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Traits (playtest)
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 playtest-20170304 of OpenRA.
- OpenRA.Mods.Cnc.Effects
- GpsDot
- OpenRA.Mods.Cnc.Traits
- PlaceSimpleBeacon
- AttackLeap
- AttackTesla
- AttackPopupTurreted
- ClonesProducedUnits
- ProductionAirdrop
- TiberianSunRefinery
- Chronoshiftable
- Cloneable
- DisguiseTooltip
- Disguise
- FrozenUnderFogUpdatedByGps
- GpsWatcher
- HarvesterHuskModifier
- InfiltrateForCash
- InfiltrateForDecoration
- InfiltrateForExploration
- InfiltrateForPowerOutage
- InfiltrateForSupportPower
- Infiltrates
- MadTank
- Mine
- MineImmune
- Minelayer
- ChronoshiftPaletteEffect
- LightPaletteRotator
- PortableChrono
- RenderJammerCircle
- RenderShroudCircle
- AttackOrderPower
- ChronoshiftPower
- GpsPower
- IonCannonPower
- TSShroudPalette
- OpenRA.Mods.Cnc.Traits.Render
- WithCargo
- WithDeliveryAnimation
- WithDisguisingInfantryBody
- WithDockingOverlay
- WithGunboatBody
- WithLandingCraftAnimation
- WithPermanentInjury
- WithReloadingSpriteTurret
- WithRoof
- WithTeslaChargeAnimation
- WithTeslaChargeOverlay
- WithVoxelUnloadBody
- WithVoxelWalkerBody
- OpenRA.Mods.Common.AI
- DummyAI
- HackyAI
- OpenRA.Mods.Common.Commands
- ChatCommands
- DevCommands
- HelpCommand
- PlayerCommands
- OpenRA.Mods.Common.Effects
- Contrail
- OpenRA.Mods.Common.Scripting
- LuaScript
- ScriptTriggers
- OpenRA.Mods.Common.Traits
- AcceptsSupplies
- Aircraft
- AttackBomber
- AttackHeli
- AttackPlane
- FallsToEarth
- FlyAwayOnIdle
- ReturnOnIdle
- AmmoPool
- Armament
- Armor
- AttackCharges
- AttackFollow
- AttackFrontal
- AttackGarrisoned
- AttackOmni
- AttackSuicides
- AttackTurreted
- AttackMove
- AttackWander
- AutoCarryable
- AutoCarryall
- AutoTarget
- AutoTargetIgnore
- BlocksProjectiles
- BodyOrientation
- Buildable
- BaseBuilding
- BaseProvider
- Bib
- Bridge
- BridgeHut
- BridgePlaceholder
- GivesBuildableArea
- Building
- BuildingInfluence
- Exit
- FreeActor
- FreeActorWithDelivery
- Gate
- GroundLevelBridge
- LegacyBridgeHut
- LineBuild
- LineBuildNode
- PrimaryBuilding
- RallyPoint
- Refinery
- RepairableBuilding
- RepairsUnits
- Reservable
- Burns
- Capturable
- Captures
- Cargo
- Carryable
- Carryall
- CashTrickler
- Cloak
- CombatDebugOverlay
- ConditionManager
- DisableOnCondition
- ExternalCondition
- GrantCondition
- GrantConditionOnDamageState
- GrantConditionOnDeploy
- GrantConditionOnDisabled
- GrantConditionOnMovement
- GrantConditionOnTerrain
- ProximityExternalCondition
- Crate
- CrateAction
- DuplicateUnitCrateAction
- ExplodeCrateAction
- GiveCashCrateAction
- GiveMcvCrateAction
- GiveUnitCrateAction
- GrantExternalConditionCrateAction
- HealUnitsCrateAction
- HideMapCrateAction
- LevelUpCrateAction
- RevealMapCrateAction
- SupportPowerCrateAction
- CreatesShroud
- Crushable
- CustomSelectionSize
- CustomSellValue
- DamagedByTerrain
- Demolishable
- Demolition
- DetectCloaked
- EditorTilesetFilter
- EjectOnDeath
- EmitInfantryOnSell
- EngineerRepair
- EngineerRepairable
- ExitsDebugOverlay
- Explodes
- ExplosionOnDamageTransition
- ExternalCapturable
- ExternalCapturableBar
- ExternalCaptures
- GainsExperience
- GivesBounty
- GivesCashOnCapture
- GivesExperience
- GrantConditionOnPrerequisite
- Guard
- Guardable
- Harvester
- Health
- Huntable
- Husk
- IgnoresCloak
- IgnoresDisguise
- Immobile
- ScaredyCat
- TakeCover
- TerrainModifiesDamage
- JamsMissiles
- KillsSelf
- Mobile
- AlwaysVisible
- DisabledOverlay
- FrozenUnderFog
- HiddenUnderFog
- HiddenUnderShroud
- WithColoredOverlay
- DamageMultiplier
- FirepowerMultiplier
- GainsExperienceMultiplier
- GivesExperienceMultiplier
- InaccuracyMultiplier
- PowerMultiplier
- RangeMultiplier
- ReloadDelayMultiplier
- SpeedMultiplier
- MustBeDestroyed
- CloakPaletteEffect
- FlashPaletteEffect
- GlobalLightingPaletteEffect
- MenuPaletteEffect
- RotationPaletteEffect
- ParaDrop
- Parachutable
- Passenger
- ActorGroupProxy
- AllyRepair
- BaseAttackNotifier
- ClassicProductionQueue
- ConquestVictoryConditions
- EnemyWatcher
- GrantConditionOnPrerequisiteManager
- HarvesterAttackNotifier
- MissionObjectives
- ObjectivesPanel
- PlaceBeacon
- PlaceBuilding
- PlayerExperience
- PlayerStatistics
- UpdatesPlayerStatistics
- ProductionQueue
- ProvidesPrerequisite
- ProvidesTechPrerequisite
- ResourceStorageWarning
- StrategicPoint
- StrategicVictoryConditions
- TechTree
- Plug
- Pluggable
- AffectedByPowerOutage
- CanPowerDown
- PowerManager
- Power
- RequiresPower
- ScalePowerWithHealth
- PowerTooltip
- ProducibleWithLevel
- Production
- ProductionFromMapEdge
- ProductionParadrop
- ProductionQueueFromSelection
- ProximityCaptor
- ProximityCapturable
- QuantizeFacingsFromSequence
- RejectsOrders
- CustomTerrainDebugOverlay
- DrawLineToTarget
- Repairable
- RepairableNear
- RepairsBridges
- RevealOnFire
- RevealsShroud
- ScriptTags
- SeedsResource
- SelfHealing
- Sellable
- ShakeOnDeath
- SmokeTrailWhenDamaged
- SpawnActorOnDeath
- StoresResources
- SupplyTruck
- AirstrikePower
- GrantExternalConditionPower
- NukePower
- ParatroopersPower
- ProduceActorPower
- SpawnActorPower
- SupportPowerManager
- Targetable
- ThrowsParticle
- ThrowsShrapnel
- EditorOnlyTooltip
- Tooltip
- TransformOnCapture
- Transforms
- Turreted
- Valued
- Voiced
- Wanders
- ActorMap
- BridgeLayer
- CliffBackImpassabilityLayer
- CrateSpawner
- CreateMPPlayers
- DomainIndex
- EditorActorLayer
- EditorResourceLayer
- EditorSelectionLayer
- ElevatedBridgeLayer
- ElevatedBridgePlaceholder
- ExitsDebugOverlayManager
- JumpjetActorLayer
- LegacyBridgeLayer
- LoadWidgetAtGameStart
- MPStartLocations
- MPStartUnits
- MapBuildRadius
- MapCreeps
- MapOptions
- MissionData
- MusicPlaylist
- PaletteFromCurrentTileset
- PaletteFromFile
- PaletteFromPaletteWithAlpha
- PaletteFromPlayerPaletteWithAlpha
- PaletteFromRGBA
- PathFinder
- PlayerPaletteFromCurrentTileset
- RadarPings
- ResourceClaimLayer
- ResourceLayer
- ScriptLobbyDropdown
- ShroudPalette
- ShroudRenderer
- SmudgeLayer
- SpawnMPUnits
- SpawnMapActors
- StartGameNotification
- SubterraneanActorLayer
- TerrainGeometryOverlay
- TerrainTunnel
- TerrainTunnelLayer
- ValidateOrder
- VoxelNormalsPalette
- WarheadDebugOverlay
- WeatherOverlay
- OpenRA.Mods.Common.Traits.Radar
- AppearsOnRadar
- ProvidesRadar
- RadarColorFromTerrain
- OpenRA.Mods.Common.Traits.Render
- AutoSelectionSize
- Hovers
- LeavesTrails
- ProductionBar
- RenderDebugState
- RenderDetectionCircle
- RenderNameTag
- RenderRangeCircle
- RenderSprites
- RenderSpritesEditorOnly
- RenderVoxels
- SelectionDecorations
- SupportPowerChargeBar
- TimedConditionBar
- VeteranProductionIconOverlay
- WithAttackAnimation
- WithAttackOverlay
- WithBridgeSpriteBody
- WithBuildingPlacedAnimation
- WithBuildingPlacedOverlay
- WithChargeAnimation
- WithChargeOverlay
- WithCrateBody
- WithDamageOverlay
- WithDeadBridgeSpriteBody
- WithDeathAnimation
- WithDecoration
- WithDockedOverlay
- WithDockingAnimation
- WithFacingSpriteBody
- WithGateSpriteBody
- WithHarvestAnimation
- WithHarvestOverlay
- WithIdleAnimation
- WithIdleOverlay
- WithInfantryBody
- WithMakeAnimation
- WithMoveAnimation
- WithMuzzleOverlay
- WithParachute
- WithProductionDoorOverlay
- WithProductionOverlay
- WithRangeCircle
- WithRearmAnimation
- WithRepairAnimation
- WithRepairOverlay
- WithResources
- WithShadow
- WithSiloAnimation
- WithSpriteBarrel
- WithSpriteBody
- WithSpriteControlGroupDecoration
- WithSpriteTurret
- WithTextControlGroupDecoration
- WithTextDecoration
- WithTurretedSpriteBody
- WithVoxelBarrel
- WithVoxelBody
- WithVoxelTurret
- WithWallSpriteBody
- OpenRA.Mods.Common.Traits.Sound
- ActorLostNotification
- AmbientSound
- AnnounceOnBuild
- AnnounceOnKill
- AnnounceOnSeen
- AttackSounds
- CaptureNotification
- DeathSounds
- SoundOnDamageTransition
- OpenRA.Mods.D2k.Traits
- AttackSwallow
- AttractsWorms
- LaysTerrain
- HarvesterInsurance
- Sandworm
- SpiceBloom
- TemporaryOwnerManager
- BuildableTerrainLayer
- D2kEditorResourceLayer
- D2kResourceLayer
- FogPaletteFromR8
- PaletteFromR8
- PaletteFromScaledPalette
- WormManager
- WormSpawner
- OpenRA.Mods.D2k.Traits.Render
- WithCrumbleOverlay
- WithDeliveryOverlay
- OpenRA.Traits
- DebugPauseState
- DeveloperMode
- FixedColorPalette
- FrozenActorLayer
- IndexedPlayerPalette
- PlayerColorPalette
- PlayerHighlightPalette
- PlayerResources
- Selectable
- Faction
- ResourceType
- ScreenMap
- ScreenShaker
- Shroud
Attach this to actors to render pictograms while hidden.
Property | Default Value | Type | Description |
---|---|---|---|
Image | gpsdot | String | Sprite collection for symbols. |
String | Infantry | String | Sprite used for this actor. |
IndicatorPalettePrefix | player | String |
A beacon that consists of a single sprite that can be animated.
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 750 | Integer | |
NotificationType | Sounds | String | |
Notification | Beacon | String | |
IsPlayerPalette | False | Boolean | |
Palette | effect | String | |
BeaconImage | beacon | String | |
BeaconSequence | idle | String |
Dogs use this attack model.
Property | Default Value | Type | Description |
---|---|---|---|
Speed | 0c426 | 1D World Distance | Leap speed (in units/tick). |
Angle | 56 | 1D World Angle | |
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Implements the charge-then-burst attack logic specific to the RA tesla coil.
Property | Default Value | Type | Description |
---|---|---|---|
MaxCharges | 1 | Integer | How many charges this actor has to attack with, once charged. |
ReloadDelay | 120 | Integer | Reload time for all charges (in ticks). |
InitialChargeDelay | 22 | Integer | Delay for initial charge attack (in ticks). |
ChargeDelay | 3 | Integer | Delay between charge attacks (in ticks). |
ChargeAudio | String | Sound to play when actor charges. | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Actor's turret rises from the ground before attacking.
Requires traits: Building
, Turreted
, WithTurretedSpriteBody
.
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. |
OpeningSequence | opening | String | Sequence to play when opening. |
ClosingSequence | closing | String | Sequence to play when closing. |
ClosedIdleSequence | closed-idle | String | Idle sequence to play when closed. |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Creates a free duplicate of produced units.
Requires traits: Exit
, Production
.
Property | Default Value | Type | Description |
---|---|---|---|
CloneableTypes | (required) | Set of String | Uses the "Cloneable" trait to determine whether or not we should clone a produced unit. |
Deliver the unit in production via skylift.
Property | Default Value | Type | Description |
---|---|---|---|
ReadyAudio | Reinforce | String | |
ActorType | c17 | String | Cargo aircraft used for delivery. Must have the `Aircraft` trait. |
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Requires trait: WithSpriteBody
.
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? |
DiscardExcessResources | False | Boolean | Discard resources once silo capacity has been reached. |
ShowTicks | True | Boolean | |
TickLifetime | 30 | Integer | |
TickVelocity | 2 | Integer | |
TickRate | 10 | Integer |
Can be teleported via Chronoshift power.
Property | Default Value | Type | Description |
---|---|---|---|
ExplodeInstead | False | Boolean | Should the actor die instead of being teleported? |
ChronoshiftSound | chrono2.aud | String | |
ReturnToOrigin | True | Boolean | Should the actor return to its previous location after the chronoshift wore out? |
TimeBarColor | FFFFFF | Color | The color the bar of the 'return-to-origin' logic has. |
Actors with the "ClonesProducedUnits" trait will produce a free duplicate of me.
Property | Default Value | Type | Description |
---|---|---|---|
Types | (required) | Set of String | This unit's cloneable type is: |
Overrides the default Tooltip when this actor is disguised (aids in deceiving enemy players).
Requires trait: Disguise
.
Property | Default Value | Type | Description |
---|---|---|---|
GenericName | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players. | |
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with '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 |
Name | String | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Provides access to the disguise command, which makes the actor appear to be another player's actor.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Action | String | |
DisguisedCondition | String | The condition to grant to self while disguised. |
Updates frozen actors of actors that change owners, are sold or die whilst having an active GPS power.
Requires trait: FrozenUnderFog
.
