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Trait documentation example
This documentation is aimed at modders and has been automatically generated for version dev-20220612
of OpenRA. Please do not edit it directly, but instead add new [Desc("String")]
tags to the source code.
Listed below are all traits with their properties and their default values plus developer commentary.
Move onto the target then execute the attack.
Inherits from: AttackFrontal
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): Mobile
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Speed | 0c426 | 1D World Distance | Leap speed (in WDist units/tick). | |
LeapCondition | attacking | String | GrantedConditionReference | Conditions that last from start of the leap until the attack. |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Actor's turret rises from the ground before attacking.
Inherits from: AttackTurreted
, AttackFollow
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): Building
, Turreted
, WithEmbeddedTurretSpriteBody
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
CloseDelay | 125 | Integer | How many game ticks should pass before closing the actor's turret. | |
DefaultFacing | 0 | 1D World Angle | ||
ClosedDamageMultiplier | 50 | Integer | The percentage of damage that is received while this actor is closed. | |
OpeningSequence | opening | String | SequenceReference | Sequence to play when opening. |
ClosingSequence | closing | String | SequenceReference | Sequence to play when closing. |
ClosedIdleSequence | closed-idle | String | SequenceReference | Idle sequence to play when closed. |
Body | body | String | Which sprite body to play the animation on. | |
Turrets | primary | Collection of String | Turret names | |
OpportunityFire | True | Boolean | Automatically acquire and fire on targets of opportunity when not actively attacking. | |
PersistentTargeting | True | Boolean | Keep firing on targets even after attack order is cancelled | |
RangeMargin | 1c0 | 1D World Distance | Range to stay away from min and max ranges to give some leeway if the target starts moving. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Actor has a visual turret used to attack.
Inherits from: AttackTurreted
, AttackFollow
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Turrets | primary | Collection of String | Turret names | |
OpportunityFire | True | Boolean | Automatically acquire and fire on targets of opportunity when not actively attacking. | |
PersistentTargeting | True | Boolean | Keep firing on targets even after attack order is cancelled | |
RangeMargin | 1c0 | 1D World Distance | Range to stay away from min and max ranges to give some leeway if the target starts moving. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Implements the charge-then-burst attack logic specific to the RA tesla coil.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
MaxCharges | 1 | Integer | How many charges this actor has to attack with, once charged. | |
ReloadDelay | 120 | Integer | Reload time for all charges (in ticks). | |
InitialChargeDelay | 22 | Integer | Delay for initial charge attack (in ticks). | |
ChargeDelay | 3 | Integer | Delay between charge attacks (in ticks). | |
ChargeAudio | String | Sound to play when actor charges. | ||
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Creates a free duplicate of produced units.
Requires trait(s): Exit
, Production
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
CloneableTypes | Collection of CloneableType | Require | Uses the "Cloneable" trait to determine whether or not we should clone a produced unit. | |
ProductionType | String | Require | e.g. Infantry, Vehicles, Aircraft, Buildings | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Inherits from: Refinery
.
Requires trait(s): WithSpriteBody
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
DockAngle | 0 | 1D World Angle | Actual harvester facing when docking. | |
DockOffset | 0,0 | 2D Cell Vector | Docking cell relative to top-left cell. | |
IsDragRequired | False | Boolean | Does the refinery require the harvester to be dragged in? | |
DragOffset | 0,0,0 | 3D World Vector | Vector by which the harvester will be dragged when docking. | |
DragLength | 0 | Integer | In how many steps to perform the dragging? | |
UseStorage | True | Boolean | Store resources in silos. Adds cash directly without storing if set to false. | |
DiscardExcessResources | False | Boolean | Discard resources once silo capacity has been reached. | |
ShowTicks | True | Boolean | ||
TickLifetime | 30 | Integer | ||
TickVelocity | 2 | Integer | ||
TickRate | 10 | Integer |
Can be teleported via Chronoshift power.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ExplodeInstead | False | Boolean | Should the actor die instead of being teleported? | |
DamageTypes | Collection of DamageType | Types of damage that this trait causes to self when 'ExplodeInstead' is true or the return-to-origin is blocked. Leave empty for no damage types. | ||
ChronoshiftSound | chrono2.aud | String | ||
ReturnToOrigin | True | Boolean | Should the actor return to its previous location after the chronoshift wore out? | |
TimeBarColor | FFFFFF | Color (RRGGBB[AA] notation) | The color the bar of the 'return-to-origin' logic has. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Fudge the coordinate system angles like the early games (for sprite sequences that use classic facing fudge).
Inherits from: BodyOrientation
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
QuantizedFacings | -1 | Integer | Number of facings for gameplay calculations. -1 indicates auto-detection from another trait. | |
CameraPitch | 113 | 1D World Angle | Camera pitch for rotation calculations. | |
UseClassicPerspectiveFudge | True | Boolean | Fudge the coordinate system angles to simulate non-top-down perspective in mods with square cells. |
Actors with the "ClonesProducedUnits" trait will produce a free duplicate of me.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of CloneableType | Require | This unit's cloneable type is: |
Implements the special case handling for the Chronoshiftable return on a construction yard. If ReturnOriginalActorOnCondition evaluates true and the actor is not being sold then OriginalActor will be returned to the origin. Otherwise, a vortex animation is played and damage is dealt each tick, ignoring modifiers.
Requires trait(s): Health
, WithSpriteBody
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Sequence | pdox | String | SequenceReference | Sequence name with the baked-in vortex animation |
Body | body | String | Sprite body to play the vortex animation on. | |
Condition | String | GrantedConditionReference | Condition to grant while the vortex animation plays. | |
Damage | 1000 | Integer | Amount of damage to apply each tick while the vortex animation plays. | |
DamageTypes | Collection of DamageType | Apply the damage using these damagetypes. | ||
ReturnOriginalActorOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition under which to teleport a replacement actor instead of triggering the vortex. | |
OriginalActor | mcv | String | ActorReference | Replacement actor to create when ReturnOriginalActorOnCondition evaluates true. |
Facing | 384 | 1D World Angle | Facing of the returned actor. | |
ChronoshiftSound | chrono2.aud | String | ||
TimeBarColor | FFFFFF | Color (RRGGBB[AA] notation) | The color the bar of the 'return-to-origin' logic has. |
Overrides the default Tooltip when this actor is disguised (aids in deceiving enemy players).
Inherits from: Tooltip
, TooltipInfoBase
, ConditionalTrait
.
Requires trait(s): Disguise
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
GenericName | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players. | ||
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with 'Ally/Neutral/EnemyPrefix'. | |
AllyPrefix | Allied | String | Prefix to display in the tooltip for allied units. | |
NeutralPrefix | String | Prefix to display in the tooltip for neutral units. | ||
EnemyPrefix | Enemy | String | Prefix to display in the tooltip for enemy units. | |
GenericVisibility | None | PlayerRelationship | Player stances that the generic name should be shown to. | |
ShowOwnerRow | True | Boolean | Show the actor's owner and their faction flag | |
Name | String | |||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Provides access to the disguise command, which makes the actor appear to be another player's actor.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Voice | Action | String | VoiceReference | |
DisguisedCondition | String | GrantedConditionReference | The condition to grant to self while disguised. | |
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | Player relationships the owner of the disguise target needs. | |
TargetTypes | Disguise | Collection of TargetableType | Target types of actors that this actor disguise as. | |
RevealDisguiseOn | Attack | RevealDisguiseType | Triggers which cause the actor to drop it's disguise. Possible values: None, Attack, Damaged, Unload, Infiltrate, Demolish, Move. | |
DisguisedAsConditions | Dictionary with Key: String, Value: String | ActorReference | Conditions to grant when disguised as specified actor. A dictionary of [actor id]: [condition]. | |
Cursor | ability | String | CursorReference | Cursor to display when hovering over a valid actor to disguise as. |
Converts damage to a charge level of a GrantPrerequisiteChargeDrainPower.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
OrderName | GrantPrerequisiteChargeDrainPowerInfoOrder | String | The OrderName of the GrantPrerequisiteChargeDrainPower to drain. | |
DamageMultiplier | 1 | Integer | Damage is multiplied by this number when converting damage to drain ticks. | |
DamageDivisor | 600 | Integer | Damage is divided by this number when converting damage to drain ticks. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Allows this actor to be the target of an attack leap.
Will open and be passable for actors that appear friendly when there are no enemies in range.
Inherits from: Building
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Weapon | String | Require, WeaponReference | The weapon to attack units on top of the wall with when activated. | |
ActiveCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to activate this trait. | |
TerrainTypes | Set of String | Where you are allowed to place the building (Water, Clear, ...) | ||
Footprint | Dictionary with Key: 2D Cell Vector, Value: FootprintCellType | x means cell is blocked, capital X means blocked but not counting as targetable, = means part of the footprint but passable, _ means completely empty. | ||
Dimensions | 1,1 | 2D Cell Vector | ||
LocalCenterOffset | 0,0,0 | 3D World Vector | Shift center of the actor by this offset. | |
RequiresBaseProvider | False | Boolean | ||
AllowInvalidPlacement | False | Boolean | ||
AllowPlacementOnResources | False | Boolean | ||
RemoveSmudgesOnBuild | True | Boolean | Clear smudges from underneath the building footprint. | |
RemoveSmudgesOnSell | True | Boolean | Clear smudges from underneath the building footprint on sell. | |
RemoveSmudgesOnTransform | True | Boolean | Clear smudges from underneath the building footprint on transform. | |
BuildSounds | Collection of String | |||
UndeploySounds | Collection of String |
Updates frozen actors of actors that change owners, are sold or die whilst having an active GPS power.
Requires trait(s): FrozenUnderFog
.
Show an indicator revealing the actor underneath the fog when a GPSWatcher is activated.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Image | gpsdot | String | Sprite collection for symbols. | |
String | Infantry | String | SequenceReference | Sprite used for this actor. |
IndicatorPalettePrefix | player | String | PaletteReference |
Required for GpsPower
. Attach this to the player actor.
