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 git-5db63ba of OpenRA.
- WithCargo
- WithDeliveryAnimation
- RenderGunboat
- WithRoof
- IonCannonPower
- SpawnViceroid
- ProductionAirdrop
- PoisonedByTiberium
- AttackPopupTurreted
- RenderUnitFlying
- HackyAI
- ChatCommands
- HelpCommand
- PlayerCommands
- DevCommands
- Contrail
- ScriptTriggers
- LuaScript
- CrateAction
- DuplicateUnitCrateAction
- ExplodeCrateAction
- GiveCashCrateAction
- GiveMcvCrateAction
- GiveUnitCrateAction
- GrantUpgradeCrateAction
- HealUnitsCrateAction
- HideMapCrateAction
- LevelUpCrateAction
- RevealMapCrateAction
- SupportPowerCrateAction
- Crate
- Armament
- Explodes
- GainsExperience
- TerrainModifiesDamage
- ScaredyCat
- TakeCover
- RepairsBridges
- Buildable
- ThrowsParticle
- BaseBuilding
- BaseProvider
- BridgeHut
- BuildingInfluence
- LineBuild
- LineBuildNode
- PrimaryBuilding
- RallyPoint
- Refinery
- RepairsUnits
- Reservable
- TargetableBuilding
- FreeActor
- Bib
- Exit
- RepairableBuilding
- Bridge
- GivesBuildableArea
- Building
- Parachutable
- MustBeDestroyed
- ProvidesRadar
- JamsRadar
- RadarColorFromTerrain
- SeedsResource
- ShakeOnDeath
- SmokeTrailWhenDamaged
- Tooltip
- TransformOnCapture
- Valued
- KillsSelf
- AcceptsSupplies
- AttackBomber
- FallsToEarth
- TargetableAircraft
- FlyAwayOnIdle
- Helicopter
- Plane
- ReturnOnIdle
- AttackPlane
- AttackHeli
- Aircraft
- Burns
- BlocksProjectiles
- AttackFollow
- AttackGarrisoned
- AttackMedic
- AttackOmni
- AttackWander
- AttackFrontal
- AttackTurreted
- AttackCharge
- AttackMove
- AutoHeal
- AutoTarget
- AutoTargetIgnore
- Cloak
- Pluggable
- C4Demolition
- Capturable
- Captures
- Demolishable
- Crushable
- Sellable
- ExternalCapturable
- GlobalUpgradable
- IgnoresDisguise
- Turreted
- SelfHealing
- DetectCloaked
- DisabledOverlay
- HiddenUnderFog
- UpgradeOverlay
- FrozenUnderFog
- AmmoPool
- CloakPaletteEffect
- WaterPaletteRotation
- MenuPaletteEffect
- LightPaletteRotator
- NukePaletteEffect
- GlobalLightingPaletteEffect
- TransformOnPassenger
- AppearsOnRadar
- ProvidesPrerequisite
- ActorGroupProxy
- AllyRepair
- BaseAttackNotifier
- ConquestVictoryConditions
- GlobalUpgradeManager
- HarvesterAttackNotifier
- MissionObjectives
- ObjectivesPanel
- PlaceBeacon
- ProvidesTechPrerequisite
- StrategicPoint
- StrategicVictoryConditions
- TechTree
- ClassicProductionQueue
- PlaceBuilding
- PlayerStatistics
- UpdatesPlayerStatistics
- ProductionQueue
- EnemyWatcher
- Husk
- PowerManager
- AffectedByPowerOutage
- Power
- RequiresPower
- ScalePowerWithHealth
- CanPowerDown
- ExternalCapturableBar
- Harvester
- Invulnerable
- ProximityCapturable
- StoresResources
- Immobile
- TimedUpgradeBar
- WithBuildingExplosion
- WithBuildingPlacedAnimation
- RenderDetectionCircle
- WithCrateBody
- WithVoxelBarrel
- WithShadow
- WithRepairAnimation
- WithRepairOverlay
- WithResources
- WithSmoke
- WithTurret
- RenderBuildingCharge
- WithVoxelBody
- RenderRangeCircle
- WithHarvestAnimation
- WithRotor
- WithDecoration
- WithSpriteBody
- RenderSprites
- LeavesTrails
- RenderBuildingTurreted
- RenderHarvester
- WithInfantryBody
- WithMakeAnimation
- WithIdleOverlay
- ProductionBar
- WithMuzzleFlash
- WithProductionOverlay
- WithVoxelTurret
- RenderEditorOnly
- RenderNameTag
- SupportPowerChargeBar
- RenderSimple
- WithRangeCircle
- Hovers
- WithDeathAnimation
- WithActiveAnimation
- WithDockingOverlay
- RenderBuilding
- RenderBuildingSilo
- RenderBuildingWall
- WithBarrel
- RenderVoxels
- RenderUnit
- WithBuildingPlacedOverlay
- WithChargeOverlay
- ExternalCaptures
- EjectOnDeath
- Guard
- Passenger
- Mobile
- SupplyTruck
- JamsMissiles
- ActorLostNotification
- AnnounceOnBuild
- AnnounceOnKill
- SoundOnDamageTransition
- AnnounceOnSeen
- AmbientSound
- DeathSounds
- CombatDebugOverlay
- CustomSellValue
- EngineerRepair
- EngineerRepairable
- GivesBounty
- Huntable
- Production
- GrantUpgradePower
- AirstrikePower
- NukePower
- SupportPowerManager
- SpawnActorPower
- Repairable
- DisableUpgrade
- GainsStatUpgrades
- UpgradeManager
- UpgradeActorsNear
- DeployToUpgrade
- Guardable
- CrateSpawner
- DomainIndex
- ResourceClaimLayer
- SpawnMPUnits
- ShroudRenderer
- VoxelNormalsPalette
- PaletteFromFile
- PathFinder
- ShroudPalette
- LoadWidgetAtGameStart
- ResourceLayer
- TerrainGeometryOverlay
- MPStartUnits
- PaletteFromRGBA
- PlayerPaletteFromCurrentTileset
- RadarPings
- CreateMPPlayers
- BridgeLayer
- PathfinderDebugOverlay
- StartGameNotification
- PaletteFromCurrentTileset
- SpawnMapActors
- SmudgeLayer
- EditorActorLayer
- EditorResourceLayer
- MPStartLocations
- ParaDrop
- ProximityCaptor
- Transforms
- Plug
- CaptureNotification
- CashTrickler
- CustomBuildTimeValue
- EmitInfantryOnSell
- GivesExperience
- IgnoresCloak
- RepairableNear
- Cargo
- TargetableUnit
- ProductionQueueFromSelection
- DamagedWithoutFoundation
- LaysTerrain
- ProductionFromMapEdge
- FreeActorWithDelivery
- Carryable
- WithDeliveryOverlay
- WithDecorationCarryable
- WithAttackOverlay
- WithCrumbleOverlay
- WormManager
- BuildableTerrainLayer
- FogPaletteFromR8
- PaletteFromR8
- PaletteFromScaledPalette
- D2kEditorResourceLayer
- D2kResourceLayer
- AttractsWorms
- Sandworm
- TemporaryOwnerManager
- WormSpawner
- HarvesterInsurance
- Carryall
- ThrowsShrapnel
- AttackSwallow
- InvulnerabilityUpgrade
- GpsDot
- AttackLeap
- Fake
- ClonesProducedUnits
- InfiltrateForCash
- InfiltrateForExploration
- InfiltrateForSupportPower
- Infiltrates
- InfiltrateForPowerOutage
- ChronoshiftPaletteEffect
- ChronoshiftPower
- GpsWatcher
- GpsPower
- ParatroopersPower
- Cloneable
- DemoTruck
- HarvesterHuskModifier
- LeavesHusk
- RenderJammerCircle
- RenderShroudCircle
- WithDisguisingInfantryBody
- RenderUnitReload
- RenderLandingCraft
- WithDecorationDisguised
- TargetableSubmarine
- Chronoshiftable
- DisguiseToolTip
- Disguise
- Minelayer
- PortableChrono
- MadTank
- Mine
- MineImmune
- WithProductionDoorOverlay
- TiberianSunRefinery
- WithVoxelUnloadBody
- WithVoxelWalkerBody
- WithVoxelWaterBody
- TSShroudPalette
- FixedColorPalette
- PlayerResources
- FrozenActorLayer
- DeveloperMode
- PlayerColorPalette
- PlayerHighlightPalette
- ScreenShaker
- ActorMap
- Country
- ResourceType
- ScreenMap
- Shroud
- Armor
- BodyOrientation
- EditorAppearance
- EditorTilesetFilter
- RejectsOrders
- ValidateOrder
- DebugPauseState
- DrawLineToTarget
- RevealsShroud
- Selectable
- SelectionDecorations
- Health
- CreatesShroud
Renders the cargo loaded into the unit.
Requires trait: Cargo
.
Property | Default Value | Type | Description |
---|---|---|---|
LocalOffset | 0,0,0 | Multiple 3D World Vector | Cargo position relative to turret or body in (forward, right, up) triples. The default offset should be in the middle of the list. |
DisplayTypes | Multiple String | Passenger CargoType to display. |
Building animation to play when ProductionAirdrop is used to deliver units.
Requires trait: RenderBuilding
.
Property | Default Value | Type | Description |
---|---|---|---|
ActiveSequence | active | String | |
IdleSequence | idle | String |
Property | Default Value | Type | Description |
---|---|---|---|
Turret | primary | String | Turreted 'Turret' key to display |
LeftSequence | left | String | |
RightSequence | right | String | |
WakeLeftSequence | wake-left | String | |
WakeRightSequence | wake-right | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Provides an overlay for the Tiberian Dawn hover craft.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | roof | String |
Property | Default Value | Type | Description |
---|---|---|---|
CameraActor | String | Actor to spawn when the attack starts | |
CameraRemoveDelay | 25 | Integer | Amount of time to keep the camera alive |
Effect | ionsfx | String | Effect sequence to display |
EffectPalette | effect | String | |
Weapon | IonCannon | String | Which weapon to fire |
WeaponDelay | 7 | Integer | Apply the weapon impact this many ticks into the effect |
Cursor | ioncannon | String | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | IonCannonPowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
ViceroidActor | vice | String | |
Probability | 10 | Integer | |
Owner | Creeps | String | |
DeathType | 6 | String |
Deliver the unit in production via skylift.
Property | Default Value | Type | Description |
---|---|---|---|
ReadyAudio | Reinforce | String | |
ActorType | c17 | String | Cargo aircraft used. |
Produces | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | Tiberium | String | |
Resources | Tiberium, BlueTiberium | Multiple String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Actor's turret rises from the ground before attacking.
Requires traits: Building
, RenderBuilding
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
CloseDelay | 125 | Integer | How many game ticks should pass before closing the actor's turret. |
DefaultFacing | 0 | Integer | |
ClosedDamageMultiplier | 50 | Integer | The percentage of damage that is received while this actor is closed. |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
MoveSequence | move | String | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Property | Default Value | Type | Description |
---|---|---|---|
Name | Unnamed Bot | String | Ingame name this bot uses. |
SquadSize | 8 | Integer | Minimum number of units AI must have before attacking. |
SquadSizeRandomBonus | 30 | Integer | Random number of up to this many units is added to squad size when creating an attack squad. |
BuildingQueues | Building | Multiple String | Production queues AI uses for buildings. |
DefenseQueues | Defense | Multiple String | Production queues AI uses for defenses. |
AssignRolesInterval | 20 | Integer | Delay (in ticks) between giving out orders to units. |
RushInterval | 600 | Integer | Delay (in ticks) between attempting rush attacks. |
AttackForceInterval | 30 | Integer | Delay (in ticks) between updating squads. |
MinimumAttackForceDelay | 0 | Integer | Minimum delay (in ticks) between creating squads. |
StructureProductionInactiveDelay | 125 | Integer | How long to wait (in ticks) between structure production checks when there is no active production. |
StructureProductionActiveDelay | 10 | Integer | How long to wait (in ticks) between structure production checks ticks when actively building things. |
MinimumDefenseRadius | 5 | Integer | Minimum range at which to build defensive structures near a combat hotspot. |
MaximumDefenseRadius | 20 | Integer | Maximum range at which to build defensive structures near a combat hotspot. |
NewProductionCashThreshold | 5000 | Integer | Try to build another production building if there is too much cash. |
IdleBaseUnitsMaximum | 12 | Integer | Only produce units as long as there are less than this amount of units idling inside the base. |
RushAttackScanRadius | 15 | Integer | Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush. |
ProtectUnitScanRadius | 15 | Integer | Radius in cells around the base that should be scanned for units to be protected. |
RallyPointScanRadius | 8 | Integer | Radius in cells around a factory scanned for rally points by the AI. |
MaxBaseRadius | 20 | Integer | Radius in cells around the center of the base to expand. |
UnitQueues | Vehicle, Infantry, Plane, Ship, Aircraft | Multiple String | Production queues AI uses for producing units. |
ShouldRepairBuildings | True | Boolean | Should the AI repair its buildings if damaged? |
UnitsToBuild | Dictionary | What units to the AI should build. What % of the total army must be this type of unit. | |
BuildingFractions | Dictionary | What buildings to the AI should build. What % of the total base must be this type of building. | |
UnitsCommonNames | Dictionary | Tells the AI what unit types fall under the same common name. | |
BuildingCommonNames | Dictionary | Tells the AI what building types fall under the same common name. | |
BuildingLimits | Dictionary | What buildings should the AI have max limits n. What is the limit of the building. | |
PowerDecisions | (Collection) | List`1 | Tells the AI how to use its support powers. |
Enables commands triggered by typing them into the chatbox. Attach this to the world actor.
