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Game Unit Configuration and Actions

The document outlines various game mechanics, including unit actions, projectiles, and hidden actions related to a game environment. It details attributes such as build speeds, damage values, and conditions for triggering actions. Additionally, it includes visual effects and sound configurations for different game elements.

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duquevillamor12
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© All Rights Reserved
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0% found this document useful (0 votes)
5 views49 pages

Game Unit Configuration and Actions

The document outlines various game mechanics, including unit actions, projectiles, and hidden actions related to a game environment. It details attributes such as build speeds, damage values, and conditions for triggering actions. Additionally, it includes visual effects and sound configurations for different game elements.

Uploaded by

duquevillamor12
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

icon_zoomed_out: icon.

png
icon_build: head_down.png

flameWeapon: true
hitSound: false
targetGround: true
targetGroundSpread: 25
deflectionPower: -1

[action_Wanders]
text: Wanders
buildSpeed:0
autoTrigger: if [Link](laterThanSeconds=8)
addWaypoint_type: move
addWaypoint_prepend: true
addWaypoint_position_randomOffsetFromSelf: 90,90
addWaypoint_maxTime: 15s
resetCustomTimer:true

isMelee: true

meleeEngangementDistance:688

action_1_convertTo: Put something


action_1_displayType: action
action_1_price: Place
action_1_text: Place
action_1_description: Place
action_1_buildSpeed: CUSTOM
action_1_whenBuilding_cannotMove: false

[action_commandCenter]
convertTo: commandCenter
text: Human
displayType: Upgrade
buildSpeed: 1
ai_isHighPriority:true

[turret_1]
#
x: 0
y: 0

projectile: 1

turnSpeedAcceleration: 1

shoot_sound:[Link]
shoot_sound_vol:0.3
shoot_flame:NONE
shoot_light: #F8D878

canShoot: true

Delay: 11

[projectile_1]
directDamage: 13
life: 9999
speed: 6
image: [Link]
frame: 1

drawSize: 1

[projectile_explodeArea1]
#directDamage: 250
areaDamage: 200
areaRadius: 20

[action_CUSTOM]
text: PLACE
description: Team
produceUnits: PLACE*1
buildSpeed: 0.001
price: Manpower=CUSTOM
showMessageToPlayer: Team has arrived
unitShownInUI: CUSTOM

energyUsage: 1

energyMax: 1
energyRegen: 1
energyNeedsToRechargeToFull: true

[projectile_1]
directDamage: 250
areaDamage: 500
areaRadius: 100
life: 10
speed: 8
invisible: true
friendlyFire: true

nukeOnDeath: true
nukeOnDeathRange: 300
nukeOnDeathDamage: 3500
nukeOnDeathDisableWhenNoNuke: true

dieOnZeroEnergy: true
explodeOnDeath: false
hideScorchMark: true

energyUsage: 1

[attachment_1]
x:5
y:-5
isVisible: true
isUnselectable: true
canAttack: true
setDrawLayerOnTop: true
addTransportedUnits: true
rotateWithParent:true

autoRepair: true
nanoRepairSpeed: 0.2

canRepairBuildings: true
canRepairUnits: false

maxShield: 120000

shieldDisplayOnlyDeflection: true

shieldRegen: 0.5

armourMinDamageToKeep: 0

rotate_with_direction:false

lock_body_rotation_with_main_turret: true

[action_upgrade]
convertTo: mechFactoryT2
price: 4000
text: i:[Link].upgradeT2
description: i:[Link]

displayType: upgrade
buildSpeed: 0.0004
pos: 0.2

energyMax: 1
energyRegen: -0.0005
energyStartingPercentage: 1
dieOnZeroEnergy: true

isFixedFiring: true

canRepairBuildings: false
canRepairUnits: true
autoRepair: true

[action_urce]
text: LOL
addurces: FD=200, wood=200, stone=200, PL=200, credits=200
buildSpeed: 0.1

[turret_1]
x: 0
y: 0
#attachedTo:base
#slave:true
projectile:rifle
canOnlyAttackUnitsWithoutTags:nonaligned
image: [Link]

[hiddenAction_urce]
autoTriggerOnEvent: completeAndActive
spawnUnits: name*1
deleteSelf:true

unitsSpawnedOnDeath:
maxTransportingUnits:
[hiddenAction_1]
autoTriggerOnEvent: created
showMessageToPlayer: TPP-Class-1 has empowered

[hiddenAction_2]
autoTriggerOnEvent: destroyed
showMessageToPlayer: TPP-Class-1 has destroyed

[hiddenAction_infection]
autoTriggerOnEvent: killedAnyUnit
spawnUnits: akimbus

explodeEffect:
trailEffect: true

scaleTurretImagesTo: 13

#[hiddenAction_creat]
#autoTriggerOnEvent:created
#addurces:Limit=-1
[hiddenAction_kill]
autoTriggerOnEvent:destroyed
addurces:Limit=1

[action_mingebags]
convertTo: construct
isLocked: if not [Link]()
isLockedMessage: AI faction only
text: MINGEBAGS
displayType: Upgrade
buildSpeed: 1
ai_isHighPriority:true

[hiddenAction_expression]
autoTrigger: if [Link](laterThanSeconds=8)
resetCustomTimer: true
spawnEffects: custom:wek

[hiddenAction_expression2]
autoTrigger: if not [Link](laterThanSeconds=1)
resetCustomTimer: true
spawnEffects: custom:ouch

[hiddenAction_expression3]
autoTrigger: if [Link](greaterThan=0)
resetCustomTimer: true
spawnEffects: custom:heh
seturcesWithLogic:ammo=0

[hiddenAction_hitsound]
autoTrigger: if not [Link](laterThanSeconds=0.25)
#autoTriggerOnEvent: tookDamage
spawnEffects: custom:ouchsound

[effect_wek]
image:[Link]
spawnChance:0.25
ifSpawnFailsEmitEffects:custom:wekk
[effect_wek2]
priority:low
life: 200
image:[Link]
fadeOut: true
attachedToUnit: true
#color: #ffffff
scaleFrom:1
scaleTo:1.1
alpha:2.5
drawUnderUnits:false
yOffsetAbsolute:-20
xOffsetAbsoluteRandom:40
ySpeedAbsolute:-0.25
alwayStartDirAtZero:true

#/////PUT THIS IN THE HIDDEN_ACTION1 CREATED\\\\\#


showMessageToAllPlayers:

[hiddenAction_killed]
autoTriggerOnEvent: killedAnyUnit
showMessageToPlayer: Pwerfwec Shwot!~ ÒwÓ

canNotBeDirectlyAttacked: true
canNotBeDamaged:true

landOnGround: true

largeHitEffect: true
targetGround: true

targetGroundSpread: 30
initialUnguidedSpeedHeight: 1.2
gravity:0.1
lightCastOnGround: true

lightingEffect: true
largeHitEffect: true

[action_order_EXPANSION]
isVisible: false
convertTo: bastionCY
price: 0
text: Iron Bastion
description: We are the Iron Bastion, we rise to conquer those who have controlled
us, as we triumph, we shall reunite pur Fatherlands as one.\n\n\n-Specialized at
Industrialization and armor effeciency, sonic weapons and speed\n- propaganda
expertise
iconImage: [Link]

dieOnAttack:true
disableCollisionsOnAllUnits: true

placeOnlyOnResPool: true

[global_urce_refinery]
displayColor: #ffffff
hidden: false
displayName: Refinery
displayRoundedDown:true
displayWhenZero:false
displayTextAppendurce: Miner
iconImage: [Link]
displayPos: 0

from [ai]
notPassivelyTargetedByOtherUnits:true
lowPriorityTargetForOtherUnits:true

onNewMapSpawn: emptyOrOccupiedurcePools_asNeutral
if [Link](laterThanSeconds=50)

[action_Wanders]
text: Wanders
buildSpeed:0
autoTrigger: if [Link](laterThanSeconds=8)
addWaypoint_type: move
addWaypoint_prepend: true
addWaypoint_position_randomOffsetFromSelf: 400,400
addWaypoint_maxTime: 15s
resetCustomTimer:true

[hiddenAction_noJump]
text: Unjump
autoTrigger: if [Link](empty=true)
convertTo: advJumpingZombie

transportUnitsKillOnDeath: false

[hiddenAction_remove]
autoTriggerOnEvent:created
requireConditional: if numberOfUnitsInAllTeams(greaterThan=1, withTag='minos',
incompleteBuildings=true)
deleteSelf:true
showMessageToPlayer:Only One Minos Prime can exist!

