Traits

This documentation is aimed at modders and has been automatically generated for version 20240401 of OpenHV. Please do not edit it directly, but instead add new [Desc("String")] tags to the source code.

Listed below are all traits with their properties and their default values plus developer commentary. Related types with their possible values are listed at the bottom.

ChatCommands

Enables commands triggered by typing them into the chatbox. Attach this to the world actor.

DebugVisualizationCommands

Enables visualization commands via the chatbox. Attach this to the world actor.

DevCommands

Enables developer cheats via the chatbox. Attach this to the world actor.

HelpCommand

Shows a list of available commands in the chatbox. Attach this to the world actor.

PlayerCommands

Allows the player to pause or surrender the game via the chatbox. Attach this to the world actor.

WithDrillingAnimation

Replaces the building animation when resources are mined.

Requires trait(s): ResourceCollector, WithSpriteBody.

Property Default Value Type Description
Sequence active String Sequence name to use when mining a full resource spot.
DecreasedVolumeSequence depleted String Sequence name to use when resources are getting exhausted
Body body String Which sprite body to play the animation on.

LuaScript

Part of the new Lua API.

Requires trait(s): SpawnMapActors.

Property Default Value Type Description
Scripts Set of String File names with location relative to the map.

ScriptTriggers

Allows map scripts to attach triggers to this actor via the Triggers global.

AcceptsDeliveredCash

Tag trait for actors with DeliversCash.

Property Default Value Type Description
ValidTypes Set of String Accepted DeliversCash types. Leave empty to accept all types.
ValidRelationships Ally PlayerRelationship Player relationships the owner of the delivering actor needs.
Sounds Collection of String Play a randomly selected sound from this list when accepting cash.

AcceptsDeliveredExperience

Tag trait for actors with DeliversExperience.

Requires trait(s): GainsExperience.

Property Default Value Type Description
ValidTypes Set of String Accepted DeliversExperience types. Leave empty to accept all types.
ValidRelationships Ally PlayerRelationship Player relationships the owner of the delivering actor needs.

ActorMap

Property Default Value Type Description
BinSize 10 Integer Size of partition bins (cells)

ActorPreviewPlaceBuildingPreview

Creates a building placement preview based on the map editor actor preview.

Inherits from: FootprintPlaceBuildingPreview.

Property Default Value Type Description
Animated True Boolean Enable the building's idle animation.
PreviewAlpha 1 Real Number Custom opacity to apply to the actor preview.
FootprintUnderPreview Valid, LineBuild PlaceBuildingCellType Footprint types to draw underneath the actor preview.
FootprintOverPreview Invalid PlaceBuildingCellType Footprint types to draw above the actor preview.
ZOffset 0 Integer Custom ZOffset of the rendered building preview.
Palette terrain String Palette to use for rendering the placement sprite.
FootprintAlpha 1 Real Number Custom opacity to apply to the placement sprite.
LineBuildFootprintAlpha 1 Real Number Custom opacity to apply to the line-build placement sprite.

ActorSpawner

An actor with this trait indicates a valid spawn point for actors of ActorSpawnManager.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Types Set of String Type of ActorSpawner with which it connects.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ActorSpawnManager

Controls the spawning of specified actor types. Attach this to the world actor.

Inherits from: ConditionalTrait.

Requires trait(s): MapCreeps.

Property Default Value Type Description
Minimum 0 Integer Minimum number of actors.
Maximum 4 Integer Maximum number of actors.
InitialDelay 0 Integer Initial delay before first actor is spawn
SpawnInterval 6000 Collection of Integer Time (in ticks) between actor spawn. Supports 1 or 2 values. If 2 values are provided they are used as a range from which a value is randomly selected.
Actors (required) Collection of String Name of the actor that will be randomly picked to spawn.
Owner Creeps String
Types Set of String Type of ActorSpawner with which it connects.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AffectedByPowerOutage

Disables the actor when a power outage is triggered (see InfiltrateForPowerOutage for more information).

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition String The condition to grant while there is a power outage.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Aircraft

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
IdleBehavior None IdleBehaviorType Behavior when aircraft becomes idle. Options are Land, ReturnToBase, LeaveMap, and None. 'Land' will behave like 'None' (hover or circle) if a suitable landing site is not available.
CruiseAltitude 1c256 1D World Distance
Repulsable True Boolean Whether the aircraft can be repulsed.
IdealSeparation 1c682 1D World Distance The distance it tries to maintain from other aircraft if repulsable.
RepulsionSpeed -1 Integer The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.
InitialFacing 0 1D World Angle
TurnSpeed 512 1D World Angle Speed at which the actor turns.
IdleTurnSpeed 1D World Angle (optional) Turn speed to apply when aircraft flies in circles while idle. Defaults to TurnSpeed if undefined.
TurnDeadzone 2 1D World Angle When flying if the difference between current facing and desired facing is less than this value, don't turn. This prevents visual jitter.
Speed 1 Integer Maximum flight speed when cruising.
IdleSpeed -1 Integer If non-negative, force the aircraft to move in circles at this speed when idle (a speed of 0 means don't move), ignoring CanHover.
Pitch 0 1D World Angle Body pitch when flying forwards. Only relevant for voxel aircraft.
PitchSpeed 0 1D World Angle Pitch steps to apply each tick when starting/stopping.
Roll 0 1D World Angle Body roll when turning. Only relevant for voxel aircraft.
IdleRoll 1D World Angle (optional) Body roll to apply when aircraft flies in circles while idle. Defaults to Roll if undefined. Only relevant for voxel aircraft.
RollSpeed 0 1D World Angle Roll steps to apply each tick when turning.
MinAirborneAltitude 1 Integer Minimum altitude where this aircraft is considered airborne.
LandableTerrainTypes Set of String
MoveIntoShroud True Boolean Can the actor be ordered to move in to shroud?
Crushes Collection of CrushClass e.g. crate, wall, infantry
CrushDamageTypes Collection of DamageType Types of damage that are caused while crushing. Leave empty for no damage types.
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line for regular move orders.
AirborneCondition String The condition to grant to self while airborne.
CruisingCondition String The condition to grant to self while at cruise altitude.
CanHover False Boolean Can the actor hover in place mid-air? If not, then the actor will have to remain in motion (circle around).
CanSlide False Boolean Can the actor immediately change direction without turning first (doesn't need to fly in a curve)?
VTOL False Boolean Does the actor land and take off vertically?
TurnToLand False Boolean Does this VTOL actor need to turn before landing (on terrain)?
TakeOffOnResupply False Boolean Does this actor automatically take off after resupplying?
TakeOffOnCreation True Boolean Does this actor automatically take off after creation?
CanForceLand True Boolean Can this actor be given an explicit land order using the force-move modifier?
LandAltitude 0c0 1D World Distance Altitude at which the aircraft considers itself landed.
LandRange 5c0 1D World Distance Range to search for an alternative landing location if the ordered cell is blocked.
MaximumPitch 28 1D World Angle How fast this actor ascends or descends during horizontal movement.
AltitudeVelocity 0c43 1D World Distance How fast this actor ascends or descends when moving vertically only (vertical take off/landing or hovering towards CruiseAltitude).
TakeoffSounds Collection of String Sounds to play when the actor is taking off.
LandingSounds Collection of String Sounds to play when the actor is landing.
WaitDistanceFromResupplyBase 3c0 1D World Distance The distance of the resupply base that the aircraft will wait for its turn.
NumberOfTicksToVerifyAvailableAirport 150 Integer The number of ticks that a airplane will wait to make a new search for an available airport.
PreviewFacing 384 1D World Angle Facing to use for actor previews (map editor, color picker, etc)
EditorFacingDisplayOrder 3 Integer Display order for the facing slider in the map editor
RequireForceMoveCondition BooleanExpression Boolean expression defining the condition under which the regular (non-force) move cursor is disabled.
Cursor move String Cursor to display when a move order can be issued at target location.
BlockedCursor move-blocked String Cursor to display when a move order cannot be issued at target location.
EnterCursor enter String Cursor to display when able to land at target building.
EnterBlockedCursor enter-blocked String Cursor to display when unable to land at target building.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AirstrikePower

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
UnitType badr.bomber String
SquadSize 1 Integer
SquadOffset -1536,1536,0 3D World Vector
QuantizedFacings 32 Integer
Cordon 5c0 1D World Distance
CameraActor String Actor to spawn when the aircraft start attacking
CameraRemoveDelay 25 Integer Amount of time to keep the camera alive after the aircraft have finished attacking
UseDirectionalTarget False Boolean Enables the player directional targeting
DirectionArrowAnimation String Animation used to render the direction arrows.
DirectionArrowPalette chrome String Palette for direction cursor animation.
BeaconDistanceOffset 6c0 1D World Distance Weapon range offset to apply during the beacon clock calculation
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName AirstrikePowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

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.

Property Default Value Type Description
Name primary String Name of this ammo pool, used to link reload traits to this pool.
Armaments primary, secondary Collection of String Name(s) of armament(s) that use this pool.
Ammo 1 Integer How much ammo does this pool contain when fully loaded.
InitialAmmo -1 Integer Initial ammo the actor is created with. Defaults to Ammo.
ReloadCount 1 Integer How much ammo is reloaded after a certain period.
RearmSound String Sound to play for each reloaded ammo magazine.
ReloadDelay 50 Integer Time to reload per ReloadCount on airfield etc.
AmmoCondition String The condition to grant to self for each ammo point in this pool.

AppearsOnMapPreview

Render this actor when creating the minimap while saving the map.

Property Default Value Type Description
Color 00000000 Color (RRGGBB[AA] notation) Use this color to render the actor, instead of owner player color.
Terrain String Use this terrain color to render the actor, instead of owner player color. Overrides Color if both set.

Armament

Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): AttackBase.

Property Default Value Type Description
Name primary String
Weapon (required) String Has to be defined in weapons.yaml as well.
Turret primary String Which turret (if present) should this armament be assigned to.
FireDelay 0 Integer Time (in frames) until the weapon can fire again.
LocalOffset Collection of 3D World Vector Muzzle position relative to turret or body, (forward, right, up) triples. If weapon Burst = 1, it cycles through all listed offsets, otherwise the offset corresponding to current burst is used.
LocalYaw Collection of 1D World Angle Muzzle yaw relative to turret or body.
Recoil 0c0 1D World Distance Move the turret backwards when firing.
RecoilRecovery 0c9 1D World Distance Recoil recovery per-frame
MuzzleSequence String Muzzle flash sequence to render
MuzzlePalette effect String Palette to render Muzzle flash sequence in
ReloadingCondition String Condition to grant while reloading.
TargetRelationships Enemy PlayerRelationship
ForceTargetRelationships Enemy, Neutral, Ally PlayerRelationship
Cursor attack String Cursor to display when hovering over a valid target.
OutsideRangeCursor attackoutsiderange String Cursor to display when hovering over a valid target that is outside of range.
AmmoUsage 1 Integer Ammo the weapon consumes per shot.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Armor

Used to define weapon efficiency modifiers with different percentages per Type.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Type String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackAircraft

Inherits from: AttackFollow, AttackBase, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Aircraft.

Property Default Value Type Description
AttackType Default AirAttackType Attack behavior. Currently supported types are: Default: Attack while following the default movement rules. Hover: Hover, even if the Aircraft can't hover while idle. Strafe: Perform a fixed-length attack run on the target.
StrafeRunLength 0c0 1D World Distance Distance the strafing aircraft makes to a target before turning for another pass. When set to WDist.Zero this defaults to the maximum armament range.
OpportunityFire True Boolean Automatically acquire and fire on targets of opportunity when not actively attacking.
PersistentTargeting True Boolean Keep firing on targets even after attack order is cancelled
RangeMargin 1c0 1D World Distance Range to stay away from min and max ranges to give some leeway if the target starts moving.
AbortOnResupply True Boolean Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading.
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackBomber

Trait used for scripted actors or actors spawned by a support power.

Inherits from: AttackBase, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackCharges

Actor must charge up its armaments before firing.

Inherits from: AttackOmni, AttackBase, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
ChargeLevel 25 Integer Amount of charge required to attack.
ChargeRate 1 Integer Amount to increase the charge level each tick with a valid target.
DischargeRate 1 Integer Amount to decrease the charge level each tick without a valid target.
ChargingCondition String The condition to grant to self while the charge level is greater than zero.
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackFollow

Actor will follow units until in range to attack them.

Inherits from: AttackBase, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
OpportunityFire True Boolean Automatically acquire and fire on targets of opportunity when not actively attacking.
PersistentTargeting True Boolean Keep firing on targets even after attack order is cancelled
RangeMargin 1c0 1D World Distance Range to stay away from min and max ranges to give some leeway if the target starts moving.
AbortOnResupply True Boolean Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading.
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackFrontal

Unit got to face the target

Inherits from: AttackBase, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackGarrisoned

Cargo can fire their weapons out of fire ports.

Inherits from: AttackFollow, AttackBase, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Cargo.

Property Default Value Type Description
PortOffsets (required) Collection of 3D World Vector Fire port offsets in local coordinates.
PortYaws (required) Collection of 1D World Angle Fire port yaw angles.
PortCones (required) Collection of 1D World Angle Fire port yaw cone angle.
MuzzlePalette effect String
OpportunityFire True Boolean Automatically acquire and fire on targets of opportunity when not actively attacking.
PersistentTargeting True Boolean Keep firing on targets even after attack order is cancelled
RangeMargin 1c0 1D World Distance Range to stay away from min and max ranges to give some leeway if the target starts moving.
AbortOnResupply True Boolean Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading.
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackMove

Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.

Property Default Value Type Description
Voice Action String
TargetLineColor FF4500 Color (RRGGBB[AA] notation) Color to use for the target line.
AttackMoveCondition String The condition to grant to self while an attack-move is active.
AssaultMoveCondition String The condition to grant to self while an assault-move is active.
MoveIntoShroud True Boolean Can the actor be ordered to move in to shroud?
AttackMoveCursor attackmove String
AttackMoveBlockedCursor attackmove-blocked String
AssaultMoveCursor assaultmove String
AssaultMoveBlockedCursor assaultmove-blocked String

AttackOmni

Inherits from: AttackBase, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackTurreted

Actor has a visual turret used to attack.

Inherits from: AttackFollow, AttackBase, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Turreted.

Property Default Value Type Description
Turrets primary Collection of String Turret names
OpportunityFire True Boolean Automatically acquire and fire on targets of opportunity when not actively attacking.
PersistentTargeting True Boolean Keep firing on targets even after attack order is cancelled
RangeMargin 1c0 1D World Distance Range to stay away from min and max ranges to give some leeway if the target starts moving.
AbortOnResupply True Boolean Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading.
Armaments primary, secondary Collection of String Armament names
Cursor String Cursor to display when hovering over a valid target.
OutsideRangeCursor String Cursor to display when hovering over a valid target that is outside of range.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
AttackRequiresEnteringCell False Boolean Does the attack type require the attacker to enter the target's cell?
TargetFrozenActors False Boolean Allow firing into the fog to target frozen actors without requiring force-fire.
ForceFireIgnoresActors False Boolean Force-fire mode ignores actors and targets the ground instead.
OutsideRangeRequiresForceFire False Boolean Force-fire mode is required to enable targeting against targets outside of range.
Voice Action String
FacingTolerance 512 1D World Angle Tolerance for attack angle. Range [0, 512], 512 covers 360 degrees.
TargetTerrainWithoutForceFire False Boolean When enabled, show the target cursor on terrain cells even without force-fire.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AttackWander

Will AttackMove to a random location within MoveRadius when idle. This conflicts with player orders and should only be added to animal creeps.

Inherits from: Wanders, ConditionalTrait.

Requires trait(s): AttackMove.

Property Default Value Type Description
WanderMoveRadius 1 Integer
ReduceMoveRadiusDelay 5 Integer Number of ticks to wait before decreasing the effective move radius.
MinMoveDelay 0 Integer Minimum amount of ticks the actor will sit idly before starting to wander.
MaxMoveDelay 0 Integer Maximum amount of ticks the actor will sit idly before starting to wander.
AvoidTerrainTypes Set of String The terrain types that this actor should avoid wandering on to.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AutoCarryable

Can be carried by units with the trait Carryall.

Inherits from: Carryable, ConditionalTrait.

Property Default Value Type Description
MinDistance 6c0 1D World Distance Required distance away from destination before requesting a pickup. Default is 6 cells.
ReservedCondition String The condition to grant to self while a carryall has been reserved.
CarriedCondition String The condition to grant to self while being carried.
LockedCondition String The condition to grant to self while being locked for carry.
LocalOffset 0,0,0 3D World Vector Carryall attachment point relative to body.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AutoCarryall

Automatically transports harvesters with the AutoCarryable and CarryableHarvester between resource fields and refineries.

