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Created April 21, 2014 14:37
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tabular view, sorted by namespace and given headers as well as non-technical type names

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

PropertyDefault ValueTypeDescription
LingerTime20Integer
### IonCannonPower
PropertyDefault ValueTypeDescription
CameraActorStringActor to spawn when the attack starts
CameraRemoveDelay25IntegerAmount of time to keep the camera alive
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameIonCannonPowerInfoOrderString
### PoisonedByTiberium
PropertyDefault ValueTypeDescription
WeaponTiberiumString
ResourcesTiberium,BlueTiberiumString[]
### ProductionAirdrop Deliver the unit in production via skylift.
PropertyDefault ValueTypeDescription
ReadyAudioReinforceString
ActorTypec17StringCargo aircraft used.
ProducesString[]e.g. Infantry, Vehicles, Aircraft, Buildings
### WithCargo
PropertyDefault ValueTypeDescription
LocalOffsetWRange[]Cargo position relative to turret or body. (forward, right, up) triples
DisplayTypesString[]
### SpawnViceroid
PropertyDefault ValueTypeDescription
ViceroidActorviceString
Probability10Integer
OwnerCreepsString
InfDeath6Integer
### TiberiumRefinery
PropertyDefault ValueTypeDescription
DockOffset1,2int2
ShowTicksTrueTruth Value
TickLifetime30Integer
TickVelocity2Integer
TickRate10Integer
DockAngle64Integer
### WithFire ### WithRoof ### DamagedWithoutFoundation
PropertyDefault ValueTypeDescription
WeaponweatheringString
SafeTerrainConcreteString[]
DamageThreshold50Integer
### ProductionQueueFromSelection
PropertyDefault ValueTypeDescription
ProductionTabsWidgetString
### ThrowsShrapnel
PropertyDefault ValueTypeDescription
WeaponsString[]
Pieces3,10Int32[]
Range2048,5120WRange[]
### AcceptsSupplies Tag trait for SupplyTruck: actors. ### ActorLostNotification
PropertyDefault ValueTypeDescription
NotificationUnitLostString
NotifyAllFalseTruth Value
### PlaceBeacon
PropertyDefault ValueTypeDescription
Duration750Integer
NotificationTypeSoundsString
NotificationBeaconString
PalettePrefixplayerString
### MenuPaletteEffect
PropertyDefault ValueTypeDescription
FadeLength10Integer
### EjectOnDeath Eject a ground soldier or a paratrooper while in the air.
PropertyDefault ValueTypeDescription
PilotActorE1String
SuccessRate50Integer
ChuteSoundchute1.audString
EjectInAirFalseTruth Value
EjectOnGroundFalseTruth Value
### AnnounceOnBuild ### AnnounceOnKill ### AppearsOnRadar
PropertyDefault ValueTypeDescription
UseLocationFalseTruth Value
### AttackMove ### AttackFrontal Unit got to face the target
PropertyDefault ValueTypeDescription
FacingTolerance1Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackLeap
PropertyDefault ValueTypeDescription
Speed4263D World RangeLeap speed (in units/tick).
Angle563D World Angle
FacingTolerance1Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackLoyalty
PropertyDefault ValueTypeDescription
FacingTolerance1Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackMedic Give the unit a "heal-weapon" that attacks friendly targets if they are damaged. It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the heal process then. It also won't work with buildings (use RepairsUnits: for them)
PropertyDefault ValueTypeDescription
FacingTolerance1Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackOmni
PropertyDefault ValueTypeDescription
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackPopupTurreted
PropertyDefault ValueTypeDescription
CloseDelay125Integer
DefaultFacing0Integer
ClosedDamageMultiplier0.5Real Number
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackCharge
PropertyDefault ValueTypeDescription
MaxCharges1Integer
ReloadTime120IntegerReload time (for all charges).
InitialChargeDelay22IntegerDelay for first charge. Needs to match FireDelay for Obelisk.
ChargeDelay3IntegerDelay for additional charges if MaxCharge is larger than 1.
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackTurreted
PropertyDefault ValueTypeDescription
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackWander
PropertyDefault ValueTypeDescription
MoveRadius4Integer
### AutoHeal Used together with AttackMedic: to make the healer do it's job automatically to nearby units. ### AutoTarget The actor will automatically engage the enemy when it is in range.
PropertyDefault ValueTypeDescription
AllowMovementTrueTruth ValueIt will try to hunt down the enemy if it is not set to defend.
ScanRadius-1IntegerSet to a value >1 to override weapons maximum range for this.
InitialStanceAttackAnythingUnitStance
MinimumScanTimeInterval3IntegerTicks to wait until next AutoTarget: attempt.
MaximumScanTimeInterval8IntegerTicks to wait until next AutoTarget: attempt.
TargetWhenIdleTrueTruth Value
TargetWhenDamagedTrueTruth Value
EnableStancesTrueTruth Value
### AutoTargetIgnore Will not get automatically targeted by enemy (like walls) ### BaseBuilding Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors. ### BelowUnits ### Bridge
PropertyDefault ValueTypeDescription
LongFalseTruth Value
RepairPropagationDelay20IntegerDelay (in ticks) between repairing adjacent spans in long bridges
Template0UInt16
DamagedTemplate0UInt16
DestroyedTemplate0UInt16
DestroyedPlusNorthTemplate0UInt16
DestroyedPlusSouthTemplate0UInt16
DestroyedPlusBothTemplate0UInt16
ShorePiecesbr1,br2String[]
NorthOffsetInt32[]
SouthOffsetInt32[]
### BridgeLayer
PropertyDefault ValueTypeDescription
Bridgesbridge1,bridge2String[]
### Buildable
PropertyDefault ValueTypeDescription
PrerequisitesString[]
OwnerString[]
QueueString
HiddenFalseTruth Value
BuildLimit0Integer
BuildPaletteOrder9999Integer
HotkeyUNKNOWN NoneHotkey
### CaptureNotification
PropertyDefault ValueTypeDescription
NotificationBuildingCapturedString
NewOwnerVoiceTrueTruth Value
### Burns
PropertyDefault ValueTypeDescription
Anim1String
Damage1Integer
Interval8Integer
### C4Demolition
PropertyDefault ValueTypeDescription
C4Delay45Integer
### ExternalCapturable This actor can be captured by a unit with ExternalCaptures: trait.
PropertyDefault ValueTypeDescription
TypebuildingStringType of actor (the ExternalCaptures: trait defines what Types it can capture).