selfRegenRate: 1

[effect_cartridge]

priority: low

image: ROOT:/Shared/Effects/[Link]
imageShadow: SHADOW:ROOT:/Shared/Effects/[Link]

life: 50
fadeOut: true
attachedToUnit: false
#color: #fdc14d
color: #FFFFFF
scaleFrom: 0.4
scaleTo: 0.1
alpha: 2
fadeInTime: 5
drawUnderUnits:false
liveAfterAttachedDies: false

physics: true

createWhenZoomedOut: false

xSpeedRelative: 1.2
xSpeedRelativeRandom: 0.3

ySpeedRelativeRandom: 0.25

yOffsetRelative: -7
xOffsetRelative: 2

hSpeed: 1.2

dirSpeedRandom: 50

[effect_bullethit]
life: 50
alsoPlaySound: ROOT:/Shared/Sounds/[Link].2
spawnChance:0.3
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: false
attachedToUnit: true
scaleTo:1.4
scaleFrom:1.4

image: ROOT:/Shared/Effects/[Link]
total_frames: 4
animateFrameStart: 0
animateFrameEnd: 3
animateFramePingPong: false
animateFrameSpeed: 0.5

convertHitToSourceTeam: true

canOnlyAttackUnitsWithoutTags:
canOnlyAttackUnitsWithTags:

soundOnDeath: combine_dead.ogg
soundOnAttackOrder: soldier_attack.ogg
soundOnMoveOrder: soldier_move.ogg
soundOnNewSelection: soldier_select.ogg

playSoundAtUnit:
playSoundGlobally:
playSoundToPlayer:

dieOnAttack: true
teleportSource:true

pushForce:269.420

recoilOffset: -2
recoilOutTime: 15
recoilReturnTime: 19

scaleTurretImagesTo: 4.2

warmup: 25

createNeutral: true
stayNeutral: true

targetHeight: 100
targetHeightDrift: 4.3

lightingEffect:
laserEffect:
beamImage:

%{[Link]}

[hiddenAction_radiation]
autoTrigger: if [Link](type='radiation',greaterThan=98)
addurces: hp:-1

[hiddenAction_hungerLimit]
autoTrigger: if [Link](type='hunger')>100
urceAmount: hunger
urceAmount_setValue: 100

[hiddenAction_hungerLimit2]
autoTrigger: if [Link](type='hunger')<0
urceAmount: hunger
urceAmount_setValue: 1

[hiddenAction_waterLimit]
autoTrigger: if [Link](type='thirst')>100
urceAmount: thirst
urceAmount_setValue: 100

[hiddenAction_waterLimit2]
autoTrigger: if [Link](type='thirst')<0
urceAmount: thirst
urceAmount_setValue: -1

[hiddenAction_radLimit]
autoTrigger: if [Link](type='radiation')>100
urceAmount: radiation
urceAmount_setValue: 100

[hiddenAction_radLimit2]
autoTrigger: if [Link](type='radiation')<0
urceAmount: radiation
urceAmount_setValue: 3
[hiddenAction_tempLimit]
autoTrigger: if [Link](type='temperature')>100
urceAmount: temperature
urceAmount_setValue: 100

[hiddenAction_tempLimit2]
autoTrigger: if [Link](type='temperature')<0
urceAmount: temperature
urceAmount_setValue: 0

[hiddenAction_chemicalLimit]
autoTrigger: if [Link](type='toxic')>100
urceAmount: toxic
urceAmount_setValue: 100

[hiddenAction_chemicalLimit2]
autoTrigger: if [Link](type='toxic')<0
urceAmount: toxic
urceAmount_setValue: -1

[hiddenAction_highHpRegen]
autoTrigger: if [Link](type='hunger') > 75
addurces: hp=0.3
requireConditional: if not [Link](bleeding=1)

[turret_mainGun]
barrelX:0
barrelY:30
x: 0
y: 8.5
attachedTo:base
shoot_sound:medium_tank.ogg
shoot_sound_vol:0.2
shoot_light:#ff9600
shoot_flame:small
image:[Link]
slave:true
canShoot: true

[turret_mainGun]
barrelX:0
barrelY:9
x: 0
y: 20
attachedTo: turret
shoot_sound_vol:0.2
shoot_light:#ff9600
shoot_flame:small
image:[Link]
slave:true
canShoot: true
projectile: 1
energyUsage: 25

fireTurretXAtGround:truecannon
whenBuilding_rotateTo_aimAtActionTarget:true
whenBuilding_rotateTo_rotateTurretX:head0
fireTurretXAtGround_withProjectile:normal
alsoTriggerAction:

[hiddenAction_cooldown]
addAllActionCooldownsTime:50s

generation_credits: 50
generation_delay: 40

[hiddenAction_addhp]
addurces:hp=4000
buildSpeed:0.01s

OVER_CLIFF_WATER

addActionCooldownTime
addActionCooldownApplyToActions

turretMultiTargeting: true

drawOverBody: true

spinRate:30

generation_credits: 50
generation_delay: 40

shouldResetTurret: false

spawnUnits: crates*10(neutralTeam=true), tank(spawnChance=0.5)

onNewMapSpawn: string Values: emptyurcePools_asNeutral,


emptyOrOccupiedurcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam,
spawnPoint_eachActiveTeam

targetGroundSpread:
autoTargetingOnDeadTarget: false

[leg_1]
x:21
y:20
attach_y:10
attach_x:9
moveSpeed: 4

rotateSpeed:8

heightSpeed:1
resetAngle:25

image_leg:[Link]
image_foot:[Link]

#dust_effect: true

holdDisMin:30
holdDisMax:30
holdDisMin_maxMovingLegs: 2
hardLimit:180

drawOverBody: true

warmupCallDownRate: 1

warmupNoReset: true
warmupShootDelayTransfer: 19

[hiddenAction_forceDelete]
autoTrigger: if [Link](laterThanSeconds=1) and
[Link](withinSeconds=2)
addurces: hp=-9999
deleteSelf:true

mutator1_ifUnitWithTags: Infantry
mutator1_areaDamageMultiplier: 0.6

[effect_flame]
life: 8
attachedToUnit: true
image: ROOT:/Shared/Effects/muzzle [Link]
scaleTo:3
scaleFrom:3
total_frames: 3
animateFrameStart: 0
animateFrameEnd: 2
animateFrameSpeed: 0.5
fadeOut: false
#adjust the position of the effect
yOffsetRelative: 1.5
xOffsetRelative: 0

[effect_hit]
life: 20
alsoPlaySound: ROOT:/Shared/Sounds/[Link].07
spawnChance:1
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: false

attachedToUnit: true

image: ROOT:/Shared/Effects/[Link]
scaleTo:0.8
scaleFrom:0.8

total_frames: 4
animateFrameStart: 0
animateFrameEnd: 3
animateFramePingPong: false
animateFrameSpeed: 0.5
xOffsetRelativeRandom: 10
yOffsetRelativeRandom: 10
xSpeedAbsoluteRandom:0.4
ySpeedAbsoluteRandom:0.4
[effect_bullethit]
life: 50
alsoPlaySound: ROOT:/Shared/Sounds/[Link].07
spawnChance:1
hOffset: 0
dirOffset: 0

fadeInTime: 0
fadeOut: false

attachedToUnit: true
scaleTo:1.6
scaleFrom:1.6

image: ROOT:/Shared/Effects/[Link]
total_frames: 4
animateFrameStart: 0
animateFrameEnd: 3
animateFramePingPong: false
animateFrameSpeed: 0.5

[effect_explosion]
life:120
alpha:120
scaleFrom:2
scaleTo:2
image: ROOT:/Shared/Effects/[Link]
xOffsetRelativeRandom: 0
yOffsetRelativeRandom: 0

total_frames:5
animateFrameStart: 0
animateFrameEnd: 4
animateFrameSpeed: 0.3
[effect_death]
physics:true
physicsGravity:1.8
atmospheric:true
image: ROOT:/Shared/Effects/[Link]
life: 140
alpha:140
hSpeed:1.1
scaleTo:1.4
scaleFrom:1.4
dirOffset:0.6
dirOffsetRandom:1
dirSpeed:5
xSpeedRelative:1
xSpeedRelativeRandom:1.5

ySpeedRelative:1
ySpeedRelativeRandom:1.5

drawUnderUnits:false
total_frames: 6
animateFrameStart: 0
animateFrameEnd: 5
animateFrameSpeed: 0.07
[hiddenAction_farm]
autoTrigger:if numberOfUnitsInTeam(withTag='lego', withinRange=150, lessThan=6)
fireTurretXAtGround: spawner
fireTurretXAtGround_withOffset: 0,0
fireTurretXAtGround_withProjectile:lego
fireTurretXAtGround_count:1

trailEffect: CUSTOM:Trail
trailEffectRate:2

[effect_muzzlea]
life: 8
attachedToUnit: true
image: ROOT:eff/[Link]
total_frames: 3
animateFrameStart: 0
animateFrameEnd: 2
animateFrameSpeed: 1
fadeOut: false
yOffsetRelative: 1
xOffsetRelative: 9

laserEffect: true
color: #b2b2b2

[effect_Ex]
life: 20
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: true
attachedToUnit: false
scaleFrom: 1
scaleTo: 2
image: ROOT:eff/[Link]
alsoPlaySound:ROOT:sou/[Link]

[effect_ExW]
life: 20
hOffset: 0
dirOffset: 0
fadeInTime: 0
fadeOut: false
attachedToUnit: true
scaleFrom: 1
scaleTo: 2
image: ROOT:eff/[Link]
color: white
alsoPlaySound:ROOT:sou/[Link]

[effect_Trail]
life: 50
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
color: yellow
fadeInTime: 2
alpha: 1
drawUnderUnits:false
[effect_TrailW]
life: 100
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
color: white
fadeInTime: 2
alpha: 1
drawUnderUnits:false