Inherits from: Carryall, ConditionalTrait.

Requires trait(s): Aircraft, BodyOrientation.

Property Default Value Type Description
AutoCarryCondition BooleanExpression Boolean expression defining the condition under which the auto carry behavior is enabled. Enabled by default.
InitialActor String Actor type that is initially spawned into this actor.
BeforeLoadDelay 0 Integer Delay (in ticks) on the ground while attaching an actor to the carryall.
BeforeUnloadDelay 0 Integer Delay (in ticks) on the ground while detaching an actor from the carryall.
LocalOffset 0,0,0 3D World Vector Carryable attachment point relative to body.
DropRange 5c0 1D World Distance Radius around the target drop location that are considered if the target tile is blocked.
UnloadCursor deploy String Cursor to display when able to unload the passengers.
UnloadBlockedCursor deploy-blocked String Cursor to display when unable to unload the passengers.
AllowDropOff False Boolean Allow moving and unloading with one order using force-move
DropOffCursor ability String Cursor to display when able to drop off the passengers at location.
DropOffBlockedCursor move-blocked String Cursor to display when unable to drop off the passengers at location.
PickUpCursor ability String Cursor to display when picking up the passengers.
CarryCondition String Condition to grant to the Carryall while it is carrying something.
CarryableConditions Dictionary with Key: String, Value: String Conditions to grant when a specified actor is being carried. A dictionary of [actor name]: [condition].
Voice Action String
TargetLineColor FFFF00 Color (RRGGBB[AA] notation) Color to use for the target line.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AutoCrusher

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
ScanRadius 5c0 1D World Distance Maximum range to scan for targets.
MinimumScanTimeInterval 10 Integer The minimal amount of ticks to wait between scanning for targets.
MaximumScanTimeInterval 15 Integer The maximal amount of ticks to wait between scanning for targets.
CrushClasses Collection of CrushClass The crush class(es) that can be automatically crushed.
TargetRelationships Enemy, Neutral, Ally PlayerRelationship Player relationships the owner of the actor needs to get targeted.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AutoTarget

The actor will automatically engage the enemy when it is in range.

Inherits from: ConditionalTrait.

Requires trait(s): AttackBase.

Property Default Value Type Description
AllowMovement True Boolean It will try to hunt down the enemy if it is set to AttackAnything.
AllowTurning True Boolean It will try to pivot to face the enemy if stance is not HoldFire.
ScanOnIdle True Boolean Scan for new targets when idle.
ScanRadius -1 Integer Set to a value >1 to override weapons maximum range for this.
InitialStanceAI AttackAnything UnitStance Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for computer-controlled players, both Lua-scripted and regular Skirmish AI alike.
InitialStance Defend UnitStance Possible values are HoldFire, ReturnFire, Defend and AttackAnything. Used for human players.
HoldFireCondition String The condition to grant to self while in the HoldFire stance.
ReturnFireCondition String The condition to grant to self while in the ReturnFire stance.
DefendCondition String The condition to grant to self while in the Defend stance.
AttackAnythingCondition String The condition to grant to self while in the AttackAnything stance.
EnableStances True Boolean Allow the player to change the unit stance.
MinimumScanTimeInterval 3 Integer Ticks to wait until next AutoTarget: attempt.
MaximumScanTimeInterval 8 Integer Ticks to wait until next AutoTarget: attempt.
EditorStanceDisplayOrder 1 Integer Display order for the stance dropdown in the map editor
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AutoTargetPriority

Specifies the target types and relative priority used by AutoTarget to decide what to target.

Inherits from: ConditionalTrait.

Requires trait(s): AutoTarget.

Property Default Value Type Description
ValidTargets Ground, Water, Air Collection of TargetableType Target types that can be AutoTargeted.
InvalidTargets Collection of TargetableType Target types that can't be AutoTargeted. Overrules ValidTargets.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship Relationships between actor's and target's owner needed for AutoTargeting.
Priority 1 Integer ValidTargets with larger priorities will be AutoTargeted before lower priorities.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BaseAttackNotifier

Plays an audio notification and shows a radar ping when a building is attacked. Attach this to the player actor.

Property Default Value Type Description
NotifyInterval 30000 Integer Minimum duration (in milliseconds) between notification events.
RadarPingColor FF0000 Color (RRGGBB[AA] notation)
RadarPingDuration 250 Integer Length of time (in ticks) to display a location ping in the minimap.
Notification BaseAttack String Speech notification type to play.
TextNotification String Text notification to display.
AllyNotification String Speech notification to play to allies when under attack. Won't play a notification to allies if this is null.
AllyTextNotification String Text notification to display to allies when under attack.

BaseBuilderBotModule

Manages AI base construction.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ConstructionYardTypes Set of String Tells the AI what building types are considered construction yards.
VehiclesFactoryTypes Set of String Tells the AI what building types are considered vehicle production facilities.
RefineryTypes Set of String Tells the AI what building types are considered refineries.
PowerTypes Set of String Tells the AI what building types are considered power plants.
BarracksTypes Set of String Tells the AI what building types are considered infantry production facilities.
ProductionTypes Set of String Tells the AI what building types are considered production facilities.
NavalProductionTypes Set of String Tells the AI what building types are considered naval production facilities.
SiloTypes Set of String Tells the AI what building types are considered silos (resource storage).
DefenseTypes Set of String Tells the AI what building types are considered defenses.
BuildingQueues Building Set of String Production queues AI uses for buildings.
DefenseQueues Defense Set of String Production queues AI uses for defenses.
MinBaseRadius 2 Integer Minimum distance in cells from center of the base when checking for building placement.
MaxBaseRadius 20 Integer Radius in cells around the center of the base to expand.
MinimumExcessPower 0 Integer Minimum excess power the AI should try to maintain.
MaximumExcessPower 0 Integer The targeted excess power the AI tries to maintain cannot rise above this.
ExcessPowerIncrement 0 Integer Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings.
ExcessPowerIncreaseThreshold 1 Integer Increase maintained excess power by ExcessPowerIncrement for every N base buildings.
InititalMinimumRefineryCount 1 Integer Number of refineries to build before building a barracks.
AdditionalMinimumRefineryCount 1 Integer Number of refineries to build additionally after building a barracks.
StructureProductionInactiveDelay 125 Integer Additional delay (in ticks) between structure production checks when there is no active production. StructureProductionRandomBonusDelay is added to this.
StructureProductionActiveDelay 25 Integer Additional delay (in ticks) added between structure production checks when actively building things. Note: this should be at least as large as the typical order latency to avoid duplicated build choices.
StructureProductionRandomBonusDelay 10 Integer A random delay (in ticks) of up to this is added to active/inactive production delays.
StructureProductionResumeDelay 1500 Integer Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.
MaximumFailedPlacementAttempts 3 Integer After how many failed attempts to place a structure should AI give up and wait for StructureProductionResumeDelay before retrying.
MaxResourceCellsToCheck 3 Integer How many randomly chosen cells with resources to check when deciding refinery placement.
CheckForNewBasesDelay 1500 Integer Delay (in ticks) until rechecking for new BaseProviders.
PlaceDefenseTowardsEnemyChance 100 Integer Chance that the AI will place the defenses in the direction of the closest enemy building.
MinimumDefenseRadius 5 Integer Minimum range at which to build defensive structures near a combat hotspot.
MaximumDefenseRadius 20 Integer Maximum range at which to build defensive structures near a combat hotspot.
NewProductionCashThreshold 5000 Integer Try to build another production building if there is too much cash.
RallyPointScanRadius 8 Integer Radius in cells around a factory scanned for rally points by the AI.
CheckForWaterRadius 8 Integer Radius in cells around each building with ProvideBuildableArea to check for a 3x3 area of water where naval structures can be built. Should match maximum adjacency of naval structures.
WaterTerrainTypes Water Set of String Terrain types which are considered water for base building purposes.
BuildingFractions Dictionary with Key: String, Value: Integer What buildings to the AI should build. What integer percentage of the total base must be this type of building.
BuildingLimits Dictionary with Key: String, Value: Integer What buildings should the AI have a maximum limit to build.
BuildingDelays Dictionary with Key: String, Value: Integer When should the AI start building specific buildings.
ProductionMinCashRequirement 500 Integer Only queue construction of a new structure when above this requirement.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

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.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Range 10c0 1D World Distance
Cooldown 0 Integer
InitialDelay 0 Integer
CircleReadyColor FFFFFF80 Color (RRGGBB[AA] notation) Range circle color when operational.
CircleBlockedColor FF000080 Color (RRGGBB[AA] notation) Range circle color when inactive.
CircleWidth 1 Real Number Range circle line width.
CircleBorderColor 00000060 Color (RRGGBB[AA] notation) Range circle border color.
CircleBorderWidth 3 Real Number Range circle border width.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BlocksProjectiles

This actor blocks bullets and missiles with 'Blockable' property.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Height 1c0 1D World Distance
ValidRelationships Enemy, Neutral, Ally PlayerRelationship Determines what projectiles to block based on their allegiance to the wall owner.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BodyOrientation

Property Default Value Type Description
QuantizedFacings -1 Integer Number of facings for gameplay calculations. -1 indicates auto-detection from another trait.
CameraPitch 113 1D World Angle Camera pitch for rotation calculations.
UseClassicPerspectiveFudge True Boolean Fudge the coordinate system angles to simulate non-top-down perspective in mods with square cells.

BridgeHut

Allows bridges to be targeted for demolition and repair.

Property Default Value Type Description
Types GroundLevelBridge Collection of String Bridge types to act on
NeighbourOffsets Collection of 2D Cell Vector Offsets to look for adjacent bridges to act on
RepairPropagationDelay 20 Integer Delay between each segment repair step
DemolishPropagationDelay 5 Integer Delay between each segment demolish step
RequireForceAttackForHeal False Boolean Hide the repair cursor if the bridge is only damaged (not destroyed)

Bridge

Requires trait(s): Building, Health.

Property Default Value Type Description
Long False Boolean
RepairPropagationDelay 20 Integer Delay (in ticks) between repairing adjacent spans in long bridges
Template 0 UInt16
DamagedTemplate 0 UInt16
DestroyedTemplate 0 UInt16
DestroyedPlusNorthTemplate 0 UInt16
DestroyedPlusSouthTemplate 0 UInt16
DestroyedPlusBothTemplate 0 UInt16
ShorePieces br1, br2 Collection of String
NorthOffset Collection of Integer
SouthOffset Collection of Integer
DemolishWeapon Demolish String The name of the weapon to use when demolishing the bridge
DamageTypes Collection of DamageType Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.

BridgeLayer

BridgePlaceholder

Placeholder actor used for dead segments and bridge end ramps.

Property Default Value Type Description
Type GroundLevelBridge String
DamageState Undamaged DamageState
ReplaceWithActor String Actor type to replace with on repair.
NeighbourOffsets Collection of 2D Cell Vector

BridgeShadowRenderer

Used to render decorational shadows that can be manually placed without tooltips.

Property Default Value Type Description
BridgeShadowTypes Dictionary with Key: String, Value: BridgeShadowTypeInfo

Buildable

Property Default Value Type Description
Prerequisites Collection of String The prerequisite names that must be available before this can be built. This can be prefixed with ! to invert the prerequisite (disabling production if the prerequisite is available) and/or ~ to hide the actor from the production palette if the prerequisite is not available. Prerequisites are granted by actors with the ProvidesPrerequisite trait.
Queue Set of String Production queue(s) that can produce this.
BuildAtProductionType String Override the production structure type (from the Production Produces list) that this unit should be built at.
BuildLimit 0 Integer Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable.
ForceFaction String Force a specific faction variant, overriding the faction of the producing actor.
Icon icon String Sequence of the actor that contains the icon.
IconPalette chrome String Palette used for the production icon.
IconPaletteIsPlayerPalette False Boolean Custom palette is a player palette BaseName
BuildDuration -1 Integer Base build time in frames (-1 indicates to use the unit's Value).
BuildDurationModifier 60 Integer Percentage modifier to apply to the build duration.
BuildPaletteOrder 9999 Integer Sort order for the production palette. Smaller numbers are presented earlier.
Description String Text shown in the production tooltip.

BuildableTerrainOverlay

Property Default Value Type Description
AllowedTerrainTypes (required) Set of String
Palette terrain String Palette to use for rendering the sprite.
Image overlay String Sprite definition.
Sequence build-invalid String Sequence to use for unbuildable area.
Alpha 1 Real Number Custom opacity to apply to the overlay sprite.

BuildingInfluence

A dictionary of buildings placed on the map. Attach this to the world actor.

Building

Property Default Value Type Description
TerrainTypes Set of String Where you are allowed to place the building (Water, Clear, ...)
Footprint Dictionary with Key: 2D Cell Vector, Value: FootprintCellType (enum) x means cell is blocked, capital X means blocked but not counting as targetable, = means part of the footprint but passable, _ means completely empty.
Dimensions 1,1 2D Cell Vector
LocalCenterOffset 0,0,0 3D World Vector Shift center of the actor by this offset.
RequiresBaseProvider False Boolean
AllowInvalidPlacement False Boolean
AllowPlacementOnResources False Boolean
RemoveSmudgesOnBuild True Boolean Clear smudges from underneath the building footprint.
RemoveSmudgesOnSell True Boolean Clear smudges from underneath the building footprint on sell.
RemoveSmudgesOnTransform True Boolean Clear smudges from underneath the building footprint on transform.
BuildSounds Collection of String
UndeploySounds Collection of String

BuildingRepairBotModule

Manages AI repairing base buildings.

Inherits from: ConditionalTrait.

Property Default Value Type Description
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Capturable

This actor can be captured by a unit with Captures: trait. This trait should not be disabled if the actor also uses FrozenUnderFog.

Inherits from: ConditionalTrait.

Requires trait(s): CaptureManager.

Property Default Value Type Description
Types (required) Collection of CaptureType CaptureTypes (from the Captures trait) that are able to capture this.
CancelActivity False Boolean Cancel the actor's current activity when getting captured.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CapturableProgressBar

Visualize capture progress.

Inherits from: ConditionalTrait.

Requires trait(s): Capturable.

Property Default Value Type Description
Color FFA500 Color (RRGGBB[AA] notation)
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Blinks the actor and captor when it is being captured.

Inherits from: ConditionalTrait.

Requires trait(s): Capturable.

Property Default Value Type Description
Interval 50 Integer Number of ticks to wait between repeating blinks.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CaptureManagerBotModule

Manages AI capturing logic.

Inherits from: ConditionalTrait.

Property Default Value Type Description
CapturingActorTypes Set of String Actor types that can capture other actors (via Captures). Leave this empty to disable capturing.
CapturableActorTypes Set of String Actor types that can be targeted for capturing. Leave this empty to include all actors.
MinimumCaptureDelay 375 Integer Minimum delay (in ticks) between trying to capture with CapturingActorTypes.
MaximumCaptureTargetOptions 10 Integer Maximum number of options to consider for capturing. If a value less than 1 is given 1 will be used instead.
CheckCaptureTargetsForVisibility True Boolean Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets?
CapturableRelationships Enemy, Neutral PlayerRelationship Player relationships that capturers should attempt to target.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CaptureManager

Manages Captures and Capturable traits on an actor.

Property Default Value Type Description
CapturingCondition String Condition granted when capturing an actor.
BeingCapturedCondition String Condition granted when being captured by another actor.
PreventsAutoTarget True Boolean Should units friendly to the capturing actor auto-target this actor while it is being captured?

CaptureProgressBar

Visualize the progress of this actor being captured.

Inherits from: ConditionalTrait.

Requires trait(s): Captures.

Property Default Value Type Description
Color FFA500 Color (RRGGBB[AA] notation)
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Captures

This actor can capture other actors which have the Capturable: trait.

Inherits from: ConditionalTrait.

Requires trait(s): CaptureManager.

Property Default Value Type Description
CaptureTypes (required) Collection of CaptureType Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.
SabotageThreshold 0 Integer Targets with health above this percentage will be sabotaged instead of captured. Set to 0 to disable sabotaging.
SabotageHPRemoval 50 Integer Sabotage damage expressed as a percentage of maximum target health.
SabotageDamageTypes Collection of DamageType Damage types that applied with the sabotage damage.
CaptureDelay 0 Integer Delay (in ticks) that to wait next to the target before initiating the capture.
ConsumedByCapture True Boolean Enter the target actor and be consumed by the capture.
PlayerExperience 0 Integer Experience granted to the capturing player.
ValidRelationships Enemy, Neutral PlayerRelationship What player relationships the target's owner needs to be captured by this actor.
PlayerExperienceRelationships Enemy PlayerRelationship Relationships that the structure's previous owner needs to have for the capturing player to receive Experience.
SabotageCursor capture String Cursor to display when the health of the target actor is above the sabotage threshold.
EnterCursor enter String Cursor to display when able to capture the target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to capture the target actor.
Voice Action String
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Cargo

This actor can transport Passenger actors.

