asdasddasdsa

This commit is contained in:
secXsQuared 2018-03-18 21:27:02 -04:00
parent 8ecfba23dd
commit 34f3754162

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@ -29,15 +29,15 @@ RepairRate=.012 ; minutes between applying repair step
RepairStep=8 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
SelfHealInfantryFrames=50
SelfHealInfantryAmount=25
SelfHealUnitFrames=40
SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital
SelfHealInfantryAmount=15
SelfHealUnitFrames=75
SelfHealUnitAmount=3 ;gs Tech Machine Shop and Tech Hospital
; income and production
;BailCount=28 ; number of 'bails' carried by a harvester
;BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runs
GrowthRate=.1 ; minutes between ore (Tiberium) growth
@ -3875,7 +3875,10 @@ Category=Soldier
Primary=M60
Secondary=MissileLauncher ;GEF New Guardian GI weapon
OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Occupier=yes;yes ; I can Occupy UC buildings
OccupyWeapon=MissileLauncherE
OccupyWeapon=MissileLauncher; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=MissileLauncherE; The weapon I use while Occupying. Defaults to 0 (Primary)
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=200
@ -4038,6 +4041,7 @@ Category=Soldier
Prerequisite=GAPILE,RADAR
PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL
Primary=MP5
Secondary=Sapper
OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
@ -4080,8 +4084,12 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
Size=1
DetectDisguise=yes
ElitePrimary=MP5E
EliteSecondary=Sapper
IFVMode=4
UseOwnName=true
Occupier=yes ; I can Occupy UC buildings
OccupyWeapon=MP5; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=MP5E; The weapon I use while Occupying. Defaults to 0 (Primary)
[TANY]
UIName=Name:TANYA
@ -4089,7 +4097,6 @@ Name=Tanya
Category=Soldier
Prerequisite=GAPILE,GATECH
Primary=DoublePistols
Secondary=Sapper
OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
@ -4132,12 +4139,13 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
DetectDisguise=yes
ElitePrimary=DoublePistolsE
EliteSecondary=Sapper
IFVMode=4
BuildLimit=1
SelfHealing=yes
UseOwnName=true
Occupier=yes
OccupyWeapon=DoublePistols; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=DoublePistolsE; The weapon I use while Occupying. Defaults to 0 (Primary)
; Chrono Legionnaire
[CLEG]
@ -4247,6 +4255,9 @@ PreventAttackMove=yes
MoveToShroud=no
IFVMode=4
DetectDisguise=yes
Occupier=yes
OccupyWeapon=ChronoMP5; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=ChronoMP5E; The weapon I use while Occupying. Defaults to 0 (Primary)=
;Psi-Commando ;anybody gets Yuri tech ;note, what you get is based on type of Tech Center, not country of guy who owns it
[PTROOP]
@ -4298,7 +4309,9 @@ ImmuneToPsionics=yes
ElitePrimary=MindControl2E
IFVMode=4
Trainable=yes
Occupier=yes
OccupyWeapon=MindControl2E; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=MindControl2E; The weapon I use while Occupying. Defaults to 0 (Primary)
; **************************** Side Specific *******************************
@ -4349,6 +4362,9 @@ SelfHealing=yes
BuildLimit=1
Trainable=yes
DetectDisguise=yes
Occupier=yes
OccupyWeapon=AWP; The weapon I use while Occupying. Defaults to 0 (Primary)
EliteOccupyWeapon=AWPE; The weapon I use while Occupying. Defaults to 0 (Primary)
; **************************************************************************
@ -11833,6 +11849,8 @@ NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and Radio
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=no
ProduceCashAmount=20 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
; Allied weapons factory
