Traits and actor traits - guidebee/OpenRA GitHub Wiki
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- AcceptsDeliveredCash - Tag trait for actors with
DeliversCash
. - ActorLostNotification - Actor Lost Notification
- ActorMap - Actor Map
- ActorPreviewPlaceBuildingPreview - Creates a building placement preview based on the map editor actor preview.
- AffectedByPowerOutage - Disables the actor when a power outage is triggered (see
InfiltrateForPowerOutage
for more information). - Aircraft - Aircraft
- AirstrikePower - Support power that spawns a group of aircraft and orders them to deliver an airstrike.
- AllyRepair - Attach this to the player actor to allow building repair by team mates.
- AlwaysVisible - The actor is always considered visible for targeting and rendering purposes.
- AmmoPool - Actor has a limited amount of ammo, after using it all the actor must reload in some way.
- AnnounceOnKill - Play the Kill voice of this actor when eliminating enemies.
- AppearsOnMapPreview - Render this actor when creating the minimap while saving the map.
- AppearsOnRadar - Provides a signature on the minimap.
- Armament - Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)
- Armor - Used to define weapon efficiency modifiers with different percentages per Type.
- AttackAircraft - Attack Aircraft
- AttackBomber - Trait used for scripted actors or actors spawned by a support power.
- AttackFrontal - Unit got to face the target
- AttackGarrisoned - Cargo can fire their weapons out of fire ports.
- AttackLeap
- AttackMove - Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.
- AttackSequences
- AttackTesla
- AttackTurreted - Actor has a visual turret used to attack.
- AutoTarget - The actor will automatically engage the enemy when it is in range.
- AutoTargetPriority - Specifies the target types and relative priority used by AutoTarget to decide what to target.
- BaseAttackNotifier - Plays an audio notification and shows a radar ping when a building is attacked. Attach this to the player actor.
- BaseBuilderBotModule - Manages AI base construction.
- BaseBuilding - Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.
- BaseProvider - Limits the zone where buildings can be constructed to a radius around this actor.
- BlinkPatterns
- BlocksProjectiles - This actor blocks bullets and missiles with 'Blockable' property.
- BodyOrientation - Body Orientation
- Bridge - Bridge
- BuildableTerrainOverlay - Buildable Terrain Overlay
- Building - Building
- BuildingDelays
- BuildingFractions
- BuildingInfluence - A dictionary of buildings placed on the map. Attach this to the world actor.
- BuildingLimits
- BuildingRepairBotModule - Manages AI repairing base buildings.
- Capturable - This actor can be captured by a unit with Captures: trait. This trait should not be disabled if the actor also uses FrozenUnderFog.
- CapturableProgressBar - Visualize capture progress.
- CapturableProgressBlink - Blinks the actor and captor when it is being captured.
- CaptureManager - Manages Captures and Capturable traits on an actor.
- CaptureNotification - Capture Notification
- Captures - This actor can capture other actors which have the Capturable: trait.
- Cargo - This actor can transport Passenger actors.
- CashTrickler - Lets the actor generate cash in a set periodic time.
- CellTriggerOverlay - Renders a debug overlay showing the script triggers. Attach this to the world actor.
- ChangesHealth - Attach this to actors which should regenerate or lose health points over time.
- ChatCommands - Enables commands triggered by typing them into the chatbox. Attach this to the world actor.
- Chronoshiftable
- ChronoshiftPostProcessEffect
- ChronoshiftPower
- ChronoVortexRenderer
- ClassicFacingBodyOrientation
- ClassicProductionQueue - Attach this to the player actor (not a building!) to define a new shared build queue. Will only work together with the Production: trait on the actor that actually does the production. You will also want to add PrimaryBuildings: to let the user choose where new units should exit.
- Cloak - This unit can cloak and uncloak in specific situations.
- CloakSound
- Cloneable
- ColorPickerManager - Configuration options for the lobby player color picker. Attach this to the world actor.
- ColorPickerPalette - Create a color picker palette from another palette.
- CombatDebugOverlay - Displays fireports, muzzle offsets, and hit areas in developer mode.
- CommandBarBlacklist - Blacklist certain order types to disable on the command bar when this unit is selected.
- Conditions
- ConquestVictoryConditions - Conquest Victory Conditions
- Consideration
- Contrail - Draw a colored contrail behind this actor when they move.
- ControlGroups - Control Groups
- ConyardChronoReturn
- Crate - Crate
- CrateSpawner - Crate Spawner
- CreateMapPlayers - Attach this to the world actor.
- CreatesShroud - Creates Shroud
- Crushable - This actor is crushable.
- CustomPipSequences
- CustomSellValue - Allow a non-standard sell/repair value to avoid buy-sell exploits.
- CustomTerrainDebugOverlay - Displays custom terrain types.
- DamageModifiers
- DamageMultiplier - Modifies the damage applied to this actor. Use 0 to make actor invulnerable.
- DeathSounds - Sounds to play when killed.
- DeathTypes
- DebugPauseState
- DebugVisualizationCommands - Enables visualization commands via the chatbox. Attach this to the world actor.
- DebugVisualizations
- Decisions
- DeliversCash - Donate money to actors with the
AcceptsDeliveredCash
trait. - Demolishable - Handle demolitions from C4 explosives.
- Demolition - Demolition
- DetectCloaked - Actor can reveal Cloak actors in a specified range.
- DevCommands - Enables developer cheats via the chatbox. Attach this to the world actor.
- DeveloperMode - Attach this to the player actor.
- Disguise
- DisguiseTooltip
- DockClientManager - Manages DockClients on the actor.
- DockHost - A generic dock that services DockClients.
- DrawLineToTarget - Renders target lines between order waypoints.
- DuplicateUnitCrateAction - Creates duplicates of the actor that collects the crate.
- EdibleByLeap
- EditorActionManager - Editor Action Manager
- EditorActorLayer - Required for the map editor to work. Attach this to the world actor.
- EditorCursorLayer - Required for the map editor to work. Attach this to the world actor.
- EditorOnlyTooltip - Shown in map editor.
- EditorResourceLayer - Required for the map editor to work. Attach this to the world actor.
- EjectOnDeath - Eject a ground soldier or a paratrooper while in the air.
- EnemyWatcher - Tracks neutral and enemy actors' visibility and notifies the player. Attach this to the player actor. The actors to track need the 'AnnounceOnSeen' trait.
- Exit - Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...
- ExplodeCrateAction - Fires a weapon at the location when collected.
- ExternalCondition - Allows a condition to be granted from an external source (Lua, warheads, etc).
- Faction
- FactionImages
- FallsToEarth - Causes aircraft husks that are spawned in the air to crash to the ground.
- FirepowerMultiplier - Modifies the damage applied by this actor.
- FireWarheadsOnDeath - This actor fires warheads when killed.
- FlashPostProcessEffect - Used for bursted one-colored whole screen effects. Add this to the world actor.
- FootprintPlaceBuildingPreview - Creates a building placement preview showing only the building footprint.
- FreeActor - Player receives a unit for free once the building is placed. This also works for structures. If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...
- FrozenActorLayer
- FrozenUnderFog - This actor will remain visible (but not updated visually) under fog, once discovered.
- FrozenUnderFogUpdatedByGps
- GainsExperience - This actor's experience increases when it has killed a GivesExperience actor.
- GainsExperienceMultiplier - Modifies the experience gathered by this actor.
- GameSaveViewportManager - Game Save Viewport Manager
- Gems
- GiveBaseBuilderCrateAction - Spawns units when collected. Adjust selection shares when player has no base.
- GiveCashCrateAction - Gives cash to the collector.
- GivesBounty - When killed, this actor causes the attacking player to receive money.
- GivesBuildableArea - This actor allows placement of other actors with 'RequiresBuildableArea' trait around it.
- GivesCashOnCapture - Lets the actor grant cash when captured.
- GivesExperience - This actor gives experience to a GainsExperience actor when they are killed.
- GiveUnitCrateAction - Spawns units when collected.
- GpsDot
- GpsPower
- GpsWatcher
- GrantCondition - Grants a condition while the trait is active.
- GrantConditionOnAttack - Grant Condition On Attack
- GrantConditionOnBotOwner - Grants a condition to this actor when it is owned by an AI bot.
- GrantConditionOnCombatantOwner - Grants a condition if the owner is a combatant.
- GrantConditionOnDamageState - Applies a condition to the actor at specified damage states.
- GrantConditionOnDeploy - Grants a condition when a deploy order is issued.Can be paused with the granted condition to disable undeploying.
- GrantConditionOnPowerState - Grants condition as long as a valid power state is maintained.
- GrantConditionOnPrerequisite - Grants a condition to the actor this is attached to when prerequisites are available.
- GrantConditionOnPrerequisiteManager - Attach this to the player actor.
- GrantConditionOnTileSet - Grant Condition On Tile Set
- GrantConditionWhileAiming - Grant Condition While Aiming
- GrantExternalConditionCrateAction - Grants a condition to the collector and nearby units.
- GrantExternalConditionPower - Grant External Condition Power
- GrantExternalConditionToProduced - Grants a condition to actors produced by this actor.
- Guard - The player can give this unit the order to follow and protect friendly units with the Guardable trait.
- Guardable - This unit can be guarded (followed and protected) by a Guard unit.
- HandicapDamageMultiplier - Modifies the damage applied to this actor based on the owner's handicap.
- HandicapFirepowerMultiplier - Modifies the damage applied by this actor based on the owner's handicap.
- HandicapProductionTimeMultiplier - Modifies the production time of this actor based on the producer's handicap.
- Harvester - Harvester
- HarvesterBotModule - Put this on the Player actor. Manages bot harvesters to ensure they always continue harvesting as long as there are resources on the map.
- HarvesterHuskModifier
- HealActorsCrateAction - Heals all actors that belong to the owner of the collector.
- Health - Health
- HelpCommand - Shows a list of available commands in the chatbox. Attach this to the world actor.
- HiddenUnderFog - The actor stays invisible under fog of war.
- HiddenUnderShroud - The actor stays invisible under the shroud.
- HideMapCrateAction - Hides the entire map in shroud.
- HierarchicalPathFinderOverlay - Renders a debug overlay showing the abstract graph of the hierarchical pathfinder. Attach this to the world actor.
- HitShape - Shape of actor for targeting and damage calculations.
- Hovers - Changes the visual Z position periodically.
- Huntable - This actor can be targeted by the Hunt activity.
- Husk - Spawns remains of a husk actor with the correct facing.
- IgnoresDisguise - Allows automatic targeting of disguised actors.
- Immobile - Immobile
- IndexedPalette - Define a palette by swapping palette indices.
- IndexedPlayerPalette - Define a player palette by swapping palette indices.
- InfiltrateForCash
- InfiltrateForDecoration
- InfiltrateForExploration
- InfiltrateForPowerOutage
- InfiltrateForSupportPower
- InfiltrateForSupportPowerReset
- InfiltrateForTransform
- Infiltrates
- InstantlyRepairable - Eligible for instant repair.
- InstantlyRepairs - Can instantly repair other actors, but gets consumed afterwards.
- Interactable - Used to enable mouse interaction on actors that are not Selectable.
- JamsMissiles - This actor deflects missiles.
- KillsSelf - Kills Self
- LeavesTrails - Renders a sprite effect when leaving a cell.
- LegacyBridgeHut - Allows bridges to be targeted for demolition and repair.
- LegacyBridgeLayer - Legacy Bridge Layer
- LevelUpCrateAction - Gives experience levels to the collector.
- LightPaletteRotator
- LineBuild - Place the second actor in line to build more of the same at once (used for walls).
- LineBuildNode - LineBuild actors attach to LineBuildNodes.
- LoadWidgetAtGameStart - Load Widget At Game Start
- LobbyPrerequisiteCheckbox - Enables defined prerequisites at game start for all players if the checkbox is enabled.
- Locomotor - Used by Mobile. Attach these to the world actor. You can have multiple variants by adding @suffixes.
- MadTank
- MapBuildRadius - Controls the build radius checkboxes in the lobby options.
- MapEditorData - Map Editor Data
- MapOptions - Controls the game speed, tech level, and short game lobby options.
- MapStartingLocations - Allows the map to have working spawnpoints. Also controls the 'Separate Team Spawns' checkbox in the lobby options.
- MarkerLayerOverlay - Marker Layer Overlay
- McvManagerBotModule - Manages AI MCVs.
- MenuPostProcessEffect - Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world
- Mine - Mine
- MineImmune - Tag trait for stuff that should not trigger mines.
- Minelayer - Minelayer
- MinelayerBotModule - Manages AI minelayer unit related with Minelayer traits. When enemy damage AI's actors, the location of conflict will be recorded, If a location is a valid spot, it will add/merge to favorite location for usage later
- MissionObjectives - Mission Objectives
- Mobile - Unit is able to move.
- ModularBot - Bot that uses BotModules.
- MusicPlaylist - Trait for music handling. Attach this to the world actor.
- MustBeDestroyed - Actors with this trait must be destroyed for a game to end.
- nukepower
- NukePower - Nuke Power
- ObjectivesPanel - Provides game mode progress information for players. Goes on WorldActor - observers don't have a player it can live on. Current options for PanelName are 'SKIRMISH_STATS' and 'MISSION_OBJECTIVES'.
- Offsets
- OrderEffects - Renders an effect at the order target locations.
- Ore
- OwnerLostAction - Perform an action when the actor's owner is defeated.
- PaletteFromFile - Load VGA palette (.pal) registers.
- PaletteFromRGBA - Creates a single color palette without any base palette file.
- parabombs
- Parachutable - Can be paradropped by a ParaDrop actor.
- ParaDrop - This unit can spawn and eject other actors while flying.
- paratroopers
- ParatroopersPower - Support power that spawns and delivers units to the desired location via aircraft.
- Passenger - This actor can enter Cargo actors.
- PassengerConditions
- PathFinder - Calculates routes for mobile actors with locomotors based on the A* search algorithm. Attach this to the world actor.
- PathFinderOverlay - Renders a visualization overlay showing how the pathfinder searches for paths. Attach this to the world actor.
- PlaceBeacon - A beacon that is constructed from a circle sprite that is animated once and a moving arrow sprite.
- PlaceBuilding - Allows the player to execute build orders. Attach this to the player actor.
- PlayerColorPalette - Add this to the World actor definition.
- PlayerCommands - Allows the player to pause or surrender the game via the chatbox. Attach this to the world actor.