AllowAlliesFalseTruth Value
AllowNeutralTrueTruth Value
AllowEnemiesTrueTruth Value
CaptureCompleteTime15IntegerSeconds it takes to change the owner.You might want to add a ExternalCapturableBar: trait, too.
### ExternalCapturableBar Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait. ### Capturable This actor can be captured by a unit with Captures: trait.
PropertyDefault ValueTypeDescription
TypebuildingStringType of actor (the Captures: trait defines what Types it can capture).
AllowAlliesFalseTruth Value
AllowNeutralTrueTruth Value
AllowEnemiesTrueTruth Value
CaptureThreshold0.5Real NumberHealth percentage the target must be at (or below) before it can be captured.
CancelActivityFalseTruth Value
### ExternalCaptures This actor can capture other actors which have the ExternalCapturable: trait.
PropertyDefault ValueTypeDescription
CaptureTypesbuildingString[]Types of actors that it can capture, as long as the type also exists in the ExternalCapturable Type: trait.
ConsumeActorFalseTruth ValueDestroy the unit after capturing.
### Cargo
PropertyDefault ValueTypeDescription
MaxWeight0Integer
PipCount0Integer
TypesString[]
InitialUnitsString[]
### CashTrickler Lets the actor generate cash in a set periodic time.
PropertyDefault ValueTypeDescription
Period50IntegerNumber of ticks to wait between giving money.
Amount15IntegerAmount of money to give each time.
ShowTicksTrueTruth ValueWhether to show the cash tick indicators (+$15 rising from actor).
CaptureAmount0IntegerAmount of money awarded for capturing the actor.
### ChronoshiftPaletteEffect ### Chronoshiftable
PropertyDefault ValueTypeDescription
ExplodeInsteadFalseTruth Value
ChronoshiftSoundchrono2.audString
### Cloak
PropertyDefault ValueTypeDescription
InitialDelay10Integer
CloakDelay30Integer
UncloakOnMoveFalseTruth Value
UncloakOnUnloadFalseTruth Value
RequiresCrateFalseTruth Value
CloakSoundString
UncloakSoundString
PalettecloakString
CloakTypesCloakString[]
### ConquestVictoryConditions
PropertyDefault ValueTypeDescription
NotificationDelay1500IntegerMilliseconds
### MustBeDestroyed Tag trait for things that must be destroyed for a short game to end. ### ConquestObjectivesPanel Provides game mode information for players/observers. Goes on WorldActor - observers don't have a player it can live on.
PropertyDefault ValueTypeDescription
ObjectivesPanelString
### ContainsCrate ### Crate
PropertyDefault ValueTypeDescription
Lifetime5Integer
TerrainTypesString[]
### CrateAction
PropertyDefault ValueTypeDescription
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### CrateSpawner
PropertyDefault ValueTypeDescription
Minimum1IntegerMinimum number of crates
Maximum255IntegerMaximum number of crates
SpawnInterval180IntegerAverage time (seconds) between crate spawn
ValidGroundClear,Rough,Road,Ore,BeachString[]Which terrain types can we drop on?
ValidWaterWaterString[]Which terrain types count as water?
WaterChance0.2Real NumberChance of generating a water crate instead of a land crate
DeliveryAircraftStringIf a DeliveryAircraft: is specified, then this actor will deliver crates
CrateActorscrateString[]Crate actors to drop
CrateActorShares10Int32[]Chance of each crate actor spawning
### ExplodeCrateAction
PropertyDefault ValueTypeDescription
WeaponString
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### GiveCashCrateAction
PropertyDefault ValueTypeDescription
Amount2000Integer
UseCashTickFalseTruth Value
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### HideMapCrateAction
PropertyDefault ValueTypeDescription
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### LevelUpCrateAction
PropertyDefault ValueTypeDescription
Levels1Integer
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### RevealMapCrateAction
PropertyDefault ValueTypeDescription
IncludeAlliesFalseTruth Value
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### CreateMPPlayers ### CrushableInfantry
PropertyDefault ValueTypeDescription
CrushSoundsquish2.audString
CorpseSequencedie-crushedString
CrushClassesinfantryString[]
WarnProbability75Integer
### DemoTruck ### DetectCloaked
PropertyDefault ValueTypeDescription
CloakTypesCloakString[]
Range5Integer
### Contrail
PropertyDefault ValueTypeDescription
Offset0,0,03D World VectorPosition relative to body
TrailLength25Integer
Color255,255,255,255Color
UsePlayerColorTrueTruth Value
### EmitCargoOnSell ### EmitInfantryOnSell
PropertyDefault ValueTypeDescription
ValuePercent40Real Number
MinHpPercent30Real Number
ActorTypese1String[]
### EngineerRepair ### EngineerRepairable ### Explodes
PropertyDefault ValueTypeDescription
WeaponUnitExplodeString
EmptyWeaponUnitExplodeString
Chance100Integer
InfDeathInt32[]
### Fake ### FreeActor Player recives a unit for free once the building is placed. This also works for structures. If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...
PropertyDefault ValueTypeDescription
ActorStringName of actor (use HARV if this trait is for refineries)
InitialActivityStringWhat the unit should start doing. Warning: If this is not a harvesterit will break if you use FindResources.
SpawnOffset0,0int2Offset relative to structure-center in 2D (e.g. 1, 2)
Facing0IntegerWhich direction the unit should face.
### GainsExperience
PropertyDefault ValueTypeDescription
CostThreshold2,4,8,16Single[]XP requirements for each level, as multiples of our own cost.
FirepowerModifier1,1,1,15,1,2,1,5Single[]
ArmorModifier1,1,1,2,1,3,1,5Single[]
SpeedModifier1,1,1,15,1,2,1,5Decimal[]
### GainsUnitUpgrades
PropertyDefault ValueTypeDescription
FirepowerMaxLevel15Integer
FirepowerModifier0.2Real Number
ArmorMaxLevel15Integer
ArmorModifier0.2Real Number
SpeedMaxLevel15Integer
SpeedModifier0,2Real Number
### GivesBounty You get money for playing this actor.
PropertyDefault ValueTypeDescription
Percentage10IntegerCalculated by Cost or CustomSellValue so they have to be set to avoid crashes.
LevelMod125IntegerHigher ranked units give higher bounties.
StancesNeutral,EnemyStance[]Destroying creeps and enemies is rewarded.