[GAWEAP]
@ -11867,7 +11885,7 @@ DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0
Spyable=no
UnitsGainSelfHeal=2 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames
UnitsGainSelfHeal=5 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck
@ -12045,8 +12063,8 @@ Crewed=yes
;Explodes=yes
;DeathWeapon=OilExplosion
OrePurifier=yes
ProduceCashAmount=200 ; Amount every Delay
ProduceCashDelay=60 ; Frame delay between Amounts
ProduceCashAmount=50 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
AIBuildThis=yes
TogglePower=no
Powered=true
@ -14028,8 +14046,8 @@ Unsellable=yes
Explodes=yes
DeathWeapon=OilExplosion
ProduceCashStartup=1000 ; credits when captured from the Neutral house
ProduceCashAmount=40 ; Amount every Delay
ProduceCashDelay=60 ; Frame delay between Amounts
ProduceCashAmount=20 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts
WorkingSound=OilDerrickLoop
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)
@ -23028,9 +23046,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH
[UCPara]
Damage=30
ROF=15
Range=6 ;7
Damage=45
ROF=10
Range=7 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
@ -23039,9 +23057,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH
[UCElitePara]
Damage=40
ROF=15
Range=6 ;7
Damage=60
ROF=10
Range=7 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
@ -23069,8 +23087,8 @@ Warhead=SSA
Report=RocketeerAttack
[MP5]
Damage=100
ROF=10
Damage=187.5
ROF=6.67
Range=7
Projectile=InvisibleLow
Speed=100
@ -23844,7 +23862,7 @@ Projectile=InvisibleLow
; Fire by Chrono Legion
[NeutronRifle]
Damage=16
Damage=9999
ROF=60
Range=7.5
Speed=100
@ -24107,7 +24125,7 @@ Damage=1200
Range=30
Projectile=GiantNukeDown ;MultiMissile
Speed=10
RadLevel=9999
RadLevel=65535
Warhead=NUKE
Report=
@ -24463,9 +24481,9 @@ IsMagBeam=yes
;GEF Weapons used by units in IFV
[CRM60]
Damage=25
ROF=15
Range=6;4
Damage=37.5
ROF=10
Range=7;4
Projectile=InvisibleLow
Speed=100
Warhead=SSA
@ -24474,9 +24492,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
; Fire by Telsa Trooper
[CRElectricBolt]
Damage=60;50
ROF=45;40 ;changed on 11/29 from 30 to 45
Range=6;3
Damage=90;50
ROF=30;40 ;changed on 11/29 from 30 to 45
Range=7;3
Speed=100
Warhead=Shock
Report=TeslaTankAttack
@ -24486,21 +24504,21 @@ AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters ne
;Rocket Infantry
[CRBAZOOKA]
Damage=35;25
ROF=30;60
Range=8;6
Damage=52.5;25
ROF=20;60
Range=9;6
Projectile=AAHeatSeeker2
Speed=25
Warhead=AP
Report=FlakCannonAttack
[CRMP5] ;reimplementing this as an anti-infantry IFV weapon
Damage=125
ROF=10
Range=7;8;6
Damage=187.5
ROF=6.67
Range=8;8;6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint3
Warhead=HollowPoint
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
;OmniFire=yes
@ -24519,11 +24537,11 @@ Report=MirageTankDisguise
; Fire by Chrono Legion
[CRNeutronRifle]
Damage=5
ROF=120
Range=6
Damage=9999
ROF=60
Range=10
Speed=100
Projectile=InvisibleLow
Projectile=InvisibleAll
Warhead=ChronoBeam
Report=
IsRadBeam=yes
@ -24531,18 +24549,18 @@ Report=ChronoLegionAttack
; rifle soldier weapons (multiple shots)
[CRM1Carbine]
Damage=30;20
ROF=15;20
Range=6;4
Damage=45;20
ROF=10;20
Range=7;4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack
[CRNuke]
Damage=200 ;changed from 600 on 11/30
ROF=80
Range=1
Damage=300 ;changed from 600 on 11/30
ROF=53.33
Range=2
Projectile=InvisibleLow
Speed=35 ; was 10
RadLevel=500
@ -24552,26 +24570,26 @@ Suicide=yes
[CRTerrorBomb]
Projectile=Invisible
Damage=250
Damage=375
Warhead=TerrorBombWH
Anim=RING1
Range=1.5
ROF=10
Range=2.5
ROF=6.67
Suicide=yes
[CRPsychicJab]
Damage=25
ROF=15
Range=6.5
Damage=37.5