Inherits from: ConditionalTrait.

Property Default Value Type Description
MaxWeight 0 Integer The maximum sum of Passenger.Weight that this actor can support.
Types Set of String Passenger.CargoTypes that can be loaded into this actor.
InitialUnits Collection of String A list of actor types that are initially spawned into this actor.
EjectOnSell True Boolean When this actor is sold should all of its passengers be unloaded?
EjectOnDeath False Boolean When this actor dies should all of its passengers be unloaded?
UnloadTerrainTypes Set of String Terrain types that this actor is allowed to eject actors onto. Leave empty for all terrain types.
UnloadVoice Action String Voice to play when ordered to unload the passengers.
LoadRange 5c0 1D World Distance Radius to search for a load/unload location if the ordered cell is blocked.
PassengerFacing 512 1D World Angle Which direction the passenger will face (relative to the transport) when unloading.
AfterLoadDelay 8 Integer Delay (in ticks) before continuing after loading a passenger.
BeforeUnloadDelay 8 Integer Delay (in ticks) before unloading the first passenger.
AfterUnloadDelay 25 Integer Delay (in ticks) before continuing after unloading a passenger.
UnloadCursor deploy String Cursor to display when able to unload the passengers.
UnloadBlockedCursor deploy-blocked String Cursor to display when unable to unload the passengers.
LoadingCondition String The condition to grant to self while waiting for cargo to load.
LoadedCondition String The condition to grant to self while passengers are loaded. Condition can stack with multiple passengers.
PassengerConditions Dictionary with Key: String, Value: String Conditions to grant when specified actors are loaded inside the transport. A dictionary of [actor name]: [condition].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CarryableHarvester

Carryable

Can be carried by actors with the Carryall trait.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ReservedCondition String The condition to grant to self while a carryall has been reserved.
CarriedCondition String The condition to grant to self while being carried.
LockedCondition String The condition to grant to self while being locked for carry.
LocalOffset 0,0,0 3D World Vector Carryall attachment point relative to body.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Carryall

Transports actors with the Carryable trait.

Inherits from: ConditionalTrait.

Requires trait(s): Aircraft, BodyOrientation.

Property Default Value Type Description
InitialActor String Actor type that is initially spawned into this actor.
BeforeLoadDelay 0 Integer Delay (in ticks) on the ground while attaching an actor to the carryall.
BeforeUnloadDelay 0 Integer Delay (in ticks) on the ground while detaching an actor from the carryall.
LocalOffset 0,0,0 3D World Vector Carryable attachment point relative to body.
DropRange 5c0 1D World Distance Radius around the target drop location that are considered if the target tile is blocked.
UnloadCursor deploy String Cursor to display when able to unload the passengers.
UnloadBlockedCursor deploy-blocked String Cursor to display when unable to unload the passengers.
AllowDropOff False Boolean Allow moving and unloading with one order using force-move
DropOffCursor ability String Cursor to display when able to drop off the passengers at location.
DropOffBlockedCursor move-blocked String Cursor to display when unable to drop off the passengers at location.
PickUpCursor ability String Cursor to display when picking up the passengers.
CarryCondition String Condition to grant to the Carryall while it is carrying something.
CarryableConditions Dictionary with Key: String, Value: String Conditions to grant when a specified actor is being carried. A dictionary of [actor name]: [condition].
Voice Action String
TargetLineColor FFFF00 Color (RRGGBB[AA] notation) Color to use for the target line.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CashTrickler

Lets the actor generate cash in a set periodic time.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Interval 50 Integer Number of ticks to wait between giving money.
InitialDelay 0 Integer Number of ticks to wait before giving first money.
Amount 15 Integer Amount of money to give each time.
ShowTicks True Boolean Whether to show the cash tick indicators rising from the actor.
DisplayDuration 30 Integer How long to show the cash tick indicator when enabled.
UseResourceStorage False Boolean Use resource storage for cash granted.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CashTricklerMultiplier

Modifies the cash given by cash tricker traits of this actor.

Inherits from: ConditionalTrait.

Requires trait(s): CashTrickler.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CellTriggerOverlay

Renders a debug overlay showing the script triggers. Attach this to the world actor.

Property Default Value Type Description
Font BigBold String
Color FF0000 Color (RRGGBB[AA] notation)

ChangesHealth

Attach this to actors which should regenerate or lose health points over time.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Step 5 Integer Absolute amount of health points added in each step. Use negative values to apply damage.
PercentageStep 0 Integer Relative percentages of health added in each step. Use negative values to apply damage. When both values are defined, their summary will be applied.
Delay 5 Integer Time in ticks to wait between each health modification.
StartIfBelow 50 Integer Heal if current health is below this percentage of full health.
DamageCooldown 0 Integer Time in ticks to wait after taking damage.
DamageTypes Collection of DamageType Apply the health change when encountering these damage types.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ChangesTerrain

Modifies the terrain type underneath the actors location.

Requires trait(s): Immobile.

Property Default Value Type Description
TerrainType (required) String

ClassicParallelProductionQueue

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. The production speed depends on the number of production buildings and units queued at the same time.

Inherits from: ProductionQueue.

Requires trait(s): PlayerResources, TechTree.

Property Default Value Type Description
SpeedUp False Boolean If you build more actors of the same type, the same queue will get its build time lowered for every actor produced there.
BuildingCountBuildTimeMultipliers 100, 86, 75, 67, 60, 55, 50 Collection of Integer Every time another production building of the same queue is constructed, the build times of all actors in the queue modified by a percentage of the original time.
ParallelPenaltyBuildTimeMultipliers 100, 116, 133, 150, 166, 183, 200, 216, 233, 250 Collection of Integer Build time modifier multiplied by the number of parallel production for producing different actors at the same time.
Type (required) String What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
DisplayOrder 0 Integer The value used when ordering this for display (e.g. in the Spectator UI).
Group String Group queues from separate buildings together into the same tab.
Factions Set of String Only enable this queue for certain factions.
Sticky True Boolean Should the prerequisite remain enabled if the owner changes?
DisallowPaused False Boolean Should right clicking on the icon instantly cancel the production instead of putting it on hold?
BuildDurationModifier 100 Integer This percentage value is multiplied with actor cost to translate into build time (lower means faster).
ItemLimit 999 Integer Maximum number of a single actor type that can be queued (0 = infinite).
QueueLimit 0 Integer Maximum number of items that can be queued across all actor types (0 = infinite).
LowPowerModifier 100 Integer The build time is multiplied with this percentage on low power.
InfiniteBuildLimit -1 Integer Production items that have more than this many items in the queue will be produced in a loop.
ReadyAudio String Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml.
ReadyTextNotification String Notification displayed when production is complete.
BlockedAudio String Notification played when you can't train another actor when the build limit exceeded or the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
BlockedTextNotification String Notification displayed when you can't train another actor when the build limit exceeded or the exit is jammed.
LimitedAudio String Notification played when you can't queue another actor when the queue length limit is exceeded. The filename of the audio is defined per faction in notifications.yaml.
LimitedTextNotification String Notification displayed when you can't queue another actor when the queue length limit is exceeded.
CannotPlaceAudio String Notification played when you can't place a building. Overrides PlaceBuilding.CannotPlaceNotification for this queue. The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio String Notification played when user clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
QueuedTextNotification String Notification displayed when user clicks on the build palette icon.
OnHoldAudio String Notification played when player right-clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
OnHoldTextNotification String Notification displayed when player right-clicks on the build palette icon.
CancelledAudio String Notification played when player right-clicks on a build palette icon that is already on hold. The filename of the audio is defined per faction in notifications.yaml.
CancelledTextNotification String Notification displayed when player right-clicks on a build palette icon that is already on hold.

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.

Inherits from: ProductionQueue.

Requires trait(s): PlayerResources, TechTree.

Property Default Value Type Description
SpeedUp False Boolean If you build more actors of the same type, the same queue will get its build time lowered for every actor produced there.
BuildTimeSpeedReduction 100, 86, 75, 67, 60, 55, 50 Collection of Integer Every time another production building of the same queue is constructed, the build times of all actors in the queue decreased by a percentage of the original time.
Type (required) String What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
DisplayOrder 0 Integer The value used when ordering this for display (e.g. in the Spectator UI).
Group String Group queues from separate buildings together into the same tab.
Factions Set of String Only enable this queue for certain factions.
Sticky True Boolean Should the prerequisite remain enabled if the owner changes?
DisallowPaused False Boolean Should right clicking on the icon instantly cancel the production instead of putting it on hold?
BuildDurationModifier 100 Integer This percentage value is multiplied with actor cost to translate into build time (lower means faster).
ItemLimit 999 Integer Maximum number of a single actor type that can be queued (0 = infinite).
QueueLimit 0 Integer Maximum number of items that can be queued across all actor types (0 = infinite).
LowPowerModifier 100 Integer The build time is multiplied with this percentage on low power.
InfiniteBuildLimit -1 Integer Production items that have more than this many items in the queue will be produced in a loop.
ReadyAudio String Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml.
ReadyTextNotification String Notification displayed when production is complete.
BlockedAudio String Notification played when you can't train another actor when the build limit exceeded or the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
BlockedTextNotification String Notification displayed when you can't train another actor when the build limit exceeded or the exit is jammed.
LimitedAudio String Notification played when you can't queue another actor when the queue length limit is exceeded. The filename of the audio is defined per faction in notifications.yaml.
LimitedTextNotification String Notification displayed when you can't queue another actor when the queue length limit is exceeded.
CannotPlaceAudio String Notification played when you can't place a building. Overrides PlaceBuilding.CannotPlaceNotification for this queue. The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio String Notification played when user clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
QueuedTextNotification String Notification displayed when user clicks on the build palette icon.
OnHoldAudio String Notification played when player right-clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
OnHoldTextNotification String Notification displayed when player right-clicks on the build palette icon.
CancelledAudio String Notification played when player right-clicks on a build palette icon that is already on hold. The filename of the audio is defined per faction in notifications.yaml.
CancelledTextNotification String Notification displayed when player right-clicks on a build palette icon that is already on hold.

CliffBackImpassabilityLayer

Sets a custom terrain type for cells that are obscured by back-facing cliffs. This trait replicates the default CliffBackImpassability=2 behaviour from the TS/RA2 rules.ini.

Property Default Value Type Description
TerrainType Impassable String

Cloak

This unit can cloak and uncloak in specific situations.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
InitialDelay 10 Integer Measured in game ticks.
CloakDelay 30 Integer Measured in game ticks.
UncloakOn Attack, Unload, Infiltrate, Demolish, Dock UncloakType Events leading to the actor getting uncloaked. Possible values are: Attack, Move, Unload, Infiltrate, Demolish, Dock, Damage, Heal, SelfHeal and SupportPower. 'Dock' is triggered when docking to a refinery or resupplying. 'SupportPower' is triggered when using a support power.
CloakSound String
UncloakSound String
DetectionTypes Cloak Collection of DetectionType
CloakedCondition String The condition to grant to self while cloaked.
CloakType String The type of cloak. Same type of cloaks won't trigger cloaking and uncloaking sound and effect.
CloakStyle Alpha CloakStyle Render effect to use when cloaked.
CloakedAlpha 0.55 Real Number The alpha level to use when cloaked when using Alpha CloakStyle.
CloakedColor 0000008C Color (RRGGBB[AA] notation) The color to use when cloaked when using Color CloakStyle.
CloakedPalette String The palette to use when cloaked when using Palette CloakStyle.
IsPlayerPalette False Boolean Indicates that CloakedPalette is a player palette when using Palette CloakStyle.
EffectImage String Which image to use for the effect played when cloaking or uncloaking.
CloakEffectSequence String Which effect sequence to play when cloaking.
UncloakEffectSequence String Which effect sequence to play when uncloaking.
EffectPalette effect String
EffectPaletteIsPlayerPalette False Boolean
EffectOffset 0,0,0 3D World Vector Offset for the effect played when cloaking or uncloaking.
EffectTracksActor True Boolean Should the effect track the actor.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CloakPaletteEffect

ColorPickerColorShift

Create a color picker palette from another palette.

Property Default Value Type Description
BasePalette (required) String The name of the palette to base off.
MinHue 0.29 Real Number Hues between this and MaxHue will be shifted.
MaxHue 0.37 Real Number Hues between MinHue and this will be shifted.
ReferenceHue 0.33 Real Number Hue reference for the color shift.
ReferenceSaturation 0.925 Real Number Saturation reference for the color shift.
ReferenceValue 0.95 Real Number Value reference for the color shift.

ColorPickerManager

Configuration options for the lobby player color picker. Attach this to the world actor.

Property Default Value Type Description
HsvSaturationRange 0.3, 0.95 Collection of Real Number Minimum and maximum saturation levels that are valid for use.
HsvValueRange 0.3, 0.95 Collection of Real Number Minimum and maximum value levels that are valid for use.
SimilarityThreshold 80 Integer Perceptual color threshold for determining whether two colors are too similar.
PresetColors Collection of Color (RRGGBB[AA] notation) List of colors to be displayed in the palette tab.
PreviewActor String Actor type to show in the color picker. This can be overridden for specific factions with FactionPreviewActors.
FactionPreviewActors Dictionary with Key: String, Value: String Actor type to show in the color picker for specific factions. Overrides PreviewActor. A dictionary of [faction name]: [actor name].

ColorPickerPalette

Create a color picker palette from another palette.

Property Default Value Type Description
Name (required) String Internal palette name.
BasePalette (required) String The name of the palette to base off.
RemapIndex Collection of Integer Remap these indices to player colors.
AllowModifiers True Boolean Allow palette modifiers to change the 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.

Property Default Value Type Description
DisableStop True Boolean Disable the 'Stop' button for this actor.
DisableWaypointMode True Boolean Disable the 'Waypoint Mode' button for this actor.

ConquestVictoryConditions

Requires trait(s): MissionObjectives.

Property Default Value Type Description
NotificationDelay 1500 Integer Delay for the end game notification in milliseconds.
Objective Destroy all opposition! String Description of the objective.
SuppressNotifications False Boolean Disable the win/loss messages and audio notifications?

Contrail

Draw a colored contrail behind this actor when they move.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation.

Property Default Value Type Description
Offset 0,0,0 3D World Vector Position relative to body
ZOffset 0 Integer Equivalent to sequence ZOffset. Controls Z sorting.
TrailLength 25 Integer When set, display a line behind the actor. Length is measured in ticks after appearing.
TrailDelay 0 Integer Time (in ticks) after which the line should appear. Controls the distance to the actor.
StartWidth 0c64 1D World Distance Thickness of the emitted line at the start of the contrail.
EndWidth 1D World Distance (optional) Thickness of the emitted line at the end of the contrail. Will default to StartWidth if left undefined
StartColor FFFFFF Color (RRGGBB[AA] notation) RGB color at the contrail start.
StartColorUsePlayerColor True Boolean Use player remap color instead of a custom color at the contrail the start.
StartColorAlpha 255 Integer The alpha value [from 0 to 255] of color at the contrail the start.
EndColor Color (RRGGBB[AA] notation) (optional) RGB color at the contrail end. Will default to StartColor if left undefined
EndColorUsePlayerColor False Boolean Use player remap color instead of a custom color at the contrail end.
EndColorAlpha 0 Integer The alpha value [from 0 to 255] of color at the contrail end.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ControlGroups

Property Default Value Type Description
Groups 1, 2, 3, 4, 5, 6, 7, 8, 9, 0 Collection of String

CrateAction

Inherits from: ConditionalTrait.

Property Default Value Type Description
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Crate

Requires trait(s): RenderSprites.

Property Default Value Type Description
Duration 0 Integer Length of time (in ticks) until the crate gets removed automatically. A value of zero disables auto-removal.
TerrainTypes Set of String Allowed to land on.
CrushClass crate String Define actors that can collect crates by setting this into the Crushes field from the Mobile trait.

CrateSpawner

Property Default Value Type Description
CheckboxLabel checkbox-crates.label String Descriptive label for the crates checkbox in the lobby.
CheckboxDescription checkbox-crates.description String Tooltip description for the crates checkbox in the lobby.
CheckboxEnabled True Boolean Default value of the crates checkbox in the lobby.
CheckboxLocked False Boolean Prevent the crates state from being changed in the lobby.
CheckboxVisible True Boolean Whether to display the crates checkbox in the lobby.
CheckboxDisplayOrder 0 Integer Display order for the crates checkbox in the lobby.
Minimum 1 Integer Minimum number of crates.
Maximum 255 Integer Maximum number of crates.
SpawnInterval 4500 Integer Average time (ticks) between crate spawn.
InitialSpawnDelay 0 Integer Delay (in ticks) before the first crate spawns.
ValidGround Clear, Rough, Road, Ore, Beach Set of String Which terrain types can we drop on?
ValidWater Water Set of String Which terrain types count as water?
WaterChance 20 Integer Chance of generating a water crate instead of a land crate.
CrateActors crate Collection of String Crate actors to drop.
CrateActorShares 10 Collection of Integer Chance of each crate actor spawning.
DeliveryAircraft String If a DeliveryAircraft: is specified, then this actor will deliver crates.
QuantizedFacings 32 Integer Number of facings that the delivery aircraft may approach from.
Cordon 5c0 1D World Distance Spawn and remove the plane this far outside the map.

