAll: False # Type: Boolean
SpyToolTip:
Description: # Type: String
Name: # Type: String
Icon: icon # Type: String. Sequence of the actor that contains the cameo.
Spy:
IgnoresDisguise:
MPStartUnits:
Class: none # Type: String
Races: # Type: String[]
BaseActor: # Type: String
SupportActors: # Type: String[]
InnerSupportRadius: 2 # Type: Int32. Inner radius for spawning support actors
OuterSupportRadius: 4 # Type: Int32. Outer radius for spawning support actors
Tooltip: # Shown in the build palette widget.
Description: # Type: String
Name: # Type: String
Icon: icon # Type: String. Sequence of the actor that contains the cameo.
ParaDrop:
LZRange: 4 # Type: Int32
ChuteSound: chute1.aud # Type: String
BridgeHut:
RenderJammerCircle:
ProductionBar: # Visualizes the remaining build time of actor produced here.
EjectOnDeath: # Eject a ground soldier or a paratrooper while in the air.
PilotActor: E1 # Type: String
SuccessRate: 50 # Type: Int32
ChuteSound: chute1.aud # Type: String
EjectInAir: False # Type: Boolean
EjectOnGround: False # Type: Boolean
SelfHealing:
Step: 5 # Type: Int32
Ticks: 5 # Type: Int32
HealIfBelow: 0.5 # Type: Single
DamageCooldown: 0 # Type: Int32
RequiresTech: # Type: String
SelfHealingTech:
Type: # Type: String
Reloads: # Unit will reload its limited ammo itself.
Count: 0 # Type: Int32. How much ammo is reloaded after a certain period.
Period: 50 # Type: Int32. How long it takes to do so.
CrushableInfantry:
CrushSound: squish2.aud # Type: String
CorpseSequence: die-crushed # Type: String
CrushClasses: infantry # Type: String[]
WarnProbability: 75 # Type: Int32
AnnounceOnKill:
Burns:
Anim: 1 # Type: String
Damage: 1 # Type: Int32
Interval: 8 # Type: Int32
Husk:
AllowedTerrain: # Type: String[]
FrozenUnderFog:
StartsRevealed: False # Type: Boolean
HiddenUnderFog:
AutoHeal: # Used together with AttackMedic: to make the healer do it's job automatically to nearby units.
DemoTruck:
Invulnerable:
Infiltratable:
Type: # Type: String
Infiltrates:
Types: Cash,SupportPower,Exploration # Type: String[]
PaletteFromRGBA: # Creates a single color palette without any base palette file.
Name: # Type: String. internal palette name
Tileset: # Type: String. If defined, load the palette only for this tileset.
R: 0 # Type: Int32. red color component
G: 0 # Type: Int32. green color component
B: 0 # Type: Int32. blue color component
A: 255 # Type: Int32. alpha channel (transparency)
AllowModifiers: True # Type: Boolean
Capturable: # This actor can be captured by a unit with Captures: trait.
Type: building # Type: String. Type of actor (the Captures: trait defines what Types it can capture).
AllowAllies: False # Type: Boolean
AllowNeutral: True # Type: Boolean
AllowEnemies: True # Type: Boolean
CaptureThreshold: 0.5 # Type: Single. Health percentage the target must be at (or below) before it can be captured.
Mine:
CrushClasses: # Type: String[]
AvoidFriendly: True # Type: Boolean
DetonateClasses: # Type: String[]
MineImmune:
TargetableUnit:
TargetTypes: # Type: String[]
Valued: # How much the unit is worth.
Cost: 0 # Type: Int32. Used in production, but also for bounties so remember to set it > 0 even for NPCs.
ProximityCapturable:
Permanent: False # Type: Boolean
Range: 5 # Type: Int32
MustBeClear: False # Type: Boolean
CaptorTypes: Vehicle,Tank,Infantry # Type: String[]
SeedsResource:
Interval: 75 # Type: Int32
ResourceType: Ore # Type: String
MaxRange: 100 # Type: Int32
AnimationInterval: 750 # Type: Int32
RepairableNear:
Buildings: spen,syrd # Type: String[]
CloseEnough: 4 # Type: Int32
CaptureNotification:
Notification: BuildingCaptured # Type: String
NewOwnerVoice: True # Type: Boolean
TargetableBuilding:
TargetTypes: # Type: String[]
ExternalCaptures: # This actor can capture other actors which have the ExternalCapturable: trait.
