OpenRA Traits Documentation - guidebee/OpenRA GitHub Wiki
OpenRA uses traits to define the behavior and properties of game entities (actors). Traits are modular components that can be combined to create complex game mechanics. This document lists all available traits, their hierarchical relationships, descriptions, and key properties.
Order | Trait Name | Parent | Description | Properties |
---|---|---|---|---|
1 | ExistsInWorld | - | Base trait for all entities that exist in the world | - |
2 | AppearsOnRadar | - | Makes the actor appear on radar | - |
3 | CombatDebugOverlay | - | Displays debug information during combat | - |
4 | GivesExperience | - | Allows this actor to give experience to attackers when destroyed | PlayerExperienceModifier |
5 | ScriptTriggers | - | Allows the actor to be targeted by Lua scripts | - |
6 | RenderDebugState | - | Renders debug information about the actor's state | - |
7 | SpriteActor | - | Base trait for sprite-based actors | - |
8 | BodyOrientation | - | Provides orientation data for the actor's body | - |
9 | QuantizeFacingsFromSequence | - | Quantizes facings to match the sprite sequence | - |
10 | RenderSprites | - | Renders the actor's sprites | - |
11 | ClassicFacingSpriteActor | - | Base trait for sprite actors using classic facings | - |
12 | ClassicFacingBodyOrientation | - | Provides orientation data for classic facing actors | - |
13 | HitShape | - | Defines the hit box shape for the actor | Type, TopLeft, BottomRight, UseTargetableCellsOffsets |
14 | GainsExperience | - | Allows the actor to gain experience and rank up | LevelUpNotification, Conditions, LevelUpImage |
15 | GrantCondition | - | Grants a condition to the actor | RequiresCondition, Condition |
16 | DamageMultiplier | - | Multiplies damage received by the actor | RequiresCondition, Modifier |
17 | FirepowerMultiplier | - | Multiplies the actor's firepower | RequiresCondition, Modifier |
18 | SpeedMultiplier | - | Multiplies the actor's speed | RequiresCondition, Modifier |
19 | ReloadDelayMultiplier | - | Multiplies the actor's reload delay | RequiresCondition, Modifier |
20 | ChangesHealth | - | Changes the actor's health over time | Step, PercentageStep, Delay, StartIfBelow, DamageCooldown, RequiresCondition |
21 | WithDecoration | - | Adds visual decoration to the actor | Image, Sequence, Palette, Position, Margin, ValidRelationships, RequiresCondition |
22 | IronCurtainable | - | Allows the actor to be made invulnerable | - |
23 | WithColoredOverlay | - | Adds a colored overlay to the actor | RequiresCondition, Color |
24 | TimedConditionBar | - | Shows a progress bar for timed conditions | Condition |
25 | ExternalCondition | - | Allows external traits to grant conditions | Condition |
26 | AutoTarget | - | Automatically targets enemies in range | AttackAnythingCondition |
27 | AutoTargetPriority | - | Sets priority for auto-targeting | RequiresCondition, ValidTargets, InvalidTargets |
28 | AttackMove | - | Allows the actor to attack while moving | AssaultMoveCondition |
29 | HandicapFirepowerMultiplier | - | Adjusts firepower based on player handicaps | - |
30 | HandicapDamageMultiplier | - | Adjusts damage based on player handicaps | - |
31 | HandicapProductionTimeMultiplier | - | Adjusts production time based on player handicaps | - |
32 | GrantConditionOnPrerequisite | - | Grants a condition when a prerequisite is available | Condition, Prerequisites |
33 | GivesBounty | - | Gives resources to the destroying player | RequiresCondition |
34 | Huntable | - | Allows the actor to be hunted by the AI | - |
35 | OwnerLostAction | - | Defines what happens when the owner is defeated | Action, DeathTypes |
36 | UpdatesPlayerStatistics | - | Updates player statistics when created or destroyed | - |
37 | Mobile | - | Allows the actor to move | PauseOnCondition, Locomotor, TurnSpeed |
38 | Selectable | - | Makes the actor selectable | Bounds, Class, Priority, PriorityModifiers |