[effect_WS]
life: 100
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
fadeInTime: 8
alpha: 1
drawUnderUnits:false

[effect_col]
life: 100
fadeOut: true
attachedToUnit: true
image: ROOT:eff/[Link]
scaleFrom: 1.5
scaleTo: 2.3
fadeInTime: 8
alpha: 1
drawUnderUnits: false

#======== builder =======#

[effect_build]
life: 100
alpha: 1
fadeOut: true
scaleFrom: 0.75
scaleTo: 0.5
image: ROOT:eff/[Link]
attachedToUnit: false
ySpeedRelative: 1
atmospheric: true

[effect_B]
life: 98
dirSpeed: 4
alpha: 1
fadeOut: false
scaleFrom: 0.75
scaleTo: 0.75
image: ROOT:eff/[Link]
yOffsetAbsolute: 50
attachedToUnit: false
alsoPlaySound: ROOT:sou/[Link]

#======air and water========#


[effect_wing]
createWhenZoomedOut: true
priority:low
life: 20
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
color: white
fadeInTime:3
scaleFrom: 0.3
scaleTo: 0.8
alpha: 1.1
ySpeedRelative:-0.7
xSpeedRelativeRandom:0.2
yOffsetRelative: -18
xOffsetRelative: -15
atmospheric: true
stripIndex:effects
frameIndex: 0
alsoEmitEffects: CUSTOM:3

[effect_3]
createWhenZoomedOut: true
priority:low
life: 20
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
color: white
fadeInTime:3
scaleFrom: 0.3
scaleTo: 0.8
alpha: 1.1
ySpeedRelative:-0.7
xSpeedRelativeRandom:0.2
yOffsetRelative: -18
xOffsetRelative: 15
atmospheric: true
stripIndex:effects
frameIndex: 0

[effect_wing2]
createWhenZoomedOut: true
priority:low
life: 20
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
color: white
fadeInTime:3
scaleFrom: 0.8
scaleTo: 1
alpha: 1.1
ySpeedRelative:-0.7
xSpeedRelativeRandom:0.2
yOffsetRelative: -12
xOffsetRelative: -25
atmospheric: true
stripIndex:effects
frameIndex: 0
alsoEmitEffects: CUSTOM:4

[effect_4]
createWhenZoomedOut: true
priority:low
life: 20
fadeOut: true
attachedToUnit: false
image: ROOT:eff/[Link]
color: white
fadeInTime:3
scaleFrom: 0.8
scaleTo: 1
alpha: 1.1
ySpeedRelative:-0.7
xSpeedRelativeRandom:0.2
yOffsetRelative: -12
xOffsetRelative: 25
atmospheric: true
stripIndex:effects
frameIndex: 0

[effect_whoosh]
image: ROOT:eff/[Link]
createWhenOverLand: false
life: 120
spawnChance: 1
fadeOut: true
attachedToUnit: true
fadeInTime:10
scaleFrom: 0.25
scaleTo: 1.5
alpha: 0.6
drawUnderUnits:true
yOffsetRelative: -20
ySpeedRelative: 0.3
dirOffsetRandom: 10
dirSpeedRandom: 0.1
#atmospheric: true

instantReuseLast: false
beamImage: [Link]
beamImageOffsetRate: 1
beamImageStart: [Link]
beamImageStartRotated: true
beamImageEnd: [Link]
beamImageEndRotated: true
laserEffect: true

shoot_flame: shockwave

[arm_1]
#knife
x: 7
y: 4
drawDirOffset: 220
image_end: [Link]

[arm_2]
#armR
x: -6
y: 5
drawDirOffset:10
image_end: [Link]

[arm_3]
#armL
x: 6.5
y: -1
drawDirOffset:-30
image_end: [Link]

[arm_4]
#bolter
x: 1.2
y: 8
drawDirOffset:-40
image_end: [Link]
[arm_5]
#bodyVisible
x: 0
y: 0
drawDirOffset: 30
image_end: [Link]
image_end_teamColors: true

[animation_1]
#shoot
KeyframeTimeScale: 1
blendIn: 0.2s
blendOut: 0.6s

arm1_0s: {x: 1, y: -2, dir: 25}


arm2_0s: {x: 3, y: 6, dir: 26}
arm3_0s: {x: -2.5, y: -6, dir: 30}
arm4_0s: {x: 2, y: 5, dir: 40}
arm5_0s: {dir: 40}

arm2_0.1s: {y:2}
arm3_0.1s: {y:-2}
arm4_0.1s: {y: 1}

[leg_1]
x: -4
y: 0
attach_x: -4
attach_y: -5
moveSpeed: 1.8
moveWarmUp: 0.2

rotateSpeed: 10
heightSpeed: 0.2
#resetAngle:35

image_leg: [Link]
image_foot: [Link]

#draw_foot_on_top: true
dust_effect: false

holdDisMin: 2
holdDisMax: 12

hardLimit: 20

estimatingPositionMultiplier:0.8

[leg_2]
x: 4
y: 0
attach_x: 4
attach_y: -5
copyFrom: 1

[hiddenAction_shield]
autoTrigger: if [Link](greaterThan=${[Link]/10})
spawnEffects: CUSTOM:shields_dynamic*10, CUSTOM:SHIELDEFFECT

[effect_shields_dynamic]
priority:critical
spawnChance: 0.3
image: [Link]
createWhenOverLiquid: true
liveAfterAttachedDies: true
life: 200
fadeOut: true
attachedToUnit: true
scaleFrom: 0.5
scaleTo: 0.5
alpha:0.3
drawUnderUnits:false
shadow:false
fadeInTime:30

[effect_SHIELDEFFECT]
priority:critical
spawnChance: 1
image: [Link]
createWhenOverLiquid: true
liveAfterAttachedDies: true
life: 70
scaleFrom: 0.5
scaleTo: 0.5
fadeOut: false
attachedToUnit: true
alpha:0.25
drawUnderUnits:false
shadow:false
xOffsetRelativeRandom: 0
yOffsetRelativeRandom: 0
xSpeedAbsoluteRandom:0
ySpeedAbsoluteRandom:0

[effect_overheat]
priority: low
image: [Link]
life: 60
fadeOut: true
attachedToUnit: true
scaleFrom: 0.45
scaleTo: 0.45
alpha: 0.3
fadeInTime: 10
yOffsetRelative: -19
xOffsetRelative: 0.5
dirOffset: -5

[effect_emptyShell]
#berry
priority: verylow
image:ROOT:/Common/[Link]
imageShadow: SHADOW:ROOT:/Common/[Link]
life: 200
fadeOut: true
attachedToUnit: false
scaleFrom: 0.4
scaleTo: 0.4
alpha: 2
fadeInTime: 3
drawUnderUnits:false
physics: true
physicsGravity: 2
createWhenZoomedOut: false
xSpeedRelative: -1.4
xSpeedRelativeRandom: 0.6
ySpeedRelativeRandom: 0.5
hSpeed: 2
dirSpeedRandom: 1

#Change this to adjust position


yOffsetRelative: -25
xOffsetRelative: -1
[effect_heart]
life: 50
image: [Link]
alwayStartDirAtZero: true
yOffsetRelative: 15
alpha: 0.8
priority: veryhigh

spawnChance: 0.3
ifSpawnFailsEmitEffects: CUSTOM:happy

[effect_happy]
life: 70
image: [Link]
alwayStartDirAtZero: true
yOffsetAbsolute: -15
alpha: 1
priority: veryhigh

spawnChance: 0.3
ifSpawnFailsEmitEffects: CUSTOM:owo

[effect_owo]
life: 70
image: [Link]
alwayStartDirAtZero: true
yOffsetAbsolute: -15
alpha: 1
priority: veryhigh

spawnChance: 0.3

[effect_sad]
life: 90
image: [Link]
alwayStartDirAtZero: true
yOffsetAbsolute: -15
alpha: 1
priority: veryhigh

[effect_R]
life:30
image: [Link]
attachedToUnit:false
ySpeedRelative: 0.5
xSpeedRelativeRandom: 0.3
yOffsetRelative: 2.5
#xOffsetRelative:
scaleFrom: 0.5
scaleTo: 0.1
priority: low
physics: false

[hiddenAction_reactions]
autoTrigger: if [Link](laterThanSeconds=9)
resetCustomTimer: true
spawnEffects: CUSTOM:heart

[hiddenAction_reactions2]
autoTrigger: if not [Link](laterThanSeconds=1)
resetCustomTimer: true
spawnEffects: CUSTOM:sad

wobbleAmplitude: 2.3
wobbleFrequency: 0.8s

isFixedFiring: false
aimOffsetSpread: 0

////[Use this to fokin spawn units on projectile]\\\\


spawnUnit:

[effect_ouchsound]
@copyFromSection:effect_wek2
priority:critical
life: 0.1
image:SHARED:[Link]
alsoPlaySound:[Link]
spawnChance:0.5
ifSpawnFailsEmitEffects:custom:ouchsound2