- PlayerExperience - This trait can be used to track player experience based on units killed with the
GivesExperience
trait. It can also be used as a point score system in scripted maps, for example. Attach this to the player actor. - PlayerIndex
- PlayerRadarTerrain - Player Radar Terrain
- PlayerResources - Player Resources
- PlayerStatistics - Attach this to the player actor to collect observer stats.
- PortableChrono
- Power - Power
- PowerManager - Attach this to the player actor.
- PowerMultiplier - Modifies the power usage/output of this actor.
- PrimaryBuilding - Used together with ClassicProductionQueue.
- ProducibleWithLevel - Actors possessing this trait should define the GainsExperience trait. When the prerequisites are fulfilled, this trait grants a level-up to newly spawned actors.
- Production - This unit has access to build queues.
- ProductionBar - Visualizes the remaining build time of actor produced here.
- ProductionIconOverlayManager - Attach this to the player actor. Required for WithProductionIconOverlay trait on actors to work.
- ProductionQueueFromSelection - Production Queue From Selection
- ProvidesPrerequisite - Provides Prerequisite
- ProvidesRadar - This actor enables the radar minimap.
- ProvidesTechPrerequisite - Provides Tech Prerequisite
- ProximityCaptor - Actor can capture ProximityCapturable actors.
- ProximityExternalCondition - Applies a condition to actors within a specified range.
- QuantizeFacingsFromSequence - Derive facings from sprite body sequence.
- RadarColorFromTerrain - Radar Color From Terrain
- RadarPings - Radar Pings
- RallyPoint - Used to waypoint units after production or repair is finished.
- Rearmable - Rearmable
- Refinery - Refinery
- RejectsOrders - Can be used to make a unit partly uncontrollable by the player.
- ReloadDelayMultiplier - Modifies the reload time of weapons fired by this actor.
- RenderDebugState - Displays the actor's type and ID above the actor.
- RenderDetectionCircle - Render Detection Circle
- RenderJammerCircle - Render Jammer Circle
- RenderRangeCircle - Draw a circle indicating my weapon's range.
- RenderShroudCircle - Render Shroud Circle
- RenderSprites - Render trait fundament that won't work without additional With* render traits.
- RenderSpritesEditorOnly - Invisible during games.
- Repairable - This actor can be sent to a structure for repairs.
- RepairableBuilding - Building can be repaired by the repair button.
- RepairableNear - Repairable Near
- RepairsBridges - Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.
- RepairsUnits - Repairs Units
- RequiresBuildableArea - This actor requires another actor with 'GivesBuildableArea' trait around to be placed.
- RequiresSpecificOwners - Can be used to enforce specific owners (like 'Neutral' or 'Creeps') for this actor.
- Reservable - Reserve landing places for aircraft.
- ResourceClaimLayer - Allows harvesters to coordinate their operations. Attach this to the world actor.
- ResourceLayer - Attach this to the world actor.
- ResourceRenderer - Visualizes the state of the
ResourceLayer
. Attach this to the world actor. - ResourceSequences
- ResourceStorageWarning - Provides the player with an audible warning when their storage is nearing full.
- ResourceTypes
- ResourceValues
- RevealMapCrateAction - Reveals the entire map.
- RevealOnDeath - Reveal this actor's last position when killed.
- RevealsShroud - Reveals Shroud
- RotationPaletteEffect - Palette effect used for sprinkle "animations".
- ScalePowerWithHealth - Scale power amount with the current health.
- ScaredyCat - Makes the unit automatically run around when taking damage.
- ScreenMap
- ScreenShaker
- ScriptTriggers - Allows map scripts to attach triggers to this actor via the Triggers global.
- SeedsResource - Lets the actor spread resources around it in a circle.
- Selectable - This actor is selectable. Defines bounds of selectable area, selection class, selection priority and selection priority modifiers.
- Selection - Selection
- SelectionDecorations - Selection Decorations
- Sellable - Actor can be sold
- SequencePlaceBuildingPreview - Creates a building placement preview based on a defined sequence.
- ShakeOnDeath - Shake On Death
- Shroud
- ShroudPalette
- ShroudRenderer - Shroud Renderer
- SmudgeLayer - Attach this to the world actor. Order of the layers defines the Z sorting.
- SoundOnDamageTransition - Sound On Damage Transition
- SpawnActorOnDeath - Spawn another actor immediately upon death.
- SpawnActorPower - Spawns an actor that stays for a limited amount of time.
- SpawnActorsOnSell - Spawn new actors when sold.
- SpawnMapActors - Spawns the initial units for each player upon game start.
- SpawnStartingUnits - Spawn base actor at the spawnpoint and support units in an annulus around the base actor. Both are defined at MPStartUnits. Attach this to the world actor.
- SpeedMultiplier - Modifies the movement speed of this actor.
- spyplane
- SquadManagerBotModule - Manages AI squads.
- StartGameNotification - Start Game Notification
- StartingUnits - Used by SpawnStartingUnits. Attach these to the world actor. You can have multiple variants by adding @suffixes.
- StoresPlayerResources - Adds capacity to a player's harvested resource limit.
- StoresResources - Allows the storage of resources.
- SupportPowerBotModule - Manages bot support power handling.
- SupportPowerChargeBar - Display the time remaining until the super weapon attached to the actor is ready.
- SupportPowerManager - Attach this to the player actor.
- TakeCover - Make the unit go prone when under attack, in an attempt to reduce damage.
- Targetable - Actor can be targeted.
- TechTree - Manages build limits and pre-requisites. Attach this to the player actor.
- TerrainGeometryOverlay - Renders a debug overlay showing the terrain cells. Attach this to the world actor.
- TerrainRenderer - Terrain Renderer
- TerrainSpeeds
- ThrowsParticle - Throws Particle
- TimedConditionBar - Visualizes the remaining time for a condition.
- TimeLimitManager - This trait allows setting a time limit on matches. Attach this to the World actor.
- TimeLimitWarnings
- ToggleConditionOnOrder - Toggles a condition on and off when a specified order type is received.
- Tooltip - Shown in the build palette widget.
- TooltipDescription - Additional info shown in the battlefield tooltip.
- TransferTimedExternalConditionOnTransform
- TransformOnCapture - Replaces the captured actor with a new one.
- Transforms - Actor becomes a specified actor type when this trait is triggered.
- TransformsIntoMobile - Add to a building to expose a move cursor that triggers Transforms and issues a move order to the transformed actor.
- TransformsIntoPassenger - Add to a building to expose a move cursor that triggers Transforms and issues an EnterTransport order to the transformed actor.
- TransformsIntoRepairable - Add to a building to expose a move cursor that triggers Transforms and issues a repair order to the transformed actor.
- TransformsIntoTransforms - Add to a building to allow queued transform orders while undeploying.
- Turreted - Turreted
- UncloakSound
- UnitBuilderBotModule - Controls AI unit production.
- UnitDelays
- UnitLimits
- UnitsToBuild
- UpdatesDerrickCount - Tag trait for updating the 'Oil Derrick' count economy statistic.
- UpdatesPlayerStatistics - Attach this to a unit to update observer stats.
- ValidateOrder - Used to detect exploits. Attach this to the world actor.
- VoiceAnnouncement - Plays a voice clip when the trait is enabled.
- Voiced - This actor has a voice.
- Wanders - Wanders around aimlessly while idle.
- WarheadDebugOverlay - Part of the combat overlay from
DeveloperMode
. Attach this to the world actor. - WithAmmoPipsDecoration - With Ammo Pips Decoration
- WithBuildingBib
- WithBuildingPlacedAnimation - Changes the animation when the actor constructed a building.
- WithBuildingRepairDecoration - Displays a custom UI overlay relative to the actor's mouseover bounds.
- WithCargoPipsDecoration - With Cargo Pips Decoration
- WithColoredOverlay - Display a colored overlay when a timed condition is active.
- WithCrateBody - Renders crates with both water and land variants.
- WithDamageOverlay - Renders an overlay when the actor is taking heavy damage.
- WithDeathAnimation - This actor has a death animation.
- WithDecoration - Displays a custom UI overlay relative to the actor's mouseover bounds.
- WithDisguisingInfantryBody
- WithDockingAnimation - With Docking Animation
- WithFacingSpriteBody - With Facing Sprite Body
- WithHarvestAnimation - With Harvest Animation
- WithHarvesterSpriteBody
- WithIdleOverlay - Renders a decorative animation on units and buildings.
- WithInfantryBody - With Infantry Body
- WithLandingCraftAnimation
- WithMakeAnimation - Replaces the sprite during construction/deploy/undeploy.
- WithMuzzleOverlay - Renders the MuzzleSequence from the Armament trait.
- WithParachute - Renders a parachute on units.
- WithProductionDoorOverlay - Play an animation when a unit exits or blocks the exit after production finished.
- WithProductionIconOverlay - Displays overlays from
ProductionIconOverlayManager
with matching types when defined prerequisites are granted. - WithRangeCircle - Renders an arbitrary circle when selected or placing a structure
- WithResourceAnimation
- WithResourceLevelSpriteBody - Render trait for buildings that change the sprite according to the remaining resource storage capacity across all depots.
- WithResourceStoragePipsDecoration - With Resource Storage Pips Decoration
- WithResupplyAnimation - Replaces the default animation when actor resupplies a unit.
- WithShadow - Clones the actor sprite with another palette below it.
- WithSpriteBody - Default trait for rendering sprite-based actors.
- WithSpriteControlGroupDecoration - Renders Ctrl groups using pixel art.
- WithSpriteTurret - Renders turrets for units with the Turreted trait.
- WithStoresResourcesPipsDecoration - With Stores Resources Pips Decoration
- WithSupportPowerActivationAnimation - Replaces the building animation when a support power is triggered.
- WithTeslaChargeAnimation
- WithTurretAttackAnimation - With Turret Attack Animation
- WithWallSpriteBody - Render trait for actors that change sprites if neighbors with the same trait are present.
=======================
^1x1Shape:
- HitShape
^2x1Shape:
- HitShape
^2x2Shape:
- HitShape
^3x2Shape:
- HitShape
^AmmoBox:
- Armor
- FireWarheadsOnDeath
- Health
- Interactable
- MapEditorData
- Targetable
^ArmedCivilian:
- Armament
- AttackFrontal
- WithInfantryBody
^AutoTargetAir:
- AutoTarget
- AutoTargetPriority
^AutoTargetAll:
- AutoTarget
- AutoTargetPriority
^AutoTargetAllAssaultMove:
- AttackMove
- AutoTargetPriority
^AutoTargetGround:
- AutoTarget