CreateMapPlayers

Attach this to the world actor.

CreatesShroud

Inherits from: AffectsShroud, ConditionalTrait.

Property Default Value Type Description
ValidRelationships Enemy, Neutral PlayerRelationship Relationship the watching player needs to see the generated shroud.
MinRange 0c0 1D World Distance
Range 0c0 1D World Distance
MaxHeightDelta -1 Integer If >= 0, prevent cells that are this much higher than the actor from being revealed.
MoveRecalculationThreshold 0c256 1D World Distance If > 0, force visibility to be recalculated if the unit moves within a cell by more than this distance.
Type Footprint VisibilityType Possible values are CenterPosition (measure range from the center) and Footprint (measure range from the footprint)
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CreatesShroudMultiplier

Modifies the shroud range created by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Crushable

This actor is crushable.

Inherits from: ConditionalTrait.

Property Default Value Type Description
CrushSound String Sound to play when being crushed.
CrushClasses infantry Collection of CrushClass Which crush classes does this actor belong to.
WarnProbability 75 Integer Probability of mobile actors noticing and evading a crush attempt.
CrushedByFriendlies False Boolean Will friendly units just crush me instead of pathing around.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CustomSellValue

Allow a non-standard sell/repair value to avoid buy-sell exploits.

Property Default Value Type Description
Value 0 Integer

CustomTerrainDebugOverlay

Displays custom terrain types.

Property Default Value Type Description
Font TinyBold String

DamagedByTerrain

This actor receives damage from the given weapon when on the specified terrain type.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Damage 0 Integer Amount of damage received per DamageInterval ticks.
DamageInterval 0 Integer Delay between receiving damage.
DamageTypes Collection of DamageType Apply the damage using these damagetypes.
Terrain (required) Collection of String Terrain types where the actor will take damage.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DamageMultiplier

Modifies the damage applied to this actor. Use 0 to make actor invulnerable.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DeliversCash

Donate money to actors with the AcceptsDeliveredCash trait.

Property Default Value Type Description
Payload 500 Integer The amount of cash the owner receives.
PlayerExperience 0 Integer The amount of experience the donating player receives.
Type String Identifier checked against AcceptsDeliveredCash.ValidTypes. Only needed if the latter is not empty.
Sounds Collection of String Sound to play when delivering cash
Cursor enter String Cursor to display when hovering over a valid actor to deliver cash to.
Voice Action String
TargetLineColor FFFF00 Color (RRGGBB[AA] notation) Color to use for the target line.

DeliversExperience

This actor can grant experience levels equal to it's own current level via entering to other actors with the AcceptsDeliveredExperience trait.

Requires trait(s): GainsExperience.

Property Default Value Type Description
PlayerExperience 0 Integer The amount of experience the donating player receives.
Type String Identifier checked against AcceptsDeliveredExperience.ValidTypes. Only needed if the latter is not empty.
Cursor enter String Cursor to display when hovering over a valid actor to deliver experience to.
Voice Action String
TargetLineColor FFFF00 Color (RRGGBB[AA] notation) Color to use for the target line.

Demolishable

Handle demolitions from C4 explosives.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition String Condition to grant during demolition countdown.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Demolition

Inherits from: ConditionalTrait.

Property Default Value Type Description
DetonationDelay 45 Integer Delay to demolish the target once the explosive device is planted. Measured in game ticks. Default is 1.8 seconds.
Flashes 3 Integer Number of times to flash the target.
FlashesDelay 4 Integer Delay before the flashing starts.
FlashInterval 4 Integer Interval between each flash.
EnterBehaviour Exit EnterBehaviour Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose.
DamageTypes Collection of DamageType Types of damage that this trait causes. Leave empty for no damage types.
Voice Action String Voice string when planting explosive charges.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line.
TargetRelationships Enemy, Neutral PlayerRelationship
ForceTargetRelationships Enemy, Neutral, Ally PlayerRelationship
Cursor c4 String Cursor to display when hovering over a demolishable target.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DetectCloaked

Actor can reveal Cloak actors in a specified range.

Inherits from: ConditionalTrait.

Property Default Value Type Description
DetectionTypes Cloak Collection of DetectionType Specific cloak classifications I can reveal.
Range 5c0 1D World Distance
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DetectCloakedMultiplier

Modifies the cloak detection range of this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DeveloperMode

Attach this to the player actor.

Property Default Value Type Description
CheckboxLabel checkbox-debug-menu.label String Descriptive label for the developer mode checkbox in the lobby.
CheckboxDescription checkbox-debug-menu.description String Tooltip description for the developer mode checkbox in the lobby.
CheckboxEnabled False Boolean Default value of the developer mode checkbox in the lobby.
CheckboxLocked False Boolean Prevent the developer mode state from being changed in the lobby.
CheckboxVisible True Boolean Whether to display the developer mode checkbox in the lobby.
CheckboxDisplayOrder 0 Integer Display order for the developer mode checkbox in the lobby.
Cash 20000 Integer Default cash bonus granted by the give cash cheat.
ResourceGrowth 100 Integer Growth steps triggered by the grow resources button.
FastBuild False Boolean Enable the fast build cheat by default.
FastCharge False Boolean Enable the fast support powers cheat by default.
DisableShroud False Boolean Enable the disable visibility cheat by default.
UnlimitedPower False Boolean Enable the unlimited power cheat by default.
BuildAnywhere False Boolean Enable the build anywhere cheat by default.
PathDebug False Boolean Enable the path debug overlay by default.

DockClientManager

Manages DockClients on the actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
SearchForDockDelay 125 Integer How long (in ticks) to wait until (re-)checking for a nearby available DockHost.
OccupancyCostModifier 12 Integer The pathfinding cost penalty applied for each dock client waiting to unload at a DockHost.
EnterCursor enter String Cursor to display when able to dock at target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to dock at target actor.
Voice Action String Voice to be played when ordered to dock.
DockLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line of docking orders.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DockHost

A generic dock that services DockClients.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Type Collection of DockType Docking type.
MaxQueueLength 3 Integer How many clients can this dock be reserved for?
DockWait 10 Integer How long should the client wait before starting the docking sequence.
DockAngle 0 1D World Angle Actual client facing when docking.
DockOffset 0,0,0 3D World Vector Docking cell relative to the centre of the actor.
IsDragRequired False Boolean Does client need to be dragged in?
DragOffset 0,0,0 3D World Vector Vector by which the client will be dragged when docking.
DragLength 0 Integer In how many steps to perform the dragging?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DrawLineToTarget

Renders target lines between order waypoints.

Property Default Value Type Description
Delay 2400 Integer Delay (in milliseconds) before the target lines disappear.
LineWidth 1 Integer Width (in pixels) of the target lines.
QueuedLineWidth 1 Integer Width (in pixels) of the queued target lines.
MarkerWidth 2 Integer Width (in pixels) of the end node markers.
QueuedMarkerWidth 2 Integer Width (in pixels) of the queued end node markers.
Palette terrain String Palette used for rendering sprites.

DummyBot

A placeholder bot that doesn't do anything.

Property Default Value Type Description
Name Unnamed Bot String Human-readable name this bot uses.
Type (required) String Internal id for this bot.

DuplicateUnitCrateAction

Creates duplicates of the actor that collects the crate.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
MaxAmount 2 Integer The maximum number of duplicates to make.
MinAmount 1 Integer The minimum number of duplicates to make. Overrules MaxDuplicatesWorth.
MaxDuplicateValue -1 Integer The maximum total value allowed for the duplicates. Duplication stops if the total worth will exceed this number. -1 = no limit
MaxRadius 4 Integer The maximum radius (in cells) that duplicates can be spawned.
ValidTargets Ground, Water Collection of TargetableType The list of unit target types we are allowed to duplicate.
ValidFactions Set of String Which factions this crate action can occur for.
Owner String Is the new duplicates given to a specific owner, regardless of whom collected it?
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

EditorActionManager

EditorActorLayer

Required for the map editor to work. Attach this to the world actor.

Property Default Value Type Description
BinSize 250 Integer Size of partition bins (world pixels)

EditorCursorLayer

Required for the map editor to work. Attach this to the world actor.

Requires trait(s): EditorActorLayer.

Property Default Value Type Description
PreviewFacing 384 1D World Angle

EditorOnlyTooltip

Shown in map editor.

Inherits from: TooltipInfoBase, ConditionalTrait.

Property Default Value Type Description
Name (required) String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

EditorResourceLayer

Required for the map editor to work. Attach this to the world actor.

Property Default Value Type Description
ResourceTypes Dictionary with Key: String, Value: ResourceTypeInfo
RecalculateResourceDensity False Boolean Override the density saved in maps with values calculated based on the number of neighbouring resource cells.

EditorSelectionLayer

Renders the selection grid in the editor.

Requires trait(s): LoadWidgetAtGameStart.

Property Default Value Type Description
MainColor FFFFFF Color (RRGGBB[AA] notation) Main color of the selection grid.
AltColor 000000 Color (RRGGBB[AA] notation) Alternate color of the selection grid.
PasteColor 4CFF00 Color (RRGGBB[AA] notation) Main color of the paste grid.
LineThickness 1 Integer Thickness of the selection grid lines.
AltPixelOffset 1,1 2D Integer Render offset of the secondary grid lines.

EjectOnDeath

Eject a ground soldier or a paratrooper while in the air.

Inherits from: ConditionalTrait.

Property Default Value Type Description
PilotActor E1 String Name of the unit to eject. This actor type needs to have the Parachutable trait defined.
SuccessRate 50 Integer Probability that the aircraft's pilot gets ejected once the aircraft is destroyed.
ChuteSound String Sound to play when ejecting the pilot from the aircraft.
EjectInAir False Boolean Can a destroyed aircraft eject its pilot while it has not yet fallen to ground level?
EjectOnGround False Boolean Can a destroyed aircraft eject its pilot when it falls to ground level?
AllowUnsuitableCell False Boolean Risks stuck units when they don't have the Paratrooper trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ElevatedBridgeLayer

Property Default Value Type Description
ImpassableTerrainType Impassable String Terrain type used by cells outside any elevated bridge footprint.

ElevatedBridgePlaceholder

Placeholder to make static elevated bridges work. Define individual trait instances for each elevated bridge footprint in the map.

Requires trait(s): ElevatedBridgeLayer.

Property Default Value Type Description
Location 0,0 2D Cell Position Location of the bridge
Orientation X ElevatedBridgePlaceholderOrientation Orientation of the bridge.
Length 0 Integer Length of the bridge
Height 0 Byte Height of the bridge in map height steps.
TerrainType Road String Terrain type of the bridge.

Encyclopedia

Property Default Value Type Description
Description String Explains the purpose in the in-game encyclopedia.
Order 0 Integer Number for ordering the list.
Category String Group under this heading.

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.

Property Default Value Type Description
ScanInterval 25 Integer Interval in ticks between scanning for enemies.
NotificationInterval 750 Integer Minimal ticks in-between notifications.

EntersTunnels

This actor can interact with TunnelEntrances to move through TerrainTunnels.

Property Default Value Type Description
EnterCursor enter String Cursor to display when able to enter target tunnel.
EnterBlockedCursor enter-blocked String Cursor to display when unable to enter target tunnel.
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line while in tunnels.
RequireForceMoveCondition BooleanExpression Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.

Exit

Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...

Inherits from: ConditionalTrait.

Property Default Value Type Description
SpawnOffset 0,0,0 3D World Vector Offset at which that the exiting actor is spawned relative to the center of the producing actor.
ExitCell 0,0 2D Cell Vector Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producing actor.
Facing 1D World Angle (optional)
ProductionTypes Set of String Type tags on this exit.
ExitDelay 0 Integer Number of ticks to wait before moving into the world.
Priority 1 Integer Exits with larger priorities will be used before lower priorities.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ExitsDebugOverlay

Displays Exit data for factories.

Requires trait(s): Exit.

Property Default Value Type Description
DrawPerimiterCellVectors True Boolean Should cell vectors be drawn for each perimeter cell?
DrawExitCellVectors True Boolean Should cell vectors be drawn for each exit cell?
DrawSpawnOffsetLines True Boolean Should lines be drawn for each exit (from spawn offset to the center of the exit cell)?

ExitsDebugOverlayManager

Property Default Value Type Description
Font TinyBold String The font used to draw cell vectors. Should match the value as-is in the Fonts section of the mod manifest (do not convert to lowercase).

ExperienceTrickler

Lets the actor gain experience in a set periodic time.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): GainsExperience.

Property Default Value Type Description
Interval 50 Integer Number of ticks to wait between giving experience.
InitialDelay 0 Integer Number of ticks to wait before giving first experience.
Amount 15 Integer Amount of experience to give each time.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ExplodeCrateAction

Fires a weapon at the location when collected.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Weapon (required) String The weapon to fire upon collection.
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Explodes

This actor explodes when killed.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Weapon (required) String Default weapon to use for explosion if ammo/payload is loaded.
EmptyWeapon UnitExplode String Fallback weapon to use for explosion if empty (no ammo/payload).
LoadedChance 100 Integer Chance that the explosion will use Weapon instead of EmptyWeapon when exploding, provided the actor has ammo/payload.
Chance 100 Integer Chance that this actor will explode at all.
DamageThreshold 0 Integer Health level at which actor will explode.
DeathTypes Collection of DamageType DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.
DamageSource Self DamageSource Who is counted as source of damage for explosion. Possible values are Self and Killer.
Type CenterPosition ExplosionType Possible values are CenterPosition (explosion at the actors' center) and Footprint (explosion on each occupied cell).
Offset 0,0,0 3D World Vector Offset of the explosion from the center of the exploding actor (or cell).
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ExplosionOnDamageTransition

This actor triggers an explosion on itself when transitioning to a specific damage state.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Weapon (required) String Weapon to use for explosion.
DamageState Heavy DamageState At which damage state explosion will trigger.
TriggerOnlyOnce False Boolean Should the explosion only be triggered once?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ExternalCondition

Allows a condition to be granted from an external source (Lua, warheads, etc).

Property Default Value Type Description
Condition (required) String
SourceCap 0 Integer If > 0, restrict the number of times that this condition can be granted by a single source.
TotalCap 0 Integer If > 0, restrict the number of times that this condition can be granted by any source.

FallsToEarth

Causes aircraft husks that are spawned in the air to crash to the ground.

Requires trait(s): Aircraft.

Property Default Value Type Description
Explosion UnitExplode String Explosion weapon that triggers when hitting ground.
MaximumSpinSpeed 1D World Angle (optional) Limit the maximum spin (in angle units per tick) that can be achieved while crashing. 0 disables spinning. Leave undefined for no limit.
Moves False Boolean Does the aircraft (husk) move forward at aircraft speed?
Velocity 0c43 1D World Distance Velocity (per tick) at which aircraft falls to ground.

FirepowerMultiplier

Modifies the damage applied by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

FireWarheads

Detonate defined warheads at the current location at a set interval.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Weapons (required) Collection of String Weapons to fire.
StartCooldown 0 Integer How long (in ticks) to wait before the first detonation.
Interval 1 Integer How long (in ticks) to wait after a detonation.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

FixedColorPalette

Add this to the World actor definition.

Property Default Value Type Description
Base terrain String The name of the palette to base off.
Name resources String The name of the resulting palette
RemapIndex Collection of Integer Remap these indices to pre-defined colors.
Color 00000000 Color (RRGGBB[AA] notation) The fixed color to remap.
AllowModifiers True Boolean Allow palette modifiers to change the palette.

FixedPlayerColorShift

Add fixed color shifts to player palettes. Use to add RGBA compatibility to IndexedPlayerPalette.

Property Default Value Type Description
BasePalette (required) String The name of the palette to base off.
PlayerIndex Dictionary with Key: String, Value: Collection of Real Number

FlashPostProcessEffect

Used for bursted one-colored whole screen effects. Add this to the world actor.

Property Default Value Type Description
Length 20 Integer Measured in ticks.
Color FFFFFF Color (RRGGBB[AA] notation)
Type String Set this when using multiple independent flash effects.

