Traits and actor traits - guidebee/OpenRA GitHub Wiki

All unique traits found in Red Alert mod:

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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.

Actors and their traits:

=======================

^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"; }
}

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