Requires trait(s): Harvester
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
FullHuskActor | String | ActorReference | ||
FullnessThreshold | 50 | Integer |
Funds are transferred from the owner to the infiltrator.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
Percentage | 100 | Integer | Percentage of the victim's resources that will be stolen. | |
Minimum | -1 | Integer | Amount of guaranteed funds to claim when the victim does not have enough resources. When negative, the production price of the infiltrating actor will be used instead. | |
Maximum | 2147483647 | Integer | Maximum amount of funds which will be stolen. | |
InfiltratedNotification | String | NotificationReference | Sound the victim will hear when they get robbed. | |
InfiltratedTextNotification | String | Text notification the victim will see when they get robbed. | ||
InfiltrationNotification | String | NotificationReference | Sound the perpetrator will hear after successful infiltration. | |
InfiltrationTextNotification | String | Text notification the perpetrator will see after successful infiltration. | ||
ShowTicks | True | Boolean | Whether to show the cash tick indicators rising from the actor. |
Reveals a decoration sprite to the indicated players when infiltrated.
Inherits from: WithDecoration
, WithDecorationBase
, ConditionalTrait
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
Image | String | Image used for this decoration. Defaults to the actor's type. | ||
Sequence | String | Require, SequenceReference | Sequence used for this decoration (can be animated). | |
Palette | chrome | String | PaletteReference | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits. |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName | |
Position | TopLeft | String | Position in the actor's selection box to draw the decoration. | |
ValidRelationships | Ally | PlayerRelationship | Player relationships who can view the decoration. | |
RequiresSelection | False | Boolean | Should this be visible only when selected? | |
Margin | 0,0 | 2D Integer | Offset sprite center position from the selection box edge. | |
Offsets | Dictionary with Key: BooleanExpression, Value: 2D Integer | Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset]. | ||
BlinkInterval | 5 | Integer | The number of ticks that each step in the blink pattern in active. | |
BlinkPattern | Collection of BlinkState | A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden. | ||
BlinkPatterns | Dictionary with Key: BooleanExpression, Value: Collection of BlinkState | Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern]. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Steal and reset the owner's exploration.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
InfiltratedNotification | String | NotificationReference | Sound the victim will hear when they get sabotaged. | |
InfiltratedTextNotification | String | Text notification the victim will see when they get sabotaged. | ||
InfiltrationNotification | String | NotificationReference | Sound the perpetrator will hear after successful infiltration. | |
InfiltrationTextNotification | String | Text notification the perpetrator will see after successful infiltration. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
Duration | 500 | Integer | Measured in ticks. | |
InfiltratedNotification | String | NotificationReference | Sound the victim will hear when they get sabotaged. | |
InfiltratedTextNotification | String | Text notification the victim will see when they get sabotaged. | ||
InfiltrationNotification | String | NotificationReference | Sound the perpetrator will hear after successful infiltration. | |
InfiltrationTextNotification | String | Text notification the perpetrator will see after successful infiltration. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Proxy | String | ActorReference, Require | ||
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
InfiltratedNotification | String | NotificationReference | Sound the victim will hear when technology gets stolen. | |
InfiltratedTextNotification | String | Text notification the victim will see when technology gets stolen. | ||
InfiltrationNotification | String | NotificationReference | Sound the perpetrator will hear after successful infiltration. | |
InfiltrationTextNotification | String | Text notification the perpetrator will see after successful infiltration. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
InfiltratedNotification | String | NotificationReference | Sound the victim will hear when they get sabotaged. | |
InfiltratedTextNotification | String | Text notification the victim will see when they get sabotaged. | ||
InfiltrationNotification | String | NotificationReference | Sound the perpetrator will hear after successful infiltration. | |
InfiltrationTextNotification | String | Text notification the perpetrator will see after successful infiltration. |
Transform into a different actor type.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
IntoActor | String | ActorReference, Require | ||
ForceHealthPercentage | 0 | Integer | ||
SkipMakeAnims | True | Boolean | ||
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Collection of TargetableType | The TargetTypes from Targetable that are allowed to enter. |
||
Voice | Action | String | VoiceReference | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
ValidRelationships | Enemy, Neutral | PlayerRelationship | Player relationships the owner of the infiltration target needs. | |
EnterBehaviour | Dispose | EnterBehaviour | Behaviour when entering the target. Possible values are Exit, Suicide, Dispose. | |
Notification | String | NotificationReference | Notification to play when a target is infiltrated. | |
TextNotification | String | Text notification to display when a target is infiltrated. | ||
PlayerExperience | 0 | Integer | Experience to grant to the infiltrating player. | |
EnterCursor | enter | String | CursorReference | Cursor to display when able to infiltrate the target actor. |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Requires trait(s): Explodes
, WithFacingSpriteBody
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ThumpSequence | piston | String | SequenceReference | |
ThumpInterval | 8 | Integer | ||
ThumpDamageWeapon | MADTankThump | String | WeaponReference | |
ChargeDelay | 96 | Integer | Measured in ticks. | |
ChargeSound | madchrg2.aud | String | ||
DetonationDelay | 42 | Integer | Measured in ticks. | |
DetonationSound | madexplo.aud | String | ||
DetonationWeapon | MADTankDetonate | String | WeaponReference | |
DriverActor | e1 | String | ActorReference | |
Voice | Action | String | VoiceReference | |
DeployedCondition | String | GrantedConditionReference | The condition to grant to self while deployed. | |
DamageTypes | Collection of DamageType | Types of damage that this trait causes to self while self-destructing. Leave empty for no damage types. | ||
AttackCursor | attack | String | CursorReference | Cursor to display when targeting. |
DeployCursor | deploy | String | CursorReference | Cursor to display when able to set up the detonation sequence. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
CrushClasses | Collection of CrushClass | |||
AvoidFriendly | True | Boolean | ||
BlockFriendly | True | Boolean | ||
DetonateClasses | Collection of CrushClass |
Tag trait for stuff that should not trigger mines.
Requires trait(s): Rearmable
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Mine | minv | String | ActorReference | |
AmmoPoolName | primary | String | ||
MinefieldDepth | 1c512 | 1D World Distance | ||
Voice | Action | String | VoiceReference | Voice to use when ordered to lay a minefield. |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line when laying mines. | |
TileValidName | build-valid | String | Sprite overlay to use for valid minefield cells. | |
TileInvalidName | build-invalid | String | Sprite overlay to use for invalid minefield cells. | |
TileUnknownName | build-unknown | String | Sprite overlay to use for minefield cells hidden behind fog or shroud. | |
TerrainTypes | Set of String | Only allow laying mines on listed terrain types. Leave empty to allow all terrain types. | ||
DeployCursor | deploy | String | CursorReference | Cursor to display when able to lay a mine. |
DeployBlockedCursor | deploy-blocked | String | CursorReference | Cursor to display when unable to lay a mine. |
AbilityCursor | ability | String | CursorReference | Cursor to display when able to lay a mine. |
AmmoUsage | 1 | Integer | Ammo the minelayer consumes per mine. |
Apply palette full screen rotations during chronoshifts. Add this to the world actor.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ChronoEffectLength | 60 | Integer | Measured in ticks. |
Palette effect used for blinking "animations" on actors.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ExcludePalettes | Set of String | Palettes this effect should not apply to. | ||
TimeStep | 0.5 | Real Number | 'Speed' at which the effect cycles through palette indices. | |
ModifyIndex | 103 | Integer | Palette index to map to rotating color indices. | |
RotationIndices | 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 238, 237, 236, 235, 234, 233, 232, 231 | Collection of Integer | Palette indices to rotate through. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ChargeDelay | 500 | Integer | Cooldown in ticks until the unit can teleport. | |
HasDistanceLimit | True | Boolean | Can the unit teleport only a certain distance? | |
MaxDistance | 12 | Integer | The maximum distance in cells this unit can teleport (only used if HasDistanceLimit = true). | |
ChronoshiftSound | chrotnk1.aud | String | Sound to play when teleporting. | |
DeployCursor | deploy | String | CursorReference | Cursor to display when able to deploy the actor. |
DeployBlockedCursor | deploy-blocked | String | CursorReference | Cursor to display when unable to deploy the actor. |
TargetCursor | chrono-target | String | CursorReference | Cursor to display when targeting a teleport location. |
TargetBlockedCursor | move-blocked | String | CursorReference | Cursor to display when the targeted location is blocked. |
KillCargo | True | Boolean | Kill cargo on teleporting. | |
FlashScreen | False | Boolean | Flash the screen on teleporting. | |
Voice | Action | String | VoiceReference | |
CircleColor | 7CFC0080 | Color (RRGGBB[AA] notation) | Range circle color. | |
CircleWidth | 1 | Real Number | Range circle line width. | |
CircleBorderColor | 00000060 | Color (RRGGBB[AA] notation) | Range circle border color. | |
CircleBorderWidth | 3 | Real Number | Range circle border width. | |
TargetLineColor | 7CFC00 | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Requires trait(s): Building
, RenderSprites
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Sequence | bib | String | SequenceReference | |
Palette | terrain | String | PaletteReference | |
HasMinibib | False | Boolean |
Gives additional cash when resources are delivered to refineries.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Modifier | 0 | Integer | Require | Percentage value of the resource to grant as cash. |
ShowTicks | True | Boolean | Whether to show the cash tick indicators rising from the actor. | |
TickLifetime | 30 | Integer | How long the cash ticks stay on the screen. | |
TickRate | 10 | Integer | How often the cash ticks can appear. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
CircleColor | FF0000 | Color (RRGGBB[AA] notation) | Range circle color. | |
CircleWidth | 1 | Real Number | Range circle line width. | |
CircleBorderColor | 00000060 | Color (RRGGBB[AA] notation) | Range circle border color. | |
CircleBorderWidth | 3 | Real Number | Range circle border width. | |
ChargeInterval | 0 | Integer | Measured in ticks. | |
IconImage | icon | String | ||
Icon | String | SequenceReference | Icon sprite displayed in the support power palette. | |
IconPalette | chrome | String | PaletteReference | Palette used for the icon. |