CaptureTypes: building # Type: String[]. Types of actors that it can capture, as long as the type also exists in the ExternalCapturable Type: trait.
ConsumeActor: False # Type: Boolean. Destroy the unit after capturing.
ShroudPalette: # Adds the hard-coded shroud palette to the game
Name: shroud # Type: String. Internal palette name
Fog: False # Type: Boolean. Palette type
ChronoshiftDeploy:
ChargeTime: 30 # Type: Int32
JumpDistance: 10 # Type: Int32
ChronoshiftSound: chrotnk1.aud # Type: String
NukePaletteEffect:
GpsWatcher:
GpsPower:
RevealDelay: 0 # Type: Int32
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: GpsPowerInfoOrder # Type: String
ChronoshiftPower:
Range: 1 # Type: Int32
Duration: 30 # Type: Int32
KillCargo: True # Type: Boolean
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: ChronoshiftPowerInfoOrder # Type: String
NukePower:
MissileWeapon: # Type: String
SpawnOffset: 0,0,0 # Type: WVec
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: NukePowerInfoOrder # Type: String
SupportPowerManager:
SpyPlanePower:
RevealTime: 6 # Type: Int32
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: SpyPlanePowerInfoOrder # Type: String
ParatroopersPower:
DropItems: # Type: String[]
UnitType: badr # Type: String
FlareType: flare # Type: String
FlareTime: 3000 # Type: Int32
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: ParatroopersPowerInfoOrder # Type: String
AirstrikePower:
UnitType: badr.bomber # Type: String
SquadSize: 1 # Type: Int32
SquadOffset: -1536,1536,0 # Type: WVec
QuantizedFacings: 32 # Type: Int32
Cordon: 5120 # Type: WRange
FlareType: # Type: String
FlareTime: 3000 # Type: Int32
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: AirstrikePowerInfoOrder # Type: String
IronCurtainPower:
Duration: 10 # Type: Int32
Range: 1 # Type: Int32
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: IronCurtainPowerInfoOrder # Type: String
SupportPowerChargeBar:
SonarPulsePower:
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: SonarPulsePowerInfoOrder # Type: String
GivesExperience:
Experience: -1 # Type: Int32. If -1, use the value of the unit cost.
CrateSpawner:
Minimum: 1 # Type: Int32. Minimum number of crates
Maximum: 255 # Type: Int32. Maximum number of crates
ValidGround: Clear,Rough,Road,Ore,Beach # Type: String[]. Which terrain types can we drop on?
ValidWater: Water # Type: String[]. Which terrain types count as water?
SpawnInterval: 180 # Type: Int32. Average time (seconds) between crate spawn
WaterChance: 0.2 # Type: Single. Chance of generating a water crate instead of a land crate
HarvesterHuskModifier:
FullHuskActor: # Type: String
FullnessThreshold: 50 # Type: Int32
Cargo:
MaxWeight: 0 # Type: Int32
PipCount: 0 # Type: Int32
Types: # Type: String[]
UnloadFacing: 0 # Type: Int32
InitialUnits: # Type: String[]
MaximumUnloadAltitude: 0 # Type: WRange
AppearsOnRadar:
UseLocation: False # Type: Boolean
Explodes:
Weapon: UnitExplode # Type: String
EmptyWeapon: UnitExplode # Type: String
Chance: 100 # Type: Int32
InfDeath: # Type: Int32[]
ConquestVictoryConditions:
NotificationDelay: 1500 # Type: Int32. Milliseconds
MustBeDestroyed: # Tag trait for things that must be destroyed for a short game to end.
ConquestObjectivesPanel:
# Provides game mode information for players/observers.
# Goes on WorldActor - observers don't have a player it can live on.
ObjectivesPanel: # Type: String
LuaScriptEvents:
LuaScriptInterface:
LuaScripts: # Type: String[]
LightPaletteRotator: # Palette effect used for blinking "animations" on actors.