### GivesExperience
PropertyDefault ValueTypeDescription
Experience-1IntegerIf -1, use the value of the unit cost.
### Guard ### Guardable
PropertyDefault ValueTypeDescription
Range2Integer
### Harvester
PropertyDefault ValueTypeDescription
DeliveryBuildingsString[]
Capacity28Integer
LoadTicksPerBale4Integer
UnloadTicksPerBale4Integer
PipCount7Integer
HarvestFacings0Integer
ResourcesString[]
FullyLoadedSpeed0,85Real Number
SearchFromProcRadius24Integer
SearchFromOrderRadius12Integer
### HarvesterHuskModifier
PropertyDefault ValueTypeDescription
FullHuskActorString
FullnessThreshold50Integer
### Husk
PropertyDefault ValueTypeDescription
AllowedTerrainString[]
### InfiltrateForSupportPower
PropertyDefault ValueTypeDescription
ProxyString
### Invulnerable ### IronCurtainable ### JamsMissiles
PropertyDefault ValueTypeDescription
Range0Integer
AlliedMissilesTrueTruth Value
Chance100Integer
### LeavesHusk
PropertyDefault ValueTypeDescription
HuskActorString
### Captures This actor can capture other actors which have the Capturable: trait.
PropertyDefault ValueTypeDescription
CaptureTypesbuildingString[]Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.
SabotageTrueTruth ValueUnit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging.
SabotageHPRemoval0.5Real NumberOnly used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed.
### LightPaletteRotator Palette effect used for blinking "animations" on actors.
PropertyDefault ValueTypeDescription
ExcludePalettesString[]
### LimitedAmmo
PropertyDefault ValueTypeDescription
Ammo0Integer
PipCount0IntegerDefaults to value in Ammo.
ReloadTicks50IntegerTime to reload measured in ticks.
### MadTank
PropertyDefault ValueTypeDescription
ThumpSequencepistonString
ThumpInterval8Integer
ThumpDamageWeaponMADTankThumpString
ThumpShakeIntensity3Integer
ThumpShakeMultiplier(1,0)Real Number
ThumpShakeTime10Integer
ChargeDelay96Integer
ChargeSoundmadchrg2.audString
DetonationDelay42Integer
DetonationSoundmadexplo.audString
DetonationWeaponMADTankDetonateString
DriverActore1String
### MPStartLocations
PropertyDefault ValueTypeDescription
InitialExploreRange51203D World Range
### Mine
PropertyDefault ValueTypeDescription
CrushClassesString[]
AvoidFriendlyTrueTruth Value
DetonateClassesString[]
### MineImmune ### Minelayer
PropertyDefault ValueTypeDescription
MineminvString
RearmBuildingsfixString[]
MinefieldDepth1.5Real Number
### FrozenUnderFog
PropertyDefault ValueTypeDescription
StartsRevealedFalseTruth Value
### HiddenUnderFog ### NukePaletteEffect ### LoadWidgetAtGameStart
PropertyDefault ValueTypeDescription
WidgetString
ClearRootTrueTruth Value
### OreRefinery
PropertyDefault ValueTypeDescription
DockOffset1,2int2
ShowTicksTrueTruth Value
TickLifetime30Integer
TickVelocity2Integer
TickRate10Integer
DockAngle64Integer
### PlayerPaletteFromCurrentTileset
PropertyDefault ValueTypeDescription
NameStringinternal palette name
ShadowIndexInt32[]Map listed indices to shadow.
AllowModifiersTrueTruth ValueApply palette rotatotors or not.
### PaletteFromCurrentTileset Loads the palette specified in the tileset definition
PropertyDefault ValueTypeDescription
NameStringinternal palette name
ShadowIndexInt32[]Map listed indices to shadow. Ignores previous color.
AllowModifiersTrueTruth Value
### PaletteFromFile
PropertyDefault ValueTypeDescription
NameStringinternal palette name
TilesetStringIf defined, load the palette only for this tileset.
FilenameStringfilename to load
ShadowIndexInt32[]Map listed indices to shadow. Ignores previous color.
AllowModifiersTrueTruth Value
### PaletteFromRGBA Creates a single color palette without any base palette file.
PropertyDefault ValueTypeDescription
NameStringinternal palette name
TilesetStringIf defined, load the palette only for this tileset.
R0Integerred color component
G0Integergreen color component
B0Integerblue color component
A255Integeralpha channel (transparency)
AllowModifiersTrueTruth Value
### ParaDrop
PropertyDefault ValueTypeDescription
LZRange4Integer
ChuteSoundchute1.audString
### ParachuteAttachment
PropertyDefault ValueTypeDescription
ParachuteSpriteparachString
Offset0,0,03D World Vector
### Passenger
PropertyDefault ValueTypeDescription
CargoTypeString
PipTypeGreenPipType
Weight1Integer
### PlayerStatistics ### UpdatesPlayerStatistics ### ActorGroupProxy ### AllyRepair ### ClassicProductionQueue Attach this to the world actor (not a building!) to define a new shared build queue. Will only work together with the Production: trait on the actor that actually does the production. You will also want to add PrimaryBuildings: to let the user choose where new units should exit.
PropertyDefault ValueTypeDescription
SpeedUpFalseTruth ValueIf you build more actors of the same type,the same queue will get its build time lowered for every actor produced there.
BuildTimeSpeedReduction100,85,75,65,60,55,50Int32[]Every time another production building of the same queue iscontructed, the build times of all actors in the queuedecreased by a percentage of the original time.
TypeStringWhat kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
GroupStringGroup queues from separate buildings together into the same tab.
BuildSpeed0.4Real NumberThis value is used to translate the unit cost into build time.
LowPowerSlowdown3IntegerThe build time is multiplied with this value on low power.
ReadyAudioUnitReadyStringNotification played when production is complete.The filename of the audio is defined per faction in notifications.yaml.
BlockedAudioNoBuildStringNotification played when you can't train another unitwhen the build limit exceeded or the exit is jammed.The filename of the audio is defined per faction in notifications.yaml.
QueuedAudioTrainingStringNotification played when user clicks on the build palette icon.The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudioOnHoldStringNotification played when player right-clicks on the build palette icon.The filename of the audio is defined per faction in notifications.yaml.
CancelledAudioCancelledStringNotification 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.
### PlaceBuilding ### ProductionQueue Attach this to an actor (usually a building) to let it produce units or construct buildings. If one builds another actor of this type, he will get a separate queue to create two actors at the same time. Will only work together with the Production: trait.
