This documentation is aimed at modders. It displays all traits with default values and developer commentary. Please do not edit it directly, but add new [Desc("String")] tags to the source code. This file has been automatically generated for version {DEV_VERSION} of OpenRA.
DeadBuildingState
LingerTime: 20 # Type: IntegerIonCannonPower
CameraActor: # Type: String. Actor to spawn when the attack starts
CameraRemoveDelay: 25 # Type: Integer. Amount of time to keep the camera alive
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: IonCannonPowerInfoOrder # Type: StringPoisonedByTiberium
Weapon: Tiberium # Type: String
Resources: Tiberium,BlueTiberium # Type: String[]Deliver the unit in production via skylift.
ProductionAirdrop
ReadyAudio: Reinforce # Type: String
ActorType: c17 # Type: String. Cargo aircraft used.
Produces: # Type: String[]. e.g. Infantry, Vehicles, Aircraft, BuildingsWithCargo
LocalOffset: # Type: WRange[]. Cargo position relative to turret or body. (forward, right, up) triples
DisplayTypes: # Type: String[]SpawnViceroid
ViceroidActor: vice # Type: String
Probability: 10 # Type: Integer
Owner: Creeps # Type: String
InfDeath: 6 # Type: IntegerTiberiumRefinery
DockOffset: 1,2 # Type: int2
ShowTicks: True # Type: Truth Value
TickLifetime: 30 # Type: Integer
TickVelocity: 2 # Type: Integer
TickRate: 10 # Type: Integer
DockAngle: 64 # Type: IntegerWithFireWithRoofDamagedWithoutFoundation
Weapon: weathering # Type: String
SafeTerrain: Concrete # Type: String[]
DamageThreshold: 50 # Type: IntegerProductionQueueFromSelection
ProductionTabsWidget: # Type: StringThrowsShrapnel
Weapons: # Type: String[]
Pieces: 3,10 # Type: Int32[]
Range: 2048,5120 # Type: WRange[]Tag trait for SupplyTruck: actors.
AcceptsSuppliesActorLostNotification
Notification: UnitLost # Type: String
NotifyAll: False # Type: Truth ValuePlaceBeacon
Duration: 750 # Type: Integer
NotificationType: Sounds # Type: String
Notification: Beacon # Type: String
PalettePrefix: player # Type: StringMenuPaletteEffect
FadeLength: 10 # Type: IntegerEject a ground soldier or a paratrooper while in the air.
EjectOnDeath
PilotActor: E1 # Type: String
SuccessRate: 50 # Type: Integer
ChuteSound: chute1.aud # Type: String
EjectInAir: False # Type: Truth Value
EjectOnGround: False # Type: Truth ValueAnnounceOnBuildAnnounceOnKillAppearsOnRadar
UseLocation: False # Type: Truth ValueAttackMoveUnit got to face the target
AttackFrontal
FacingTolerance: 1 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackLeap
Speed: 426 # Type: WRange. Leap speed (in units/tick).
Angle: 56 # Type: WAngle
FacingTolerance: 1 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackLoyalty
FacingTolerance: 1 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringGive the unit a "heal-weapon" that attacks friendly targets if they are damaged. It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the heal process then. It also won't work with buildings (use RepairsUnits: for them)
AttackMedic
FacingTolerance: 1 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackOmni
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackPopupTurreted
CloseDelay: 125 # Type: Integer
DefaultFacing: 0 # Type: Integer
ClosedDamageMultiplier: 0.5 # Type: Real Number
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackCharge
MaxCharges: 1 # Type: Integer
ReloadTime: 120 # Type: Integer. Reload time (for all charges).
InitialChargeDelay: 22 # Type: Integer. Delay for first charge. Needs to match FireDelay for Obelisk.
ChargeDelay: 3 # Type: Integer. Delay for additional charges if MaxCharge is larger than 1.
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackTurreted
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackWander
MoveRadius: 4 # Type: IntegerUsed together with AttackMedic: to make the healer do it's job automatically to nearby units.
AutoHealThe actor will automatically engage the enemy when it is in range.
AutoTarget
AllowMovement: True # Type: Truth Value. It will try to hunt down the enemy if it is not set to defend.
ScanRadius: -1 # Type: Integer. Set to a value >1 to override weapons maximum range for this.
InitialStance: AttackAnything # Type: UnitStance
MinimumScanTimeInterval: 3 # Type: Integer. Ticks to wait until next AutoTarget: attempt.
MaximumScanTimeInterval: 8 # Type: Integer. Ticks to wait until next AutoTarget: attempt.
TargetWhenIdle: True # Type: Truth Value
TargetWhenDamaged: True # Type: Truth Value
EnableStances: True # Type: Truth ValueWill not get automatically targeted by enemy (like walls)
AutoTargetIgnoreTag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.
BaseBuildingBelowUnitsBridge
Long: False # Type: Truth Value
RepairPropagationDelay: 20 # Type: Integer. Delay (in ticks) between repairing adjacent spans in long bridges
Template: 0 # Type: UInt16
DamagedTemplate: 0 # Type: UInt16
DestroyedTemplate: 0 # Type: UInt16
DestroyedPlusNorthTemplate: 0 # Type: UInt16
DestroyedPlusSouthTemplate: 0 # Type: UInt16
DestroyedPlusBothTemplate: 0 # Type: UInt16
ShorePieces: br1,br2 # Type: String[]
NorthOffset: # Type: Int32[]
SouthOffset: # Type: Int32[]BridgeLayer
Bridges: bridge1,bridge2 # Type: String[]Buildable
Prerequisites: # Type: String[]
Owner: # Type: String[]
Queue: # Type: String
Hidden: False # Type: Truth Value
BuildLimit: 0 # Type: Integer
BuildPaletteOrder: 9999 # Type: Integer
Hotkey: UNKNOWN None # Type: HotkeyCaptureNotification
Notification: BuildingCaptured # Type: String
NewOwnerVoice: True # Type: Truth ValueBurns
Anim: 1 # Type: String
Damage: 1 # Type: Integer
Interval: 8 # Type: IntegerC4Demolition
C4Delay: 45 # Type: IntegerThis actor can be captured by a unit with ExternalCaptures: trait.