Required for GpsPower
. Attach this to the player actor.
Requires trait: Harvester
.
Property | Default Value | Type | Description |
---|---|---|---|
FullHuskActor | String | ||
FullnessThreshold | 50 | Integer |
This structure can be infiltrated causing funds to be stolen.
Property | Default Value | Type | Description |
---|---|---|---|
Percentage | 100 | Integer | Percentage of the victim's resources that will be stolen. |
Minimum | -1 | Integer | Amount of guaranteed funds to claim when the victim does not have enough resources. When negative, the production price of the infiltrating actor will be used instead. |
Maximum | 2147483647 | Integer | Maximum amount of funds which will be stolen. |
Notification | String | Sound the victim will hear when they get robbed. |
Reveals a decoration sprite to the indicated players when infiltrated.
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. |
ReferencePoint | Top, Left | ReferencePoints | Point in the actor's selection box used as reference for offsetting the decoration image. Possible values are combinations of Center, Top, Bottom, Left, Right. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
ValidStances | Ally | Stance | Player stances who can view the decoration. |
RequiresSelection | False | Boolean | Should this be visible only when selected? |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Steal and reset the owner's exploration.
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 500 | Integer |
Property | Default Value | Type | Description |
---|---|---|---|
Proxy | (required) | String |
Property | Default Value | Type | Description |
---|---|---|---|
Types | Set of String | ||
Voice | Action | String | |
ValidStances | Enemy, Neutral | Stance | What diplomatic stances can be infiltrated by this actor. |
EnterBehaviour | Dispose | EnterBehaviour | Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose. |
Notification | BuildingInfiltrated | String | Notification to play when a building is infiltrated. |
PlayerExperience | 0 | Integer | Experience to grant to the infiltrating player. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires traits: Explodes
, WithFacingSpriteBody
.
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 | |
Voice | Action | String |
Property | Default Value | Type | Description |
---|---|---|---|
CrushClasses | Set of String | ||
AvoidFriendly | True | Boolean | |
BlockFriendly | True | Boolean | |
DetonateClasses | Set of String |
Tag trait for stuff that should not trigger mines.
Property | Default Value | Type | Description |
---|---|---|---|
Mine | minv | String | |
RearmBuildings | fix | Set of String | |
AmmoPoolName | primary | String | |
MinefieldDepth | 1c512 | 1D World Distance |
Apply palette full screen rotations during chronoshifts. Add this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
ChronoEffectLength | 60 | Integer | Measured in ticks. |
Palette effect used for blinking "animations" on actors.
Property | Default Value | Type | Description |
---|---|---|---|
ExcludePalettes | Set of String |
Property | Default Value | Type | Description |
---|---|---|---|
ChargeDelay | 500 | Integer | Cooldown in ticks until the unit can teleport. |
HasDistanceLimit | True | Boolean | Can the unit teleport only a certain distance? |
MaxDistance | 12 | Integer | The maximum distance in cells this unit can teleport (only used if HasDistanceLimit = true). |
ChronoshiftSound | chrotnk1.aud | String | Sound to play when teleporting. |
DeployCursor | deploy | String | Cursor to display when able to deploy the actor. |
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to deploy the actor. |
TargetCursor | chrono-target | String | Cursor to display when targeting a teleport location. |
TargetBlockedCursor | move-blocked | String | Cursor to display when the targeted location is blocked. |
Voice | Action | String |
Requires trait: AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | AttackOrderPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Range | 1 | Integer | Target actor selection radius in cells. |
Duration | 30 | Integer | Seconds until returning after teleportation. |
TargetOverlayPalette | terrain | String | |
OverlaySpriteGroup | overlay | String | |
ValidTileSequencePrefix | target-valid- | String | |
InvalidTileSequence | target-invalid | String | |
SourceTileSequence | target-select | String | |
KillCargo | True | Boolean | |
SelectionCursor | chrono-select | String | Cursor sequence to use when selecting targets for the chronoshift. |
TargetCursor | chrono-target | String | Cursor sequence to use when targeting an area for the chronoshift. |
TargetBlockedCursor | move-blocked | String | Cursor sequence to use when the targeted area is blocked. |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | ChronoshiftPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires GpsWatcher
on the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
RevealDelay | 0 | Integer | |
DoorImage | atek | String | |
DoorSequence | active | String | |
DoorPalette | player | String | Palette to use for rendering the launch animation |
DoorPaletteIsPlayerPalette | True | Boolean | Custom palette is a player palette BaseName |
SatelliteImage | sputnik | String | |
SatelliteSequence | idle | String | |
SatellitePalette | player | String | Palette to use for rendering the satellite projectile |
SatellitePaletteIsPlayerPalette | True | Boolean | Custom palette is a player palette BaseName |
RequiresActiveRadar | True | Boolean | Requires an actor with an online `ProvidesRadar` to show GPS dots. |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | GpsPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 sprite image |
EffectSequence | idle | 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 |
OnFireSound | String | Sound to instantly play at the targeted area. | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | IonCannonPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Adds the hard-coded shroud palette to the game
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | Internal palette name |
Renders the cargo loaded into the unit.
Requires traits: BodyOrientation
, 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 | Set of String | Passenger CargoType to display. |
Building animation to play when ProductionAirdrop is used to deliver units.
Requires trait: WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
ActiveSequence | active | String | |
IdleSequence | idle | String |
Requires traits: Disguise
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
MinIdleDelay | 30 | Integer | |
MaxIdleDelay | 110 | Integer | |
MoveSequence | run | String | |
DefaultAttackSequence | String | ||
AttackSequences | Dictionary | Attack sequence to use for each armament. | |
IdleSequences | Multiple String | ||
StandSequences | stand | Multiple String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Rendered on the refinery when a voxel harvester is docking and undocking.
Requires traits: BodyOrientation
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | unload-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: BodyOrientation
, RenderSprites
, Turreted
.
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 | |
StartSequence | String | Animation to play when the actor is created. | |
Sequence | idle | String | Animation to play when the actor is idle. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires traits: Cargo
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
OpenTerrainTypes | Clear | Set of String | |
OpenSequence | open | String | |
CloseSequence | close | String | |
UnloadSequence | unload | String |
Change the sprite after a certain amount of damage is taken, even when the hitpoints are regenerated.
Property | Default Value | Type | Description |
---|---|---|---|
TriggeringDamageStage | Critical | DamageState | |
InjuredSequencePrefix | crippled- | String |
Renders ammo-dependent turret graphics for units with the Turreted trait.
Requires traits: AmmoPool
, Armament
, BodyOrientation
, RenderSprites
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
AmmoPoolName | String | AmmoPool to use for ammo-dependent sequences. | |
ReloadStages | -1 | Integer | How many reload stages does this turret have. Defaults to AmmoPool's Ammo. Adds current reload stage to Sequence as suffix when a matching AmmoPool is present. |
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 |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Provides an overlay for the Tiberian Dawn hover craft.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | roof | String |
This actor displays a charge-up animation before firing.
Requires traits: RenderSprites
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
ChargeSequence | active | String | Sequence to use for charge animation. |
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 |
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. |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. |
Requires trait: RenderVoxels
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle | String | |
TickRate | 5 | Integer | The speed of the walker's legs. |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. |
Property | Default Value | Type | Description |
---|---|---|---|
Name | Unnamed Bot | String | Ingame name this bot uses. |
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 | Set of String | Production queues AI uses for buildings. |
DefenseQueues | Defense | Set of 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. |
MinOrderQuotientPerTick | 5 | Integer | Minimum portion of pending orders to issue each tick (e.g. 5 issues at least 1/5th of all pending orders). Excess orders remain queued for subsequent ticks. |
MinimumExcessPower | 0 | Integer | Minimum excess power the AI should try to maintain. |
StructureProductionInactiveDelay | 125 | Integer | Additional delay (in ticks) between structure production checks when there is no active production. StructureProductionRandomBonusDelay is added to this. |
StructureProductionActiveDelay | 0 | Integer | Additional delay (in ticks) added between structure production checks when actively building things. Note: The total delay is gamespeed OrderLatency x 4 + this + StructureProductionRandomBonusDelay. |
StructureProductionRandomBonusDelay | 10 | Integer | A random delay (in ticks) of up to this is added to active/inactive production delays. |
StructureProductionResumeDelay | 1500 | Integer | Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed. |
MaximumFailedPlacementAttempts | 3 | Integer | After how many failed attempts to place a structure should AI give up and wait for StructureProductionResumeDelay before retrying. |
MaxResourceCellsToCheck | 3 | Integer | How many randomly chosen cells with resources to check when deciding refinery placement. |
CheckForNewBasesDelay | 1500 | Integer | Delay (in ticks) until rechecking for new BaseProviders. |
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. |
MinBaseRadius | 2 | Integer | Minimum distance in cells from center of the base when checking for building placement. |
MaxBaseRadius | 20 | Integer | Radius in cells around the center of the base to expand. |
RestrictMCVDeploymentFallbackToBase | True | Boolean | Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied? |
CheckForWaterRadius | 8 | Integer | Radius in cells around each building with ProvideBuildableArea to check for a 3x3 area of water where naval structures can be built. Should match maximum adjacency of naval structures. |
WaterTerrainTypes | Water | Set of String | Terrain types which are considered water for base building purposes. |
HarvesterEnemyAvoidanceRadius | 8c0 | 1D World Distance | Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range. |
UnitQueues | Vehicle, Infantry, Plane, Ship, Aircraft | Set of 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. | |
UnitLimits | Dictionary | What units should the AI have a maximum limit to train. | |
BuildingFractions | Dictionary | What buildings to the AI should build. What % of the total base must be this type of building. | |
UnitsCommonNames | (required) | UnitCategories | Tells the AI what unit types fall under the same common name. Supported entries are Mcv and ExcludeFromSquads. |
BuildingCommonNames | (required) | BuildingCategories | Tells the AI what building types fall under the same common name. Possible keys are ConstructionYard, Power, Refinery, Silo , Barracks, Production, VehiclesFactory, NavalProduction. |
BuildingLimits | Dictionary | What buildings should the AI have a maximum limit to build. | |
PowerDecisions | (Collection) | List`1 | Tells the AI how to use its support powers. |
CapturingActorTypes | Set of String | Actor types that can capture other actors (via `Captures` or `ExternalCaptures`). Leave this empty to disable capturing. | |
CapturableActorTypes | Set of String | Actor types that can be targeted for capturing. Leave this empty to include all actors. | |
MinimumCaptureDelay | 375 | Integer | Minimum delay (in ticks) between trying to capture with CapturingActorTypes. |
MaximumCaptureTargetOptions | 10 | Integer | Maximum number of options to consider for capturing. If a value less than 1 is given 1 will be used instead. |
CheckCaptureTargetsForVisibility | True | Boolean | Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets? |
CapturableStances | Enemy, Neutral | Stance | Player stances that capturers should attempt to target. |
Enables commands triggered by typing them into the chatbox. Attach this to the world actor.
Enables developer cheats via the chatbox. Attach this to the world actor.
Shows a list of available commands in the chatbox. Attach this to the world actor.
Allows the player to pause or surrender the game via the chatbox. Attach this to the world actor.
Draw a colored contrail behind this actor when they move.
Requires trait: BodyOrientation
.
Property | Default Value | Type | Description |
---|---|---|---|
Offset | 0,0,0 | 3D World Vector | Position relative to body |
ZOffset | 0 | Integer | Offset for Z sorting. |
TrailLength | 25 | Integer | Length of the trail (in ticks). |
TrailWidth | 0c64 | 1D World Distance | Width of the trail. |
Color | FFFFFF | Color | RGB color of the contrail. |
UsePlayerColor | True | Boolean | Use player remap color instead of a custom color? |
Part of the new Lua API.
Requires trait: SpawnMapActors
.
Property | Default Value | Type | Description |
---|---|---|---|
Scripts | Set of String |
Allows map scripts to attach triggers to this actor via the Triggers global.
Tag trait for SupplyTruck
actors.
Property | Default Value | Type | Description |
---|---|---|---|
CruiseAltitude | 1c256 | 1D World Distance | |
IdealSeparation | 1c682 | 1D World Distance | |
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 | Set of String | ||
RearmBuildings | Set of String | ||
InitialFacing | 0 | Integer | |
TurnSpeed | 255 | Integer | |
Speed | 1 | Integer | |
MinAirborneAltitude | 1 | Integer | Minimum altitude where this aircraft is considered airborne |
LandableTerrainTypes | Set of String | ||
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud? |
Voice | Action | String | |
AirborneCondition | String | The condition to grant to self while airborne. | |
CruisingCondition | String | The condition to grant to self while at cruise altitude. | |
CanHover | False | Boolean | Can the actor hover in place mid-air? If not, then the actor will have to remain in motion (circle around). |
LandWhenIdle | True | Boolean | Will this actor try to land after it has no more commands? |
TurnToLand | False | Boolean | Does this actor need to turn before landing? |
AbortOnResupply | True | Boolean | Does this actor cancel its previous activity after resupplying? |
LandAltitude | 0c0 | 1D World Distance | |
MaximumPitch | 28 | 1D World Angle | How fast this actor ascends or descends when using horizontal take off/landing. |
AltitudeVelocity | 0c43 | 1D World Distance | How fast this actor ascends or descends when using vertical take off/landing. |
TakeoffSound | String | Sound to play when the actor is taking off. | |
LandingSound | String | Sound to play when the actor is landing. | |
WaitDistanceFromResupplyBase | 3c0 | 1D World Distance | The distance of the resupply base that the aircraft will wait for its turn. |
NumberOfTicksToVerifyAvailableAirport | 150 | Integer | The number of ticks that a airplane will wait to make a new search for an available airport. |
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 | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires trait: Aircraft
.
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 | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Causes aircraft husks that are spawned in the air to crash to the ground.
Requires trait: Aircraft
.
Property | Default Value | Type | Description |
---|---|---|---|
Explosion | UnitExplode | String | |
Spins | True | Boolean | |
Moves | False | Boolean | |
Velocity | 0c43 | 1D World Distance |
Leave the map when idle.
Return to a player owned RearmBuildings. If none available, head back to base and circle over it.
Requires trait: Aircraft
.
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. | |
ReloadDelay | 50 | Integer | Time to reload per ReloadCount on airfield etc. |
SelfReloads | False | Boolean | Whether or not ammo is replenished on its own. |
SelfReloadDelay | 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. |
Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
Requires trait: AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
Name | primary | String | |
Weapon | (required) | String | Has to be defined in weapons.yaml as well. |
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 | 0c0 | 1D World Distance | Move the turret backwards when firing. |
RecoilRecovery | 0c9 | 1D World Distance | 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 |
TargetStances | Enemy | Stance | |
ForceTargetStances | Enemy, Neutral, Ally | Stance | |
Cursor | attack | String | |
OutsideRangeCursor | attackoutsiderange | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Used to define weapon efficiency modifiers with different percentages per Type.