Name | String | |||
Description | String | |||
AllowMultiple | False | Boolean | Allow multiple instances of the same support power. | |
OneShot | False | Boolean | Allow this to be used only once. | |
Cursor | ability | String | CursorReference | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. | |
Prerequisites | Collection of String | |||
DetectedSound | String | |||
DetectedSpeechNotification | String | NotificationReference | ||
DetectedTextNotification | String | |||
BeginChargeSound | String | |||
BeginChargeSpeechNotification | String | NotificationReference | ||
BeginChargeTextNotification | String | |||
EndChargeSound | String | |||
EndChargeSpeechNotification | String | NotificationReference | ||
EndChargeTextNotification | String | |||
SelectTargetSound | String | |||
SelectTargetSpeechNotification | String | NotificationReference | ||
SelectTargetTextNotification | String | |||
InsufficientPowerSound | String | |||
InsufficientPowerSpeechNotification | String | NotificationReference | ||
InsufficientPowerTextNotification | String | |||
LaunchSound | String | |||
LaunchSpeechNotification | String | NotificationReference | ||
LaunchTextNotification | String | |||
IncomingSound | String | |||
IncomingSpeechNotification | String | NotificationReference | ||
IncomingTextNotification | String | |||
DisplayTimerRelationships | None | PlayerRelationship | Defines to which players the timer is shown. | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers | |
BeaconPaletteIsPlayerPalette | True | Boolean | ||
BeaconPalette | player | String | PaletteReference | |
BeaconImage | beacon | String | ||
BeaconPoster | String | SequenceReference | ||
BeaconPosterPalette | chrome | String | PaletteReference | |
ClockSequence | String | SequenceReference | ||
BeaconSequence | String | SequenceReference | ||
ArrowSequence | String | SequenceReference | ||
CircleSequence | String | SequenceReference | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. | |
DisplayRadarPing | False | Boolean | ||
RadarPingDuration | 125 | Integer | Measured in ticks. | |
OrderName | AttackOrderPowerInfoOrder | String | ||
SupportPowerPaletteOrder | 9999 | Integer | Sort order for the support power palette. Smaller numbers are presented earlier. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Dimensions | 0,0 | 2D Cell Vector | Require | Size of the footprint of the affected area. |
Footprint | String | Require | Actual footprint. Cells marked as x will be affected. | |
Duration | 750 | Integer | Ticks until returning after teleportation. | |
TargetOverlayPalette | terrain | String | PaletteReference | |
FootprintImage | overlay | String | ||
ValidFootprintSequence | target-valid | String | SequenceReference | |
InvalidFootprintSequence | target-invalid | String | SequenceReference | |
SourceFootprintSequence | target-select | String | SequenceReference | |
KillCargo | True | Boolean | ||
SelectionCursor | chrono-select | String | CursorReference | Cursor to display when selecting targets for the chronoshift. |
TargetCursor | chrono-target | String | CursorReference | Cursor to display when targeting an area for the chronoshift. |
TargetBlockedCursor | move-blocked | String | CursorReference | Cursor to display when the targeted area is blocked. |
ChargeInterval | 0 | Integer | Measured in ticks. | |
IconImage | icon | String | ||
Icon | String | SequenceReference | Icon sprite displayed in the support power palette. | |
IconPalette | chrome | String | PaletteReference | Palette used for the icon. |
Name | String | |||
Description | String | |||
AllowMultiple | False | Boolean | Allow multiple instances of the same support power. | |
OneShot | False | Boolean | Allow this to be used only once. | |
Cursor | ability | String | CursorReference | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. | |
Prerequisites | Collection of String | |||
DetectedSound | String | |||
DetectedSpeechNotification | String | NotificationReference | ||
DetectedTextNotification | String | |||
BeginChargeSound | String | |||
BeginChargeSpeechNotification | String | NotificationReference | ||
BeginChargeTextNotification | String | |||
EndChargeSound | String | |||
EndChargeSpeechNotification | String | NotificationReference | ||
EndChargeTextNotification | String | |||
SelectTargetSound | String | |||
SelectTargetSpeechNotification | String | NotificationReference | ||
SelectTargetTextNotification | String | |||
InsufficientPowerSound | String | |||
InsufficientPowerSpeechNotification | String | NotificationReference | ||
InsufficientPowerTextNotification | String | |||
LaunchSound | String | |||
LaunchSpeechNotification | String | NotificationReference | ||
LaunchTextNotification | String | |||
IncomingSound | String | |||
IncomingSpeechNotification | String | NotificationReference | ||
IncomingTextNotification | String | |||
DisplayTimerRelationships | None | PlayerRelationship | Defines to which players the timer is shown. | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers | |
BeaconPaletteIsPlayerPalette | True | Boolean | ||
BeaconPalette | player | String | PaletteReference | |
BeaconImage | beacon | String | ||
BeaconPoster | String | SequenceReference | ||
BeaconPosterPalette | chrome | String | PaletteReference | |
ClockSequence | String | SequenceReference | ||
BeaconSequence | String | SequenceReference | ||
ArrowSequence | String | SequenceReference | ||
CircleSequence | String | SequenceReference | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. | |
DisplayRadarPing | False | Boolean | ||
RadarPingDuration | 125 | Integer | Measured in ticks. | |
OrderName | ChronoshiftPowerInfoOrder | String | ||
SupportPowerPaletteOrder | 9999 | Integer | Sort order for the support power palette. Smaller numbers are presented earlier. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
UnitTypes | Collection of String | Require, ActorReference | Drop pod unit | |
Drops | 5,8 | 2D Integer | Number of drop pods spawned. | |
PodFacing | 128 | 1D World Angle | Sets the approach direction. | |
PodScatter | 3 | Integer | Maximum offset from targetLocation | |
EntryEffect | podring | String | Effect sequence sprite image | |
EntryEffectSequence | idle | String | SequenceReference | Effect sequence to display in the air. |
EntryEffectPalette | effect | String | PaletteReference | |
CameraActor | String | ActorReference | Actor to spawn when the attack starts | |
CameraRemoveDelay | 25 | Integer | Number of ticks to keep the camera alive | |
Weapon | Vulcan2 | String | WeaponReference | Which weapon to fire |
WeaponDelay | 0 | Integer | Apply the weapon impact this many ticks into the effect | |
ChargeInterval | 0 | Integer | Measured in ticks. | |
IconImage | icon | String | ||
Icon | String | SequenceReference | Icon sprite displayed in the support power palette. | |
IconPalette | chrome | String | PaletteReference | Palette used for the icon. |
Name | String | |||
Description | String | |||
AllowMultiple | False | Boolean | Allow multiple instances of the same support power. | |
OneShot | False | Boolean | Allow this to be used only once. | |
Cursor | ability | String | CursorReference | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. | |
Prerequisites | Collection of String | |||
DetectedSound | String | |||
DetectedSpeechNotification | String | NotificationReference | ||
DetectedTextNotification | String | |||
BeginChargeSound | String | |||
BeginChargeSpeechNotification | String | NotificationReference | ||
BeginChargeTextNotification | String | |||
EndChargeSound | String | |||
EndChargeSpeechNotification | String | NotificationReference | ||
EndChargeTextNotification | String | |||
SelectTargetSound | String | |||
SelectTargetSpeechNotification | String | NotificationReference | ||
SelectTargetTextNotification | String | |||
InsufficientPowerSound | String | |||
InsufficientPowerSpeechNotification | String | NotificationReference | ||
InsufficientPowerTextNotification | String | |||
LaunchSound | String | |||
LaunchSpeechNotification | String | NotificationReference | ||
LaunchTextNotification | String | |||
IncomingSound | String | |||
IncomingSpeechNotification | String | NotificationReference | ||
IncomingTextNotification | String | |||
DisplayTimerRelationships | None | PlayerRelationship | Defines to which players the timer is shown. | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers | |
BeaconPaletteIsPlayerPalette | True | Boolean | ||
BeaconPalette | player | String | PaletteReference | |
BeaconImage | beacon | String | ||
BeaconPoster | String | SequenceReference | ||
BeaconPosterPalette | chrome | String | PaletteReference | |
ClockSequence | String | SequenceReference | ||
BeaconSequence | String | SequenceReference | ||
ArrowSequence | String | SequenceReference | ||
CircleSequence | String | SequenceReference | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. | |
DisplayRadarPing | False | Boolean | ||
RadarPingDuration | 125 | Integer | Measured in ticks. | |
OrderName | DropPodsPowerInfoOrder | String | ||
SupportPowerPaletteOrder | 9999 | Integer | Sort order for the support power palette. Smaller numbers are presented earlier. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Requires GpsWatcher
on the player actor.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
RevealDelay | 0 | Integer | Delay in ticks between launching and revealing the map. | |
DoorImage | atek | String | ||
DoorSequence | active | String | SequenceReference | |
DoorPalette | player | String | PaletteReference | Palette to use for rendering the launch animation |
DoorPaletteIsPlayerPalette | True | Boolean | Custom palette is a player palette BaseName | |
SatelliteImage | sputnik | String | ||
SatelliteSequence | idle | String | SequenceReference | |
SatellitePalette | player | String | PaletteReference | Palette to use for rendering the satellite projectile |
SatellitePaletteIsPlayerPalette | True | Boolean | Custom palette is a player palette BaseName | |
RequiresActiveRadar | True | Boolean | Requires an actor with an online ProvidesRadar to show GPS dots. |
|
ChargeInterval | 0 | Integer | Measured in ticks. | |
IconImage | icon | String | ||
Icon | String | SequenceReference | Icon sprite displayed in the support power palette. | |
IconPalette | chrome | String | PaletteReference | Palette used for the icon. |
Name | String | |||
Description | String | |||
AllowMultiple | False | Boolean | Allow multiple instances of the same support power. | |
OneShot | False | Boolean | Allow this to be used only once. | |
Cursor | ability | String | CursorReference | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. | |
Prerequisites | Collection of String | |||
DetectedSound | String | |||
DetectedSpeechNotification | String | NotificationReference | ||
DetectedTextNotification | String | |||
BeginChargeSound | String | |||
BeginChargeSpeechNotification | String | NotificationReference | ||
BeginChargeTextNotification | String | |||
EndChargeSound | String | |||
EndChargeSpeechNotification | String | NotificationReference | ||
EndChargeTextNotification | String | |||
SelectTargetSound | String | |||
SelectTargetSpeechNotification | String | NotificationReference | ||
SelectTargetTextNotification | String | |||
InsufficientPowerSound | String | |||
InsufficientPowerSpeechNotification | String | NotificationReference | ||
InsufficientPowerTextNotification | String | |||
LaunchSound | String | |||
LaunchSpeechNotification | String | NotificationReference | ||
LaunchTextNotification | String | |||
IncomingSound | String | |||
IncomingSpeechNotification | String | NotificationReference | ||
IncomingTextNotification | String | |||
DisplayTimerRelationships | None | PlayerRelationship | Defines to which players the timer is shown. | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers | |
BeaconPaletteIsPlayerPalette | True | Boolean | ||
BeaconPalette | player | String | PaletteReference | |
BeaconImage | beacon | String | ||
BeaconPoster | String | SequenceReference | ||