ExcludePalettes: # Type: String[]
GainsExperience:
CostThreshold: 2,4,8,16 # Type: Single[]. XP requirements for each level, as multiples of our own cost.
FirepowerModifier: 1.1,1.15,1.2,1.5 # Type: Single[]
ArmorModifier: 1.1,1.2,1.3,1.5 # Type: Single[]
SpeedModifier: 1.1,1.15,1.2,1.5 # Type: Decimal[]
MPStartLocations:
InitialExploreRange: 5 # Type: Int32
SmudgeLayer:
Type: Scorch # Type: String
Sequence: scorch # Type: String
SmokePercentage: 25 # Type: Int32
SmokeType: smoke_m # Type: String
PathfinderDebugOverlay:
DomainIndex:
ChooseBuildTabOnSelect:
PlayMusicOnMapLoad:
Music: # Type: String
Loop: False # Type: Boolean
ResourceClaimLayer:
RadarColorFromTerrain:
Terrain: # Type: String
EngineerRepair:
EngineerRepairable:
Minelayer:
Mine: minv # Type: String
RearmBuildings: fix # Type: String[]
MinefieldDepth: 1.5 # Type: Single
AutoTarget: # The actor will automatically engage the enemy when it is in range.
AllowMovement: True # Type: Boolean. It will try to hunt down the enemy if it is not set to defend.
ScanRadius: -1 # Type: Int32. Set to a value >1 to override weapons maximum range for this.
InitialStance: AttackAnything # Type: UnitStance
MinimumScanTimeInterval: 3 # Type: Int32. Ticks to wait until next AutoTarget: attempt.
MaximumScanTimeInterval: 8 # Type: Int32. Ticks to wait until next AutoTarget: attempt.
AutoTargetIgnore: # Will not get automatically targeted by enemy (like walls)
Buildable:
Prerequisites: # Type: String[]
Owner: # Type: String[]
Queue: # Type: String
Hidden: False # Type: Boolean
BuildLimit: 0 # Type: Int32
BuildPaletteOrder: 9999 # Type: Int32
Hotkey: UNKNOWN None # Type: Hotkey
HackyAI:
Name: Unnamed Bot # Type: String
SquadSize: 8 # Type: Int32
AssignRolesInterval: 20 # Type: Int32
RushInterval: 600 # Type: Int32
AttackForceInterval: 30 # Type: Int32
RallypointTestBuilding: fact # Type: String
UnitQueues: Vehicle,Infantry,Plane,Ship,Aircraft # Type: String[]
ShouldRepairBuildings: True # Type: Boolean
UnitsToBuild: # Type: Dictionary<String,Single>
BuildingFractions: # Type: Dictionary<String,Single>
UnitsCommonNames: # Type: Dictionary<String,String[]>
BuildingCommonNames: # Type: Dictionary<String,String[]>
BuildingLimits: # Type: Dictionary<String,Int32>
MadTank:
ThumpSequence: piston # Type: String
ThumpInterval: 8 # Type: Int32
ThumpDamageWeapon: MADTankThump # Type: String
ThumpShakeIntensity: 3 # Type: Int32
ThumpShakeMultiplier: (1,0) # Type: float2
ThumpShakeTime: 10 # Type: Int32
ChargeDelay: 96 # Type: Int32
ChargeSound: madchrg2.aud # Type: String
DetonationDelay: 42 # Type: Int32
DetonationSound: madexplo.aud # Type: String
DetonationWeapon: MADTankDetonate # Type: String
DriverActor: e1 # Type: String
RenderShroudCircle:
Sellable: # Building can be sold
RefundPercent: 50 # Type: Int32
CloakPaletteEffect:
Huntable:
Guard:
Guardable:
Range: 2 # Type: Int32
InfiltrateForExploration:
RenderDetectionCircle:
InfiltrateForCash:
Percentage: 50 # Type: Int32
Minimum: 500 # Type: Int32
SoundToVictim: credit1.aud # Type: String
StrategicPoint:
StrategicVictoryConditions:
TicksToHold: 7500 # Type: Int32
ResetOnHoldLost: True # Type: Boolean
RatioRequired: 0.5 # Type: Single
EmitInfantryOnSell:
ValuePercent: 40 # Type: Single
MinHpPercent: 30 # Type: Single
ActorTypes: e1 # Type: String[]
Fake:
ChronoshiftPaletteEffect:
TeslaInstantKills:
C4Demolition:
C4Delay: 45 # Type: Int32
PaletteFromFile:
Name: # Type: String. internal palette name
Tileset: # Type: String. If defined, load the palette only for this tileset.
