UnitObj
SeeingRange()
Optional
Value(float range)
Optional(100), Range(0, 152)
range: Distance this unit can see in metres.
Min(float min)
Optional (range)
min: Minimum range
Max(float max)
Optional (range)
time: Maximum range
DayModifer(float percentage)
Optional(1)
percentage: Percentage modifer to this units seeing range during the day.
NightModifier(float percentage)
Optional(1)
percentage: Percentage modifer to this units seeing range during the night.
Constructor(string type)
Optional(none)
type: The type that constructs this unit.
ConstructionTime(float seconds)
Optional(4.0), Range(0, F32_MAX)
seconds: Number of seconds it takes to construct this object (also used for upgrades)
ConstructionHitPoints(float percent)
Optional(10%)
percent: Percentage of total hitpoints that a building under construction starts with.
ConstructionConsume(Bool flag)
Optional(FALSE)
flag: Does this object consume its rig-type constructor, and replace when recycled.
Companion(string type)
Optional(none)
type: A unit that is constructed along with objects of this type (this type must have appropriate exit points)
Selectable(bool flag)
Optional(type specific), Not Recommended
flag: Determines if selectable from client side interface.
FireIndirect(bool flag)
Optional(0)
flag: If set then units of this type do not need to have direct line of sight to targets they wish to fire at.
CanAutoTarget(bool flag)
Optional(1)
flag: If false, units of this type will never automatically acquire targets.
DrivingStyle(string name)
Optional("Default"), name required
name: Assign a driving style to the unit.
TopSpeed()
Optional
Value(float speed)
Optional (10), Min(0)
speed: Maximum speed at which this unit can travel in kilometres per hour.
Min(float min)
Optional (speed)
min: Minimum speed
Max(float max)
Optional (speed)
time: Maximum speed
DrivePower()
Optional
Value(float range)
Optional(10), Min(0)
power: Drive power.
Min(float min)
Optional (power)
min: Minimum power
Max(float max)
Optional (power)
time: Maximum power
TurnRatio(float ratio)
Optional(4), Min(0)
ratio: The turn ration is related to the power applied. The higher the ration the faster the unit can turn.
RollingFriction(float friction)
Optional(0.1)
friction: Friction against rolling.
ResourceCost(int cost)
Optional(1)
cost: Amount of resource required to bring one object of this type to the playing field.
CommandCost(int cost)
Optional(0)
cost: The number of command points this unit uses (unit limit configuration)
ResourceTransport(int resource)
Optional(0)
resource: Amount of resource units of this type can transport. Not very useful to set this unless this unit can perform TaskCollect.
ResourceStore(int resource)
Optional(0)
resource: Amount of resource units of thie type store. When a team has this unit, the storage of this unit is added to the teams total storage capcity.
ResourceInitialStore(int resource)
Optional(0)
resource: Amount of resource a unit has stored initially.
ResourceUnload(int resource)
Optional(10)
resource: Amount of resource that is unloaded at a time.
RecycleTime(float seconds)
Optional(ConstructTime() * 0.5)
seconds: Number of seconds it takes to recycle this type (Must have Ability::Recycle to be able to recycle).
RecyclePercentage(float percent)
Optional(0.5)
percent: Percentage of the resource cost that is refunded.
PowerDownTime(float seconds)
Optional(ConstructionTime() * 0.125 )
seconds: Number of seconds it takes to power down this type. Only units which require power can be powered down.
PowerUpTime(float seconds)
Optional(PowerDownTime())
seconds: Number of seconds it takes to power up this type. Only units which require power can be powered down.
Power()
Optional
ProducedDay(int power)
Optional(0)
power: Amount of power this unit produces during the day.
ProducedNight(int power)
Optional(ProducedDay())
power: Amount of power this unit produces during the night.
Required(int power)
Optional(0)
power: Amount of power this unit requires.
Efficiency()
Optional
Red(int efficiency)
Optional(100)
efficiency: The efficiency of this unit when power is in the red.
Yellow(int efficiency)
Optional(100)
efficiency: The efficiency of this unit when power is in the yellow.
Green(int efficiency)
Optional(100)
efficiency: The efficiency of this unit when power is in the green.
Upgrades()
Optional
Specifies a list of sequential upgrades for this type
Add(string type, string point = "HP-UPGRADE")
Multiple
type: The type identifier of the upgrade.
point: The hard point to attach to (only configure if necessary)
Prereqs()
Optional
Before an object of this type can be ordered, the team must have at least one of each of the types defined here.
Add(string type)
Multiple
type: Type which is a prerequisite for this unit.
Weapon(string weapon)
Optional(none)
weapon: Name of the weapon this unit uses. Weapons are created using CreateWeaponType.