BeaconPosterPalette | chrome | String | PaletteReference | |
ClockSequence | String | SequenceReference | ||
BeaconSequence | String | SequenceReference | ||
ArrowSequence | String | SequenceReference | ||
CircleSequence | String | SequenceReference | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. | |
DisplayRadarPing | False | Boolean | ||
RadarPingDuration | 125 | Integer | Measured in ticks. | |
OrderName | GpsPowerInfoOrder | String | ||
SupportPowerPaletteOrder | 9999 | Integer | Sort order for the support power palette. Smaller numbers are presented earlier. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Grants a prerequisite while discharging at a configurable rate.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
DischargeModifier | 300 | Integer | Rate at which the power discharges compared to charging | |
Prerequisite | String | Require | The prerequisite type that this provides. | |
ActiveText | ACTIVE | String | Label to display over the support power icon and in its tooltip while the power is active. | |
AvailableText | READY | String | Label to display over the support power icon and in its tooltip while the power is available but not active. | |
ChargeInterval | 0 | Integer | Measured in ticks. | |
IconImage | icon | String | ||
Icon | String | SequenceReference | Icon sprite displayed in the support power palette. | |
IconPalette | chrome | String | PaletteReference | Palette used for the icon. |
Name | String | |||
Description | String | |||
AllowMultiple | False | Boolean | Allow multiple instances of the same support power. | |
OneShot | False | Boolean | Allow this to be used only once. | |
Cursor | ability | String | CursorReference | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. | |
Prerequisites | Collection of String | |||
DetectedSound | String | |||
DetectedSpeechNotification | String | NotificationReference | ||
DetectedTextNotification | String | |||
BeginChargeSound | String | |||
BeginChargeSpeechNotification | String | NotificationReference | ||
BeginChargeTextNotification | String | |||
EndChargeSound | String | |||
EndChargeSpeechNotification | String | NotificationReference | ||
EndChargeTextNotification | String | |||
SelectTargetSound | String | |||
SelectTargetSpeechNotification | String | NotificationReference | ||
SelectTargetTextNotification | String | |||
InsufficientPowerSound | String | |||
InsufficientPowerSpeechNotification | String | NotificationReference | ||
InsufficientPowerTextNotification | String | |||
LaunchSound | String | |||
LaunchSpeechNotification | String | NotificationReference | ||
LaunchTextNotification | String | |||
IncomingSound | String | |||
IncomingSpeechNotification | String | NotificationReference | ||
IncomingTextNotification | String | |||
DisplayTimerRelationships | None | PlayerRelationship | Defines to which players the timer is shown. | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers | |
BeaconPaletteIsPlayerPalette | True | Boolean | ||
BeaconPalette | player | String | PaletteReference | |
BeaconImage | beacon | String | ||
BeaconPoster | String | SequenceReference | ||
BeaconPosterPalette | chrome | String | PaletteReference | |
ClockSequence | String | SequenceReference | ||
BeaconSequence | String | SequenceReference | ||
ArrowSequence | String | SequenceReference | ||
CircleSequence | String | SequenceReference | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. | |
DisplayRadarPing | False | Boolean | ||
RadarPingDuration | 125 | Integer | Measured in ticks. | |
OrderName | GrantPrerequisiteChargeDrainPowerInfoOrder | String | ||
SupportPowerPaletteOrder | 9999 | Integer | Sort order for the support power palette. Smaller numbers are presented earlier. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
CameraActor | String | ActorReference | Actor to spawn when the attack starts | |
CameraRemoveDelay | 25 | Integer | Number of ticks to keep the camera alive | |
Effect | ionsfx | String | Effect sequence sprite image | |
EffectSequence | idle | String | SequenceReference | Effect sequence to display |
EffectPalette | effect | String | PaletteReference | |
Weapon | IonCannon | String | WeaponReference | Which weapon to fire |
WeaponDelay | 7 | Integer | Apply the weapon impact this many ticks into the effect | |
OnFireSound | String | Sound to instantly play at the targeted area. | ||
ChargeInterval | 0 | Integer | Measured in ticks. | |
IconImage | icon | String | ||
Icon | String | SequenceReference | Icon sprite displayed in the support power palette. | |
IconPalette | chrome | String | PaletteReference | Palette used for the icon. |
Name | String | |||
Description | String | |||
AllowMultiple | False | Boolean | Allow multiple instances of the same support power. | |
OneShot | False | Boolean | Allow this to be used only once. | |
Cursor | ability | String | CursorReference | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. | |
Prerequisites | Collection of String | |||
DetectedSound | String | |||
DetectedSpeechNotification | String | NotificationReference | ||
DetectedTextNotification | String | |||
BeginChargeSound | String | |||
BeginChargeSpeechNotification | String | NotificationReference | ||
BeginChargeTextNotification | String | |||
EndChargeSound | String | |||
EndChargeSpeechNotification | String | NotificationReference | ||
EndChargeTextNotification | String | |||
SelectTargetSound | String | |||
SelectTargetSpeechNotification | String | NotificationReference | ||
SelectTargetTextNotification | String | |||
InsufficientPowerSound | String | |||
InsufficientPowerSpeechNotification | String | NotificationReference | ||
InsufficientPowerTextNotification | String | |||
LaunchSound | String | |||
LaunchSpeechNotification | String | NotificationReference | ||
LaunchTextNotification | String | |||
IncomingSound | String | |||
IncomingSpeechNotification | String | NotificationReference | ||
IncomingTextNotification | String | |||
DisplayTimerRelationships | None | PlayerRelationship | Defines to which players the timer is shown. | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers | |
BeaconPaletteIsPlayerPalette | True | Boolean | ||
BeaconPalette | player | String | PaletteReference | |
BeaconImage | beacon | String | ||
BeaconPoster | String | SequenceReference | ||
BeaconPosterPalette | chrome | String | PaletteReference | |
ClockSequence | String | SequenceReference | ||
BeaconSequence | String | SequenceReference | ||
ArrowSequence | String | SequenceReference | ||
CircleSequence | String | SequenceReference | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. | |
DisplayRadarPing | False | Boolean | ||
RadarPingDuration | 125 | Integer | Measured in ticks. | |
OrderName | IonCannonPowerInfoOrder | String | ||
SupportPowerPaletteOrder | 9999 | Integer | Sort order for the support power palette. Smaller numbers are presented earlier. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Speed | 28 | Integer | ||
InitialFacing | 256 | 1D World Angle | Facing to use when actor spawns. Only 256 and 768 supported. | |
PreviewFacing | 256 | 1D World Angle | Facing to use for actor previews (map editor, color picker, etc). Only 256 and 768 supported. |
A special case trait that re-grants a timed external condition when this actor transforms. This trait does not work with permanently granted external conditions. This trait changes the external condition source, so cannot be used for conditions that may later be revoked
Requires trait(s): Transforms
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Condition | String | Require | External condition to transfer |
Replace with another actor when a resource spawns adjacent.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
IntoActor | String | Require, ActorReference | ||
Offset | 0,0 | 2D Cell Vector | ||
SkipMakeAnims | False | Boolean | Don't render the make animation. | |
Type | String | Require | Resource type which triggers the transformation. | |
Density | 1 | Integer | Resource density threshold which is required. | |
Adjacency | 1 | Integer | This many adjacent resource tiles are required. | |
Delay | 1000, 3000 | Collection of Integer | The range of time (in ticks) until the transformation starts. |
Adds the hard-coded shroud palette to the game
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Name | shroud | String | PaletteDefinition, Require | Internal palette name |
Fog | False | Boolean | Palette type |
Inherits from: EditorResourceLayer
.
Requires trait(s): EditorActorLayer
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
VeinType | Veins | String | ||
VeinholeActors | Set of String | ActorReference | Actor types that should be treated as veins for adjacency. | |
ResourceTypes | Dictionary with Key: String, Value: ResourceTypeInfo | |||
RecalculateResourceDensity | False | Boolean | Override the density saved in maps with values calculated based on the number of neighbouring resource cells. |
Inherits from: ResourceLayer
.
Requires trait(s): BuildingInfluence
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
VeinType | Veins | String | ||
VeinholeActors | Set of String | ActorReference | Actor types that should be treated as veins for adjacency. | |
ResourceTypes | Dictionary with Key: String, Value: ResourceTypeInfo | |||
RecalculateResourceDensity | False | Boolean | Override the density saved in maps with values calculated based on the number of neighbouring resource cells. |
Adds the hard-coded shroud palette to the game
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Name | shroud | String | PaletteDefinition, Require | Internal palette name |
Renders the Tiberian Sun Tiberium resources. Attach this to the world actor
Inherits from: ResourceRenderer
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Ramp1Sequences | Dictionary with Key: String, Value: Collection of String | Sequences to use for ramp type 1. Dictionary of [resource type]: [list of sequences]. | ||
Ramp2Sequences | Dictionary with Key: String, Value: Collection of String | Sequences to use for ramp type 2. Dictionary of [resource type]: [list of sequences]. | ||
Ramp3Sequences | Dictionary with Key: String, Value: Collection of String | Sequences to use for ramp type 3. Dictionary of [resource type]: [list of sequences]. | ||
Ramp4Sequences | Dictionary with Key: String, Value: Collection of String | Sequences to use for ramp type 4. Dictionary of [resource type]: [list of sequences]. | ||
ResourceTypes | Dictionary with Key: String, Value: ResourceTypeInfo |
Renders the Tiberian Sun Vein resources. Attach this to the world actor
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ResourceType | String | Require | Resource type used for veins. | |
Image | resources | String | Sequence image that holds the different variants. | |
Sequence | veins | String | SequenceReference | Vein sequence name. |
Palette | terrain | String | PaletteReference | Palette used for rendering the resource sprites. |
Name | String | Require | Resource name used by tooltips. | |
VeinholeActors | Set of String | ActorReference | Actor types that should be treated as veins for adjacency. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Name | normals | String | PaletteDefinition | |
Type | TiberianSun | NormalType | Can be TiberianSun or RedAlert2 |
Allows to play animations on resources. Attach this to the world actor.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Set of String | Require | Resource types to animate. | |
Ratio | 1, 10 | Collection of Integer | The percentage of resource cells to play the animation on. Use two values to randomize between them. | |
Interval | 200, 500 | Collection of Integer | Tick interval between two animation spawning. Use two values to randomize between them. | |
Image | String | Require | Animation image. | |
Sequences | idle | Collection of String | SequenceReference | Randomly select one of these sequences to render. |
Palette | String | PaletteReference | Animation palette. |
Renders the cargo loaded into the unit.