Filename: # Type: String. filename to load
ShadowIndex: # Type: Int32[]. Map listed indices to shadow. Ignores previous color.
AllowModifiers: True # Type: Boolean
FallsToEarth:
Explosion: UnitExplode # Type: String
Spins: True # Type: Boolean
Moves: False # Type: Boolean
Velocity: 43 # Type: WRange
ReturnOnIdle:
FlyAwayOnIdle:
Plane:
MaximumPitch: 28 # Type: WAngle
CruiseAltitude: 30 # Type: Int32
RepairBuildings: fix # Type: String[]
RearmBuildings: hpad,afld # Type: String[]
InitialFacing: 128 # Type: Int32
ROT: 255 # Type: Int32
Speed: 1 # Type: Int32
LandableTerrainTypes: # Type: String[]
TargetableAircraft:
GroundedTargetTypes: # Type: String[]
TargetTypes: # Type: String[]
Aircraft:
CruiseAltitude: 30 # Type: Int32
RepairBuildings: fix # Type: String[]
RearmBuildings: hpad,afld # Type: String[]
InitialFacing: 128 # Type: Int32
ROT: 255 # Type: Int32
Speed: 1 # Type: Int32
LandableTerrainTypes: # Type: String[]
AttackHeli:
FacingTolerance: 1 # Type: Int32
Cursor: attack # Type: String
AttackPlane:
FacingTolerance: 1 # Type: Int32
Cursor: attack # Type: String
Helicopter:
IdealSeparation: 1706 # Type: WRange
LandWhenIdle: True # Type: Boolean
LandAltitude: 0 # Type: WRange
AltitudeVelocity: 43 # Type: WRange
CruiseAltitude: 30 # Type: Int32
RepairBuildings: fix # Type: String[]
RearmBuildings: hpad,afld # Type: String[]
InitialFacing: 128 # Type: Int32
ROT: 255 # Type: Int32
Speed: 1 # Type: Int32
LandableTerrainTypes: # Type: String[]
Mobile: # Unit is able to move.
TerrainSpeeds: # Type: Dictionary<String,TerrainInfo>. Set Water: 0 for ground units and lower the value on rough terrain.
Crushes: # Type: String[]. e.g. crate, wall, infantry
WaitAverage: 5 # Type: Int32
WaitSpread: 2 # Type: Int32
InitialFacing: 128 # Type: Int32
ROT: 255 # Type: Int32. Rate of Turning
Speed: 1 # Type: Int32
OnRails: False # Type: Boolean
SharesCell: False # Type: Boolean. Allow multiple (infantry) units in one cell.
PathFinder:
Passenger:
CargoType: # Type: String
PipType: Green # Type: PipType
Weight: 1 # Type: Int32
CrateAction:
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
LeavesHusk:
HuskActor: # Type: String
BridgeLayer:
Bridges: bridge1,bridge2 # Type: String[]
Production: # This unit has access to build queues.
Produces: # Type: String[]. e.g. Infantry, Vehicles, Aircraft, Buildings
Exit: # Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
SpawnOffset: 0,0 # Type: int2
ExitCell: 0,0 # Type: int2
Facing: -1 # Type: Int32
ExternalCapturableBar: # Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait.
SpawnMapActors:
StoresOre:
PipCount: 0 # Type: Int32. Number of little squares used to display how filled unit is.
PipColor: Yellow # Type: PipType
Capacity: 0 # Type: Int32
FreeActor:
# Player recives a unit for free once the building is placed. This also works for structures.
# If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...
Actor: # Type: String. Name of actor (use HARV if this trait is for refineries)
InitialActivity: # Type: String
# What the unit should start doing. Warning: If this is not a harvester
# it will break if you use FindResources.
SpawnOffset: 0,0 # Type: int2. Offset relative to structure-center in 2D (e.g. 1, 2)
Facing: 0 # Type: Int32. Which direction the unit should face.