ExternalCapturable
Type: building # Type: String. Type of actor (the ExternalCaptures: trait defines what Types it can capture).
AllowAllies: False # Type: Truth Value
AllowNeutral: True # Type: Truth Value
AllowEnemies: True # Type: Truth Value
CaptureCompleteTime: 15 # Type: Integer
# Seconds it takes to change the owner.
# You might want to add a ExternalCapturableBar: trait, too.Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait.
ExternalCapturableBarThis actor can be captured by a unit with Captures: trait.
Capturable
Type: building # Type: String. Type of actor (the Captures: trait defines what Types it can capture).
AllowAllies: False # Type: Truth Value
AllowNeutral: True # Type: Truth Value
AllowEnemies: True # Type: Truth Value
CaptureThreshold: 0.5 # Type: Real Number. Health percentage the target must be at (or below) before it can be captured.
CancelActivity: False # Type: Truth ValueThis actor can capture other actors which have the ExternalCapturable: trait.
ExternalCaptures
CaptureTypes: building # Type: String[]. Types of actors that it can capture, as long as the type also exists in the ExternalCapturable Type: trait.
ConsumeActor: False # Type: Truth Value. Destroy the unit after capturing.Cargo
MaxWeight: 0 # Type: Integer
PipCount: 0 # Type: Integer
Types: # Type: String[]
InitialUnits: # Type: String[]Lets the actor generate cash in a set periodic time.
CashTrickler
Period: 50 # Type: Integer. Number of ticks to wait between giving money.
Amount: 15 # Type: Integer. Amount of money to give each time.
ShowTicks: True # Type: Truth Value. Whether to show the cash tick indicators (+$15 rising from actor).
CaptureAmount: 0 # Type: Integer. Amount of money awarded for capturing the actor.ChronoshiftPaletteEffectChronoshiftable
ExplodeInstead: False # Type: Truth Value
ChronoshiftSound: chrono2.aud # Type: StringCloak
InitialDelay: 10 # Type: Integer
CloakDelay: 30 # Type: Integer
UncloakOnMove: False # Type: Truth Value
UncloakOnUnload: False # Type: Truth Value
RequiresCrate: False # Type: Truth Value
CloakSound: # Type: String
UncloakSound: # Type: String
Palette: cloak # Type: String
CloakTypes: Cloak # Type: String[]ConquestVictoryConditions
NotificationDelay: 1500 # Type: Integer. MillisecondsTag trait for things that must be destroyed for a short game to end.
MustBeDestroyedProvides game mode information for players/observers. Goes on WorldActor - observers don't have a player it can live on.
ConquestObjectivesPanel
ObjectivesPanel: # Type: StringContainsCrateCrate
Lifetime: 5 # Type: Integer
TerrainTypes: # Type: String[]CrateAction
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]CrateSpawner
Minimum: 1 # Type: Integer. Minimum number of crates
Maximum: 255 # Type: Integer. Maximum number of crates
SpawnInterval: 180 # Type: Integer. Average time (seconds) between crate spawn
ValidGround: Clear,Rough,Road,Ore,Beach # Type: String[]. Which terrain types can we drop on?
ValidWater: Water # Type: String[]. Which terrain types count as water?
WaterChance: 0.2 # Type: Real Number. Chance of generating a water crate instead of a land crate
DeliveryAircraft: # Type: String. If a DeliveryAircraft: is specified, then this actor will deliver crates
CrateActors: crate # Type: String[]. Crate actors to drop
CrateActorShares: 10 # Type: Int32[]. Chance of each crate actor spawningExplodeCrateAction
Weapon: # Type: String
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]GiveCashCrateAction
Amount: 2000 # Type: Integer
UseCashTick: False # Type: Truth Value
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]HideMapCrateAction
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]LevelUpCrateAction
Levels: 1 # Type: Integer
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]RevealMapCrateAction
IncludeAllies: False # Type: Truth Value
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]CreateMPPlayersCrushableInfantry
CrushSound: squish2.aud # Type: String
CorpseSequence: die-crushed # Type: String
CrushClasses: infantry # Type: String[]
WarnProbability: 75 # Type: IntegerDemoTruckDetectCloaked
CloakTypes: Cloak # Type: String[]
Range: 5 # Type: IntegerContrail
Offset: 0,0,0 # Type: WVec. Position relative to body
TrailLength: 25 # Type: Integer
Color: 255,255,255,255 # Type: Color
UsePlayerColor: True # Type: Truth ValueEmitCargoOnSellEmitInfantryOnSell
ValuePercent: 40 # Type: Real Number
MinHpPercent: 30 # Type: Real Number
ActorTypes: e1 # Type: String[]EngineerRepairEngineerRepairableExplodes
Weapon: UnitExplode # Type: String
EmptyWeapon: UnitExplode # Type: String
Chance: 100 # Type: Integer
InfDeath: # Type: Int32[]FakePlayer recives a unit for free once the building is placed. This also works for structures. If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...
FreeActor
Actor: # Type: String. Name of actor (use HARV if this trait is for refineries)
InitialActivity: # Type: String
# What the unit should start doing. Warning: If this is not a harvester
# it will break if you use FindResources.
SpawnOffset: 0,0 # Type: int2. Offset relative to structure-center in 2D (e.g. 1, 2)
Facing: 0 # Type: Integer. Which direction the unit should face.GainsExperience
CostThreshold: 2,4,8,16 # Type: Single[]. XP requirements for each level, as multiples of our own cost.
FirepowerModifier: 1,1,1,15,1,2,1,5 # Type: Single[]
ArmorModifier: 1,1,1,2,1,3,1,5 # Type: Single[]
SpeedModifier: 1,1,1,15,1,2,1,5 # Type: Decimal[]GainsUnitUpgrades
FirepowerMaxLevel: 15 # Type: Integer
FirepowerModifier: 0.2 # Type: Real Number
ArmorMaxLevel: 15 # Type: Integer
ArmorModifier: 0.2 # Type: Real Number
SpeedMaxLevel: 15 # Type: Integer
SpeedModifier: 0,2 # Type: Real NumberYou get money for playing this actor.
GivesBounty
Percentage: 10 # Type: Integer. Calculated by Cost or CustomSellValue so they have to be set to avoid crashes.
LevelMod: 125 # Type: Integer. Higher ranked units give higher bounties.