Property | Default Value | Type | Description |
---|---|---|---|
Type | String | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Actor must charge up its armaments before firing.
Property | Default Value | Type | Description |
---|---|---|---|
ChargeLevel | 25 | Integer | Amount of charge required to attack. |
ChargeRate | 1 | Integer | Amount to increase the charge level each tick with a valid target. |
DischargeRate | 1 | Integer | Amount to decrease the charge level each tick without a valid target. |
ChargingCondition | String | The condition to grant to self while the charge level is greater than zero. | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Actor will follow units until in range to attack them.
Property | Default Value | Type | Description |
---|---|---|---|
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Unit got to face the target
Property | Default Value | Type | Description |
---|---|---|---|
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Cargo can fire their weapons out of fire ports.
Requires trait: Cargo
.
Property | Default Value | Type | Description |
---|---|---|---|
PortOffsets | (required) | Multiple 3D World Vector | Fire port offsets in local coordinates. |
PortYaws | (required) | Multiple 1D World Angle | Fire port yaw angles. |
PortCones | (required) | Multiple 1D World Angle | Fire port yaw cone angle. |
MuzzlePalette | effect | String | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Does a suicide attack where it moves next to the target when used in combination with Explodes
.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Action | String |
Actor has a visual turret used to attack.
Requires trait: Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Action | String |
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 | |
ReduceMoveRadiusDelay | 5 | Integer | Number of ticks to wait before decreasing the effective move radius. |
MinMoveDelay | 0 | Integer | Minimum amount of ticks the actor will sit idly before starting to wander. |
MaxMoveDelay | 0 | Integer | Maximum amount of ticks the actor will sit idly before starting to wander. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Can be carried by units with the trait Carryall
.
Property | Default Value | Type | Description |
---|---|---|---|
MinDistance | 6c0 | 1D World Distance | Required distance away from destination before requesting a pickup. Default is 6 cells. |
ReservedCondition | String | The condition to grant to self while a carryall has been reserved. | |
CarriedCondition | String | The condition to grant to self while being carried. | |
LocalOffset | 0,0,0 | 3D World Vector | Carryall attachment point relative to body. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Automatically transports harvesters with the Carryable trait between resource fields and refineries.
Requires traits: Aircraft
, BodyOrientation
.
Property | Default Value | Type | Description |
---|---|---|---|
LoadingDelay | 0 | Integer | Delay on the ground while attaching an actor to the carryall. |
UnloadingDelay | 0 | Integer | Delay on the ground while detacting an actor to the carryall. |
LocalOffset | 0,0,0 | 3D World Vector | Carryable attachment point relative to body. |
DropRange | 5c0 | 1D World Distance | Radius around the target drop location that are considered if the target tile is blocked. |
Voice | Action | String |
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. |
InitialStanceAI | AttackAnything | UnitStance | Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike. |
InitialStance | Defend | UnitStance | Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players. |
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 | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Will not get automatically targeted by enemy (like walls)
Property | Default Value | Type | Description |
---|---|---|---|
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
This actor blocks bullets and missiles with 'Blockable' property.
Property | Default Value | Type | Description |
---|---|---|---|
Height | 1c0 | 1D World Distance | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 |
UseClassicPerspectiveFudge | True | Boolean | Fudge the coordinate system angles like the early games. |
UseClassicFacingFudge | False | Boolean | Fudge the coordinate system angles like the early games. |
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 | Set of String | Production queue(s) that can produce this. | |
BuildAtProductionType | String | Override the production structure type (from the Production Produces list) that this unit should be built at. | |
BuildLimit | 0 | Integer | Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable. |
ForceFaction | String | Force a specific faction variant, overriding the faction of the producing actor. | |
Icon | icon | String | Sequence of the actor that contains the icon. |
IconPalette | chrome | String | Palette used for the production icon. |
BuildDuration | -1 | Integer | Base build time in frames (-1 indicates to use the unit's Value). |
BuildDurationModifier | 60 | Integer | Percentage modifier to apply to the build duration. |
BuildPaletteOrder | 9999 | Integer | |
Description | String | Text shown in the production tooltip. |
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 | 10c0 | 1D World Distance | |
Cooldown | 0 | Integer | |
InitialDelay | 0 | Integer |
Requires traits: Building
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | bib | String | |
Palette | terrain | String | |
HasMinibib | False | Boolean |
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 |
Allows bridges to be targeted for demolition and repair.
Property | Default Value | Type | Description |
---|---|---|---|
Types | GroundLevelBridge | Multiple String | Bridge types to act on |
NeighbourOffsets | Multiple 2D Cell Vector | Offsets to look for adjacent bridges to act on | |
RepairPropagationDelay | 20 | Integer | Delay between each segment repair step |
DemolishPropagationDelay | 5 | Integer | Delay between each segment demolish step |
RequireForceAttackForHeal | False | Boolean | Hide the repair cursor if the bridge is only damaged (not destroyed) |
Placeholder actor used for dead segments and bridge end ramps.
Property | Default Value | Type | Description |
---|---|---|---|
Type | GroundLevelBridge | String | |
DamageState | Undamaged | DamageState | |
ReplaceWithActor | String | Actor type to replace with on repair. | |
NeighbourOffsets | Multiple 2D Cell Vector |
Remove this trait to limit base-walking by cheap or defensive buildings.
Property | Default Value | Type | Description |
---|---|---|---|
TerrainTypes | Set of 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 | |
RemoveSmudgesOnBuild | True | Boolean | Clear smudges from underneath the building footprint. |
RemoveSmudgesOnSell | True | Boolean | Clear smudges from underneath the building footprint on sell. |
RemoveSmudgesOnTransform | True | Boolean | Clear smudges from underneath the building footprint on transform. |
BuildSounds | placbldg.aud, build5.aud | Multiple String | |
UndeploySounds | cashturn.aud | Multiple String |
A dictionary of buildings placed on the map. Attach this to the world actor.
Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
Property | Default Value | Type | Description |
---|---|---|---|
SpawnOffset | 0,0,0 | 3D World Vector | Offset at which that the exiting actor is spawned relative to the center of the producing actor. |
ExitCell | 0,0 | 2D Cell Vector | Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor. |
Facing | -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. |
Player receives a unit for free once the building is placed. This also works for structures. If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...
Property | Default Value | Type | Description |
---|---|---|---|
Actor | (required) | String | Name of the actor. |
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. |
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 | (required) | 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 | (required) | String | Name of the actor. |
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. |
Will open and be passable for actors that appear friendly when there are no enemies in range.
Property | Default Value | Type | Description |
---|---|---|---|
OpeningSound | String | ||
ClosingSound | String | ||
CloseDelay | 150 | Integer | Ticks until the gate closes. |
TransitionDelay | 33 | Integer | Ticks until the gate is considered open. |
BlocksProjectilesHeight | 640 | Integer | Blocks bullets scaled to open value. |
TerrainTypes | Set of 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 | |
RemoveSmudgesOnBuild | True | Boolean | Clear smudges from underneath the building footprint. |
RemoveSmudgesOnSell | True | Boolean | Clear smudges from underneath the building footprint on sell. |
RemoveSmudgesOnTransform | True | Boolean | Clear smudges from underneath the building footprint on transform. |
BuildSounds | placbldg.aud, build5.aud | Multiple String | |
UndeploySounds | cashturn.aud | Multiple String |
Bridge actor that can't be passed underneath.
Requires traits: Building
, Health
.
Property | Default Value | Type | Description |
---|---|---|---|
TerrainType | Bridge | String | |
Type | GroundLevelBridge | String | |
NeighbourOffsets | Multiple 2D Cell Vector | ||
DemolishWeapon | Demolish | String | The name of the weapon to use when demolishing the bridge |
Allows bridges to be targeted for demolition and repair.
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 | Set of String | LineBuildNode 'Types' to attach to. |
LineBuild actors attach to LineBuildNodes.
Property | Default Value | Type | Description |
---|---|---|---|
Types | wall | Set of String | This actor is of LineBuild 'NodeType'... |
Connections | 1,0, 0,1, -1,0, 0,-1 | Multiple 2D Cell Vector | Cells (outside the footprint) that contain cells that can connect to this actor. |
Used together with ClassicProductionQueue.
Property | Default Value | Type | Description |
---|---|---|---|
PrimaryCondition | String | The condition to grant to self while this is the primary building. | |
SelectionNotification | PrimaryBuildingSelected | String | The speech notification to play when selecting a primary building. |
Used to waypoint units after production or repair is finished.
Property | Default Value | Type | Description |
---|---|---|---|
Image | rallypoint | String | |
FlagSequence | flag | String | |
CirclesSequence | circles | String | |
Palette | player | String | Custom indicator palette name |
IsPlayerPalette | True | Boolean | Custom palette is a player palette BaseName |
Offset | 1,3 | 2D Cell Vector |
Requires trait: WithSpriteBody
.
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? |
DiscardExcessResources | False | Boolean | Discard resources once silo capacity has been reached. |
ShowTicks | True | Boolean | |
TickLifetime | 30 | Integer | |
TickVelocity | 2 | Integer | |
TickRate | 10 | Integer |
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 internal repairing player name. |
PlayerExperience | 0 | Integer | Experience gained by a player for repairing structures of allied players. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. | |
PlayerExperience | 0 | Integer | Experience gained by the player owning this actor for repairing an allied unit. |
Reserve landing places for aircraft.
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 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 | 50 | Integer | 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 | Set of 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 | 50 | Integer | Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed. |
PlayerExperience | 0 | Integer | Experience granted to the capturing player. |
PlayerExperienceStances | Enemy | Stance | Stance that the structure's previous owner needs to have for the capturing player to receive Experience. |
SabotageCursor | capture | String | |
EnterCursor | enter | String | |
EnterBlockedCursor | enter-blocked | String | |
Voice | Action | String |
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 | Set of 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? |
EjectOnDeath | False | Boolean | When this actor dies should all of its passengers be unloaded? |
UnloadTerrainTypes | Set of String | Terrain types that this actor is allowed to eject actors onto. Leave empty for all terrain types. | |
UnloadVoice | Action | String | Voice to play when ordered to unload the passengers. |
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. |
LoadingCondition | String | The condition to grant to self while waiting for cargo to load. | |
LoadedCondition | String | The condition to grant to self while passengers are loaded. Condition can stack with multiple passengers. | |
PassengerConditions | Dictionary | Conditions to grant when specified actors are loaded inside the transport. A dictionary of [actor id]: [condition]. |
Can be carried by actors with the Carryall
trait.
Property | Default Value | Type | Description |
---|---|---|---|
ReservedCondition | String | The condition to grant to self while a carryall has been reserved. | |
CarriedCondition | String | The condition to grant to self while being carried. | |
LocalOffset | 0,0,0 | 3D World Vector | Carryall attachment point relative to body. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Transports actors with the Carryable
trait.
Requires traits: Aircraft
, BodyOrientation
.
Property | Default Value | Type | Description |
---|---|---|---|
LoadingDelay | 0 | Integer | Delay on the ground while attaching an actor to the carryall. |
UnloadingDelay | 0 | Integer | Delay on the ground while detacting an actor to the carryall. |
LocalOffset | 0,0,0 | 3D World Vector | Carryable attachment point relative to body. |
DropRange | 5c0 | 1D World Distance | Radius around the target drop location that are considered if the target tile is blocked. |
Voice | Action | String |
Lets the actor generate cash in a set periodic time.
Property | Default Value | Type | Description |
---|---|---|---|
Interval | 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 rising from the actor. |
DisplayDuration | 30 | Integer | How long to show the cash tick indicator when enabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. |
UncloakOn | Attack, Unload, Infiltrate, Demolish, Dock | UncloakType | Events leading to the actor getting uncloaked. Possible values are: Attack, Move, Unload, Infiltrate, Demolish, Dock and Damage |
CloakSound | String | ||
UncloakSound | String | ||
Palette | cloak | String | |
IsPlayerPalette | False | Boolean | |
CloakTypes | Cloak | Set of String | |
CloakedCondition | String | The condition to grant to self while cloaked. | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Displays fireports, muzzle offsets, and hit areas in developer mode.
Attach this to a unit to enable dynamic conditions by warheads, experience, crates, support powers, etc.
Disable the actor when this trait is enabled by a condition.
Property | Default Value | Type | Description |
---|---|---|---|
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Allows a condition to be granted from an external source (Lua, warheads, etc).
Requires trait: ConditionManager
.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | |
SourceCap | 0 | Integer | If > 0, restrict the number of times that this condition can be granted by a single source. |
TotalCap | 0 | Integer | If > 0, restrict the number of times that this condition can be granted by any source. |
Grants a condition while the trait is active.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | Condition to grant. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Applies a condition to the actor at specified damage states.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | Condition to grant. |
EnabledSounds | Multiple String | Play a random sound from this list when enabled. | |
DisabledSounds | Multiple String | Play a random sound from this list when disabled. | |
ValidDamageStates | Heavy, Critical | DamageState | Levels of damage at which to grant the condition. |
GrantPermanently | False | Boolean | Is the condition irrevocable once it has been activated? |
Property | Default Value | Type | Description |
---|---|---|---|
UndeployedCondition | String | The condition to grant while the actor is undeployed. | |
DeployedCondition | (required) | String | The condition to grant after deploying and revoke before undeploying. |
AllowedTerrainTypes | Set of String | The terrain types that this actor can deploy on. Leave empty to allow any. | |
CanDeployOnRamps | False | Boolean | Can this actor deploy on slopes? |
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. |
DeployAnimation | String | Animation to play for deploying/undeploying. | |
Facing | -1 | Integer | Facing that the actor must face before deploying. Set to -1 to deploy regardless of facing. |
DeploySound | String | Sound to play when deploying. | |
UndeploySound | String | Sound to play when undeploying. | |
CanUndeploy | True | Boolean | Can this actor undeploy? |
Applies a condition to the actor when it is disabled. This is a temporary shim to help migration away from the legacy IDisable code
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | Condition to grant. |
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | Condition to grant. |
ConsiderVerticalMovement | False | Boolean | Apply condition on straight vertical movement as well. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | Condition to grant. |
TerrainTypes | (required) | Multiple String | Terrain names to trigger the condition. |
Applies a condition to actors within a specified range.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | The condition to apply. Must be included in the target actor's ExternalConditions list. |
Range | 3c0 | 1D World Distance | The range to search for actors. |
MaximumVerticalOffset | 0c0 | 1D World Distance | The maximum vertical range above terrain to search for actors. Ignored if 0 (actors are selected regardless of vertical distance). |
ValidStances | Ally | Stance | What diplomatic stances are affected. |
AffectsParent | False | Boolean | Condition is applied permanently to this actor. |
EnableSound | String | ||
DisableSound | String |
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 | Set of 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. |
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 | Set of String | The list of unit target types we are allowed to duplicate. |
ValidFactions | Set of String | Which factions 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 | (required) | 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 | (required) | Multiple String | The list of units to spawn. |
ValidFactions | Set of String | Factions 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 | (required) | Multiple String | The list of units to spawn. |
ValidFactions | Set of String | Factions 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 a condition on the collector.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | The condition to apply. Must be included in the target actor's ExternalConditions list. |
Duration | 0 | Integer | Duration of the condition (in ticks). Set to 0 for a permanent condition. |
Range | 0c3 | 1D World Distance | 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 |
---|---|---|---|
IncludeAllies | False | Boolean | Should the map also be hidden 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 experience levels to the collector.