[effect_ouchsound2]
priority:critical
life: 0.1
@copyFromSection:effect_wek2
image:SHARED:[Link]
alsoPlaySound:[Link]

[effect_hitSound]
priority: high
alsoPlaySound: [Link]
life:0
alpha:0

[hiddenAction_talk1]
autoTrigger: if self.${time}>20
resetCustomTimer: true
spawnEffects: talk1

[template_talk]
attachedToUnit: true
life:150
scaleFrom: 1
scaleTo: 0.8
fadeInTime: 5
yOffsetRelative: 0
xOffsetRelative: 0
alwayStartDirAtZero: true
drawUnderUnits: false

[hiddenAction_new]
autoTrigger: if not [Link](withTag='play4', greaterThan=0,
withinRange=1000)
temporarilyAddTags: play4, middle
playSoundAtUnit: [Link].5
alsoQueueAction: middle

[hiddenAction_start]
requireConditional: if not numberOfUnitsInTeam(withTag='play4', greaterThan=0,
withinRange=1000)
autoTriggerOnEvent: created
playSoundAtUnit: [Link].5
temporarilyAddTags: play4, middle
alsoQueueAction: middle

[hiddenAction_middle]
requireConditional: if [Link](includes='play4') and
[Link](includes='middle') and [Link](laterThanSeconds=2.5)
playSoundAtUnit: [Link].5
temporarilyRemoveTags: middle
temporarilyAddTags: end
alsoTriggerAction: end
buildSpeed: 2.5s
[hiddenAction_end]
autoTrigger: if [Link]()>4.8
requireConditional: if [Link](includes='play4') and
[Link](includes='end') and not [Link](includes='paralyzed') and
[Link](laterThanSeconds=10)
playSoundAtUnit: [Link].5
resetCustomTimer: true

[animation_misc]
onActions: idle, move
blendIn: 0.25s
blendOut: 0.25s
pingPong: false

KeyframeTimeScale: 2

arm1_0s: {x: 0, y: 0, dir: 0}


arm1_0.5s: {x: 0, y: 0, dir: 0}
arm1_0.6s: {x: 0, y: 0, dir: -25}
arm1_0.7s: {x: 0, y: 0, dir: 0}
arm1_0.8s: {x: 0, y: 0, dir: 0}
arm1_0.9s: {x: 0, y: 0, dir: 25}
arm1_1s: {x: 0, y: 0, dir: 0}

arm2_0s: {x: 0, y: 0, dir: 0}


arm2_0.1s: {x: 1, y: 1, dir: 0}
arm2_0.2s: {x: -1, y: 0, dir: 0}
arm2_0.3s: {x: 0, y: -1, dir: 0}
arm2_0.4s: {x: -1, y: 1, dir: 0}
arm2_0.5s: {x: 0, y: 1, dir: 0}
arm2_0.6s: {x: -7.5, y: 15, dir: 0}
arm2_0.7s: {x: 0, y: 1, dir: 0}
arm2_0.8s: {x: 1, y: -1, dir: 0}
arm2_0.9s: {x: 7.5, y: 15, dir: 0}
arm2_1s: {x: 0, y: 0, dir: 0}

[animation_laser]
onActions: attack
blendIn: 0.25s
blendOut: 0.25s
pingPong: false

arm1_0s: {x: 0, y: 0, dir: 0}


arm1_0.25s: {x: 0, y: 0, dir: 0}

arm2_0s: {x: 0, y: 0, dir: 0}


arm2_0.25s: {x: 0, y: 0, dir: 0}

[template_stats]
@global name: brenLmg
@global displayName: Bren LMG
@global price: 3300
@global damage: 80
@global firerate: 0.08
@global reloadSpeed: 2s
@global reloadSpeedInt: 2
@global armorPenetration: 0
@global projectileSpread: 3.4
@global clipSize: 100
@global burstFire: 6
@global weight: 9.8
@global shootSound: ROOT:Weapons/Machineguns/Bren Lmg/nGun - [Link]
@global shootSoundVol: 0.5
@global shootFlameImage: smokeFoward*2, muzzleFlash2
#small, medium, large, long
@global shootLightColor: #ffffff
@global barrelY: 32
@global barrelX: 0
@global cartridgeType: rifle
#pistol, rifle, shotgun, grenade,
@global cartridgeEjectY: -27.5
@global cartridgeEjectX: 1
@global cartridgeEjectSpeed: 1.2
@global magazineType:
#normal, extended, curved, drum, revolver, shotgun
@global magazineEjectY:
@global magazineEjectX:
@global reloadType: Smg2

template_stats]
@global name: brenLmg
@global displayName: Bren LMG
@global price: 1000
@global imageScale: 0.055

[core]
copyFrom: ROOT:Weapons/[Link]

urceRate:

reclaimPrice:

canReclaimurces:

canReclaimurcesOnlyWithTags:

urceReclaimMultiplier:

canRepairUnitsOnlyWithTags string(s)
canRepairBuildings: bool Can this can heal ally buildings (isBuilder:true is
required) canRepairBuildings: true
canRepairUnits: bool Can this can heal ally units. (isBuilder:true is required),
canRepairBuildings required for buildings. canRepairUnits: true
autoRepair: bool Automatically try and repair damaged units in nano range.
(isBuilder:true is required) autoRepair: true
nanoRange: int Defaults to 85. Defines the unit building/repair/reclaim range.
nanoRange: 110
nanoRepairSpeed: float Defaults to 0.2. Defines the unit nano repair/reclaim
speed. nanoRepairSpeed: 0.01
nanoBuildSpeed: float Defaults to 1. Defines the unit nano building speed. (May
multiply with target's buildSpeed) nanoBuildSpeed: 0.9
nanoUnbuildSpeed: float How fast a builder reclaims an incomplete building
(defaults to 1)
nanoReclaimSpeed: float How fast a builder reclaims a normal unit (not a urce unit)
nanoRangeForRepairIsMelee: bool Defines if this unit must touch its target to
repair it. nanoRangeForRepairIsMelee: true
nanoRangeForReclaimIsMelee: bool Defines if this unit must touch its target to
reclaim it. nanoRangeForReclaimIsMelee: true
nanoRangeForRepair: int Defines a specific range for the repair action of
this unit. nanoRangeForRepair: 60
nanoRangeForReclaim: int Defines a specific range for the reclaim action of
this unit. nanoRangeForReclaim: 60
nanoFactorySpeed: float Defaults to 1. Multiplies the buildSpeed value of the
created unit if this unit is a factory. nanoFactorySpeed: 1.2

explodeTypeOnDeath:

effectOnDeath:

targetSpeed: 1.7

[template_buy]
isVisible: if numberOfUnitsInAggressiveTeam(withTag='locker', withinRange=150,
greaterThan=0) and [Link](includes='store')
@define name: ppk
@define price: 200
price: ${price}
buildSpeed: 0
textAddUnitName: ${name}
descriptionAddFromUnit: ${name}
descriptionAddUnitStats: ${name}
unitShownInUI: ${name}
deleteNumUnitsFromTransport: 1
addUnitsIntoTransport: ${name}
#iconExtraImage: ROOT:Shared/Images/[Link]
playSoundToPlayer: ROOT:Shared/Sounds/[Link]

[action_storeTabOpen]
isVisible: if not [Link](includes='store') and
numberOfUnitsInAggressiveTeam(withTag='locker', withinRange=150, greaterThan=0)
text: Store
buildSpeed: 0
alwaysSinglePress: true
canPlayerCancel:false
allowMultipleInQueue:false
addGlobalTeamTags: store
displayType: infoOnly
iconImage: ROOT:Shared/Images/[Link]

[action_storeTabClode]
isVisible: if [Link](includes='store') and
numberOfUnitsInAggressiveTeam(withTag='locker', withinRange=150, greaterThan=0)
text: Store
buildSpeed: 0
alwaysSinglePress: true
canPlayerCancel:false
allowMultipleInQueue:false
removeGlobalTeamTags: store
displayType: action
isGuiBlinking: true
iconImage: ROOT:Shared/Images/[Link]