ROF=10
Range=7.5
Projectile=InvisibleLow
Speed=100
Warhead=SAFlame
Report=InitiateAttack
[CRVirusGun]
Damage=125
ROF=80
Range=12
Damage=187.5
ROF=53.33
Range=13
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
@ -24579,9 +24597,9 @@ Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
[CRSuperMindBlast]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Damage=375;Needed to be considered offensive unit
Range=2
ROF=33.33 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=SuperPsiPulse
@ -24592,9 +24610,9 @@ Anim=RING1
;GI Missile Launcher
[CRMissileLauncher]
Damage=30
ROF=40
Range=8
Damage=45
ROF=26.67
Range=9
Burst=2
Projectile=AAHeatSeeker2 ;AirToGroundMissile
Speed=30 ;40
@ -24603,9 +24621,9 @@ Report=GuardianGIDeployedAttack
MinimumRange=1
[Demobomb]
Damage=300 ;was 400, changed 11/30
ROF=80
Range=1
Damage=450 ;was 400, changed 11/30
ROF=53.33
Range=2
Projectile=InvisibleLow
Speed=35
RadLevel=100
@ -24615,9 +24633,9 @@ Suicide=yes
; Fire by Desolater
[CRRadBeamWeapon]
Damage=175;125
ROF=30;50
Range=7;5
Damage=262.5;125
ROF=20;50
Range=8;5
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
@ -24633,9 +24651,9 @@ Report=DesolatorAttack
;Warhead=Controller
;Report=FIEND2
;Anim=WAKE2
Damage=200;Needed to be considered offensive unit
Range=1
ROF=10;200 needs to be closer to animation time (Kills everything anyway)
Damage=300;Needed to be considered offensive unit
Range=2
ROF=6.67;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=PsiPulse
@ -24646,20 +24664,20 @@ Anim=RING1
[CRAWP]
Damage=250;200
ROF=100;150
Range=14
Projectile=InvisibleLow
Damage=375;200
ROF=66.67;150
Range=22
Projectile=InvisibleAll
Speed=100
Report=SILENCER
Warhead=HollowPoint2
Warhead=HollowPoint3
RevealOnFire=no ; Doesn't clear shroud when fired
; Fire by Prism Cannon
[CowShot];[PrismShot]
Damage=300
ROF=75;100
Range=12;8
Damage=450
ROF=50;100
Range=13;8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
@ -24682,9 +24700,9 @@ RadLevel=500
;Report=Dummy
[CRFlakGuyGun] ; Anti-surface gun for the Flak Trooper
Damage=30;20
ROF=15;20
Range=7;5
Damage=45;20
ROF=10;20
Range=8;5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround ; put in new sound for this
@ -25076,7 +25094,7 @@ FireInTransport=no;can't fire out of the BattleFortress
; Fire by Chrono Legion
[NeutronRifleE]
Damage=32
Damage=9999
ROF=60
Range=10
Speed=100
@ -25265,12 +25283,12 @@ Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
[ChronoMP5E]
Damage=125
ROF=10
Range=6
Damage=187.5
ROF=6.67
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=HollowPointNoBuilding
Warhead=HollowPoint
Report=SealAttack
[ATGUNE]
@ -27169,7 +27187,7 @@ ProneDamage=600%
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Verses=200%,100%,100%,15%,15%,15%,15%,15%,15%,15%,100% ; see note in comments above about 1%
Verses=200%,100%,100%,20%,20%,20%,20%,20%,20%,20%,100% ; see note in comments above about 1%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
@ -27177,14 +27195,14 @@ Bullets=yes
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint2]
Verses=100%,100%,100%,15%,15%,15%,15%,15%,15%,15%,100%;
Verses=100%,100%,100%,50%,50%,50%,50%,50%,50%,50%,100%;
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes
[HollowPoint3]
Verses=100%,100%,100%,30%,30%,30%,30%,30%,30%,100%,100%
Verses=100%,100%,100%,80%,80%,80%,80%,80%,80%,80%,100%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
@ -27408,7 +27426,7 @@ AnimList=DEMTEXP
[ChronoBeam]
;No chronoing spawned rockets
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0%
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
;Verses=100%,0%,20%,10%,0%
;InfDeath=5
Temporal=yes