Shows a list of available commands in the chatbox. Attach this to the world actor.
Allows the player to pause or surrender the game via the chatbox. Attach this to the world actor.
Enables developer cheats via the chatbox. Attach this to the world actor.
Draw a colored contrail behind this actor when they move.
Property | Default Value | Type | Description |
---|---|---|---|
Offset | 0,0,0 | 3D World Vector | Position relative to body |
TrailLength | 25 | Integer | Measured in pixels. |
Color | 255,255,255,255 | Color | RGB color of the contrail. |
UsePlayerColor | True | Boolean | Use player remap color instead of a custom color? |
Allows map scripts to attach triggers to this actor via the Triggers global.
Part of the new Lua API.
Requires trait: SpawnMapActors
.
Property | Default Value | Type | Description |
---|---|---|---|
Scripts | Multiple String |
Property | Default Value | Type | Description |
---|---|---|---|
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Creates duplicates of the actor that collects the crate.
Property | Default Value | Type | Description |
---|---|---|---|
MaxAmount | 2 | Integer | The maximum number of duplicates to make. |
MinAmount | 1 | Integer | The minimum number of duplicates to make. Overrules MaxDuplicatesWorth. |
MaxDuplicateValue | -1 | Integer | The maximum total value allowed for the duplicates. Duplication stops if the total worth will exceed this number. -1 = no limit |
MaxRadius | 4 | Integer | The maximum radius (in cells) that duplicates can be spawned. |
ValidTargets | Ground, Water | Multiple String | The list of unit target types we are allowed to duplicate. |
ValidRaces | Multiple String | Which races this crate action can occur for. | |
Owner | String | Is the new duplicates given to a specific owner, regardless of whom collected it? | |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Fires a weapon at the location when collected.
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | String | The weapon to fire upon collection. | |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Gives cash to the collector.
Property | Default Value | Type | Description |
---|---|---|---|
Amount | 2000 | Integer | Amount of cash to give. |
UseCashTick | False | Boolean | Should the collected amount be displayed as a cash tick? |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Spawns units when collected. Adjust selection shares when player has no base.
Property | Default Value | Type | Description |
---|---|---|---|
NoBaseSelectionShares | 1000 | Integer | The selection shares to use if the collector has no base. |
Units | Multiple String | The list of units to spawn. | |
ValidRaces | Multiple String | Races that are allowed to trigger this action | |
Owner | String | Override the owner of the newly spawned unit: e.g. Creeps or Neutral | |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Spawns units when collected.
Property | Default Value | Type | Description |
---|---|---|---|
Units | Multiple String | The list of units to spawn. | |
ValidRaces | Multiple String | Races that are allowed to trigger this action | |
Owner | String | Override the owner of the newly spawned unit: e.g. Creeps or Neutral | |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Grants an upgrade to the collector.
Property | Default Value | Type | Description |
---|---|---|---|
Upgrades | Multiple String | The upgrades to apply. | |
Duration | 0 | Integer | Duration of the upgrade (in ticks). Set to 0 for a permanent upgrade. |
Range | 3 | 1D World Range | The range to search for extra collectors in. Extra collectors will also be granted the crate action. |
MaxExtraCollectors | 4 | Integer | The maximum number of extra collectors to grant the crate action to. -1 = no limit |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Heals all actors that belong to the owner of the collector.
Property | Default Value | Type | Description |
---|---|---|---|
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Hides the entire map in shroud.
Property | Default Value | Type | Description |
---|---|---|---|
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Gives experience levels to the collector.
Property | Default Value | Type | Description |
---|---|---|---|
Levels | 1 | Integer | Number of experience levels to give. |
Range | 3 | 1D World Range | The range to search for extra collectors in. Extra collectors will also be granted the crate action. |
MaxExtraCollectors | 4 | Integer | The maximum number of extra collectors to grant the crate action to. |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Reveals the entire map.
Property | Default Value | Type | Description |
---|---|---|---|
IncludeAllies | False | Boolean | Should the map also be revealed for the allies of the collector's owner. |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Gives a supportpower to the collector.
Property | Default Value | Type | Description |
---|---|---|---|
Proxy | String | Which proxy actor, which grants the support power, to spawn. | |
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible. |
Effect | String | An animation defined in sequence yaml(s) to draw. | |
Palette | effect | String | Palette to draw the animation in. |
Notification | String | Audio clip to play when the crate is collected. | |
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on. |
Prerequisites | Multiple String | Only allow this crate action when the collector has these prerequisites | |
ExcludedActorTypes | Multiple String | Actor types that this crate action will not occur for. |
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Lifetime | 0 | Integer | Length of time (in seconds) until the crate gets removed automatically. A value of zero disables auto-removal. |
TerrainTypes | Multiple String | Allowed to land on. | |
CrushClass | crate | String | Define actors that can collect crates by setting this into the Crushes field from the Mobile trait. |
Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
Requires trait: AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
Name | primary | String | |
Weapon | String | Has to be defined here and in weapons.yaml. | |
AmmoPoolName | primary | String | Which limited ammo pool (if present) should this armament be assigned to. |
Turret | primary | String | Which turret (if present) should this armament be assigned to. |
FireDelay | 0 | Integer | Time (in frames) until the weapon can fire again. |
LocalOffset | Multiple 3D World Vector | Muzzle position relative to turret or body. (forward, right, up) triples | |
LocalYaw | Multiple 1D World Angle | Muzzle yaw relative to turret or body. | |
Recoil | 0 | 1D World Range | Move the turret backwards when firing. |
RecoilRecovery | 9 | 1D World Range | Recoil recovery per-frame |
MuzzleSequence | String | Muzzle flash sequence to render | |
MuzzlePalette | effect | String | Palette to render Muzzle flash sequence in |
MuzzleSplitFacings | 0 | Integer | Use multiple muzzle images if non-zero |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | UnitExplode | String | |
EmptyWeapon | UnitExplode | String | |
Chance | 100 | Integer | |
DeathType | Multiple String |
This actor's experience increases when it has killed a GivesExperience actor.
Requires trait: Valued
.
Property | Default Value | Type | Description |
---|---|---|---|
Upgrades | Dictionary | Upgrades to grant at each level Key is the XP requirements for each level as a percentage of our own value. Value is a list of the upgrade types to grant | |
ChevronPalette | effect | String | Palette for the chevron glyph rendered in the selection box. |
LevelUpPalette | effect | String | Palette for the level up sprite. |
Property | Default Value | Type | Description |
---|---|---|---|
TerrainModifier | Dictionary | Damage percentage for specific terrain types. 120 = 120%, 80 = 80%, etc. | |
ModifyHealing | False | Boolean | Modify healing damage? For example: A friendly medic. |
Makes the unit automatically run around when taking damage.
Requires trait: Mobile
.
Property | Default Value | Type | Description |
---|---|---|---|
PanicLength | 250 | Integer | How long (in ticks) the actor should panic for. |
PanicSpeedModifier | 200 | Integer | Panic movement speed as a precentage of the normal speed. |
AttackPanicChance | 20 | Integer | Chance (out of 100) the unit has to enter panic mode when attacked. |
Make the unit go prone when under attack, in an attempt to reduce damage.
Property | Default Value | Type | Description |
---|---|---|---|
ProneTime | 100 | Integer | How long (in ticks) the actor remains prone. |
SpeedModifier | 50 | Integer | Prone movement speed as a percentage of the normal speed. |
DamageTriggers | Multiple String | Damage types that trigger prone state. Defined on the warheads. | |
DamageModifiers | (Collection) | Dictionary | Damage modifiers for each damage type (defined on the warheads) while the unit is prone. |
ProneOffset | 85,0,-171 | 3D World Vector | |
ProneSequencePrefix | prone- | String | |
Turret | primary | String | |
ROT | 255 | Integer | Rate of Turning |
InitialFacing | 128 | Integer | |
RealignDelay | 40 | Integer | Number of ticks before turret is realigned. (-1 turns off realignment) |
Offset | 0,0,0 | 3D World Vector | Muzzle position relative to turret or body. (forward, right, up) triples |
Can enter a BridgeHut to trigger a repair.
Property | Default Value | Type | Description |
---|---|---|---|
Prerequisites | Multiple String | The prerequisite names that must be available before this can be built. This can be prefixed with ! to invert the prerequisite (disabling production if the prerequisite is available) and/or ~ to hide the actor from the production palette if the prerequisite is not available. Prerequisites are granted by actors with the ProvidesPrerequisite trait. | |
Queue | Multiple String | Production queue(s) that can produce this. | |
BuildAtProductionType | String | Override the production structure type (from the Production Produces list) that this unit should be built at. | |
BuildLimit | 0 | Integer | Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable. |
InitialActivity | String | What the unit should start doing. Warning: If this is not a harvester it will break if you use FindResources. | |
ForceRace | String | Force a specific race variant, overriding the race of the producing actor. | |
BuildPaletteOrder | 9999 | Integer |
Requires trait: RenderSimple
.
Property | Default Value | Type | Description |
---|---|---|---|
Anim | String | ||
Offset | 0,0,0 | 3D World Vector | Initial position relative to body |
MinThrowRange | 256 | 1D World Range | Minimum distance to throw the particle |
MaxThrowRange | 768 | 1D World Range | Maximum distance to throw the particle |
MinThrowAngle | 85 | 1D World Angle | Minimum angle to throw the particle |
MaxThrowAngle | 170 | 1D World Angle | Maximum angle to throw the particle |
Velocity | 75 | Integer | Speed to throw the particle (horizontal WPos/tick) |
ROT | 15 | Real Number | Maximum rotation rate |
Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.
Limits the zone where buildings can be constructed to a radius around this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 10 | Integer | |
Cooldown | 0 | Integer | |
InitialDelay | 0 | Integer |
Allows bridges to be targeted for demolition and repair.
A dictionary of buildings placed on the map. Attach this to the world actor.
Place the second actor in line to build more of the same at once (used for walls).
Property | Default Value | Type | Description |
---|---|---|---|
Range | 5 | Integer | The maximum allowed length of the line. |
NodeTypes | wall | Multiple String | LineBuildNode 'Types' to attach to. |
LineBuild actors attach to LineBuildNodes.
Property | Default Value | Type | Description |
---|---|---|---|
Types | wall | Multiple String | This actor is of LineBuild 'NodeType'... |
Used together with ClassicProductionQueue.
Used to waypoint units after production or repair is finished.