Stances: Neutral,Enemy # Type: Stance[]. Destroying creeps and enemies is rewarded.GivesExperience
Experience: -1 # Type: Integer. If -1, use the value of the unit cost.GuardGuardable
Range: 2 # Type: IntegerHarvester
DeliveryBuildings: # Type: String[]
Capacity: 28 # Type: Integer
LoadTicksPerBale: 4 # Type: Integer
UnloadTicksPerBale: 4 # Type: Integer
PipCount: 7 # Type: Integer
HarvestFacings: 0 # Type: Integer
Resources: # Type: String[]
FullyLoadedSpeed: 0,85 # Type: Real Number
SearchFromProcRadius: 24 # Type: Integer
SearchFromOrderRadius: 12 # Type: IntegerHarvesterHuskModifier
FullHuskActor: # Type: String
FullnessThreshold: 50 # Type: IntegerHusk
AllowedTerrain: # Type: String[]InfiltrateForSupportPower
Proxy: # Type: StringInvulnerableIronCurtainableJamsMissiles
Range: 0 # Type: Integer
AlliedMissiles: True # Type: Truth Value
Chance: 100 # Type: IntegerLeavesHusk
HuskActor: # Type: StringThis actor can capture other actors which have the Capturable: trait.
Captures
CaptureTypes: building # Type: String[]. Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.
Sabotage: True # Type: Truth Value. Unit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging.
SabotageHPRemoval: 0.5 # Type: Real Number. Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed.Palette effect used for blinking "animations" on actors.
LightPaletteRotator
ExcludePalettes: # Type: String[]LimitedAmmo
Ammo: 0 # Type: Integer
PipCount: 0 # Type: Integer. Defaults to value in Ammo.
ReloadTicks: 50 # Type: Integer. Time to reload measured in ticks.MadTank
ThumpSequence: piston # Type: String
ThumpInterval: 8 # Type: Integer
ThumpDamageWeapon: MADTankThump # Type: String
ThumpShakeIntensity: 3 # Type: Integer
ThumpShakeMultiplier: (1,0) # Type: float2
ThumpShakeTime: 10 # Type: Integer
ChargeDelay: 96 # Type: Integer
ChargeSound: madchrg2.aud # Type: String
DetonationDelay: 42 # Type: Integer
DetonationSound: madexplo.aud # Type: String
DetonationWeapon: MADTankDetonate # Type: String
DriverActor: e1 # Type: StringMPStartLocations
InitialExploreRange: 5120 # Type: WRangeMine
CrushClasses: # Type: String[]
AvoidFriendly: True # Type: Truth Value
DetonateClasses: # Type: String[]MineImmuneMinelayer
Mine: minv # Type: String
RearmBuildings: fix # Type: String[]
MinefieldDepth: 1.5 # Type: Real NumberFrozenUnderFog
StartsRevealed: False # Type: Truth ValueHiddenUnderFog
HiddenUnderFogNukePaletteEffectLoadWidgetAtGameStart
Widget: # Type: String
ClearRoot: True # Type: Truth ValueOreRefinery
DockOffset: 1,2 # Type: int2
ShowTicks: True # Type: Truth Value
TickLifetime: 30 # Type: Integer
TickVelocity: 2 # Type: Integer
TickRate: 10 # Type: Integer
DockAngle: 64 # Type: IntegerPlayerPaletteFromCurrentTileset
Name: # Type: String. internal palette name
ShadowIndex: # Type: Int32[]. Map listed indices to shadow.
AllowModifiers: True # Type: Truth Value. Apply palette rotatotors or not.Loads the palette specified in the tileset definition
PaletteFromCurrentTileset
Name: # Type: String. internal palette name
ShadowIndex: # Type: Int32[]. Map listed indices to shadow. Ignores previous color.
AllowModifiers: True # Type: Truth ValuePaletteFromFile
Name: # Type: String. internal palette name
Tileset: # Type: String. If defined, load the palette only for this tileset.
Filename: # Type: String. filename to load
ShadowIndex: # Type: Int32[]. Map listed indices to shadow. Ignores previous color.
AllowModifiers: True # Type: Truth ValueCreates a single color palette without any base palette file.
PaletteFromRGBA
Name: # Type: String. internal palette name
Tileset: # Type: String. If defined, load the palette only for this tileset.
R: 0 # Type: Integer. red color component
G: 0 # Type: Integer. green color component
B: 0 # Type: Integer. blue color component
A: 255 # Type: Integer. alpha channel (transparency)
AllowModifiers: True # Type: Truth ValueParaDrop
LZRange: 4 # Type: Integer
ChuteSound: chute1.aud # Type: StringParachuteAttachment
ParachuteSprite: parach # Type: String
Offset: 0,0,0 # Type: WVecPassenger
CargoType: # Type: String
PipType: Green # Type: PipType
Weight: 1 # Type: IntegerPlayerStatisticsUpdatesPlayerStatisticsActorGroupProxyAllyRepairAttach this to the world actor (not a building!) to define a new shared build queue. Will only work together with the Production: trait on the actor that actually does the production. You will also want to add PrimaryBuildings: to let the user choose where new units should exit.
ClassicProductionQueue
SpeedUp: False # Type: Truth Value
# If you build more actors of the same type,
# the same queue will get its build time lowered for every actor produced there.
BuildTimeSpeedReduction: 100,85,75,65,60,55,50 # Type: Int32[]
# Every time another production building of the same queue is
# contructed, the build times of all actors in the queue
# decreased by a percentage of the original time.
Type: # Type: String. What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
Group: # Type: String. Group queues from separate buildings together into the same tab.
BuildSpeed: 0.4 # Type: Real Number. This value is used to translate the unit cost into build time.
LowPowerSlowdown: 3 # Type: Integer. The build time is multiplied with this value on low power.
ReadyAudio: UnitReady # Type: String
# Notification played when production is complete.
# The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio: NoBuild # Type: String
# Notification played when you can't train another unit
# when the build limit exceeded or the exit is jammed.
# The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio: Training # Type: String
# Notification played when user clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudio: OnHold # Type: String
# Notification played when player right-clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
CancelledAudio: Cancelled # Type: String
# Notification played when player right-clicks on a build palette icon that is already on hold.
# The filename of the audio is defined per faction in notifications.yaml.PlaceBuildingAttach this to an actor (usually a building) to let it produce units or construct buildings. If one builds another actor of this type, he will get a separate queue to create two actors at the same time. Will only work together with the Production: trait.