39 | Targetable | - | Makes the actor targetable | RequiresCondition, TargetTypes |
40 | GrantConditionOnDamageState | - | Grants a condition when actor is damaged | Condition, ValidDamageStates |
41 | Repairable | - | Allows the actor to be repaired | RepairActors |
42 | Chronoshiftable | - | Allows the actor to be chronoshifted | - |
43 | Passenger | - | Allows the actor to be transported | CargoType, CargoCondition |
44 | HiddenUnderFog | - | Hides the actor under fog of war | Type |
45 | ActorLostNotification | - | Shows a notification when the actor is lost | TextNotification |
46 | ProximityCaptor | - | Allows this actor to be captured when enemies are nearby | Types |
47 | GpsDot | - | Shows a dot on the minimap when GPS is active | String |
48 | WithDamageOverlay | - | Shows an overlay when the actor is damaged | - |
49 | Guard | - | Allows the actor to guard other actors | - |
50 | Guardable | - | Allows the actor to be guarded | Range |
51 | Tooltip | - | Shows a tooltip when hovering over the actor | GenericName, Name |
52 | CaptureManager | - | Manages the actor's capture state | BeingCapturedCondition |
53 | Capturable | - | Allows the actor to be captured | Types, CancelActivity, RequiresCondition |
54 | CaptureNotification | - | Shows a notification when the actor is captured | Notification, TextNotification, LoseNotification, LoseTextNotification |
55 | MustBeDestroyed | - | Actor must be destroyed for mission success | RequiredForShortGame |
56 | Voiced | - | Gives the actor a voice | VoiceSet |
57 | Parachutable | - | Allows the actor to be paradropped | FallRate, KilledOnImpassableTerrain, ParachutingCondition |
58 | FireWarheadsOnDeath | - | Triggers warheads when the actor dies | Weapon, EmptyWeapon |
59 | WithFacingSpriteBody | - | Renders the actor's body with facing | - |
60 | WithParachute | - | Renders a parachute when the actor is falling | ShadowImage, ShadowSequence, Image, Sequence, OpeningSequence, Offset, RequiresCondition |
61 | MapEditorData | - | Defines how the actor appears in the map editor | Categories, ExcludeTilesets |
62 | TrackedVehicle | ^Vehicle | Base trait for tracked vehicles | - |
63 | Infantry | ^ExistsInWorld | Base trait for infantry units | - |
64 | Armor | - | Defines armor type | Type |
65 | RevealsShroud | - | Reveals shroud around the actor | Range |
66 | WithInfantryBody | - | Renders the infantry's body | IdleSequences, StandSequences |
67 | WithDeathAnimation | - | Plays an animation when the actor dies | DeathTypes, CrushedSequence |
68 | Crushable | - | Allows the actor to be crushed | CrushSound |
69 | DeathSounds | - | Plays sounds when the actor dies | Voice, DeathTypes |
70 | Cloneable | - | Allows the actor to be cloned | Types |
71 | EdibleByLeap | - | Allows the actor to be eaten by leaping units | - |
72 | DetectCloaked | - | Allows the actor to detect cloaked units | DetectionTypes, Range |
73 | TakeCover | - | Allows infantry to take cover | DamageModifiers, DamageTriggers, Duration |
74 | AttackFrontal | - | Allows attacking units in front | FacingTolerance |
75 | CivInfantry | ^Infantry | Base trait for civilian infantry | - |
76 | Valued | - | Defines the actor's value | Cost |
77 | ScaredyCat | - | Makes the actor flee when threatened | - |
78 | Wanders | - | Makes the actor wander around | MinMoveDelay, MaxMoveDelay |
79 | ArmedCivilian | - | Civilian that can attack | - |
80 | Armament | - | Defines a weapon attachment | Weapon, Name |
81 | Ship | ^ExistsInWorld | Base trait for ships | - |
82 | Targetable | - | Makes the actor targetable | TargetTypes |
83 | RepairableNear | - | Allows the actor to be repaired near certain structures | RepairActors |
84 | Submarine | ^Ship | Base trait for submarines | - |
85 | Cloak | - | Allows the actor to cloak | DetectionTypes, InitialDelay, CloakDelay, CloakStyle, CloakSound, UncloakSound, CloakedCondition, PauseOnCondition |
86 | NeutralPlane | ^ExistsInWorld | Base trait for neutral aircraft | - |