Property | Default Value | Type | Description |
---|---|---|---|
RallyPoint | 1,3 | 2D Cell Vector | |
IndicatorPalettePrefix | player | String |
Property | Default Value | Type | Description |
---|---|---|---|
DockAngle | 0 | Integer | Actual harvester facing when docking, 0-255 counter-clock-wise. |
DockOffset | 0,0 | 2D Cell Vector | Docking cell relative to top-left cell. |
IsDragRequired | False | Boolean | Does the refinery require the harvester to be dragged in? |
DragOffset | 0,0,0 | 3D World Vector | Vector by which the harvester will be dragged when docking. |
DragLength | 0 | Integer | In how many steps to perform the dragging? |
ShowTicks | True | Boolean | |
TickLifetime | 30 | Integer | |
TickVelocity | 2 | Integer | |
TickRate | 10 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
ValuePercentage | 20 | Integer | Cost in % of the unit value to fully repair the unit. |
HpPerStep | 10 | Integer | |
Interval | 24 | Integer | Time (in ticks) between two repair steps. |
StartRepairingNotification | Repairing | String | The sound played when starting to repair a unit. |
FinishRepairingNotification | String | The sound played when repairing a unit is done. |
Reserve landing places for aircraft.
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
TargetTypes | Multiple String | ||
RequiresForceFire | False | Boolean |
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, ...
Property | Default Value | Type | Description |
---|---|---|---|
Actor | String | Name of the actor. | |
InitialActivity | String | What the unit should start doing. Warning: If this is not a harvester it will break if you use FindResources. | |
SpawnOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building. |
Facing | 0 | Integer | Which direction the unit should face. |
Requires traits: Building
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | bib | String | |
Palette | terrain | String | |
HasMinibib | False | Boolean |
Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
Property | Default Value | Type | Description |
---|---|---|---|
SpawnOffset | 0,0,0 | 3D World Vector | Offset at which that the exiting actor is spawned relative to the center of the producing actor. |
ExitCell | 0,0 | 2D Cell Vector | Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producting actor. |
Facing | -1 | Integer | |
MoveIntoWorld | True | Boolean | AttackMove to a RallyPoint or stay where you are spawned. |
ExitDelay | 0 | Integer | Number of ticks to wait before moving into the world. |
Building can be repaired by the repair button.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
RepairPercent | 20 | Integer | |
RepairInterval | 24 | Integer | |
RepairStep | 7 | Integer | |
RepairBonuses | 100, 150, 175, 200, 220, 240, 260, 280, 300 | Multiple Integer | |
CancelWhenDisabled | False | Boolean | |
IndicatorImage | allyrepair | String | |
IndicatorSequence | repair | String | |
IndicatorPalette | String | Overrides the IndicatorPalettePrefix. | |
IndicatorPalettePrefix | player | String | Suffixed by the interal repairing player name. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Requires traits: Building
, Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Long | False | Boolean | |
RepairPropagationDelay | 20 | Integer | Delay (in ticks) between repairing adjacent spans in long bridges |
Template | 0 | UInt16 | |
DamagedTemplate | 0 | UInt16 | |
DestroyedTemplate | 0 | UInt16 | |
DestroyedPlusNorthTemplate | 0 | UInt16 | |
DestroyedPlusSouthTemplate | 0 | UInt16 | |
DestroyedPlusBothTemplate | 0 | UInt16 | |
ShorePieces | br1, br2 | Multiple String | |
NorthOffset | Multiple Integer | ||
SouthOffset | Multiple Integer | ||
DemolishWeapon | Demolish | String | The name of the weapon to use when demolishing the bridge |
Remove this trait to limit base-walking by cheap or defensive buildings.
Property | Default Value | Type | Description |
---|---|---|---|
TerrainTypes | Multiple String | Where you are allowed to place the building (Water, Clear, ...) | |
Adjacent | 2 | Integer | The range to the next building it can be constructed. Set it higher for walls. |
Footprint | x | String | x means space it blocks, _ is a part that is passable by actors. |
Dimensions | 1,1 | 2D Cell Vector | |
RequiresBaseProvider | False | Boolean | |
AllowInvalidPlacement | False | Boolean | |
BuildSounds | placbldg.aud, build5.aud | Multiple String | |
UndeploySounds | cashturn.aud | Multiple String |
Can be paradropped by a ParaDrop actor.
Property | Default Value | Type | Description |
---|---|---|---|
KilledOnImpassableTerrain | True | Boolean | If we land on invalid terrain for my actor type should we be killed? |
GroundImpactSound | String | ||
GroundCorpseSequence | corpse | String | |
GroundCorpsePalette | effect | String | |
WaterImpactSound | String | ||
WaterCorpseSequence | small_splash | String | |
WaterCorpsePalette | effect | String | |
ParachuteSequence | String | Requires the sub-sequences "open" and "idle". | |
ParachutePalette | String | Optional, otherwise defaults to the palette the actor is using. | |
ParachuteShadowPalette | shadow | String | Used to clone the actor with this palette and render it with a visual offset below. |
ParachuteOffset | 0,0,0 | 3D World Vector | |
FallRate | 13 | Integer | |
ShadowSequence | String | Alternative to ParachuteShadowPalette which disables it and allows to set a custom sprite sequence instead. | |
ShadowPalette | String | Optional, otherwise defaults to the palette the actor is using. |
Actors with this trait must be destroyed for a game to end.
Property | Default Value | Type | Description |
---|---|---|---|
RequiredForShortGame | False | Boolean | In a short game only actors that have this value set to true need to be destroyed. |
This actor enables the radar minimap.
When an actor with this trait is in range of an actor with ProvidesRadar, it will temporarily disable the radar minimap for the enemy player.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 0 | Integer | Range for jamming. |
Property | Default Value | Type | Description |
---|---|---|---|
Terrain | String |
Lets the actor spread resources around it in a circle.
Property | Default Value | Type | Description |
---|---|---|---|
Interval | 75 | Integer | |
ResourceType | Ore | String | |
MaxRange | 100 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
Intensity | 10 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Interval | 3 | Integer | |
Sprite | smokey | String | |
Palette | effect | String | |
MinDamage | Heavy | DamageState |
Shown in the build palette widget.
Property | Default Value | Type | Description |
---|---|---|---|
Description | String | ||
Name | String | ||
GenericName | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players. | |
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with 'Enemy' or 'Allied'. |
GenericVisibility | None | Stance | Player stances that the generic name should be shown to. |
ShowOwnerRow | True | Boolean | Show the actor's owner and their faction flag |
Icon | icon | String | Sequence of the actor that contains the cameo. |
Property | Default Value | Type | Description |
---|---|---|---|
IntoActor | String | ||
ForceHealthPercentage | 0 | Integer | |
SkipMakeAnims | True | Boolean |
How much the unit is worth.
Property | Default Value | Type | Description |
---|---|---|---|
Cost | 0 | Integer | Used in production, but also for bounties so remember to set it > 0 even for NPCs. |
Property | Default Value | Type | Description |
---|---|---|---|
RemoveInstead | False | Boolean | Remove the actor from the world (and destroy it) instead of killing it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Tag trait for SupplyTruck
actors.
Property | Default Value | Type | Description |
---|---|---|---|
Bombs | primary | String | Armament name |
Guns | secondary | String | Armament name |
FacingTolerance | 2 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Causes aircraft husks that are spawned in the air to crash to the ground.
Property | Default Value | Type | Description |
---|---|---|---|
Explosion | UnitExplode | String | |
Spins | True | Boolean | |
Moves | False | Boolean | |
Velocity | 43 | 1D World Range |
Property | Default Value | Type | Description |
---|---|---|---|
GroundedTargetTypes | Multiple String | ||
TargetTypes | Multiple String | Target type. Used for filtering (in)valid targets. | |
RequiresForceFire | False | Boolean |
Leave the map when idle.
Property | Default Value | Type | Description |
---|---|---|---|
LandWhenIdle | True | Boolean | Allow the helicopter land after it has no more commands. |
TurnToLand | False | Boolean | Allow the helicopter turn before landing. |
LandAltitude | 0 | 1D World Range | |
AltitudeVelocity | 43 | 1D World Range | How fast the helicopter ascends or descends. |
CruiseAltitude | 1280 | 1D World Range | |
IdealSeparation | 1706 | 1D World Range | |
Repulsable | True | Boolean | Whether the aircraft can be repulsed. |
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed. |
RepairBuildings | fix | Multiple String | |
RearmBuildings | hpad, afld | Multiple String | |
InitialFacing | 0 | Integer | |
ROT | 255 | Integer | |
Speed | 1 | Integer | |
LandableTerrainTypes | Multiple String | ||
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? |
Property | Default Value | Type | Description |
---|---|---|---|
MaximumPitch | 28 | 1D World Angle | |
CruiseAltitude | 1280 | 1D World Range | |
IdealSeparation | 1706 | 1D World Range | |
Repulsable | True | Boolean | Whether the aircraft can be repulsed. |
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed. |
RepairBuildings | fix | Multiple String | |
RearmBuildings | hpad, afld | Multiple String | |
InitialFacing | 0 | Integer | |
ROT | 255 | Integer | |
Speed | 1 | Integer | |
LandableTerrainTypes | Multiple String | ||
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? |
Return to a player owned RearmBuildings. If none available, head back to base and circle over it.
Property | Default Value | Type | Description |
---|---|---|---|
AttackTurnDelay | 50 | Integer | Delay, in game ticks, before turning to attack. |
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
CruiseAltitude | 1280 | 1D World Range | |
IdealSeparation | 1706 | 1D World Range | |
Repulsable | True | Boolean | Whether the aircraft can be repulsed. |
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed. |
RepairBuildings | fix | Multiple String | |
RearmBuildings | hpad, afld | Multiple String | |
InitialFacing | 0 | Integer | |
ROT | 255 | Integer | |
Speed | 1 | Integer | |
LandableTerrainTypes | Multiple String | ||
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? |
This actor will play a fire animation over its body and take damage over time.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Anim | 1 | String | |
Damage | 1 | Integer | |
Interval | 8 | Integer |
This actor blocks bullets and missiles with 'Blockable' property.
Actor will follow units until in range to attack them.
Property | Default Value | Type | Description |
---|---|---|---|
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Cargo can fire their weapons out of fire ports.
Requires trait: Cargo
.
Property | Default Value | Type | Description |
---|---|---|---|
PortOffsets | Multiple 3D World Vector | Fire port offsets in local coordinates. | |
PortYaws | Multiple 1D World Angle | Fire port yaw angles. | |
PortCones | Multiple 1D World Angle | Fire port yaw cone angle. | |
MuzzlePalette | effect | String | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
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)
Property | Default Value | Type | Description |
---|---|---|---|
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Will AttackMove to a random location within MoveRadius when idle. This conflicts with player orders and should only be added to animal creeps.
Requires trait: AttackMove
.
Property | Default Value | Type | Description |
---|---|---|---|
WanderMoveRadius | 1 | Integer | |
TicksToWaitBeforeReducingMoveRadius | 5 | Integer | Number of ticks to wait before decreasing the effective move radius. |
MinMoveDelayInTicks | 0 | Integer | Mimimum ammount of ticks the actor will sit idly before starting to wander. |
MaxMoveDelayInTicks | 0 | Integer | Maximum ammount of ticks the actor will sit idly before starting to wander. |
Unit got to face the target
Property | Default Value | Type | Description |
---|---|---|---|
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Actor has a visual turret used to attack.
Requires trait: Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Charges up before being able to attack.
Property | Default Value | Type | Description |
---|---|---|---|
MaxCharges | 1 | Integer | How many charges this actor has to attack with, once charged. |
ReloadTime | 120 | Integer | Reload time for all charges (in ticks). |
InitialChargeDelay | 22 | Integer | Delay for initial charge attack (in ticks). |
ChargeDelay | 3 | Integer | Delay between charge attacks (in ticks). |
ChargeAudio | String | Sound to play when actor charges. | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.
Used together with AttackMedic: to make the healer do it's job automatically to nearby units.
Requires trait: AttackBase
.
The actor will automatically engage the enemy when it is in range.
Requires trait: AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
AllowMovement | True | Boolean | It will try to hunt down the enemy if it is not set to defend. |
ScanRadius | -1 | Integer | Set to a value >1 to override weapons maximum range for this. |
InitialStance | AttackAnything | UnitStance | Possible values are HoldFire, ReturnFire, Defend and AttackAnything. |
EnableStances | True | Boolean | Allow the player to change the unit stance. |
MinimumScanTimeInterval | 3 | Integer | Ticks to wait until next AutoTarget: attempt. |
MaximumScanTimeInterval | 8 | Integer | Ticks to wait until next AutoTarget: attempt. |
TargetWhenIdle | True | Boolean | |
TargetWhenDamaged | True | Boolean |
Will not get automatically targeted by enemy (like walls)
This unit can cloak and uncloak in specific situations.