ProductionQueue
Type: # Type: String. What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
Group: # Type: String. Group queues from separate buildings together into the same tab.
BuildSpeed: 0.4 # Type: Real Number. This value is used to translate the unit cost into build time.
LowPowerSlowdown: 3 # Type: Integer. The build time is multiplied with this value on low power.
ReadyAudio: UnitReady # Type: String
# Notification played when production is complete.
# The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio: NoBuild # Type: String
# Notification played when you can't train another unit
# when the build limit exceeded or the exit is jammed.
# The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio: Training # Type: String
# Notification played when user clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudio: OnHold # Type: String
# Notification played when player right-clicks on the build palette icon.
# The filename of the audio is defined per faction in notifications.yaml.
CancelledAudio: Cancelled # Type: String
# Notification played when player right-clicks on a build palette icon that is already on hold.
# The filename of the audio is defined per faction in notifications.yaml.PortableChrono
ChargeTime: 20 # Type: Integer. Cooldown in seconds until the unit can teleport.
HasDistanceLimit: True # Type: Truth Value. Can the unit teleport only a certain distance?
MaxDistance: 12 # Type: Integer. The maximum distance in cells this unit can teleport (only used if HasDistanceLimit = true).
ChronoshiftSound: chrotnk1.aud # Type: String. Sound to play when teleporting.RadarPings
FromRadius: 200 # Type: Integer
ToRadius: 15 # Type: Integer
ShrinkSpeed: 4 # Type: Integer
RotationSpeed: 0.12 # Type: Real NumberTechTreeProvidesCustomPrerequisite
Prerequisite: # Type: StringUsed together with ClassicProductionQueue.
PrimaryBuildingThis unit has access to build queues.
Production
Produces: # Type: String[]. e.g. Infantry, Vehicles, Aircraft, BuildingsWhere the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
Exit
SpawnOffset: 0,0,0 # Type: WVec. Offset at which that the exiting actor is spawned
ExitCell: 0,0 # Type: CVec. Cell offset where the exiting actor enters the ActorMap
Facing: -1 # Type: Integer
MoveIntoWorld: True # Type: Truth ValueVisualizes the remaining build time of actor produced here.
ProductionBar
ProductionType: # Type: String. Production queue type, for actors with multiple queues.ProvidesRadarJamsRadar
Range: 0 # Type: IntegerProximityCaptor
Types: # Type: String[]ProximityCapturable
Permanent: False # Type: Truth Value
Range: 5 # Type: Integer
MustBeClear: False # Type: Truth Value
CaptorTypes: Vehicle,Tank,Infantry # Type: String[]RadarColorFromTerrain
Terrain: # Type: StringUsed to waypoint units after production or repair is finished.
RallyPoint
RallyPoint: 1,3 # Type: Int32[]
IndicatorPalettePrefix: player # Type: StringUnit will reload its limited ammo itself.
Reloads
Count: 0 # Type: Integer. How much ammo is reloaded after a certain period.
Period: 50 # Type: Integer. How long it takes to do so.RenderDetectionCircleRenderJammerCircleRenderRangeCircle
RangeCircleType: # Type: String
FallbackRange: 0 # Type: WRange. Range to draw if no armaments are availableRepairable
RepairBuildings: fix # Type: String[]RepairableNear
Buildings: spen,syrd # Type: String[]
CloseEnough: 4 # Type: IntegerRepairsUnits
ValuePercentage: 20 # Type: Integer
HpPerStep: 10 # Type: Integer
Interval: 24 # Type: IntegerReservableScaredyCat
PanicLength: 250 # Type: Integer
PanicSpeedModifier: 2 # Type: Real Number
AttackPanicChance: 20 # Type: IntegerSeedsResource
Interval: 75 # Type: Integer
ResourceType: Ore # Type: String
MaxRange: 100 # Type: Integer
AnimationInterval: 750 # Type: IntegerSelfHealing
Step: 5 # Type: Integer
Ticks: 5 # Type: Integer
HealIfBelow: 0.5 # Type: Real Number
DamageCooldown: 0 # Type: Integer
RequiresTech: # Type: StringSelfHealingTech
Type: # Type: StringBuilding can be sold
Sellable
RefundPercent: 50 # Type: IntegerAdds the hard-coded shroud palette to the game
ShroudPalette
Name: shroud # Type: String. Internal palette name
Fog: False # Type: Truth Value. Palette typeSmokeTrailWhenDamaged
Offset: 0,0,0 # Type: WVec. Position relative to body
Interval: 3 # Type: Integer
Sprite: smokey # Type: String
MinDamage: Heavy # Type: DamageStateSpawnMPUnitsSpawnMapActorsDisguiseToolTip
Description: # Type: String
Name: # Type: String
Icon: icon # Type: String. Sequence of the actor that contains the cameo.DisguiseIgnoresDisguiseStoresOre
PipCount: 0 # Type: Integer. Number of little squares used to display how filled unit is.
PipColor: Yellow # Type: PipType
Capacity: 0 # Type: IntegerStrategicPointStrategicVictoryConditions
TicksToHold: 7500 # Type: Integer
ResetOnHoldLost: True # Type: Truth Value
RatioRequired: 0.5 # Type: Real NumberDonate money to building if it has the AcceptSupplies: trait.