Requires trait(s): BodyOrientation
, Cargo
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
LocalOffset | 0,0,0 | Collection of 3D World Vector | Cargo position relative to turret or body in (forward, right, up) triples. The default offset should be in the middle of the list. | |
DisplayTypes | Set of String | Passenger CargoType to display. |
Inherits from: WithInfantryBody
, ConditionalTrait
.
Requires trait(s): Disguise
, RenderSprites
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
MinIdleDelay | 30 | Integer | ||
MaxIdleDelay | 110 | Integer | ||
MoveSequence | run | String | SequenceReference | |
DefaultAttackSequence | String | SequenceReference | ||
AttackSequences | Dictionary with Key: String, Value: Collection of String | SequenceReference | Attack sequence to use for each armament. A dictionary of [armament name]: [sequence name(s)]. Multiple sequence names can be defined to specify per-burst animations. | |
IdleSequences | Collection of String | SequenceReference | ||
StandSequences | stand | Collection of String | SequenceReference | |
Palette | String | PaletteReference | Custom palette name | |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Rendered on the refinery when a voxel harvester is docking and undocking.
Requires trait(s): BodyOrientation
, RenderSprites
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Sequence | unload-overlay | String | SequenceReference | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body | |
Palette | String | PaletteReference | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
This actor has turret art with facings baked into the sprite.
Inherits from: WithSpriteBody
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): BodyOrientation
, RenderSprites
, Turreted
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
QuantizedFacings | -1 | Integer | Number of facings for gameplay calculations. -1 indicates auto-detection from the sequence. | |
StartSequence | String | SequenceReference | Animation to play when the actor is created. | |
Sequence | idle | String | SequenceReference | Animation to play when the actor is idle. |
Name | body | String | Identifier used to assign modifying traits to this sprite body. | |
ForceToGround | False | Boolean | Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites). | |
Palette | String | PaletteReference | Custom palette name. | |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Inherits from: WithSpriteBody
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): BodyOrientation
, RenderSprites
, Turreted
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Turret | primary | String | Turreted 'Turret' key to display | |
LeftSequence | left | String | SequenceReference | |
RightSequence | right | String | SequenceReference | |
WakeLeftSequence | wake-left | String | SequenceReference | |
WakeRightSequence | wake-right | String | SequenceReference | |
StartSequence | String | SequenceReference | Animation to play when the actor is created. | |
Sequence | idle | String | SequenceReference | Animation to play when the actor is idle. |
Name | body | String | Identifier used to assign modifying traits to this sprite body. | |
ForceToGround | False | Boolean | Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites). | |
Palette | String | PaletteReference | Custom palette name. | |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Inherits from: WithFacingSpriteBody
, WithSpriteBody
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): BodyOrientation
, Harvester
, RenderSprites
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ImageByFullness | Collection of String | Images switched between depending on fullness of harvester. Overrides RenderSprites.Image. | ||
StartSequence | String | SequenceReference | Animation to play when the actor is created. | |
Sequence | idle | String | SequenceReference | Animation to play when the actor is idle. |
Name | body | String | Identifier used to assign modifying traits to this sprite body. | |
ForceToGround | False | Boolean | Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites). | |
Palette | String | PaletteReference | Custom palette name. | |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Requires trait(s): Cargo
, WithSpriteBody
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
OpenTerrainTypes | Clear | Set of String | ||
OpenSequence | open | String | SequenceReference | |
CloseSequence | close | String | SequenceReference | |
UnloadSequence | unload | String | SequenceReference | |
Body | body | String | Which sprite body to play the animation on. |
Inherits from: WithInfantryBody
, ConditionalTrait
.
Requires trait(s): RenderSprites
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
SplitAttackPalette | String | PaletteReference | Palette to use for the split attack rendering. | |
SplitAttackSuffix | muzzle | String | Sequence suffix to use. | |
MinIdleDelay | 30 | Integer | ||
MaxIdleDelay | 110 | Integer | ||
MoveSequence | run | String | SequenceReference | |
DefaultAttackSequence | String | SequenceReference | ||
AttackSequences | Dictionary with Key: String, Value: Collection of String | SequenceReference | Attack sequence to use for each armament. A dictionary of [armament name]: [sequence name(s)]. Multiple sequence names can be defined to specify per-burst animations. | |
IdleSequences | Collection of String | SequenceReference | ||
StandSequences | stand | Collection of String | SequenceReference | |
Palette | String | PaletteReference | Custom palette name | |
IsPlayerPalette | False | Boolean | Palette is a player palette BaseName | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
This actor displays a charge-up animation before firing.
Requires trait(s): RenderSprites
, WithSpriteBody
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ChargeSequence | active | String | SequenceReference | Sequence to use for charge animation. |
Body | body | String | Which sprite body to play the animation on. |
Rendered together with AttackCharge.
Requires trait(s): RenderSprites
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Sequence | active | String | SequenceReference | Sequence name to use |
Palette | String | PaletteReference | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Requires trait(s): RenderVoxels
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
UnloadSequence | unload | String | Voxel sequence name to use when docked to a refinery. | |
IdleSequence | idle | String | Voxel sequence name to use when undocked from a refinery. | |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. |
Requires trait(s): RenderVoxels
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Sequence | idle | String | ||
TickRate | 5 | Integer | The speed of the walker's legs. | |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Enables commands triggered by typing them into the chatbox. Attach this to the world actor.
Enables visualization commands via the chatbox. Attach this to the world actor.
Enables developer cheats via the chatbox. Attach this to the world actor.
Shows a list of available commands in the chatbox. Attach this to the world actor.
Allows the player to pause or surrender the game via the chatbox. Attach this to the world actor.
Part of the new Lua API.
Requires trait(s): SpawnMapActors
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Scripts | Set of String |
Allows map scripts to attach triggers to this actor via the Triggers global.
Tag trait for actors with DeliversCash
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ValidTypes | Set of String | Accepted DeliversCash types. Leave empty to accept all types. |
||
ValidRelationships | Ally | PlayerRelationship | Player relationships the owner of the delivering actor needs. | |
Sounds | Collection of String | Play a randomly selected sound from this list when accepting cash. |
Tag trait for actors with DeliversExperience
.
Requires trait(s): GainsExperience
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ValidTypes | Set of String | Accepted DeliversExperience types. Leave empty to accept all types. |
||
ValidRelationships | Ally | PlayerRelationship | Player relationships the owner of the delivering actor needs. |
An actor with this trait indicates a valid spawn point for actors of ActorSpawnManager.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | Set of String | Type of ActorSpawner with which it connects. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
IdleBehavior | None | IdleBehaviorType | Behavior when aircraft becomes idle. Options are Land, ReturnToBase, LeaveMap, and None. 'Land' will behave like 'None' (hover or circle) if a suitable landing site is not available. | |
CruiseAltitude | 1c256 | 1D World Distance | ||
Repulsable | True | Boolean | Whether the aircraft can be repulsed. | |
IdealSeparation | 1c682 | 1D World Distance | The distance it tries to maintain from other aircraft if repulsable. | |
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed. | |
InitialFacing | 0 | 1D World Angle | ||
TurnSpeed | 512 | 1D World Angle | Speed at which the actor turns. | |
IdleTurnSpeed | 1D World Angle (optional) | Turn speed to apply when aircraft flies in circles while idle. Defaults to TurnSpeed if undefined. | ||
Speed | 1 | Integer | Maximum flight speed when cruising. | |
IdleSpeed | -1 | Integer | If non-negative, force the aircraft to move in circles at this speed when idle (a speed of 0 means don't move), ignoring CanHover. | |
Pitch | 0 | 1D World Angle | Body pitch when flying forwards. Only relevant for voxel aircraft. | |
PitchSpeed | 0 | 1D World Angle | Pitch steps to apply each tick when starting/stopping. | |
Roll | 0 | 1D World Angle | Body roll when turning. Only relevant for voxel aircraft. | |
IdleRoll | 1D World Angle (optional) | Body roll to apply when aircraft flies in circles while idle. Defaults to Roll if undefined. Only relevant for voxel aircraft. | ||
RollSpeed | 0 | 1D World Angle | Roll steps to apply each tick when turning. | |
MinAirborneAltitude | 1 | Integer | Minimum altitude where this aircraft is considered airborne. | |
LandableTerrainTypes | Set of String | |||
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? | |
Crushes | Collection of CrushClass | e.g. crate, wall, infantry | ||
CrushDamageTypes | Collection of DamageType | Types of damage that are caused while crushing. Leave empty for no damage types. | ||
Voice | Action | String | VoiceReference | |
TargetLineColor | 008000 | Color (RRGGBB[AA] notation) | Color to use for the target line for regular move orders. | |
AirborneCondition | String | GrantedConditionReference | The condition to grant to self while airborne. | |
CruisingCondition | String | GrantedConditionReference | The condition to grant to self while at cruise altitude. | |
CanHover | False | Boolean | Can the actor hover in place mid-air? If not, then the actor will have to remain in motion (circle around). | |
CanSlide | False | Boolean | Can the actor immediately change direction without turning first (doesn't need to fly in a curve)? | |
VTOL | False | Boolean | Does the actor land and take off vertically? | |
TurnToLand | False | Boolean | Does this VTOL actor need to turn before landing (on terrain)? | |
TakeOffOnResupply | False | Boolean | Does this actor automatically take off after resupplying? | |
TakeOffOnCreation | True | Boolean | Does this actor automatically take off after creation? | |
CanForceLand | True | Boolean | Can this actor be given an explicit land order using the force-move modifier? | |
LandAltitude | 0c0 | 1D World Distance | Altitude at which the aircraft considers itself landed. | |
LandRange | 5c0 | 1D World Distance | Range to search for an alternative landing location if the ordered cell is blocked. | |
MaximumPitch | 28 | 1D World Angle | How fast this actor ascends or descends during horizontal movement. | |
AltitudeVelocity | 0c43 | 1D World Distance | How fast this actor ascends or descends when moving vertically only (vertical take off/landing or hovering towards CruiseAltitude). | |
TakeoffSounds | Collection of String | Sounds to play when the actor is taking off. | ||
LandingSounds | Collection of String | Sounds to play when the actor is landing. | ||
WaitDistanceFromResupplyBase | 3c0 | 1D World Distance | The distance of the resupply base that the aircraft will wait for its turn. | |
NumberOfTicksToVerifyAvailableAirport | 150 | Integer | The number of ticks that a airplane will wait to make a new search for an available airport. | |
PreviewFacing | 384 | 1D World Angle | Facing to use for actor previews (map editor, color picker, etc) | |
EditorFacingDisplayOrder | 3 | Integer | Display order for the facing slider in the map editor | |
RequireForceMoveCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition under which the regular (non-force) move cursor is disabled. | |
Cursor | move | String | CursorReference | Cursor to display when a move order can be issued at target location. |
BlockedCursor | move-blocked | String | CursorReference | Cursor to display when a move order cannot be issued at target location. |
EnterCursor | enter | String | CursorReference | Cursor to display when able to land at target building. |
EnterBlockedCursor | enter-blocked | String | CursorReference | Cursor to display when unable to land at target building. |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Inherits from: AttackFollow
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): Aircraft
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
AttackType | Default | AirAttackType | Attack behavior. Currently supported types are: Default: Attack while following the default movement rules. Hover: Hover, even if the Aircraft can't hover while idle. Strafe: Perform a fixed-length attack run on the target. | |
StrafeRunLength | 0c0 | 1D World Distance | Distance the strafing aircraft makes to a target before turning for another pass. When set to WDist.Zero this defaults to the maximum armament range. | |
AbortOnResupply | True | Boolean | Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading. | |
OpportunityFire | True | Boolean | Automatically acquire and fire on targets of opportunity when not actively attacking. | |
PersistentTargeting | True | Boolean | Keep firing on targets even after attack order is cancelled | |
RangeMargin | 1c0 | 1D World Distance | Range to stay away from min and max ranges to give some leeway if the target starts moving. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Causes aircraft husks that are spawned in the air to crash to the ground.