CanPowerDown:
Bib:
Sequence: bib # Type: String
Palette: terrain # Type: String
DeadBuildingState:
LingerTime: 20 # Type: Int32
PowerManager:
AdviceInterval: 250 # Type: Int32
ShakeOnDeath:
Intensity: 10 # Type: Int32
CustomBuildTimeValue: # Overrides the build time calculated by actor value.
Value: 0 # Type: Int32
SoundOnDamageTransition:
DamagedSound: # Type: String
DestroyedSound: # Type: String
LineBuild: # Place the second actor in line to build more of the same at once (used for walls).
Range: 5 # Type: Int32. The maximum allowed length of the line.
GivesBuildableArea: # Remove this trait to limit base-walking by cheap or defensive buildings.
Building:
Power: 0 # Type: Int32. If negative, it will drain power, if positive, it will provide power.
TerrainTypes: # Type: String[]. Where you are allowed to place the building (Water, Clear, ...)
Adjacent: 2 # Type: Int32. The range to the next building it can be constructed. Set it higher for walls.
Footprint: x # Type: String. x means space it blocks, _ is a part that is passable by actors.
Dimensions: 1,1 # Type: int2
RequiresBaseProvider: False # Type: Boolean
BuildSounds: placbldg.aud,build5.aud # Type: String[]
SellSounds: cashturn.aud # Type: String[]
RepairableBuilding: # Building can be repaired by the repair button.
RepairPercent: 20 # Type: Int32
RepairInterval: 24 # Type: Int32
RepairStep: 7 # Type: Int32
IndicatorPalettePrefix: player # Type: String
BaseProvider:
Range: 10 # Type: Int32
Cooldown: 0 # Type: Int32
InitialDelay: 0 # Type: Int32
CustomSellValue: # Allow a non-standard sell/repair value to avoid buy-sell exploits.
Value: 0 # Type: Int32
Wall:
CrushClasses: # Type: String[]
CrushSound: # Type: String
BuildingInfluence:
RequiresPower:
TransformOnCapture:
IntoActor: # Type: String
ForceHealthPercentage: 0 # Type: Int32
SkipMakeAnims: True # Type: Boolean
PrimaryBuilding: # Used together with ClassicProductionQueue.
Reservable:
Crate:
Lifetime: 5 # Type: Int32
TerrainTypes: # Type: String[]
RepairsBridges:
TakeCover:
ProneTime: 100 # Type: Int32
ProneDamage: 0.5 # Type: Single
ProneSpeed: 0.5 # Type: Decimal
ProneOffset: 85,0,-171 # Type: WVec
Turret: primary # Type: String
ROT: 255 # Type: Int32. Rate of Turning
InitialFacing: 128 # Type: Int32
AlignWhenIdle: False # Type: Boolean
Offset: 0,0,0 # Type: WVec. Muzzle position relative to turret or body. (forward, right, up) triples
RenderInfantryProne:
MinIdleWaitTicks: 30 # Type: Int32
MaxIdleWaitTicks: 110 # Type: Int32
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
DetectCloaked:
Range: 5 # Type: Int32
SupplyTruck: # Donate money to building if it has the AcceptSupplies: trait.
Payload: 500 # Type: Int32. The amount of cash the owner of the building recieves.
ProximityCaptor:
Types: # Type: String[]
CashTrickler: # Lets the actor generate cash in a set periodic time.
Period: 50 # Type: Int32. Number of ticks to wait between giving money.
Amount: 15 # Type: Int32. Amount of money to give each time.
ShowTicks: True # Type: Boolean. Whether to show the cash tick indicators (+$15 rising from actor).
CaptureAmount: 0 # Type: Int32. Amount of money awarded for capturing the actor.
PaletteFromCurrentTileset: # Loads the palette specified in the tileset definition
Name: # Type: String. internal palette name
ShadowIndex: # Type: Int32[]. Map listed indices to shadow. Ignores previous color.