[action_buyPPK]
@copyFromSection: template_buy
@define name: ppk
@define price: 100
explodeOnEndOfLife: true

spawnProjectilesOnExplode: bomb*10(offsetX=0, offsetY=0)

explodeTypeOnDeath: preset effects options: verysmall, small, normal, large,


largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding

fireTurretXAtGround_withOffset: -67, 102

disableLowHpFire: true

frame_width:13
frame_height:46

addUnitsIntoTransport

transportSlotsNeeded: int Defaults to 1. Number of slots this unit uses up in a


transport, experimentals are often set to 5. transportSlotsNeeded: 2
maxTransportingUnits int Number of slots this units has for transporting other
units. maxTransportingUnits: 5
transportUnitsRequireTag: string(s) Only allows trasport of units that have
one of these tags. transportUnitsRequireTag: smallTank, soldier
transportUnitsRequireMovementType: movementTypes Only allows trasport of units
that have one of these movement types. transportUnitsRequireMovementType: AIR,
WATER
transportUnitsBlockAirAndWaterUnits: bool Defaults to true. This unit can
only transport LAND units if true. transportUnitsBlockAirAndWaterUnits: false

transportUnitsKeepBuiltUnits: bool Makes built units stay inside transport instead


of exiting it once ready if true. transportUnitsKeepBuiltUnits: true
transportUnitsCanUnloadUnits: LogicBoolean Defaults to: if not
[Link]() and not [Link](). This unit cannot unload units if
false. transportUnitsCanUnloadUnits: false
transportUnitsAddUnloadOption: bool Defines if unload button should be added
to the unit menu transportUnitsAddUnloadOption: false
transportUnitsUnloadDelayBetweenEachUnit: float Changes the delay it takes between
each unit getting unloaded. transportUnitsUnloadDelayBetweenEachUnit: 12
transportUnitsKillOnDeath: LogicBoolean Defaults to true. If false
transported units don't die when transport dies. transportUnitsKillOnDeath: if
[Link]()
transportUnitsHealBy: float Rate to heal units that are being transported.
transportUnitsHealBy: 0.1
transportUnitsBlockOtherTransports: bool Defaults to true, if false this
transports can hold other transports. transportUnitsBlockOtherTransports: false
whileNeutralTransportAnyTeam: bool This unit can transport units of any team while
neutral if true. whileNeutralTransportAnyTeam: true
whileNeutralConvertToTransportedTeam: bool Converts this unit to transported
team while neutral. Useful with whileNeutralTransportAnyTeam.
whileNeutralConvertToTransportedTeam: true
convertToNeutralIfNotTransporting: bool Reverts back this unit to neutral when
unloaded. Useful with whileNeutralTransportAnyTeam.
convertToNeutralIfNotTransporting: true
transportUnitsOnTeamChangeKeepCurrentTeam:

dieOnConstruct:

numBitsOnDeath:

showTransportBar: bool
showHealthBar bool
showEnergyBar bool
showShieldBar bool
showQueueBar bool
showShotDelayBar bool

[action_triggerCannon1]
autoTrigger: if [Link](lessThan=60, greaterThan=55)
isVisible: false
fireTurretXAtGround: 1
fireTurretXAtGround_withOffset: 0,0

isVisible: false

altProjectile: 2
altProjectileCondition: if [Link](includes='electricNodes')

targetGround_includeTargetHeight: true

[placementRule_energyLink]
searchTags: energyLink
searchDistance: 120
excludeIncompleteBuildings: true
excludeNonBuildings: true
searchTeam: own
minCount: 1
blocksPlacement: true
cannotPlaceMessage: Needs to be linked with base
cannotPlaceMessage_es: Necesita estar conectado a la base
checkEachTile: true

areaDamageNoFalloff: true

[action_countClones]
addurces: clone=1
price: clone=1
text: Clones:
description: -Number of clones ready to be capacitated
description_es: -Número de clones listos para ser capacitados
displayType: infoOnly
displayRemainingStockpile: true
allowMultipleInQueue: false
canPlayerCancel: false
alwaysSinglePress: true
buildSpeed: 0s
pos: 0.1
isActive: false
iconExtraImage: ROOT:\data\images\unit_capacity.png
iconExtraColor: #ffffff

canBeAttackedAndDamaged: false

addGlobalTeamTags: usa

isLocked: if [Link]() and not


numberOfUnitsInEnemyTeam(withTag='nazi', greaterThan=0)

interceptProjectiles_withTags: missile
interceptProjectiles_andUnderDistance: 300
interceptProjectiles_andOverHeight: -100
interceptProjectiles_andTargetingGroundUnderDistance: 300

ballistic: true
ballistic_delaymove_height:80
ballistic_height: 110

spawnPoint_eachActiveTeam

[hiddenAction_attack]
autoTrigger: if not [Link](type='attack')
addWaypoint_type: attack
addWaypoint_prepend: true
#addWaypoint_target_nearestUnit_tagged: firstTargets
#addWaypoint_target_nearestUnit_team: enemy
#addWaypoint_target_nearestUnit_maxRange: 99999
addWaypoint_target_randomUnit_maxRange: 99999
addWaypoint_target_randomUnit_tagged: firstTargets

[hiddenAction_activateShield]
addurces: shield=250, setFlag=1
autoTrigger: if [Link](includes="s_land") and not [Link](id=1)

[action_upgradeLandF]
text: Upgrade Land Factories
description: Upgrade all Land Factories
price: research=10, credits=1500
addGlobalTeamTags: u_land
isVisible: if not [Link](includes="u_land")
pos: 0.1
displayType: upgrade
buildSpeed: 45s
iconImage: icon_land.png

idleDir: 0

canAttackCondition: if not [Link](withTag="guardPark")

armourIgnoreAmount:30
shieldDamageMultiplier:3

[action_reloadButton]
text: Reload
description: Reloads the units

#Important to disable AI use, or they will spam it.


ai_isDisabled: true

autoTrigger: if not [Link](id=0) and [Link]()


isActive: if not [Link](id=0) and not [Link]()
addurces: energy=-25
price: setFlag=0
buildSpeed: 0s
alsoQueueAction: reloadTrue

[action_reloadTrue]
isVisible: false
addurces: energy=25, unsetFlag=0
highPriorityQueue: true
buildSpeed: 2s

borrowurcesWhileAlive:

energyStartingPercentage:

startingHeightOffset: 150

[hiddenAction_attack]
attachments_disconnect: true

[hiddenAction_notFull]
autoTrigger: if [Link](lessThan=16) and not
[Link](includes='droneFighterCarrier')
temporarilyAddTags: droneFighterCarrier

[hiddenAction_full]
autoTrigger: if [Link](greaterThan=15) and
[Link](includes='droneFighterCarrier')
temporarilyRemoveTags: droneFighterCarrier

[canBuild_drone]
name: droneFighter, droneFighterTern, droneFighterSkua
isLocked: if [Link](greaterThan=15) or
[Link](greaterThan=15)
isLockedMessage: Carrier is full

autoTargetingOnDeadTarget: false

shieldDamageMultiplier: 1
shieldDefectionMultiplier: 0.1

buildingDamageMultiplier: 0.5

lightingEffect: true

[effect_projectileCrater]
priority:critical
image: [Link]
createWhenOverLiquid: false
life: 3600
fadeOut: true
scaleFrom: 0.4
scaleTo: 0.4
alpha: 1.5
drawUnderUnits:true
dirOffsetRandom:180

ai_upgradePriority: 1

repairEffectAtTarget:CUSTOM:whenBuilding*1
repairEffectRate: 89

numBitsOnDeath: 100

[action_shorterShell]
whenBuilding_cannotMove: true
ai_isDisabled:true
text: Less powerful shell
description: Use shorter shell\nMore ineffective vs hull and decreases damage but
it also decreases the reload speed of the tank\nGenerally has more DPS
buildSpeed: 6s
temporarilyAddTags: shell1
setUnitStats: shootDelayMultiplier-=0.5, shootDamageMultiplier-=0.3
pos: 0.01
iconImage: ROOT:/universal/[Link]
isVisible: if not [Link](includes='shell1')

image: barracks(top).png
image_back: barracks(bottom).png

dieOnConstruct: true

[turret_mainGun]
barrelX:0
barrelY:9
x: 0
y: 25
attachedTo: 1
shoot_sound_vol:0.2
shoot_light:#ff9600
shoot_flame:small
image:[Link]
slave:true
canShoot: true
projectile: 1
shoot_sound: [Link]

recoilOffset: -4.4
recoilOutTime: 2
recoilReturnTime: 40

drawOverBody bool Draw over body


drawUnderAllUnits bool Draw over all units
drawDirOffset float

[attachment_1]
x:10
y: -45
isVisible: true
isUnselectable: false
canAttack: true
setDrawLayerOnTop: true
addTransportedUnits: false
onCreateSpawnUnitOf: agc_lt_1_mg_turret
rotateWithParent:true

instantReuseLast: false
beamImage: [Link]
beamImageOffsetRate: 1
beamImageStart: [Link]
beamImageStartRotated: true
beamImageEnd: [Link]
beamImageEndRotated: true
explodeEffect: NONE
instant: true

[action_teleport]
fireTurretXAtGround:tp
whenBuilding_rotateTo_aimAtActionTarget:true
whenBuilding_rotateTo_rotateTurretX:tp
fireTurretXAtGround_withProjectile:tp
buildSpeed: 3

builtFrom_1_name: landFactory
builtFrom_1_pos: 20

landOnGround: onlyIdle

#[hiddenAction_ammoStart]
#autoTriggerOnEvent: created
#addurces: ammo=10

#[hiddenAction_maintenance]
#autoTrigger: if [Link](empty=true)
#addurces: energy=5, points=-1

#[hiddenAction_outofammo]
#autoTrigger: if [Link](type='points', empty=true)
#convertTo: player_british_redcoat_musket_bayonet

#[hiddenAction_buff]
#autoTrigger: if [Link](withTag='fifer', greaterThan=0,
withinRange=500)
#convertTo: player_british_redcoat_musket_buff