PropertyDefault ValueTypeDescription
TypeStringWhat kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
GroupStringGroup queues from separate buildings together into the same tab.
BuildSpeed0.4Real NumberThis value is used to translate the unit cost into build time.
LowPowerSlowdown3IntegerThe build time is multiplied with this value on low power.
ReadyAudioUnitReadyStringNotification played when production is complete.The filename of the audio is defined per faction in notifications.yaml.
BlockedAudioNoBuildStringNotification played when you can't train another unitwhen the build limit exceeded or the exit is jammed.The filename of the audio is defined per faction in notifications.yaml.
QueuedAudioTrainingStringNotification played when user clicks on the build palette icon.The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudioOnHoldStringNotification played when player right-clicks on the build palette icon.The filename of the audio is defined per faction in notifications.yaml.
CancelledAudioCancelledStringNotification 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
PropertyDefault ValueTypeDescription
ChargeTime20IntegerCooldown in seconds until the unit can teleport.
HasDistanceLimitTrueTruth ValueCan the unit teleport only a certain distance?
MaxDistance12IntegerThe maximum distance in cells this unit can teleport (only used if HasDistanceLimit = true).
ChronoshiftSoundchrotnk1.audStringSound to play when teleporting.
### RadarPings
PropertyDefault ValueTypeDescription
FromRadius200Integer
ToRadius15Integer
ShrinkSpeed4Integer
RotationSpeed0.12Real Number
### TechTree ### ProvidesCustomPrerequisite
PropertyDefault ValueTypeDescription
PrerequisiteString
### PrimaryBuilding Used together with ClassicProductionQueue. ### Production This unit has access to build queues.
PropertyDefault ValueTypeDescription
ProducesString[]e.g. Infantry, Vehicles, Aircraft, Buildings
### Exit Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
PropertyDefault ValueTypeDescription
SpawnOffset0,0,03D World VectorOffset at which that the exiting actor is spawned
ExitCell0,02D Cell VectorCell offset where the exiting actor enters the ActorMap
Facing-1Integer
MoveIntoWorldTrueTruth Value
### ProductionBar Visualizes the remaining build time of actor produced here.
PropertyDefault ValueTypeDescription
ProductionTypeStringProduction queue type, for actors with multiple queues.
### ProvidesRadar ### JamsRadar
PropertyDefault ValueTypeDescription
Range0Integer
### ProximityCaptor
PropertyDefault ValueTypeDescription
TypesString[]
### ProximityCapturable
PropertyDefault ValueTypeDescription
PermanentFalseTruth Value
Range5Integer
MustBeClearFalseTruth Value
CaptorTypesVehicle,Tank,InfantryString[]
### RadarColorFromTerrain
PropertyDefault ValueTypeDescription
TerrainString
### RallyPoint Used to waypoint units after production or repair is finished.
PropertyDefault ValueTypeDescription
RallyPoint1,3Int32[]
IndicatorPalettePrefixplayerString
### Reloads Unit will reload its limited ammo itself.
PropertyDefault ValueTypeDescription
Count0IntegerHow much ammo is reloaded after a certain period.
Period50IntegerHow long it takes to do so.
### RenderDetectionCircle ### RenderJammerCircle ### RenderRangeCircle
PropertyDefault ValueTypeDescription
RangeCircleTypeString
FallbackRange03D World RangeRange to draw if no armaments are available
### Repairable
PropertyDefault ValueTypeDescription
RepairBuildingsfixString[]
### RepairableNear
PropertyDefault ValueTypeDescription
Buildingsspen,syrdString[]
CloseEnough4Integer
### RepairsUnits
PropertyDefault ValueTypeDescription
ValuePercentage20Integer
HpPerStep10Integer
Interval24Integer
### Reservable ### ScaredyCat
PropertyDefault ValueTypeDescription
PanicLength250Integer
PanicSpeedModifier2Real Number
AttackPanicChance20Integer
### SeedsResource
PropertyDefault ValueTypeDescription
Interval75Integer
ResourceTypeOreString
MaxRange100Integer
AnimationInterval750Integer
### SelfHealing
PropertyDefault ValueTypeDescription
Step5Integer
Ticks5Integer
HealIfBelow0.5Real Number
DamageCooldown0Integer
RequiresTechString
### SelfHealingTech
PropertyDefault ValueTypeDescription
TypeString
### Sellable Building can be sold
PropertyDefault ValueTypeDescription
RefundPercent50Integer
### ShroudPalette Adds the hard-coded shroud palette to the game
PropertyDefault ValueTypeDescription
NameshroudStringInternal palette name
FogFalseTruth ValuePalette type
### SmokeTrailWhenDamaged
PropertyDefault ValueTypeDescription
Offset0,0,03D World VectorPosition relative to body
Interval3Integer
SpritesmokeyString
MinDamageHeavyDamageState
### SpawnMPUnits ### SpawnMapActors ### DisguiseToolTip
PropertyDefault ValueTypeDescription
DescriptionString
NameString
IconiconStringSequence of the actor that contains the cameo.
### Disguise ### IgnoresDisguise ### StoresOre
PropertyDefault ValueTypeDescription
PipCount0IntegerNumber of little squares used to display how filled unit is.
PipColorYellowPipType
Capacity0Integer
### StrategicPoint ### StrategicVictoryConditions
PropertyDefault ValueTypeDescription
TicksToHold7500Integer
ResetOnHoldLostTrueTruth Value
RatioRequired0.5Real Number
### SupplyTruck Donate money to building if it has the AcceptSupplies: trait.
PropertyDefault ValueTypeDescription
Payload500IntegerThe amount of cash the owner of the building recieves.