Property | Default Value | Type | Description |
---|---|---|---|
InitialDelay | 10 | Integer | Measured in game ticks. |
CloakDelay | 30 | Integer | Measured in game ticks. |
UncloakOnAttack | True | Boolean | |
UncloakOnMove | False | Boolean | |
UncloakOnUnload | True | Boolean | |
UncloakOnInfiltrate | True | Boolean | |
UncloakOnDemolish | True | Boolean | |
CloakSound | String | ||
UncloakSound | String | ||
Palette | cloak | String | |
CloakTypes | Cloak | Multiple String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Requires trait: UpgradeManager
.
Property | Default Value | Type | Description |
---|---|---|---|
Offset | 0,0 | 2D Cell Vector | Footprint cell offset where a plug can be placed. |
Upgrades | Dictionary | Upgrades to grant for each accepted plug type. |
Property | Default Value | Type | Description |
---|---|---|---|
C4Delay | 45 | Integer | Delay to demolish the target once the C4 is planted.Measured in game ticks. Default is 1.8 seconds. |
Flashes | 3 | Integer | Number of times to flash the target |
FlashesDelay | 4 | Integer | Delay before the flashing starts |
FlashInterval | 4 | Integer | Interval between each flash |
FlashDuration | 3 | Integer | Duration of each flash |
Voice | Attack | String | Voice string when planting explosive charges. |
This actor can be captured by a unit with Captures: trait.
Property | Default Value | Type | Description |
---|---|---|---|
Type | building | String | Type listed under Types in Captures: trait of actors that can capture this). |
AllowAllies | False | Boolean | |
AllowNeutral | True | Boolean | |
AllowEnemies | True | Boolean | |
CaptureThreshold | 0.5 | Real Number | Health percentage the target must be at (or below) before it can be captured. |
CancelActivity | False | Boolean |
This actor can capture other actors which have the Capturable: trait.
Property | Default Value | Type | Description |
---|---|---|---|
CaptureTypes | building | Multiple String | Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait. |
Sabotage | True | Boolean | Unit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging. |
SabotageHPRemoval | 0.5 | Real Number | Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed. |
Handle demolitions from C4 explosives.
Property | Default Value | Type | Description |
---|---|---|---|
PreventsEjectOnDeath | False | Boolean | If true and this actor has EjectOnDeath, no actor will be spawned. |
This actor is crushable.
Property | Default Value | Type | Description |
---|---|---|---|
CrushSound | String | Sound to play when being crushed. | |
CrushClasses | infantry | Multiple String | Which crush classes does this actor belong to. |
WarnProbability | 75 | Integer | Probability of mobile actors noticing and evading a crush attempt. |
CrushedByFriendlies | False | Boolean | Will friendly units just crush me instead of pathing around. |
Actor can be sold
Property | Default Value | Type | Description |
---|---|---|---|
RefundPercent | 50 | Integer | |
SellSounds | Multiple String | ||
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
This actor can be captured by a unit with ExternalCaptures: trait.
Property | Default Value | Type | Description |
---|---|---|---|
Type | building | String | Type of actor (the ExternalCaptures: trait defines what Types it can capture). |
AllowAllies | False | Boolean | |
AllowNeutral | True | Boolean | |
AllowEnemies | True | Boolean | |
CaptureCompleteTime | 15 | Integer | Seconds it takes to change the owner. You might want to add a ExternalCapturableBar: trait, too. |
Requires trait: UpgradeManager
.
Property | Default Value | Type | Description |
---|---|---|---|
Upgrades | Multiple String | ||
Prerequisites | Multiple String |
Allows automatic targeting of disguised actors.
Property | Default Value | Type | Description |
---|---|---|---|
Turret | primary | String | |
ROT | 255 | Integer | Rate of Turning |
InitialFacing | 128 | Integer | |
RealignDelay | 40 | Integer | Number of ticks before turret is realigned. (-1 turns off realignment) |
Offset | 0,0,0 | 3D World Vector | Muzzle position relative to turret or body. (forward, right, up) triples |
Attach this to actors which should be able to regenerate their health points.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Step | 5 | Integer | |
Ticks | 5 | Integer | |
HealIfBelow | 0.5 | Real Number | |
DamageCooldown | 0 | Integer | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Actor can reveal Cloak actors in a specified range.
Property | Default Value | Type | Description |
---|---|---|---|
CloakTypes | Cloak | Multiple String | Specific cloak classifications I can reveal. |
Range | 5 | Integer | Measured in cells. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Use together with CanPowerDown/RequiresPower on buildings or Husk for vehicles.
HiddenUnderFog
The actor stays invisible under fog of war.
Display a colored overlay when a timed upgrade is active.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | invuln | String | Palette to use when rendering the overlay |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
This actor will remain visible (but not updated visually) under fog, once discovered.
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
StartsRevealed | False | Boolean |
Actor has a limited amount of ammo, after using it all the actor must reload in some way.
Property | Default Value | Type | Description |
---|---|---|---|
Name | primary | String | Name of this ammo pool, used to link armaments to this pool. |
Ammo | 1 | Integer | How much ammo does this pool contain when fully loaded. |
InitialAmmo | -1 | Integer | Initial ammo the actor is created with. Defaults to Ammo. |
PipCount | -1 | Integer | Defaults to value in Ammo. 0 means no visible pips. |
PipType | Green | PipType | PipType to use for loaded ammo. |
PipTypeEmpty | Transparent | PipType | PipType to use for empty ammo. |
ReloadCount | 1 | Integer | How much ammo is reloaded after a certain period. |
RearmSound | String | Sound to play for each reloaded ammo magazine. | |
ReloadTicks | 50 | Integer | Time to reload per ReloadCount on airfield etc. |
SelfReloads | False | Boolean | Whether or not ammo is replenished on its own. |
SelfReloadTicks | 50 | Integer | Time to reload per ReloadCount when actor 'SelfReloads'. |
ResetOnFire | False | Boolean | Whether or not reload timer should be reset when ammo has been fired. |
Palette effect used for sprinkle "animations" on terrain tiles.
Property | Default Value | Type | Description |
---|---|---|---|
ExcludePalettes | Multiple String |
Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world
Property | Default Value | Type | Description |
---|---|---|---|
FadeLength | 10 | Integer | Time (in ticks) to fade between states |
Effect | None | EffectType | Effect style to fade to during gameplay. Accepts values of None or Desaturated. |
MenuEffect | None | EffectType | Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated. |
Palette effect used for blinking "animations" on actors.
Property | Default Value | Type | Description |
---|---|---|---|
ExcludePalettes | Multiple String |
Apply palette full screen rotations during atom bomb explosions. Add this to the world actor.
Used for day/night effects.
Property | Default Value | Type | Description |
---|---|---|---|
ExcludePalettes | cursor, chrome, colorpicker, fog, shroud, alpha | Multiple String | Do not modify graphics that use any palette in this list. |
ExcludePalettePrefixes | Multiple String | Do not modify graphics that start with these letters. | |
Red | 1 | Real Number | |
Green | 1 | Real Number | |
Blue | 1 | Real Number | |
Ambient | 1 | Real Number |
Property | Default Value | Type | Description |
---|---|---|---|
PassengerTypes | Multiple String | ||
OnEnter | String | ||
OnExit | String | ||
SkipMakeAnims | False | Boolean | |
BecomeNeutral | False | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
UseLocation | False | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
Prerequisite | String | The prerequisite type that this provides. If left empty it defaults to the actor's name. | |
RequiresPrerequisites | Multiple String | Only grant this prerequisite when you have these prerequisites. | |
Race | Multiple String | Only grant this prerequisite for certain factions. | |
ResetOnOwnerChange | False | Boolean | Should it recheck everything when it is captured? |
Part of the unfinished group-movement system. Attach this to the player actor.
Attach this to the player actor to allow building repair by team mates.
Plays an audio notification and shows a radar ping when a building is attacked. Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
NotifyInterval | 30 | Integer | Minimum duration (in seconds) between notification events. |
RadarPingColor | 255,255,0,0 | Color | |
RadarPingDuration | 250 | Integer | Length of time (in ticks) to display a location ping in the minimap. |
Notification | BaseAttack | String | The audio notification type to play. |
Requires trait: MissionObjectives
.
Property | Default Value | Type | Description |
---|---|---|---|
NotificationDelay | 1500 | Integer | Delay for the end game notification in milliseconds. |
Attach this to the player actor.
Requires trait: TechTree
.
Plays an audio notification and shows a radar ping when a harvester is attacked. Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
NotifyInterval | 30 | Integer | Minimum duration (in seconds) between notification events. |
RadarPingColor | 255,255,0,0 | Color | |
RadarPingDuration | 250 | Integer | Length of time (in ticks) to display a location ping in the minimap. |
Notification | HarvesterAttack | String | The audio notification type to play. |
Property | Default Value | Type | Description |
---|---|---|---|
Cooperative | False | Boolean | Set this to true if multiple cooperative players have a distinct set of objectives that each of them has to complete to win the game. This is mainly useful for multiplayer coop missions. Do not use this for skirmish team games. |
EarlyGameOver | False | Boolean | If set to true, this setting causes the game to end immediately once the first player (or team of cooperative players) fails or completes his objectives. If set to false, players that fail their objectives will stick around and become observers. |
GameOverDelay | 1500 | Integer | Delay between the game over condition being met, and the game actually ending, in milliseconds. |
Provides game mode progress information for players. Goes on WorldActor - observers don't have a player it can live on. Current options for PanelName are 'SKIRMISH_STATS' and 'MISSION_OBJECTIVES'.
Property | Default Value | Type | Description |
---|---|---|---|
PanelName | String |
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 750 | Integer | |
NotificationType | Sounds | String | |
Notification | Beacon | String | |
PalettePrefix | player | String |
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | ||
Prerequisites | Multiple String |
Used to mark a place that needs to be in possession for StrategicVictoryConditions.
Allows King of the Hill (KotH) style gameplay.
Requires trait: MissionObjectives
.
Property | Default Value | Type | Description |
---|---|---|---|
TicksToHold | 7500 | Integer | Amount of time (in game ticks) that the player has to hold all the strategic points. Defaults to 5 minutes. |
ResetOnHoldLost | True | Boolean | Should the timer reset when the player loses hold of a strategic point. |
RatioRequired | 0.5 | Real Number | Percentage of all strategic points the player has to hold to win. |
NotificationDelay | 1500 | Integer | Delay for the end game notification in milliseconds. |
Manages build limits and pre-requisites. Attach this to the player actor.
Attach this to the player 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.
Requires traits: PlayerResources
, PowerManager
, TechTree
.
Property | Default Value | Type | Description |
---|---|---|---|
SpeedUp | False | Boolean | If you build more actors of the same type, the same queue will get its build time lowered for every actor produced there. |
BuildTimeSpeedReduction | 100, 85, 75, 65, 60, 55, 50 | Multiple Integer | 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 | String | What kind of production will be added (e.g. Building, Infantry, Vehicle, ...) | |
Group | String | Group queues from separate buildings together into the same tab. | |
Race | Multiple String | Only enable this queue for certain factions | |
Sticky | True | Boolean | Should the prerequisite remain enabled if the owner changes? |
BuildSpeed | 0.4 | Real Number | This value is used to translate the unit cost into build time. |
LowPowerSlowdown | 3 | Integer | The build time is multiplied with this value on low power. |
ReadyAudio | UnitReady | String | Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml. |
BlockedAudio | NoBuild | 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 | 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 | 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 | 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. |
Allows to execute build orders. Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | terrain | String | Palette to use for rendering the placement sprite. |
Attach this to the player actor to collect observer stats.
Attach this to a unit to update observer stats.
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.