- AutoTargetPriority
^AutoTargetGroundAssaultMove:
- AttackMove
- AutoTargetPriority
^BasePlayer:
- AlwaysVisible
- PlayerResources
- ResourceValues
- Shroud
^BaseWorld:
- ActorMap
- AlwaysVisible
- ChronoVortexRenderer
- ControlGroups
- DebugVisualizations
- Faction
- Gems
- Locomotor
- MusicPlaylist
- Ore
- ResourceRenderer
- ResourceTypes
- ScreenMap
- Selection
- ShroudRenderer
- TerrainGeometryOverlay
- TerrainRenderer
- TerrainSpeeds
^BasicBuilding:
- ActorPreviewPlaceBuildingPreview
- Building
- CaptureNotification
- CommandBarBlacklist
- Demolishable
- FireWarheadsOnDeath
- FrozenUnderFog
- FrozenUnderFogUpdatedByGps
- Guardable
- MapEditorData
- ProximityCaptor
- RequiresBuildableArea
- ShakeOnDeath
- SoundOnDamageTransition
- Targetable
- WithSpriteBody
^BasicHusk:
- Armor
- Health
- HiddenUnderFog
- HitShape
- Interactable
- MapEditorData
- ScriptTriggers
- WithFacingSpriteBody
^Box:
- MapEditorData
- RenderSprites
^Bridge:
- AlwaysVisible
- Armor
- BodyOrientation
- Building
- Health
- Interactable
- ScriptTriggers
- ShakeOnDeath
- Targetable
^Building:
- AcceptsDeliveredCash
- Capturable
- CapturableProgressBar
- CapturableProgressBlink
- CaptureManager
- Demolishable
- GivesBuildableArea
- GpsDot
- Huntable
- InstantlyRepairable
- MustBeDestroyed
- OwnerLostAction
- RepairableBuilding
- Sellable
- SpawnActorsOnSell
- UpdatesPlayerStatistics
- WithBuildingRepairDecoration
- WithMakeAnimation
^CargoPips:
- CustomPipSequences
- WithCargoPipsDecoration
^CivBuilding:
- FireWarheadsOnDeath
- MapEditorData
- RenderSprites
^CivField:
- Interactable
- MapEditorData
^CivHaystackOrIgloo:
- GrantConditionOnTileSet
- MapEditorData
- Tooltip
^CivInfantry:
- MapEditorData
- Passenger
- ProximityCaptor
- RevealsShroud
- ScaredyCat
- Selectable
- Voiced
- Wanders
^ClassicFacingSpriteActor:
- ClassicFacingBodyOrientation
- QuantizeFacingsFromSequence
- RenderSprites
^Crate:
- Crate
- HiddenUnderFog
- Interactable
- MapEditorData
- Parachutable
- Passenger
- RenderSprites
- WithCrateBody
- WithParachute
^Defense:
- FireWarheadsOnDeath
- MapEditorData
- MustBeDestroyed
- RenderRangeCircle
- Selectable
- Targetable
^DesertCivBuilding:
- MapEditorData
- RenderSprites
^DisabledByPowerOutage:
- AffectedByPowerOutage
- GrantCondition
- InfiltrateForPowerOutage
- Power
- WithColoredOverlay
^DisableOnLowPower:
- GrantCondition
- GrantConditionOnPowerState
- WithColoredOverlay
^DisableOnLowPowerOrPowerDown:
- GrantCondition
- Offsets
- PowerMultiplier
- RepairableBuilding
- ToggleConditionOnOrder
- WithBuildingRepairDecoration
- WithDecoration
^ExistsInWorld:
- AppearsOnRadar
- CombatDebugOverlay
- GivesExperience
- RenderDebugState
- ScriptTriggers
^FakeBuilding:
- FireWarheadsOnDeath
- GivesBuildableArea
- Health
- MapEditorData
- RequiresBuildableArea
- RevealsShroud
- WithDecoration
^GainsExperience:
- ChangesHealth
- Conditions
- DamageMultiplier
- FirepowerMultiplier
- GainsExperience
- GrantCondition
- ReloadDelayMultiplier
- SpeedMultiplier
- WithDecoration
^GlobalBounty:
- GivesBounty
- GrantConditionOnPrerequisite
^Helicopter:
- Aircraft
- ClassicFacingBodyOrientation
- GpsDot
- Hovers
^HelicopterHusk:
- Aircraft
- FallsToEarth
- RevealOnDeath
- Targetable
- WithShadow
^Husk:
- Capturable
- CaptureManager
- ChangesHealth
- Chronoshiftable
- Husk
- InfiltrateForTransform
- OwnerLostAction
- Targetable
- TransformOnCapture
- WithColoredOverlay
- WithIdleOverlay
^Infantry:
- ActorLostNotification
- Armor
- AttackMove
- ChangesHealth
- Cloneable
- Crushable
- DeathSounds
- DeathTypes
- DetectCloaked
- EdibleByLeap
- GainsExperienceMultiplier
- GpsDot
- GrantCondition
- GrantConditionOnDamageState
- GrantConditionOnPrerequisite
- Guard
- Guardable
- Health
- HiddenUnderFog
- HitShape
- Huntable
- MapEditorData
- Mobile
- OwnerLostAction
- Parachutable
- Passenger
- QuantizeFacingsFromSequence
- RevealsShroud
- Selectable
- Targetable
- Voiced
- WithDeathAnimation
- WithDecoration
- WithInfantryBody
- WithParachute
^InfantryExperienceHospitalOverrides:
- BlinkPatterns
- WithDecoration
^InfiltratableFake:
- InfiltrateForDecoration
- Targetable
^IronCurtainable:
- DamageMultiplier
- ExternalCondition
- TimedConditionBar
- WithColoredOverlay
^Mine:
- Armor
- Cloak
- CloakSound
- Health
- HiddenUnderFog
- HitShape
- Immobile
- Interactable
- MapEditorData
- Mine
- Targetable
- UncloakSound
- WithSpriteBody
^NeutralPlane:
- ActorLostNotification
- Aircraft
- AppearsOnRadar
- Armor
- AttackMove
- Capturable
- CaptureManager
- CaptureNotification
- EjectOnDeath
- FireWarheadsOnDeath
- GpsDot
- GrantConditionOnDamageState
- Guard
- Guardable
- HiddenUnderFog
- HitShape
- MapEditorData
- MustBeDestroyed
- OwnerLostAction
- ProximityCaptor
- Selectable
- SpawnActorOnDeath
- Targetable
- UpdatesPlayerStatistics
- Voiced
- WithFacingSpriteBody
- WithShadow
^Palettes:
- ChronoshiftPostProcessEffect
- ColorPickerPalette
- FlashPostProcessEffect
- IndexedPalette
- IndexedPlayerPalette
- LightPaletteRotator
- MenuPostProcessEffect
- PaletteFromFile
- PaletteFromRGBA
- PlayerColorPalette
- PlayerIndex
- RotationPaletteEffect
- ShroudPalette
^Plane:
- Huntable
- Repairable
^PlaneHusk:
- Aircraft
- FallsToEarth
- RevealOnDeath
- Targetable
- WithShadow
^PlayerHandicaps:
- HandicapDamageMultiplier
- HandicapFirepowerMultiplier
- HandicapProductionTimeMultiplier
^PrimaryBuilding:
- PrimaryBuilding
- WithDecoration
^Rock:
- AppearsOnMapPreview
- AppearsOnRadar
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- RadarColorFromTerrain
- RenderSprites
- RequiresSpecificOwners
- WithSpriteBody
^ScienceBuilding:
- SpawnActorsOnSell
^Selectable:
- DrawLineToTarget
- Selectable
- SelectionDecorations
- WithSpriteControlGroupDecoration
^SelectableBuilding:
- Selectable
^SelectableCombatBuilding:
- Selectable
^SelectableCombatUnit:
- Selectable
^SelectableEconomicUnit:
- Selectable
^SelectableSupportUnit:
- Selectable
^Ship:
- ActorLostNotification
- AttackMove
- Chronoshiftable
- FireWarheadsOnDeath
- GpsDot
- GrantConditionOnDamageState
- Guard
- Guardable
- HiddenUnderFog
- HitShape
- Huntable
- MapEditorData
- Mobile
- MustBeDestroyed
- OwnerLostAction
- ProximityCaptor
- RepairableNear
- Selectable
- Targetable
- UpdatesPlayerStatistics
- Voiced
- WithDamageOverlay
- WithFacingSpriteBody
^Soldier:
- AttackFrontal
- DamageModifiers
- MustBeDestroyed
- ProximityCaptor
- TakeCover
- UpdatesPlayerStatistics
- WithInfantryBody
^SpriteActor:
- BodyOrientation
- QuantizeFacingsFromSequence
- RenderSprites
^Submarine:
- Cloak
- GrantConditionOnDamageState
- Targetable
- WithDamageOverlay
^TechBuilding:
- Armor
- FrozenUnderFog
- Health
- Huntable
- MapEditorData
^TrackedVehicle:
- Mobile
^Tree:
- AppearsOnMapPreview
- AppearsOnRadar
- Armor
- Building
- Health
- HiddenUnderShroud
- Interactable
- MapEditorData
- RadarColorFromTerrain
- RenderSprites
- RequiresSpecificOwners
- Targetable
- WithDamageOverlay
- WithSpriteBody
^TreeHusk:
- AppearsOnMapPreview
- AppearsOnRadar
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- RadarColorFromTerrain
- RenderSprites
- RequiresSpecificOwners
- WithSpriteBody
^Vehicle:
- ActorLostNotification
- AttackMove
- Capturable
- CaptureManager
- CaptureNotification
- Chronoshiftable
- Demolishable
- FireWarheadsOnDeath
- GpsDot
- GrantConditionOnDamageState
- Guard
- Guardable
- HiddenUnderFog
- HitShape
- Huntable
- MapEditorData
- Mobile
- MustBeDestroyed
- OwnerLostAction
- Parachutable
- Passenger
- ProximityCaptor
- Repairable
- Selectable
- Targetable
- UpdatesPlayerStatistics
- Voiced
- WithDamageOverlay
- WithFacingSpriteBody
- WithParachute
^Wall:
- AppearsOnMapPreview
- Building
- Crushable
- FootprintPlaceBuildingPreview
- FrozenUnderFog
- FrozenUnderFogUpdatedByGps
- Guardable
- Health
- Interactable
- LineBuild
- LineBuildNode
- MapEditorData
- OwnerLostAction
- RadarColorFromTerrain
- RenderSprites
- RequiresBuildableArea
- Sellable
- SoundOnDamageTransition
- Targetable
- WithWallSpriteBody
1TNK:
- Armament
- Armor
- AttackTurreted
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
- WithSpriteTurret
2TNK:
- Armament
- Armor
- AttackTurreted
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
- WithSpriteTurret
2TNK.Husk:
- InfiltrateForTransform
- RenderSprites
- ThrowsParticle
- TransformOnCapture
3TNK:
- Armament
- Armor
- AttackTurreted
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
- WithSpriteTurret
3TNK.Husk:
- InfiltrateForTransform
- RenderSprites
- ThrowsParticle
- TransformOnCapture
4TNK:
- Armament
- Armor
- AttackTurreted
- ChangesHealth
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
- WithSpriteTurret
4TNK.Husk:
- Husk
- InfiltrateForTransform
- RenderSprites
- ThrowsParticle
- TransformOnCapture
AFLD:
- AirstrikePower
- Armor
- Building
- CommandBarBlacklist
- Exit
- Health
- HitShape
- InfiltrateForSupportPower
- ParatroopersPower
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- Reservable
- RevealsShroud
- Selectable
- SupportPowerChargeBar
- Targetable
- WithResupplyAnimation
AFLD.Ukraine:
- RenderSprites
AGUN:
- Armament
- Armor
- AttackTurreted
- ClassicFacingBodyOrientation
- Health
- Power
- RenderRangeCircle
- RevealsShroud
- Selectable
- Turreted
- WithBuildingBib
- WithMuzzleOverlay
- WithSpriteTurret
aircraft.upgraded:
- AlwaysVisible
- ProvidesPrerequisite
Ant:
- Armament
- AttackFrontal
- AutoTarget
- Health
- HitShape
- Mobile
- Selectable
- Targetable
- UpdatesPlayerStatistics
- Voiced
- WithDeathAnimation
- WithInfantryBody
ANYPOWER:
- AlwaysVisible
- Interactable
APC:
- Armament
- Armor
- AttackFrontal
- Cargo
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
APWR:
- Armor
- Building
- Health
- HitShape
- InfiltrateForPowerOutage
- Power
- ProvidesPrerequisite
- RevealsShroud
- ScalePowerWithHealth
- Selectable
- Targetable
- WithBuildingBib
- WithDeathAnimation
ARTY:
- Armament
- Armor
- AttackFrontal
- FireWarheadsOnDeath
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
ASIANHUT:
- MapEditorData
ATEF:
- Armor
- Building
- Health
- RenderSprites
- Selectable
- WithBuildingBib
ATEK:
- Armor
- Building
- GpsPower
- Health
- InfiltrateForSupportPowerReset
- Power
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- SupportPowerChargeBar
- Targetable
- WithBuildingBib
BADR:
- Aircraft
- Cargo
- Contrail
- GivesExperience
- GrantConditionOnDamageState
- Health
- Interactable
- LeavesTrails
- ParaDrop
- RejectsOrders
- SpawnActorOnDeath
BADR.Bomber:
- AmmoPool
- Armament
- AttackBomber
- RenderSprites
BADR.Husk:
- Aircraft
- LeavesTrails
- RenderSprites
BARB:
- Armor
- LineBuild
- LineBuildNode
- WithWallSpriteBody
BARL:
- Armor
- FireWarheadsOnDeath
- Health
- Interactable
- MapEditorData
- Targetable
BARR:
- Armor
- Building
- CommandBarBlacklist
- Exit
- GrantExternalConditionToProduced
- Health