Property | Default Value | Type | Description |
---|---|---|---|
Levels | 1 | Integer | Number of experience levels to give. |
Range | 0c3 | 1D World Distance | 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 | (required) | 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. |
Property | Default Value | Type | Description |
---|---|---|---|
ValidStances | Enemy, Neutral | Stance | Stance the watching player needs to see the generated shroud. |
Range | 0c0 | 1D World Distance | |
MaxHeightDelta | -1 | Integer | If >= 0, prevent cells that are this much higher than the actor from being revealed. |
Type | Footprint | VisibilityType | Possible values are CenterPosition (measure range from the center) and Footprint (measure range from the footprint) |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
This actor is crushable.
Property | Default Value | Type | Description |
---|---|---|---|
CrushSound | String | Sound to play when being crushed. | |
CrushClasses | infantry | Set of 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. |
Special case trait for actors that need to define targetable area and screen map bounds manually.
Property | Default Value | Type | Description |
---|---|---|---|
CustomBounds | (required) | Multiple Integer |
Allow a non-standard sell/repair value to avoid buy-sell exploits.
Property | Default Value | Type | Description |
---|---|---|---|
Value | (required) | Integer |
This actor receives damage from the given weapon when on the specified terrain type.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Damage | (required) | Integer | Amount of damage received per DamageInterval ticks. |
DamageInterval | 0 | Integer | Delay between receiving damage. |
DamageTypes | Set of String | Apply the damage using these damagetypes. | |
Terrain | (required) | Multiple String | Terrain types where the actor will take damage. |
DamageThreshold | 0 | Integer | Percentage health below which the actor will not receive further damage. |
StartOnThreshold | False | Boolean | Inflict damage down to the DamageThreshold when the actor gets created on damaging terrain. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. |
Property | Default Value | Type | Description |
---|---|---|---|
DetonationDelay | 45 | Integer | Delay to demolish the target once the explosive device 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. |
EnterBehaviour | Exit | EnterBehaviour | Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose. |
Voice | Action | String | Voice string when planting explosive charges. |
Cursor | c4 | String |
Actor can reveal Cloak actors in a specified range.
Property | Default Value | Type | Description |
---|---|---|---|
CloakTypes | Cloak | Set of String | Specific cloak classifications I can reveal. |
Range | 5c0 | 1D World Distance | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
RequireTilesets | Set of String | ||
ExcludeTilesets | Set of String |
Eject a ground soldier or a paratrooper while in the air.
Property | Default Value | Type | Description |
---|---|---|---|
PilotActor | E1 | String | Name of the unit to eject. This actor type needs to have the Parachutable trait defined. |
SuccessRate | 50 | Integer | Probability that the aircraft's pilot gets ejected once the aircraft is destroyed. |
ChuteSound | chute1.aud | String | Sound to play when ejecting the pilot from the aircraft. |
EjectInAir | False | Boolean | Can a destroyed aircraft eject its pilot while it has not yet fallen to ground level? |
EjectOnGround | False | Boolean | Can a destroyed aircraft eject its pilot when it falls to ground level? |
AllowUnsuitableCell | False | Boolean | Risks stuck units when they don't have the Paratrooper trait. |
Spawn new actors when sold.
Property | Default Value | Type | Description |
---|---|---|---|
ValuePercent | 40 | Integer | |
MinHpPercent | 30 | Integer | |
ActorTypes | e1 | Multiple String | Be sure to use lowercase. Default value is "e1". |
Factions | Set of String | Spawns actors only if the selling player's faction is in this list. Leave empty to allow all factions by default. |
Can instantly repair other actors, but gets consumed afterwards.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Action | String | |
EnterBehaviour | Dispose | EnterBehaviour | Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose. |
ValidStances | Ally | Stance | What diplomatic stances allow target to be repaired by this actor. |
Eligible for instant repair.
Displays Exit
data for factories.
Requires trait: Exit
.
Property | Default Value | Type | Description |
---|---|---|---|
DrawPerimiterCellVectors | True | Boolean | Should cell vectors be drawn for each perimeter cell? |
DrawExitCellVectors | True | Boolean | Should cell vectors be drawn for each exit cell? |
DrawSpawnOffsetLines | True | Boolean | Should lines be drawn for each exit (from spawn offset to the center of the exit cell)? |
This actor explodes when killed.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | (required) | String | Default weapon to use for explosion if ammo/payload is loaded. |
EmptyWeapon | UnitExplode | String | Fallback weapon to use for explosion if empty (no ammo/payload). |
LoadedChance | 100 | Integer | Chance that the explosion will use Weapon instead of EmptyWeapon when exploding, provided the actor has ammo/payload. |
Chance | 100 | Integer | Chance that this actor will explode at all. |
DamageThreshold | 0 | Integer | Health level at which actor will explode. |
DeathTypes | Set of String | DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion. | |
Type | CenterPosition | ExplosionType | Possible values are CenterPosition (explosion at the actors' center) and Footprint (explosion on each occupied cell). |
This actor triggers an explosion on itself when transitioning to a specific damage state.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Weapon | (required) | String | Weapon to use for explosion. |
DamageState | Heavy | DamageState | At which damage state explosion will trigger. |
TriggerOnlyOnce | False | Boolean | Should the explosion only be triggered once? |
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. |
PreventsAutoTarget | True | Boolean | Whether to prevent autotargeting this actor while it is being captured by an ally. |
Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait.
Requires trait: ExternalCapturable
.
This actor can capture other actors which have the ExternalCapturable: trait.
Property | Default Value | Type | Description |
---|---|---|---|
CaptureTypes | building | Set of 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. |
PlayerExperience | 0 | Integer | Experience granted to the capturing player. |
PlayerExperienceStances | Enemy | Stance | Stance that the structure's previous owner needs to have for the capturing player to receive Experience. |
Voice | Action | String | |
CaptureCursor | ability | String | |
CaptureBlockedCursor | move-blocked | String |
This actor's experience increases when it has killed a GivesExperience actor.
Requires trait: Valued
.
Property | Default Value | Type | Description |
---|---|---|---|
Conditions | (required) | Dictionary | Condition to grant at each level. Key is the XP requirements for each level as a percentage of our own value. Value is the condition to grant. |
LevelUpPalette | effect | String | Palette for the level up sprite. |
SuppressLevelupAnimation | True | Boolean | Should the level-up animation be suppressed when actor is created? |
When killed, this actor causes the attacking player to receive money.
Property | Default Value | Type | Description |
---|---|---|---|
Percentage | 10 | Integer | Percentage of the killed actor's Cost or CustomSellValue to be given. |
LevelMod | 125 | Integer | Scale bounty based on the veterancy of the killed unit. The value is given in percent. |
ValidStances | Enemy, Neutral | Stance | Stance the attacking player needs to receive the bounty. |
ShowBounty | True | Boolean | Whether to show a floating text announcing the won bounty. |
DeathTypes | Set of String | DeathTypes for which a bounty should be granted. Use an empty list (the default) to allow all DeathTypes. |
Lets the actor grant cash when captured.
Property | Default Value | Type | Description |
---|---|---|---|
ShowTicks | True | Boolean | Whether to show the cash tick indicators rising from the actor. |
DisplayDuration | 30 | Integer | How long to show the Amount tick indicator when enabled. |
Amount | 0 | Integer | Amount of money awarded for capturing the actor. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. |
ValidStances | Enemy, Neutral | Stance | Stance the attacking player needs to receive the experience. |
ActorExperienceModifier | 10000 | Integer | Percentage of the `Experience` value that is being granted to the killing actor. |
PlayerExperienceModifier | 0 | Integer | Percentage of the `Experience` value that is being granted to the player owning the killing actor. |
Grants a condition to the actor this is attached to when prerequisites are available.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | The condition to grant. |
Prerequisites | (required) | Multiple String | List of required prerequisites. |
The player can give this unit the order to follow and protect friendly units with the Guardable trait.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Action | String |
This unit can be guarded (followed and protected) by a Guard unit.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 2c0 | 1D World Distance | Maximum range that guarding actors will maintain. |
Requires trait: Mobile
.
Property | Default Value | Type | Description |
---|---|---|---|
DeliveryBuildings | Set of String | ||
SearchForDeliveryBuildingDelay | 125 | Integer | How long (in ticks) to wait until (re-)checking for a nearby available DeliveryBuilding if not yet linked to one. |
UnblockCell | 0,4 | 2D Cell Vector | Cell to move to when automatically unblocking DeliveryBuilding. |
Capacity | 28 | Integer | How much resources it can carry. |
BaleLoadDelay | 4 | Integer | |
BaleUnloadDelay | 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 | Set of String | Which resources it can harvest. | |
FullyLoadedSpeed | 85 | Integer | Percentage of maximum speed when fully loaded. |
SearchOnCreation | True | Boolean | Automatically scan for resources when created. |
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. |
MaxIdleDuration | 25 | Integer | Maximum duration of being idle before queueing a Wait activity. |
WaitDuration | 25 | Integer | Duration to wait before becoming idle again. |
MaxUnloadQueue | 3 | Integer | Find a new refinery to unload at if more than this many harvesters are already waiting. |
UnloadQueueCostModifier | 12 | Integer | The pathfinding cost penalty applied for each harvester waiting to unload at a refinery. |
HarvestVoice | Action | String | |
DeliverVoice | Action | String |
Property | Default Value | Type | Description |
---|---|---|---|
HP | 0 | Integer | HitPoints |
NotifyAppliedDamage | True | Boolean | Trigger interfaces such as AnnounceOnKill? |
Shape | IHitShape |
This actor can be targeted by the Hunt activity.
Spawns remains of a husk actor with the correct facing.
Property | Default Value | Type | Description |
---|---|---|---|
AllowedTerrain | Set of String |
This actor does not care about any type of cloak its targets might have, regardless of distance.
Allows automatic targeting of disguised actors.
Property | Default Value | Type | Description |
---|---|---|---|
OccupiesSpace | True | Boolean |
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 percentage of the normal speed. |
AttackPanicChance | 20 | Integer | Chance (out of 100) the unit has to enter panic mode when attacked. |
PanicSequencePrefix | panic- | String |
Make the unit go prone when under attack, in an attempt to reduce damage.
Requires trait: BodyOrientation
.
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 | (required) | Set of String | Damage types that trigger prone state. Defined on the warheads. |
DamageModifiers | Dictionary | Damage modifiers for each damage type (defined on the warheads) while the unit is prone. | |
ProneOffset | 500,0,0 | 3D World Vector | |
ProneSequencePrefix | prone- | String | |
Turret | primary | String | |
TurnSpeed | 255 | Integer | Speed at which the turret turns. |
InitialFacing | 0 | 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 |
Property | Default Value | Type | Description |
---|---|---|---|
TerrainModifier | (required) | Dictionary | Damage percentage for specific terrain types. 120 = 120%, 80 = 80%, etc. |
ModifyHealing | False | Boolean | Modify healing damage? For example: A friendly medic. |
This actor deflects missiles.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 0c0 | 1D World Distance | Range of the deflection. |
DeflectionStances | Enemy, Neutral, Ally | Stance | What diplomatic stances are affected. |
Chance | 100 | Integer | Chance of deflecting missiles. |
Property | Default Value | Type | Description |
---|---|---|---|
RemoveInstead | False | Boolean | Remove the actor from the world (and destroy it) instead of killing it. |
Delay | 0 | Multiple Integer | The amount of time (in ticks) before the actor dies. Two values indicate a range between which a random value is chosen. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Unit is able to move.
Property | Default Value | Type | Description |
---|---|---|---|
TerrainSpeeds | (required) | Dictionary | Set Water: 0 for ground units and lower the value on rough terrain. |
Crushes | Set of String | e.g. crate, wall, infantry | |
WaitAverage | 5 | Integer | |
WaitSpread | 2 | Integer | |
InitialFacing | 0 | Integer | |
TurnSpeed | 255 | Integer | Speed at which the actor turns. |
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 | |
Voice | Action | String | |
TunnelCondition | String | The condition to grant to self while inside a tunnel. | |
Subterranean | False | Boolean | Can this unit move underground? |
SubterraneanCondition | String | The condition to grant to self while underground. | |
SubterraneanTransitionCost | 0 | Integer | Pathfinding cost for submerging or reemerging. |
SubterraneanTransitionTerrainTypes | Set of String | The terrain types that this actor can transition on. Leave empty to allow any. | |
SubterraneanTransitionOnRamps | False | Boolean | Can this actor transition on slopes? |
SubterraneanTransitionDepth | -1c0 | 1D World Distance | Depth at which the subterranian condition is applied. |
SubterraneanTransitionImage | String | Dig animation image to play when transitioning. | |
SubterraneanTransitionSequence | String | Dig animation image to play when transitioning. | |
SubterraneanTransitionPalette | effect | String | |
SubterraneanTransitionSound | String | ||
Jumpjet | False | Boolean | Can this unit fly over obstacles? |
JumpjetCondition | String | The condition to grant to self while flying. | |
JumpjetTransitionCost | 0 | Integer | Pathfinding cost for taking off or landing. |
JumpjetTransitionTerrainTypes | Set of String | The terrain types that this actor can transition on. Leave empty to allow any. | |
JumpjetTransitionOnRamps | True | Boolean | Can this actor transition on slopes? |
TilesetTerrainInfo | Cached | ||
TilesetMovementClass | Cached | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
The actor is always considered visible for targeting and rendering purposes.
Use together with CanPowerDown/RequiresPower on buildings or Husk for vehicles.
This actor will remain visible (but not updated visually) under fog, once discovered.
Requires trait: Building
.
Property | Default Value | Type | Description |
---|---|---|---|
AlwaysVisibleStances | Ally | Stance | Players with these stances can always see the actor. |
The actor stays invisible under fog of war.
Property | Default Value | Type | Description |
---|---|---|---|
AlwaysVisibleStances | Ally | Stance | Players with these stances can always see the actor. |
Type | Footprint | VisibilityType | Possible values are CenterPosition (reveal when the center is visible) and Footprint (reveal when any footprint cell is visible). |
The actor stays invisible under the shroud.
Property | Default Value | Type | Description |
---|---|---|---|
AlwaysVisibleStances | Ally | Stance | Players with these stances can always see the actor. |
Type | Footprint | VisibilityType | Possible values are CenterPosition (reveal when the center is visible) and Footprint (reveal when any footprint cell is visible). |
Display a colored overlay when a timed condition is active.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | invuln | String | Palette to use when rendering the overlay |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the damage applied to this actor. Use 0 to make actor invulnerable.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the damage applied by this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the experience gathered by this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the experience given by this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the inaccuracy of weapons fired by this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the power usage/output of this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the range of weapons fired by this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the reload time of weapons fired by this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Modifies the movement speed of this actor.
