RECORDANDRONCO/mods/example/rules/doomsday.yaml

255 lines
4.1 KiB
YAML

mutantgunner:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 8000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: foot
Speed: 42
TurnSpeed: 512
RenderSprites:
Armament:
Weapon: mg
AttackFrontal:
AutoTarget:
AutoTargetPriority:
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
DeathSequence: die
UseDeathTypeSuffix: false
MapEditorData:
Categories: Units
mutantbrawler:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 12000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: foot
Speed: 56
TurnSpeed: 512
RenderSprites:
Armament:
Weapon: claw
AttackFrontal:
AutoTarget:
AutoTargetPriority:
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
DeathSequence: die
UseDeathTypeSuffix: false
MapEditorData:
Categories: Units
hound:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 5000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: foot
Speed: 85
TurnSpeed: 512
RenderSprites:
Armament:
Weapon: claw
AttackFrontal:
AutoTarget:
AutoTargetPriority:
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
DeathSequence: die
UseDeathTypeSuffix: false
MapEditorData:
Categories: Units
android:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 7000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: foot
Speed: 50
TurnSpeed: 512
RenderSprites:
Armament:
Weapon: mg
AttackFrontal:
AutoTarget:
AutoTargetPriority:
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
DeathSequence: die
UseDeathTypeSuffix: false
MapEditorData:
Categories: Units
biotitan:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 40000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: foot
Speed: 32
TurnSpeed: 512
RenderSprites:
Armament:
Weapon: titanslam
AttackFrontal:
AutoTarget:
AutoTargetPriority:
WithInfantryBody:
DefaultAttackSequence: attack
WithDeathAnimation:
DeathSequence: die
UseDeathTypeSuffix: false
MapEditorData:
Categories: Units
warcar:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 15000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: wheels
Speed: 128
TurnSpeed: 20
RenderSprites:
Armament:
Weapon: mg
AttackFrontal:
AutoTarget:
AutoTargetPriority:
WithFacingSpriteBody:
Sequence: stand
WithMoveAnimation:
MoveSequence: run
MapEditorData:
Categories: Units
hauler:
AlwaysVisible:
Selectable:
Bounds: 1024, 1536, 0, -384
SelectionDecorations:
Targetable:
TargetTypes: Ground
Health:
HP: 20000
HitShape:
BodyOrientation:
QuantizeFacingsFromSequence:
Sequence: stand
Mobile:
Locomotor: wheels
Speed: 96
TurnSpeed: 20
RenderSprites:
WithFacingSpriteBody:
Sequence: stand
WithMoveAnimation:
MoveSequence: run
MapEditorData:
Categories: Units
barrel:
AlwaysVisible:
Immobile:
OccupiesSpace: true
WithSpriteBody:
RenderSprites:
MapEditorData:
Categories: Decorations
barrel2:
AlwaysVisible:
Immobile:
OccupiesSpace: true
WithSpriteBody:
RenderSprites:
MapEditorData:
Categories: Decorations
streetlight:
AlwaysVisible:
Immobile:
OccupiesSpace: true
WithSpriteBody:
RenderSprites:
MapEditorData:
Categories: Decorations
bookshelf:
AlwaysVisible:
Immobile:
OccupiesSpace: true
WithSpriteBody:
RenderSprites:
MapEditorData:
Categories: Decorations
junk1:
AlwaysVisible:
Immobile:
OccupiesSpace: true
WithSpriteBody:
RenderSprites:
MapEditorData:
Categories: Decorations