[action_tac]
text: Timeless and Classics Guns
price: coin=100
description: GUN MOD!!!!
buildSpeed: 25s
temporarilyAddTags: tac
isLocked: if [Link](includes='tac')
isLockedAlt: if [Link](greaterThan=0)
highPriorityQueue: true
ai_isHighPriority:true
iconImage:[Link]
isVisible:true
displayType: upgrade
showMessageToPlayer: Research Complete
#playSoundToPlayer: ROOT:\effects\soundfx\[Link]: 0.4

[action_Fal]
price:R=4000,O=540, iron=35
pos:2
text: Fal
description: Fal
buildSpeed:20s
displayType: NONE
spawnUnits: Fal*1
highPriorityQueue: true
ai_isHighPriority:true
isLocked: if not numberOfUnitsInTeam(withTag='Jenney', greaterThan=0)
isLockedMessage: Install mod Jenney!!!!
iconImage: [Link]

[hiddenAction_convert1]
requireConditional: if numberOfUnitsInEnemyTeam(withTag="Human") >= 1
autoTrigger: if [Link]()
addurces:0
buildSpeed: 1s
convertTo: Virus computer

[decal_treePreview]
layer: onTop
image: [Link]
onlyInPreview: true

[decal_tree]
layer: onTop
image: [Link]
#isVisible: if not ${nuat}(withinRange=30, greaterThan=0)

[decal_treeAlpha]
layer: afterBody
image: [Link]
alpha=0.2

[hiddenAction_convert2]
requireConditional: if numberOfUnitsInEnemyTeam(withTag="Zombie") >= 1
autoTrigger: if [Link]()
addurces:0
buildSpeed: 1s
convertTo: MINECRAFT

stayNeutral: true
createNeutral: true

#urceRate: 0.0007
#urceMaxConcurrentReclaimingThis: 3
#similarurcesHaveTag: cobble
explodeOnDeath: false
hideScorchMark: true
footprint: 0,0,0,0
constructionFootprint: 0,0,0,0
onNewMapSpawn: emptyurcePools_asNeutral

shouldResetTurret: true

[effect_smoke]
attachedToUnit: false
life: 120
scaleFrom:0.5
scaleTo: 1
hSpeed: 0.2
image: ROOT:Units\Building\312Turret\[Link]
drawUnderUnits:true

[effect_FX-ParticleFK]
attachedToUnit: false
life: 10
physics: true
xSpeedRelative: 1
ySpeedRelative: 1
xSpeedRelativeRandom: 0.4
ySpeedRelativeRandom: 0.4
hSpeed: 0.8
scaleFrom: 0.4
scaleTo: 0.2
image:ROOT:asset/spark_3.png
dirOffset: 40
dirOffsetRandom: 20

[effect_FX-ParticleFK2]
attachedToUnit: false
life: 5
physics: true
xSpeedRelative: 1.2
ySpeedRelative: 1.2
xSpeedRelativeRandom: 0.6
ySpeedRelativeRandom: 0.6
hSpeed: 1
scaleFrom: 0.2
scaleTo: 0
image:ROOT:asset/spark_3.png
dirOffset: 40
dirOffsetRandom: 20

[effect_FX-SmokeFK]
priority:low
yOffsetRelative:0.2
xOffsetRelative:0.2
yOffsetRelativeRandom:0.2
xOffsetRelativeRandom:0.2
xSpeedRelativeRandom:0.1
ySpeedRelativeRandom:0.1
image:ROOT:asset/smoke_white.png
life: 300
fadeOut: true
attachedToUnit: false
scaleFrom: 1
scaleTo: 1.8
drawUnderUnits: false
hSpeed: 0.1
atmospheric: true

[effect_FX-SmokeFK2]
priority:low
yOffsetRelative:0.1
xOffsetRelative:0.1
yOffsetRelativeRandom:0.3
xOffsetRelativeRandom:0.3
xSpeedRelativeRandom:0.2
ySpeedRelativeRandom:0.2
image:ROOT:asset/smoke_black.png
life: 400
fadeOut: true
attachedToUnit: false
scaleFrom: 1
scaleTo: 2
drawUnderUnits: false
hSpeed: 0.2
atmospheric: true

#=========Anti Air==========#

[effect_FX-ParticleAR]
attachedToUnit: false
life: 200
physics: true
xSpeedRelativeRandom: 2
ySpeedRelativeRandom: 2
hSpeed: 3
scaleFrom: 0.7
scaleTo: 0.6
image:ROOT:asset/dirt_black.png

[effect_FX-Particle2AR]
attachedToUnit: false
life: 200
physics: true
xSpeedRelativeRandom: 3
ySpeedRelativeRandom: 3
hSpeed: 4
scaleFrom: 0.6
scaleTo: 0.5
image:ROOT:asset/dirt_black.png

[effect_FX-SmokeAR]
priority:low
yOffsetRelative:0.2
xOffsetRelative:0.2
yOffsetRelativeRandom:0.2
xOffsetRelativeRandom:0.2
xSpeedRelativeRandom:0.1
ySpeedRelativeRandom:0.1
image:ROOT:asset/smoke_white.png
life: 300
fadeOut: true
attachedToUnit: false
scaleFrom: 1.5
scaleTo: 2.5
drawUnderUnits: false
hSpeed: 0.1
atmospheric: true

[effect_FX-Smoke2AR]
priority:low
yOffsetRelative:0.1
xOffsetRelative:0.1
yOffsetRelativeRandom:0.3
xOffsetRelativeRandom:0.3
xSpeedRelativeRandom:0.2
ySpeedRelativeRandom:0.2
image:ROOT:asset/smoke_black.png
life: 400
fadeOut: true
attachedToUnit: false
scaleFrom: 1.6
scaleTo: 2.6
drawUnderUnits: false
hSpeed: 0.2
atmospheric: true

[effect_FX-ExplodeAR]
priority: critical
life: 50
fadeOut: false
image:ROOT:asset/explode_big.png
yOffsetRelative:0.5
xOffsetRelative:0.5
yOffsetRelativeRandom:0
xOffsetRelativeRandom:0
attachedToUnit: false
drawUnderUnits: false
total_frames: 14
animateFrameStart: 0
animateFrameEnd: 12
animateFramePingPong: false
animateFrameSpeed: 0.2
scaleFrom: 1.2
scaleTo: 1
alsoPlaySound:ROOT:sound/[Link]

[effect_FX-waveAR]
life: 10
fadeOut: false
image:ROOT:asset/[Link]
yOffsetRelative:0.5
xOffsetRelative:0.5
yOffsetRelativeRandom:0
xOffsetRelativeRandom:0
attachedToUnit: false
drawUnderUnits: true
total_frames: 1
scaleFrom: 0
scaleTo: 1.5
#alsoPlaySound:

#=====> <=====#

[effect_FX-bullet]
attachedToUnit: false
life: 40
physics: true
xSpeedRelativeRandom: 0.4
ySpeedRelativeRandom: 0.4
hSpeed: 0.4
scaleFrom: 0.3
scaleTo: 0.3
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 0.5

[effect_FX-bullet2]
attachedToUnit: false
life: 30
physics: true
xSpeedRelativeRandom: 0.3
ySpeedRelativeRandom: 0.3
hSpeed: 0.2
scaleFrom: 0.2
scaleTo: 0.2
image:ROOT:asset/dirt_2.png
alsoPlaySound:ROOT:sound/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 0.4

#=========lightExplode==========#

[effect_FX-ParticleLE]
attachedToUnit: false
life: 160
physics: true
xSpeedRelativeRandom: 0.8
ySpeedRelativeRandom: 0.8
hSpeed: 2
scaleFrom: 0.4
scaleTo: 0.6
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 0.6

[effect_FX-Particle2LE]
attachedToUnit: false
life: 140
physics: true
xSpeedRelativeRandom: 0.6
ySpeedRelativeRandom: 0.6
hSpeed: 1.8
scaleFrom: 0.6
scaleTo: 0.8
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 0.8

[effect_FX-Particle3LE]
attachedToUnit: false
life: 120
physics: true
xSpeedRelativeRandom: 0.6
ySpeedRelativeRandom: 0.6
hSpeed: 1.6
scaleFrom: 0.8
scaleTo: 1
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1

[effect_FX-Particle4LE]
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.4
ySpeedRelativeRandom: 0.4
hSpeed: 0.8
scaleFrom: 1.2
scaleTo: 1.4
image:ROOT:asset/dirt_2.png
priority: high
alsoPlaySound:ROOT:sound/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1.4

[effect_FX-smokeLE]
dirOffsetRandom:100
priority: low
fadeInTime: 1
fadeOut: true
attachedToUnit: false
scaleFrom: 1
scaleTo: 1.2
xOffsetRelative: 1
yOffsetRelative: 1
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 0.5
image: ROOT:asset/smoke_white.png
alpha:1
drawUnderUnits: false

[effect_FX-smoke2LE]
dirOffsetRandom:100
priority: low
fadeInTime: 1
fadeOut: true
attachedToUnit: false
scaleFrom: 1.4
scaleTo: 1.6
xOffsetRelative: 1
yOffsetRelative: 1
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 0.5
image: ROOT:asset/smoke_black.png
alpha:1
drawUnderUnits: false