Property | Default Value | Type | Description |
---|---|---|---|
Modifier | (required) | Integer | Percentage modifier to apply. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. |
Used for bursted one-colored whole screen effects. Add this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
ExcludePalettes | cursor, chrome, colorpicker, fog, shroud | Set of String | |
Length | 20 | Integer | Measured in ticks. |
Color | FFFFFF | Color | |
Type | String | Set this when using multiple independent flash effects. |
Used for day/night effects.
Property | Default Value | Type | Description |
---|---|---|---|
ExcludePalettes | cursor, chrome, colorpicker, fog, shroud, alpha | Set of String | Do not modify graphics that use any palette in this list. |
ExcludePalettePrefixes | Set of 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 |
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 sprinkle "animations".
Property | Default Value | Type | Description |
---|---|---|---|
Palettes | Set of String | Defines to which palettes this effect should be applied to. If none specified, it applies to all palettes not explicitly excluded. | |
Tilesets | Set of String | Defines for which tileset IDs this effect should be loaded. If none specified, it applies to all tileset IDs not explicitly excluded. | |
ExcludePalettes | Set of String | Defines which palettes should be excluded from this effect. | |
ExcludeTilesets | Set of String | Don't apply the effect for these tileset IDs. | |
RotationBase | 96 | Integer | Palette index of first RotationRange color. |
RotationRange | 7 | Integer | Range of colors to rotate. |
RotationStep | 0.25 | Real Number | Step towards next color index per tick. |
This unit can spawn and eject other actors while flying.
Requires trait: Cargo
.
Property | Default Value | Type | Description |
---|---|---|---|
DropRange | 4c0 | 1D World Distance | Distance around the drop-point to unload troops. |
ChuteSound | chute1.aud | String | Sound to play when dropping. |
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? |
Image | explosion | String | Image where Ground/WaterCorpseSequence is looked up. |
GroundImpactSound | String | ||
GroundCorpseSequence | corpse | String | |
GroundCorpsePalette | effect | String | |
WaterImpactSound | String | ||
WaterCorpseSequence | String | ||
WaterCorpsePalette | effect | String | |
WaterTerrainTypes | Water | Set of String | Terrain types on which to display WaterCorpseSequence. |
FallRate | 13 | Integer | |
ParachutingCondition | String | The condition to grant to self while parachuting. |
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 | 5c512 | 1D World Distance | Range from self for looking for an alternate transport (default: 5.5 cells). |
Voice | Action | String |
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 | FF0000 | 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. |
AllyNotification | String | The audio notification to play to allies when under attack. Won't play a notification to allies if this is null. |
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 constructed, the build times of all actors in the queue decreased by a percentage of the original time. |
Type | (required) | 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. | |
Factions | Set of String | Only enable this queue for certain factions. | |
Sticky | True | Boolean | Should the prerequisite remain enabled if the owner changes? |
BuildDurationModifier | 100 | Integer | This percentage value is multiplied with actor cost to translate into build time (lower means faster). |
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. |
Requires trait: MissionObjectives
.
Property | Default Value | Type | Description |
---|---|---|---|
NotificationDelay | 1500 | Integer | Delay for the end game notification in milliseconds. |
Objective | Destroy all opposition! | String | Description of the objective. |
SuppressNotifications | False | Boolean | Disable the win/loss messages and audio notifications? |
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. |
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 | FF0000 | 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 | ||
ExitDelay | 1400 | Integer | in ms |
A beacon that is constructed from a circle sprite that is animated once and a moving arrow sprite.
Property | Default Value | Type | Description |
---|---|---|---|
Duration | 750 | Integer | |
NotificationType | Sounds | String | |
Notification | Beacon | String | |
IsPlayerPalette | True | Boolean | |
Palette | player | String | |
BeaconImage | beacon | String | |
ArrowSequence | arrow | String | |
CircleSequence | circles | String |
Allows the player 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. |
NewOptionsNotificationDelay | 10 | Integer | Play NewOptionsNotification this many ticks after building placement. |
NewOptionsNotification | NewOptions | String | Notification to play after building placement if new construction options are available. |
This trait can be used to track player experience based on units killed with the GivesExperience
trait.
It can also be used as a point score system in scripted maps, for example.
Attach this to the player actor.
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 | (required) | 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. | |
Factions | Set of String | Only enable this queue for certain factions. | |
Sticky | True | Boolean | Should the prerequisite remain enabled if the owner changes? |
BuildDurationModifier | 100 | Integer | This percentage value is multiplied with actor cost to translate into build time (lower means faster). |
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. |
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. | |
Factions | Set of String | Only grant this prerequisite for certain factions. | |
ResetOnOwnerChange | False | Boolean | Should it recheck everything when it is captured? |
Property | Default Value | Type | Description |
---|---|---|---|
Id | String | Internal id for this tech level. | |
Name | String | Name shown in the lobby options. | |
Prerequisites | Multiple String | Prerequisites to grant when this tech level is active. |
Provides the player with an audible warning when their storage is nearing full.
Requires trait: PlayerResources
.
Property | Default Value | Type | Description |
---|---|---|---|
AdviceInterval | 20 | Integer | Interval, in seconds, at which to check if more storage is needed. |
Threshold | 80 | Integer | The percentage threshold above which a warning is played. |
Notification | SilosNeeded | String | The speech to play for the warning. |
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 |
---|---|---|---|
HoldDuration | 7500 | Integer | Amount of time (in game ticks) that the player has to hold all the strategic points. Defaults to 7500 ticks (5 minutes at default speed). |
ResetOnHoldLost | True | Boolean | Should the timer reset when the player loses hold of a strategic point. |
RatioRequired | 50 | Integer | Percentage of all strategic points the player has to hold to win. |
NotificationDelay | 1500 | Integer | Delay for the end game notification in milliseconds. |
Objective | Hold all the strategic positions! | String | Description of the objective |
SuppressNotifications | False | Boolean | Disable the win/loss messages and audio notifications? |
Manages build limits and pre-requisites. Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
Type | (required) | String | Plug type (matched against Conditions in Pluggable) |
Property | Default Value | Type | Description |
---|---|---|---|
Offset | 0,0 | 2D Cell Vector | Footprint cell offset where a plug can be placed. |
Conditions | (required) | Dictionary | Conditions to grant for each accepted plug type. |
Disables the actor when a power outage is triggered (see InfiltrateForPowerOutage
for more information).
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 | |
PowerupSound | String | ||
PowerdownSound | String | ||
PowerupSpeech | String | ||
PowerdownSpeech | String | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Attach this to the player actor.
Requires trait: DeveloperMode
.
Property | Default Value | Type | Description |
---|---|---|---|
AdviceInterval | 250 | Integer | |
SpeechNotification | LowPower | String |
Property | Default Value | Type | Description |
---|---|---|---|
Amount | 0 | Integer | If negative, it will drain power. If positive, it will provide power. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Needs power to operate.
Property | Default Value | Type | Description |
---|---|---|---|
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Scale power amount with the current health.
Requires traits: Health
, Power
.
Shown power info on the build palette widget.
Actors possessing this trait should define the GainsExperience trait. When the prerequisites are fulfilled, this trait grants a level-up to newly spawned actors. If additionally the actor's owning player defines the ProductionIconOverlay trait, the production queue icon renders with an overlay defined in that trait.
Requires trait: GainsExperience
.
Property | Default Value | Type | Description |
---|---|---|---|
Prerequisites | Multiple String | ||
InitialLevels | 1 | Integer | Number of levels to give to the actor on creation. |
SuppressLevelupAnimation | True | Boolean | Should the level-up animation be suppressed when actor is created? |
This unit has access to build queues.
Property | Default Value | Type | Description |
---|---|---|---|
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Produce a unit on the closest map edge cell and move into the world.
Property | Default Value | Type | Description |
---|---|---|---|
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Deliver the unit in production via paradrop.
Requires trait: Exit
.
Property | Default Value | Type | Description |
---|---|---|---|
ActorType | badr | String | Cargo aircraft used. Must have Aircraft trait. |
ChuteSound | chute1.aud | String | Sound to play when dropping the unit. |
ReadyAudio | String | Notification to play when dropping the unit. | |
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings |
Property | Default Value | Type | Description |
---|---|---|---|
ProductionTabsWidget | String | ||
ProductionPaletteWidget | String |
Actor can capture ProximityCapturable actors.
Property | Default Value | Type | Description |
---|---|---|---|
Types | (required) | Set of String |
Actor can be captured by units in a specified proximity.
Property | Default Value | Type | Description |
---|---|---|---|
Range | 5c0 | 1D World Distance | Maximum range at which a ProximityCaptor actor can initiate the capture. |
CaptorTypes | Vehicle, Tank, Infantry | Set of String | Allowed ProximityCaptor actors to capture this actor. |
MustBeClear | False | Boolean | If set, the capturing process stops immediately after another player comes into Range. |
Sticky | False | Boolean | If set, the ownership will not revert back when the captor leaves the area. |
Permanent | False | Boolean | If set, the actor can only be captured via this logic once. This option implies the `Sticky` behaviour as well. |
Derive facings from sprite body sequence.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | idle | String | Defines sequence to derive facings from. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Can be used to make a unit partly uncontrollable by the player.
Property | Default Value | Type | Description |
---|---|---|---|
Except | Set of String | Possible values include Attack, AttackMove, Guard, Move. | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Displays custom terrain types.
Property | Default Value | Type | Description |
---|---|---|---|
Font | TinyBold | String |
Property | Default Value | Type | Description |
---|---|---|---|
Delay | 60 | Integer |
This actor can be sent to a structure for repairs.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
RepairBuildings | fix | Set of String | |
Voice | Action | String |
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Buildings | spen, syrd | Set of String | |
CloseEnough | 4c0 | 1D World Distance | |
Voice | Action | String |
Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Action | String | |
EnterBehaviour | Dispose | EnterBehaviour | Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose. |
TargetCursor | goldwrench | String | Cursor to use when targeting an unrepaired bridge. |
TargetBlockedCursor | goldwrench-blocked | String | Cursor to use when repairing is denied. |
RepairNotification | String | Speech notification to play when a bridge is repaired. |
Reveal this actor to the target's owner when attacking.
Property | Default Value | Type | Description |
---|---|---|---|
ArmamentNames | primary, secondary | Multiple String | The armament types which trigger revealing. |
RevealForStancesRelativeToTarget | Ally | Stance | Stances relative to the target player this actor will be revealed to during firing. |
Duration | 25 | Integer | Duration of the reveal. |
Radius | 1c512 | 1D World Distance | Radius of the reveal around this actor. |
RevealGeneratedShroud | True | Boolean | Can this actor be revealed through shroud generated by the GeneratesShroud trait? |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
ValidStances | Ally | Stance | Stance the watching player needs to see the shroud removed. |
RevealGeneratedShroud | True | Boolean | Can this actor reveal shroud generated by the GeneratesShroud trait? |
Range | 0c0 | 1D World Distance | |
MaxHeightDelta | -1 | Integer | If >= 0, prevent cells that are this much higher than the actor from being revealed. |
Type | Footprint | VisibilityType | Possible values are CenterPosition (measure range from the center) and Footprint (measure range from the footprint) |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Allows this actor to be 'tagged' with arbitrary strings. Tags must be unique or they will be rejected.
Lets the actor spread resources around it in a circle.
Property | Default Value | Type | Description |
---|---|---|---|
Interval | 75 | Integer | |
ResourceType | Ore | String | |
MaxRange | 100 | Integer | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Attach this to actors which should be able to regenerate their health points.
Requires trait: Health
.
Property | Default Value | Type | Description |
---|---|---|---|
Step | 5 | Integer | Absolute amount of health points added in each step. |
PercentageStep | 0 | Integer | Relative percentages of health added in each step. When both values are defined, their summary will be applied. |
Delay | 5 | Integer | |
HealIfBelow | 50 | Integer | Heal if current health is below this percentage of full health. |
DamageCooldown | 0 | Integer | |
DamageTypes | Set of String | Apply the selfhealing using these damagetypes. | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Actor can be sold
Property | Default Value | Type | Description |
---|---|---|---|
RefundPercent | 50 | Integer | |
SellSounds | Multiple String | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Intensity | 10 | Integer |
Requires trait: BodyOrientation
.
Property | Default Value | Type | Description |
---|---|---|---|
Offset | 0,0,0 | 3D World Vector | Position relative to body |
Interval | 3 | Integer | |
Sprite | smokey | String | |
Sequence | idle | String | |
Palette | effect | String | |
MinDamage | Heavy | DamageState |
Spawn another actor immediately upon death.
Property | Default Value | Type | Description |
---|---|---|---|
Actor | (required) | String | Actor to spawn on death. |
Probability | 100 | Integer | Probability the actor spawns. |
OwnerType | Victim | OwnerType | Owner of the spawned actor. Allowed keywords:'Victim', 'Killer' and 'InternalName'. |
InternalOwner | String | Map player to use when 'InternalName' is defined on 'OwnerType'. | |
DeathType | String | DeathType that triggers the actor spawn. Leave empty to spawn an actor ignoring the DeathTypes. | |
SkipMakeAnimations | True | Boolean | Skips the spawned actor's make animations if true. |
RequiresLobbyCreeps | False | Boolean | Should an actor only be spawned when the 'Creeps' setting is true? |
Adds capacity to a player's harvested resource limit.
Property | Default Value | Type | Description |
---|---|---|---|
Capacity | (required) | Integer | |
PipCount | (required) | Integer | Number of little squares used to display how filled unit is. |
PipColor | Yellow | PipType |
Donate money to actors with the AcceptSupplies
trait.
Property | Default Value | Type | Description |
---|---|---|---|
Payload | 500 | Integer | The amount of cash the owner receives. |
PlayerExperience | 0 | Integer | The amount of experience the donating player receives. |
Voice | Action | String |
Property | Default Value | Type | Description |
---|---|---|---|
UnitType | badr.bomber | String | |
SquadSize | 1 | Integer | |
SquadOffset | -1536,1536,0 | 3D World Vector | |
QuantizedFacings | 32 | Integer | |
Cordon | 5c0 | 1D World Distance | |
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 | 6c0 | 1D World Distance | 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 | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | AirstrikePowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | The condition to apply. Must be included in the target actor's ExternalConditions list. |
Duration | 0 | Integer | Duration of the condition (in ticks). Set to 0 for a permanent condition. |
Range | 1 | Integer | Cells - affects whole cells only |
OnFireSound | String | Sound to instantly play at the targeted area. | |
Sequence | active | String | Sequence to play for granting actor when activated. This requires the actor to have the WithSpriteBody trait or one of its derivatives. |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | GrantExternalConditionPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires trait: BodyOrientation
.