Requires trait(s): Aircraft
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Explosion | UnitExplode | String | WeaponReference | Explosion weapon that triggers when hitting ground. |
MaximumSpinSpeed | 1D World Angle (optional) | Limit the maximum spin (in angle units per tick) that can be achieved while crashing. 0 disables spinning. Leave undefined for no limit. | ||
Moves | False | Boolean | Does the aircraft (husk) move forward at aircraft speed? | |
Velocity | 0c43 | 1D World Distance | Velocity (per tick) at which aircraft falls to ground. |
Actor has a limited amount of ammo, after using it all the actor must reload in some way.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Name | primary | String | Name of this ammo pool, used to link reload traits to this pool. | |
Armaments | primary, secondary | Collection of String | Name(s) of armament(s) that use this pool. | |
Ammo | 1 | Integer | How much ammo does this pool contain when fully loaded. | |
InitialAmmo | -1 | Integer | Initial ammo the actor is created with. Defaults to Ammo. | |
ReloadCount | 1 | Integer | How much ammo is reloaded after a certain period. | |
RearmSound | String | Sound to play for each reloaded ammo magazine. | ||
ReloadDelay | 50 | Integer | Time to reload per ReloadCount on airfield etc. | |
AmmoCondition | String | GrantedConditionReference | The condition to grant to self for each ammo point in this pool. |
Render this actor when creating the minimap while saving the map.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Color | 00000000 | Color (RRGGBB[AA] notation) | Use this color to render the actor, instead of owner player color. | |
Terrain | String | Use this terrain color to render the actor, instead of owner player color. Overrides Color if both set. |
Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Name | primary | String | ||
Weapon | String | WeaponReference, Require | Has to be defined in weapons.yaml as well. | |
Turret | primary | String | Which turret (if present) should this armament be assigned to. | |
FireDelay | 0 | Integer | Time (in frames) until the weapon can fire again. | |
LocalOffset | Collection of 3D World Vector | Muzzle position relative to turret or body, (forward, right, up) triples. If weapon Burst = 1, it cycles through all listed offsets, otherwise the offset corresponding to current burst is used. | ||
LocalYaw | Collection of 1D World Angle | Muzzle yaw relative to turret or body. | ||
Recoil | 0c0 | 1D World Distance | Move the turret backwards when firing. | |
RecoilRecovery | 0c9 | 1D World Distance | Recoil recovery per-frame | |
MuzzleSequence | String | SequenceReference | Muzzle flash sequence to render | |
MuzzlePalette | effect | String | PaletteReference | Palette to render Muzzle flash sequence in |
ReloadingCondition | String | GrantedConditionReference | Condition to grant while reloading. | |
TargetRelationships | Enemy | PlayerRelationship | ||
ForceTargetRelationships | Enemy, Neutral, Ally | PlayerRelationship | ||
Cursor | attack | String | CursorReference | Cursor to display when hovering over a valid target. |
OutsideRangeCursor | attackoutsiderange | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. |
AmmoUsage | 1 | Integer | Ammo the weapon consumes per shot. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Used to define weapon efficiency modifiers with different percentages per Type.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Type | String | |||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Voice | Action | String | VoiceReference | |
TargetLineColor | FF4500 | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackMoveCondition | String | GrantedConditionReference | The condition to grant to self while an attack-move is active. | |
AssaultMoveCondition | String | GrantedConditionReference | The condition to grant to self while an assault-move is active. | |
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? | |
AttackMoveCursor | attackmove | String | CursorReference | |
AttackMoveBlockedCursor | attackmove-blocked | String | CursorReference | |
AssaultMoveCursor | assaultmove | String | CursorReference | |
AssaultMoveBlockedCursor | assaultmove-blocked | String | CursorReference |
Will AttackMove to a random location within MoveRadius when idle. This conflicts with player orders and should only be added to animal creeps.
Inherits from: Wanders
, ConditionalTrait
.
Requires trait(s): AttackMove
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
WanderMoveRadius | 1 | Integer | ||
ReduceMoveRadiusDelay | 5 | Integer | Number of ticks to wait before decreasing the effective move radius. | |
MinMoveDelay | 0 | Integer | Minimum amount of ticks the actor will sit idly before starting to wander. | |
MaxMoveDelay | 0 | Integer | Maximum amount of ticks the actor will sit idly before starting to wander. | |
AvoidTerrainTypes | Set of String | The terrain types that this actor should avoid wandering on to. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Actor must charge up its armaments before firing.
Inherits from: AttackOmni
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ChargeLevel | 25 | Integer | Amount of charge required to attack. | |
ChargeRate | 1 | Integer | Amount to increase the charge level each tick with a valid target. | |
DischargeRate | 1 | Integer | Amount to decrease the charge level each tick without a valid target. | |
ChargingCondition | String | GrantedConditionReference | The condition to grant to self while the charge level is greater than zero. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Actor will follow units until in range to attack them.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
OpportunityFire | True | Boolean | Automatically acquire and fire on targets of opportunity when not actively attacking. | |
PersistentTargeting | True | Boolean | Keep firing on targets even after attack order is cancelled | |
RangeMargin | 1c0 | 1D World Distance | Range to stay away from min and max ranges to give some leeway if the target starts moving. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Unit got to face the target
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Cargo can fire their weapons out of fire ports.
Inherits from: AttackFollow
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): Cargo
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
PortOffsets | Collection of 3D World Vector | Require | Fire port offsets in local coordinates. | |
PortYaws | Collection of 1D World Angle | Require | Fire port yaw angles. | |
PortCones | Collection of 1D World Angle | Require | Fire port yaw cone angle. | |
MuzzlePalette | effect | String | PaletteReference | |
OpportunityFire | True | Boolean | Automatically acquire and fire on targets of opportunity when not actively attacking. | |
PersistentTargeting | True | Boolean | Keep firing on targets even after attack order is cancelled | |
RangeMargin | 1c0 | 1D World Distance | Range to stay away from min and max ranges to give some leeway if the target starts moving. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Actor has a visual turret used to attack.
Inherits from: AttackFollow
, AttackBase
, PausableConditionalTrait
, ConditionalTrait
.
Requires trait(s): Turreted
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Turrets | primary | Collection of String | Turret names | |
OpportunityFire | True | Boolean | Automatically acquire and fire on targets of opportunity when not actively attacking. | |
PersistentTargeting | True | Boolean | Keep firing on targets even after attack order is cancelled | |
RangeMargin | 1c0 | 1D World Distance | Range to stay away from min and max ranges to give some leeway if the target starts moving. | |
Armaments | primary, secondary | Collection of String | Armament names | |
Cursor | String | CursorReference | Cursor to display when hovering over a valid target. | |
OutsideRangeCursor | String | CursorReference | Cursor to display when hovering over a valid target that is outside of range. | |
TargetLineColor | DC143C | Color (RRGGBB[AA] notation) | Color to use for the target line. | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? | |
TargetFrozenActors | False | Boolean | Allow firing into the fog to target frozen actors without requiring force-fire. | |
ForceFireIgnoresActors | False | Boolean | Force-fire mode ignores actors and targets the ground instead. | |
OutsideRangeRequiresForceFire | False | Boolean | Force-fire mode is required to enable targeting against targets outside of range. | |
Voice | Action | String | VoiceReference | |
FacingTolerance | 512 | 1D World Angle | Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Can be carried by units with the trait Carryall
.
Inherits from: Carryable
, ConditionalTrait
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
MinDistance | 6c0 | 1D World Distance | Required distance away from destination before requesting a pickup. Default is 6 cells. | |
ReservedCondition | String | GrantedConditionReference | The condition to grant to self while a carryall has been reserved. | |
CarriedCondition | String | GrantedConditionReference | The condition to grant to self while being carried. | |
LockedCondition | String | GrantedConditionReference | The condition to grant to self while being locked for carry. | |
LocalOffset | 0,0,0 | 3D World Vector | Carryall attachment point relative to body. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Automatically transports harvesters with the Carryable trait between resource fields and refineries.
Inherits from: Carryall
.