Property | Default Value | Type | Description |
---|---|---|---|
Type | String | What kind of production will be added (e.g. Building, Infantry, Vehicle, ...) | |
Group | String | Group queues from separate buildings together into the same tab. | |
Race | Multiple String | Only enable this queue for certain factions | |
Sticky | True | Boolean | Should the prerequisite remain enabled if the owner changes? |
BuildSpeed | 0.4 | Real Number | This value is used to translate the unit cost into build time. |
LowPowerSlowdown | 3 | Integer | The build time is multiplied with this value on low power. |
ReadyAudio | UnitReady | String | Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml. |
BlockedAudio | NoBuild | 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 | 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 | 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 | 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. |
Tracks neutral and enemy actors' visibility and notifies the player. Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
ScanInterval | 25 | Integer | Interval in ticks between scanning for enemies. |
NotificationInterval | 750 | Integer | Minimal ticks in-between notifications. |
Spawns remains of a husk actor with the correct facing.
Property | Default Value | Type | Description |
---|---|---|---|
AllowedTerrain | Multiple String |
Requires trait: DeveloperMode
.
Property | Default Value | Type | Description |
---|---|---|---|
AdviceInterval | 250 | Integer | |
SpeechNotification | LowPower | String |
Disables the actor when a power outage is triggered (see InfiltrateForPowerOutage
for more information).
Property | Default Value | Type | Description |
---|---|---|---|
Amount | 0 | Integer | If negative, it will drain power. If positive, it will provide power. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Needs power to operate.
Scale power amount with the current health.
Requires traits: Health
, Power
.
The player can disable the power individually on this actor.
Requires trait: Power
.
Property | Default Value | Type | Description |
---|---|---|---|
CancelWhenDisabled | False | Boolean | Restore power when this trait is disabled. |
IndicatorImage | poweroff | String | |
IndicatorSequence | offline | String | |
IndicatorPalette | chrome | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait.
Requires trait: ExternalCapturable
.
Property | Default Value | Type | Description |
---|---|---|---|
DeliveryBuildings | Multiple String | ||
Capacity | 28 | Integer | How much resources it can carry. |
LoadTicksPerBale | 4 | Integer | |
UnloadTicksPerBale | 4 | Integer | How fast it can dump it's carryage. |
PipCount | 7 | Integer | How many squares to show the fill level. |
HarvestFacings | 0 | Integer | |
Resources | Multiple String | Which resources it can harvest. | |
FullyLoadedSpeed | 85 | Integer | Percentage of maximum speed when fully loaded. |
SearchFromProcRadius | 24 | Integer | Initial search radius (in cells) from the refinery that created us. |
SearchFromOrderRadius | 12 | Integer | Search radius (in cells) from the last harvest order location to find more resources. |
This unit cannot be damaged.
Actor can be captured by units in a specified proximity.
Property | Default Value | Type | Description |
---|---|---|---|
Permanent | False | Boolean | |
Range | 5 | Integer | |
MustBeClear | False | Boolean | |
CaptorTypes | Vehicle, Tank, Infantry | Multiple String |
Used for silos.
Property | Default Value | Type | Description |
---|---|---|---|
PipCount | 0 | Integer | Number of little squares used to display how filled unit is. |
PipColor | Yellow | PipType | |
Capacity | 0 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
OccupiesSpace | True | Boolean |
Visualizes the remaining time for an upgrade.
Requires trait: UpgradeManager
.
Property | Default Value | Type | Description |
---|---|---|---|
Upgrade | String | Upgrade that this bar corresponds to | |
Color | 255,255,0,0 | Color |
Display explosions over the building footprint when it is destroyed.
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | building | String | Explosion sequence name to use |
Delay | 0 | Integer | Delay the explosions by this many ticks. |
Palette | effect | String | Custom palette name |
Changes the animation when the actor constructed a building.
Requires trait: RenderSimple
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | build | String | Sequence name to use |
Renders crates with both water and land variants.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Images | crate | Multiple String | |
XmasImages | Multiple String | Easteregg sequences to use in december. |
Requires traits: Armament
, RenderVoxels
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | barrel | String | Voxel sequence name to use |
Armament | primary | String | Armament to use for recoil |
LocalOffset | 0,0,0 | 3D World Vector | Visual offset |
Clones the aircraft sprite with another palette below it.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | shadow | String |
Replaces the building animation when it repairs a unit.
Requires trait: RenderBuilding
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence name to use |
PauseOnLowPower | False | Boolean |
Displays an overlay when the building is being repaired by the player.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
PauseOnLowPower | False | Boolean |
Displays the fill status of PlayerResources with an extra sprite overlay on the actor.
Requires trait: RenderSimple
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | resources | String | Sequence name to use |
Renders an overlay when the actor is taking heavy damage.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | smoke_m | String | Needs to define "idle", "loop" and "end" sub-sequences. |
Renders turrets for units with the Turreted trait.
Requires traits: RenderSprites
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | turret | String | Sequence name to use |
AimSequence | String | Sequence name to use when prepared to fire | |
Turret | primary | String | Turreted 'Turret' key to display |
Recoils | True | Boolean | Render recoil |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Used for tesla coil and obelisk.
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
ChargeSequence | active | String | Sequence to use for building charge animation. |
PauseOnLowPower | False | Boolean | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Also returns a default selection size that is calculated automatically from the voxel dimensions.
Requires trait: RenderVoxels
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle | String |
Draw a circle indicating my weapon's range.
Requires trait: AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
RangeCircleType | String | ||
FallbackRange | 0 | 1D World Range | Range to draw if no armaments are available |
Displays an overlay whenever resources are harvested by the actor.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | harvest | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | effect | String |
Displays a helicopter rotor overlay.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | rotor | String | Sequence name to use when flying |
GroundSequence | slow-rotor | String | Sequence name to use when landed |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Displays a custom animation if conditions are satisfied.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | Image used for this decoration. Defaults to the actor's type. | |
Sequence | String | Sequence used for this decoration (can be animated). | |
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits. |
Offset | 0,0 | 2D Integer | Pixel offset relative to the top-left point of the actor's bounds. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
Scale | 1 | Real Number | Visual scale of the image. |
ShowToAllies | True | Boolean | Should this be visible to allied players? |
ShowToEnemies | False | Boolean | Should this be visible to enemy players? |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Default trait for rendering sprite-based actors.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
StartSequence | String | Animation to play when the actor is created. | |
Sequence | idle | String | Animation to play when the actor is idle. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Renders a sprite effect when leaving a cell.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | ||
Palette | effect | String | |
TerrainTypes | Multiple String | Only do so when the terrain types match with the previous cell. |
Requires traits: Building
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
PauseOnLowPower | False | Boolean | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Requires trait: Harvester
.
Property | Default Value | Type | Description |
---|---|---|---|
ImagesByFullness | harv | Multiple String | |
HarvestSequence | harvest | String | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
MinIdleWaitTicks | 30 | Integer | |
MaxIdleWaitTicks | 110 | Integer | |
MoveSequence | run | String | |
AttackSequence | shoot | String | |
IdleSequences | Multiple String | ||
StandSequences | stand | Multiple String |
Requires traits: Building
, RenderBuilding
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | make | String | Sequence name to use |
Renders a decorative animation on units and buildings.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle-overlay | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
PauseOnLowPower | False | Boolean | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Visualizes the remaining build time of actor produced here.
Property | Default Value | Type | Description |
---|---|---|---|
ProductionType | String | Production queue type, for actors with multiple queues. | |
Color | 255,135,206,235 | Color |
Renders the MuzzleSequence from the Armament trait.
Requires traits: Armament
, AttackBase
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
IgnoreOffset | False | Boolean | Ignore the weapon position, and always draw relative to the center of the actor |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Renders an animation when the Production trait of the actor is activated. Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | production-overlay | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Requires traits: RenderVoxels
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | turret | String | Voxel sequence name to use |
Turret | primary | String | Turreted 'Turret' key to display |
Invisible during games.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Displays the player name above the unit
Property | Default Value | Type | Description |
---|---|---|---|
MaxLength | 10 | Integer | |
Font | TinyBold | String |
Display the time remaining until the super weapon attached to the actor is ready to the player and his allies.
Property | Default Value | Type | Description |
---|---|---|---|
Color | 255,255,0,255 | Color |
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Renders an arbitrary circle when selected or placing a structure
Property | Default Value | Type | Description |
---|---|---|---|
Type | String | Type of range circle. used to decide which circles to draw on other structures during building placement. | |
Color | 128,255,255,255 | Color | Color of the circle |
Range | 0 | 1D World Range | Range of the circle |
Changes the visual Z position periodically.
Property | Default Value | Type | Description |
---|---|---|---|
OffsetModifier | -43 | Integer | Amount of Z axis changes in world units. |
This actor has a death animation.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
DeathSequence | die | String | Sequence to play when this actor is killed by a warhead. |
DeathSequencePalette | player | String | |
DeathPaletteIsPlayerPalette | True | Boolean | Custom death animation palette is a player palette BaseName |
UseDeathTypeSuffix | True | Boolean | Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType). |
CrushedSequence | die-crushed | String | Sequence to play when this actor is crushed. |
CrushedSequencePalette | effect | String | |
CrushedPaletteIsPlayerPalette | False | Boolean | Custom crushed animation palette is a player palette BaseName |
Replaces the idle animation of a building.
Requires trait: RenderBuilding
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence name to use |
Interval | 750 | Integer | |
PauseOnLowPower | False | Boolean |
Rendered when a harvester is docked.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | docking-overlay | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
PauseOnLowPower | False | Boolean | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
PauseOnLowPower | False | Boolean | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
Type | wall | String | |
PauseOnLowPower | False | Boolean | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Renders barrels for units with the Turreted trait.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | barrel | String | Sequence name to use |
Armament | primary | String | Armament to use for recoil |
Barrel | first | String | Turreted 'Barrel' key to display |
LocalOffset | 0,0,0 | 3D World Vector | Visual offset |
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | Defaults to the actor name. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
NormalsPalette | normals | String | |
ShadowPalette | shadow | String | |
Scale | 10 | Real Number | Change the image size. |
LightPitch | 142 | 1D World Angle | |
LightYaw | 682 | 1D World Angle | |
LightAmbientColor | 0,6, 0,6, 0,6 | Multiple Real Number | |
LightDiffuseColor | 0,4, 0,4, 0,4 | Multiple Real Number |
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Rendered when the actor constructed a building.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | crane-overlay | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Rendered together with AttackCharge.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence name to use |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
This actor can capture other actors which have the ExternalCapturable: trait.
Property | Default Value | Type | Description |
---|---|---|---|
CaptureTypes | building | Multiple String | Types of actors that it can capture, as long as the type also exists in the ExternalCapturable Type: trait. |
ConsumeActor | False | Boolean | Destroy the unit after capturing. |
Eject a ground soldier or a paratrooper while in the air.
Property | Default Value | Type | Description |
---|---|---|---|
PilotActor | E1 | String | |
SuccessRate | 50 | Integer | |
ChuteSound | chute1.aud | String | |
EjectInAir | False | Boolean | |
EjectOnGround | False | Boolean | |
AllowUnsuitableCell | False | Boolean | Risks stuck units when they don't have the Paratrooper trait. |
The player can give this unit the order to follow and protect friendly units with the Guardable trait.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Move | String |
This actor can enter Cargo actors.
Property | Default Value | Type | Description |
---|---|---|---|
CargoType | String | ||
PipType | Green | PipType | |
Weight | 1 | Integer | |
AlternateTransportsMode | Force | AlternateTransportsMode | Use to set when to use alternate transports (Never, Force, Default, Always). Force - use force move modifier (Alt) to enable. Default - use force move modifier (Alt) to disable. |
MaxAlternateTransportAttempts | 1 | Integer | Number of retries using alternate transports. |
AlternateTransportScanRange | 5632 | 1D World Range | Range from self for looking for an alternate transport (default: 5.5 cells). |
GrantUpgrades | Multiple String | Upgrade types to grant to transport. |
Unit is able to move.