[effect_FX-smoke3LE]
life:40
dirOffsetRandom:100
priority: low
fadeInTime: 1
fadeOut: true
attachedToUnit: false
scaleFrom: 0.8
scaleTo: 0.4
xOffsetRelative: 1
yOffsetRelative: 1
xSpeedRelativeRandom: 0.2
ySpeedRelativeRandom: 0.2
hSpeed: 0.4
image: ROOT:asset/smoke_dust.png
alpha:0.8
drawUnderUnits: false

[effect_FX-lightLE]
life: 5
fadeOut: false
image:ROOT:asset/[Link]
yOffsetRelative:0.5
xOffsetRelative:0.5
yOffsetRelativeRandom:0
xOffsetRelativeRandom:0
attachedToUnit: false
drawUnderUnits: false
total_frames: 1
scaleFrom: 0.2
scaleTo: 0.4
#alsoPlaySound:

#=========Middle Explode==========#

[effect_FX-ParticleED]
createWhenOverLiquid: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.8
ySpeedRelativeRandom: 0.8
hSpeed: 2
scaleFrom: 0.8
scaleTo: 1
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1

[effect_FX-Particle2ED]
createWhenOverLiquid: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.8
ySpeedRelativeRandom: 0.8
hSpeed: 2
scaleFrom: 0.8
scaleTo: 1
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1

[effect_FX-Particle3ED]
createWhenOverLiquid: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.6
ySpeedRelativeRandom: 0.6
hSpeed: 2
scaleFrom: 0.9
scaleTo: 1.1
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1.1

[effect_FX-Particle4ED]
createWhenOverLiquid: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 1
scaleFrom: 1.4
scaleTo: 1.6
image:ROOT:asset/dirt_2.png
priority: high
#alsoPlaySound:ROOT:sound/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1.6

[effect_FX-Particle1BubblesED]
createWhenOverLand: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.8
ySpeedRelativeRandom: 0.8
hSpeed: 2.8
scaleFrom: 2
scaleTo: 2.2
image:ROOT:asset/[Link]
alsoPlaySound:ROOT:sound/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 2.2

[effect_FX-Particle2BubblesED]
createWhenOverLand: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.8
ySpeedRelativeRandom: 0.8
hSpeed: 1.8
scaleFrom: 0.8
scaleTo: 2
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1

[effect_FX-Particle3BubblesED]
createWhenOverLand: false
attachedToUnit: false
life: 100
physics: true
xSpeedRelativeRandom: 0.8
ySpeedRelativeRandom: 0.8
hSpeed: 1.8
scaleFrom: 0.8
scaleTo: 2
image:ROOT:asset/[Link]
dirOffsetRandom: 10
dirSpeedRandom: 1

[effect_FX-smokeED]
dirOffsetRandom:100
priority: low
fadeInTime: 1
fadeOut: true
attachedToUnit: false
scaleFrom: 1.2
scaleTo: 1.4
xOffsetRelative: 1
yOffsetRelative: 1
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 0.5
image: ROOT:asset/smoke_white.png
alpha:1
drawUnderUnits: false

[effect_FX-smoke2ED]
dirOffsetRandom:100
priority: low
fadeInTime: 1
fadeOut: true
attachedToUnit: false
scaleFrom: 1.6
scaleTo: 1.8
xOffsetRelative: 1
yOffsetRelative: 1
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 0.5
image: ROOT:asset/smoke_black.png
alpha:1
drawUnderUnits: false

[effect_FX-smoke3ED]
life:40
dirOffsetRandom:100
priority: low
fadeInTime: 1
fadeOut: true
attachedToUnit: false
scaleFrom: 1
scaleTo: 0.8
xOffsetRelative: 1
yOffsetRelative: 1
xSpeedRelativeRandom: 0.2
ySpeedRelativeRandom: 0.2
hSpeed: 0.4
image: ROOT:asset/smoke_dust.png
alpha:0.8
drawUnderUnits: false

[effect_FX-ExplodeED]
priority: critical
createWhenOverLiquid: false
life: 50
fadeOut: false
image:ROOT:asset/explode_big2.png
yOffsetRelative:0.5
xOffsetRelative:0.5
yOffsetRelativeRandom:0
xOffsetRelativeRandom:0
attachedToUnit: false
drawUnderUnits: false
total_frames: 14
animateFrameStart: 0
animateFrameEnd: 12
animateFramePingPong: false
animateFrameSpeed: 0.2
scaleFrom: 1.2
scaleTo: 1
alsoPlaySound:ROOT:sound/[Link]

[effect_FX-waveED]
life: 10
fadeOut: false
image:ROOT:asset/[Link]
yOffsetRelative:0.5
xOffsetRelative:0.5
yOffsetRelativeRandom:0
xOffsetRelativeRandom:0
attachedToUnit: false
drawUnderUnits: true
total_frames: 1
scaleFrom: 0
scaleTo: 0.8
#alsoPlaySound:

[effect_FX-lightED]
life: 10
fadeOut: false
image:ROOT:asset/[Link]
yOffsetRelative:0.5
xOffsetRelative:0.5
yOffsetRelativeRandom:0
xOffsetRelativeRandom:0
attachedToUnit: false
drawUnderUnits: false
total_frames: 1
scaleFrom: 0.2
scaleTo: 0.4
#alsoPlaySound:

[effect_wave]
life:150
image: ROOT:shared/[Link]
scaleFrom: 0
scaleTo: 0.8
createWhenOverLand: false

[effect_waterSplash]
life:0
alsoEmitEffects: CUSTOM:wave, CUSTOM:waterSplash1, CUSTOM:waterSplash2,
CUSTOM:waterSplash3, CUSTOM:waterSplash4*3, CUSTOM:waterSplash5*5

[effect_waterSplash1]
life: 100
image: ROOT:shared/[Link]
ySpeedAbsolute: 0.1
ySpeedAbsoluteRandom: 0.05
xSpeedAbsolute: 0.1
xSpeedAbsoluteRandom: 0.05
yOffsetRelativeRandom: 3
xOffsetRelativeRandom: 3
dirOffset:45
createWhenOverLand: false
imageShadow: SHADOW:ROOT:shared/[Link]
shadow: true

[effect_waterSplash2]
life: 100
image: ROOT:shared/[Link]
ySpeedAbsolute: 0.1
ySpeedAbsoluteRandom: 0.05
ySpeedAbsolute: -0.1
ySpeedAbsoluteRandom: 0.05
yOffsetRelativeRandom: 3
xOffsetRelativeRandom: -3
dirOffset:135
createWhenOverLand: false
imageShadow: SHADOW:ROOT:shared/[Link]
shadow: true

[effect_waterSplash3]
life: 100
image: ROOT:shared/[Link]
ySpeedAbsolute: -0.1
ySpeedAbsoluteRandom: 0.05
yOffsetRelativeRandom: -3
xOffsetRelativeRandom: 0
dirOffset:45
createWhenOverLand: false
imageShadow: SHADOW:ROOT:shared/[Link]
shadow: true

[effect_waterSplash4]
life: 100
image: ROOT:shared/[Link]
scaleFrom: 0.4
scaleTo: 1.2
physics: true
physicsGravity: 0.4
hSpeed: 1
hSpeedRandom: 0.5
ySpeedRelativeRandom: 0.25
xSpeedRelativeRandom: 0.25
createWhenOverLand: false
imageShadow: SHADOW:ROOT:shared/[Link]
shadow: true

[effect_waterSplash5]
life: 100
image: ROOT:shared/[Link]
scaleFrom: 0.4
scaleTo: 1.2
physics: true
physicsGravity: 0.4
hSpeed: 1.5
hSpeedRandom: 0.75
ySpeedRelativeRandom: 0.25
xSpeedRelativeRandom: 0.25
createWhenOverLand: false
imageShadow: SHADOW:ROOT:shared/[Link]
shadow: true

#-----------------------------------------Bug
effect------------------------------------
#Test paul if i realy here | reply: um Ok, looks fine

[effect_sporesmoke]
priority:veryhigh
createWhenOffscreen: true
showInFog: true
image: SHARED:light_50.png

life: 500
fadeOut: true
attachedToUnit: false
color: #98AA72
fadeInTime: 100
fadeOut: true
scaleFrom: 2
scaleTo: 28
alpha: 0.15
drawUnderUnits:false
xOffsetRelative: 0
yOffsetRelative: 0
xSpeedAbsoluteRandom:0.15
ySpeedAbsoluteRandom:0.15
xSpeedAbsolute: 0

atmospheric: false

shadow:true
imageShadow: SHADOW:SHARED:light_50.png

[effect_debris]
priority:high
createWhenOffscreen: false
createWhenZoomedOut: false
image: ROOT:shared/dust_sparse.png

life: 480
fadeOut: true
attachedToUnit: false
color: #7C9C38
fadeInTime: 60
scaleFrom: 3
scaleTo: 3
alpha: 1
drawUnderUnits:false

hSpeed: -0.4
hOffset: 80
dirOffsetRandom:360

shadow:true
imageShadow: SHADOW:ROOT:shared/dust_sparse.png
xOffsetRelativeRandom: 200
yOffsetRelativeRandom: 200
xSpeedAbsolute: 0.15
xSpeedAbsoluteRandom:0.15
ySpeedAbsoluteRandom:0.15
atmospheric: true
#-----------------------------------------------------------------------------

autoTriggerCooldownTime: 0.01s
autoTriggerCooldownTime_allowDangerousHighCPU: true

disableAllUnitCollisions: true

[hiddenAction_touchTarget]
#autoTrigger: if not [Link](type='touchTarget')
autoTriggerOnEvent: created
addWaypoint_type: touchTarget
addWaypoint_target_fromReference: [Link]