- HitShape
- InfiltrateForSupportPower
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- RevealsShroud
- Selectable
- Targetable
- WithBuildingBib
BARRACKS:
- AlwaysVisible
- Interactable
barracks.upgraded:
- AlwaysVisible
- ProvidesPrerequisite
BIO:
- AppearsOnMapPreview
- Building
- Capturable
- CapturableProgressBar
- CapturableProgressBlink
- CaptureManager
- GpsDot
- InstantlyRepairable
- OwnerLostAction
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- TooltipDescription
- WithDeathAnimation
BR1:
- Bridge
- FreeActor
- GrantConditionOnTileSet
BR2:
- Bridge
- FreeActor
- GrantConditionOnTileSet
BR3:
- Bridge
BRIDGE1:
- Bridge
- Building
- FreeActor
- Interactable
BRIDGE2:
- Bridge
- Building
- FreeActor
- Interactable
BRIDGE3:
- Bridge
- Building
- FreeActor
- Interactable
BRIDGE4:
- Bridge
- Building
- FreeActor
- Interactable
BRIDGEHUT:
- AlwaysVisible
- Building
- LegacyBridgeHut
- Selectable
- Targetable
BRIDGEHUT.small:
- AlwaysVisible
- Building
- LegacyBridgeHut
- Selectable
- Targetable
BRIK:
- Armor
- BlocksProjectiles
- Crushable
- CustomSellValue
- Health
- LineBuild
- LineBuildNode
- SoundOnDamageTransition
- WithWallSpriteBody
BRL3:
- Armor
- FireWarheadsOnDeath
- Health
- Interactable
- MapEditorData
- Targetable
C10:
- RenderSprites
- WithDeathAnimation
- WithInfantryBody
C2:
- RenderSprites
- WithDeathAnimation
- WithInfantryBody
C3:
- RenderSprites
- Voiced
C4:
- RenderSprites
- Voiced
- WithDeathAnimation
- WithInfantryBody
C5:
- RenderSprites
- Voiced
- WithDeathAnimation
- WithInfantryBody
C6:
- RenderSprites
- WithDeathAnimation
- WithInfantryBody
C7:
- RenderSprites
- WithDeathAnimation
- WithInfantryBody
C8:
- RenderSprites
- WithDeathAnimation
- WithInfantryBody
C9:
- RenderSprites
- WithDeathAnimation
- WithInfantryBody
CA:
- Armament
- Armor
- AttackTurreted
- Health
- Mobile
- RevealsShroud
- Selectable
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithSpriteTurret
CAMERA:
- AlwaysVisible
- BodyOrientation
- EditorOnlyTooltip
- Immobile
- Interactable
- MapEditorData
- RenderSpritesEditorOnly
- RevealsShroud
- WithSpriteBody
camera.paradrop:
- EditorOnlyTooltip
- RevealsShroud
camera.spyplane:
- EditorOnlyTooltip
CHAN:
- Selectable
CRATE:
- DuplicateUnitCrateAction
- ExplodeCrateAction
- GiveBaseBuilderCrateAction
- GiveCashCrateAction
- GiveUnitCrateAction
- GrantExternalConditionCrateAction
- HealActorsCrateAction
- HideMapCrateAction
- LevelUpCrateAction
- RevealMapCrateAction
CTFLAG:
- Building
- Interactable
- MapEditorData
- WithBuildingBib
CTNK:
- Armament
- Armor
- AttackFrontal
- Health
- Mobile
- PortableChrono
- ProducibleWithLevel
- RevealsShroud
- Selectable
- UpdatesPlayerStatistics
- WithProductionIconOverlay
CYCL:
- Armor
- LineBuild
- LineBuildNode
- WithWallSpriteBody
DD:
- Armament
- Armor
- AttackTurreted
- DetectCloaked
- Health
- Mobile
- RenderDetectionCircle
- RevealsShroud
- Selectable
- Turreted
- UpdatesPlayerStatistics
- WithSpriteTurret
DELPHI:
- Mobile
DOG:
- Armament
- AttackLeap
- AttackMove
- AutoTarget
- AutoTargetPriority
- GrantConditionOnAttack
- GrantConditionWhileAiming
- Guard
- Health
- IgnoresDisguise
- Mobile
- Passenger
- RevealsShroud
- Selectable
- SpeedMultiplier
- Targetable
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
DOME:
- Armor
- Building
- ExternalCondition
- Health
- HitShape
- InfiltrateForExploration
- Power
- ProvidesPrerequisite
- ProvidesRadar
- RevealsShroud
- Selectable
- Targetable
- WithBuildingBib
DOMF:
- Armor
- Building
- Health
- HitShape
- RenderSprites
- Selectable
- WithBuildingBib
DTRK:
- Armament
- Armor
- AttackFrontal
- Chronoshiftable
- FireWarheadsOnDeath
- GrantConditionOnAttack
- GrantConditionOnDeploy
- Health
- KillsSelf
- Mobile
- RevealsShroud
- UpdatesPlayerStatistics
E1:
- Armament
- Health
- ProducibleWithLevel
- Selectable
- UpdatesPlayerStatistics
- WithInfantryBody
- WithProductionIconOverlay
E1R1:
- ProducibleWithLevel
- RenderSprites
- UpdatesPlayerStatistics
- WithProductionIconOverlay
E2:
- Armament
- FireWarheadsOnDeath
- Health
- Mobile
- ProducibleWithLevel
- TakeCover
- UpdatesPlayerStatistics
- WithInfantryBody
- WithProductionIconOverlay
E3:
- Armament
- AutoTarget
- Health
- ProducibleWithLevel
- Selectable
- TakeCover
- UpdatesPlayerStatistics
- WithInfantryBody
- WithProductionIconOverlay
E3R1:
- ProducibleWithLevel
- RenderSprites
- UpdatesPlayerStatistics
- WithProductionIconOverlay
E4:
- Armament
- FireWarheadsOnDeath
- Health
- ProducibleWithLevel
- TakeCover
- UpdatesPlayerStatistics
- WithInfantryBody
- WithProductionIconOverlay
E6:
- CaptureManager
- Captures
- GrantConditionOnPrerequisite
- InstantlyRepairs
- Passenger
- RepairsBridges
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
E7:
- AnnounceOnKill
- Armament
- AttackSequences
- Demolition
- ExternalCondition
- Guard
- Health
- Mobile
- Passenger
- ProducibleWithLevel
- RevealsShroud
- UpdatesPlayerStatistics
- VoiceAnnouncement
- Voiced
- WithInfantryBody
- WithProductionIconOverlay
E7.noautotarget:
- AttackMove
- RenderSprites
EditorWorld:
- BuildableTerrainOverlay
- EditorActionManager
- EditorActorLayer
- EditorCursorLayer
- EditorResourceLayer
- Gems
- LoadWidgetAtGameStart
- MarkerLayerOverlay
- Ore
- ResourceTypes
EINSTEIN:
- Mobile
- Voiced
FACF:
- Armor
- Building
- Health
- HitShape
- RenderSprites
- Selectable
- WithBuildingBib
FACT:
- Armor
- BaseBuilding
- BaseProvider
- Building
- ConyardChronoReturn
- GrantConditionOnPrerequisite
- Health
- HitShape
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- Sellable
- SpawnActorsOnSell
- TransferTimedExternalConditionOnTransform
- Transforms
- TransformsIntoMobile
- TransformsIntoPassenger
- TransformsIntoRepairable
- TransformsIntoTransforms
- WithBuildingBib
- WithBuildingPlacedAnimation
- WithDeathAnimation
fact.colorpicker:
- RenderSprites
FAPW:
- Armor
- Building
- Health
- HitShape
- RenderSprites
- Selectable
- WithBuildingBib
FCOM:
- AppearsOnMapPreview
- Armor
- BaseProvider
- Building
- Capturable
- CapturableProgressBar
- CapturableProgressBlink
- CaptureManager
- GivesBuildableArea
- GpsDot
- Health
- InstantlyRepairable
- OwnerLostAction
- Power
- ProvidesPrerequisite
- RepairableBuilding
- RevealsShroud
- Selectable
- TooltipDescription
- WithBuildingBib
- WithBuildingRepairDecoration
FENC:
- Armor
- CustomSellValue
- Health
- LineBuild
- LineBuildNode
- WithWallSpriteBody
FireAnt:
- Armament
- Armor
- Health
- Mobile
FIX:
- Armor
- Building
- CommandBarBlacklist
- Health
- HitShape
- Power
- ProvidesPrerequisite
- RallyPoint
- RepairsUnits
- Reservable
- RevealsShroud
- Selectable
- WithBuildingBib
- WithResupplyAnimation
FIXF:
- Armor
- Building
- Health
- HitShape
- RenderSprites
- Selectable
- WithBuildingBib
FLARE:
- BodyOrientation
- HiddenUnderFog
- Immobile
- Interactable
- MapEditorData
- RenderSprites
- RevealsShroud
- WithSpriteBody
FPWR:
- Armor
- Building
- Health
- HitShape
- RenderSprites
- Selectable
- WithBuildingBib
FTRK:
- Armament
- Armor
- AttackTurreted
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Selectable
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
- WithSpriteTurret
FTUR:
- Armament
- Armor
- AttackTurreted
- BodyOrientation
- Building
- DetectCloaked
- FireWarheadsOnDeath
- Health
- Power
- ProvidesPrerequisite
- RevealsShroud
- Turreted
- WithBuildingBib
GAP:
- Armor
- CreatesShroud
- FireWarheadsOnDeath
- Health
- HitShape
- MustBeDestroyed
- Power
- RenderShroudCircle
- RevealsShroud
- Selectable
- WithBuildingBib
- WithSpriteBody
GMINE:
- AppearsOnMapPreview
- AppearsOnRadar
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- RadarColorFromTerrain
- RenderSprites
- RequiresSpecificOwners
- SeedsResource
- WithSpriteBody
GNRL:
- AttackFrontal
- AttackMove
- DamageModifiers
- Guard
- Mobile
- Passenger
- Selectable
- TakeCover
- Voiced
- WithInfantryBody
GUN:
- Armament
- Armor
- AttackTurreted
- Building
- ClassicFacingBodyOrientation
- DetectCloaked
- Health
- Power
- RevealsShroud
- Turreted
- WithBuildingBib
- WithMuzzleOverlay
- WithSpriteTurret
- WithTurretAttackAnimation
HARV:
- Armor
- ChangesHealth
- DockClientManager
- FireWarheadsOnDeath
- GpsDot
- Harvester
- HarvesterHuskModifier
- Health
- Mobile
- ResourceSequences
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- StoresResources
- WithDockingAnimation
- WithHarvestAnimation
- WithHarvesterSpriteBody
- WithStoresResourcesPipsDecoration
HARV.EmptyHusk:
- InfiltrateForTransform
- RenderSprites
- TransformOnCapture
HARV.FullHusk:
- InfiltrateForTransform
- RenderSprites
- TransformOnCapture
HBOX:
- Armor
- AttackGarrisoned
- BodyOrientation
- Building
- Cargo
- Cloak
- CustomSellValue
- DetectCloaked
- GrantConditionOnDamageState
- Health
- InstantlyRepairable
- Power
- RenderRangeCircle
- RevealsShroud
- Turreted
HEALCRATE:
- HealActorsCrateAction
HELI:
- Aircraft
- AmmoPool
- Armament
- AttackAircraft
- AutoTarget
- GrantConditionOnDamageState
- Health
- LeavesTrails
- ProducibleWithLevel
- Rearmable
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithAmmoPipsDecoration
- WithIdleOverlay
- WithProductionIconOverlay
HELI.Husk:
- Aircraft
- LeavesTrails
- RenderSprites
- RevealsShroud
- WithIdleOverlay
HIND:
- Aircraft
- AmmoPool
- Armament
- AttackAircraft
- AutoTarget
- GrantConditionOnDamageState
- Health
- LeavesTrails
- ProducibleWithLevel
- Rearmable
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithAmmoPipsDecoration
- WithIdleOverlay
- WithMuzzleOverlay
- WithProductionIconOverlay
HIND.Husk:
- Aircraft
- LeavesTrails
- RenderSprites
- RevealsShroud
- WithIdleOverlay
HOSP:
- AppearsOnMapPreview
- Building
- Capturable
- CapturableProgressBar
- CapturableProgressBlink
- CaptureManager
- GpsDot
- Health
- InstantlyRepairable
- OwnerLostAction
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- TooltipDescription
- WithBuildingBib
- WithDeathAnimation
HPAD:
- Armor
- Building
- CommandBarBlacklist
- Exit
- Health
- HitShape
- InfiltrateForSupportPower
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- Reservable
- RevealsShroud
- Selectable
- Targetable
- WithBuildingBib
- WithResupplyAnimation
ICE01:
- Building
- MapEditorData
- RenderSprites
ICE02:
- Building
- MapEditorData
- RenderSprites
ICE03:
- Building
- MapEditorData
- RenderSprites
ICE04:
- MapEditorData
- RenderSprites
ICE05:
- MapEditorData
- RenderSprites
IRON:
- Armor
- Building
- GrantExternalConditionPower
- Health
- InfiltrateForSupportPowerReset
- MustBeDestroyed
- Power
- RevealsShroud
- Selectable
- SupportPowerChargeBar
- Targetable
- WithBuildingBib
JEEP:
- Armament
- Armor
- AttackTurreted
- Cargo
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithProductionIconOverlay
- WithSpriteTurret
KENN:
- Armor
- CommandBarBlacklist
- Exit
- Health