### AirstrikePower
PropertyDefault ValueTypeDescription
UnitTypebadr.bomberString
SquadSize1Integer
SquadOffset-1536,1536,03D World Vector
QuantizedFacings32Integer
Cordon51203D World Range
FlareActorStringActor to spawn when the aircraft first enter the map
FlareRemoveDelay25IntegerAmount of time to keep the flare alive after the aircraft have finished attacking
CameraActorStringActor to spawn when the aircraft start attacking
CameraRemoveDelay25IntegerAmount of time to keep the camera alive after the aircraft have finished attacking
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameAirstrikePowerInfoOrderString
### ChronoshiftPower
PropertyDefault ValueTypeDescription
Range1Integer
Duration30Integer
KillCargoTrueTruth Value
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameChronoshiftPowerInfoOrderString
### GpsWatcher ### GpsPower
PropertyDefault ValueTypeDescription
RevealDelay0Integer
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameGpsPowerInfoOrderString
### IronCurtainPower
PropertyDefault ValueTypeDescription
Duration10Integer
Range1Integer
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameIronCurtainPowerInfoOrderString
### NukePower
PropertyDefault ValueTypeDescription
MissileWeaponString
SpawnOffset0,0,03D World Vector
FlightDelay400IntegerTravel time - split equally between ascent and descent
FlightVelocity5123D World RangeVisual ascent velocity in WRange / tick
SkipAscentFalseTruth ValueDescend immediately on the target, with half the FlightDelay
BeaconRemoveAdvance25IntegerAmount of time before detonation to remove the beacon
CameraActorStringActor to spawn before detonation
CameraSpawnAdvance25IntegerAmount of time before detonation to spawn the camera
CameraRemoveDelay25IntegerAmount of time after detonation to remove the camera
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameNukePowerInfoOrderString
### ParatroopersPower
PropertyDefault ValueTypeDescription
DropItemsString[]
UnitTypebadrString
FlareTypeflareString
FlareTime3000Integer
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameParatroopersPowerInfoOrderString
### SonarPulsePower
PropertyDefault ValueTypeDescription
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameSonarPulsePowerInfoOrderString
### SpyPlanePower
PropertyDefault ValueTypeDescription
RevealTime6Integer
ChargeTime0Integer
IconString
DescriptionString
LongDescString
AllowMultipleFalseTruth Value
OneShotFalseTruth Value
BeginChargeSoundString
EndChargeSoundString
SelectTargetSoundString
InsufficientPowerSoundString
LaunchSoundString
IncomingSoundString
DisplayTimerFalseTruth Value
DisplayBeaconFalseTruth Value
BeaconDuration250Integer
BeaconPalettePrefixplayerString
BeaconPosterString
BeaconPosterPalettechromeString
DisplayRadarPingFalseTruth Value
OrderNameSpyPlanePowerInfoOrderString
### SupportPowerChargeBar ### SupportPowerManager ### TakeCover
PropertyDefault ValueTypeDescription
ProneTime100Integer
ProneDamage0.5Real Number
ProneSpeed0,5Real Number
ProneOffset85,0,-1713D World Vector
TurretprimaryString
ROT255IntegerRate of Turning
InitialFacing128Integer
AlignWhenIdleFalseTruth Value
Offset0,0,03D World VectorMuzzle position relative to turret or body. (forward, right, up) triples
### RenderInfantryProne
PropertyDefault ValueTypeDescription
MinIdleWaitTicks30Integer
MaxIdleWaitTicks110Integer
IdleAnimationsString[]
StandAnimationsstandString[]
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### TargetableBuilding
PropertyDefault ValueTypeDescription
TargetTypesString[]
RequiresForceFireFalseTruth Value
### TargetableSubmarine
PropertyDefault ValueTypeDescription
CloakedTargetTypesString[]
TargetTypesString[]
RequiresForceFireFalseTruth Value
### TargetableUnit
PropertyDefault ValueTypeDescription
TargetTypesString[]
RequiresForceFireFalseTruth Value
### TeslaInstantKills ### ThrowsParticle
PropertyDefault ValueTypeDescription
AnimString
Offset0,0,03D World VectorInitial position relative to body
MinThrowRange2563D World RangeMinimum distance to throw the particle
MaxThrowRange7683D World RangeMaximum distance to throw the particle
MinThrowAngle853D World AngleMinimum angle to throw the particle
MaxThrowAngle1703D World AngleMaximum angle to throw the particle
Velocity75IntegerSpeed to throw the particle (horizontal WPos/tick)
ROT15Real NumberMaximum rotation rate
### TransformOnCapture
PropertyDefault ValueTypeDescription
IntoActorString
ForceHealthPercentage0Integer
SkipMakeAnimsTrueTruth Value
### TransformOnPassenger
PropertyDefault ValueTypeDescription
PassengerTypesString[]
OnEnterString
OnExitString
SkipMakeAnimsFalseTruth Value
BecomeNeutralFalseTruth Value
### Transforms
PropertyDefault ValueTypeDescription
IntoActorString
Offset0,0int2
Facing96Integer
TransformSoundsString[]
NoTransformSoundsString[]
### Turreted
PropertyDefault ValueTypeDescription
TurretprimaryString
ROT255IntegerRate of Turning
InitialFacing128Integer
AlignWhenIdleFalseTruth Value
Offset0,0,03D World VectorMuzzle position relative to turret or body. (forward, right, up) triples
### Valued How much the unit is worth.
PropertyDefault ValueTypeDescription
Cost0IntegerUsed in production, but also for bounties so remember to set it > 0 even for NPCs.
### WaterPaletteRotation Palette effect used for sprinkle "animations" on terrain tiles.
PropertyDefault ValueTypeDescription
ExcludePalettesString[]
### ChooseBuildTabOnSelect ### ResourceClaimLayer ### PlayMusicOnMapLoad
PropertyDefault ValueTypeDescription
MusicString
LoopFalseTruth Value
### SmudgeLayer
PropertyDefault ValueTypeDescription
TypeScorchString
SequencescorchString
SmokePercentage25Integer
SmokeTypesmoke_mString
### BaseAttackNotifier
PropertyDefault ValueTypeDescription
NotifyInterval30Integer
RadarPingColor255,255,0,0Color
RadarPingDuration250Integer
### HarvesterAttackNotifier
PropertyDefault ValueTypeDescription
NotifyInterval30Integer
RadarPingColor255,255,0,0Color
RadarPingDuration250Integer
### InfiltrateForExploration ### InfiltrateForCash
PropertyDefault ValueTypeDescription
Percentage50Integer
Minimum500Integer
SoundToVictimcredit1.audString
### RenderShroudCircle ### CloakPaletteEffect ### Infiltratable
PropertyDefault ValueTypeDescription
TypeString
### Infiltrates
PropertyDefault ValueTypeDescription
TypesCash,SupportPower,ExplorationString[]
### Armament Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
PropertyDefault ValueTypeDescription
NameprimaryString
WeaponStringHas to be defined here and in weapons.yaml.
TurretprimaryString
FireDelay0IntegerTime (in frames) until the weapon can fire again.