AllowModifiers: True # Type: Boolean
LoadWidgetAtGameStart:
Widget: # Type: String
ClearRoot: True # Type: Boolean
TransformOnPassenger:
PassengerTypes: # Type: String[]
OnEnter: # Type: String
OnExit: # Type: String
SkipMakeAnims: False # Type: Boolean
BecomeNeutral: False # Type: Boolean
ProvidesRadar:
JamsRadar:
Range: 0 # Type: Int32
Transforms:
IntoActor: # Type: String
Offset: 0,0 # Type: int2
Facing: 96 # Type: Int32
TransformSounds: # Type: String[]
NoTransformSounds: # Type: String[]
VoxelNormalsPalette:
Name: normals # Type: String
Type: TiberianSun # Type: NormalType
LimitedAmmo:
Ammo: 0 # Type: Int32
PipCount: 0 # Type: Int32. Defaults to value in Ammo.
ReloadTicks: 50 # Type: Int32. Time to reload measured in ticks.
SmokeTrailWhenDamaged:
Offset: 0,0,0 # Type: WVec. Position relative to body
Interval: 3 # Type: Int32
Sprite: smokey # Type: String
MinDamage: Heavy # Type: DamageState
TargetableSubmarine:
CloakedTargetTypes: # Type: String[]
TargetTypes: # Type: String[]
InfiltrateForSupportPower:
Proxy: # Type: String
Turreted:
Turret: primary # Type: String
ROT: 255 # Type: Int32. Rate of Turning
InitialFacing: 128 # Type: Int32
AlignWhenIdle: False # Type: Boolean
Offset: 0,0,0 # Type: WVec. Muzzle position relative to turret or body. (forward, right, up) triples
Cloak:
InitialDelay: 10 # Type: Int32
CloakDelay: 30 # Type: Int32
UncloakOnMove: False # Type: Boolean
RequiresCrate: False # Type: Boolean
CloakSound: # Type: String
UncloakSound: # Type: String
Palette: cloak # Type: String
BaseBuilding: # Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.
GiveMcvCrateAction:
NoBaseSelectionShares: 1000 # Type: Int32
Unit: # Type: String
Owner: # Type: String
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
RevealMapCrateAction:
IncludeAllies: False # Type: Boolean
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
ExplodeCrateAction:
Weapon: # Type: String
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
CloakCrateAction:
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
SupportPowerCrateAction:
Proxy: # Type: String
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
HealUnitsCrateAction:
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
LevelUpCrateAction:
Levels: 1 # Type: Int32
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
HideMapCrateAction:
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
GiveUnitCrateAction:
Unit: # Type: String
Owner: # Type: String
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
GiveCashCrateAction:
Amount: 2000 # Type: Int32
UseCashTick: False # Type: Boolean
SelectionShares: 10 # Type: Int32. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]
ContainsCrate:
Captures: # This actor can capture other actors which have the Capturable: trait.
CaptureTypes: building # Type: String[]. Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.
Sabotage: True # Type: Boolean. Unit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging.
SabotageHPRemoval: 0.5 # Type: Single. Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed.
CrateDrop:
Minimum: 1 # Type: Int32. Minimum number of crates
Maximum: 255 # Type: Int32. Maximum number of crates
ValidGround: Clear,Rough,Road,Ore,Beach # Type: String[]. Which terrain types can we drop on?
ValidWater: Water # Type: String[]. Which terrain types count as water?
SpawnInterval: 180 # Type: Int32. Average time (seconds) between crate spawn
WaterChance: 0.2 # Type: Single. Chance of generating a water crate instead of a land crate
CrateActor: crate # Type: String
DeliveryAircraft: badr # Type: String
ThrowsParticle:
Anim: # Type: String
Offset: 0,0,0 # Type: WVec. Initial position relative to body
MinThrowRange: 256 # Type: WRange. Minimum distance to throw the particle
MaxThrowRange: 768 # Type: WRange. Maximum distance to throw the particle
MinThrowAngle: 85 # Type: WAngle. Minimum angle to throw the particle
MaxThrowAngle: 170 # Type: WAngle. Maximum angle to throw the particle
Velocity: 75 # Type: Int32. Speed to throw the particle (horizontal WPos/tick)
ROT: 15 # Type: Single. Maximum rotation rate
CombatDebugOverlay:
AcceptsSupplies: # Tag trait for SupplyTruck: actors.