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- RevealsShroud
- Selectable
- WithBuildingBib
LAR1:
- AppearsOnRadar
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- RenderSprites
- WithSpriteBody
LHUS:
- Building
- MapEditorData
- Selectable
LST:
- Armor
- Cargo
- Health
- Mobile
- RevealsShroud
- Selectable
- UpdatesPlayerStatistics
- WithLandingCraftAnimation
MCV:
- Armor
- BaseBuilding
- Health
- Mobile
- MustBeDestroyed
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- TransferTimedExternalConditionOnTransform
- Transforms
MCV.Husk:
- InfiltrateForTransform
- RenderSprites
- TransformOnCapture
MECH:
- Armament
- AttackFrontal
- AutoTarget
- AutoTargetPriority
- CaptureManager
- Captures
- Health
- Infiltrates
- Mobile
- Passenger
- RevealsShroud
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
MEDI:
- Armament
- AutoTarget
- AutoTargetPriority
- Health
- Mobile
- Passenger
- RevealsShroud
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
MGG:
- Armor
- CreatesShroud
- Health
- Mobile
- RenderShroudCircle
- RevealsShroud
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithIdleOverlay
MGG.Husk:
- Husk
- InfiltrateForTransform
- RenderSprites
- ThrowsParticle
- TransformOnCapture
MH60:
- Aircraft
- AmmoPool
- Armament
- AttackAircraft
- AutoTarget
- GrantConditionOnDamageState
- Health
- LeavesTrails
- ProducibleWithLevel
- Rearmable
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithAmmoPipsDecoration
- WithIdleOverlay
- WithMuzzleOverlay
- WithProductionIconOverlay
MH60.Husk:
- Aircraft
- LeavesTrails
- RenderSprites
- RevealsShroud
- WithIdleOverlay
MIG:
- Aircraft
- AmmoPool
- Armament
- AttackAircraft
- AutoTarget
- Contrail
- GrantConditionOnDamageState
- Health
- LeavesTrails
- ProducibleWithLevel
- Rearmable
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithAmmoPipsDecoration
- WithProductionIconOverlay
MIG.Husk:
- Aircraft
- Contrail
- LeavesTrails
- RenderSprites
- RevealsShroud
MINE:
- AppearsOnMapPreview
- AppearsOnRadar
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- RadarColorFromTerrain
- RenderSprites
- RequiresSpecificOwners
- SeedsResource
- WithSpriteBody
MINP:
- FireWarheadsOnDeath
MINV:
- FactionImages
- FireWarheadsOnDeath
- RenderSprites
MISS:
- AppearsOnMapPreview
- Armor
- Building
- Capturable
- CapturableProgressBar
- CapturableProgressBlink
- CaptureManager
- GpsDot
- Health
- HitShape
- InstantlyRepairable
- OwnerLostAction
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- TooltipDescription
- WithBuildingBib
- WithDeathAnimation
MNLY:
- AmmoPool
- Armor
- DetectCloaked
- FireWarheadsOnDeath
- Health
- MineImmune
- Minelayer
- Mobile
- Rearmable
- RenderDetectionCircle
- RenderSprites
- RevealsShroud
- Targetable
- UpdatesPlayerStatistics
- WithAmmoPipsDecoration
MONEYCRATE:
- GiveCashCrateAction
- RenderSprites
mpspawn:
- AlwaysVisible
- BodyOrientation
- EditorOnlyTooltip
- Immobile
- Interactable
- MapEditorData
- RenderSpritesEditorOnly
- RequiresSpecificOwners
- WithSpriteBody
MRJ:
- Armor
- Health
- JamsMissiles
- Mobile
- ProximityExternalCondition
- RenderJammerCircle
- RevealsShroud
- UpdatesPlayerStatistics
- WithIdleOverlay
- WithRangeCircle
MSLF:
- Armor
- Building
- FireWarheadsOnDeath
- Health
- RenderSprites
- Selectable
MSLO:
- Armor
- Building
- Health
- InfiltrateForSupportPowerReset
- MustBeDestroyed
- NukePower
- Power
- RevealsShroud
- Selectable
- SupportPowerChargeBar
- Targetable
- WithSupportPowerActivationAnimation
MSUB:
- Armament
- Armor
- AttackFrontal
- AutoTarget
- Cloak
- DetectCloaked
- FireWarheadsOnDeath
- Health
- Mobile
- RenderDetectionCircle
- RevealsShroud
- Selectable
- UpdatesPlayerStatistics
OILB:
- AppearsOnMapPreview
- Building
- Capturable
- CapturableProgressBar
- CapturableProgressBlink
- CaptureManager
- CashTrickler
- FireWarheadsOnDeath
- GivesCashOnCapture
- GpsDot
- GrantConditionOnCombatantOwner
- Health
- HitShape
- InstantlyRepairable
- OwnerLostAction
- RevealsShroud
- Selectable
- TooltipDescription
- UpdatesDerrickCount
PBOX:
- Armor
- AttackGarrisoned
- BodyOrientation
- Building
- Cargo
- CustomSellValue
- DetectCloaked
- GrantConditionOnDamageState
- Health
- InstantlyRepairable
- PassengerConditions
- Power
- RenderRangeCircle
- RevealsShroud
- Turreted
- WithBuildingBib
- WithRangeCircle
PDOF:
- Armor
- Building
- FireWarheadsOnDeath
- Health
- RenderSprites
- Selectable
- WithBuildingBib
PDOX:
- Armor
- Building
- ChronoshiftPower
- Health
- InfiltrateForSupportPowerReset
- MustBeDestroyed
- Power
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- SupportPowerChargeBar
- Targetable
- WithBuildingBib
Player:
- AllyRepair
- BaseAttackNotifier
- BaseBuilderBotModule
- BuildingDelays
- BuildingFractions
- BuildingLimits
- BuildingRepairBotModule
- ClassicProductionQueue
- ConquestVictoryConditions
- Consideration
- Decisions
- DeveloperMode
- EnemyWatcher
- FrozenActorLayer
- GameSaveViewportManager
- GpsWatcher
- GrantConditionOnBotOwner
- GrantConditionOnPrerequisiteManager
- HarvesterBotModule
- LobbyPrerequisiteCheckbox
- McvManagerBotModule
- MinelayerBotModule
- MissionObjectives
- ModularBot
- nukepower
- parabombs
- paratroopers
- PlaceBeacon
- PlaceBuilding
- PlayerExperience
- PlayerRadarTerrain
- PlayerResources
- PlayerStatistics
- PowerManager
- ProductionIconOverlayManager
- ProvidesTechPrerequisite
- ResourceStorageWarning
- ScriptTriggers
- Shroud
- spyplane
- SquadManagerBotModule
- SupportPowerBotModule
- SupportPowerManager
- TechTree
- UnitBuilderBotModule
- UnitDelays
- UnitLimits
- UnitsToBuild
powerproxy.parabombs:
- AirstrikePower
- AlwaysVisible
powerproxy.paratroopers:
- AlwaysVisible
- ParatroopersPower
powerproxy.sonarpulse:
- AlwaysVisible
- SpawnActorPower
POWR:
- Armor
- Building
- Health
- HitShape
- InfiltrateForPowerOutage
- Power
- ProvidesPrerequisite
- RevealsShroud
- ScalePowerWithHealth
- Selectable
- Targetable
- WithBuildingBib
- WithDeathAnimation
PROC:
- Armor
- Building
- CustomSellValue
- DockHost
- FreeActor
- Health
- HitShape
- InfiltrateForCash
- Power
- ProvidesPrerequisite
- Refinery
- RevealsShroud
- Selectable
- SequencePlaceBuildingPreview
- StoresPlayerResources
- Targetable
- WithBuildingBib
- WithDeathAnimation
- WithIdleOverlay
- WithResourceStoragePipsDecoration
PT:
- Armament
- Armor
- AttackTurreted
- DetectCloaked
- Health
- Mobile
- RenderDetectionCircle
- RevealsShroud
- Selectable
- Turreted
- UpdatesPlayerStatistics
- WithMuzzleOverlay
- WithSpriteTurret
QTNK:
- Armor
- Chronoshiftable
- Health
- MadTank
- Mobile
- RevealsShroud
- Selectable
- Targetable
- UpdatesPlayerStatistics
- WithRangeCircle
QUEE:
- AppearsOnRadar
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- WithSpriteBody
RAILMINE:
- Building
- HiddenUnderShroud
- Interactable
- MapEditorData
- RenderSprites
- RequiresSpecificOwners
- WithSpriteBody
RICE:
- MapEditorData
ROCK1:
- Building
ROCK2:
- Building
ROCK3:
- Building
ROCK4:
- Building
ROCK5:
- Building
ROCK6:
- Building
ROCK7:
- Building
RUSHOUSE:
- Building
- HitShape
- MapEditorData
SAM:
- Armament
- Armor
- AttackTurreted
- Building
- ClassicFacingBodyOrientation
- Health
- HitShape
- Power
- RenderRangeCircle
- RevealsShroud
- Selectable
- Turreted
- WithBuildingBib
- WithMuzzleOverlay
- WithSpriteTurret
SBAG:
- Armor
- CustomSellValue
- Health
- LineBuild
- LineBuildNode
- WithWallSpriteBody
SBRIDGE1:
- Bridge
- Building
- FreeActor
- Interactable
SBRIDGE2:
- Bridge
- Building
- FreeActor
- Interactable
SBRIDGE3:
- Bridge
- FreeActor
SBRIDGE4:
- Bridge
- FreeActor
ScoutAnt:
- Armor
- AutoTarget
- Health
SHOK:
- Armament
- AttackFrontal
- AttackMove
- Guard
- Health
- Mobile
- Passenger
- ProducibleWithLevel
- RevealsShroud
- TakeCover
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
- WithProductionIconOverlay
SILO:
- Armor
- FireWarheadsOnDeath
- Health
- InfiltrateForCash
- Power
- RevealsShroud
- Selectable
- StoresPlayerResources
- Targetable
- WithBuildingBib
- WithResourceLevelSpriteBody
- WithResourceStoragePipsDecoration
SNOWHUT:
- Building
- HitShape
- MapEditorData
SONAR:
- DetectCloaked
- EditorOnlyTooltip
SPEF:
- Armor
- Building
- Health
- HitShape
- MapEditorData
- RenderSprites
- RequiresBuildableArea
- Selectable
- Targetable
SPEN:
- Armor
- Building
- CommandBarBlacklist
- DetectCloaked
- Exit
- Health
- HitShape
- InfiltrateForSupportPower
- MapEditorData
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- RenderDetectionCircle
- RepairsUnits
- RequiresBuildableArea
- RevealsShroud
- Selectable
- Targetable
SPY:
- Armament
- AttackMove
- AutoTarget
- Disguise
- DisguiseTooltip
- IgnoresDisguise
- Infiltrates
- Mobile
- Passenger
- RevealsShroud
- UpdatesPlayerStatistics
- Voiced
- WithDecoration
- WithDisguisingInfantryBody
SPY.England:
- DisguiseTooltip
- GivesExperience
- RenderSprites
SS:
- Armament
- Armor
- AttackFrontal
- AutoTargetPriority
- DetectCloaked
- FireWarheadsOnDeath
- Health
- Mobile
- RenderDetectionCircle
- RevealsShroud
- Selectable
- UpdatesPlayerStatistics
STEK:
- Armor
- Building
- Health
- HitShape
- Power
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- WithBuildingBib
STNK:
- Armament
- Armor
- AttackTurreted
- AutoTarget
- Cargo
- Cloak
- GrantConditionOnDamageState
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Turreted
- UpdatesPlayerStatistics
- WithProductionIconOverlay
- WithSpriteTurret
SYRD:
- Armor
- Building
- CommandBarBlacklist
- DetectCloaked
- Exit
- Health
- HitShape
- InfiltrateForSupportPower
- MapEditorData
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- RenderDetectionCircle
- RepairsUnits
- RequiresBuildableArea
- RevealsShroud
- Selectable
- Targetable
SYRF:
- Armor
- Building
- Health
- HitShape
- MapEditorData
- RenderSprites
- RequiresBuildableArea
- Selectable
- Targetable
T01:
- Building
- MapEditorData
- SpawnActorOnDeath
T01.Husk:
- Building
- MapEditorData
T02:
- Building
- MapEditorData
- SpawnActorOnDeath
T02.Husk:
- Building
- MapEditorData
T03:
- Building
- MapEditorData
- SpawnActorOnDeath
T03.Husk:
- Building
- MapEditorData
T04:
- Building
- MapEditorData
- SpawnActorOnDeath
T04.Husk:
- Building
- MapEditorData
T05:
- Building
- MapEditorData
- SpawnActorOnDeath
T05.Husk:
- Building
- MapEditorData
T06:
- Building
- MapEditorData
- SpawnActorOnDeath
T06.Husk:
- Building
- MapEditorData
T07:
- Building
- MapEditorData
- SpawnActorOnDeath
T07.Husk:
- Building
- MapEditorData
T08:
- Building
- SpawnActorOnDeath
T08.Husk:
- Building
T09:
- MapEditorData
- SpawnActorOnDeath
T09.Husk:
- MapEditorData
T10:
- Building
- MapEditorData
- SpawnActorOnDeath
T10.Husk:
- Building
- MapEditorData
T11:
- Building
- MapEditorData
- SpawnActorOnDeath
T11.Husk:
- Building
- MapEditorData
T12:
- Building
- MapEditorData
- SpawnActorOnDeath
T12.Husk:
- Building