FloatingSpriteEmitter

Spawns moving sprite effects.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Lifetime (required) Collection of Integer The time between individual particle creation. Two values mean actual lifetime will vary between them.
Duration -1 Integer The time in ticks until stop spawning. -1 means forever.
Offset 0,0,0 Collection of 3D World Vector Randomised offset for the particle emitter.
Speed 0c0 Collection of 1D World Distance Randomized particle forward movement.
Gravity 0c0 Collection of 1D World Distance Randomized particle gravity.
RandomFacing True Boolean Randomize particle facing.
TurnRate 0 Integer Randomize particle turnrate.
RandomRate 4 Integer The rate at which particle movement properties are reset.
SpawnFrequency 1 Collection of Integer How many particles should spawn. Two values for a random range.
Image smoke String Which image to use.
Sequences particles Collection of String Which sequence to use.
Palette effect String Which palette to use.
IsPlayerPalette False Boolean
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

FootprintPlaceBuildingPreview

Creates a building placement preview showing only the building footprint.

Property Default Value Type Description
Palette terrain String Palette to use for rendering the placement sprite.
FootprintAlpha 1 Real Number Custom opacity to apply to the placement sprite.
LineBuildFootprintAlpha 1 Real Number Custom opacity to apply to the line-build placement sprite.

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, ...

Inherits from: ConditionalTrait.

Property Default Value Type Description
Actor (required) String Name of the actor.
SpawnOffset 0,0 2D Cell Vector Offset relative to the top-left cell of the building.
Facing 0 1D World Angle Which direction the unit should face.
AllowRespawn False Boolean Whether another actor should spawn upon re-enabling the trait.
EditorFreeActorDisplayOrder 4 Integer Display order for the free actor checkbox in the map editor
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

FreeActorWithDelivery

Player receives a unit for free once the building is placed. If you want more than one unit to be delivered, copy this section and assign IDs like FreeActorWithDelivery@2, ...

Inherits from: FreeActor, ConditionalTrait.

Property Default Value Type Description
DeliveringActor (required) String Name of the delivering actor. This actor must have the Carryall trait
SpawnLocation 0,0 2D Cell Position Cell coordinates for spawning the delivering actor. If left blank, the closest edge cell will be chosen.
DeliveryOffset 0,0 2D Cell Vector Offset relative to the top-left cell of the building.
DeliveryRange 0c0 1D World Distance Range to search for an alternative delivery location if the DeliveryOffset cell is blocked.
Actor (required) String Name of the actor.
SpawnOffset 0,0 2D Cell Vector Offset relative to the top-left cell of the building.
Facing 0 1D World Angle Which direction the unit should face.
AllowRespawn False Boolean Whether another actor should spawn upon re-enabling the trait.
EditorFreeActorDisplayOrder 4 Integer Display order for the free actor checkbox in the map editor
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

FrozenUnderFog

This actor will remain visible (but not updated visually) under fog, once discovered.

Requires trait(s): Building.

Property Default Value Type Description
AlwaysVisibleRelationships Ally PlayerRelationship Players with these relationships can always see the actor.

GainsExperience

This actor's experience increases when it has killed a GivesExperience actor.

Property Default Value Type Description
Conditions (required) Dictionary with Key: Integer, Value: String Condition to grant at each level. Key is the XP requirements for each level as a percentage of our own value. Value is the condition to grant.
LevelUpImage String Image for the level up sprite.
LevelUpSequence levelup String Sequence for the level up sprite. Needs to be present on LevelUpImage.
LevelUpPalette effect String Palette for the level up sprite.
ExperienceModifier -1 Integer Multiplier to apply to the Conditions keys. Defaults to the actor's value.
SuppressLevelupAnimation True Boolean Should the level-up animation be suppressed when actor is created?
LevelUpNotification String
LevelUpTextNotification String

GainsExperienceMultiplier

Modifies the experience gathered by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GameSaveViewportManager

Gate

Will open and be passable for actors that appear friendly when there are no enemies in range.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Building.

Property Default Value Type Description
OpeningSound String
ClosingSound String
CloseDelay 150 Integer Ticks until the gate closes.
TransitionDelay 33 Integer Ticks until the gate is considered open.
BlocksProjectilesHeight 0c640 1D World Distance Blocks bullets scaled to open value.
BlocksProjectilesValidRelationships Enemy, Neutral, Ally PlayerRelationship Determines what projectiles to block based on their allegiance to the gate owner.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GiveBaseBuilderCrateAction

Spawns units when collected. Adjust selection shares when player has no base.

Inherits from: GiveUnitCrateAction, CrateAction, ConditionalTrait.

Property Default Value Type Description
NoBaseSelectionShares 1000 Integer The selection shares to use if the collector has no actor with `BaseBuilding.
Units (required) Collection of String The list of units to spawn.
ValidFactions Set of String Factions that are allowed to trigger this action.
Owner String Override the owner of the newly spawned unit: e.g. Creeps or Neutral
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GiveCashCrateAction

Gives cash to the collector.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Amount 2000 Integer Amount of cash to give.
UseCashTick False Boolean Should the collected amount be displayed as a cash tick?
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GivesBounty

When killed, this actor causes the attacking player to receive money.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Percentage 10 Integer Percentage of the killed actor's Cost or CustomSellValue to be given.
ValidRelationships Enemy, Neutral PlayerRelationship Player relationships the attacking player needs to receive the bounty.
ShowBounty True Boolean Whether to show a floating text announcing the won bounty.
DeathTypes Collection of DamageType DeathTypes for which a bounty should be granted. Use an empty list (the default) to allow all DeathTypes.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GivesBuildableArea

This actor allows placement of other actors with 'RequiresBuildableArea' trait around it.

Inherits from: ConditionalTrait.

Property Default Value Type Description
AreaTypes (required) Set of String Types of buildable area this actor gives.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GivesCashOnCapture

Lets the actor grant cash when captured.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ShowTicks True Boolean Whether to show the cash tick indicators rising from the actor.
DisplayDuration 30 Integer How long to show the Amount tick indicator when enabled.
Amount 0 Integer Amount of money awarded for capturing the actor.
CaptureTypes Collection of CaptureType Award cash only if the capturer's CaptureTypes overlap with these types. Leave empty to allow all types.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GivesExperience

This actor gives experience to a GainsExperience actor when they are killed.

Property Default Value Type Description
Experience -1 Integer If -1, use the value of the unit cost.
ValidRelationships Enemy, Neutral PlayerRelationship Player relationships the attacking player needs to receive the experience.
ActorExperienceModifier 10000 Integer Percentage of the Experience value that is being granted to the killing actor.
PlayerExperienceModifier 0 Integer Percentage of the Experience value that is being granted to the player owning the killing actor.

GivesExperienceMultiplier

Modifies the experience given by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GiveUnitCrateAction

Spawns units when collected.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Units (required) Collection of String The list of units to spawn.
ValidFactions Set of String Factions that are allowed to trigger this action.
Owner String Override the owner of the newly spawned unit: e.g. Creeps or Neutral
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantCondition

Grants a condition while the trait is active.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String Condition to grant.
GrantPermanently False Boolean Is the condition irrevocable once it has been activated?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnAttack

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition type to grant.
ArmamentNames primary Set of String Name of the armaments that grant this condition.
RequiredShotsPerInstance 1 Collection of Integer Shots required to apply an instance of the condition. If there are more instances of the condition granted than values listed, the last value is used for all following instances beyond the defined range.
MaximumInstances 1 Integer Maximum instances of the condition to grant.
IsCyclic False Boolean Should all instances reset if the actor passes the final stage?
RevokeDelay 15 Integer Amount of ticks required to pass without firing to revoke an instance.
RevokeOnNewTarget False Boolean Should an instance be revoked if the actor changes target?
RevokeAll False Boolean Should all instances be revoked instead of only one?
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnBotOwner

Grants a condition to this actor when it is owned by an AI bot.

Property Default Value Type Description
Condition (required) String Condition to grant.
Bots (required) Collection of String Bot types that trigger the condition.

GrantConditionOnClientDock

Property Default Value Type Description
Condition (required) String The condition to grant to self
AfterDockDuration 0 Integer How long condition is applied even after undock. Use -1 for infinite.
DockHostNames Set of String Host actor type(s) leading to the condition being granted. Leave empty for allowing all hosts by default.

GrantConditionOnCombatantOwner

Grants a condition if the owner is a combatant.

Property Default Value Type Description
Condition (required) String The condition to grant.

GrantConditionOnDamageState

Applies a condition to the actor at specified damage states.

Property Default Value Type Description
Condition (required) String Condition to grant.
EnabledSounds Collection of String Play a random sound from this list when enabled.
DisabledSounds Collection of String Play a random sound from this list when disabled.
ValidDamageStates Heavy, Critical DamageState Levels of damage at which to grant the condition.
GrantPermanently False Boolean Is the condition irrevocable once it has been activated?

GrantConditionOnDeploy

Grants a condition when a deploy order is issued.Can be paused with the granted condition to disable undeploying.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
UndeployedCondition String The condition to grant while the actor is undeployed.
DeployedCondition (required) String The condition to grant after deploying and revoke before undeploying.
AllowedTerrainTypes Set of String The terrain types that this actor can deploy on. Leave empty to allow any.
CanDeployOnRamps False Boolean Can this actor deploy on slopes?
DeployCursor deploy String Cursor to display when able to (un)deploy the actor.
DeployBlockedCursor deploy-blocked String Cursor to display when unable to (un)deploy the actor.
Facing 1D World Angle (optional) Facing that the actor must face before deploying. Leave undefined to deploy regardless of facing.
DeploySounds Collection of String Play a randomly selected sound from this list when deploying.
UndeploySounds Collection of String Play a randomly selected sound from this list when undeploying.
SkipMakeAnimation False Boolean Skip make/deploy animation?
UndeployOnMove False Boolean Undeploy before the actor tries to move?
UndeployOnPickup False Boolean Undeploy before the actor is picked up by a Carryall?
Voice Action String
EditorDeployedDisplayOrder 4 Integer Display order for the deployed checkbox in the map editor
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnDeployWithCharge

Allow deploying on specified charge to grant a condition for a specified duration.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
DeployedCondition (required) String The condition to grant after deploying.
ChargedCondition String The condition to grant when charge is above ChargeThreshhold.
InitialCharge -1 Integer Charge to start with. If set to -1 the unit will start with full charge.
ChargeDuration 500 Integer Cooldown (in ticks) to reach full charge.
ChargeThreshhold -1 Integer The ammount of charge that needs to be present for deploy to be issued. If set to -1, threshold is set to full charge. If activated without full charge ConditionDuration is percentally smaller.
ConditionDuration 1 Integer How long (in ticks) should the condition stay active?
CanCancelCondition False Boolean Can DeployedCondition be canceled by followup deploy order?
DeployCursor deploy String Cursor to display when able to (un)deploy the actor.
DeployBlockedCursor deploy-blocked String Cursor to display when unable to (un)deploy the actor.
DeploySounds Collection of String Play a randomly selected sound from this list when deploying.
UndeploySounds Collection of String Play a randomly selected sound from this list when undeploying.
Voice Action String
ChargingColor FF00FF Color (RRGGBB[AA] notation)
DeployedColor 8B008B Color (RRGGBB[AA] notation)
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnFaction

Grants a condition while the trait is active.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String Condition to grant.
Factions Set of String Only grant this condition for certain factions.
ResetOnOwnerChange False Boolean Should it recheck everything when it is captured?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnHealth

Applies a condition to the actor at when its health is between 2 specific values.

Property Default Value Type Description
Condition (required) String Condition to grant.
EnabledSounds Collection of String Play a random sound from this list when enabled.
DisabledSounds Collection of String Play a random sound from this list when disabled.
MinHP 0 Integer Minimum level of health at which to grant the condition.
MaxHP 0 Integer Maximum level of health at which to grant the condition. Non-positive values will make it use Health.HP.
GrantPermanently False Boolean Is the condition irrevocable once it has been granted?

GrantConditionOnHostDock

Property Default Value Type Description
Condition (required) String The condition to grant to self
AfterDockDuration 0 Integer How long condition is applied even after undock. Use -1 for infinite.
DockClientNames Set of String Client actor type(s) leading to the condition being granted. Leave empty for allowing all clients by default.

GrantConditionOnLineBuildDirection

Requires trait(s): LineBuild.

Property Default Value Type Description
Condition (required) String Condition to grant.
Direction X LineBuildDirection Line build direction to trigger the condition.

GrantConditionOnMinelaying

Inherits from: ConditionalTrait.

Requires trait(s): Minelayer.

Property Default Value Type Description
Condition (required) String Condition to grant.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnMovement

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String Condition to grant.
ValidMovementTypes Horizontal MovementType Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnPlayerResources

Grants a condition to this actor when the player has stored resources.

Property Default Value Type Description
Condition (required) String Condition to grant.
Threshold 0 Integer Enable condition when the amount of stored resources is greater than this.

GrantConditionOnPowerState

Grants condition as long as a valid power state is maintained.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String Condition to grant.
ValidPowerStates Low, Critical PowerState PowerStates at which the condition is granted. Options are Normal, Low and Critical.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnPrerequisite

Grants a condition to the actor this is attached to when prerequisites are available.

Property Default Value Type Description
Condition (required) String The condition to grant.
Prerequisites (required) Collection of String List of required prerequisites.

GrantConditionOnPrerequisiteManager

Attach this to the player actor.

Requires trait(s): TechTree.

GrantConditionOnProduction

Grants a condition when this actor produces a specific actor.

Property Default Value Type Description
Condition (required) String The condition to grant
Actors Set of String The actors to grant condition for. If empty condition will be granted for all actors.
Duration -1 Integer How long condition is applies for. Use -1 for infinite.
ShowSelectionBar True Boolean Show a selection bar while condition is applied if it has a duration.
SelectionBarColor FF00FF Color (RRGGBB[AA] notation)

GrantConditionOnSubterraneanLayer

Grants Condition on subterranean layer. Also plays transition audio-visuals.

Inherits from: GrantConditionOnLayer, ConditionalTrait.

Property Default Value Type Description
SubterraneanTransitionImage String Dig animation image to play when transitioning.
SubterraneanTransitionSequence String Dig animation sequence to play when transitioning.
SubterraneanTransitionPalette effect String
SubterraneanTransitionSound String Dig sound to play when transitioning.
Condition (required) String The condition to grant to self when changing to specific custom layer.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnTerrain

Property Default Value Type Description
Condition (required) String Condition to grant.
TerrainTypes (required) Collection of String Terrain names to trigger the condition.

GrantConditionOnTileSet

Property Default Value Type Description
Condition (required) String Condition to grant.
TileSets (required) Collection of String Tile set IDs to trigger the condition.

GrantConditionOnTunnelLayer

Inherits from: GrantConditionOnLayer, ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition to grant to self when changing to specific custom layer.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionWhileAiming

Property Default Value Type Description
Condition (required) String The condition to grant while aiming.

GrantExternalConditionCrateAction

Grants a condition to the collector and nearby units.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition to apply. Must be included in the target actor's ExternalConditions list.
Levels 1 Integer How many times to grant the condition.
Duration 0 Integer Duration of the condition (in ticks). Set to 0 for a permanent condition.
Range 0c3 1D World Distance The range to search for extra collectors in. Extra collectors will also be granted the crate action.
MaxExtraCollectors 4 Integer The maximum number of extra collectors to grant the crate action to. -1 = no limit
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantExternalConditionPower

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition to apply. Must be included in the target actor's ExternalConditions list.
Duration 0 Integer Duration of the condition (in ticks). Set to 0 for a permanent condition.
Dimensions 0,0 2D Cell Vector Size of the footprint of the affected area.
Footprint (required) String Actual footprint. Cells marked as x will be affected.
OnFireSound String Sound to instantly play at the targeted area.
ValidRelationships Ally PlayerRelationship Player relationships which condition can be applied to.
Sequence active String Sequence to play for granting actor when activated. This requires the actor to have the WithSpriteBody trait or one of its derivatives.
BlockedCursor move-blocked String Cursor to display when there are no units to apply the condition in range.
FootprintImage overlay String
FootprintSequence target-select String
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName GrantExternalConditionPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantExternalConditionToCrusher

Grant a condition to the crushing actor.

Property Default Value Type Description
WarnCrushCondition String The condition to apply on a crush attempt. Must be included among the crusher actor's ExternalCondition traits.
WarnCrushDuration 0 Integer Duration of the condition applied on a crush attempt (in ticks). Set to 0 for a permanent condition.
OnCrushCondition String The condition to apply on a successful crush. Must be included among the crusher actor's ExternalCondition traits.
OnCrushDuration 0 Integer Duration of the condition applied on a successful crush (in ticks). Set to 0 for a permanent condition.

GrantExternalConditionToProduced

Grants a condition to actors produced by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition to apply. Must be included in the produced actor's ExternalConditions list.
Duration 0 Integer Duration of the condition (in ticks). Set to 0 for a permanent condition.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GroundLevelBridge

Bridge actor that can't be passed underneath.