BaseAttackNotifier:
NotifyInterval: 30 # Type: Int32
TechTree:
ProvidesCustomPrerequisite:
Prerequisite: # Type: String
PlayerStatistics:
UpdatesPlayerStatistics:
ProductionQueue:
# Attach this to an actor (usually a building) to let it produce units or construct buildings.
# If one builds another actor of this type, he will get a separate queue to create two actors
# at the same time. Will only work together with the Production: trait.
Type: # Type: String. What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
Group: # Type: String. Group queues from separate buildings together into the same tab.
BuildSpeed: 0.4 # Type: Single. This value is used to translate the unit cost into build time.
LowPowerSlowdown: 3 # Type: Int32. The build time is multiplied with this value on low power.
ReadyAudio: UnitReady # Type: String
# Notification played when production is complete.
# The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio: NoBuild # Type: String
# Notification played when you can't train another unit
# when the build limit exceeded or the exit is jammed.
# The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio: Training # Type: String
# Notification played when user clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudio: OnHold # Type: String
# Notification played when player right-clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
CancelledAudio: Cancelled # Type: String
# Notification played when player right-clicks on a build palette icon that is already on hold.
# The filename of the audio is defined per faction in notifications.yaml.
HarvesterAttackNotifier:
NotifyInterval: 30 # Type: Int32
PlaceBuilding:
ClassicProductionQueue:
# Attach this to the world actor (not a building!) to define a new shared build queue.
# Will only work together with the Production: trait on the actor that actually does the production.
# You will also want to add PrimaryBuildings: to let the user choose where new units should exit.
SpeedUp: False # Type: Boolean
# If you build more actors of the same type,
# the same queue will get its build time lowered for every actor produced there.
BuildTimeSpeedReduction: 100,85,75,65,60,55,50 # Type: Int32[]
# Every time another production building of the same queue is
# contructed, the build times of all actors in the queue
# decreased by a percentage of the original time.
Type: # Type: String. What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
Group: # Type: String. Group queues from separate buildings together into the same tab.
BuildSpeed: 0.4 # Type: Single. This value is used to translate the unit cost into build time.
LowPowerSlowdown: 3 # Type: Int32. The build time is multiplied with this value on low power.
ReadyAudio: UnitReady # Type: String
# Notification played when production is complete.
# The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio: NoBuild # Type: String
# Notification played when you can't train another unit
# when the build limit exceeded or the exit is jammed.
# The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio: Training # Type: String
# Notification played when user clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudio: OnHold # Type: String
# Notification played when player right-clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
CancelledAudio: Cancelled # Type: String
# Notification played when player right-clicks on a build palette icon that is already on hold.
# The filename of the audio is defined per faction in notifications.yaml.
AllyRepair:
ActorGroupProxy:
AttackMove:
JustMove: False # Type: Boolean
SpawnMPUnits:
AttackWander:
MoveRadius: 4 # Type: Int32
AttackMedic:
# Give the unit a "heal-weapon" that attacks friendly targets if they are damaged.
# It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the
# heal process then. It also won't work with buildings (use RepairsUnits: for them)
FacingTolerance: 1 # Type: Int32
Cursor: attack # Type: String
AttackOmni:
Cursor: attack # Type: String
AttackPopupTurreted:
CloseDelay: 125 # Type: Int32
DefaultFacing: 0 # Type: Int32
ClosedDamageMultiplier: 0.5 # Type: Single
Cursor: attack # Type: String
AttackLeap:
Speed: 426 # Type: WRange. Leap speed (in units/tick).