- MapEditorData
T13:
- Building
- MapEditorData
- SpawnActorOnDeath
T13.Husk:
- Building
- MapEditorData
T14:
- Building
- MapEditorData
- SpawnActorOnDeath
T14.Husk:
- Building
- MapEditorData
T15:
- Building
- MapEditorData
- SpawnActorOnDeath
T15.Husk:
- Building
- MapEditorData
T16:
- Building
- MapEditorData
- SpawnActorOnDeath
T16.Husk:
- Building
- MapEditorData
T17:
- Building
- MapEditorData
- SpawnActorOnDeath
T17.Husk:
- Building
- MapEditorData
TANKTRAP1:
- Building
- MapEditorData
- RenderSprites
TANKTRAP2:
- Building
- MapEditorData
- RenderSprites
TC01:
- Building
- MapEditorData
- SpawnActorOnDeath
TC01.Husk:
- Building
- MapEditorData
TC02:
- Building
- MapEditorData
- SpawnActorOnDeath
TC02.Husk:
- Building
- MapEditorData
TC03:
- Building
- MapEditorData
- SpawnActorOnDeath
TC03.Husk:
- Building
- MapEditorData
TC04:
- Building
- MapEditorData
- SpawnActorOnDeath
TC04.Husk:
- Building
- MapEditorData
TC05:
- Building
- MapEditorData
- SpawnActorOnDeath
TC05.Husk:
- Building
- MapEditorData
TECHCENTER:
- AlwaysVisible
- Interactable
TECN:
- RenderSprites
- Selectable
TECN2:
- RenderSprites
- Selectable
- WithDeathAnimation
- WithInfantryBody
TENF:
- Armor
- Building
- Health
- HitShape
- RenderSprites
- Selectable
- WithBuildingBib
TENT:
- Armor
- Building
- CommandBarBlacklist
- Exit
- GrantExternalConditionToProduced
- Health
- HitShape
- InfiltrateForSupportPower
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- RevealsShroud
- Selectable
- Targetable
- WithBuildingBib
THF:
- CaptureManager
- Captures
- Cloak
- Crushable
- GrantConditionOnDamageState
- Health
- Infiltrates
- Mobile
- Passenger
- RevealsShroud
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
TRAN:
- Aircraft
- Cargo
- Health
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithIdleOverlay
TRAN.Husk:
- Aircraft
- RenderSprites
- RevealsShroud
- WithIdleOverlay
TRAN.Husk1:
- RenderSprites
TRAN.Husk2:
- RenderSprites
TRUK:
- Armor
- DeliversCash
- Health
- Mobile
- RevealsShroud
- SpawnActorOnDeath
TSLA:
- Armament
- Armor
- AttackTesla
- DetectCloaked
- Health
- Power
- ProvidesPrerequisite
- RevealsShroud
- Selectable
- WithBuildingBib
- WithTeslaChargeAnimation
TTNK:
- Armament
- Armor
- AttackTurreted
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Selectable
- Turreted
- UpdatesPlayerStatistics
- WithIdleOverlay
- WithProductionIconOverlay
U2:
- Aircraft
- AttackBomber
- Contrail
- GrantConditionOnDamageState
- Health
- Interactable
- LeavesTrails
- RejectsOrders
- SpawnActorOnDeath
U2.Husk:
- Aircraft
- Contrail
- LeavesTrails
- RenderSprites
UTILPOL1:
- MapEditorData
- RenderSprites
UTILPOL2:
- MapEditorData
- RenderSprites
V01:
- Building
- HitShape
- MapEditorData
- RevealsShroud
V02:
- Building
- HitShape
- MapEditorData
V03:
- Building
- HitShape
- MapEditorData
V04:
- Building
- HitShape
- MapEditorData
V05:
- Building
- MapEditorData
V06:
- Building
- MapEditorData
V07:
- Building
- MapEditorData
V08:
- MapEditorData
V09:
- MapEditorData
V10:
- MapEditorData
V11:
- MapEditorData
V14:
- MapEditorData
V15:
- MapEditorData
V16:
- MapEditorData
V17:
- MapEditorData
V18:
- MapEditorData
V19:
- RenderSprites
- SpawnActorOnDeath
- Targetable
V19.Husk:
- Interactable
- RenderSprites
- WithIdleOverlay
- WithSpriteBody
V20:
- Building
- HitShape
V21:
- Building
- HitShape
V22:
- Building
V24:
- Building
- HitShape
V25:
- Building
- HitShape
- RevealsShroud
V26:
- Building
V2RL:
- Armament
- Armor
- AttackFrontal
- AutoTarget
- FireWarheadsOnDeath
- Health
- Mobile
- ProducibleWithLevel
- RevealsShroud
- Selectable
- UpdatesPlayerStatistics
- WithFacingSpriteBody
- WithProductionIconOverlay
V30:
- Building
V31:
- Building
V32:
- Building
V33:
- Building
V37:
- Building
- HitShape
vehicles.upgraded:
- AlwaysVisible
- ProvidesPrerequisite
WarriorAnt:
- Armament
- Armor
- Health
- Mobile
- RenderSprites
waypoint:
- AlwaysVisible
- BodyOrientation
- EditorOnlyTooltip
- Immobile
- Interactable
- MapEditorData
- RenderSpritesEditorOnly
- WithSpriteBody
WCRATE:
- RenderSprites
WEAF:
- Armor
- Building
- Health
- RenderSprites
- Selectable
- SequencePlaceBuildingPreview
- WithBuildingBib
- WithProductionDoorOverlay
WEAP:
- Armor
- Building
- CommandBarBlacklist
- Exit
- Health
- InfiltrateForSupportPower
- Power
- Production
- ProductionBar
- ProvidesPrerequisite
- RallyPoint
- RevealsShroud
- Selectable
- SequencePlaceBuildingPreview
- Targetable
- WithBuildingBib
- WithProductionDoorOverlay
WINDMILL:
- Building
- MapEditorData
- Selectable
WOOD:
- Armor
- LineBuild
- LineBuildNode
- WithWallSpriteBody
World:
- BuildingInfluence
- CellTriggerOverlay
- ChatCommands
- ColorPickerManager
- CrateSpawner
- CreateMapPlayers
- CustomTerrainDebugOverlay
- DebugPauseState
- DebugVisualizationCommands
- DevCommands
- Gems
- HelpCommand
- HierarchicalPathFinderOverlay
- LegacyBridgeLayer
- LoadWidgetAtGameStart
- MapBuildRadius
- MapOptions
- MapStartingLocations
- ObjectivesPanel
- OrderEffects
- Ore
- PathFinder
- PathFinderOverlay
- PlayerCommands
- ProductionQueueFromSelection
- RadarPings
- ResourceClaimLayer
- ResourceLayer
- ResourceTypes
- ScreenShaker
- ScriptTriggers
- SmudgeLayer
- SpawnMapActors
- SpawnStartingUnits
- StartGameNotification
- StartingUnits
- TimeLimitManager
- TimeLimitWarnings
- ValidateOrder
- WarheadDebugOverlay
- WithResourceAnimation
YAK:
- Aircraft
- AmmoPool
- Armament
- AttackAircraft
- AutoTarget
- Contrail
- GrantConditionOnDamageState
- Health
- LeavesTrails
- ProducibleWithLevel
- Rearmable
- RevealsShroud
- Selectable
- SpawnActorOnDeath
- UpdatesPlayerStatistics
- WithAmmoPipsDecoration
- WithMuzzleOverlay
- WithProductionIconOverlay
YAK.Husk:
- Aircraft
- Contrail
- LeavesTrails
- RenderSprites
- RevealsShroud
Zombie:
- Armament
- AutoTarget
- Health
- Mobile
- UpdatesPlayerStatistics
- Voiced
- WithInfantryBody
digraph ActorHierarchy {
rankdir=TB;
node [shape=box, style=filled, fillcolor=lightgray];
edge [dir=back];
"Player" [fillcolor=lightblue];
"BADR.Bomber" [fillcolor=lightblue];
"MIG" [fillcolor=lightblue];
"YAK" [fillcolor=lightblue];
"TRAN" [fillcolor=lightblue];
"HELI" [fillcolor=lightblue];
"HIND" [fillcolor=lightblue];
"U2" [fillcolor=lightblue];
"MH60" [fillcolor=lightblue];
"World" [fillcolor=lightblue];
"E7.noautotarget" [fillcolor=lightblue];
"HARV" [fillcolor=lightblue];
"MONEYCRATE" [fillcolor=lightblue];
"FCOM" [fillcolor=lightblue];
"MISS" [fillcolor=lightblue];
"TRUK" [fillcolor=lightblue];
"Zombie" [fillcolor=lightblue];
"FLARE" [fillcolor=lightblue];
"BIO" [fillcolor=lightblue];
"HOSP" [fillcolor=lightblue];
"C1" [fillcolor=lightblue];
"C2" [fillcolor=lightblue];
"C3" [fillcolor=lightblue];
"C4" [fillcolor=lightblue];
"C5" [fillcolor=lightblue];
"C6" [fillcolor=lightblue];
"C7" [fillcolor=lightblue];
"C8" [fillcolor=lightblue];
"C9" [fillcolor=lightblue];
"C10" [fillcolor=lightblue];
"C11" [fillcolor=lightblue];
"TECN" [fillcolor=lightblue];
"TECN2" [fillcolor=lightblue];
"V01" [fillcolor=lightblue];
"V02" [fillcolor=lightblue];
"V03" [fillcolor=lightblue];
"V04" [fillcolor=lightblue];
"V05" [fillcolor=lightblue];
"V06" [fillcolor=lightblue];
"V07" [fillcolor=lightblue];
"V08" [fillcolor=lightblue];
"V09" [fillcolor=lightblue];
"V10" [fillcolor=lightblue];
"V11" [fillcolor=lightblue];
"V12" [fillcolor=lightblue];
"V13" [fillcolor=lightblue];
"V14" [fillcolor=lightblue];
"V15" [fillcolor=lightblue];
"V16" [fillcolor=lightblue];
"V17" [fillcolor=lightblue];
"V18" [fillcolor=lightblue];
"V19" [fillcolor=lightblue];
"V19.Husk" [fillcolor=lightblue];
"BARL" [fillcolor=lightblue];
"BRL3" [fillcolor=lightblue];
"AMMOBOX1" [fillcolor=lightblue];
"AMMOBOX2" [fillcolor=lightblue];
"AMMOBOX3" [fillcolor=lightblue];
"OILB" [fillcolor=lightblue];
"BR1" [fillcolor=lightblue];
"BR2" [fillcolor=lightblue];
"BR3" [fillcolor=lightblue];
"BRIDGE1" [fillcolor=lightblue];
"BRIDGE2" [fillcolor=lightblue];
"BRIDGE3" [fillcolor=lightblue];
"BRIDGE4" [fillcolor=lightblue];
"SBRIDGE1" [fillcolor=lightblue];
"SBRIDGE2" [fillcolor=lightblue];
"SBRIDGE3" [fillcolor=lightblue];
"SBRIDGE4" [fillcolor=lightblue];
"BRIDGEHUT" [fillcolor=lightblue];
"BRIDGEHUT.small" [fillcolor=lightblue];
"V20" [fillcolor=lightblue];
"V21" [fillcolor=lightblue];
"V22" [fillcolor=lightblue];
"V23" [fillcolor=lightblue];
"V24" [fillcolor=lightblue];
"V25" [fillcolor=lightblue];
"V26" [fillcolor=lightblue];
"V27" [fillcolor=lightblue];
"V28" [fillcolor=lightblue];
"V29" [fillcolor=lightblue];
"V30" [fillcolor=lightblue];
"V31" [fillcolor=lightblue];
"V32" [fillcolor=lightblue];
"V33" [fillcolor=lightblue];
"V34" [fillcolor=lightblue];
"V35" [fillcolor=lightblue];
"V36" [fillcolor=lightblue];
"V37" [fillcolor=lightblue];
"RICE" [fillcolor=lightblue];
"RUSHOUSE" [fillcolor=lightblue];
"ASIANHUT" [fillcolor=lightblue];
"SNOWHUT" [fillcolor=lightblue];
"LHUS" [fillcolor=lightblue];
"WINDMILL" [fillcolor=lightblue];
"T01" [fillcolor=lightblue];
"T02" [fillcolor=lightblue];
"T03" [fillcolor=lightblue];
"T04" [fillcolor=lightblue];
"T05" [fillcolor=lightblue];
"T06" [fillcolor=lightblue];
"T07" [fillcolor=lightblue];
"T08" [fillcolor=lightblue];
"T09" [fillcolor=lightblue];
"T10" [fillcolor=lightblue];
"T11" [fillcolor=lightblue];
"T12" [fillcolor=lightblue];
"T13" [fillcolor=lightblue];
"T14" [fillcolor=lightblue];
"T15" [fillcolor=lightblue];
"T16" [fillcolor=lightblue];
"T17" [fillcolor=lightblue];
"TC01" [fillcolor=lightblue];
"TC02" [fillcolor=lightblue];
"TC03" [fillcolor=lightblue];
"TC04" [fillcolor=lightblue];
"TC05" [fillcolor=lightblue];
"BOXES01" [fillcolor=lightblue];
"BOXES02" [fillcolor=lightblue];
"BOXES03" [fillcolor=lightblue];
"BOXES04" [fillcolor=lightblue];
"BOXES05" [fillcolor=lightblue];
"BOXES06" [fillcolor=lightblue];
"BOXES07" [fillcolor=lightblue];
"BOXES08" [fillcolor=lightblue];
"BOXES09" [fillcolor=lightblue];
"ICE01" [fillcolor=lightblue];
"ICE02" [fillcolor=lightblue];
"ICE03" [fillcolor=lightblue];
"ICE04" [fillcolor=lightblue];
"ICE05" [fillcolor=lightblue];
"ROCK1" [fillcolor=lightblue];
"ROCK2" [fillcolor=lightblue];
"ROCK3" [fillcolor=lightblue];
"ROCK4" [fillcolor=lightblue];
"ROCK5" [fillcolor=lightblue];
"ROCK6" [fillcolor=lightblue];
"ROCK7" [fillcolor=lightblue];
"UTILPOL1" [fillcolor=lightblue];
"UTILPOL2" [fillcolor=lightblue];
"TANKTRAP1" [fillcolor=lightblue];
"TANKTRAP2" [fillcolor=lightblue];
"E6" [fillcolor=lightblue];
"THF" [fillcolor=lightblue];
"SPEN" [fillcolor=lightblue];
"SYRD" [fillcolor=lightblue];
"FIX" [fillcolor=lightblue];
"MSLO" [fillcolor=lightblue];
"IRON" [fillcolor=lightblue];
"DOME" [fillcolor=lightblue];
"ATEK" [fillcolor=lightblue];
"WEAP" [fillcolor=lightblue];
"PROC" [fillcolor=lightblue];
"HPAD" [fillcolor=lightblue];
"POWR" [fillcolor=lightblue];
"APWR" [fillcolor=lightblue];
"BARR" [fillcolor=lightblue];