Requires trait(s): Building.

Property Default Value Type Description
TerrainType Bridge String
Type GroundLevelBridge String
NeighbourOffsets Collection of 2D Cell Vector
DemolishWeapon Demolish String The name of the weapon to use when demolishing the bridge
DamageTypes Collection of DamageType Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.

Guardable

This unit can be guarded (followed and protected) by a Guard unit.

Property Default Value Type Description
Range 2c0 1D World Distance Maximum range that guarding actors will maintain.

Guard

The player can give this unit the order to follow and protect friendly units with the Guardable trait.

Property Default Value Type Description
Voice Action String
TargetLineColor FF4500 Color (RRGGBB[AA] notation) Color to use for the target line.

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.

HarvesterAttackNotifier

Plays an audio notification and shows a radar ping when a harvester is attacked. Attach this to the player actor.

Property Default Value Type Description
NotifyInterval 30000 Integer Minimum duration (in milliseconds) between notification events.
RadarPingColor FF0000 Color (RRGGBB[AA] notation)
RadarPingDuration 250 Integer Length of time (in ticks) to display a location ping in the minimap.
ExludeDamageTypes Collection of DamageType Exclude damage types (defined on the warheads) that trigger Notification.
Notification HarvesterAttack String Speech notification type to play.
TextNotification String Text notification to display.

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.

Inherits from: ConditionalTrait.

Property Default Value Type Description
HarvesterTypes Set of String Actor types that are considered harvesters. If harvester count drops below RefineryTypes count, a new harvester is built. Leave empty to disable harvester replacement. Currently only needed by harvester replacement system.
RefineryTypes Set of String Actor types that are counted as refineries. Currently only needed by harvester replacement system.
ScanForIdleHarvestersInterval 50 Integer Interval (in ticks) between giving out orders to idle harvesters.
HarvesterEnemyAvoidanceRadius 8c0 1D World Distance Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Harvester

Inherits from: DockClientBase, ConditionalTrait.

Property Default Value Type Description
Type Unload Collection of DockType Docking type
UnblockCell 0,4 2D Cell Vector Cell to move to when automatically unblocking DeliveryBuilding.
BaleLoadDelay 4 Integer
BaleUnloadDelay 4 Integer How fast it can dump its bales.
BaleUnloadAmount 1 Integer How many bales can it dump at once.
HarvestFacings 0 Integer
Resources Collection of String Which resources it can harvest.
FullyLoadedSpeed 85 Integer Percentage of maximum speed when fully loaded.
SearchOnCreation True Boolean Automatically scan for resources when created.
SearchFromProcRadius 24 Integer Initial search radius (in cells) from the refinery that created us.
SearchFromHarvesterRadius 12 Integer Search radius (in cells) from the last harvest order location to find more resources.
WaitDuration 25 Integer Interval to wait between searches when there are no resources nearby.
ResourceRefineryDirectionPenalty 200 Integer The pathfinding cost penalty applied for cells directly away from the refinery.
QueueFullLoad False Boolean Does the unit queue harvesting runs instead of individual harvest actions?
EmptyCondition String Condition to grant while empty.
HarvestVoice Action String
HarvestLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line of harvest orders.
HarvestCursor harvest String Cursor to display when ordering to harvest resources.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

HealActorsCrateAction

Heals all actors that belong to the owner of the collector.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
TargetTypes Collection of TargetableType The target type(s) of the actors this crate action will heal. Leave empty to heal all actors.
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Health

Property Default Value Type Description
HP 0 Integer HitPoints
NotifyAppliedDamage True Boolean Trigger interfaces such as AnnounceOnKill?
EditorHealthDisplayOrder 2 Integer Display order for the health slider in the map editor

HiddenUnderFog

The actor stays invisible under fog of war.

Inherits from: HiddenUnderShroud.

Property Default Value Type Description
AlwaysVisibleRelationships Ally PlayerRelationship Players with these relationships can always see the actor.
Type Footprint VisibilityType Possible values are CenterPosition (reveal when the center is visible) and Footprint (reveal when any footprint cell is visible).

HiddenUnderShroud

The actor stays invisible under the shroud.

Property Default Value Type Description
AlwaysVisibleRelationships Ally PlayerRelationship Players with these relationships can always see the actor.
Type Footprint VisibilityType Possible values are CenterPosition (reveal when the center is visible) and Footprint (reveal when any footprint cell is visible).

HideMapCrateAction

Hides the entire map in shroud.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
IncludeAllies False Boolean Should the map also be hidden for the allies of the collector's owner?
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

HierarchicalPathFinderOverlay

Renders a debug overlay showing the abstract graph of the hierarchical pathfinder. Attach this to the world actor.

Requires trait(s): PathFinder.

Property Default Value Type Description
Font TinyBold String
GroundLayerColor FF8C00 Color (RRGGBB[AA] notation)
CustomLayerColor 0000FF Color (RRGGBB[AA] notation)
GroundToCustomLayerColor 800080 Color (RRGGBB[AA] notation)
AbstractNodeColor FF0000 Color (RRGGBB[AA] notation)

HitShape

Shape of actor for targeting and damage calculations.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation.

Property Default Value Type Description
Turret String Name of turret this shape is linked to. Leave empty to link shape to body.
TargetableOffsets 0,0,0 Collection of 3D World Vector Create a targetable position for each offset listed here (relative to CenterPosition).
UseTargetableCellsOffsets False Boolean Create a targetable position at the center of each occupied cell. Stacks with TargetableOffsets.
ArmorTypes Collection of ArmorType Defines which Armor types apply when the actor receives damage to this HitShape. If none specified, all armor types the actor has are valid.
Type IHitShape Engine comes with support for Circle, Capsule, Polygon and Rectangle. Defaults to Circle when left empty.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Huntable

This actor can be targeted by the Hunt activity.

Husk

Spawns remains of a husk actor with the correct facing.

Property Default Value Type Description
AllowedTerrain Set of String
PreviewFacing 384 1D World Angle Facing to use for actor previews (map editor, color picker, etc)
Locomotor String Used to define crushes. Locomotor must be defined on the World actor.

IgnoresCloak

This actor does not care about any type of cloak its targets might have, regardless of distance.

IgnoresDisguise

Allows automatic targeting of disguised actors.

Immobile

Property Default Value Type Description
OccupiesSpace True Boolean

InaccuracyMultiplier

Modifies the inaccuracy of weapons fired by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

IndexedPalette

Define a palette by swapping palette indices.

Property Default Value Type Description
Name (required) String Internal palette name
BasePalette String The name of the palette to base off.
Index (required) Collection of Integer Indices from BasePalette to be swapped with ReplaceIndex.
ReplaceIndex (required) Collection of Integer Indices from BasePalette to replace from Index.
AllowModifiers True Boolean Allow palette modifiers to change the palette.

IndexedPlayerPalette

Define a player palette by swapping palette indices.

Property Default Value Type Description
BasePalette String The name of the palette to base off.
BaseName player String The prefix for the resulting player palettes
RemapIndex Collection of Integer Remap these indices to player colors.
AllowModifiers True Boolean Allow palette modifiers to change the palette.
PlayerIndex Dictionary with Key: String, Value: Collection of Integer

InstantlyRepairable

Eligible for instant repair.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Types Collection of InstantlyRepairType Actors with these Types under EngineerRepair trait can repair me.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

InstantlyRepairs

Can instantly repair other actors, but gets consumed afterwards.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Types Collection of InstantlyRepairType Uses the InstantlyRepairable trait to determine repairability.
Voice Action String
TargetLineColor FFFF00 Color (RRGGBB[AA] notation) Color to use for the target line.
EnterBehaviour Dispose EnterBehaviour Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose.
ValidRelationships Ally PlayerRelationship What player relationship the target's owner needs to be repaired by this actor.
RepairSound String Sound to play when repairing is done.
Cursor goldwrench String Cursor to display when hovering over a valid actor to repair.
RepairBlockedCursor goldwrench-blocked String Cursor to display when target actor has full health so it can't be repaired.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Interactable

Used to enable mouse interaction on actors that are not Selectable.

Property Default Value Type Description
Bounds Collection of 1D World Distance Defines a custom rectangle for mouse interaction with the actor. If null, the engine will guess an appropriate size based on the With*Body trait. The first two numbers define the width and height of the rectangle as a world distance. The (optional) second two numbers define an x and y offset from the actor center.
DecorationBounds Collection of 1D World Distance Defines a custom rectangle for Decorations (e.g. the selection box). If null, Bounds will be used instead

IsometricSelectable

This actor is selectable. Defines bounds of selectable area, selection class, selection priority and selection priority modifiers.

Requires trait(s): Building.

Property Default Value Type Description
Bounds Collection of Integer Defines a custom rectangle for mouse interaction with the actor. If null, the engine will guess an appropriate size based on the building's footprint. The first two numbers define the width and depth of the footprint rectangle. The (optional) second two numbers define an x and y offset from the actor center.
Height 24 Integer Height above the footprint for the top of the interaction rectangle.
DecorationBounds Collection of Integer Defines a custom rectangle for Decorations (e.g. the selection box). If null, Bounds will be used instead.
DecorationHeight -1 Integer Defines a custom height for Decorations (e.g. the selection box). If < 0, Height will be used instead. If Height is 0, this must be defined with a value greater than 0.
Priority 10 Integer
PriorityModifiers None SelectionPriorityModifiers Allow selection priority to be modified using a hotkey. Valid values are None (priority is not affected by modifiers) Ctrl (priority is raised when Ctrl pressed) and Alt (priority is raised when Alt pressed).
Class String All units having the same selection class specified will be selected with select-by-type commands (e.g. double-click). Defaults to the actor name when not defined or inherited.
Voice Select String

JamsMissiles

This actor deflects missiles.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Range 0c0 1D World Distance Range of the deflection.
DeflectionRelationships Enemy, Neutral, Ally PlayerRelationship What player relationships are affected.
Chance 100 Integer Chance of deflecting missiles.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

KillsSelf

Inherits from: ConditionalTrait.

Property Default Value Type Description
RemoveInstead False Boolean Remove the actor from the world (and destroy it) instead of killing it.
Delay 0 Collection of Integer The amount of time (in ticks) before the actor dies. Two values indicate a range between which a random value is chosen.
DamageTypes Collection of DamageType Types of damage that this trait causes. Leave empty for no damage types.
GrantsCondition String The condition to grant moments before suiciding.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

LegacyBridgeHut

Allows bridges to be targeted for demolition and repair.

LegacyBridgeLayer

Property Default Value Type Description
Bridges bridge1, bridge2 Collection of String

LevelUpCrateAction

Gives experience levels to the collector.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Levels 1 Integer Number of experience levels to give.
Range 0c3 1D World Distance The range to search for extra collectors in. Extra collectors will also be granted the crate action.
MaxExtraCollectors 4 Integer The maximum number of extra collectors to grant the crate action to.
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

LineBuild

Place the second actor in line to build more of the same at once (used for walls).

Property Default Value Type Description
Range 5 Integer The maximum allowed length of the line.
NodeTypes wall Set of String LineBuildNode 'Types' to attach to.
SegmentType String Actor type for line-built segments (defaults to same actor).
SegmentsRequireNode False Boolean Delete generated segments when destroyed or sold.

LineBuildNode

LineBuild actors attach to LineBuildNodes.

Property Default Value Type Description
Types wall Set of String This actor is of LineBuild 'NodeType'...
Connections 1,0, 0,1, -1,0, 0,-1 Collection of 2D Cell Vector Cells (outside the footprint) that contain cells that can connect to this actor.

LineBuildSegmentExternalCondition

Applies a condition to connected line build segments.

Inherits from: ConditionalTrait.

Requires trait(s): LineBuild.

Property Default Value Type Description
Condition (required) String The condition to apply. Must be included in the target actor's ExternalConditions list.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

LoadWidgetAtGameStart

Property Default Value Type Description
ShellmapRoot MAINMENU String The widget tree to open when a shellmap is loaded (i.e. the main menu).
IngameRoot INGAME_ROOT String The widget tree to open when a regular map is loaded (i.e. the ingame UI).
EditorRoot EDITOR_ROOT String The widget tree to open when the map editor is loaded.
GameSaveLoadingRoot GAMESAVE_LOADING_SCREEN String The widget tree to open (in addition to INGAME_ROOT) while loading a saved game.
ClearRoot True Boolean Remove any existing UI when a map is loaded.

LobbyPrerequisiteCheckbox

Enables defined prerequisites at game start for all players if the checkbox is enabled.

Property Default Value Type Description
ID (required) String Internal id for this checkbox.
Label (required) String Display name for this checkbox.
Description String Description name for this checkbox.
Enabled False Boolean Default value of the checkbox in the lobby.
Locked False Boolean Prevent the checkbox from being changed from its default value.
Visible True Boolean Display the checkbox in the lobby.
DisplayOrder 0 Integer Display order for the checkbox in the lobby.
Prerequisites (required) Set of String Prerequisites to grant when this checkbox is enabled.

Locomotor

Used by Mobile. Attach these to the world actor. You can have multiple variants by adding @suffixes.

Property Default Value Type Description
Name default String Locomotor ID.
WaitAverage 40 Integer
WaitSpread 10 Integer
SharesCell False Boolean Allow multiple (infantry) units in one cell.
MoveIntoShroud True Boolean Can the actor be ordered to move in to shroud?
Crushes Collection of CrushClass e.g. crate, wall, infantry
CrushDamageTypes Collection of DamageType Types of damage that are caused while crushing. Leave empty for no damage types.
TerrainSpeeds Dictionary with Key: String, Value: TerrainInfo Lower the value on rough terrain. Leave out entries for impassable terrain.

MapBuildRadius

Controls the build radius checkboxes in the lobby options.

Property Default Value Type Description
AllyBuildRadiusCheckboxLabel checkbox-ally-build-radius.label String Descriptive label for the ally build radius checkbox in the lobby.
AllyBuildRadiusCheckboxDescription checkbox-ally-build-radius.description String Tooltip description for the ally build radius checkbox in the lobby.
AllyBuildRadiusCheckboxEnabled True Boolean Default value of the ally build radius checkbox in the lobby.
AllyBuildRadiusCheckboxLocked False Boolean Prevent the ally build radius state from being changed in the lobby.
AllyBuildRadiusCheckboxVisible True Boolean Whether to display the ally build radius checkbox in the lobby.
AllyBuildRadiusCheckboxDisplayOrder 0 Integer Display order for the ally build radius checkbox in the lobby.
BuildRadiusCheckboxLabel checkbox-build-radius.label String Tooltip description for the build radius checkbox in the lobby.
BuildRadiusCheckboxDescription checkbox-build-radius.description String Tooltip description for the build radius checkbox in the lobby.
BuildRadiusCheckboxEnabled True Boolean Default value of the build radius checkbox in the lobby.
BuildRadiusCheckboxLocked False Boolean Prevent the build radius state from being changed in the lobby.
BuildRadiusCheckboxVisible True Boolean Display the build radius checkbox in the lobby.
BuildRadiusCheckboxDisplayOrder 0 Integer Display order for the build radius checkbox in the lobby.

MapCreeps

Controls the 'Creeps' checkbox in the lobby options.

Property Default Value Type Description
CheckboxLabel dropdown-map-creeps.label String Descriptive label for the creeps checkbox in the lobby.
CheckboxDescription dropdown-map-creeps.description String Tooltip description for the creeps checkbox in the lobby.
CheckboxEnabled True Boolean Default value of the creeps checkbox in the lobby.
CheckboxLocked False Boolean Prevent the creeps state from being changed in the lobby.
CheckboxVisible True Boolean Whether to display the creeps checkbox in the lobby.
CheckboxDisplayOrder 0 Integer Display order for the creeps checkbox in the lobby.

MapEditorData

Property Default Value Type Description
RequireTilesets Set of String
ExcludeTilesets Set of String
Categories Collection of String

MapOptions

Controls the game speed, tech level, and short game lobby options.

Property Default Value Type Description
ShortGameCheckboxLabel checkbox-short-game.label String Descriptive label for the short game checkbox in the lobby.
ShortGameCheckboxDescription checkbox-short-game.description String Tooltip description for the short game checkbox in the lobby.
ShortGameCheckboxEnabled True Boolean Default value of the short game checkbox in the lobby.
ShortGameCheckboxLocked False Boolean Prevent the short game enabled state from being changed in the lobby.
ShortGameCheckboxVisible True Boolean Whether to display the short game checkbox in the lobby.
ShortGameCheckboxDisplayOrder 0 Integer Display order for the short game checkbox in the lobby.
TechLevelDropdownLabel dropdown-tech-level.label String Descriptive label for the tech level option in the lobby.
TechLevelDropdownDescription dropdown-tech-level.description String Tooltip description for the tech level option in the lobby.
TechLevel unrestricted String Default tech level.
TechLevelDropdownLocked False Boolean Prevent the tech level from being changed in the lobby.
TechLevelDropdownVisible True Boolean Display the tech level option in the lobby.
TechLevelDropdownDisplayOrder 0 Integer Display order for the tech level option in the lobby.
GameSpeedDropdownLabel dropdown-game-speed.label String Tooltip description for the game speed option in the lobby.
GameSpeedDropdownDescription dropdown-game-speed.description String Description of the game speed option in the lobby.
GameSpeed String Default game speed (leave empty to use the default defined in mod.yaml).
GameSpeedDropdownLocked False Boolean Prevent the game speed from being changed in the lobby.
GameSpeedDropdownVisible True Boolean Display the game speed option in the lobby.
GameSpeedDropdownDisplayOrder 0 Integer Display order for the game speed option in the lobby.