LocalOffsetWRange[]Muzzle position relative to turret or body. (forward, right, up) triples
LocalYawWAngle[]Muzzle yaw relative to turret or body.
Recoil03D World RangeMove the turret backwards when firing.
RecoilRecovery93D World RangeRecoil recovery per-frame
MuzzleSequenceStringMuzzle flash sequence to render
MuzzleSplitFacings0IntegerUse multiple muzzle images if non-zero
### RepairsBridges ### BridgeHut ### VoxelNormalsPalette
PropertyDefault ValueTypeDescription
NamenormalsString
TypeTiberianSunNormalType
### DomainIndex ### MPStartUnits
PropertyDefault ValueTypeDescription
ClassnoneString
RacesString[]
BaseActorString
SupportActorsString[]
InnerSupportRadius2IntegerInner radius for spawning support actors
OuterSupportRadius4IntegerOuter radius for spawning support actors
### Tooltip Shown in the build palette widget.
PropertyDefault ValueTypeDescription
DescriptionString
NameString
IconiconStringSequence of the actor that contains the cameo.
### CombatDebugOverlay ### PathfinderDebugOverlay ### AttackBomber
PropertyDefault ValueTypeDescription
BombsprimaryStringArmament name
GunssecondaryStringArmament name
FacingTolerance2Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### ShroudRenderer
PropertyDefault ValueTypeDescription
SequenceshroudString
VariantsshroudString[]
Index12,9,8,3,1,6,4,2,13,11,7,14Int32[]Bitfield of shroud directions for each frame. Lower four bits arecorners clockwise from TL; upper four are edges clockwise from top
UseExtendedIndexFalseTruth ValueUse the upper four bits when calculating frame
ShroudColor12IntegerPalette index for synthesized unexplored tile
ShroudBlendAlphaBlendMode
### Demolishable Handle demolitions from C4 explosives. ### DisabledOverlay Use together with CanPowerDown/RequiresPower on buildings or Husk for vehicles. ### Immobile
PropertyDefault ValueTypeDescription
OccupiesSpaceTrueTruth Value
### BuildableTerrainLayer ### RemoveImmediately ### AttackFollow
PropertyDefault ValueTypeDescription
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackGarrisoned
PropertyDefault ValueTypeDescription
PortOffsetsWRange[]Fire port offsets in local coordinates
PortYawsWAngle[]Fire port yaw angles
PortConesWAngle[]Fire port yaw cone angle
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### StartGameNotification
PropertyDefault ValueTypeDescription
NotificationStartGameString
### PaletteFromR8
PropertyDefault ValueTypeDescription
NameStringInternal palette name
FilenameStringFilename to load
Offset0Int64Palette byte offset
AllowModifiersTrueTruth Value
InvertColorFalseTruth Value
### FogPaletteFromR8
PropertyDefault ValueTypeDescription
NameStringInternal palette name
FilenameStringFilename to load
Offset0Int64Palette byte offset
AllowModifiersTrueTruth Value
InvertColorFalseTruth Value
### Huntable ### HackyAI
PropertyDefault ValueTypeDescription
NameUnnamed BotString
SquadSize8Integer
AssignRolesInterval20Integer
RushInterval600Integer
AttackForceInterval30Integer
ExcessPowerFactor1.2Real NumberBy what factor should power output exceed power consumption.
MinimumExcessPower50IntegerBy what minimum amount should power output exceed power consumption.
IdleBaseUnitsMaximum12IntegerOnly produce units as long as there are less than this amount of units idling inside the base.
RushAttackScanRadius15IntegerRadius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.
ProtectUnitScanRadius15IntegerRadius in cells around the base that should be scanned for units to be protected.
RallyPointScanRadius8IntegerRadius in cells around a factory scanned for rally points by the AI.
RallypointTestBuildingfactString
UnitQueuesVehicle,Infantry,Plane,Ship,AircraftString[]
ShouldRepairBuildingsTrueTruth Value
UnitsToBuildDictionary
BuildingFractionsDictionary
UnitsCommonNamesDictionary
BuildingCommonNamesDictionary
BuildingLimitsDictionary
### Aircraft
PropertyDefault ValueTypeDescription
CruiseAltitude12803D World Range
RepairBuildingsfixString[]
RearmBuildingshpad,afldString[]
InitialFacing128Integer
ROT255Integer
Speed1Integer
LandableTerrainTypesString[]
### AttackHeli
PropertyDefault ValueTypeDescription
FacingTolerance1Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### AttackPlane
PropertyDefault ValueTypeDescription
FacingTolerance1Integer
Armamentsprimary,secondaryString[]Armament names
CursorattackString
OutsideRangeCursorattackoutsiderangeString
### FallsToEarth
PropertyDefault ValueTypeDescription
ExplosionUnitExplodeString
SpinsTrueTruth Value
MovesFalseTruth Value
Velocity433D World Range
### Helicopter
PropertyDefault ValueTypeDescription
IdealSeparation17063D World Range
LandWhenIdleTrueTruth Value
LandAltitude03D World Range
AltitudeVelocity433D World Range
CruiseAltitude12803D World Range
RepairBuildingsfixString[]
RearmBuildingshpad,afldString[]
InitialFacing128Integer
ROT255Integer
Speed1Integer
LandableTerrainTypesString[]
### Plane
PropertyDefault ValueTypeDescription
MaximumPitch283D World Angle
CruiseAltitude12803D World Range
RepairBuildingsfixString[]
RearmBuildingshpad,afldString[]
InitialFacing128Integer
ROT255Integer
Speed1Integer
LandableTerrainTypesString[]
### ReturnOnIdle ### FlyAwayOnIdle ### TargetableAircraft
PropertyDefault ValueTypeDescription
GroundedTargetTypesString[]
TargetTypesString[]
RequiresForceFireFalseTruth Value
### GivesBuildableArea Remove this trait to limit base-walking by cheap or defensive buildings. ### Building
PropertyDefault ValueTypeDescription
Power0IntegerIf negative, it will drain power, if positive, it will provide power.
TerrainTypesString[]Where you are allowed to place the building (Water, Clear, ...)
Adjacent2IntegerThe range to the next building it can be constructed. Set it higher for walls.
FootprintxStringx means space it blocks, _ is a part that is passable by actors.