Property | Default Value | Type | Description |
---|---|---|---|
TerrainSpeeds | Dictionary | Set Water: 0 for ground units and lower the value on rough terrain. | |
Crushes | Multiple String | e.g. crate, wall, infantry | |
WaitAverage | 5 | Integer | |
WaitSpread | 2 | Integer | |
InitialFacing | 0 | Integer | |
ROT | 255 | Integer | Rate of Turning |
Speed | 1 | Integer | |
OnRails | False | Boolean | |
SharesCell | False | Boolean | Allow multiple (infantry) units in one cell. |
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? |
Cursor | move | String | |
BlockedCursor | move-blocked | String | |
TilesetTerrainInfo | Cached | ||
TilesetMovementClass | Cached |
Donate money to actors with the AcceptSupplies
trait.
Property | Default Value | Type | Description |
---|---|---|---|
Payload | 500 | Integer | The amount of cash the owner recieves. |
Property | Default Value | Type | Description |
---|---|---|---|
Range | 0 | Integer | |
AlliedMissiles | True | Boolean | |
Chance | 100 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
Notification | UnitLost | String | |
NotifyAll | False | Boolean |
Play the Build voice of this actor when trained.
Play the Kill voice of this actor when eliminating enemies.
Property | Default Value | Type | Description |
---|---|---|---|
Interval | 5 | Integer | Minimum duration (in seconds) between sound events. |
Property | Default Value | Type | Description |
---|---|---|---|
DamagedSounds | Multiple String | Play a random sound from this list when damaged. | |
DestroyedSounds | Multiple String | Play a random sound from this list when destroyed. |
Players will be notified when this actor becomes visible to them.
Property | Default Value | Type | Description |
---|---|---|---|
PingRadar | False | Boolean | Should there be a radar ping on enemies' radar at the actor's location when they see him |
Notification | String | ||
AnnounceNeutrals | False | Boolean |
Plays a looping audio file at the actor position. Attach this to the World
actor to cover the whole map.
Property | Default Value | Type | Description |
---|---|---|---|
SoundFile | String |
Sounds to play when killed.
Property | Default Value | Type | Description |
---|---|---|---|
DeathSound | Die | String | Death notification voice. |
VolumeMultiplier | 1 | Real Number | Multiply volume with this factor. |
DeathTypes | Multiple String | DeathTypes that this should be used for. If empty, this will be used as the default sound. |
Displays fireports, muzzle offsets, and hit areas in developer mode.
Allow a non-standard sell/repair value to avoid buy-sell exploits.
Property | Default Value | Type | Description |
---|---|---|---|
Value | 0 | Integer |
Can instantly repair other actors, but gets consumed afterwards.
Eligible for instant repair.
You get money for playing this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Percentage | 10 | Integer | Calculated by Cost or CustomSellValue so they have to be set to avoid crashes. |
LevelMod | 125 | Integer | Higher ranked units give higher bounties. |
Stances | Neutral, Enemy | Multiple Stance | Destroying creeps and enemies is rewarded. |
This actor can be targeted by the Hunt activity.
This unit has access to build queues.
Property | Default Value | Type | Description |
---|---|---|---|
Produces | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Property | Default Value | Type | Description |
---|---|---|---|
Upgrades | Multiple String | The upgrades to apply. | |
Duration | 0 | Integer | Duration of the upgrade (in ticks). Set to 0 for a permanent upgrade. |
Range | 1 | Integer | Cells |
GrantUpgradeSound | ironcur9.aud | String | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | GrantUpgradePowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
UnitType | badr.bomber | String | |
SquadSize | 1 | Integer | |
SquadOffset | -1536,1536,0 | 3D World Vector | |
QuantizedFacings | 32 | Integer | |
Cordon | 5120 | 1D World Range | |
CameraActor | String | Actor to spawn when the aircraft start attacking | |
CameraRemoveDelay | 25 | Integer | Amount of time to keep the camera alive after the aircraft have finished attacking |
BeaconDistanceOffset | 6144 | 1D World Range | Weapon range offset to apply during the beacon clock calculation |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | AirstrikePowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
MissileWeapon | String | ||
SpawnOffset | 0,0,0 | 3D World Vector | |
FlightDelay | 400 | Integer | Travel time - split equally between ascent and descent |
FlightVelocity | 512 | 1D World Range | Visual ascent velocity in WRange / tick |
SkipAscent | False | Boolean | Descend immediately on the target, with half the FlightDelay |
BeaconRemoveAdvance | 25 | Integer | Amount of time before detonation to remove the beacon |
CameraActor | String | Actor to spawn before detonation | |
CameraSpawnAdvance | 25 | Integer | Amount of time before detonation to spawn the camera |
CameraRemoveDelay | 25 | Integer | Amount of time after detonation to remove the camera |
Cursor | nuke | String | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | NukePowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Attach this to the player actor.
Requires traits: DeveloperMode
, TechTree
.
Spawns an actor that stays for a limited amount of time.
Property | Default Value | Type | Description |
---|---|---|---|
Actor | String | Actor to spawn. | |
LifeTime | 250 | Integer | Amount of time to keep the actor alive in ticks. Value < 0 means this actor will not remove itself. |
DeploySound | String | ||
EffectSequence | String | ||
EffectPalette | String | ||
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | SpawnActorPowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
This actor can be sent to a structure for repairs.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
RepairBuildings | fix | Multiple String |
Property | Default Value | Type | Description |
---|---|---|---|
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
This actor has properties that upgrade when a specific criteria is met.
Property | Default Value | Type | Description |
---|---|---|---|
FirepowerUpgrade | firepower | String | |
FirepowerModifier | 110, 115, 120, 130 | Multiple Integer | |
DamageUpgrade | damage | String | |
DamageModifier | 91, 87, 83, 65 | Multiple Integer | |
SpeedUpgrade | speed | String | |
SpeedModifier | 110, 115, 120, 150 | Multiple Integer | |
ReloadUpgrade | reload | String | |
ReloadModifier | 95, 90, 85, 75 | Multiple Integer | |
InaccuracyUpgrade | inaccuracy | String | |
InaccuracyModifier | 90, 80, 70, 50 | Multiple Integer |
Attach this to a unit to enable dynamic upgrades by warheads, experience, crates, support powers, etc.
Applies an upgrade to actors within a specified range.
Property | Default Value | Type | Description |
---|---|---|---|
Upgrades | Multiple String | The upgrades to grant. | |
Range | 3072 | 1D World Range | The range to search for actors to upgrade. |
ValidStances | Ally | Stance | What diplomatic stances are affected. |
AffectsParent | False | Boolean | Grant the upgrades apply to this actor. |
EnableSound | String | ||
DisableSound | String |
Requires trait: UpgradeManager
.
Property | Default Value | Type | Description |
---|---|---|---|
Upgrades | Multiple String | The upgrades to grant when deploying and revoke when undeploying. | |
AllowedTerrainTypes | Multiple String | The terrain types that this actor can deploy on to receive these upgrades.Leave empty to allow any. | |
DeployCursor | deploy | String | Cursor to display when able to (un)deploy the actor. |
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to (un)deploy the actor. |
This unit can be guarded (followed and protected) by a Guard unit.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 2 | Integer | Maximum range that guarding actors will maintain. Measured in cells. |
Property | Default Value | Type | Description |
---|---|---|---|
Minimum | 1 | Integer | Minimum number of crates |
Maximum | 255 | Integer | Maximum number of crates |
SpawnInterval | 180 | Integer | Average time (seconds) between crate spawn |
ValidGround | Clear, Rough, Road, Ore, Beach | Multiple String | Which terrain types can we drop on? |
ValidWater | Water | Multiple String | Which terrain types count as water? |
WaterChance | 0.2 | Real Number | Chance of generating a water crate instead of a land crate |
CrateActors | crate | Multiple String | Crate actors to drop |
CrateActorShares | 10 | Multiple Integer | Chance of each crate actor spawning |
DeliveryAircraft | String | If a DeliveryAircraft: is specified, then this actor will deliver crates | |
QuantizedFacings | 32 | Integer | Number of facings that the delivery aircraft may approach from. |
Cordon | 5120 | 1D World Range | Spawn and remove the plane this far outside the map. |
Identify untraversable regions of the map for faster pathfinding, especially with AI. This trait is required. Every mod needs it attached to the world actor.
Allows harvesters to coordinate their operations. Attach this to the world actor.
Spawn base actor at the spawnpoint and support units in an annulus around the base actor. Both are defined at MPStartUnits. Attach this to the world actor.
Requires traits: MPStartLocations
, MPStartUnits
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | shroud | String | |
ShroudVariants | shroud | Multiple String | |
FogVariants | fog | Multiple String | |
ShroudPalette | shroud | String | |
FogPalette | fog | String | |
Index | 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 | Multiple Integer | Bitfield of shroud directions for each frame. Lower four bits are corners clockwise from TL; upper four are edges clockwise from top |
UseExtendedIndex | False | Boolean | Use the upper four bits when calculating frame |
OverrideFullShroud | String | Override for source art that doesn't define a fully shrouded tile | |
OverrideShroudIndex | 15 | Integer | |
OverrideFullFog | String | Override for source art that doesn't define a fully fogged tile | |
OverrideFogIndex | 15 | Integer | |
ShroudBlend | Alpha | BlendMode |
Property | Default Value | Type | Description |
---|---|---|---|
Name | normals | String | |
Type | TiberianSun | NormalType | Can be TiberianSun or RedAlert2 |
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | internal palette name | |
Tileset | String | If defined, load the palette only for this tileset. | |
Filename | String | filename to load | |
ShadowIndex | Multiple Integer | Map listed indices to shadow. Ignores previous color. | |
AllowModifiers | True | Boolean |
Calculates routes for mobile units based on the A* search algorithm. Attach this to the world actor.
Adds the hard-coded shroud palette to the game
Property | Default Value | Type | Description |
---|---|---|---|
Name | shroud | String | Internal palette name |
Fog | False | Boolean | Palette type |
Property | Default Value | Type | Description |
---|---|---|---|
ShellmapRoot | MAINMENU | String | The widget tree to open when a shellmap is loaded (i.e. the main menu). |
IngameRoot | INGAME_ROOT | String | The widget tree to open when a regular map is loaded (i.e. the ingame UI). |
EditorRoot | EDITOR_ROOT | String | The widget tree to open when the map editor is loaded. |
ClearRoot | True | Boolean | Remove any existing UI when a map is loaded. |
Attach this to the world actor. Order of the layers defines the Z sorting.
Requires trait: ResourceType
.
Renders a debug overlay showing the terrain cells. Attach this to the world actor.
Used by SpawnMPUnits. Attach these to the world actor. You can have multiple variants by adding @suffixes.
Property | Default Value | Type | Description |
---|---|---|---|
Class | none | String | Internal class ID. |
ClassName | Unlabeled | String | Exposed via the UI to the player. |
Races | Multiple String | Only available when selecting this faction. Leave empty for no restrictions. | |
BaseActor | String | The mobile construction vehicle. | |
SupportActors | Multiple String | A group of units ready to defend or scout. | |
InnerSupportRadius | 2 | Integer | Inner radius for spawning support actors |
OuterSupportRadius | 4 | Integer | Outer radius for spawning support actors |
Creates a single color palette without any base palette file.
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | internal palette name | |
Tileset | String | If defined, load the palette only for this tileset. | |
R | 0 | Integer | red color component |
G | 0 | Integer | green color component |
B | 0 | Integer | blue color component |
A | 255 | Integer | alpha channel (transparency) |
AllowModifiers | True | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | internal palette name | |
ShadowIndex | Multiple Integer | Map listed indices to shadow. | |
AllowModifiers | True | Boolean | Apply palette rotatotors or not. |
Property | Default Value | Type | Description |
---|---|---|---|
FromRadius | 200 | Integer | |
ToRadius | 15 | Integer | |
ShrinkSpeed | 4 | Integer | |
RotationSpeed | 0.12 | Real Number |
Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Bridges | bridge1, bridge2 | Multiple String |
Required for the A* PathDebug from DeveloperMode. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Notification | StartGame | String |
Loads the palette specified in the tileset definition
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | internal palette name | |
ShadowIndex | Multiple Integer | Map listed indices to shadow. Ignores previous color. | |
AllowModifiers | True | Boolean |
Spawns the initial units for each player upon game start.
Attach this to the world actor. Order of the layers defines the Z sorting.