Property | Default Value | Type | Description |
---|---|---|---|
MissileWeapon | (required) | String | Weapon to use for the impact. Also image to use for the missile. |
MissileUp | up | String | Sprite sequence for the ascending missile. |
MissileDown | down | String | Sprite sequence for the descending missile. |
SpawnOffset | 0,0,0 | 3D World Vector | Offset from the actor the missile spawns on. |
MissilePalette | effect | String | Palette to use for the missile weapon image. |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName. |
FlightDelay | 400 | Integer | Travel time - split equally between ascent and descent. |
FlightVelocity | 0c512 | 1D World Distance | Visual ascent velocity in WDist / 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. |
CameraRange | 0c0 | 1D World Distance | Range of cells the camera should reveal around target cell. |
RevealGeneratedShroud | True | Boolean | Can the camera reveal shroud generated by the GeneratesShroud trait? |
CameraStances | Ally | Stance | Reveal cells to players with these stances only. |
CameraSpawnAdvance | 25 | Integer | Amount of time before detonation to spawn the camera. |
CameraRemoveDelay | 25 | Integer | Amount of time after detonation to remove the camera. |
FlashType | String | Corresponds to `Type` from `FlashPaletteEffect` on the world actor. | |
ActivationSequence | active | String | Sequence the launching actor should play when activating this power. |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | NukePowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 | 5c0 | 1D World Distance | 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 | 4c0 | 1D World Distance | 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 | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | ParatroopersPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Produces an actor without using the standard production queue.
Property | Default Value | Type | Description |
---|---|---|---|
Actors | (required) | Multiple String | Actors to produce. |
Type | (required) | String | Production queue type to use |
ReadyAudio | String | Notification played when production is activated. The filename of the audio is defined per faction in notifications.yaml. | |
BlockedAudio | String | Notification played when the exit is jammed. The filename of the audio is defined per faction in notifications.yaml. | |
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | ProduceActorPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Spawns an actor that stays for a limited amount of time.
Property | Default Value | Type | Description |
---|---|---|---|
Actor | (required) | 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 | ||
EffectImage | String | ||
EffectSequence | idle | String | |
EffectPalette | String | ||
ChargeTime | 0 | Integer | Measured in seconds. |
Icon | String | ||
Description | String | ||
LongDesc | String | ||
AllowMultiple | False | Boolean | |
OneShot | False | Boolean | |
Cursor | ability | String | Cursor to display for using this support power. |
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges. |
Prerequisites | Multiple String | ||
BeginChargeSound | String | ||
BeginChargeSpeechNotification | String | ||
EndChargeSound | String | ||
EndChargeSpeechNotification | String | ||
SelectTargetSound | String | ||
SelectTargetSpeechNotification | String | ||
InsufficientPowerSound | String | ||
InsufficientPowerSpeechNotification | String | ||
LaunchSound | String | ||
LaunchSpeechNotification | String | ||
IncomingSound | String | ||
IncomingSpeechNotification | String | ||
DisplayTimerStances | None | Stance | Defines to which players the timer is shown. |
IconPalette | chrome | String | Palette used for the icon. |
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers |
BeaconPaletteIsPlayerPalette | True | Boolean | |
BeaconPalette | player | String | |
BeaconImage | beacon | String | |
BeaconPoster | String | ||
BeaconPosterPalette | chrome | String | |
ClockSequence | String | ||
ArrowSequence | String | ||
CircleSequence | String | ||
BeaconDelay | 0 | Integer | Delay after launch, measured in ticks. |
DisplayRadarPing | False | Boolean | |
RadarPingDuration | 125 | Integer | Measured in ticks. |
OrderName | SpawnActorPowerInfoOrder | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Attach this to the player actor.
Requires traits: DeveloperMode
, TechTree
.
Actor can be targeted.
Property | Default Value | Type | Description |
---|---|---|---|
TargetTypes | Set of String | Target type. Used for filtering (in)valid targets. | |
RequiresForceFire | False | Boolean | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires traits: BodyOrientation
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Anim | (required) | String | |
Offset | 0,0,0 | 3D World Vector | Initial position relative to body |
MinThrowRange | 0c256 | 1D World Distance | Minimum distance to throw the particle |
MaxThrowRange | 0c768 | 1D World Distance | 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) |
TurnSpeed | 15 | Integer | Speed at which the particle turns. |
Throws particles when the actor is destroyed that do damage on impact.
Property | Default Value | Type | Description |
---|---|---|---|
Weapons | (required) | Multiple String | The weapons used for shrapnel. |
Pieces | 3, 10 | Multiple Integer | The amount of pieces of shrapnel to expel. Two values indicate a range. |
Range | 2c0, 5c0 | Multiple 1D World Distance | The minimum and maximum distances the shrapnel may travel. |
Shown in map editor.
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Shown in the build palette widget.
Property | Default Value | Type | Description |
---|---|---|---|
GenericName | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players. | |
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with '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 |
Name | String | ||
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
IntoActor | String | ||
ForceHealthPercentage | 0 | Integer | |
SkipMakeAnims | True | Boolean |
Actor becomes a specified actor type when this trait is triggered.
Property | Default Value | Type | Description |
---|---|---|---|
IntoActor | (required) | 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. |
Voice | Action | String |
Requires trait: BodyOrientation
.
Property | Default Value | Type | Description |
---|---|---|---|
Turret | primary | String | |
TurnSpeed | 255 | Integer | Speed at which the turret turns. |
InitialFacing | 0 | 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 |
How much the unit is worth.
Property | Default Value | Type | Description |
---|---|---|---|
Cost | (required) | Integer | Used in production, but also for bounties so remember to set it > 0 even for NPCs. |
This actor has a voice.
Property | Default Value | Type | Description |
---|---|---|---|
VoiceSet | (required) | String | Which voice set to use. |
Volume | 1 | Real Number | Multiply volume with this factor. |
Wanders around aimlessly while idle.
Property | Default Value | Type | Description |
---|---|---|---|
WanderMoveRadius | 1 | Integer | |
ReduceMoveRadiusDelay | 5 | Integer | Number of ticks to wait before decreasing the effective move radius. |
MinMoveDelay | 0 | Integer | Minimum amount of ticks the actor will sit idly before starting to wander. |
MaxMoveDelay | 0 | Integer | Maximum amount of ticks the actor will sit idly before starting to wander. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
BinSize | 10 | Integer | Size of partition bins (cells) |
Sets a custom terrain type for cells that are obscured by back-facing cliffs. This trait replicates the default CliffBackImpassability=2 behaviour from the TS/RA2 rules.ini.
Property | Default Value | Type | Description |
---|---|---|---|
TerrainType | Impassable | String |
Property | Default Value | Type | Description |
---|---|---|---|
Enabled | True | Boolean | Default value of the crates checkbox in the lobby. |
Locked | False | Boolean | Prevent the crates state from being changed in the lobby. |
Minimum | 1 | Integer | Minimum number of crates. |
Maximum | 255 | Integer | Maximum number of crates. |
SpawnInterval | 4500 | Integer | Average time (ticks) between crate spawn. |
InitialSpawnDelay | 0 | Integer | Delay (in ticks) before the first crate spawns. |
ValidGround | Clear, Rough, Road, Ore, Beach | Set of String | Which terrain types can we drop on? |
ValidWater | Water | Set of String | Which terrain types count as water? |
WaterChance | 20 | Integer | 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 | 5c0 | 1D World Distance | Spawn and remove the plane this far outside the map. |
Attach this to the world actor.
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.
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
.
Required for the map editor to work. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | terrain | String | Palette to use for rendering the placement sprite. |
Image | editor-overlay | String | Sequence image where the selection overlay types are defined. |
CopySequence | copy | String | Sequence to use for the copy overlay. |
PasteSequence | paste | String | Sequence to use for the paste overlay. |
Requires trait: DomainIndex
.
Property | Default Value | Type | Description |
---|---|---|---|
ImpassableTerrainType | Impassable | String | Terrain type used by cells outside any elevated bridge footprint. |
Placeholder to make static elevated bridges work. Define individual trait instances for each elevated bridge footprint in the map.
Requires trait: ElevatedBridgeLayer
.
Property | Default Value | Type | Description |
---|---|---|---|
Location | (required) | 2D Cell Position | Location of the bridge |
Orientation | (required) | ElevatedBridgePlaceholderOrientation | Orientation of the bridge. |
Length | (required) | Integer | Length of the bridge |
Height | (required) | Byte | Height of the bridge in map height steps. |
TerrainType | Road | String | Terrain type of the bridge. |
Property | Default Value | Type | Description |
---|---|---|---|
Font | TinyBold | String | The font used to draw cell vectors. Should match the value as-is in the Fonts section of the mod manifest (do not convert to lowercase). |
Property | Default Value | Type | Description |
---|---|---|---|
TerrainType | Jumpjet | String | Terrain type of the airborne layer. |
HeightOffset | 2c256 | 1D World Distance | Height offset relative to the smoothed terrain for movement. |
SmoothingRadius | 2 | Integer | Cell radius for smoothing adjacent cell heights. |
Property | Default Value | Type | Description |
---|---|---|---|
Bridges | bridge1, bridge2 | Multiple String |
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. |
Property | Default Value | Type | Description |
---|---|---|---|
InitialExploreRange | 5c0 | 1D World Distance |
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. |
Factions | Set of String | Only available when selecting one of these factions. 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 |
BaseActorFacing | 128 | Integer | Initial facing of BaseActor. -1 means random. |
SupportActorsFacing | -1 | Integer | Initial facing of SupportActors. -1 means random. |
Controls the build radius checkboxes in the lobby options.
Property | Default Value | Type | Description |
---|---|---|---|
AllyBuildRadiusEnabled | True | Boolean | Default value of the ally build radius checkbox in the lobby. |
AllyBuildRadiusLocked | False | Boolean | Prevent the ally build radius state from being changed in the lobby. |
Controls the 'Creeps' checkbox in the lobby options.
Property | Default Value | Type | Description |
---|---|---|---|
Enabled | True | Boolean | Default value of the creeps checkbox in the lobby. |
Locked | False | Boolean | Prevent the creeps state from being changed in the lobby. |
Controls the game speed, tech level, and short game lobby options.
Property | Default Value | Type | Description |
---|---|---|---|
ShortGameEnabled | True | Boolean | Default value of the short game checkbox in the lobby. |
ShortGameLocked | False | Boolean | Prevent the short game enabled state from being changed in the lobby. |
TechLevel | unrestricted | String | Default tech level. |
TechLevelLocked | False | Boolean | Prevent the tech level from being changed in the lobby. |
GameSpeed | default | String | Default game speed. |
GameSpeedLocked | False | Boolean | Prevent the game speed from being changed in the lobby. |
Defines the FMVs that can be played by missions.
Property | Default Value | Type | Description |
---|---|---|---|
Briefing | String | Briefing text displayed in the mission browser. | |
BackgroundVideo | String | Played by the "Background Info" button in the mission browser. | |
BriefingVideo | String | Played by the "Briefing" button in the mission browser. | |
StartVideo | String | Automatically played before starting the mission. | |
WinVideo | String | Automatically played when the player wins the mission. | |
LossVideo | String | Automatically played when the player loses the mission. |
Trait for music handling. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
StartingMusic | String | Music to play when the map starts. Plays the first song on the playlist when undefined. | |
VictoryMusic | String | Music to play when the game has been won. | |
DefeatMusic | String | Music to play when the game has been lost. | |
BackgroundMusic | String | This track is played when no other music is playing. It cannot be paused, but can be overridden by selecting a new track. | |
DisableWorldSounds | False | Boolean | Disable all world sounds (combat etc). |
Loads the palette specified in the tileset definition
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | internal palette name |
ShadowIndex | Multiple Integer | Map listed indices to shadow. Ignores previous color. | |
AllowModifiers | True | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | internal palette name |
Tileset | String | If defined, load the palette only for this tileset. | |
Filename | (required) | String | filename to load |
ShadowIndex | Multiple Integer | Map listed indices to shadow. Ignores previous color. | |
AllowModifiers | True | Boolean |
Create a palette by applying alpha transparency to another palette.
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | Internal palette name |
BasePalette | (required) | String | The name of the palette to base off. |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
Alpha | 1 | Real Number | Alpha component that is applied to the base palette. |
Premultiply | True | Boolean | Premultiply color by the alpha component. |
Create player palettes by applying alpha transparency to another player palette.
Property | Default Value | Type | Description |
---|---|---|---|
BaseName | (required) | String | The prefix for the resulting player palettes |
BasePalette | (required) | String | The name of the player palette to base off. |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
Alpha | 1 | Real Number | Alpha component that is applied to the base palette. |
Premultiply | True | Boolean | Premultiply color by the alpha component. |
Creates a single color palette without any base palette file.
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | 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 |
Calculates routes for mobile units based on the A* search algorithm. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | internal palette name |
ShadowIndex | Multiple Integer | Map listed indices to shadow. | |
AllowModifiers | True | Boolean | Apply palette rotators or not. |
Property | Default Value | Type | Description |
---|---|---|---|
FromRadius | 200 | Integer | |
ToRadius | 15 | Integer | |
ShrinkSpeed | 4 | Integer | |
RotationSpeed | 0.12 | Real Number |
Allows harvesters to coordinate their operations. Attach this to the world actor.
Attach this to the world actor. Order of the layers defines the Z sorting.
Requires traits: BuildingInfluence
, ResourceType
.
Controls the map difficulty, tech level, and short game lobby options.
Property | Default Value | Type | Description |
---|---|---|---|
ID | (required) | String | Internal id for this option. |
Label | (required) | String | Display name for this option. |
Default | (required) | String | Default option key in the `Values` list. |
Values | (required) | Dictionary | Difficulty levels supported by the map. |
Locked | False | Boolean | Prevent the option from being changed from its default value. |
Adds the hard-coded shroud palette to the game
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | Internal palette name |
Fog | False | Boolean | Palette type |
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 |
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 |
SmokeSequence | idle | String | |
SmokePalette | effect | String | |
Palette | terrain | String | |
InitialSmudges | Dictionary<2D Cell Position,MapSmudge> |
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 |
---|---|---|---|
StartingUnitsClass | none | String | |
Locked | False | Boolean | Prevent the starting units option from being changed in the lobby. |
Spawns the initial units for each player upon game start.
Property | Default Value | Type | Description |
---|---|---|---|
Notification | StartGame | String |
Property | Default Value | Type | Description |
---|---|---|---|
TerrainType | Subterranean | String | Terrain type of the underground layer. |
HeightOffset | -2c0 | 1D World Distance | Height offset relative to the smoothed terrain for movement. |
SmoothingRadius | 2 | Integer | Cell radius for smoothing adjacent cell heights. |
Renders a debug overlay showing the terrain cells. Attach this to the world actor.
Requires trait: TerrainTunnelLayer
.