87 | Aircraft | - | Allows the actor to fly | AirborneCondition, CanHover, CruisingCondition, WaitDistanceFromResupplyBase, TakeOffOnResupply, VTOL, LandableTerrainTypes, Crushes, CanSlide |
88 | EjectOnDeath | - | Ejects a pilot when the aircraft is destroyed | PilotActor, SuccessRate, EjectOnGround, EjectInAir, AllowUnsuitableCell, ChuteSound |
89 | WithShadow | - | Renders a shadow underneath the actor | Offset, ZOffset |
90 | SpawnActorOnDeath | - | Spawns an actor when this actor dies | RequiresCondition |
91 | Plane | ^NeutralPlane | Base trait for planes | - |
92 | Helicopter | ^Plane | Base trait for helicopters | - |
93 | Hovers | - | Makes the actor hover | RequiresCondition |
94 | BasicBuilding | ^ExistsInWorld | Base trait for all buildings | - |
95 | Building | - | Defines building properties | Dimensions, Footprint, TerrainTypes, RequiresBaseProvider, BuildSounds, UndeploySounds |
96 | ActorPreviewPlaceBuildingPreview | - | Shows a preview when placing a building | PreviewAlpha |
97 | RequiresBuildableArea | - | Requires a buildable area to place | AreaTypes, Adjacent |
98 | SoundOnDamageTransition | - | Plays sounds when the actor is damaged | DamagedSounds, DestroyedSounds |
99 | WithSpriteBody | - | Renders the actor's body with sprites | - |
100 | ShakeOnDeath | - | Shakes the screen when the actor dies | - |
101 | FrozenUnderFog | - | Keeps the actor's last visible state when under fog | - |
102 | FrozenUnderFogUpdatedByGps | - | Updates the frozen state when GPS is active | - |
103 | Demolishable | - | Allows the actor to be demolished | Condition |
104 | CommandBarBlacklist | - | Prevents the actor from showing in the command bar | - |
105 | Building | ^BasicBuilding | Base trait for constructed buildings | - |
106 | GivesBuildableArea | - | Provides an area where other buildings can be constructed | AreaTypes |
107 | RepairableBuilding | - | Allows the building to be repaired | RepairStep, PlayerExperience, RepairingNotification |
108 | InstantlyRepairable | - | Allows the building to be instantly repaired | - |
109 | AcceptsDeliveredCash | - | Allows the building to accept cash deliveries | - |
110 | WithMakeAnimation | - | Shows an animation while the building is being constructed | Condition |
111 | CapturableProgressBar | - | Shows a progress bar while being captured | - |
112 | CapturableProgressBlink | - | Makes the actor blink while being captured | - |
113 | SpawnActorsOnSell | - | Spawns actors when the building is sold | ActorTypes, GuaranteedActorTypes |
114 | Sellable | - | Allows the building to be sold | RequiresCondition, SellSounds, Notification |
115 | WithBuildingRepairDecoration | - | Shows a repair decoration on the building | Image, Sequence, Position, Palette, IsPlayerPalette |
116 | ScienceBuilding | ^Building | Base trait for science buildings | - |
117 | Defense | ^Building | Base trait for defensive structures | - |
118 | RenderRangeCircle | - | Renders the attack range circle | - |
119 | Wall | ^ExistsInWorld | Base trait for walls | - |
120 | Interactable | - | Makes the actor interactable | Bounds |
121 | FootprintPlaceBuildingPreview | - | Shows a footprint preview when placing | LineBuildFootprintAlpha |
122 | Crushable | - | Allows the actor to be crushed | CrushClasses |
123 | LineBuild | - | Allows buildings to be built in lines | Range, NodeTypes |
124 | LineBuildNode | - | Defines node types for line building | Types |
125 | WithWallSpriteBody | - | Renders wall sprites | - |
126 | RadarColorFromTerrain | - | Sets radar color based on terrain | Terrain |
127 | AppearsOnMapPreview | - | Makes the actor appear in the map preview | Terrain |
128 | TechBuilding | ^BasicBuilding | Base trait for tech buildings | - |
129 | FakeBuilding | ^Building | Base trait for fake buildings | - |
130 | WithDecoration | - | Adds visual decoration to the actor | Position, Margin, RequiresSelection, Image, Sequence |
131 | InfiltratableFake | - | Allows the building to be infiltrated | - |