"TENT" [fillcolor=lightblue];
"FPWR" [fillcolor=lightblue];
"TENF" [fillcolor=lightblue];
"SYRF" [fillcolor=lightblue];
"SPEF" [fillcolor=lightblue];
"WEAF" [fillcolor=lightblue];
"DOMF" [fillcolor=lightblue];
"FIXF" [fillcolor=lightblue];
"FAPW" [fillcolor=lightblue];
"ATEF" [fillcolor=lightblue];
"PDOF" [fillcolor=lightblue];
"MSLF" [fillcolor=lightblue];
"FACF" [fillcolor=lightblue];
"2TNK.Husk" [fillcolor=lightblue];
"3TNK.Husk" [fillcolor=lightblue];
"4TNK.Husk" [fillcolor=lightblue];
"HARV.FullHusk" [fillcolor=lightblue];
"HARV.EmptyHusk" [fillcolor=lightblue];
"MCV.Husk" [fillcolor=lightblue];
"MGG.Husk" [fillcolor=lightblue];
"TRAN.Husk" [fillcolor=lightblue];
"TRAN.Husk1" [fillcolor=lightblue];
"TRAN.Husk2" [fillcolor=lightblue];
"BADR.Husk" [fillcolor=lightblue];
"MIG.Husk" [fillcolor=lightblue];
"YAK.Husk" [fillcolor=lightblue];
"HELI.Husk" [fillcolor=lightblue];
"HIND.Husk" [fillcolor=lightblue];
"U2.Husk" [fillcolor=lightblue];
"T01.Husk" [fillcolor=lightblue];
"T02.Husk" [fillcolor=lightblue];
"T03.Husk" [fillcolor=lightblue];
"T04.Husk" [fillcolor=lightblue];
"T05.Husk" [fillcolor=lightblue];
"T06.Husk" [fillcolor=lightblue];
"T07.Husk" [fillcolor=lightblue];
"T08.Husk" [fillcolor=lightblue];
"T09.Husk" [fillcolor=lightblue];
"T10.Husk" [fillcolor=lightblue];
"T11.Husk" [fillcolor=lightblue];
"T12.Husk" [fillcolor=lightblue];
"T13.Husk" [fillcolor=lightblue];
"T14.Husk" [fillcolor=lightblue];
"T15.Husk" [fillcolor=lightblue];
"T16.Husk" [fillcolor=lightblue];
"T17.Husk" [fillcolor=lightblue];
"TC01.Husk" [fillcolor=lightblue];
"TC02.Husk" [fillcolor=lightblue];
"TC03.Husk" [fillcolor=lightblue];
"TC04.Husk" [fillcolor=lightblue];
"TC05.Husk" [fillcolor=lightblue];
"MH60.Husk" [fillcolor=lightblue];
"DOG" [fillcolor=lightblue];
"E1R1" [fillcolor=lightblue];
"E2" [fillcolor=lightblue];
"E3R1" [fillcolor=lightblue];
"E4" [fillcolor=lightblue];
"SPY.England" [fillcolor=lightblue];
"MEDI" [fillcolor=lightblue];
"MECH" [fillcolor=lightblue];
"EINSTEIN" [fillcolor=lightblue];
"DELPHI" [fillcolor=lightblue];
"CHAN" [fillcolor=lightblue];
"GNRL" [fillcolor=lightblue];
"SHOK" [fillcolor=lightblue];
"FireAnt" [fillcolor=lightblue];
"ScoutAnt" [fillcolor=lightblue];
"WarriorAnt" [fillcolor=lightblue];
"MINP" [fillcolor=lightblue];
"CRATE" [fillcolor=lightblue];
"HEALCRATE" [fillcolor=lightblue];
"WCRATE" [fillcolor=lightblue];
"SCRATE" [fillcolor=lightblue];
"camera.paradrop" [fillcolor=lightblue];
"SONAR" [fillcolor=lightblue];
"MINE" [fillcolor=lightblue];
"GMINE" [fillcolor=lightblue];
"RAILMINE" [fillcolor=lightblue];
"QUEE" [fillcolor=lightblue];
"LAR2" [fillcolor=lightblue];
"powerproxy.parabombs" [fillcolor=lightblue];
"powerproxy.sonarpulse" [fillcolor=lightblue];
"powerproxy.paratroopers" [fillcolor=lightblue];
"barracks.upgraded" [fillcolor=lightblue];
"vehicles.upgraded" [fillcolor=lightblue];
"aircraft.upgraded" [fillcolor=lightblue];
"mpspawn" [fillcolor=lightblue];
"waypoint" [fillcolor=lightblue];
"fact.colorpicker" [fillcolor=lightblue];
"CTFLAG" [fillcolor=lightblue];
"EditorPlayer" [fillcolor=lightblue];
"SS" [fillcolor=lightblue];
"MSUB" [fillcolor=lightblue];
"DD" [fillcolor=lightblue];
"CA" [fillcolor=lightblue];
"LST" [fillcolor=lightblue];
"PT" [fillcolor=lightblue];
"GAP" [fillcolor=lightblue];
"PDOX" [fillcolor=lightblue];
"TSLA" [fillcolor=lightblue];
"AGUN" [fillcolor=lightblue];
"PBOX" [fillcolor=lightblue];
"HBOX" [fillcolor=lightblue];
"GUN" [fillcolor=lightblue];
"FTUR" [fillcolor=lightblue];
"SAM" [fillcolor=lightblue];
"SILO" [fillcolor=lightblue];
"AFLD.Ukraine" [fillcolor=lightblue];
"STEK" [fillcolor=lightblue];
"KENN" [fillcolor=lightblue];
"SBAG" [fillcolor=lightblue];
"FENC" [fillcolor=lightblue];
"BRIK" [fillcolor=lightblue];
"CYCL" [fillcolor=lightblue];
"BARB" [fillcolor=lightblue];
"WOOD" [fillcolor=lightblue];
"BARRACKS" [fillcolor=lightblue];
"TECHCENTER" [fillcolor=lightblue];
"ANYPOWER" [fillcolor=lightblue];
"V2RL" [fillcolor=lightblue];
"1TNK" [fillcolor=lightblue];
"2TNK" [fillcolor=lightblue];
"3TNK" [fillcolor=lightblue];
"4TNK" [fillcolor=lightblue];
"ARTY" [fillcolor=lightblue];
"MCV" [fillcolor=lightblue];
"JEEP" [fillcolor=lightblue];
"APC" [fillcolor=lightblue];
"MNLY" [fillcolor=lightblue];
"MGG" [fillcolor=lightblue];
"MRJ" [fillcolor=lightblue];
"TTNK" [fillcolor=lightblue];
"FTRK" [fillcolor=lightblue];
"DTRK" [fillcolor=lightblue];
"CTNK" [fillcolor=lightblue];
"QTNK" [fillcolor=lightblue];
"STNK" [fillcolor=lightblue];
"EditorWorld" [fillcolor=lightblue];
"^BasePlayer" -> "Player";
"^NeutralPlane" -> "BADR";
"BADR" -> "BADR.Bomber";
"^Plane" -> "MIG";
"^AutoTargetGroundAssaultMove" -> "MIG";
"^Plane" -> "YAK";
"^AutoTargetGroundAssaultMove" -> "YAK";
"^Helicopter" -> "TRAN";
"^CargoPips" -> "TRAN";
"^Helicopter" -> "HELI";
"^AutoTargetAllAssaultMove" -> "HELI";
"^Helicopter" -> "HIND";
"^AutoTargetGroundAssaultMove" -> "HIND";
"^NeutralPlane" -> "U2";
"^Helicopter" -> "MH60";
"^AutoTargetGroundAssaultMove" -> "MH60";
"^BaseWorld" -> "World";
"^Soldier" -> "E7";
"^AutoTargetGroundAssaultMove" -> "E7";
"E7" -> "E7.noautotarget";
"^ExistsInWorld" -> "^Vehicle";
"^IronCurtainable" -> "^Vehicle";
"^ClassicFacingSpriteActor" -> "^Vehicle";
"^GlobalBounty" -> "^Vehicle";
"^SelectableCombatUnit" -> "^Vehicle";
"^PlayerHandicaps" -> "^Vehicle";
"^Vehicle" -> "HARV";
"^SelectableEconomicUnit" -> "HARV";
"^SpriteActor" -> "^Crate";
"^Crate" -> "MONEYCRATE";
"^TechBuilding" -> "FCOM";
"^2x2Shape" -> "FCOM";
"^TechBuilding" -> "MISS";
"^3x2Shape" -> "MISS";
"^Vehicle" -> "TRUK";
"^SelectableSupportUnit" -> "TRUK";
"^Infantry" -> "Ant";
"^AutoTargetGroundAssaultMove" -> "Ant";
"^Soldier" -> "Zombie";
"^AutoTargetGroundAssaultMove" -> "Zombie";
"^ExistsInWorld" -> "^Infantry";
"^GainsExperience" -> "^Infantry";
"^InfantryExperienceHospitalOverrides" -> "^Infantry";
"^SpriteActor" -> "^Infantry";
"^GlobalBounty" -> "^Infantry";
"^SelectableCombatUnit" -> "^Infantry";
"^PlayerHandicaps" -> "^Infantry";
"^ExistsInWorld" -> "^Ship";
"^GainsExperience" -> "^Ship";
"^IronCurtainable" -> "^Ship";
"^SpriteActor" -> "^Ship";
"^GlobalBounty" -> "^Ship";
"^SelectableCombatUnit" -> "^Ship";
"^PlayerHandicaps" -> "^Ship";
"^ExistsInWorld" -> "^NeutralPlane";
"^SpriteActor" -> "^NeutralPlane";
"^GlobalBounty" -> "^NeutralPlane";
"^SelectableCombatUnit" -> "^NeutralPlane";
"^PlayerHandicaps" -> "^NeutralPlane";
"^Plane" -> "^Helicopter";
"^BasicBuilding" -> "^Building";
"^TechBuilding" -> "^CivBuilding";
"^CivBuilding" -> "^CivField";
"^BasicBuilding" -> "^TechBuilding";
"^ExistsInWorld" -> "^Wall";
"^SpriteActor" -> "^Wall";
"^1x1Shape" -> "^Wall";
"^PlayerHandicaps" -> "^Wall";
"^BasicHusk" -> "^Husk";
"^ClassicFacingSpriteActor" -> "^Husk";
"^BasicHusk" -> "^PlaneHusk";
"^SpriteActor" -> "^PlaneHusk";
"^BasicHusk" -> "^HelicopterHusk";
"^ClassicFacingSpriteActor" -> "^HelicopterHusk";
"^Soldier" -> "SPY";
"^AutoTargetGroundAssaultMove" -> "SPY";
"^TechBuilding" -> "BIO";
"^2x2Shape" -> "BIO";
"^TechBuilding" -> "HOSP";
"^2x2Shape" -> "HOSP";
"^CivInfantry" -> "C1";
"^ArmedCivilian" -> "C1";
"^CivInfantry" -> "C2";
"^CivInfantry" -> "C3";
"^CivInfantry" -> "C4";
"^CivInfantry" -> "C5";
"^CivInfantry" -> "C6";
"^CivInfantry" -> "C7";
"^ArmedCivilian" -> "C7";
"^CivInfantry" -> "C8";
"^CivInfantry" -> "C9";
"^CivInfantry" -> "C10";
"^CivInfantry" -> "C11";
"^CivInfantry" -> "TECN";
"^ArmedCivilian" -> "TECN";
"^CivInfantry" -> "TECN2";
"^ArmedCivilian" -> "TECN2";
"^CivBuilding" -> "V01";
"^CivBuilding" -> "V02";
"^CivBuilding" -> "V03";
"^CivBuilding" -> "V04";
"^CivBuilding" -> "V05";
"^2x1Shape" -> "V05";
"^CivBuilding" -> "V06";
"^2x1Shape" -> "V06";
"^CivBuilding" -> "V07";
"^2x1Shape" -> "V07";
"^CivBuilding" -> "V08";
"^CivBuilding" -> "V09";
"^CivBuilding" -> "V10";
"^CivBuilding" -> "V11";
"^CivHaystackOrIgloo" -> "V12";
"^CivHaystackOrIgloo" -> "V13";
"^CivField" -> "V14";
"^CivField" -> "V15";
"^CivField" -> "V16";
"^CivField" -> "V17";
"^CivField" -> "V18";
"^CivBuilding" -> "V19";
"^CivBuilding" -> "V19.Husk";
"^TechBuilding" -> "BARL";
"^TechBuilding" -> "BRL3";
"^AmmoBox" -> "AMMOBOX1";
"^AmmoBox" -> "AMMOBOX2";
"^AmmoBox" -> "AMMOBOX3";
"^TechBuilding" -> "OILB";
"^2x2Shape" -> "OILB";
"^Bridge" -> "BR1";
"^Bridge" -> "BR2";
"^Bridge" -> "BR3";
"^Bridge" -> "BRIDGE1";
"^Bridge" -> "BRIDGE2";
"^Bridge" -> "BRIDGE3";
"^Bridge" -> "BRIDGE4";
"^Bridge" -> "SBRIDGE1";
"^Bridge" -> "SBRIDGE2";
"^Bridge" -> "SBRIDGE3";
"^Bridge" -> "SBRIDGE4";
"^DesertCivBuilding" -> "V20";
"^DesertCivBuilding" -> "V21";
"^DesertCivBuilding" -> "V22";
"^2x1Shape" -> "V22";
"^DesertCivBuilding" -> "V23";
"^DesertCivBuilding" -> "V24";
"^DesertCivBuilding" -> "V25";
"^DesertCivBuilding" -> "V26";
"^2x1Shape" -> "V26";
"^DesertCivBuilding" -> "V27";
"^DesertCivBuilding" -> "V28";
"^DesertCivBuilding" -> "V29";
"^DesertCivBuilding" -> "V30";
"^2x1Shape" -> "V30";
"^DesertCivBuilding" -> "V31";
"^2x1Shape" -> "V31";
"^DesertCivBuilding" -> "V32";
"^2x1Shape" -> "V32";
"^DesertCivBuilding" -> "V33";
"^2x1Shape" -> "V33";
"^DesertCivBuilding" -> "V34";
"^DesertCivBuilding" -> "V35";
"^DesertCivBuilding" -> "V36";
"^DesertCivBuilding" -> "V37";
"^CivField" -> "RICE";
"^CivBuilding" -> "RUSHOUSE";
"^CivBuilding" -> "ASIANHUT";
"^CivBuilding" -> "SNOWHUT";
"^CivBuilding" -> "LHUS";
"^CivBuilding" -> "WINDMILL";
"^Tree" -> "T01";
"^Tree" -> "T02";
"^Tree" -> "T03";
"^Tree" -> "T04";
"^Tree" -> "T05";
"^Tree" -> "T06";
"^Tree" -> "T07";
"^Tree" -> "T08";
"^Tree" -> "T09";
"^Tree" -> "T10";
"^Tree" -> "T11";
"^Tree" -> "T12";
"^Tree" -> "T13";
"^Tree" -> "T14";
"^Tree" -> "T15";
"^Tree" -> "T16";
"^Tree" -> "T17";
"^Tree" -> "TC01";
"^Tree" -> "TC02";
"^Tree" -> "TC03";
"^Tree" -> "TC04";
"^Tree" -> "TC05";
"^Box" -> "BOXES01";
"^Box" -> "BOXES02";
"^Box" -> "BOXES03";
"^Box" -> "BOXES04";
"^Box" -> "BOXES05";
"^Box" -> "BOXES06";
"^Box" -> "BOXES07";
"^Box" -> "BOXES08";
"^Box" -> "BOXES09";
"^Tree" -> "ICE01";
"^Tree" -> "ICE02";
"^Tree" -> "ICE03";
"^Tree" -> "ICE04";
"^Tree" -> "ICE05";
"^Rock" -> "ROCK1";
"^Rock" -> "ROCK2";
"^Rock" -> "ROCK3";
"^Rock" -> "ROCK4";
"^Rock" -> "ROCK5";
"^Rock" -> "ROCK6";
"^Rock" -> "ROCK7";
"^Tree" -> "UTILPOL1";
"^Tree" -> "UTILPOL2";
"^Rock" -> "TANKTRAP1";
"^Rock" -> "TANKTRAP2";
"^AutoTargetGround" -> "^AutoTargetGroundAssaultMove";
"^AutoTargetAll" -> "^AutoTargetAllAssaultMove";
"^Vehicle" -> "^TrackedVehicle";
"^Infantry" -> "^Soldier";
"^Infantry" -> "^CivInfantry";
"^AutoTargetGroundAssaultMove" -> "^ArmedCivilian";
"^Ship" -> "^Submarine";
"^NeutralPlane" -> "^Plane";
"^GainsExperience" -> "^Plane";
"^ExistsInWorld" -> "^BasicBuilding";
"^IronCurtainable" -> "^BasicBuilding";
"^SpriteActor" -> "^BasicBuilding";
"^1x1Shape" -> "^BasicBuilding";
"^GlobalBounty" -> "^BasicBuilding";
"^SelectableBuilding" -> "^BasicBuilding";