MapStartingLocations

Allows the map to have working spawnpoints. Also controls the 'Separate Team Spawns' checkbox in the lobby options.

Property Default Value Type Description
InitialExploreRange 5c0 1D World Distance
SeparateTeamSpawnsCheckboxLabel checkbox-separate-team-spawns.label String Descriptive label for the spawn positions checkbox in the lobby.
SeparateTeamSpawnsCheckboxDescription checkbox-separate-team-spawns.description String Tooltip description for the spawn positions checkbox in the lobby.
SeparateTeamSpawnsCheckboxEnabled True Boolean Default value of the spawn positions checkbox in the lobby.
SeparateTeamSpawnsCheckboxLocked False Boolean Prevent the spawn positions state from being changed in the lobby.
SeparateTeamSpawnsCheckboxVisible True Boolean Whether to display the spawn positions checkbox in the lobby.
SeparateTeamSpawnsCheckboxDisplayOrder 0 Integer Display order for the spawn positions checkbox in the lobby.

MarkerLayerOverlay

Property Default Value Type Description
Colors FF0000, FF7F00, FFEE46, 00FF21, 00FFFF, 002AFF, A500FF, FF00DC Collection of Color (RRGGBB[AA] notation) A list of colors to be used for drawing.
Alpha 85 Integer Default alpha blend.
AxisAngleColor DC143C Color (RRGGBB[AA] notation) Color of the axis angle display.

McvManagerBotModule

Manages AI MCVs.

Inherits from: ConditionalTrait.

Property Default Value Type Description
McvTypes Set of String Actor types that are considered MCVs (deploy into base builders).
ConstructionYardTypes Set of String Actor types that are considered construction yards (base builders).
McvFactoryTypes Set of String Actor types that are able to produce MCVs.
MinimumConstructionYardCount 1 Integer Try to maintain at least this many ConstructionYardTypes, build an MCV if number is below this.
ScanForNewMcvInterval 20 Integer Delay (in ticks) between looking for and giving out orders to new MCVs.
MinBaseRadius 2 Integer Minimum distance in cells from center of the base when checking for MCV deployment location.
MaxBaseRadius 20 Integer Maximum distance in cells from center of the base when checking for MCV deployment location. Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.
RestrictMCVDeploymentFallbackToBase True Boolean Should deployment of additional MCVs be restricted to MaxBaseRadius if explicit deploy locations are missing or occupied?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world

Property Default Value Type Description
FadeLength 10 Integer Time (in ticks) to fade between states
Effect None EffectType Effect style to fade to during gameplay. Accepts values of None or Desaturated.
MenuEffect None EffectType Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated.

MineImmune

Tag trait for stuff that should not trigger mines.

Mine

Property Default Value Type Description
CrushClasses Collection of CrushClass
AvoidFriendly True Boolean
BlockFriendly True Boolean
DetonateClasses Collection of CrushClass

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

Inherits from: ConditionalTrait.

Property Default Value Type Description
IgnoredEnemyTargetTypes Collection of TargetableType Enemy target types to ignore when add the minefield location to conflict location.
UseEnemyLocationTargetTypes Collection of TargetableType Victim target types that considering conflict location as enemy location instead of victim location.
MinelayingActorTypes Set of String Actors with Minelayertrait.
MaxPerAssign 1 Integer Find this amount of suitable actors and lay mine to a location.
ScanTick 320 Integer Scan suitable actors and target in this interval.
MineFieldRadius 1 Integer Radius per mine laying order.
AwayFromAlliedTargetTypes Collection of TargetableType Minefield location is cancelled if those whose target type belong to allied nearby.
AwayFromEnemyTargetTypes Collection of TargetableType Minefield location is cancelled if those whose target type belong to enemy nearby.
AwayFromCellDistance 9 Integer Minefield location check distance to AwayFromAlliedTargettype and AwayFromEnemyTargettype. In addition, if any emeny actor within this range and minefield location is not cancelled, minelayer will try lay mines at the 3/4 path to minefield location
FavoritePositionDistance 6 Integer Merge conflict point minefield position to a favorite minefield position if within this range and closest. If favorite minefield positions is at the max of 5, we always merge it to closest regardless of this
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Minelayer

Requires trait(s): Rearmable.

Property Default Value Type Description
Mine minv String
AmmoPoolName primary String
MinefieldDepth 1c512 1D World Distance
Voice Action String Voice to use when ordered to lay a minefield.
TargetLineColor DC143C Color (RRGGBB[AA] notation) Color to use for the target line when laying mines.
TileValidName build-valid String Sprite overlay to use for valid minefield cells.
TileInvalidName build-invalid String Sprite overlay to use for invalid minefield cells.
TileUnknownName build-unknown String Sprite overlay to use for minefield cells hidden behind fog or shroud.
TerrainTypes Set of String Only allow laying mines on listed terrain types. Leave empty to allow all terrain types.
DeployCursor deploy String Cursor to display when able to lay a mine.
DeployBlockedCursor deploy-blocked String Cursor to display when unable to lay a mine.
AbilityCursor ability String Cursor to display when able to lay a mine.
AmmoUsage 1 Integer Ammo the minelayer consumes per mine.
PreLayDelay 0 Integer Number of ticks it takes to lay a mine.
AfterLayingDelay 20 Integer Number of ticks for the minelayer to wait after laying a mine. The wait can be interrupted by a player order.

MissionData

Defines the FMVs that can be played by missions.

Property Default Value Type Description
Briefing String Briefing text displayed in the mission browser.
BackgroundVideo String Played by the "Background Info" button in the mission browser.
BriefingVideo String Played by the "Briefing" button in the mission browser.
StartVideo String Automatically played before starting the mission.
WinVideo String Automatically played when the player wins the mission.
LossVideo String Automatically played when the player loses the mission.

MissionObjectives

Property Default Value Type Description
Cooperative False Boolean Set this to true if multiple cooperative players have a distinct set of objectives that each of them has to complete to win the game. This is mainly useful for multiplayer coop missions. Do not use this for skirmish team games.
EarlyGameOver False Boolean If set to true, this setting causes the game to end immediately once the first player (or team of cooperative players) fails or completes his objectives. If set to false, players that fail their objectives will stick around and become observers.
GameOverDelay 1500 Integer Delay between the game over condition being met, and the game actually ending, in milliseconds.
WinNotification String
WinTextNotification String
LoseNotification String
LoseTextNotification String
LeaveNotification String
LeaveTextNotification String

Mobile

Unit is able to move.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Locomotor (required) String Which Locomotor does this trait use. Must be defined on the World actor.
InitialFacing 0 1D World Angle
TurnSpeed 512 1D World Angle Speed at which the actor turns.
Speed 1 Integer
AlwaysTurnInPlace False Boolean If set to true, this unit will always turn in place instead of following a curved trajectory (like infantry).
TurnsWhileMoving False Boolean If set to true, this unit won't stop to turn, it will turn while moving instead.
Cursor move String Cursor to display when a move order can be issued at target location.
TerrainCursors Dictionary with Key: String, Value: String Cursor overrides to display for specific terrain types. A dictionary of [terrain type]: [cursor name].
BlockedCursor move-blocked String Cursor to display when a move order cannot be issued at target location.
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line for regular move orders.
PreviewFacing 384 1D World Angle Facing to use for actor previews (map editor, color picker, etc)
EditorFacingDisplayOrder 3 Integer Display order for the facing slider in the map editor
CanMoveBackward False Boolean Can move backward if possible
BackwardDuration 40 Integer After how many ticks the actor will turn forward during backoff. If set to -1 the unit will be allowed to move backwards without time limit.
MaxBackwardCells 15 Integer Actor will only try to move backwards when the path (in cells) is shorter than this value. If set to -1 the unit will be allowed to move backwards without range limit.
RequireForceMoveCondition BooleanExpression Boolean expression defining the condition under which the regular (non-force) move cursor is disabled.
ImmovableCondition BooleanExpression Boolean expression defining the condition under which this actor cannot be nudged by other actors.
TerrainOrientationAdjustmentMargin -0c1 1D World Distance The distance from the edge of a cell over which the actor will adjust its tilt when moving between cells with different ramp types. -1 means that the actor does not tilt on slopes.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ModularBot

Bot that uses BotModules.

Property Default Value Type Description
Type (required) String Internal id for this bot.
Name Unnamed Bot String Human-readable name this bot uses.
MinOrderQuotientPerTick 5 Integer Minimum portion of pending orders to issue each tick (e.g. 5 issues at least 1/5th of all pending orders). Excess orders remain queued for subsequent ticks.

MusicPlaylist

Trait for music handling. Attach this to the world actor.

Property Default Value Type Description
StartingMusic String Music to play when the map starts. Plays the first song on the playlist when undefined.
VictoryMusic String Music to play when the game has been won.
DefeatMusic String Music to play when the game has been lost.
BackgroundMusic String This track is played when no other music is playing. It cannot be paused, but can be overridden by selecting a new track.
AllowMuteBackgroundMusic False Boolean Allow the background music to be muted by the player.
DisableWorldSounds False Boolean Disable all world sounds (combat etc).

MustBeDestroyed

Actors with this trait must be destroyed for a game to end.

Property Default Value Type Description
RequiredForShortGame False Boolean In a short game only actors that have this value set to true need to be destroyed.

NukePower

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
MissileWeapon (required) String Weapon to use for the impact.
MissileDelay 0 Integer Delay (in ticks) after launch until the missile is spawned.
MissileImage String Image to use for the missile.
MissileUp up String Sprite sequence for the ascending missile.
MissileDown down String Sprite sequence for the descending missile.
SpawnOffset 0,0,0 3D World Vector Offset from the actor the missile spawns on.
DetonationAltitude 0c0 1D World Distance Altitude offset from the target position at which the warhead should detonate.
RemoveMissileOnDetonation True Boolean Should nuke missile projectile be removed on detonation above ground. 'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).
MissilePalette effect String Palette to use for the missile weapon image.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName.
TrailImage String Trail animation.
TrailSequences Collection of String Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.
TrailInterval 1 Integer Interval in ticks between each spawned Trail animation.
TrailDelay 1 Integer Delay in ticks until trail animation is spawned.
TrailPalette effect String Palette used to render the trail sequence.
TrailUsePlayerPalette False Boolean Use the Player Palette to render the trail sequence.
FlightDelay 400 Integer Travel time - split equally between ascent and descent.
FlightVelocity 0c512 1D World Distance Visual ascent velocity in WDist / tick.
SkipAscent False Boolean Descend immediately on the target.
BeaconRemoveAdvance 25 Integer Amount of time before detonation to remove the beacon.
CameraRange 0c0 1D World Distance Range of cells the camera should reveal around target cell.
RevealGeneratedShroud True Boolean Can the camera reveal shroud generated by the CreatesShroud trait?
CameraRelationships Ally PlayerRelationship Reveal cells to players with these relationships only.
CameraSpawnAdvance 25 Integer Amount of time before detonation to spawn the camera.
CameraRemoveDelay 25 Integer Amount of time after detonation to remove the camera.
CircleColor FF000080 Color (RRGGBB[AA] notation) Range circle color.
CircleWidth 1 Real Number Range circle width in pixel.
CircleBorderColor FF000040 Color (RRGGBB[AA] notation) Range circle border color.
CircleBorderWidth 3 Real Number Range circle border width in pixel.
CircleRanges Collection of 1D World Distance Render circles based on these distance ranges while targeting.
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName NukePowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

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'.

Property Default Value Type Description
PanelName String
ExitDelay 1400 Integer in ms

OrderEffects

Renders an effect at the order target locations.

Property Default Value Type Description
TerrainFlashImage (required) String The image to use.
TerrainFlashSequence (required) String The sequence to use.
TerrainFlashPalette String The palette to use.
ActorFlashType Overlay ActorFlashType The type of effect to apply to targeted (frozen) actors. Accepts values Overlay and Tint.
ActorFlashOverlayColor FFFFFF Color (RRGGBB[AA] notation) The overlay color to display when ActorFlashType is Overlay.
ActorFlashOverlayAlpha 0.5 Real Number The overlay transparency to display when ActorFlashType is Overlay.
ActorFlashTint 1.4,1.4,1.4 float3 The tint to apply when ActorFlashType is Tint.
ActorFlashCount 2 Integer Number of times to flash (frozen) actors.
ActorFlashInterval 2 Integer Number of ticks between (frozen) actor flashes.

OwnerLostAction

Perform an action when the actor's owner is defeated.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Action Kill OwnerLostActionType What does this unit do when its owner loses. Allowed values are 'ChangeOwner', 'Dispose', 'Kill'
Owner Neutral String Map player to use when 'Action' is 'ChangeOwner'.
DeathTypes Collection of DamageType The deathtypes used when 'Action' is 'Kill'.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

PaletteFromEmbeddedSpritePalette

Property Default Value Type Description
Name (required) String Internal palette name
Filename (required) String Filename of sprite that contains the palette definition.
Frame 0 Integer Image frame associated with the palette definition, if relevant.
AllowModifiers True Boolean Allow palette modifiers to change the palette.
CursorPalette False Boolean Whether this palette is available for cursors.

PaletteFromFile

Load VGA palette (.pal) registers.

Property Default Value Type Description
Name (required) String Internal palette name
Tileset String If defined, load the palette only for this tileset.
Filename (required) String filename to load
TransparentIndex 0 Collection of Integer Map listed indices to transparent. Ignores previous color.
ShadowIndex Collection of Integer Map listed indices to shadow. Ignores previous color.
AllowModifiers True Boolean
CursorPalette False Boolean Whether this palette is available for cursors.

PaletteFromGimpOrJascFile

Load a GIMP .gpl or JASC .pal palette file. Supports per-color alpha.

Property Default Value Type Description
Name (required) String Palette name used internally.
Tilesets Set of String Defines for which tileset IDs this palette should be loaded. If none specified, it applies to all tileset IDs not explicitly excluded.
ExcludeTilesets Set of String Don't load palette for these tileset IDs.
Filename (required) String Name of the file to load.
Premultiply True Boolean Premultiply colors with their alpha values.
AllowModifiers True Boolean
TransparentIndex 0 Integer Index set to be fully transparent/invisible.
CursorPalette False Boolean Whether this palette is available for cursors.

PaletteFromGrayscale

Creates a greyscale palette without any base palette file.

Property Default Value Type Description
Name (required) String Internal palette name
Tileset String If defined, load the palette only for this tileset.
AllowModifiers True Boolean
TransparentIndex 0 Integer Index set to be fully transparent/invisible.

PaletteFromPaletteWithAlpha

Create a palette by applying alpha transparency to another palette.

Property Default Value Type Description
Name (required) String Internal palette name
BasePalette (required) String The name of the palette to base off.
AllowModifiers True Boolean Allow palette modifiers to change the palette.
Alpha 1 Real Number Alpha component that is applied to the base palette.
Premultiply True Boolean Premultiply color by the alpha component.

PaletteFromPlayerPaletteWithAlpha

Create player palettes by applying alpha transparency to another player palette.

Property Default Value Type Description
BaseName (required) String The prefix for the resulting player palettes
BasePalette (required) String The name of the player palette to base off.
AllowModifiers True Boolean Allow palette modifiers to change the palette.
Alpha 1 Real Number Alpha component that is applied to the base palette.
Premultiply True Boolean Premultiply color by the alpha component.

PaletteFromPng

Load a PNG and use its embedded palette.

Property Default Value Type Description
Name (required) String Internal palette name
Tileset String If defined, load the palette only for this tileset.
Filename (required) String Filename to load
ShadowIndex Collection of Integer Map listed indices to shadow. Ignores previous color.
AllowModifiers True Boolean
CursorPalette False Boolean Whether this palette is available for cursors.

PaletteFromRGBA

Creates a single color palette without any base palette file.

Property Default Value Type Description
Name (required) String Internal palette name
Tileset String If defined, load the palette only for this tileset.
R 0 Integer red color component
G 0 Integer green color component
B 0 Integer blue color component
A 255 Integer alpha channel (transparency)
AllowModifiers True Boolean
TransparentIndex 0 Integer Index set to be fully transparent/invisible.