132 | InfiltrateForDecoration | - | Adds decoration when infiltrated | Types, Position, Margin, RequiresSelection, Image, Sequence |
133 | AmmoBox | ^TechBuilding | Base trait for ammunition boxes | - |
134 | CivBuilding | ^TechBuilding | Base trait for civilian buildings | - |
135 | CivField | ^CivBuilding | Base trait for civilian fields | - |
136 | CivHaystackOrIgloo | ^CivField | Base trait for haystacks and igloos | - |
137 | GrantConditionOnTileSet | - | Grants a condition based on tileset | Condition, TileSets |
138 | Tree | ^SpriteActor | Base trait for trees | - |
139 | WithDamageOverlay | - | Shows an overlay when the actor is damaged | DamageTypes, Image, Palette, MinimumDamageState, MaximumDamageState |
140 | RequiresSpecificOwners | - | Requires specific owners | ValidOwnerNames |
141 | TreeHusk | ^SpriteActor | Base trait for tree husks | - |
142 | Box | ^Tree | Base trait for boxes | - |
143 | BasicHusk | - | Base trait for all husks | - |
144 | Health | - | Defines the actor's health | HP, NotifyAppliedDamage |
145 | HitShape | - | Defines the hit box shape for the actor | - |
146 | Husk | ^BasicHusk | Base trait for vehicle husks | - |
147 | WithIdleOverlay | - | Shows an overlay when the actor is idle | Image, Sequence, IsDecoration |
148 | OwnerLostAction | - | Defines what happens when the owner is defeated | Action |
149 | TransformOnCapture | - | Transforms the actor when captured | ForceHealthPercentage |
150 | InfiltrateForTransform | - | Allows transformation when infiltrated | Types, ForceHealthPercentage |
151 | PlaneHusk | ^BasicHusk | Base trait for plane husks | - |
152 | FallsToEarth | - | Makes the actor fall to the ground | Moves, Velocity, Explosion, MaximumSpinSpeed |
153 | RevealOnDeath | - | Reveals area around actor when it dies | Duration, Radius |
154 | HelicopterHusk | ^BasicHusk | Base trait for helicopter husks | - |
155 | Bridge | ^1x1Shape | Base trait for bridges | - |
156 | AlwaysVisible | - | Makes the actor always visible | - |
157 | BodyOrientation | - | Provides orientation data for the actor's body | QuantizedFacings |
158 | Rock | ^SpriteActor | Base trait for rocks | - |
159 | DesertCivBuilding | ^CivBuilding | Base trait for desert civilian buildings | - |
160 | Crate | ^SpriteActor | Base trait for crates | Duration, TerrainTypes |
161 | WithCrateBody | - | Renders the crate's body | XmasImages, LandSequence, WaterSequence |
162 | Mine | ^SpriteActor | Base trait for mines | CrushClasses, DetonateClasses, AvoidFriendly, BlockFriendly |
163 | Immobile | - | Makes the actor immobile | OccupiesSpace |
164 | DisableOnLowPower | - | Disables the actor when power is low | - |
165 | WithColoredOverlay | - | Adds a colored overlay to the actor | RequiresCondition, Color |
166 | GrantConditionOnPowerState | - | Grants a condition based on power state | Condition, ValidPowerStates |
167 | DisableOnLowPowerOrPowerDown | ^DisableOnLowPower | Disables when power is low or manually powered down | - |
168 | ToggleConditionOnOrder | - | Toggles a condition when ordered | DisabledSound, EnabledSound, Condition, OrderName |
169 | PowerMultiplier | - | Multiplies power usage | RequiresCondition, Modifier |
170 | DisabledByPowerOutage | - | Disables the actor during a power outage | - |
171 | AffectedByPowerOutage | - | Affected by power outages | Condition |
172 | InfiltrateForPowerOutage | - | Causes a power outage when infiltrated | Types, PlayerExperience |
173 | Power | - | Produces or consumes power | RequiresCondition |
174 | Selectable | - | Makes the actor selectable | - |
175 | SelectionDecorations | - | Shows selection decorations | - |
176 | WithSpriteControlGroupDecoration | - | Shows control group decorations | Margin |
177 | DrawLineToTarget | - | Draws a line to the actor's target | - |
178 | WithCargoPipsDecoration | - | Shows pips for cargo | Position, Margin, RequiresSelection, CustomPipSequences |
179 | PrimaryBuilding | - | Marks a building as primary | PrimaryCondition, SelectionNotification, SelectionTextNotification |