Angle: 56 # Type: WAngle
FacingTolerance: 1 # Type: Int32
Cursor: attack # Type: String
AttackTesla:
MaxCharges: 3 # Type: Int32
ReloadTime: 120 # Type: Int32
Cursor: attack # Type: String
AttackLoyalty:
FacingTolerance: 1 # Type: Int32
Cursor: attack # Type: String
AttackTurreted:
Cursor: attack # Type: String
AttackFrontal: # Unit got to face the target
FacingTolerance: 1 # Type: Int32
Cursor: attack # Type: String
IronCurtainable:
RallyPoint: # Used to waypoint units after production or repair is finished.
RallyPoint: 1,3 # Type: Int32[]
IndicatorPalettePrefix: player # Type: String
WaterPaletteRotation: # Palette effect used for sprinkle "animations" on terrain tiles.
ExcludePalettes: # Type: String[]
Contrail:
Offset: 0,0,0 # Type: WVec. Position relative to body
TrailLength: 25 # Type: Int32
Color: 255,255,255,255 # Type: Color
UsePlayerColor: True # Type: Boolean
GpsDot:
String: Infantry # Type: String
IndicatorPalettePrefix: player # Type: String
BelowUnits:
Repairable:
RepairBuildings: fix # Type: String[]
EmitCargoOnSell:
PlayerPaletteFromCurrentTileset:
Name: # Type: String. internal palette name
ShadowIndex: # Type: Int32[]. Map listed indices to shadow.
AllowModifiers: True # Type: Boolean. Apply palette rotatotors or not.
AttackBomber:
Bombs: primary # Type: String. Armament name
Guns: secondary # Type: String. Armament name
FacingTolerance: 2 # Type: Int32
Cursor: attack # Type: String
ExternalCapturable: # This actor can be captured by a unit with ExternalCaptures: trait.
Type: building # Type: String. Type of actor (the ExternalCaptures: trait defines what Types it can capture).
AllowAllies: False # Type: Boolean
AllowNeutral: True # Type: Boolean
AllowEnemies: True # Type: Boolean
CaptureCompleteTime: 15 # Type: Int32
# Seconds it takes to change the owner.
# You might want to add a ExternalCapturableBar: trait, too.
WithFire:
IonCannonPower:
ChargeTime: 0 # Type: Int32
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Boolean
OneShot: False # Type: Boolean
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Boolean
OrderName: IonCannonPowerInfoOrder # Type: String
Nod01Script:
Gdi01Script:
WithRoof:
ProductionQueueFromSelection:
ProductionTabsWidget: # Type: String
TiberiumRefinery:
DockOffset: 1,2 # Type: int2
ShowTicks: True # Type: Boolean
TickLifetime: 30 # Type: Int32
TickVelocity: 2 # Type: Int32
TickRate: 10 # Type: Int32
DockAngle: 64 # Type: Int32
SpawnViceroid:
ViceroidActor: vice # Type: String
Probability: 10 # Type: Int32
Owner: Creeps # Type: String
InfDeath: 6 # Type: Int32
ProductionAirdrop: # Deliver the unit in production via skylift.
ReadyAudio: Reinforce # Type: String
ActorType: c17 # Type: String. Cargo aircraft used.
Produces: # Type: String[]. e.g. Infantry, Vehicles, Aircraft, Buildings
RenderGunboat:
Turret: primary # Type: String. Turreted 'Turret' key to display
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Single. Change the sprite image size.
WithCargo:
LocalOffset: # Type: WRange[]. Cargo position relative to turret or body. (forward, right, up) triples
DisplayTypes: # Type: String[]
PoisonedByTiberium:
Weapon: Tiberium # Type: String
Resources: Tiberium,BlueTiberium # Type: String[]
CncMenuPaletteEffect:
FadeLength: 10 # Type: Int32
WithCrumbleOverlay:
Sequence: crumble-overlay # Type: String. Sequence name to use
D2kResourceLayer:
FogPaletteFromR8:
Name: # Type: String. Internal palette name
Filename: # Type: String. Filename to load
Offset: 0 # Type: Int64. Palette byte offset
AllowModifiers: True # Type: Boolean
InvertColor: False # Type: Boolean
PaletteFromR8:
Name: # Type: String. Internal palette name
Filename: # Type: String. Filename to load
Offset: 0 # Type: Int64. Palette byte offset
AllowModifiers: True # Type: Boolean
InvertColor: False # Type: Boolean