Dimensions1,1int2
RequiresBaseProviderFalseTruth Value
AllowInvalidPlacementFalseTruth Value
BuildSoundsplacbldg.aud,build5.audString[]
SellSoundscashturn.audString[]
### BuildingInfluence ### CanPowerDown ### CustomSellValue Allow a non-standard sell/repair value to avoid buy-sell exploits.
PropertyDefault ValueTypeDescription
Value0Integer
### CustomBuildTimeValue Overrides the build time calculated by actor value.
PropertyDefault ValueTypeDescription
Value0Integer
### LineBuild Place the second actor in line to build more of the same at once (used for walls).
PropertyDefault ValueTypeDescription
Range5IntegerThe maximum allowed length of the line.
NodeTypeswallString[]LineBuildNode 'Types' to attach to.
### PowerManager
PropertyDefault ValueTypeDescription
AdviceInterval250Integer
### RepairableBuilding Building can be repaired by the repair button.
PropertyDefault ValueTypeDescription
RepairPercent20Integer
RepairInterval24Integer
RepairStep7Integer
IndicatorPalettePrefixplayerString
### RequiresPower ### ShakeOnDeath
PropertyDefault ValueTypeDescription
Intensity10Integer
### SoundOnDamageTransition
PropertyDefault ValueTypeDescription
DamagedSoundString
DestroyedSoundString
### Wall
PropertyDefault ValueTypeDescription
CrushClassesString[]
CrushSoundString
### BaseProvider
PropertyDefault ValueTypeDescription
Range10Integer
Cooldown0Integer
InitialDelay0Integer
### Bib
PropertyDefault ValueTypeDescription
SequencebibString
PaletteterrainString
HasMinibibFalseTruth Value
### LaysTerrain
PropertyDefault ValueTypeDescription
Template0UInt16The terrain template to place. If the template is PickAny, thenthe actor footprint will be filled with this tile.
TerrainTypesString[]The terrain types that this template will be placed on
Offset0,02D Cell VectorOffset relative to the actor TopLeft. Not used if the template is PickAny
### LineBuildNode LineBuild actors attach to LineBuildNodes.
PropertyDefault ValueTypeDescription
TypeswallString[]This actor is of LineBuild 'NodeType'...
### UnitUpgradeCrateAction
PropertyDefault ValueTypeDescription
UpgradeNullable`1
Levels1Integer
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### CloakCrateAction
PropertyDefault ValueTypeDescription
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### GiveMcvCrateAction
PropertyDefault ValueTypeDescription
NoBaseSelectionShares1000Integer
UnitString
OwnerString
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### GiveUnitCrateAction
PropertyDefault ValueTypeDescription
UnitString
OwnerString
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### HealUnitsCrateAction
PropertyDefault ValueTypeDescription
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### SupportPowerCrateAction
PropertyDefault ValueTypeDescription
ProxyString
SelectionShares10IntegerChance of getting this crate, assuming the collector is compatible.
EffectStringAn animation defined in sequence yaml(s) to draw.
NotificationStringAudio clip to play when the crate is collected.
ExcludedActorTypesString[]
### GpsDot
PropertyDefault ValueTypeDescription
StringInfantryString
IndicatorPalettePrefixplayerString
### Mobile Unit is able to move.
PropertyDefault ValueTypeDescription
TerrainSpeedsDictionarySet Water: 0 for ground units and lower the value on rough terrain.
CrushesString[]e.g. crate, wall, infantry
WaitAverage5Integer
WaitSpread2Integer
InitialFacing128Integer
ROT255IntegerRate of Turning
Speed1Integer
OnRailsFalseTruth Value
SharesCellFalseTruth ValueAllow multiple (infantry) units in one cell.
### PathFinder ### RenderBuilding
PropertyDefault ValueTypeDescription
HasMakeAnimationTrueTruth Value
PauseOnLowPowerFalseTruth Value
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderBuildingCharge
PropertyDefault ValueTypeDescription
ChargeAudioStringSound to play when building charges.
ChargeSequenceactiveStringSequence to use for building charge animation.
HasMakeAnimationTrueTruth Value
PauseOnLowPowerFalseTruth Value
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderBuildingSilo
PropertyDefault ValueTypeDescription
HasMakeAnimationTrueTruth Value
PauseOnLowPowerFalseTruth Value
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderBuildingTurreted
PropertyDefault ValueTypeDescription
HasMakeAnimationTrueTruth Value
PauseOnLowPowerFalseTruth Value
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderBuildingWall
PropertyDefault ValueTypeDescription
TypewallString
SequenceidleString
HasMakeAnimationTrueTruth Value
PauseOnLowPowerFalseTruth Value
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderBuildingWarFactory
PropertyDefault ValueTypeDescription
HasMakeAnimationTrueTruth Value
PauseOnLowPowerFalseTruth Value
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderEditorOnly
PropertyDefault ValueTypeDescription
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderFlare
PropertyDefault ValueTypeDescription
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderHarvester
PropertyDefault ValueTypeDescription
ImagesByFullnessharvString[]
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderInfantry
PropertyDefault ValueTypeDescription
MinIdleWaitTicks30Integer
MaxIdleWaitTicks110Integer
IdleAnimationsString[]
StandAnimationsstandString[]
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderInfantryPanic
PropertyDefault ValueTypeDescription
MinIdleWaitTicks30Integer
MaxIdleWaitTicks110Integer
IdleAnimationsString[]
StandAnimationsstandString[]
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderDisguise
PropertyDefault ValueTypeDescription
MinIdleWaitTicks30Integer
MaxIdleWaitTicks110Integer
IdleAnimationsString[]
StandAnimationsstandString[]
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderLandingCraft
PropertyDefault ValueTypeDescription
OpenTerrainTypesClearString[]
OpenAnimopenString
UnloadAnimunloadString
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderUnit
PropertyDefault ValueTypeDescription
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RenderUnitReload
PropertyDefault ValueTypeDescription
ArmamentprimaryStringArmament name
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### WithBuildingExplosion ### WithMuzzleFlash
PropertyDefault ValueTypeDescription
IgnoreOffsetFalseTruth ValueIgnore the weapon position, and always draw relative to the center of the actor
### RenderNameTag
PropertyDefault ValueTypeDescription
MaxLength10Integer
### WithRotor
PropertyDefault ValueTypeDescription
SequencerotorStringSequence name to use when flying
GroundSequenceslow-rotorStringSequence name to use when landed
Offset0,0,03D World VectorPosition relative to body
IdrotorString
### WithShadow ### WithSmoke ### WithTurret
PropertyDefault ValueTypeDescription
SequenceturretStringSequence name to use
AimSequenceStringSequence name to use when prepared to fire
TurretprimaryStringTurreted 'Turret' key to display
RecoilsTrueTruth ValueRender recoil
### RenderVoxels
PropertyDefault ValueTypeDescription
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
NormalsPalettenormalsString
Scale10Real NumberChange the image size.