SupplyTruck
Payload: 500 # Type: Integer. The amount of cash the owner of the building recieves.AirstrikePower
UnitType: badr.bomber # Type: String
SquadSize: 1 # Type: Integer
SquadOffset: -1536,1536,0 # Type: WVec
QuantizedFacings: 32 # Type: Integer
Cordon: 5120 # Type: WRange
FlareActor: # Type: String. Actor to spawn when the aircraft first enter the map
FlareRemoveDelay: 25 # Type: Integer. Amount of time to keep the flare alive after the aircraft have finished attacking
CameraActor: # Type: String. Actor to spawn when the aircraft start attacking
CameraRemoveDelay: 25 # Type: Integer. Amount of time to keep the camera alive after the aircraft have finished attacking
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: AirstrikePowerInfoOrder # Type: StringChronoshiftPower
Range: 1 # Type: Integer
Duration: 30 # Type: Integer
KillCargo: True # Type: Truth Value
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: ChronoshiftPowerInfoOrder # Type: StringGpsWatcherGpsPower
RevealDelay: 0 # Type: Integer
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: GpsPowerInfoOrder # Type: StringIronCurtainPower
Duration: 10 # Type: Integer
Range: 1 # Type: Integer
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: IronCurtainPowerInfoOrder # Type: StringNukePower
MissileWeapon: # Type: String
SpawnOffset: 0,0,0 # Type: WVec
FlightDelay: 400 # Type: Integer. Travel time - split equally between ascent and descent
FlightVelocity: 512 # Type: WRange. Visual ascent velocity in WRange / tick
SkipAscent: False # Type: Truth Value. Descend immediately on the target, with half the FlightDelay
BeaconRemoveAdvance: 25 # Type: Integer. Amount of time before detonation to remove the beacon
CameraActor: # Type: String. Actor to spawn before detonation
CameraSpawnAdvance: 25 # Type: Integer. Amount of time before detonation to spawn the camera
CameraRemoveDelay: 25 # Type: Integer. Amount of time after detonation to remove the camera
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: NukePowerInfoOrder # Type: StringParatroopersPower
DropItems: # Type: String[]
UnitType: badr # Type: String
FlareType: flare # Type: String
FlareTime: 3000 # Type: Integer
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: ParatroopersPowerInfoOrder # Type: StringSonarPulsePower
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: SonarPulsePowerInfoOrder # Type: StringSpyPlanePower
RevealTime: 6 # Type: Integer
ChargeTime: 0 # Type: Integer
Icon: # Type: String
Description: # Type: String
LongDesc: # Type: String
AllowMultiple: False # Type: Truth Value
OneShot: False # Type: Truth Value
BeginChargeSound: # Type: String
EndChargeSound: # Type: String
SelectTargetSound: # Type: String
InsufficientPowerSound: # Type: String
LaunchSound: # Type: String
IncomingSound: # Type: String
DisplayTimer: False # Type: Truth Value
DisplayBeacon: False # Type: Truth Value
BeaconDuration: 250 # Type: Integer
BeaconPalettePrefix: player # Type: String
BeaconPoster: # Type: String
BeaconPosterPalette: chrome # Type: String
DisplayRadarPing: False # Type: Truth Value
OrderName: SpyPlanePowerInfoOrder # Type: StringSupportPowerChargeBarSupportPowerManagerTakeCover
ProneTime: 100 # Type: Integer
ProneDamage: 0.5 # Type: Real Number
ProneSpeed: 0,5 # Type: Real Number
ProneOffset: 85,0,-171 # Type: WVec
Turret: primary # Type: String
ROT: 255 # Type: Integer. Rate of Turning
InitialFacing: 128 # Type: Integer
AlignWhenIdle: False # Type: Truth Value
Offset: 0,0,0 # Type: WVec. Muzzle position relative to turret or body. (forward, right, up) triplesRenderInfantryProne
MinIdleWaitTicks: 30 # Type: Integer
MaxIdleWaitTicks: 110 # Type: Integer
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.TargetableBuilding
TargetTypes: # Type: String[]
RequiresForceFire: False # Type: Truth ValueTargetableSubmarine
CloakedTargetTypes: # Type: String[]
TargetTypes: # Type: String[]
RequiresForceFire: False # Type: Truth ValueTargetableUnit
TargetTypes: # Type: String[]
RequiresForceFire: False # Type: Truth ValueTeslaInstantKillsThrowsParticle
Anim: # Type: String
Offset: 0,0,0 # Type: WVec. Initial position relative to body
MinThrowRange: 256 # Type: WRange. Minimum distance to throw the particle
MaxThrowRange: 768 # Type: WRange. Maximum distance to throw the particle
MinThrowAngle: 85 # Type: WAngle. Minimum angle to throw the particle
MaxThrowAngle: 170 # Type: WAngle. Maximum angle to throw the particle
Velocity: 75 # Type: Integer. Speed to throw the particle (horizontal WPos/tick)
ROT: 15 # Type: Real Number. Maximum rotation rateTransformOnCapture
IntoActor: # Type: String
ForceHealthPercentage: 0 # Type: Integer
SkipMakeAnims: True # Type: Truth ValueTransformOnPassenger
PassengerTypes: # Type: String[]
OnEnter: # Type: String
OnExit: # Type: String
SkipMakeAnims: False # Type: Truth Value
BecomeNeutral: False # Type: Truth ValueTransforms
IntoActor: # Type: String
Offset: 0,0 # Type: int2
Facing: 96 # Type: Integer
TransformSounds: # Type: String[]
NoTransformSounds: # Type: String[]Turreted
Turret: primary # Type: String
ROT: 255 # Type: Integer. Rate of Turning
InitialFacing: 128 # Type: Integer
AlignWhenIdle: False # Type: Truth Value
Offset: 0,0,0 # Type: WVec. Muzzle position relative to turret or body. (forward, right, up) triplesHow much the unit is worth.
Valued
Cost: 0 # Type: Integer. Used in production, but also for bounties so remember to set it > 0 even for NPCs.Palette effect used for sprinkle "animations" on terrain tiles.
WaterPaletteRotation
ExcludePalettes: # Type: String[]ChooseBuildTabOnSelectResourceClaimLayerPlayMusicOnMapLoad
Music: # Type: String
Loop: False # Type: Truth ValueSmudgeLayer
Type: Scorch # Type: String
Sequence: scorch # Type: String
SmokePercentage: 25 # Type: Integer
SmokeType: smoke_m # Type: StringBaseAttackNotifier
NotifyInterval: 30 # Type: Integer
RadarPingColor: 255,255,0,0 # Type: Color
RadarPingDuration: 250 # Type: IntegerHarvesterAttackNotifier
NotifyInterval: 30 # Type: Integer
RadarPingColor: 255,255,0,0 # Type: Color
RadarPingDuration: 250 # Type: IntegerInfiltrateForExplorationInfiltrateForCash
Percentage: 50 # Type: Integer
Minimum: 500 # Type: Integer
SoundToVictim: credit1.aud # Type: StringRenderShroudCircleCloakPaletteEffectInfiltratable
Type: # Type: StringInfiltrates
Types: Cash,SupportPower,Exploration # Type: String[]Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
Armament
Name: primary # Type: String
Weapon: # Type: String. Has to be defined here and in weapons.yaml.