Property | Default Value | Type | Description |
---|---|---|---|
Type | Scorch | String | |
Sequence | scorch | String | Sprite sequence name |
SmokePercentage | 25 | Integer | |
SmokeType | smoke_m | String | Sprite sequence name |
SmokePalette | effect | String | |
Palette | terrain | String |
Required for the map editor to work. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
BinSize | 250 | Integer | Size of partition bins (world pixels) |
Required for the map editor to work. Attach this to the world actor.
Requires trait: ResourceType
.
Property | Default Value | Type | Description |
---|---|---|---|
InitialExploreRange | 5120 | 1D World Range |
This unit can spawn and eject other actors while flying.
Requires trait: Cargo
.
Property | Default Value | Type | Description |
---|---|---|---|
DropRange | 4096 | 1D World Range | Distance around the drop-point to unload troops. |
ChuteSound | chute1.aud | String | Sound to play when dropping. |
Actor can capture ProximityCapturable actors.
Property | Default Value | Type | Description |
---|---|---|---|
Types | Multiple String |
Actor becomes a specified actor type when this trait is triggered.
Property | Default Value | Type | Description |
---|---|---|---|
IntoActor | String | Actor to transform into. | |
Offset | 0,0 | 2D Cell Vector | Offset to spawn the transformed actor relative to the current cell. |
Facing | 96 | Integer | Facing that the actor must face before transforming. |
TransformSounds | Multiple String | Sounds to play when transforming. | |
NoTransformSounds | Multiple String | Sounds to play when the transformation is blocked. | |
TransformNotification | String | Notification to play when transforming. | |
NoTransformNotification | String | Notification to play when the transformation is blocked. | |
DeployCursor | deploy | String | Cursor to display when able to (un)deploy the actor. |
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to (un)deploy the actor. |
Property | Default Value | Type | Description |
---|---|---|---|
Type | String | Plug type (matched against Upgrades in Pluggable) |
Property | Default Value | Type | Description |
---|---|---|---|
Notification | BuildingCaptured | String | |
NewOwnerVoice | True | Boolean |
Lets the actor generate cash in a set periodic time.
Property | Default Value | Type | Description |
---|---|---|---|
Period | 50 | Integer | Number of ticks to wait between giving money. |
Amount | 15 | Integer | Amount of money to give each time. |
ShowTicks | True | Boolean | Whether to show the cash tick indicators (+$15 rising from actor). |
CaptureAmount | 0 | Integer | Amount of money awarded for capturing the actor. |
Overrides the build time calculated by actor value.
Property | Default Value | Type | Description |
---|---|---|---|
Value | 0 | Integer | Measured in ticks. |
Spawn new actors when sold.
Property | Default Value | Type | Description |
---|---|---|---|
ValuePercent | 40 | Real Number | |
MinHpPercent | 30 | Real Number | |
ActorTypes | e1 | Multiple String | Be sure to use lowercase. Default value is "e1". |
Races | Multiple String | Spawns actors only if the selling player's race is in this list.Leave empty to allow all races by default. |
This actor gives experience to a GainsExperience actor when they are killed.
Property | Default Value | Type | Description |
---|---|---|---|
Experience | -1 | Integer | If -1, use the value of the unit cost. |
FriendlyFire | False | Boolean | Grant experience for team-kills. |
This actor does not care about any type of cloak its targets might have, regardless of distance.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Buildings | spen, syrd | Multiple String | |
CloseEnough | 4 | Integer |
This actor can transport Passenger actors.
Property | Default Value | Type | Description |
---|---|---|---|
MaxWeight | 0 | Integer | The maximum sum of Passenger.Weight that this actor can support. |
PipCount | 0 | Integer | Number of pips to display when this actor is selected. |
Types | Multiple String | `Passenger.CargoType`s that can be loaded into this actor. | |
InitialUnits | Multiple String | A list of actor types that are initially spawned into this actor. | |
EjectOnSell | True | Boolean | When this actor is sold should all of its passengers be unloaded? |
UnloadTerrainTypes | Multiple String | Terrain types that this actor is allowed to eject actors onto. Leave empty for all terrain types. | |
PassengerFacing | 128 | Integer | Which direction the passenger will face (relative to the transport) when unloading. |
UnloadCursor | deploy | String | Cursor to display when able to unload the passengers. |
UnloadBlockedCursor | deploy-blocked | String | Cursor to display when unable to unload the passengers. |
Actor can be targeted.
Property | Default Value | Type | Description |
---|---|---|---|
TargetTypes | Multiple String | Target type. Used for filtering (in)valid targets. | |
RequiresForceFire | False | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
ProductionTabsWidget | String | ||
ProductionPaletteWidget | String |
Reduces health points over time when the actor is placed on unsafe terrain.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | weathering | String | |
SafeTerrain | Concrete | Multiple String | |
DamageThreshold | 50 | Integer |
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
Template | 0 | UInt16 | The terrain template to place. If the template is PickAny, then the actor footprint will be filled with this tile. |
TerrainTypes | Multiple String | The terrain types that this template will be placed on | |
Offset | 0,0 | 2D Cell Vector | Offset relative to the actor TopLeft. Not used if the template is PickAny |
Produce a unit on the closest map edge cell and move into the world.
Property | Default Value | Type | Description |
---|---|---|---|
Produces | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Player receives a unit for free once the building is placed. If you want more than one unit to be delivered, copy this section and assign IDs like FreeActorWithDelivery@2, ...
Property | Default Value | Type | Description |
---|---|---|---|
DeliveringActor | String | Name of the delivering actor. This actor must have the `Carryall` trait | |
SpawnLocation | 0,0 | 2D Cell Position | Cell coordinates for spawning the delivering actor. If left blank, the closest edge cell will be chosen. |
DeliveryOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building. |
Actor | String | Name of the actor. | |
InitialActivity | String | What the unit should start doing. Warning: If this is not a harvester it will break if you use FindResources. | |
SpawnOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building. |
Facing | 0 | Integer | Which direction the unit should face. |
Can be carried by units with the trait Carryall
.
Property | Default Value | Type | Description |
---|---|---|---|
MinDistance | 6 | Integer | Required distance away from destination before requesting a pickup. |
Rendered when ProductionAirdrop is in progress.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence name to use |
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Displays a sprite when the carryable actor is waiting for pickup.
Requires trait: Carryable
.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | Image used for this decoration. Defaults to the actor's type. | |
Sequence | String | Sequence used for this decoration (can be animated). | |
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits. |
Offset | 0,0 | 2D Integer | Pixel offset relative to the top-left point of the actor's bounds. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
Scale | 1 | Real Number | Visual scale of the image. |
ShowToAllies | True | Boolean | Should this be visible to allied players? |
ShowToEnemies | False | Boolean | Should this be visible to enemy players? |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Rendered together with an attack.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | String | Sequence name to use | |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Rendered together with the "make" animation.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | crumble-overlay | String | Sequence name to use |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Controls the spawning of sandworms. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Minimum | 2 | Integer | Minimum number of worms |
Maximum | 4 | Integer | Maximum number of worms |
SpawnInterval | 3000 | Integer | Time (in ticks) between worm spawn. |
WormSignature | sandworm | String | Name of the actor that will be spawned. |
WormSignNotification | WormSign | String | |
WormOwnerPlayer | Creeps | String |
Attach this to the world actor. Required for LaysTerrain to work.
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | Internal palette name | |
Filename | String | Filename to load | |
Offset | 0 | Int64 | Palette byte offset |
AllowModifiers | True | Boolean | |
InvertColor | False | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | Internal palette name | |
Filename | String | Filename to load | |
Offset | 0 | Int64 | Palette byte offset |
AllowModifiers | True | Boolean | |
InvertColor | False | Boolean |
Create a palette by applying a scale and offset to the colors in another palette.
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | Internal palette name | |
BasePalette | String | The name of the palette to base off. | |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
Scale | 1 | Real Number | Amount to scale the base palette colors by. |
Offset | 0 | Integer | Amount to offset the base palette colors by. |
Used to render spice with round borders.
Requires trait: ResourceType
.
Used to render spice with round borders.
This actor makes noise, which causes them to be targeted by actors with the Sandworm trait.
Property | Default Value | Type | Description |
---|---|---|---|
Intensity | 0 | Integer | How much noise this actor produces. |
Falloff | 100, 100, 25, 11, 6, 4, 3, 2, 1, 0 | Multiple Integer | Noise percentage at Range step away from the actor. |
Spread | 3072 | 1D World Range | Range between falloff steps. |
Range | Multiple 1D World Range | Ranges at which each Falloff step is defined. Overrides Spread. |
Requires traits: AttackBase
, Mobile
, RenderUnit
.
Property | Default Value | Type | Description |
---|---|---|---|
TargetRescanInterval | 32 | Integer | Time between rescanning for targets (in ticks). |
MaxSearchRadius | 27648 | 1D World Range | The radius in which the worm "searches" for targets. |
IgnoreNoiseAttackRange | 3072 | 1D World Range | The range at which the worm launches an attack regardless of noise levels. |
ChanceToDisappear | 80 | Integer | The chance this actor has of disappearing after it attacks (in %). |
IdleSequence | idle | String | Name of the sequence that is used when the actor is idle or moving (not attacking). |
WanderMoveRadius | 1 | Integer | |
TicksToWaitBeforeReducingMoveRadius | 5 | Integer | Number of ticks to wait before decreasing the effective move radius. |
MinMoveDelayInTicks | 0 | Integer | Mimimum ammount of ticks the actor will sit idly before starting to wander. |
MaxMoveDelayInTicks | 0 | Integer | Maximum ammount of ticks the actor will sit idly before starting to wander. |
Interacts with the ChangeOwner warhead. Displays a bar how long this actor is affected and reverts back to the old owner on temporary changes.
Property | Default Value | Type | Description |
---|---|---|---|
BarColor | 255,255,165,0 | Color |
An actor with this trait indicates a valid spawn point for sandworms.
A player with this trait will receive a free harvester when his last one gets eaten by a sandworm, provided he has at least one refinery.
Automatically transports harvesters with the Carryable trait between resource fields and refineries.
Property | Default Value | Type | Description |
---|---|---|---|
Automatic | True | Boolean | Set to false when the carryall should not automatically get new jobs. |
Throws particles when the actor is destroyed that do damage on impact.
Property | Default Value | Type | Description |
---|---|---|---|
Weapons | Multiple String | ||
Pieces | 3, 10 | Multiple Integer | |
Range | 2048, 5120 | Multiple 1D World Range |
Sandworms use this attack model.
Property | Default Value | Type | Description |
---|---|---|---|
ReturnTime | 60 | Integer | The number of ticks it takes to return underground. |
AttackTime | 30 | Integer | The number of ticks it takes to get in place under the target to attack. |
WormAttackSound | Worm.wav | String | |
WormAttackNotification | WormAttack | String | |
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
String | Infantry | String | |
IndicatorPalettePrefix | player | String |
Dogs use this attack model.
Property | Default Value | Type | Description |
---|---|---|---|
Speed | 426 | 1D World Range | Leap speed (in units/tick). |
Angle | 56 | 1D World Angle | |
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell? |
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it. |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Display a sprite tag "fake" when selected.
Creates a free duplicate of produced units.
Requires traits: Exit
, Production
.
Property | Default Value | Type | Description |
---|---|---|---|
CloneableTypes | Multiple String | Uses the "Cloneable" trait to determine whether or not we should clone a produced unit. |
This structure can be infiltrated causing funds to be stolen.
Property | Default Value | Type | Description |
---|---|---|---|
Percentage | 50 | Integer | |
Minimum | 500 | Integer | |
SoundToVictim | credit1.aud | String |
Steal and reset the owner's exploration.