Requires trait(s): Aircraft
, BodyOrientation
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
InitialActor | String | ActorReference | Actor type that is initially spawned into this actor. | |
BeforeLoadDelay | 0 | Integer | Delay (in ticks) on the ground while attaching an actor to the carryall. | |
BeforeUnloadDelay | 0 | Integer | Delay (in ticks) on the ground while detaching an actor from the carryall. | |
LocalOffset | 0,0,0 | 3D World Vector | Carryable attachment point relative to body. | |
DropRange | 5c0 | 1D World Distance | Radius around the target drop location that are considered if the target tile is blocked. | |
UnloadCursor | deploy | String | CursorReference | Cursor to display when able to unload the passengers. |
UnloadBlockedCursor | deploy-blocked | String | CursorReference | Cursor to display when unable to unload the passengers. |
AllowDropOff | False | Boolean | Allow moving and unloading with one order using force-move | |
DropOffCursor | ability | String | CursorReference | Cursor to display when able to drop off the passengers at location. |
DropOffBlockedCursor | move-blocked | String | CursorReference | Cursor to display when unable to drop off the passengers at location. |
PickUpCursor | ability | String | CursorReference | Cursor to display when picking up the passengers. |
CarryCondition | String | GrantedConditionReference | Condition to grant to the Carryall while it is carrying something. | |
CarryableConditions | Dictionary with Key: String, Value: String | ActorReference | Conditions to grant when a specified actor is being carried. A dictionary of [actor name]: [condition]. | |
Voice | Action | String | VoiceReference | |
TargetLineColor | FFFF00 | Color (RRGGBB[AA] notation) | Color to use for the target line. |
The actor will automatically engage the enemy when it is in range.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
AllowMovement | True | Boolean | It will try to hunt down the enemy if it is set to AttackAnything. | |
AllowTurning | True | Boolean | It will try to pivot to face the enemy if stance is not HoldFire. | |
ScanOnIdle | True | Boolean | Scan for new targets when idle. | |
ScanRadius | -1 | Integer | Set to a value >1 to override weapons maximum range for this. | |
InitialStanceAI | AttackAnything | UnitStance | Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike. | |
InitialStance | Defend | UnitStance | Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players. | |
HoldFireCondition | String | GrantedConditionReference | The condition to grant to self while in the HoldFire stance. | |
ReturnFireCondition | String | GrantedConditionReference | The condition to grant to self while in the ReturnFire stance. | |
DefendCondition | String | GrantedConditionReference | The condition to grant to self while in the Defend stance. | |
AttackAnythingCondition | String | GrantedConditionReference | The condition to grant to self while in the AttackAnything stance. | |
EnableStances | True | Boolean | Allow the player to change the unit stance. | |
MinimumScanTimeInterval | 3 | Integer | Ticks to wait until next AutoTarget: attempt. | |
MaximumScanTimeInterval | 8 | Integer | Ticks to wait until next AutoTarget: attempt. | |
EditorStanceDisplayOrder | 1 | Integer | Display order for the stance dropdown in the map editor | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Specifies the target types and relative priority used by AutoTarget to decide what to target.
Requires trait(s): AutoTarget
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ValidTargets | Ground, Water, Air | Collection of TargetableType | Target types that can be AutoTargeted. | |
InvalidTargets | Collection of TargetableType | Target types that can't be AutoTargeted. Overrules ValidTargets. | ||
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | Relationships between actor's and target's owner needed for AutoTargeting. | |
Priority | 1 | Integer | ValidTargets with larger priorities will be AutoTargeted before lower priorities. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
This actor blocks bullets and missiles with 'Blockable' property.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Height | 1c0 | 1D World Distance | ||
ValidRelationships | Enemy, Neutral, Ally | PlayerRelationship | Determines what projectiles to block based on their allegiance to the wall owner. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
QuantizedFacings | -1 | Integer | Number of facings for gameplay calculations. -1 indicates auto-detection from another trait. | |
CameraPitch | 113 | 1D World Angle | Camera pitch for rotation calculations. | |
UseClassicPerspectiveFudge | True | Boolean | Fudge the coordinate system angles to simulate non-top-down perspective in mods with square cells. |
Manages AI base construction.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
ConstructionYardTypes | Set of String | Tells the AI what building types are considered construction yards. | ||
VehiclesFactoryTypes | Set of String | Tells the AI what building types are considered vehicle production facilities. | ||
RefineryTypes | Set of String | Tells the AI what building types are considered refineries. | ||
PowerTypes | Set of String | Tells the AI what building types are considered power plants. | ||
BarracksTypes | Set of String | Tells the AI what building types are considered infantry production facilities. | ||
ProductionTypes | Set of String | Tells the AI what building types are considered production facilities. | ||
NavalProductionTypes | Set of String | Tells the AI what building types are considered naval production facilities. | ||
SiloTypes | Set of String | Tells the AI what building types are considered silos (resource storage). | ||
DefenseTypes | Set of String | Tells the AI what building types are considered defenses. | ||
BuildingQueues | Building | Set of String | Production queues AI uses for buildings. | |
DefenseQueues | Defense | Set of String | Production queues AI uses for defenses. | |
MinBaseRadius | 2 | Integer | Minimum distance in cells from center of the base when checking for building placement. | |
MaxBaseRadius | 20 | Integer | Radius in cells around the center of the base to expand. | |
MinimumExcessPower | 0 | Integer | Minimum excess power the AI should try to maintain. | |
MaximumExcessPower | 0 | Integer | The targeted excess power the AI tries to maintain cannot rise above this. | |
ExcessPowerIncrement | 0 | Integer | Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings. | |
ExcessPowerIncreaseThreshold | 1 | Integer | Increase maintained excess power by ExcessPowerIncrement for every N base buildings. | |
InititalMinimumRefineryCount | 1 | Integer | Number of refineries to build before building a barracks. | |
AdditionalMinimumRefineryCount | 1 | Integer | Number of refineries to build additionally after building a barracks. | |
StructureProductionInactiveDelay | 125 | Integer | Additional delay (in ticks) between structure production checks when there is no active production. StructureProductionRandomBonusDelay is added to this. | |
StructureProductionActiveDelay | 25 | Integer | Additional delay (in ticks) added between structure production checks when actively building things. Note: this should be at least as large as the typical order latency to avoid duplicated build choices. | |
StructureProductionRandomBonusDelay | 10 | Integer | A random delay (in ticks) of up to this is added to active/inactive production delays. | |
StructureProductionResumeDelay | 1500 | Integer | Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed. | |
MaximumFailedPlacementAttempts | 3 | Integer | After how many failed attempts to place a structure should AI give up and wait for StructureProductionResumeDelay before retrying. | |
MaxResourceCellsToCheck | 3 | Integer | How many randomly chosen cells with resources to check when deciding refinery placement. | |
CheckForNewBasesDelay | 1500 | Integer | Delay (in ticks) until rechecking for new BaseProviders. | |
PlaceDefenseTowardsEnemyChance | 100 | Integer | Chance that the AI will place the defenses in the direction of the closest enemy building. | |
MinimumDefenseRadius | 5 | Integer | Minimum range at which to build defensive structures near a combat hotspot. | |
MaximumDefenseRadius | 20 | Integer | Maximum range at which to build defensive structures near a combat hotspot. | |
NewProductionCashThreshold | 5000 | Integer | Try to build another production building if there is too much cash. | |
RallyPointScanRadius | 8 | Integer | Radius in cells around a factory scanned for rally points by the AI. | |
CheckForWaterRadius | 8 | Integer | Radius in cells around each building with ProvideBuildableArea to check for a 3x3 area of water where naval structures can be built. Should match maximum adjacency of naval structures. | |
WaterTerrainTypes | Water | Set of String | Terrain types which are considered water for base building purposes. | |
BuildingFractions | Dictionary with Key: String, Value: Integer | What buildings to the AI should build. What integer percentage of the total base must be this type of building. | ||
BuildingLimits | Dictionary with Key: String, Value: Integer | What buildings should the AI have a maximum limit to build. | ||
BuildingDelays | Dictionary with Key: String, Value: Integer | When should the AI start building specific buildings. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Manages AI repairing base buildings.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Manages AI capturing logic.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
CapturingActorTypes | Set of String | Actor types that can capture other actors (via Captures ). Leave this empty to disable capturing. |
||
CapturableActorTypes | Set of String | Actor types that can be targeted for capturing. Leave this empty to include all actors. | ||
MinimumCaptureDelay | 375 | Integer | Minimum delay (in ticks) between trying to capture with CapturingActorTypes. | |
MaximumCaptureTargetOptions | 10 | Integer | Maximum number of options to consider for capturing. If a value less than 1 is given 1 will be used instead. | |
CheckCaptureTargetsForVisibility | True | Boolean | Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets? | |
CapturableRelationships | Enemy, Neutral | PlayerRelationship | Player relationships that capturers should attempt to target. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Put this on the Player actor. Manages bot harvesters to ensure they always continue harvesting as long as there are resources on the map.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
HarvesterTypes | Set of String | Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built. Leave empty to disable harvester replacement. Currently only needed by harvester replacement system. | ||
RefineryTypes | Set of String | Actor types that are counted as refineries. Currently only needed by harvester replacement system. | ||
ScanForIdleHarvestersInterval | 50 | Integer | Interval (in ticks) between giving out orders to idle harvesters. | |
HarvesterEnemyAvoidanceRadius | 8c0 | 1D World Distance | Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Manages AI MCVs.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
McvTypes | Set of String | Actor types that are considered MCVs (deploy into base builders). | ||
ConstructionYardTypes | Set of String | Actor types that are considered construction yards (base builders). | ||
McvFactoryTypes | Set of String | Actor types that are able to produce MCVs. | ||
MinimumConstructionYardCount | 1 | Integer | Try to maintain at least this many ConstructionYardTypes, build an MCV if number is below this. | |
ScanForNewMcvInterval | 20 | Integer | Delay (in ticks) between looking for and giving out orders to new MCVs. | |
MinBaseRadius | 2 | Integer | Minimum distance in cells from center of the base when checking for MCV deployment location. | |
MaxBaseRadius | 20 | Integer | Maximum distance in cells from center of the base when checking for MCV deployment location. Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard. | |
RestrictMCVDeploymentFallbackToBase | True | Boolean | Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied? | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Manages AI squads.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
NavalUnitsTypes | Set of String | Actor types that are valid for naval squads. | ||
AirUnitsTypes | Set of String | Actor types that are excluded from ground attacks. | ||
ExcludeFromSquadsTypes | Set of String | Actor types that should generally be excluded from attack squads. | ||
ConstructionYardTypes | Set of String | Actor types that are considered construction yards (base builders). | ||
NavalProductionTypes | Set of String | Enemy building types around which to scan for targets for naval squads. | ||
ProtectionTypes | Set of String | Own actor types that are prioritized when defending. | ||
SquadSize | 8 | Integer | Minimum number of units AI must have before attacking. | |
SquadSizeRandomBonus | 30 | Integer | Random number of up to this many units is added to squad size when creating an attack squad. | |
AssignRolesInterval | 50 | Integer | Delay (in ticks) between giving out orders to units. | |
RushInterval | 600 | Integer | Delay (in ticks) between attempting rush attacks. | |
AttackForceInterval | 75 | Integer | Delay (in ticks) between updating squads. | |
MinimumAttackForceDelay | 0 | Integer | Minimum delay (in ticks) between creating squads. | |
RushAttackScanRadius | 15 | Integer | Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush. | |
ProtectUnitScanRadius | 15 | Integer | Radius in cells around the base that should be scanned for units to be protected. | |
MaxBaseRadius | 20 | Integer | Maximum distance in cells from center of the base when checking for MCV deployment location. Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard. | |
IdleScanRadius | 10 | Integer | Radius in cells that squads should scan for enemies around their position while idle. | |
DangerScanRadius | 10 | Integer | Radius in cells that squads should scan for danger around their position to make flee decisions. | |
AttackScanRadius | 12 | Integer | Radius in cells that attack squads should scan for enemies around their position when trying to attack. | |
ProtectionScanRadius | 8 | Integer | Radius in cells that protecting squads should scan for enemies around their position. | |
IgnoredEnemyTargetTypes | Collection of TargetableType | Enemy target types to never target. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Manages bot support power handling.