Turret: primary # Type: String
FireDelay: 0 # Type: Integer. Time (in frames) until the weapon can fire again.
LocalOffset: # Type: WRange[]. Muzzle position relative to turret or body. (forward, right, up) triples
LocalYaw: # Type: WAngle[]. Muzzle yaw relative to turret or body.
Recoil: 0 # Type: WRange. Move the turret backwards when firing.
RecoilRecovery: 9 # Type: WRange. Recoil recovery per-frame
MuzzleSequence: # Type: String. Muzzle flash sequence to render
MuzzleSplitFacings: 0 # Type: Integer. Use multiple muzzle images if non-zeroRepairsBridgesBridgeHutVoxelNormalsPalette
Name: normals # Type: String
Type: TiberianSun # Type: NormalTypeDomainIndexMPStartUnits
Class: none # Type: String
Races: # Type: String[]
BaseActor: # Type: String
SupportActors: # Type: String[]
InnerSupportRadius: 2 # Type: Integer. Inner radius for spawning support actors
OuterSupportRadius: 4 # Type: Integer. Outer radius for spawning support actorsShown in the build palette widget.
Tooltip
Description: # Type: String
Name: # Type: String
Icon: icon # Type: String. Sequence of the actor that contains the cameo.CombatDebugOverlayPathfinderDebugOverlayAttackBomber
Bombs: primary # Type: String. Armament name
Guns: secondary # Type: String. Armament name
FacingTolerance: 2 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringShroudRenderer
Sequence: shroud # Type: String
Variants: shroud # Type: String[]
Index: 12,9,8,3,1,6,4,2,13,11,7,14 # Type: Int32[]
# Bitfield of shroud directions for each frame. Lower four bits are
# corners clockwise from TL; upper four are edges clockwise from top
UseExtendedIndex: False # Type: Truth Value. Use the upper four bits when calculating frame
ShroudColor: 12 # Type: Integer. Palette index for synthesized unexplored tile
ShroudBlend: Alpha # Type: BlendModeHandle demolitions from C4 explosives.
DemolishableUse together with CanPowerDown/RequiresPower on buildings or Husk for vehicles.
DisabledOverlayImmobile
OccupiesSpace: True # Type: Truth ValueBuildableTerrainLayerRemoveImmediatelyAttackFollow
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackGarrisoned
PortOffsets: # Type: WRange[]. Fire port offsets in local coordinates
PortYaws: # Type: WAngle[]. Fire port yaw angles
PortCones: # Type: WAngle[]. Fire port yaw cone angle
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringStartGameNotification
Notification: StartGame # Type: StringPaletteFromR8
Name: # Type: String. Internal palette name
Filename: # Type: String. Filename to load
Offset: 0 # Type: Int64. Palette byte offset
AllowModifiers: True # Type: Truth Value
InvertColor: False # Type: Truth ValueFogPaletteFromR8
Name: # Type: String. Internal palette name
Filename: # Type: String. Filename to load
Offset: 0 # Type: Int64. Palette byte offset
AllowModifiers: True # Type: Truth Value
InvertColor: False # Type: Truth ValueHuntableHackyAI
Name: Unnamed Bot # Type: String
SquadSize: 8 # Type: Integer
AssignRolesInterval: 20 # Type: Integer
RushInterval: 600 # Type: Integer
AttackForceInterval: 30 # Type: Integer
ExcessPowerFactor: 1.2 # Type: Real Number. By what factor should power output exceed power consumption.
MinimumExcessPower: 50 # Type: Integer. By what minimum amount should power output exceed power consumption.
IdleBaseUnitsMaximum: 12 # Type: Integer. Only produce units as long as there are less than this amount of units idling inside the base.
RushAttackScanRadius: 15 # Type: Integer. Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.
ProtectUnitScanRadius: 15 # Type: Integer. Radius in cells around the base that should be scanned for units to be protected.
RallyPointScanRadius: 8 # Type: Integer. Radius in cells around a factory scanned for rally points by the AI.
RallypointTestBuilding: fact # Type: String
UnitQueues: Vehicle,Infantry,Plane,Ship,Aircraft # Type: String[]
ShouldRepairBuildings: True # Type: Truth Value
UnitsToBuild: # Type: Dictionary<String,Real Number>
BuildingFractions: # Type: Dictionary<String,Real Number>
UnitsCommonNames: # Type: Dictionary<String,String[]>
BuildingCommonNames: # Type: Dictionary<String,String[]>
BuildingLimits: # Type: Dictionary<String,Integer>Aircraft
CruiseAltitude: 1280 # Type: WRange
RepairBuildings: fix # Type: String[]
RearmBuildings: hpad,afld # Type: String[]
InitialFacing: 128 # Type: Integer
ROT: 255 # Type: Integer
Speed: 1 # Type: Integer
LandableTerrainTypes: # Type: String[]AttackHeli
FacingTolerance: 1 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringAttackPlane
FacingTolerance: 1 # Type: Integer
Armaments: primary,secondary # Type: String[]. Armament names
Cursor: attack # Type: String
OutsideRangeCursor: attackoutsiderange # Type: StringFallsToEarth
Explosion: UnitExplode # Type: String
Spins: True # Type: Truth Value
Moves: False # Type: Truth Value
Velocity: 43 # Type: WRangeHelicopter
IdealSeparation: 1706 # Type: WRange
LandWhenIdle: True # Type: Truth Value
LandAltitude: 0 # Type: WRange
AltitudeVelocity: 43 # Type: WRange
CruiseAltitude: 1280 # Type: WRange
RepairBuildings: fix # Type: String[]
RearmBuildings: hpad,afld # Type: String[]
InitialFacing: 128 # Type: Integer
ROT: 255 # Type: Integer
Speed: 1 # Type: Integer
LandableTerrainTypes: # Type: String[]Plane
MaximumPitch: 28 # Type: WAngle
CruiseAltitude: 1280 # Type: WRange
RepairBuildings: fix # Type: String[]
RearmBuildings: hpad,afld # Type: String[]
InitialFacing: 128 # Type: Integer
ROT: 255 # Type: Integer
Speed: 1 # Type: Integer
LandableTerrainTypes: # Type: String[]ReturnOnIdleFlyAwayOnIdleTargetableAircraft
GroundedTargetTypes: # Type: String[]
TargetTypes: # Type: String[]
RequiresForceFire: False # Type: Truth ValueRemove this trait to limit base-walking by cheap or defensive buildings.