Property | Default Value | Type | Description |
---|---|---|---|
Proxy | String |
Property | Default Value | Type | Description |
---|---|---|---|
Types | Multiple String |
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 750 | Integer |
Apply palette full screen rotations during chronoshifts. Add this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
ChronoEffectLength | 60 | Integer | Measured in ticks. |
Property | Default Value | Type | Description |
---|---|---|---|
Range | 1 | Integer | Target actor selection radius in cells. |
Duration | 30 | Integer | Seconds until returning after teleportation. |
KillCargo | True | Boolean | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | ChronoshiftPowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Required for GpsPower. Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
RevealDelay | 0 | Integer | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | GpsPowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Property | Default Value | Type | Description |
---|---|---|---|
UnitType | badr | String | |
SquadSize | 1 | Integer | |
SquadOffset | -1536,1536,0 | 3D World Vector | |
QuantizedFacings | 32 | Integer | Number of facings that the delivery aircraft may approach from. |
Cordon | 5120 | 1D World Range | Spawn and remove the plane this far outside the map. |
DropItems | Multiple String | Troops to be delivered. They will be distributed between the planes if SquadSize > 1. | |
AllowImpassableCells | False | Boolean | Risks stuck units when they don't have the Paratrooper trait. |
CameraActor | String | Actor to spawn when the paradrop starts. | |
CameraRemoveDelay | 85 | Integer | Amount of time (in ticks) to keep the camera alive while the passengers drop. |
BeaconDistanceOffset | 4096 | 1D World Range | Weapon range offset to apply during the beacon clock calculation. |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
EndChargeSound | String | ||
SelectTargetSound | String | ||
InsufficientPowerSound | String | ||
LaunchSound | String | ||
IncomingSound | String | ||
DisplayTimer | False | Boolean | |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers |
BeaconPalettePrefix | player | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | ParatroopersPowerInfoOrder | String | |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Actors with the "ClonesProducedUnits" trait will produce a free duplicate of me.
Property | Default Value | Type | Description |
---|---|---|---|
Types | Multiple String | This unit's cloneable type is: |
Requires trait: Explodes
.
Requires trait: Harvester
.
Property | Default Value | Type | Description |
---|---|---|---|
FullHuskActor | String | ||
FullnessThreshold | 50 | Integer |
Spawn another actor immediately upon death.
Property | Default Value | Type | Description |
---|---|---|---|
HuskActor | String |
Requires traits: Disguise
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
MinIdleWaitTicks | 30 | Integer | |
MaxIdleWaitTicks | 110 | Integer | |
MoveSequence | run | String | |
AttackSequence | shoot | String | |
IdleSequences | Multiple String | ||
StandSequences | stand | Multiple String |
Requires traits: Armament
, AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
Armament | primary | String | Armament name |
AimSequence | aim | String | Displayed while targeting. |
EmptyPrefix | empty- | String | Shown while reloading. |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Requires trait: Cargo
.
Property | Default Value | Type | Description |
---|---|---|---|
OpenTerrainTypes | Clear | Multiple String | |
OpenAnim | open | String | |
UnloadAnim | unload | String | |
Sequence | idle | String | |
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
RaceImages | Dictionary | A dictionary of race-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Requires trait: Disguise
.
Property | Default Value | Type | Description |
---|---|---|---|
RequireDisguise | True | Boolean | Require an active disguise to render this decoration? |
Image | String | Image used for this decoration. Defaults to the actor's type. | |
Sequence | String | Sequence used for this decoration (can be animated). | |
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits. |
Offset | 0,0 | 2D Integer | Pixel offset relative to the top-left point of the actor's bounds. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
Scale | 1 | Real Number | Visual scale of the image. |
ShowToAllies | True | Boolean | Should this be visible to allied players? |
ShowToEnemies | False | Boolean | Should this be visible to enemy players? |
UpgradeTypes | Multiple String | The upgrade types which can enable or disable this trait. | |
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default). |
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time. |
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept. |
Requires trait: Cloak
.
Property | Default Value | Type | Description |
---|---|---|---|
CloakedTargetTypes | Multiple String | ||
TargetTypes | Multiple String | Target type. Used for filtering (in)valid targets. | |
RequiresForceFire | False | Boolean |
Can be teleported via Chronoshift power.
Property | Default Value | Type | Description |
---|---|---|---|
ExplodeInstead | False | Boolean | |
ChronoshiftSound | chrono2.aud | String |
Overrides the default ToolTip when this actor is disguised (aids in deceiving enemy players).
Requires trait: Disguise
.
Property | Default Value | Type | Description |
---|---|---|---|
Description | String | ||
Name | String | ||
GenericName | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players. | |
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with 'Enemy' or 'Allied'. |
GenericVisibility | None | Stance | Player stances that the generic name should be shown to. |
ShowOwnerRow | True | Boolean | Show the actor's owner and their faction flag |
Icon | icon | String | Sequence of the actor that contains the cameo. |
Provides access to the disguise command, which makes the actor appear to be another player's actor.
Property | Default Value | Type | Description |
---|---|---|---|
Mine | minv | String | |
RearmBuildings | fix | Multiple String | |
AmmoPoolName | primary | String | |
MinefieldDepth | 1.5 | Real Number |
Property | Default Value | Type | Description |
---|---|---|---|
ChargeTime | 20 | Integer | Cooldown in seconds until the unit can teleport. |
HasDistanceLimit | True | Boolean | Can the unit teleport only a certain distance? |
MaxDistance | 12 | Integer | The maximum distance in cells this unit can teleport (only used if HasDistanceLimit = true). |
ChronoshiftSound | chrotnk1.aud | String | Sound to play when teleporting. |
Pips | 2 | Integer | Display rectangles indicating the current charge status |
DeployCursor | deploy | String | Cursor to display when able to deploy the actor. |
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to deploy the actor. |
Requires traits: Explodes
, RenderUnit
.
Property | Default Value | Type | Description |
---|---|---|---|
ThumpSequence | piston | String | |
ThumpInterval | 8 | Integer | |
ThumpDamageWeapon | MADTankThump | String | |
ThumpShakeIntensity | 3 | Integer | |
ThumpShakeMultiplier | 1,0 | 2D Real Number | |
ThumpShakeTime | 10 | Integer | |
ChargeDelay | 96 | Integer | Measured in ticks. |
ChargeSound | madchrg2.aud | String | |
DetonationDelay | 42 | Integer | Measured in ticks. |
DetonationSound | madexplo.aud | String | |
DetonationWeapon | MADTankDetonate | String | |
DriverActor | e1 | String |
Property | Default Value | Type | Description |
---|---|---|---|
CrushClasses | Multiple String | ||
AvoidFriendly | True | Boolean | |
DetonateClasses | Multiple String |
Tag trait for stuff that should not trigger mines.
Play an animation when a unit exits or blocks the exit after production finished.
Requires traits: Building
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | build-door | String |
Property | Default Value | Type | Description |
---|---|---|---|
DockAngle | 0 | Integer | Actual harvester facing when docking, 0-255 counter-clock-wise. |
DockOffset | 0,0 | 2D Cell Vector | Docking cell relative to top-left cell. |
IsDragRequired | False | Boolean | Does the refinery require the harvester to be dragged in? |
DragOffset | 0,0,0 | 3D World Vector | Vector by which the harvester will be dragged when docking. |
DragLength | 0 | Integer | In how many steps to perform the dragging? |
ShowTicks | True | Boolean | |
TickLifetime | 30 | Integer | |
TickVelocity | 2 | Integer | |
TickRate | 10 | Integer |
Requires trait: RenderVoxels
.
Property | Default Value | Type | Description |
---|---|---|---|
UnloadSequence | unload | String | Voxel sequence name to use when docked to a refinery. |
IdleSequence | idle | String | Voxel sequence name to use when undocked from a refinery. |
Requires trait: RenderVoxels
.
Property | Default Value | Type | Description |
---|---|---|---|
TickRate | 5 | Integer |
Requires trait: RenderVoxels
.
Property | Default Value | Type | Description |
---|---|---|---|
WaterSequence | water | String | |
LandSequence | idle | String |
Adds the hard-coded shroud palette to the game
Property | Default Value | Type | Description |
---|---|---|---|
Name | shroud | String | Internal palette name |
Add this to the World actor definition.
Property | Default Value | Type | Description |
---|---|---|---|
Base | terrain | String | The name of the palette to base off. |
Name | resources | String | The name of the resulting palette |
RemapIndex | Multiple Integer | Remap these indices to pre-defined colors. | |
Color | 0,0,0 | HSLColor | The fixed color to remap. |
Ramp | 0.05 | Real Number | Luminosity range to span. |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
Property | Default Value | Type | Description |
---|---|---|---|
SelectableCash | 2500, 5000, 10000, 20000 | Multiple Integer | |
DefaultCash | 5000 | Integer | |
AdviceInterval | 250 | Integer |
Required for FrozenUnderFog to work. Attach this to the player actor.
Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
Cash | 20000 | Integer | |
ResourceGrowth | 100 | Integer | |
FastBuild | False | Boolean | |
FastCharge | False | Boolean | |
DisableShroud | False | Boolean | |
PathDebug | False | Boolean | |
UnlimitedPower | False | Boolean | |
BuildAnywhere | False | Boolean | |
ShowCombatGeometry | False | Boolean | |
ShowDebugGeometry | False | Boolean |
Add this to the Player actor definition.
Property | Default Value | Type | Description |
---|---|---|---|
BasePalette | String | The name of the palette to base off. | |
BaseName | player | String | The prefix for the resulting player palettes |
RemapIndex | Multiple Integer | Remap these indices to player colors. | |
Ramp | 0.05 | Real Number | Luminosity range to span. |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
Add this to the Player actor definition.
Property | Default Value | Type | Description |
---|---|---|---|
BaseName | highlight | String | The prefix for the resulting player palettes |
Property | Default Value | Type | Description |
---|---|---|---|
MinMultiplier | -3,-3 | 2D Real Number | |
MaxMultiplier | 3,3 | 2D Real Number |
Property | Default Value | Type | Description |
---|---|---|---|
BinSize | 10 | Integer | Size of partition bins (cells) |
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | This is the name exposed to the players. | |
Race | String | This is the internal name for owner checks. | |
RandomRaceMembers | Multiple String | Pick a random race as the player's race out of this list. | |
Side | String | The side that the country belongs to. For example, England belongs to the 'Allies' side. | |
Description | String | ||
Selectable | True | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
EditorSprite | String | ||
Variants | Multiple String | ||
Palette | terrain | String | |
Sequence | resources | String | |
ResourceType | 1 | Integer | |
ValuePerUnit | 0 | Integer | |
MaxDensity | 10 | Integer | |
Name | String | ||
TerrainType | Ore | String | |
AllowedTerrainTypes | Multiple String | ||
AllowUnderActors | False | Boolean | |
AllowUnderBuildings | False | Boolean | |
AllowOnRamps | False | Boolean | |
PipColor | Yellow | PipType |
Property | Default Value | Type | Description |
---|---|---|---|
BinSize | 250 | Integer | Size of partition bins (world pixels) |
Required for shroud and fog visibility checks. Add this to the player actor.
Used to define weapon efficiency modifiers with different percentages per Type.
Property | Default Value | Type | Description |
---|---|---|---|
Type | String |
Property | Default Value | Type | Description |
---|---|---|---|
QuantizedFacings | -1 | Integer | Number of facings for gameplay calculations. -1 indicates auto-detection from another trait |
CameraPitch | 113 | 1D World Angle | Camera pitch for rotation calculations |
Property | Default Value | Type | Description |
---|---|---|---|
RelativeToTopLeft | False | Boolean | |
UseTerrainPalette | False | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
RequireTilesets | Multiple String | ||
ExcludeTilesets | Multiple String |
Can be used to make a unit partly uncontrollable by the player.
Property | Default Value | Type | Description |
---|---|---|---|
Except | Multiple String | Possible values include Attack, AttackMove, Guard, Move. |
Used to detect exploits. Attach this to the world actor.
Checks for pause related desyncs. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Ticks | 60 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
Range | 0 | 1D World Range |
Property | Default Value | Type | Description |
---|---|---|---|
Selectable | True | Boolean | |
Priority | 10 | Integer | |
Bounds | Multiple Integer | ||
Voice | String |
Property | Default Value | Type | Description |
---|---|---|---|
Palette | chrome | String |
Property | Default Value | Type | Description |
---|---|---|---|
HP | 0 | Integer | HitPoints |
Radius | 426 | 1D World Range | Physical size of the unit used for damage calculations. Impacts within this radius apply full damage. |
NotifyAppliedDamage | True | Boolean | Trigger interfaces such as AnnounceOnKill? |
Property | Default Value | Type | Description |
---|---|---|---|
Range | 0 | 1D World Range |