[hiddenAction_touchTargetSuccessful]
autoTriggerOnEvent: touchTargetSuccess
deleteSelf: true
sendMessageTo: customTarget1
sendMessageWithTags: losCheckPassed

[hiddenAction_touchTargetUnsuccessful]
autoTrigger: if [Link] or [Link](laterThanSeconds=2)
deleteSelf: true
sendMessageTo: customTarget1
sendMessageWithTags: losCheckNotPassed

canNotBeDirectlyAttacked: true
isUnselectable: true
showOnMinimap: false

[effect_exp1]
image: [Link]

scaleFrom: 5
scaleTo: 6
fadeOut: true
alpha: 1
life: 50

[effect_exp2]
image: [Link]

scaleFrom: 2
scaleTo: 12
fadeOut: true
alpha: 1
life: 70

defineUnitMemory: unit type


scaleImagesTo: 3
scaleTurretImagesTo: 4

autoTargetingOnDeadTarget: false

chargeEffectImage: SHARED:lighting_charge.png

isFixedFiring: true

[canBuild_list]
name: setRally, Cannon

explodeTypeOnDeath: building

chargeEffectImage: SHARED:lighting_charge.png

shieldDamageMultiplier: 1
shieldDefectionMultiplier: 0.1

buildingDamageMultiplier: 0.5

[effect_hitLightFlash]
priority:high

image: SHARED:light_50.png
life: 17
fadeOut: true
attachedToUnit: false
color: #63e6e8

scaleFrom: 1.8
scaleTo: 1.8
alpha: 0.6
drawUnderUnits:false

[effect_lightningShock]
life: 60

hOffset: 0
dirOffset: 0

fadeInTime: 0
fadeOut: false

attachedToUnit: true

image: SHARED:lightning_shock.png
total_frames: 14
animateFrameStart: 0
animateFrameEnd: 13
animateFramePingPong: false
animateFrameSpeed: 0.5

[effect_sparks]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 1.6
ySpeedRelativeRandom: 1.6
hSpeed: 2
image: SHARED:[Link]
priority: verylow

[effect_sparks2]
attachedToUnit: false
life: 150
physics: true
xSpeedRelativeRandom: 0.5
ySpeedRelativeRandom: 0.5
hSpeed: 1
image: SHARED:[Link]
priority: verylow

autoTargetingOnDeadTarget: false

wobbleAmplitude: 1.2
wobbleFrequency: 0.8s

#[action_gunInfo]
#displayType: infoOnly
#text: Gun Info
#isVisible: true
#description: -M14- \n =8 DMG= \n =Firing Speed: 7= \n =Range: 366=
#buildSpeed: 0s

#[hiddenAction_injury]
#autoTriggerOnEvent: destroyed
#spawnUnits: ww3_us_usmc_m14_injured

[hiddenAction_bodies]
autoTriggerOnEvent: killedAnyUnit
addurces: bodies=1

[effect_smoke]
life: 140
scaleFrom: 0.4
scaleTo: 3

#[hiddenAction_ammoStart]
#autoTriggerOnEvent: created
#addurces: ammo=10

#[hiddenAction_maintenance]
#autoTrigger: if [Link](empty=true)
#addurces: energy=5, points=-1

#[hiddenAction_outofammo]
#autoTrigger: if [Link](type='points', empty=true)
#convertTo: player_british_redcoat_musket_bayonet

#[hiddenAction_buff]
#autoTrigger: if [Link](withTag='fifer', greaterThan=0,
withinRange=500)
#convertTo: player_british_redcoat_musket_buff

#splastEffect: true
movementEffectRate: 6

showTransportBar:true
showHealthBar:true
showEnergyBar:true

effect_灰尘]
image: 灰尘.png
attachedToUnit: false
life: 150
alpha: 2
scaleFrom:2
scaleTo: 4
xSpeedRelativeRandom: 0.3
ySpeedRelativeRandom: 0.3
hSpeed: 0.5
priority: high
drawUnderUnits:false
atmospheric:true
delayedStartTimer:0
alsoPlaySound:大爆炸.ogg:1

[effect_土]
attachedToUnit: false
life: 300
scaleFrom:2.5
scaleTo: 4.5
physics: true
hSpeed: 3
xSpeedRelativeRandom: 1.5
ySpeedRelativeRandom: 1.5
image: 土.png
total_frames:1
animateFrameStart: 0
animateFrameEnd:0
animateFrameSpeed:0.1

[effect_Xcannon]

image: [Link]
total_frames:7
alpha: 0.9
attachedToUnit:true
animateFrameStart: 0
animateFrameEnd:6
animateFrameSpeed:0.25

[effect_闪光]
life:10
stripIndex: light_50
color:#FFFFCC
attachedToUnit:true
drawUnderUnits:false
scaleFrom:2
scaleTo:4
fadeOut:false

[effect_气浪]
image: 气浪.png
createWhenOverLiquid: false
life: 40
spawnChance: 1
fadeOut: true
attachedToUnit: false
fadeInTime:2
scaleFrom: 1
scaleTo: 2
alpha: 1.5
color: #916C5B
drawUnderUnits:true
hOffset: -40
dirOffsetRandom: 180
dirSpeedRandom: 0.6
atmospheric: true

[effect_射击特效]
stripIndex: dust

[effect_f]
priority: low
image: 曳光弹 [Link]
life: 60
fadeOut: true
attachedToUnit: false
scaleFrom: 0.7
scaleTo: 0.7
alpha: 1
fadeInTime: 0
drawUnderUnits:false
createWhenZoomedOut: true
ySpeedRelative: 11
spawnChance:0.6

[effect_机枪火焰]
life:60
image:喷子开火.png
total_frames:5
animateFrameStart: 0
animateFrameEnd:4
animateFrameSpeed:0.8
attachedToUnit:true
drawUnderUnits:false
scaleFrom: 0.5
scaleTo: 1
fadeOut:false

[effect_扬尘]
attachedToUnit: false
life: 100
xSpeedRelativeRandom: 0.01
ySpeedRelativeRandom: 0.01
xSpeedRelative:0
ySpeedRelative:0
xOffsetRelative:0
yOffsetRelative:-12
hSpeed: 0.25
hOffset:0
atmospheric:true
image: 扬尘.png
priority: low
scaleTo:5
scaleFrom:2
total_frames:3
animateFrameStart:1
animateFrameEnd:1
animateFrameLooping:false
animateFrameSpeed:0.02

[action_hecu]
deleteSelf: true
iconImage: [Link]
spawnUnits: hecu hq
displayType: upgrade
text: H.E.C.U.
buildSpeed: 0
highPriorityQueue: true
addGlobalTeamTags: hecu
ai_isHighPriority:true
isLocked: if [Link]() and not
numberOfUnitsInEnemyTeam(withTag='combine', greaterThan=0)

[action_combine]
iconImage: [Link]
convertTo: citadel spawner
displayType: upgrade
text: Combine
buildSpeed: 0
highPriorityQueue: true
addGlobalTeamTags: combine
ai_isHighPriority:true
isLocked: if [Link]() and not
numberOfUnitsInEnemyTeam(withTag='hecu', greaterThan=0)

[hiddenAction_alarm]
convertTo: citadel_alarm
autoTrigger: if not [Link](greaterThan=7500)
text: Alert
description: Alert
pos: 0.1
buildSpeed: 0
price: 0
#spawnUnits:elite_c*5, soldier_c*30, a gunship*2, Strider

soundOnDeath: [Link]
soundOnAttackOrder: [Link]
soundOnMoveOrder: [Link]
soundOnNewSelection: [Link], [Link]

imageStack: [Link]*10
warmupStartEffect: CUSTOM:Charge*3, CUSTOM:ChargeL, CUSTOM:ChargeLrtx

canOnlyAttackUnitsWithTags: vehicle, building


beamImage: SHARED:[Link]
beamImageEnd: SHARED:beam1_end.png
beamImageStart: SHARED:beam1_start.png
color: cyan
largeHitEffect: true
armourIgnoreAmount: 22
mutatorInfantry_ifUnitWithTags: vehicle
mutatorInfantry_directDamageMultiplier: 5
mutatorInfantry_areaDamageMultiplier: 5

movementType: OVER_CLIFF_WATER

targetGroundSpread: 30
initialUnguidedSpeedHeight: 1.2
gravity:0.1

[attachment_1]
x:10
y: -45
isVisible: true
isUnselectable: false
canAttack: true
setDrawLayerOnTop: true
addTransportedUnits: false
onCreateSpawnUnitOf: agc_lt_1_mg_turret
rotateWithParent:true

unitsSpawnedOnDeath_setToTeamOfLastAttacker:
spawnUnits: crates*10(neutralTeam=true), tank(spawnChance=0.5)

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