OpenRA Traits by Category - guidebee/OpenRA GitHub Wiki

Yes, there are categories for the traits in OpenRA. Let me categorize them based on their functionality and purpose:

OpenRA Traits by Category

Core Actor Traits

  • ExistsInWorld
  • Health
  • Armor
  • HitShape
  • Tooltip
  • ScriptTriggers
  • Interactable
  • Selectable
  • SelectionDecorations
  • Huntable
  • OwnerLostAction
  • MustBeDestroyed
  • UpdatesPlayerStatistics
  • MapEditorData

Rendering & Visuals

  • SpriteActor
  • RenderSprites
  • BodyOrientation
  • QuantizeFacingsFromSequence
  • ClassicFacingSpriteActor
  • ClassicFacingBodyOrientation
  • WithSpriteBody
  • WithFacingSpriteBody
  • WithWallSpriteBody
  • WithIdleOverlay
  • WithInfantryBody
  • WithDeathAnimation
  • WithDecoration
  • WithColoredOverlay
  • WithDamageOverlay
  • WithSpriteControlGroupDecoration
  • WithParachute
  • WithShadow
  • WithCrateBody
  • DrawLineToTarget
  • WithCargoPipsDecoration
  • WithBuildingRepairDecoration

Movement & Locomotion

  • Mobile
  • Immobile
  • Aircraft
  • Chronoshiftable
  • Parachutable
  • FallsToEarth

Combat & Weapons

  • AttackFrontal
  • Armament
  • AutoTarget
  • AutoTargetPriority
  • AttackMove
  • TakeCover
  • FireWarheadsOnDeath
  • GivesExperience
  • GainsExperience
  • DamageMultiplier
  • FirepowerMultiplier
  • SpeedMultiplier
  • ReloadDelayMultiplier
  • HandicapFirepowerMultiplier
  • HandicapDamageMultiplier
  • DetectCloaked
  • RenderRangeCircle

Targeting & Detection

  • Targetable
  • AppearsOnRadar
  • HiddenUnderFog
  • FrozenUnderFog
  • FrozenUnderFogUpdatedByGps
  • RevealsShroud
  • RevealOnDeath
  • GpsDot
  • AppearsOnMapPreview
  • RadarColorFromTerrain
  • CombatDebugOverlay
  • RenderDebugState

Buildings & Construction

  • Building
  • BasicBuilding
  • RequiresBuildableArea
  • GivesBuildableArea
  • ActorPreviewPlaceBuildingPreview
  • FootprintPlaceBuildingPreview
  • WithMakeAnimation
  • LineBuild
  • LineBuildNode
  • SoundOnDamageTransition
  • ShakeOnDeath
  • RepairableBuilding
  • InstantlyRepairable
  • Demolishable

Special Abilities

  • IronCurtainable
  • Cloak
  • Guard
  • Guardable
  • EjectOnDeath
  • Crushable
  • Hovers
  • DeathSounds
  • Voiced
  • Cloneable
  • EdibleByLeap
  • ScaredyCat
  • Wanders
  • AlwaysVisible
  • SpawnActorOnDeath
  • SpawnActorsOnSell
  • ProximityCaptor

Power Management

  • Power
  • DisableOnLowPower
  • DisableOnLowPowerOrPowerDown
  • DisabledByPowerOutage
  • AffectedByPowerOutage
  • PowerMultiplier
  • HandicapProductionTimeMultiplier

Economic & Resources

  • AcceptsDeliveredCash
  • Valued
  • GivesBounty
  • StoresResources (not directly in the file but referenced)

Conditions & States

  • GrantCondition
  • GrantConditionOnDamageState
  • GrantConditionOnPowerState
  • GrantConditionOnPrerequisite
  • GrantConditionOnTileSet
  • ExternalCondition
  • TimedConditionBar
  • ToggleConditionOnOrder
  • ChangesHealth

Capture & Infiltration

  • Capturable
  • CaptureManager
  • CapturableProgressBar
  • CapturableProgressBlink
  • CaptureNotification
  • TransformOnCapture
  • InfiltrateForTransform
  • InfiltrateForDecoration
  • InfiltrateForPowerOutage

Cargo & Transport

  • Passenger
  • Cargo (not directly in the file but referenced)
  • Repairable
  • RepairableNear

Special Building Types

  • Defense
  • Wall
  • ScienceBuilding
  • TechBuilding
  • FakeBuilding
  • InfiltratableFake
  • CivBuilding
  • CivField
  • CivHaystackOrIgloo
  • DesertCivBuilding
  • Bridge
  • PrimaryBuilding
  • AmmoBox

Unit Types

  • Vehicle
  • TrackedVehicle
  • Infantry
  • Soldier
  • CivInfantry
  • ArmedCivilian
  • Ship
  • Submarine
  • NeutralPlane
  • Plane
  • Helicopter
  • Tree
  • TreeHusk
  • Box
  • Rock
  • BasicHusk
  • Husk
  • PlaneHusk
  • HelicopterHusk
  • Crate
  • Mine

Player Modifiers

  • PlayerHandicaps
  • GlobalBounty
  • ActorLostNotification
  • Sellable
  • CommandBarBlacklist

This categorization helps understand how traits are organized functionally in the OpenRA engine. Many traits interact with each other across categories to create complex behaviors. The inheritance system (using the Inherits: keyword) allows for composition of these traits to define different unit and structure types.

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