Property | Default Value | Type | Description |
---|---|---|---|
Location | (required) | 2D Cell Position | Location of the tunnel |
Height | (required) | Byte | Height of the tunnel floor in map height steps. |
Dimensions | (required) | 2D Cell Vector | Size of the tunnel footprint |
Footprint | (required) | String | Tunnel footprint. _ is passable, x is blocked, and o are tunnel portals. |
TerrainType | (required) | String | Terrain type of the tunnel floor. |
Requires trait: DomainIndex
.
Property | Default Value | Type | Description |
---|---|---|---|
ImpassableTerrainType | Impassable | String | Terrain type used by cells outside any tunnel footprint. |
Used to detect exploits. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
Name | normals | String | |
Type | TiberianSun | NormalType | Can be TiberianSun or RedAlert2 |
Part of the combat overlay from DeveloperMode. Attach this to the world actor.
Property | Default Value | Type | Description |
---|---|---|---|
DisplayDuration | 25 | Integer |
Adds a particle-based overlay.
Property | Default Value | Type | Description |
---|---|---|---|
ParticleDensityFactor | 8 | Integer | Average number of particles per 100x100 px square. |
ChangingWindLevel | True | Boolean | Should the level of the wind change over time, or just stick to the first value of WindLevels? |
WindLevels | -5, -3, -2, 0, 2, 3, 5 | Multiple Integer | The levels of wind intensity (particles x-axis movement in px/tick). |
WindTick | 150, 750 | Multiple Integer | Works only if ChangingWindLevel is enabled. Min. and max. ticks needed to change the WindLevel. |
InstantWindChanges | False | Boolean | Hard or soft fading between the WindLevels. |
UseSquares | True | Boolean | Particles are drawn in squares when enabled, otherwise with lines. |
ParticleSize | 1, 3 | Multiple Integer | Size / width of the particle in px. |
ScatterDirection | -1, 1 | Multiple Integer | Scatters falling direction on the x-axis. Scatter min. and max. value in px/tick. |
Gravity | 1, 2 | Multiple Real Number | Min. and max. speed at which particles fall in px/tick. |
SwingOffset | 1, 1.5 | Multiple Real Number | The current offset value for the swing movement. SwingOffset min. and max. value in px/tick. |
SwingSpeed | 0.001, 0.025 | Multiple Real Number | The value that particles swing to the side each update. SwingSpeed min. and max. value in px/tick. |
SwingAmplitude | 1, 1.5 | Multiple Real Number | The value range that can be swung to the left or right. SwingAmplitude min. and max. value in px/tick. |
ParticleColors | ECECEC, E4E4E4, D0D0D0, BCBCBC | Multiple Color | The randomly selected rgb(a) hex colors for the particles. Use this order: rrggbb[aa], rrggbb[aa], ... |
LineTailAlphaValue | 200 | Byte | Works only with line enabled and can be used to fade out the tail of the line like a contrail. |
Property | Default Value | Type | Description |
---|---|---|---|
UseLocation | False | Boolean |
This actor enables the radar minimap.
Property | Default Value | Type | Description |
---|---|---|---|
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Terrain | (required) | String |
Automatically calculates the targetable area and screen map boundaries from the sprite size.
Requires trait: RenderSprites
.
Changes the visual Z position periodically.
Property | Default Value | Type | Description |
---|---|---|---|
OffsetModifier | -43 | Integer | Amount of Z axis changes in world units. |
MinHoveringAltitude | 0 | Integer | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Renders a sprite effect when leaving a cell.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | ||
Sequences | idle | Multiple String | |
Palette | effect | String | |
TerrainTypes | Set of String | Only do so when the terrain types match with the previous cell. | |
Type | Cell | TrailType | Accepts values: Cell to draw the trail sprite in the center of the current cell, CenterPosition to draw the trail sprite at the current position. |
VisibleThroughFog | False | Boolean | Should the trail be visible through fog. |
TrailWhileStationary | False | Boolean | Display a trail while stationary. |
StationaryInterval | 0 | Integer | Delay between trail updates when stationary. |
TrailWhileMoving | True | Boolean | Display a trail while moving. |
MovingInterval | 0 | Integer | Delay between trail updates when moving. |
StartDelay | 0 | Integer | Delay before first trail. Use negative values for falling back to the *Interval values. |
Offsets | 0,0,0 | Multiple 3D World Vector | Trail spawn positions relative to actor position. (forward, right, up) triples |
SpawnAtLastPosition | True | Boolean | Should the trail spawn relative to last position or current position? |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Visualizes the remaining build time of actor produced here.
Requires trait: Production
.
Property | Default Value | Type | Description |
---|---|---|---|
ProductionType | String | Production queue type, for actors with multiple queues. | |
Color | 87CEEB | Color |
Displays the actor's type and ID above the actor.
Property | Default Value | Type | Description |
---|---|---|---|
Font | TinyBold | String |
Requires trait: DetectCloaked
.
Property | Default Value | Type | Description |
---|---|---|---|
UpdateLineTick | 1023 | 1D World Angle | WAngle the Radar update line advances per tick. |
TrailCount | 0 | Integer | Number of trailing Radar update lines. |
Color | 32CD3280 | Color | Color of the circle and scanner update line. |
ContrastColor | 00000060 | Color | Contrast color of the circle and scanner update line. |
Displays the player name above the unit
Property | Default Value | Type | Description |
---|---|---|---|
MaxLength | 10 | Integer | |
Font | TinyBold | String |
Draw a circle indicating my weapon's range.
Requires trait: AttackBase
.
Property | Default Value | Type | Description |
---|---|---|---|
RangeCircleType | String | ||
FallbackRange | 0c0 | 1D World Distance | Range to draw if no armaments are available |
Render trait fundament that won't work without additional With* render traits.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
FactionImages | Dictionary | A dictionary of faction-specific image overrides. | |
Palette | String | Custom palette name | |
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName |
Scale | 1 | Real Number | Change the sprite image size. |
Invisible during games.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | The sequence name that defines the actor sprites. Defaults to the actor name. | |
FactionImages | Dictionary | A dictionary of faction-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: BodyOrientation
.
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 |
---|---|---|---|
Palette | chrome | String | |
VisualBounds | Multiple Integer | Visual bounds for selection box. If null, it uses AutoSelectionSize. The first two values define the bounds' size, the optional third and fourth values specify the position relative to the actors' center. Defaults to selectable bounds. | |
RenderSelectionBars | True | Boolean | Health bar, production progress bar etc. |
RenderSelectionBox | True | Boolean | |
SelectionBoxColor | FFFFFF | Color | |
Image | pips | String |
Display the time remaining until the super weapon attached to the actor is ready.
Property | Default Value | Type | Description |
---|---|---|---|
DisplayStances | Ally | Stance | Defines to which players the bar is to be shown. |
Color | FF00FF | Color |
Visualizes the remaining time for a condition.
Requires trait: ConditionManager
.
Property | Default Value | Type | Description |
---|---|---|---|
Condition | (required) | String | Condition that this bar corresponds to |
Color | FF0000 | Color |
Attach this to the player actor. When attached, enables all actors possessing the LevelupWhenCreated trait to have their production queue icons render with an overlay defined in this trait. The icon change occurs when LevelupWhenCreated.Prerequisites are met.
Requires trait: TechTree
.
Property | Default Value | Type | Description |
---|---|---|---|
Image | (required) | String | Image used for the overlay. |
Sequence | String | Sequence used for the overlay (cannot be animated). | |
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits. |
ReferencePoint | Top, Left | ReferencePoints | Point on the production icon's used as reference for offsetting the overlay. Possible values are combinations of Center, Top, Bottom, Left, Right. |
Requires traits: Armament
, AttackBase
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Armament | primary | String | Armament name |
AttackSequence | String | Displayed while attacking. | |
AimSequence | String | Displayed while targeting. | |
ReloadPrefix | String | Shown while reloading. | |
Delay | 0 | Integer | Delay in ticks before animation starts, either relative to attack preparation or attack. |
DelayRelativeTo | Preparation | AttackDelayType | Should the animation be delayed relative to preparation or actual attack? |
Rendered together with an attack.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | (required) | String | Sequence name to use |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Delay | 0 | Integer | Delay in ticks before overlay starts, either relative to attack preparation or attack. |
DelayRelativeTo | Preparation | AttackDelayType | Should the overlay be delayed relative to preparation or actual attack? |
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Type | GroundLevelBridge | String | |
AOffset | 0,0 | 2D Cell Vector | Offset to search for the 'A' neighbour |
BOffset | 0,0 | 2D Cell Vector | Position to search for the 'B' neighbour |
Sequences | idle | Multiple String | Sequences to use when both neighbours are alive. |
ADestroyedSequences | adestroyed | Multiple String | |
BDestroyedSequences | bdestroyed | Multiple String | |
ABDestroyedSequences | abdestroyed | Multiple String | |
StartSequence | String | Animation to play when the actor is created. | |
Sequence | idle | String | Animation to play when the actor is idle. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Changes the animation when the actor constructed a building.
Requires trait: WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | build | String | Sequence name to use |
Rendered when the actor constructed a building.
Requires traits: BodyOrientation
, 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 |
Render trait that varies the animation frame based on the AttackCharges trait's charge level.
Requires traits: AttackCharges
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence to use for the charge levels. |
Render overlay that varies the animation frame based on the AttackCharges trait's charge level.
Requires traits: RenderSprites
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence to use for the charge levels. |
Palette | String | Custom palette name | |
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName |
Renders crates with both water and land variants.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
XmasImages | Multiple String | Easteregg sequences to use in December. | |
WaterTerrainTypes | Water | Set of String | Terrain types on which to display WaterSequence. |
IdleSequence | idle | String | |
WaterSequence | String | ||
LandSequence | String |
Renders an overlay when the actor is taking heavy damage.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Image | smoke_m | String | |
IdleSequence | idle | String | |
LoopSequence | loop | String | |
EndSequence | end | String | |
DamageTypes | Set of String | Damage types that this should be used for (defined on the warheads). Leave empty to disable all filtering. | |
MinimumDamageState | Heavy | DamageState | Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead. |
MaximumDamageState | Dead | DamageState |
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
RampActors | Multiple String | ||
AOffset | 0,0 | 2D Cell Vector | Offset to search for the 'A' neighbour |
BOffset | 0,0 | 2D Cell Vector | Position to search for the 'B' neighbour |
ARampSequences | aramp | Multiple String | |
BRampSequences | bramp | Multiple String | |
ABRampSequences | abramp | Multiple String | |
EditorSequence | editor | String | Placeholder sequence to use in the map editor. |
EditorPalette | terrainalpha | String | Palette to use for the editor placeholder. |
StartSequence | String | Animation to play when the actor is created. | |
Sequence | idle | String | Animation to play when the actor is idle. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
This actor has a death animation.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
DeathSequence | die | String | Sequence prefix to play when this actor is killed by a warhead. |
DeathSequencePalette | player | String | The palette used for `DeathSequence`. |
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 | String | Sequence to play when this actor is crushed. | |
CrushedSequencePalette | effect | String | The palette used for `CrushedSequence`. |
CrushedPaletteIsPlayerPalette | False | Boolean | Custom crushed animation palette is a player palette BaseName |
DeathTypes | Dictionary | Death animations to use for each damage type (defined on the warheads). Is only used if UseDeathTypeSuffix is `True`. | |
FallbackSequence | String | Sequence to use when the actor is killed by some non-standard means (e.g. suicide). | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Displays a custom UI overlay relative to the selection box.
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. |
ReferencePoint | Top, Left | ReferencePoints | Point in the actor's selection box used as reference for offsetting the decoration image. Possible values are combinations of Center, Top, Bottom, Left, Right. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
ValidStances | Ally | Stance | Player stances who can view the decoration. |
RequiresSelection | False | Boolean | Should this be visible only when selected? |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Rendered when a harvester is docked.
Requires traits: BodyOrientation
, 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 traits: Harvester
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
DockSequence | dock | String | Displayed when docking to refinery. |
DockLoopSequence | dock-loop | String | Looped while unloading at refinery. |
Requires traits: BodyOrientation
, 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. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires traits: Gate
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
WallConnections | Multiple 2D Cell Vector | Cells (outside the gate footprint) that contain wall cells that can connect to the gate | |
Type | wall | String | Wall type for connections |
OpenSequence | String | Override sequence to use when fully open. | |
StartSequence | String | Animation to play when the actor is created. | |
Sequence | idle | String | Animation to play when the actor is idle. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires traits: Harvester
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
PrefixByFullness | Multiple String | Prefix added to idle and harvest sequences depending on fullness of harvester. | |
HarvestSequence | harvest | String | Displayed while harvesting. |
Displays an overlay whenever resources are harvested by the actor.
Requires traits: BodyOrientation
, 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 |
Periodically plays an idle animation, replacing the default body animation.
Requires trait: WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequences | active | Multiple String | Sequence names to use. |
Interval | 750 | Integer | |
PauseOnLowPower | False | Boolean | Pause when the actor is disabled. Deprecated. Use conditions instead. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Renders a decorative animation on units and buildings.
Requires traits: BodyOrientation
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
StartSequence | String | Animation to play when the actor is created. | |
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 | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
MinIdleDelay | 30 | Integer | |
MaxIdleDelay | 110 | Integer | |
MoveSequence | run | String | |
DefaultAttackSequence | String | ||
AttackSequences | Dictionary | Attack sequence to use for each armament. | |
IdleSequences | Multiple String | ||
StandSequences | stand | Multiple String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Replaces the sprite during construction.
Requires trait: WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | make | String | Sequence name to use |
Requires trait: WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
MoveSequence | move | String | Displayed while moving. |
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 |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Renders a parachute on units.
Requires traits: BodyOrientation
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Image | String | The image that contains the parachute sequences. | |
OpeningSequence | String | Parachute opening sequence. | |
Sequence | String | Parachute idle sequence. | |
ClosingSequence | String | Parachute closing sequence. Defaults to opening sequence played backwards. | |
Palette | player | String | Palette used to render the parachute. |
IsPlayerPalette | True | Boolean | |
Offset | 0,0,384 | 3D World Vector | Parachute position relative to the paradropped unit. |
ShadowImage | String | The image that contains the shadow sequence for the paradropped unit. | |
ShadowSequence | String | Paradropped unit's shadow sequence. | |
ShadowPalette | shadow | String | Palette used to render the paradropped unit's shadow. |
ShadowOffset | 0,128,0 | 3D World Vector | Shadow position relative to the paradropped unit's intended landing position. |
ShadowZOffset | 0 | Integer | Z-offset to apply on the shadow sequence. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Play an animation when a unit exits or blocks the exit after production finished.
Requires traits: BodyOrientation
, Building
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | build-door | String |
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 traits: BodyOrientation
, Production
, 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 |
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 | FFFFFF80 | Color | Color of the circle |
UsePlayerColor | False | Boolean | If set, the color of the owning player will be used instead of `Color`. |
ValidStances | Ally | Stance | Stances of players which will be able to see the circle. Valid values are combinations of `None`, `Ally`, `Enemy` and `Neutral`. |
Visible | WhenSelected | RangeCircleVisibility | When to show the range circle. Valid values are `Always`, and `WhenSelected` |
Range | 0c0 | 1D World Distance | Range of the circle |
Replaces the building animation when it rearms a unit.