LightPitch1423D World Angle
LightYaw6823D World Angle
LightAmbientColor0,6,0,6,0,6Single[]
LightDiffuseColor0,4,0,4,0,4Single[]
### WithVoxelTurret
PropertyDefault ValueTypeDescription
SequenceturretStringVoxel sequence name to use
TurretprimaryStringTurreted 'Turret' key to display
### WithVoxelBody ### WithVoxelBarrel
PropertyDefault ValueTypeDescription
SequencebarrelStringVoxel sequence name to use
ArmamentprimaryStringArmament to use for recoil
LocalOffset0,0,03D World VectorVisual offset
### WithVoxelWalkerBody
PropertyDefault ValueTypeDescription
TickRate5Integer
### WithResources
PropertyDefault ValueTypeDescription
SequenceresourcesStringSequence name to use
### WithHarvestAnimation
PropertyDefault ValueTypeDescription
SequenceharvestStringSequence name to use
Offset0,0,03D World VectorPosition relative to body
### WithIdleOverlay
PropertyDefault ValueTypeDescription
Sequenceidle-overlayStringSequence name to use
Offset0,0,03D World VectorPosition relative to body
PauseOnLowPowerFalseTruth Value
### WithCrateBody
PropertyDefault ValueTypeDescription
ImagescrateString[]
XmasImagesString[]
### WithBuildingPlacedAnimation
PropertyDefault ValueTypeDescription
SequencebuildStringSequence name to use
### RenderGunboat
PropertyDefault ValueTypeDescription
TurretprimaryStringTurreted 'Turret' key to display
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### WithCrumbleOverlay
PropertyDefault ValueTypeDescription
Sequencecrumble-overlayStringSequence name to use
### WithBuildingPlacedOverlay
PropertyDefault ValueTypeDescription
Sequencecrane-overlayStringSequence name to use
Offset0,0,03D World VectorPosition relative to body
### WithProductionOverlay
PropertyDefault ValueTypeDescription
Sequenceproduction-overlayStringSequence name to use
Offset0,0,03D World VectorPosition relative to body
### LuaScriptEvents ### LuaScriptInterface
PropertyDefault ValueTypeDescription
LuaScriptsString[]
### Armor
PropertyDefault ValueTypeDescription
TypeString
### CreatesShroud
PropertyDefault ValueTypeDescription
Range03D World Range
### DrawLineToTarget
PropertyDefault ValueTypeDescription
Ticks60Integer
### EditorAppearance
PropertyDefault ValueTypeDescription
RelativeToTopLeftFalseTruth Value
UseTerrainPaletteFalseTruth Value
### EditorTilesetFilter
PropertyDefault ValueTypeDescription
RequireTilesetsString[]
ExcludeTilesetsString[]
### Health
PropertyDefault ValueTypeDescription
HP0Integer
Radius4263D World RangePhysical size of the unit used for damage calculations. Impacts within this radius apply full damage
### RejectsOrders
PropertyDefault ValueTypeDescription
ExceptString[]
### DeveloperMode
PropertyDefault ValueTypeDescription
Cash20000Integer
ResourceGrowth100Integer
FastBuildFalseTruth Value
FastChargeFalseTruth Value
DisableShroudFalseTruth Value
PathDebugFalseTruth Value
UnlimitedPowerFalseTruth Value
BuildAnywhereFalseTruth Value
ShowCombatGeometryFalseTruth Value
ShowDebugGeometryFalseTruth Value
### PlayerResources
PropertyDefault ValueTypeDescription
SelectableCash2500,5000,10000,20000Int32[]
DefaultCash5000Integer
AdviceInterval250Integer
### RenderSimple
PropertyDefault ValueTypeDescription
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### RevealsShroud
PropertyDefault ValueTypeDescription
Range03D World Range
### Selectable
PropertyDefault ValueTypeDescription
SelectableTrueTruth Value
Priority10Integer
BoundsInt32[]
VoiceString
### SelectionDecorations ### ValidateOrder ### Country
PropertyDefault ValueTypeDescription
NameString
RaceString
SelectableTrueTruth Value
### ResourceLayer ### ResourceType
PropertyDefault ValueTypeDescription
EditorSpriteString
VariantsString[]
PaletteterrainString
ResourceType1Integer
ValuePerUnit0Integer
MaxDensity10Integer
NameString
TerrainTypeOreString
AllowedTerrainTypesString[]
AllowUnderActorsFalseTruth Value
PipColorYellowPipType
### ScreenShaker
PropertyDefault ValueTypeDescription
MinMultiplier(-3,-3)Real Number
MaxMultiplier(3,3)Real Number
### Shroud ### DebugPauseState ### RenderSprites
PropertyDefault ValueTypeDescription
ImageStringDefaults to the actor name.
PaletteStringCustom palette name
PlayerPaletteplayerStringCustom PlayerColorPalette: BaseName
Scale1Real NumberChange the sprite image size.
### BodyOrientation
PropertyDefault ValueTypeDescription
QuantizedFacings-1IntegerNumber of facings for gameplay calculations. -1 indiciates auto-detection from sequence
CameraPitch1133D World AngleCamera pitch for rotation calculations
### FrozenActorLayer ### PlayerColorPalette Add this to the Player actor definition.
PropertyDefault ValueTypeDescription
BasePaletteStringThe name of the palette to base off.
BaseNameplayerStringThe prefix for the resulting player palettes
RemapIndexInt32[]Remap these indices to player colors.
Ramp0.05Real NumberLuminosity range to span.
AllowModifiersTrueTruth ValueAllow palette modifiers to change the palette.
### PlayerHighlightPalette Add this to the Player actor definition.
PropertyDefault ValueTypeDescription
BaseNamehighlightStringThe prefix for the resulting player palettes
### ScreenMap
PropertyDefault ValueTypeDescription
BinSize250IntegerSize of partition bins (world pixels)
### ActorMap
PropertyDefault ValueTypeDescription
BinSize10IntegerSize of partition bins (cells)
### D2kResourceLayer
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