"^PlayerHandicaps" -> "^BasicBuilding";
"^Building" -> "^ScienceBuilding";
"^Building" -> "^Defense";
"^SelectableCombatBuilding" -> "^Defense";
"^Building" -> "^FakeBuilding";
"^TechBuilding" -> "^AmmoBox";
"^CivField" -> "^CivHaystackOrIgloo";
"^SpriteActor" -> "^Tree";
"^1x1Shape" -> "^Tree";
"^SpriteActor" -> "^TreeHusk";
"^Tree" -> "^Box";
"^1x1Shape" -> "^Bridge";
"^SpriteActor" -> "^Rock";
"^CivBuilding" -> "^DesertCivBuilding";
"^SpriteActor" -> "^Mine";
"^DisableOnLowPower" -> "^DisableOnLowPowerOrPowerDown";
"^Selectable" -> "^SelectableCombatUnit";
"^Selectable" -> "^SelectableSupportUnit";
"^Selectable" -> "^SelectableEconomicUnit";
"^Selectable" -> "^SelectableCombatBuilding";
"^Selectable" -> "^SelectableBuilding";
"^Soldier" -> "E6";
"^SelectableSupportUnit" -> "E6";
"^Soldier" -> "THF";
"^SelectableSupportUnit" -> "THF";
"^Building" -> "SPEN";
"^PrimaryBuilding" -> "SPEN";
"^Building" -> "SYRD";
"^PrimaryBuilding" -> "SYRD";
"^Building" -> "FIX";
"^ScienceBuilding" -> "MSLO";
"^DisableOnLowPowerOrPowerDown" -> "MSLO";
"^2x1Shape" -> "MSLO";
"^ScienceBuilding" -> "IRON";
"^DisableOnLowPowerOrPowerDown" -> "IRON";
"^2x2Shape" -> "IRON";
"^Building" -> "DOME";
"^DisableOnLowPowerOrPowerDown" -> "DOME";
"^2x2Shape" -> "DOME";
"^ScienceBuilding" -> "ATEK";
"^DisableOnLowPower" -> "ATEK";
"^2x2Shape" -> "ATEK";
"^Building" -> "WEAP";
"^3x2Shape" -> "WEAP";
"^PrimaryBuilding" -> "WEAP";
"^Building" -> "PROC";
"^Building" -> "HPAD";
"^2x2Shape" -> "HPAD";
"^PrimaryBuilding" -> "HPAD";
"^Building" -> "AFLD";
"^3x2Shape" -> "AFLD";
"^PrimaryBuilding" -> "AFLD";
"^Building" -> "POWR";
"^DisabledByPowerOutage" -> "POWR";
"^2x2Shape" -> "POWR";
"^Building" -> "APWR";
"^DisabledByPowerOutage" -> "APWR";
"^3x2Shape" -> "APWR";
"^Building" -> "BARR";
"^2x2Shape" -> "BARR";
"^PrimaryBuilding" -> "BARR";
"^Building" -> "TENT";
"^2x2Shape" -> "TENT";
"^PrimaryBuilding" -> "TENT";
"^FakeBuilding" -> "FPWR";
"^InfiltratableFake" -> "FPWR";
"^2x2Shape" -> "FPWR";
"^FakeBuilding" -> "TENF";
"^InfiltratableFake" -> "TENF";
"^2x2Shape" -> "TENF";
"^FakeBuilding" -> "SYRF";
"^InfiltratableFake" -> "SYRF";
"^FakeBuilding" -> "SPEF";
"^InfiltratableFake" -> "SPEF";
"^FakeBuilding" -> "WEAF";
"^InfiltratableFake" -> "WEAF";
"^3x2Shape" -> "WEAF";
"^FakeBuilding" -> "DOMF";
"^DisableOnLowPower" -> "DOMF";
"^InfiltratableFake" -> "DOMF";
"^2x2Shape" -> "DOMF";
"^FakeBuilding" -> "FIXF";
"^FakeBuilding" -> "FAPW";
"^InfiltratableFake" -> "FAPW";
"^3x2Shape" -> "FAPW";
"^FakeBuilding" -> "ATEF";
"^InfiltratableFake" -> "ATEF";
"^DisableOnLowPower" -> "ATEF";
"^2x2Shape" -> "ATEF";
"^FakeBuilding" -> "PDOF";
"^InfiltratableFake" -> "PDOF";
"^DisableOnLowPower" -> "PDOF";
"^2x2Shape" -> "PDOF";
"^FakeBuilding" -> "MSLF";
"^InfiltratableFake" -> "MSLF";
"^DisableOnLowPower" -> "MSLF";
"^2x1Shape" -> "MSLF";
"^FakeBuilding" -> "FACF";
"^Husk" -> "2TNK.Husk";
"^Husk" -> "3TNK.Husk";
"^Husk" -> "4TNK.Husk";
"^Husk" -> "HARV.FullHusk";
"^Husk" -> "HARV.EmptyHusk";
"^Husk" -> "MCV.Husk";
"^Husk" -> "MGG.Husk";
"^HelicopterHusk" -> "TRAN.Husk";
"^Husk" -> "TRAN.Husk1";
"^Husk" -> "TRAN.Husk2";
"^PlaneHusk" -> "BADR.Husk";
"^PlaneHusk" -> "MIG.Husk";
"^PlaneHusk" -> "YAK.Husk";
"^HelicopterHusk" -> "HELI.Husk";
"^HelicopterHusk" -> "HIND.Husk";
"^PlaneHusk" -> "U2.Husk";
"^TreeHusk" -> "T01.Husk";
"^TreeHusk" -> "T02.Husk";
"^TreeHusk" -> "T03.Husk";
"^TreeHusk" -> "T04.Husk";
"^TreeHusk" -> "T05.Husk";
"^TreeHusk" -> "T06.Husk";
"^TreeHusk" -> "T07.Husk";
"^TreeHusk" -> "T08.Husk";
"^TreeHusk" -> "T09.Husk";
"^TreeHusk" -> "T10.Husk";
"^TreeHusk" -> "T11.Husk";
"^TreeHusk" -> "T12.Husk";
"^TreeHusk" -> "T13.Husk";
"^TreeHusk" -> "T14.Husk";
"^TreeHusk" -> "T15.Husk";
"^TreeHusk" -> "T16.Husk";
"^TreeHusk" -> "T17.Husk";
"^TreeHusk" -> "TC01.Husk";
"^TreeHusk" -> "TC02.Husk";
"^TreeHusk" -> "TC03.Husk";
"^TreeHusk" -> "TC04.Husk";
"^TreeHusk" -> "TC05.Husk";
"^HelicopterHusk" -> "MH60.Husk";
"^Soldier" -> "DOG";
"^Soldier" -> "E1";
"^AutoTargetGroundAssaultMove" -> "E1";
"E1" -> "E1R1";
"^Soldier" -> "E2";
"^AutoTargetGroundAssaultMove" -> "E2";
"^Soldier" -> "E3";
"^AutoTargetAllAssaultMove" -> "E3";
"E3" -> "E3R1";
"^Soldier" -> "E4";
"^AutoTargetGroundAssaultMove" -> "E4";
"SPY" -> "SPY.England";
"^Soldier" -> "MEDI";
"^Soldier" -> "MECH";
"^CivInfantry" -> "EINSTEIN";
"^CivInfantry" -> "DELPHI";
"^CivInfantry" -> "CHAN";
"^CivInfantry" -> "GNRL";
"^ArmedCivilian" -> "GNRL";
"^Soldier" -> "SHOK";
"^AutoTargetGroundAssaultMove" -> "SHOK";
"Ant" -> "FireAnt";
"Ant" -> "ScoutAnt";
"Ant" -> "WarriorAnt";
"^Mine" -> "MINV";
"MINV" -> "MINP";
"^Crate" -> "CRATE";
"^Crate" -> "HEALCRATE";
"^Crate" -> "WCRATE";
"^Crate" -> "SCRATE";
"CAMERA" -> "camera.paradrop";
"CAMERA" -> "camera.spyplane";
"camera.spyplane" -> "SONAR";
"^SpriteActor" -> "MINE";
"^SpriteActor" -> "GMINE";
"^SpriteActor" -> "RAILMINE";
"^SpriteActor" -> "QUEE";
"^2x1Shape" -> "QUEE";
"^SpriteActor" -> "LAR1";
"^1x1Shape" -> "LAR1";
"LAR1" -> "LAR2";
"FACT" -> "fact.colorpicker";
"^TechBuilding" -> "CTFLAG";
"^BasePlayer" -> "EditorPlayer";
"^Submarine" -> "SS";
"^AutoTargetGroundAssaultMove" -> "SS";
"^Submarine" -> "MSUB";
"^AutoTargetAllAssaultMove" -> "MSUB";
"^Ship" -> "DD";
"^AutoTargetAllAssaultMove" -> "DD";
"^Ship" -> "CA";
"^AutoTargetGroundAssaultMove" -> "CA";
"^Ship" -> "LST";
"^CargoPips" -> "LST";
"^Ship" -> "PT";
"^AutoTargetGroundAssaultMove" -> "PT";
"^ScienceBuilding" -> "GAP";
"^DisableOnLowPowerOrPowerDown" -> "GAP";
"^ScienceBuilding" -> "PDOX";
"^DisableOnLowPowerOrPowerDown" -> "PDOX";
"^2x2Shape" -> "PDOX";
"^Defense" -> "TSLA";
"^DisableOnLowPowerOrPowerDown" -> "TSLA";
"^AutoTargetGround" -> "TSLA";
"^Defense" -> "AGUN";
"^DisableOnLowPowerOrPowerDown" -> "AGUN";
"^AutoTargetAir" -> "AGUN";
"^Defense" -> "PBOX";
"^AutoTargetAll" -> "PBOX";
"^CargoPips" -> "PBOX";
"^Defense" -> "HBOX";
"^AutoTargetAll" -> "HBOX";
"^CargoPips" -> "HBOX";
"^Defense" -> "GUN";
"^AutoTargetGround" -> "GUN";
"^Defense" -> "FTUR";
"^AutoTargetGround" -> "FTUR";
"^Defense" -> "SAM";
"^DisableOnLowPowerOrPowerDown" -> "SAM";
"^AutoTargetAir" -> "SAM";
"^2x1Shape" -> "SAM";
"^Building" -> "FACT";
"^Building" -> "SILO";
"AFLD" -> "AFLD.Ukraine";
"^ScienceBuilding" -> "STEK";
"^3x2Shape" -> "STEK";
"^Building" -> "KENN";
"^PrimaryBuilding" -> "KENN";
"^Wall" -> "SBAG";
"^Wall" -> "FENC";
"^Wall" -> "BRIK";
"^Wall" -> "CYCL";
"^Wall" -> "BARB";
"^Wall" -> "WOOD";
"^Vehicle" -> "V2RL";
"^GainsExperience" -> "V2RL";
"^AutoTargetGroundAssaultMove" -> "V2RL";
"^TrackedVehicle" -> "1TNK";
"^GainsExperience" -> "1TNK";
"^AutoTargetGroundAssaultMove" -> "1TNK";
"^TrackedVehicle" -> "2TNK";
"^GainsExperience" -> "2TNK";
"^AutoTargetGroundAssaultMove" -> "2TNK";
"^TrackedVehicle" -> "3TNK";
"^GainsExperience" -> "3TNK";
"^AutoTargetGroundAssaultMove" -> "3TNK";
"^TrackedVehicle" -> "4TNK";
"^GainsExperience" -> "4TNK";
"^AutoTargetAllAssaultMove" -> "4TNK";
"^TrackedVehicle" -> "ARTY";
"^GainsExperience" -> "ARTY";
"^AutoTargetGroundAssaultMove" -> "ARTY";
"^Vehicle" -> "MCV";
"^SelectableSupportUnit" -> "MCV";
"^Vehicle" -> "JEEP";
"^GainsExperience" -> "JEEP";
"^AutoTargetGroundAssaultMove" -> "JEEP";
"^CargoPips" -> "JEEP";
"^TrackedVehicle" -> "APC";
"^GainsExperience" -> "APC";
"^AutoTargetGroundAssaultMove" -> "APC";
"^CargoPips" -> "APC";
"^TrackedVehicle" -> "MNLY";
"^SelectableSupportUnit" -> "MNLY";
"^Vehicle" -> "MGG";
"^Vehicle" -> "MRJ";
"^TrackedVehicle" -> "TTNK";
"^GainsExperience" -> "TTNK";
"^AutoTargetGroundAssaultMove" -> "TTNK";
"^Vehicle" -> "FTRK";
"^GainsExperience" -> "FTRK";
"^AutoTargetAllAssaultMove" -> "FTRK";
"^Vehicle" -> "DTRK";
"^Vehicle" -> "CTNK";
"^GainsExperience" -> "CTNK";
"^AutoTargetGroundAssaultMove" -> "CTNK";
"^TrackedVehicle" -> "QTNK";
"^Vehicle" -> "STNK";
"^GainsExperience" -> "STNK";
"^AutoTargetGroundAssaultMove" -> "STNK";
"^CargoPips" -> "STNK";
"^Palettes" -> "^BaseWorld";
"^BaseWorld" -> "EditorWorld";
{ rank=same;
"1TNK"; "2TNK"; "2TNK.Husk"; "3TNK"; "3TNK.Husk"; "4TNK"; "4TNK.Husk"; "AFLD.Ukraine"; "AGUN"; "aircraft.upgraded"; "AMMOBOX1"; "AMMOBOX2"; "AMMOBOX3"; "ANYPOWER"; "APC"; "APWR"; "ARTY"; "ASIANHUT"; "ATEF"; "ATEK"; "BADR.Bomber"; "BADR.Husk"; "BARB"; "BARL"; "BARR"; "BARRACKS"; "barracks.upgraded"; "BIO"; "BOXES01"; "BOXES02"; "BOXES03"; "BOXES04"; "BOXES05"; "BOXES06"; "BOXES07"; "BOXES08"; "BOXES09"; "BR1"; "BR2"; "BR3"; "BRIDGE1"; "BRIDGE2"; "BRIDGE3"; "BRIDGE4"; "BRIDGEHUT"; "BRIDGEHUT.small"; "BRIK"; "BRL3"; "C1"; "C10"; "C11"; "C2"; "C3"; "C4"; "C5"; "C6"; "C7"; "C8"; "C9"; "CA"; "camera.paradrop"; "CHAN"; "CRATE"; "CTFLAG"; "CTNK"; "CYCL"; "DD"; "DELPHI"; "DOG"; "DOME"; "DOMF"; "DTRK"; "E1R1"; "E2"; "E3R1"; "E4"; "E6"; "E7.noautotarget"; "EditorPlayer"; "EditorWorld"; "EINSTEIN"; "FACF"; "fact.colorpicker"; "FAPW"; "FCOM"; "FENC"; "FireAnt"; "FIX"; "FIXF"; "FLARE"; "FPWR"; "FTRK"; "FTUR"; "GAP"; "GMINE"; "GNRL"; "GUN"; "HARV"; "HARV.EmptyHusk"; "HARV.FullHusk"; "HBOX"; "HEALCRATE"; "HELI"; "HELI.Husk"; "HIND"; "HIND.Husk"; "HOSP"; "HPAD"; "ICE01"; "ICE02"; "ICE03"; "ICE04"; "ICE05"; "IRON"; "JEEP"; "KENN"; "LAR2"; "LHUS"; "LST"; "MCV"; "MCV.Husk"; "MECH"; "MEDI"; "MGG"; "MGG.Husk"; "MH60"; "MH60.Husk"; "MIG"; "MIG.Husk"; "MINE"; "MINP"; "MISS"; "MNLY"; "MONEYCRATE"; "mpspawn"; "MRJ"; "MSLF"; "MSLO"; "MSUB"; "OILB"; "PBOX"; "PDOF"; "PDOX"; "Player"; "powerproxy.parabombs"; "powerproxy.paratroopers"; "powerproxy.sonarpulse"; "POWR"; "PROC"; "PT"; "QTNK"; "QUEE"; "RAILMINE"; "RICE"; "ROCK1"; "ROCK2"; "ROCK3"; "ROCK4"; "ROCK5"; "ROCK6"; "ROCK7"; "RUSHOUSE"; "SAM"; "SBAG"; "SBRIDGE1"; "SBRIDGE2"; "SBRIDGE3"; "SBRIDGE4"; "ScoutAnt"; "SCRATE"; "SHOK"; "SILO"; "SNOWHUT"; "SONAR"; "SPEF"; "SPEN"; "SPY.England"; "SS"; "STEK"; "STNK"; "SYRD"; "SYRF"; "T01"; "T01.Husk"; "T02"; "T02.Husk"; "T03"; "T03.Husk"; "T04"; "T04.Husk"; "T05"; "T05.Husk"; "T06"; "T06.Husk"; "T07"; "T07.Husk"; "T08"; "T08.Husk"; "T09"; "T09.Husk"; "T10"; "T10.Husk"; "T11"; "T11.Husk"; "T12"; "T12.Husk"; "T13"; "T13.Husk"; "T14"; "T14.Husk"; "T15"; "T15.Husk"; "T16"; "T16.Husk"; "T17"; "T17.Husk"; "TANKTRAP1"; "TANKTRAP2"; "TC01"; "TC01.Husk"; "TC02"; "TC02.Husk"; "TC03"; "TC03.Husk"; "TC04"; "TC04.Husk"; "TC05"; "TC05.Husk"; "TECHCENTER"; "TECN"; "TECN2"; "TENF"; "TENT"; "THF"; "TRAN"; "TRAN.Husk"; "TRAN.Husk1"; "TRAN.Husk2"; "TRUK"; "TSLA"; "TTNK"; "U2"; "U2.Husk"; "UTILPOL1"; "UTILPOL2"; "V01"; "V02"; "V03"; "V04"; "V05"; "V06"; "V07"; "V08"; "V09"; "V10"; "V11"; "V12"; "V13"; "V14"; "V15"; "V16"; "V17"; "V18"; "V19"; "V19.Husk"; "V20"; "V21"; "V22"; "V23"; "V24"; "V25"; "V26"; "V27"; "V28"; "V29"; "V2RL"; "V30"; "V31"; "V32"; "V33"; "V34"; "V35"; "V36"; "V37"; "vehicles.upgraded"; "WarriorAnt"; "waypoint"; "WCRATE"; "WEAF"; "WEAP"; "WINDMILL"; "WOOD"; "World"; "YAK"; "YAK.Husk"; "Zombie"; }
}