Requires trait: WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | active | String | Sequence name to use |
PauseOnLowPower | False | Boolean |
Replaces the building animation when it repairs a unit.
Requires trait: WithSpriteBody
.
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 traits: BodyOrientation
, 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 traits: RenderSprites
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | resources | String | Sequence name to use |
Clones the actor sprite with another palette below it.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | shadow | String | |
Offset | 0,0,0 | 3D World Vector | Shadow position offset relative to actor position (ground level). |
ZOffset | -5 | Integer | Shadow Z offset relative to actor sprite. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Render trait for buildings that change the sprite according to the remaining resource storage capacity across all depots.
Requires traits: RenderSprites
, WithSpriteBody
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | stages | String | Sequence to use for resources-dependent 'stages'. |
Stages | 10 | Integer | Internal resource stages. Does not have to match number of sequence frames. |
Renders barrels for units with the Turreted trait.
Requires traits: Armament
, BodyOrientation
, RenderSprites
, Turreted
.
Property | Default Value | Type | Description |
---|---|---|---|
Sequence | barrel | String | Sequence name to use. |
Armament | primary | String | Armament to use for recoil. |
LocalOffset | 0,0,0 | 3D World Vector | Visual offset. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Renders Ctrl groups using pixel art.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | chrome | String | |
Image | pips | String | |
GroupSequence | groups | String | Sprite sequence used to render the control group 0-9 numbers. |
ReferencePoint | Top, Left | ReferencePoints | Point in the actor's selection box used as reference for offsetting the decoration image. Possible values are combinations of Center, Top, Bottom, Left, Right. |
Renders turrets for units with the Turreted trait.
Requires traits: Armament
, BodyOrientation
, 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 |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Renders Ctrl groups using typeface.
Property | Default Value | Type | Description |
---|---|---|---|
Font | TinyBold | String | |
Color | FFFFFF | Color | Display in this color when not using the player color. |
UsePlayerColor | False | Boolean | Use the player color of the current owner. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
ReferencePoint | Bottom, Left | ReferencePoints | Point in the actor's selection box used as reference for offsetting the decoration image. Possible values are combinations of Center, Top, Bottom, Left, Right. |
ScreenOffset | 2,-2 | 2D Integer | Manual offset in screen pixel. |
Displays a text overlay relative to the selection box.
Property | Default Value | Type | Description |
---|---|---|---|
Text | (required) | String | |
Font | TinyBold | String | |
Color | FFFFFF | Color | Display in this color when not using the player color. |
UsePlayerColor | False | Boolean | Use the player color of the current owner. |
ReferencePoint | Top, Left | ReferencePoints | Point in the actor's selection box used as reference for offsetting the decoration image. Possible values are combinations of Center, Top, Bottom, Left, Right. |
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration. |
ValidStances | Ally | Stance | Player stances who can view the decoration. |
RequiresSelection | False | Boolean | Should this be visible only when selected? |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
This actor has turret art with facings baked into the sprite.
Requires traits: BodyOrientation
, RenderSprites
, Turreted
.
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. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 | |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 |
ShowShadow | True | Boolean | Defines if the Voxel should have a shadow. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Render trait for actors that change sprites if neighbors with the same trait are present.
Requires traits: Building
, RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
Type | wall | String | |
StartSequence | String | Animation to play when the actor is created. | |
Sequence | idle | String | Animation to play when the actor is idle. |
PauseAnimationWhenDisabled | False | Boolean | Pause animation when actor is disabled. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Notification | UnitLost | String | |
NotifyAll | 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 | (required) | String | |
Delay | 0 | Multiple Integer | Initial delay (in ticks) before playing the sound for the first time. Two values indicate a random delay range. |
Interval | 0 | Multiple Integer | Interval between playing the sound (in ticks). Two values indicate a random delay range. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Play the Build voice of this actor when trained.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Build | String | Voice to use when built/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. |
Voice | Kill | String | Voice to use when killing something. |
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 |
Played when preparing for an attack or attacking.
Property | Default Value | Type | Description |
---|---|---|---|
Sounds | Multiple String | Play a randomly selected sound from this list when preparing for an attack or attacking. | |
Delay | 0 | Integer | Delay in ticks before sound starts, either relative to attack preparation or attack. |
DelayRelativeTo | Preparation | AttackDelayType | Should the sound be delayed relative to preparation or actual attack? |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Property | Default Value | Type | Description |
---|---|---|---|
Notification | BuildingCaptured | String | The speech notification to play to the new owner. |
NewOwnerVoice | True | Boolean | Specifies if Notification is played with the voice of the new owners faction. |
LoseNotification | String | The speech notification to play to the old owner. | |
LoseNewOwnerVoice | False | Boolean | Specifies if LoseNotification is played with the voice of the new owners faction. |
Sounds to play when killed.
Property | Default Value | Type | Description |
---|---|---|---|
Voice | Die | String | Death notification voice. |
VolumeMultiplier | 1 | Real Number | Multiply volume with this factor. |
DeathTypes | Set of String | Damage types that this should be used for (defined on the warheads). If empty, this will be used as the default sound for all death types. | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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. |
Sandworms use this attack model.
Property | Default Value | Type | Description |
---|---|---|---|
ReturnDelay | 60 | Integer | The number of ticks it takes to return underground. |
AttackDelay | 30 | Integer | The number of ticks it takes to get in place under the target to attack. |
AttackingCondition | String | The condition to grant to self while attacking. | |
WormAttackSound | WORM.WAV | String | |
WormAttackNotification | WormAttack | String | |
FacingTolerance | 1 | Integer | |
Armaments | primary, secondary | Multiple String | Armament names |
Cursor | String | ||
OutsideRangeCursor | 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. |
Voice | Action | String | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 | 3c0 | 1D World Distance | Range between falloff steps. |
Range | Multiple 1D World Distance | Ranges at which each Falloff step is defined. Overrides Spread. | |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
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 | (required) | Set of 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 |
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.
Requires traits: AttackBase
, Mobile
.
Property | Default Value | Type | Description |
---|---|---|---|
TargetRescanInterval | 125 | Integer | Time between rescanning for targets (in ticks). |
MaxSearchRadius | 20c0 | 1D World Distance | The radius in which the worm "searches" for targets. |
IgnoreNoiseAttackRange | 3c0 | 1D World Distance | The range at which the worm launches an attack regardless of noise levels. |
ChanceToDisappear | 100 | Integer | The chance this actor has of disappearing after it attacks (in %). |
WanderMoveRadius | 1 | Integer | |
ReduceMoveRadiusDelay | 5 | Integer | Number of ticks to wait before decreasing the effective move radius. |
MinMoveDelay | 0 | Integer | Minimum amount of ticks the actor will sit idly before starting to wander. |
MaxMoveDelay | 0 | Integer | Maximum amount of ticks the actor will sit idly before starting to wander. |
RequiresCondition | ConditionExpression | Boolean expression defining the condition to enable this trait. |
Seeds resources by explosive eruptions after accumulation times.
Requires trait: RenderSprites
.
Property | Default Value | Type | Description |
---|---|---|---|
GrowthSequences | grow1, grow2, grow3 | Multiple String | |
SpurtSequence | spurt | String | |
Lifetime | 1000, 3000 | Multiple Integer | The range of time (in ticks) that the spicebloom will take to grow until it blows up. |
ResourceType | Spice | String | |
GrowthTerrainTypes | Set of String | Spice blooms only grow on these terrain types. | |
Weapon | String | The weapon to use for spice creation. | |
Pieces | 2, 12 | Multiple Integer | The amount of spice to expel. |
Range | 5 | Integer | The maximum distance in cells that spice may be expelled. |
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 | FFA500 | Color |
Attach this to the world actor. Required for LaysTerrain to work.
Property | Default Value | Type | Description |
---|---|---|---|
Palette | terrain | String | Palette to render the layer sprites in. |
Used to render spice with round borders.
Requires trait: ResourceType
.
Used to render spice with round borders.
Requires traits: BuildingInfluence
, ResourceType
.
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | Internal palette name |
Filename | (required) | String | Filename to load |
Offset | 0 | Int64 | Palette byte offset |
AllowModifiers | True | Boolean | |
InvertColor | False | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
Name | (required) | String | Internal palette name |
Filename | (required) | 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 | (required) | String | Internal palette name |
BasePalette | (required) | 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. |
Controls the spawning of sandworms. Attach this to the world actor.
Requires trait: MapCreeps
.
Property | Default Value | Type | Description |
---|---|---|---|
Minimum | 0 | Integer | Minimum number of worms |
Maximum | 4 | Integer | Maximum number of worms |
SpawnInterval | 6000 | Integer | Time (in ticks) between worm spawn. |
WormSignature | sandworm | String | Name of the actor that will be spawned. |
WormSignNotification | WormSign | String | |
WormOwnerPlayer | Creeps | String |
An actor with this trait indicates a valid spawn point for sandworms.
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 |
Rendered when ProductionAirdrop is in progress.
Requires traits: BodyOrientation
, 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 |
Checks for pause related desyncs. Attach this to the world actor.
Attach this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
Enabled | False | Boolean | Default value of the developer mode checkbox in the lobby. |
Locked | False | Boolean | Prevent the developer mode state from being changed in the lobby. |
Cash | 20000 | Integer | Default cash bonus granted by the give cash cheat. |
ResourceGrowth | 100 | Integer | Growth steps triggered by the grow resources button. |
FastBuild | False | Boolean | Enable the fast build cheat by default. |
FastCharge | False | Boolean | Enable the fast support powers cheat by default. |
DisableShroud | False | Boolean | Enable the disable visibility cheat by default. |
UnlimitedPower | False | Boolean | Enable the unlimited power cheat by default. |
BuildAnywhere | False | Boolean | Enable the build anywhere cheat by default. |
PathDebug | False | Boolean | Enable the path debug overlay by default. |
ShowCombatGeometry | False | Boolean | Enable the combat geometry overlay by default. |
ShowDebugGeometry | False | Boolean | Enable the debug geometry overlay by default. |
ShowDepthPreview | False | Boolean | Enable the depth buffer overlay by default. |
ShowActorTags | False | Boolean | Enable the actor tags overlay by default. |
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 | 00000000 | Color | The fixed color to remap. |
Ramp | 0.05 | Real Number | Luminosity range to span. |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
Required for FrozenUnderFog to work. Attach this to the player actor.
Requires trait: Shroud
.
Property | Default Value | Type | Description |
---|---|---|---|
BinSize | 10 | Integer | Size of partition bins (cells) |
Define a player palette by swapping palette indices.
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. | |
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette. |
PlayerIndex | Dictionary |
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 |
---|---|---|---|
SelectableCash | 2500, 5000, 10000, 20000 | Multiple Integer | Starting cash options that are available in the lobby options. |
DefaultCash | 5000 | Integer | Default starting cash option: should be one of the SelectableCash options. |
DefaultCashLocked | False | Boolean | Force the DefaultCash option by disabling changes in the lobby. |
InsufficientFundsNotification | String | Speech notification to play when the player does not have any funds. | |
InsufficientFundsNotificationDelay | 750 | Integer | Delay (in ticks) during which warnings will be muted. |
This actor is selectable. Defines bounds of selectable area, selection class and selection priority.
Property | Default Value | Type | Description |
---|---|---|---|
Priority | 10 | Integer | |
Bounds | Multiple Integer | Bounds for the selectable area. | |
Class | String | All units having the same selection class specified will be selected with select-by-type commands (e.g. double-click). Defaults to the actor name when not defined or inherited. | |
Voice | Select | String |
Attach this to the World
actor.
Property | Default Value | Type | Description |
---|---|---|---|
Name | String | This is the name exposed to the players. | |
InternalName | String | This is the internal name for owner checks. | |
RandomFactionMembers | Set of String | Pick a random faction as the player's faction out of this list. | |
Side | String | The side that the faction belongs to. For example, England belongs to the 'Allies' side. | |
Description | String | ||
Selectable | True | Boolean |
Property | Default Value | Type | Description |
---|---|---|---|
Image | resources | String | Sequence image that holds the different variants. |
Sequences | (required) | Multiple String | Randomly chosen image sequences. |
Palette | terrain | String | Palette used for rendering the resource sprites. |
ResourceType | 1 | Integer | Resource index used in the binary map data. |
ValuePerUnit | 0 | Integer | Credit value of a single resource unit. |
MaxDensity | 10 | Integer | Maximum number of resource units allowed in a single cell. |
Type | (required) | String | Resource identifier used by other traits. |
Name | (required) | String | Resource name used by tooltips. |
TerrainType | (required) | String | Terrain type used to determine unit movement and minimap colors. |
AllowedTerrainTypes | Set of String | Terrain types that this resource can spawn on. | |
AllowUnderActors | False | Boolean | Allow resource to spawn under Mobile actors. |
AllowUnderBuildings | False | Boolean | Allow resource to spawn under Buildings. |
AllowOnRamps | False | Boolean | Allow resource to spawn on ramp tiles. |
PipColor | Yellow | PipType | Harvester content pip color. |
Property | Default Value | Type | Description |
---|---|---|---|
BinSize | 250 | Integer | Size of partition bins (world pixels) |
Property | Default Value | Type | Description |
---|---|---|---|
MinMultiplier | -3,-3 | 2D Real Number | |
MaxMultiplier | 3,3 | 2D Real Number |
Required for shroud and fog visibility checks. Add this to the player actor.
Property | Default Value | Type | Description |
---|---|---|---|
FogEnabled | True | Boolean | Default value of the fog checkbox in the lobby. |
FogLocked | False | Boolean | Prevent the fog enabled state from being changed in the lobby. |
ExploredMapEnabled | False | Boolean | Default value of the explore map checkbox in the lobby. |
ExploredMapLocked | False | Boolean | Prevent the explore map enabled state from being changed in the lobby. |
Players ๐ฒ
- FAQ โ
- Installation ๐ฆ
- Game Content ๐ฟ
- Hotkeys and Stances ๐ฎ
- Strategies ๐
- Settings ๐ง
- Dedicated Server โพ
- RaspberryPi ๐
- Badges & Icons ๐ฅ
- Changelog ๐
Modders โ๏ธ
- Audio guide ๐
- Traits ๐
- Palettes and Remaps ๐จ
- World Coordinate System ๐
- Map scripting
- Lua-API ๐
- Conditions ๐
- Mapping ๐ง
- Pixelart ๐
Developers ๐ง
- Contributing โค๏ธ
- Compiling
- Hacking
- Coding Standard ๐
- Branches and Releases ๐
- Release Checklist โ
- Sequences
- Glossary
- Reverse engineering ๐
- License ยฉ๏ธ