GivesBuildableAreaBuilding
Power: 0 # Type: Integer. If negative, it will drain power, if positive, it will provide power.
TerrainTypes: # Type: String[]. Where you are allowed to place the building (Water, Clear, ...)
Adjacent: 2 # Type: Integer. The range to the next building it can be constructed. Set it higher for walls.
Footprint: x # Type: String. x means space it blocks, _ is a part that is passable by actors.
Dimensions: 1,1 # Type: int2
RequiresBaseProvider: False # Type: Truth Value
AllowInvalidPlacement: False # Type: Truth Value
BuildSounds: placbldg.aud,build5.aud # Type: String[]
SellSounds: cashturn.aud # Type: String[]BuildingInfluenceCanPowerDownAllow a non-standard sell/repair value to avoid buy-sell exploits.
CustomSellValue
Value: 0 # Type: IntegerOverrides the build time calculated by actor value.
CustomBuildTimeValue
Value: 0 # Type: IntegerPlace the second actor in line to build more of the same at once (used for walls).
LineBuild
Range: 5 # Type: Integer. The maximum allowed length of the line.
NodeTypes: wall # Type: String[]. LineBuildNode 'Types' to attach to.PowerManager
AdviceInterval: 250 # Type: IntegerBuilding can be repaired by the repair button.
RepairableBuilding
RepairPercent: 20 # Type: Integer
RepairInterval: 24 # Type: Integer
RepairStep: 7 # Type: Integer
IndicatorPalettePrefix: player # Type: StringRequiresPowerShakeOnDeath
Intensity: 10 # Type: IntegerSoundOnDamageTransition
DamagedSound: # Type: String
DestroyedSound: # Type: StringWall
CrushClasses: # Type: String[]
CrushSound: # Type: StringBaseProvider
Range: 10 # Type: Integer
Cooldown: 0 # Type: Integer
InitialDelay: 0 # Type: IntegerBib
Sequence: bib # Type: String
Palette: terrain # Type: String
HasMinibib: False # Type: Truth ValueLaysTerrain
Template: 0 # Type: UInt16. The terrain template to place. If the template is PickAny, thenthe actor footprint will be filled with this tile.
TerrainTypes: # Type: String[]. The terrain types that this template will be placed on
Offset: 0,0 # Type: CVec. Offset relative to the actor TopLeft. Not used if the template is PickAnyLineBuild actors attach to LineBuildNodes.
LineBuildNode
Types: wall # Type: String[]. This actor is of LineBuild 'NodeType'...UnitUpgradeCrateAction
Upgrade: # Type: Nullable`1
Levels: 1 # Type: Integer
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]CloakCrateAction
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]GiveMcvCrateAction
NoBaseSelectionShares: 1000 # Type: Integer
Unit: # Type: String
Owner: # Type: String
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]GiveUnitCrateAction
Unit: # Type: String
Owner: # Type: String
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]HealUnitsCrateAction
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]SupportPowerCrateAction
Proxy: # Type: String
SelectionShares: 10 # Type: Integer. Chance of getting this crate, assuming the collector is compatible.
Effect: # Type: String. An animation defined in sequence yaml(s) to draw.
Notification: # Type: String. Audio clip to play when the crate is collected.
ExcludedActorTypes: # Type: String[]GpsDot
String: Infantry # Type: String
IndicatorPalettePrefix: player # Type: StringUnit is able to move.
Mobile
TerrainSpeeds: # Type: Dictionary<String,TerrainInfo>. Set Water: 0 for ground units and lower the value on rough terrain.
Crushes: # Type: String[]. e.g. crate, wall, infantry
WaitAverage: 5 # Type: Integer
WaitSpread: 2 # Type: Integer
InitialFacing: 128 # Type: Integer
ROT: 255 # Type: Integer. Rate of Turning
Speed: 1 # Type: Integer
OnRails: False # Type: Truth Value
SharesCell: False # Type: Truth Value. Allow multiple (infantry) units in one cell.PathFinderRenderBuilding
HasMakeAnimation: True # Type: Truth Value
PauseOnLowPower: False # Type: Truth Value
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderBuildingCharge
ChargeAudio: # Type: String. Sound to play when building charges.
ChargeSequence: active # Type: String. Sequence to use for building charge animation.
HasMakeAnimation: True # Type: Truth Value
PauseOnLowPower: False # Type: Truth Value
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderBuildingSilo
HasMakeAnimation: True # Type: Truth Value
PauseOnLowPower: False # Type: Truth Value
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderBuildingTurreted
HasMakeAnimation: True # Type: Truth Value
PauseOnLowPower: False # Type: Truth Value
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderBuildingWall
Type: wall # Type: String
Sequence: idle # Type: String
HasMakeAnimation: True # Type: Truth Value
PauseOnLowPower: False # Type: Truth Value
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderBuildingWarFactory
HasMakeAnimation: True # Type: Truth Value
PauseOnLowPower: False # Type: Truth Value
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderEditorOnly
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderFlare
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderHarvester
ImagesByFullness: harv # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderInfantry
MinIdleWaitTicks: 30 # Type: Integer
MaxIdleWaitTicks: 110 # Type: Integer
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderInfantryPanic
MinIdleWaitTicks: 30 # Type: Integer
MaxIdleWaitTicks: 110 # Type: Integer
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderDisguise
MinIdleWaitTicks: 30 # Type: Integer
MaxIdleWaitTicks: 110 # Type: Integer
IdleAnimations: # Type: String[]
StandAnimations: stand # Type: String[]
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderLandingCraft
OpenTerrainTypes: Clear # Type: String[]
OpenAnim: open # Type: String
UnloadAnim: unload # Type: String
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderUnit
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RenderUnitReload
Armament: primary # Type: String. Armament name
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.WithBuildingExplosionWithMuzzleFlash
IgnoreOffset: False # Type: Truth Value. Ignore the weapon position, and always draw relative to the center of the actorRenderNameTag
MaxLength: 10 # Type: IntegerWithRotor
Sequence: rotor # Type: String. Sequence name to use when flying
GroundSequence: slow-rotor # Type: String. Sequence name to use when landed
Offset: 0,0,0 # Type: WVec. Position relative to body
Id: rotor # Type: StringWithShadowWithSmokeWithTurret
Sequence: turret # Type: String. Sequence name to use
AimSequence: # Type: String. Sequence name to use when prepared to fire
Turret: primary # Type: String. Turreted 'Turret' key to display
Recoils: True # Type: Truth Value. Render recoilRenderVoxels
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
NormalsPalette: normals # Type: String
Scale: 10 # Type: Real Number. Change the image size.