Requires trait(s): SupportPowerManager
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Decisions | Collection of SupportPowerDecision | Tells the AI how to use its support powers. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Controls AI unit production.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
IdleBaseUnitsMaximum | 12 | Integer | Only produce units as long as there are less than this amount of units idling inside the base. | |
UnitQueues | Vehicle, Infantry, Plane, Ship, Aircraft | Set of String | Production queues AI uses for producing units. | |
UnitsToBuild | Dictionary with Key: String, Value: Integer | What units to the AI should build. What relative share of the total army must be this type of unit. | ||
UnitLimits | Dictionary with Key: String, Value: Integer | What units should the AI have a maximum limit to train. | ||
UnitDelays | Dictionary with Key: String, Value: Integer | When should the AI start train specific units. | ||
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Prerequisites | Collection of String | The prerequisite names that must be available before this can be built. This can be prefixed with ! to invert the prerequisite (disabling production if the prerequisite is available) and/or ~ to hide the actor from the production palette if the prerequisite is not available. Prerequisites are granted by actors with the ProvidesPrerequisite trait. | ||
Queue | Set of String | Production queue(s) that can produce this. | ||
BuildAtProductionType | String | Override the production structure type (from the Production Produces list) that this unit should be built at. | ||
BuildLimit | 0 | Integer | Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable. | |
ForceFaction | String | Force a specific faction variant, overriding the faction of the producing actor. | ||
Icon | icon | String | SequenceReference | Sequence of the actor that contains the icon. |
IconPalette | chrome | String | PaletteReference | Palette used for the production icon. |
IconPaletteIsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName | |
BuildDuration | -1 | Integer | Base build time in frames (-1 indicates to use the unit's Value). | |
BuildDurationModifier | 60 | Integer | Percentage modifier to apply to the build duration. | |
BuildPaletteOrder | 9999 | Integer | Sort order for the production palette. Smaller numbers are presented earlier. | |
Description | String | Text shown in the production tooltip. |
Creates a building placement preview based on the map editor actor preview.
Inherits from: FootprintPlaceBuildingPreview
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Animated | True | Boolean | Enable the building's idle animation. | |
PreviewAlpha | 1 | Real Number | Custom opacity to apply to the actor preview. | |
FootprintUnderPreview | Valid, LineBuild | PlaceBuildingCellType | Footprint types to draw underneath the actor preview. | |
FootprintOverPreview | Invalid | PlaceBuildingCellType | Footprint types to draw above the actor preview. | |
Palette | terrain | String | PaletteReference | Palette to use for rendering the placement sprite. |
FootprintAlpha | 1 | Real Number | Custom opacity to apply to the placement sprite. | |
LineBuildFootprintAlpha | 1 | Real Number | Custom opacity to apply to the line-build placement sprite. |
Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.
Limits the zone where buildings can be constructed to a radius around this actor.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Range | 10c0 | 1D World Distance | ||
Cooldown | 0 | Integer | ||
InitialDelay | 0 | Integer | ||
CircleReadyColor | FFFFFF80 | Color (RRGGBB[AA] notation) | Range circle color when operational. | |
CircleBlockedColor | FF000080 | Color (RRGGBB[AA] notation) | Range circle color when inactive. | |
CircleWidth | 1 | Real Number | Range circle line width. | |
CircleBorderColor | 00000060 | Color (RRGGBB[AA] notation) | Range circle border color. | |
CircleBorderWidth | 3 | Real Number | Range circle border width. | |
PauseOnCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to pause this trait. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Long | False | Boolean | ||
RepairPropagationDelay | 20 | Integer | Delay (in ticks) between repairing adjacent spans in long bridges | |
Template | 0 | UInt16 | ||
DamagedTemplate | 0 | UInt16 | ||
DestroyedTemplate | 0 | UInt16 | ||
DestroyedPlusNorthTemplate | 0 | UInt16 | ||
DestroyedPlusSouthTemplate | 0 | UInt16 | ||
DestroyedPlusBothTemplate | 0 | UInt16 | ||
ShorePieces | br1, br2 | Collection of String | ||
NorthOffset | Collection of Integer | |||
SouthOffset | Collection of Integer | |||
DemolishWeapon | Demolish | String | WeaponReference | The name of the weapon to use when demolishing the bridge |
DamageTypes | Collection of DamageType | Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types. |
Allows bridges to be targeted for demolition and repair.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Types | GroundLevelBridge | Collection of String | Bridge types to act on | |
NeighbourOffsets | Collection of 2D Cell Vector | Offsets to look for adjacent bridges to act on | ||
RepairPropagationDelay | 20 | Integer | Delay between each segment repair step | |
DemolishPropagationDelay | 5 | Integer | Delay between each segment demolish step | |
RequireForceAttackForHeal | False | Boolean | Hide the repair cursor if the bridge is only damaged (not destroyed) |
Placeholder actor used for dead segments and bridge end ramps.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Type | GroundLevelBridge | String | ||
DamageState | Undamaged | DamageState | ||
ReplaceWithActor | String | ActorReference | Actor type to replace with on repair. | |
NeighbourOffsets | Collection of 2D Cell Vector |
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
TerrainTypes | Set of String | Where you are allowed to place the building (Water, Clear, ...) | ||
Footprint | Dictionary with Key: 2D Cell Vector, Value: FootprintCellType | x means cell is blocked, capital X means blocked but not counting as targetable, = means part of the footprint but passable, _ means completely empty. | ||
Dimensions | 1,1 | 2D Cell Vector | ||
LocalCenterOffset | 0,0,0 | 3D World Vector | Shift center of the actor by this offset. | |
RequiresBaseProvider | False | Boolean | ||
AllowInvalidPlacement | False | Boolean | ||
AllowPlacementOnResources | False | Boolean | ||
RemoveSmudgesOnBuild | True | Boolean | Clear smudges from underneath the building footprint. | |
RemoveSmudgesOnSell | True | Boolean | Clear smudges from underneath the building footprint on sell. | |
RemoveSmudgesOnTransform | True | Boolean | Clear smudges from underneath the building footprint on transform. | |
BuildSounds | Collection of String | |||
UndeploySounds | Collection of String |
A dictionary of buildings placed on the map. Attach this to the world actor.
Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
SpawnOffset | 0,0,0 | 3D World Vector | Offset at which that the exiting actor is spawned relative to the center of the producing actor. | |
ExitCell | 0,0 | 2D Cell Vector | Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor. | |
Facing | 1D World Angle (optional) | |||
ProductionTypes | Set of String | Type tags on this exit. | ||
ExitDelay | 0 | Integer | Number of ticks to wait before moving into the world. | |
Priority | 1 | Integer | Exits with larger priorities will be used before lower priorities. | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Creates a building placement preview showing only the building footprint.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Palette | terrain | String | PaletteReference | Palette to use for rendering the placement sprite. |
FootprintAlpha | 1 | Real Number | Custom opacity to apply to the placement sprite. | |
LineBuildFootprintAlpha | 1 | Real Number | Custom opacity to apply to the line-build placement sprite. |
Player receives 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, ...
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
Actor | String | ActorReference, Require | Name of the actor. | |
SpawnOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building. | |
Facing | 0 | 1D World Angle | Which direction the unit should face. | |
AllowRespawn | False | Boolean | Whether another actor should spawn upon re-enabling the trait. | |
EditorFreeActorDisplayOrder | 4 | Integer | Display order for the free actor checkbox in the map editor | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |
Player receives a unit for free once the building is placed. If you want more than one unit to be delivered, copy this section and assign IDs like FreeActorWithDelivery@2, ...
Inherits from: FreeActor
, ConditionalTrait
.
Property | Default Value | Type | Attributes | Description |
---|---|---|---|---|
DeliveringActor | String | ActorReference, Require | Name of the delivering actor. This actor must have the Carryall trait |
|
SpawnLocation | 0,0 | 2D Cell Position | Cell coordinates for spawning the delivering actor. If left blank, the closest edge cell will be chosen. | |
DeliveryOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building. | |
DeliveryRange | 0c0 | 1D World Distance | Range to search for an alternative delivery location if the DeliveryOffset cell is blocked. | |
Actor | String | ActorReference, Require | Name of the actor. | |
SpawnOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building. | |
Facing | 0 | 1D World Angle | Which direction the unit should face. | |
AllowRespawn | False | Boolean | Whether another actor should spawn upon re-enabling the trait. | |
EditorFreeActorDisplayOrder | 4 | Integer | Display order for the free actor checkbox in the map editor | |
RequiresCondition | BooleanExpression | ConsumedConditionReference | Boolean expression defining the condition to enable this trait. |