-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathMonolith.ini
180 lines (147 loc) · 3.74 KB
/
Monolith.ini
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
[core]
#autoTriggerCooldownTime: 0.5s
name: monolith
displayText: Airtek Monolith
displayDescription: -Core structure of the Monolith Cluster\n-Links four child nodes per monolith\n-Nodes restore on queue when destroyed provided their parent monolith is still intact\n-Nodes can attack land only\nNode restoration requires Carbon\n\nWARNING: Protect this structure to keep the nodes alive and able to restore
tags: hub, server, monolith
class: CustomUnitMetadata
price: 5000
maxHp: 3000
mass: 9000
techLevel: 2
buildSpeed: 35s
radius: 30
isBio: false
isBuilding: true
#softCollisionOnAll: 5
footprint: -2,-2,2,2
constructionFootprint: -2,-2,2,2
defineUnitMemory: unit aux1, unit aux2, unit aux3, unit aux4
builtFrom_1_name: combatEngineer_build, mechEngineer
builtFrom_2_name: airLab_landed
builtFrom_2_pos: 0.2
maxTransportingUnits: 4
transportUnitsAddUnloadOption: false
transportUnitsRequireTag: serverNode
[hiddenAction_neww]
autoTriggerOnEvent: created
alsoQueueAction: spwnTr
[hiddenAction_spwnTr]
addUnitsIntoTransport: monolithNode(addResources=ammo:1), monolithNode(addResources=ammo:2), monolithNode(addResources=ammo:3), monolithNode(addResources=ammo:4)
alsoQueueAction: setsetset
[hiddenAction_setsetset]
setUnitMemory: aux1 = self.attachment(slot=0), aux2 = self.attachment(slot=1), aux3 = self.attachment(slot=2), aux4 = self.attachment(slot=3)
addResources: setFlag=0
resetCustomTimer: true
[attachment_0]
x: 0
y: 0
isUnselectable: true
addTransportedUnits: true
idleDir: 0
height: 0
setDrawLayerOnBottom: false
canAttack: false
isVisible: false
[attachment_1]
@copyFromSection: attachment_0
[attachment_2]
@copyFromSection: attachment_0
[attachment_3]
@copyFromSection: attachment_0
[template_aux]
text: Emitter Node ${auxNum}
description: Status: %{select((${auxName}.hp < 1), "Disabled", "Active")}\nHP Status: %{${auxName}.hp}/%{${auxName}.maxHp}
addResources: setFlag=6
buildSpeed: 0
isLocked: true
displayType: infoOnly
isVisible: if (self.attachment(slot=${auxNum -1}) == nullUnit) and self.hasFlag(id=0)
pos: ${auxNum}
[action_aux1]
@define auxNum: 4
@define auxName: memory.aux1
@copyFromSection: template_aux
[action_aux2]
@define auxNum: 3
@define auxName: memory.aux2
@copyFromSection: template_aux
[action_aux3]
@define auxNum: 2
@define auxName: memory.aux3
@copyFromSection: template_aux
[action_aux4]
@define auxNum: 1
@define auxName: memory.aux4
@copyFromSection: template_aux
[template_state]
x: 0
y: 0
image_end: m${num}.png
image_end_teamColors:true
hidden: if ${auxName}
drawOverBody: true
[arm_1]
@copyFromSection: template_state
@define num: 1
@define auxName: memory.aux1.hp < 1
[arm_2]
@copyFromSection: template_state
@define num: 2
@define auxName: memory.aux2.hp < 1
[arm_3]
@copyFromSection: template_state
@define num: 3
@define auxName: memory.aux3.hp < 1
[arm_4]
@copyFromSection: template_state
@define num: 4
@define auxName: memory.aux4.hp < 1
[action_deplot]
fireTurretXAtGround: 1
#fireTurretXAtGround_withOffset: 0,0
price: 0
text: Deploy Emitter
displayType: action
buildSpeed: 0.5s
pos: 0.1
isVisible: if self.numberOfAttachedUnits() > 0
#guiBuildUnit: serverGun
[graphics]
total_frames: 1
image: Monolith.png
image_wreak: NONE
image_shadow: AUTO
shadowOffsetX:0
shadowOffsetY:2
drawLayer: ground
showTransportBar: false
showQueueBar: false
[attack]
canAttack: false
canAttackFlyingUnits: false
canAttackLandUnits: false
canAttackUnderwaterUnits: false
turretSize: 0
turretTurnSpeed: 0
maxAttackRange: 300
shootDelay: 0
[turret_1]
x: 0
y: 0
canShoot: false
shoot_sound: warning
[projectile_1]
directDamage: 0
life: 0
speed: 10
instant: true
unloadUpToXUnitsFromSource: 1
deflectionPower: -1
[movement]
movementType: NONE
moveSpeed: 0
moveAccelerationSpeed: 0
moveDecelerationSpeed: 0
maxTurnSpeed: 0
turnAcceleration: 0