LightPitch: 142 # Type: WAngle
LightYaw: 682 # Type: WAngle
LightAmbientColor: 0,6,0,6,0,6 # Type: Single[]
LightDiffuseColor: 0,4,0,4,0,4 # Type: Single[]WithVoxelTurret
Sequence: turret # Type: String. Voxel sequence name to use
Turret: primary # Type: String. Turreted 'Turret' key to displayWithVoxelBodyWithVoxelBarrel
Sequence: barrel # Type: String. Voxel sequence name to use
Armament: primary # Type: String. Armament to use for recoil
LocalOffset: 0,0,0 # Type: WVec. Visual offsetWithVoxelWalkerBody
TickRate: 5 # Type: IntegerWithResources
Sequence: resources # Type: String. Sequence name to useWithHarvestAnimation
Sequence: harvest # Type: String. Sequence name to use
Offset: 0,0,0 # Type: WVec. Position relative to bodyWithIdleOverlay
Sequence: idle-overlay # Type: String. Sequence name to use
Offset: 0,0,0 # Type: WVec. Position relative to body
PauseOnLowPower: False # Type: Truth ValueWithCrateBody
Images: crate # Type: String[]
XmasImages: # Type: String[]WithBuildingPlacedAnimation
Sequence: build # Type: String. Sequence name to useRenderGunboat
Turret: primary # Type: String. Turreted 'Turret' key to display
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.WithCrumbleOverlay
Sequence: crumble-overlay # Type: String. Sequence name to useWithBuildingPlacedOverlay
Sequence: crane-overlay # Type: String. Sequence name to use
Offset: 0,0,0 # Type: WVec. Position relative to bodyWithProductionOverlay
Sequence: production-overlay # Type: String. Sequence name to use
Offset: 0,0,0 # Type: WVec. Position relative to bodyLuaScriptEventsLuaScriptInterface
LuaScripts: # Type: String[]Armor
Type: # Type: StringCreatesShroud
Range: 0 # Type: WRangeDrawLineToTarget
Ticks: 60 # Type: IntegerEditorAppearance
RelativeToTopLeft: False # Type: Truth Value
UseTerrainPalette: False # Type: Truth ValueEditorTilesetFilter
RequireTilesets: # Type: String[]
ExcludeTilesets: # Type: String[]Health
HP: 0 # Type: Integer
Radius: 426 # Type: WRange. Physical size of the unit used for damage calculations. Impacts within this radius apply full damageRejectsOrders
Except: # Type: String[]DeveloperMode
Cash: 20000 # Type: Integer
ResourceGrowth: 100 # Type: Integer
FastBuild: False # Type: Truth Value
FastCharge: False # Type: Truth Value
DisableShroud: False # Type: Truth Value
PathDebug: False # Type: Truth Value
UnlimitedPower: False # Type: Truth Value
BuildAnywhere: False # Type: Truth Value
ShowCombatGeometry: False # Type: Truth Value
ShowDebugGeometry: False # Type: Truth ValuePlayerResources
SelectableCash: 2500,5000,10000,20000 # Type: Int32[]
DefaultCash: 5000 # Type: Integer
AdviceInterval: 250 # Type: IntegerRenderSimple
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.RevealsShroud
Range: 0 # Type: WRangeSelectable
Selectable: True # Type: Truth Value
Priority: 10 # Type: Integer
Bounds: # Type: Int32[]
Voice: # Type: StringSelectionDecorationsValidateOrderCountry
Name: # Type: String
Race: # Type: String
Selectable: True # Type: Truth ValueResourceLayerResourceType
EditorSprite: # Type: String
Variants: # Type: String[]
Palette: terrain # Type: String
ResourceType: 1 # Type: Integer
ValuePerUnit: 0 # Type: Integer
MaxDensity: 10 # Type: Integer
Name: # Type: String
TerrainType: Ore # Type: String
AllowedTerrainTypes: # Type: String[]
AllowUnderActors: False # Type: Truth Value
PipColor: Yellow # Type: PipTypeScreenShaker
MinMultiplier: (-3,-3) # Type: float2
MaxMultiplier: (3,3) # Type: float2ShroudDebugPauseStateRenderSprites
Image: # Type: String. Defaults to the actor name.
Palette: # Type: String. Custom palette name
PlayerPalette: player # Type: String. Custom PlayerColorPalette: BaseName
Scale: 1 # Type: Real Number. Change the sprite image size.BodyOrientation
QuantizedFacings: -1 # Type: Integer. Number of facings for gameplay calculations. -1 indiciates auto-detection from sequence
CameraPitch: 113 # Type: WAngle. Camera pitch for rotation calculationsFrozenActorLayerAdd this to the Player actor definition.
PlayerColorPalette
BasePalette: # Type: String. The name of the palette to base off.
BaseName: player # Type: String. The prefix for the resulting player palettes
RemapIndex: # Type: Int32[]. Remap these indices to player colors.
Ramp: 0.05 # Type: Real Number. Luminosity range to span.
AllowModifiers: True # Type: Truth Value. Allow palette modifiers to change the palette.Add this to the Player actor definition.
PlayerHighlightPalette
BaseName: highlight # Type: String. The prefix for the resulting player palettesScreenMap
BinSize: 250 # Type: Integer. Size of partition bins (world pixels)ActorMap
BinSize: 10 # Type: Integer. Size of partition bins (cells)D2kResourceLayer