Parachutable

Can be paradropped by a ParaDrop actor.

Property Default Value Type Description
KilledOnImpassableTerrain True Boolean If we land on invalid terrain for my actor type should we be killed?
DamageTypes Collection of DamageType Types of damage that this trait causes to self when 'KilledOnImpassableTerrain' is true. Leave empty for no damage types.
Image explosion String Image where Ground/WaterCorpseSequence is looked up.
GroundCorpseSequence String
GroundCorpsePalette effect String
GroundImpactSound String
WaterCorpseSequence String
WaterCorpsePalette effect String
WaterTerrainTypes Water Set of String Terrain types on which to display WaterCorpseSequence.
WaterImpactSound String
FallRate 13 Integer
ParachutingCondition String The condition to grant to self while parachuting.

ParaDrop

This unit can spawn and eject other actors while flying.

Requires trait(s): Cargo.

Property Default Value Type Description
DropRange 4c0 1D World Distance Distance around the drop-point to unload troops.
DropInterval 5 Integer Wait at least this many ticks between each drop.
ChuteSound String Sound to play when dropping.

ParallelProductionQueue

Inherits from: ProductionQueue.

Property Default Value Type Description
Type (required) String What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
DisplayOrder 0 Integer The value used when ordering this for display (e.g. in the Spectator UI).
Group String Group queues from separate buildings together into the same tab.
Factions Set of String Only enable this queue for certain factions.
Sticky True Boolean Should the prerequisite remain enabled if the owner changes?
DisallowPaused False Boolean Should right clicking on the icon instantly cancel the production instead of putting it on hold?
BuildDurationModifier 100 Integer This percentage value is multiplied with actor cost to translate into build time (lower means faster).
ItemLimit 999 Integer Maximum number of a single actor type that can be queued (0 = infinite).
QueueLimit 0 Integer Maximum number of items that can be queued across all actor types (0 = infinite).
LowPowerModifier 100 Integer The build time is multiplied with this percentage on low power.
InfiniteBuildLimit -1 Integer Production items that have more than this many items in the queue will be produced in a loop.
ReadyAudio String Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml.
ReadyTextNotification String Notification displayed when production is complete.
BlockedAudio String Notification played when you can't train another actor when the build limit exceeded or the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
BlockedTextNotification String Notification displayed when you can't train another actor when the build limit exceeded or the exit is jammed.
LimitedAudio String Notification played when you can't queue another actor when the queue length limit is exceeded. The filename of the audio is defined per faction in notifications.yaml.
LimitedTextNotification String Notification displayed when you can't queue another actor when the queue length limit is exceeded.
CannotPlaceAudio String Notification played when you can't place a building. Overrides PlaceBuilding.CannotPlaceNotification for this queue. The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio String Notification played when user clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
QueuedTextNotification String Notification displayed when user clicks on the build palette icon.
OnHoldAudio String Notification played when player right-clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
OnHoldTextNotification String Notification displayed when player right-clicks on the build palette icon.
CancelledAudio String Notification played when player right-clicks on a build palette icon that is already on hold. The filename of the audio is defined per faction in notifications.yaml.
CancelledTextNotification String Notification displayed when player right-clicks on a build palette icon that is already on hold.

ParatroopersPower

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
UnitType badr String
SquadSize 1 Integer
SquadOffset -1536,1536,0 3D World Vector
ReinforcementsArrivedSpeechNotification String Speech notification to play when entering the drop zone.
ReinforcementsArrivedTextNotification String Text notification to display when entering the drop zone.
QuantizedFacings 32 Integer Number of facings that the delivery aircraft may approach from.
Cordon 5c0 1D World Distance Spawn and remove the plane this far outside the map.
DropItems Collection of String Troops to be delivered. They will be distributed between the planes if SquadSize > 1.
AllowImpassableCells False Boolean Risks stuck units when they don't have the Paratrooper trait.
CameraActor String Actor to spawn when the paradrop starts.
CameraRemoveDelay 85 Integer Amount of time (in ticks) to keep the camera alive while the passengers drop.
UseDirectionalTarget False Boolean Enables the player directional targeting
DirectionArrowAnimation String Animation used to render the direction arrows.
DirectionArrowPalette chrome String Palette for direction cursor animation.
BeaconDistanceOffset 4c0 1D World Distance Weapon range offset to apply during the beacon clock calculation.
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName ParatroopersPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Passenger

This actor can enter Cargo actors.

Property Default Value Type Description
CargoType String
CustomPipType String If defined, use a custom pip type defined on the transport's WithCargoPipsDecoration.CustomPipSequences list.
Weight 1 Integer
CargoCondition String The condition to grant to when this actor is loaded inside any transport.
CargoConditions Dictionary with Key: String, Value: String Conditions to grant when this actor is loaded inside specified transport. A dictionary of [actor name]: [condition].
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line.
RequireForceMoveCondition BooleanExpression Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.
EnterCursor enter String Cursor to display when able to enter target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to enter target actor.

PathFinder

Calculates routes for mobile actors with locomotors based on the A* search algorithm. Attach this to the world actor.

Requires trait(s): ActorMap, Locomotor.

PathFinderOverlay

Renders a visualization overlay showing how the pathfinder searches for paths. Attach this to the world actor.

Requires trait(s): PathFinder.

Property Default Value Type Description
Font TinyBold String
TargetLineColor FF0000 Color (RRGGBB[AA] notation)
AbstractColor1 00FF00 Color (RRGGBB[AA] notation)
AbstractColor2 98FB98 Color (RRGGBB[AA] notation)
LocalColor1 FFFF00 Color (RRGGBB[AA] notation)
LocalColor2 FFFFE0 Color (RRGGBB[AA] notation)
ShowCosts True Boolean

PlaceBeacon

A beacon that is constructed from a circle sprite that is animated once and a moving arrow sprite.

Property Default Value Type Description
Duration 750 Integer
NotificationType Sounds String
Notification Beacon String
IsPlayerPalette True Boolean
Palette player String
BeaconImage beacon String
BeaconSequence String
ArrowSequence arrow String
CircleSequence circles String

PlaceBuilding

Allows the player to execute build orders. Attach this to the player actor.

Property Default Value Type Description
NewOptionsNotificationDelay 10 Integer Play NewOptionsNotification this many ticks after building placement.
NewOptionsNotification String Speech notification to play after building placement if new construction options are available.
NewOptionsTextNotification String Text notification to display after building placement if new construction options are available.
CannotPlaceNotification String Speech notification to play if building placement is not possible.
CannotPlaceTextNotification String Text notification to display if building placement is not possible.
ToggleVariantKey OpenRA.HotkeyReference HotkeyReference Hotkey to toggle between PlaceBuildingVariants when placing a structure.

PlaceBuildingVariants

Place a different building when PlaceBuilding's ToggleVariantKey hotkey is pressed while the PlaceBuildingOrderGenerator is active.

Requires trait(s): Buildable, Building.

Property Default Value Type Description
Actors (required) Collection of String Variant actors that can be cycled between when placing a structure.
Facings Collection of 1D World Angle Facing of the non-variant actor, followed by facings for each variant actor. The length equals the length of Actors + 1.

PlayerColorPalette

Add this to the World actor definition.

Property Default Value Type Description
BasePalette String The name of the palette to base off.
BaseName player String The prefix for the resulting player palettes
RemapIndex Collection of Integer Remap these indices to player colors.
AllowModifiers True Boolean Allow palette modifiers to change the palette.

PlayerColorShift

Add color shifts to player palettes. Use to add RGBA compatibility to PlayerColorPalette.

Property Default Value Type Description
BasePalette (required) String The name of the palette to base off.
MinHue 0.29 Real Number Hues between this and MaxHue will be shifted.
MaxHue 0.37 Real Number Hues between MinHue and this will be shifted.
ReferenceHue 0.33 Real Number Hue reference for the color shift.
ReferenceSaturation 0.925 Real Number Saturation reference for the color shift.
ReferenceValue 0.95 Real Number Value reference for the color shift.

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.

PlayerRadarTerrain

Requires trait(s): Shroud.

PlayerResources

Property Default Value Type Description
DefaultCashDropdownLabel Starting Cash String Descriptive label for the starting cash option in the lobby.
DefaultCashDropdownDescription The amount of cash that players start with String Tooltip description for the starting cash option in the lobby.
SelectableCash 2500, 5000, 10000, 20000 Collection of Integer Starting cash options that are available in the lobby options.
DefaultCash 5000 Integer Default starting cash option: should be one of the SelectableCash options.
DefaultCashDropdownLocked False Boolean Force the DefaultCash option by disabling changes in the lobby.
DefaultCashDropdownVisible True Boolean Whether to display the DefaultCash option in the lobby.
DefaultCashDropdownDisplayOrder 0 Integer Display order for the DefaultCash option.
InsufficientFundsNotification String Speech notification to play when the player does not have any funds.
InsufficientFundsTextNotification String Text notification to display when the player does not have any funds.
InsufficientFundsNotificationInterval 30000 Integer Delay (in milliseconds) during which warnings will be muted.
CashTickUpNotification String
CashTickDownNotification String
ResourceValues Dictionary with Key: String, Value: Integer Monetary value of each resource type. Dictionary of [resource type]: [value per unit].

PlayerStatistics

Attach this to the player actor to collect observer stats.

Pluggable

Property Default Value Type Description
Offset 0,0 2D Cell Vector Footprint cell offset where a plug can be placed.
Conditions (required) Dictionary with Key: String, Value: String Conditions to grant for each accepted plug type. Key is the plug type. Value is the condition that is granted when the plug is enabled.
Requirements Dictionary with Key: String, Value: BooleanExpression Requirements for accepting a plug type. Key is the plug type that the requirements applies to. Value is the condition expression defining the requirements to place the plug.
EditorOptions Dictionary with Key: String, Value: String Options to display in the map editor. Key is the plug type that the requirements applies to. Value is the label that is displayed in the actor editor dropdown.
EmptyOption Empty String Label to use for an empty plug socket.
EditorDisplayOrder 5 Integer Display order for the dropdown in the map editor

Plug

Property Default Value Type Description
Type (required) String Plug type (matched against Conditions in Pluggable)

Power

Inherits from: ConditionalTrait.

Property Default Value Type Description
Amount 0 Integer If negative, it will drain power. If positive, it will provide power.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

PowerManager

Attach this to the player actor.

Requires trait(s): DeveloperMode.

Property Default Value Type Description
AdviceInterval 10000 Integer Interval (in milliseconds) at which to warn the player of low power.
SpeechNotification String The speech notification to play when the player is low power.
TextNotification String The text notification to display when the player is low power.

PowerMultiplier

Modifies the power usage/output of this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

PowerTooltip

Shown power info on the build palette widget.

PrimaryBuilding

Used together with ClassicProductionQueue.

Inherits from: ConditionalTrait.

Property Default Value Type Description
PrimaryCondition String The condition to grant to self while this is the primary building.
SelectionNotification String Speech notification to play when selecting a primary building.
SelectionTextNotification String Text notification to display when selecting a primary building.
ProductionQueues Collection of String List of production queues for which the primary flag should be set. If empty, the list given in the Produces property of the Production trait will be used.
Cursor deploy String Cursor to display when setting the primary building.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProduceActorPower

Produces an actor without using the standard production queue.

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Actors (required) Collection of String Actors to produce.
Type (required) String Production queue type to use
ReadyAudio String Speech notification played when production is activated. The filename of the audio is defined per faction in notifications.yaml.
ReadyTextNotification String Text notification displayed when production is activated.
BlockedAudio String Speech notification played when the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
BlockedTextNotification String Text notification displayed when the exit is jammed.
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName ProduceActorPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

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.

Requires trait(s): GainsExperience.

Property Default Value Type Description
Prerequisites Collection of String
InitialLevels 1 Integer Number of levels to give to the actor on creation.
SuppressLevelupAnimation True Boolean Should the level-up animation be suppressed when actor is created?

ProductionAirdrop

Deliver the unit in production via skylift.

Inherits from: Production, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
ReadyAudio Reinforce String Speech notification to play when a unit is delivered.
ReadyTextNotification String Text notification to display when a unit is delivered.
ActorType (required) String Cargo aircraft used for delivery. Must have the Aircraft trait.
BaselineSpawn False Boolean The cargo aircraft will spawn at the player baseline (map edge closest to the player spawn)
Facing 256 1D World Angle Direction the aircraft should face to land.
WaitTickBeforeProduce 0 Integer Tick that aircraft should wait before producing.
WaitTickAfterProduce 0 Integer Tick that aircraft should wait after producing.
LandOffset 0,0,0 3D World Vector Offset the aircraft used for landing.
Produces (required) Collection of String e.g. Infantry, Vehicles, Aircraft, Buildings
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProductionCostMultiplier

Modifies the production cost of this actor for a specific queue or when a prerequisite is granted.

Property Default Value Type Description
Multiplier 100 Integer Percentage modifier to apply.
Prerequisites Collection of String Only apply this cost change if owner has these prerequisites.
Queue Set of String Queues that this cost will apply.

ProductionFromMapEdge

Produce a unit on the closest map edge cell and move into the world.

Inherits from: Production, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Produces (required) Collection of String e.g. Infantry, Vehicles, Aircraft, Buildings
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Production

This unit has access to build queues.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Produces (required) Collection of String e.g. Infantry, Vehicles, Aircraft, Buildings
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProductionParadrop

Deliver the unit in production via paradrop.

Inherits from: Production, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Exit.

Property Default Value Type Description
ActorType badr String Cargo aircraft used. Must have Aircraft trait.
ChuteSound String Sound to play when dropping the unit.
ReadyAudio String Speech notification to play when dropping the unit.
ReadyTextNotification String Text notification to display when dropping the unit.
Produces (required) Collection of String e.g. Infantry, Vehicles, Aircraft, Buildings
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProductionQueueFromSelection

Property Default Value Type Description
ProductionTabsWidget String
ProductionPaletteWidget String

ProductionQueue

Attach this to an actor (usually a building) to let it produce units or construct buildings. If one builds another actor of this type, he will get a separate queue to create two actors at the same time. Will only work together with the Production: trait.

Property Default Value Type Description
Type (required) String What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
DisplayOrder 0 Integer The value used when ordering this for display (e.g. in the Spectator UI).
Group String Group queues from separate buildings together into the same tab.
Factions Set of String Only enable this queue for certain factions.
Sticky True Boolean Should the prerequisite remain enabled if the owner changes?
DisallowPaused False Boolean Should right clicking on the icon instantly cancel the production instead of putting it on hold?
BuildDurationModifier 100 Integer This percentage value is multiplied with actor cost to translate into build time (lower means faster).
ItemLimit 999 Integer Maximum number of a single actor type that can be queued (0 = infinite).
QueueLimit 0 Integer Maximum number of items that can be queued across all actor types (0 = infinite).
LowPowerModifier 100 Integer The build time is multiplied with this percentage on low power.
InfiniteBuildLimit -1 Integer Production items that have more than this many items in the queue will be produced in a loop.
ReadyAudio String Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml.
ReadyTextNotification String Notification displayed when production is complete.
BlockedAudio String Notification played when you can't train another actor when the build limit exceeded or the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
BlockedTextNotification String Notification displayed when you can't train another actor when the build limit exceeded or the exit is jammed.
LimitedAudio String Notification played when you can't queue another actor when the queue length limit is exceeded. The filename of the audio is defined per faction in notifications.yaml.
LimitedTextNotification String Notification displayed when you can't queue another actor when the queue length limit is exceeded.
CannotPlaceAudio String Notification played when you can't place a building. Overrides PlaceBuilding.CannotPlaceNotification for this queue. The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio String Notification played when user clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
QueuedTextNotification String Notification displayed when user clicks on the build palette icon.
OnHoldAudio String Notification played when player right-clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
OnHoldTextNotification String Notification displayed when player right-clicks on the build palette icon.
CancelledAudio String Notification played when player right-clicks on a build palette icon that is already on hold. The filename of the audio is defined per faction in notifications.yaml.
CancelledTextNotification String Notification displayed when player right-clicks on a build palette icon that is already on hold.

ProductionTimeMultiplier

Modifies the production time of this actor for a specific queue or when a prerequisite is granted.

Property Default Value Type Description
Multiplier 100 Integer Percentage modifier to apply.
Prerequisites Collection of String Only apply this time change if owner has these prerequisites.
Queue Set of String Queues that this time will apply.

ProvidesPrerequisite

Inherits from: ConditionalTrait.

Property Default Value Type Description
Prerequisite String The prerequisite type that this provides. If left empty it defaults to the actor's name.
RequiresPrerequisites Collection of String Only grant this prerequisite when you have these prerequisites.
Factions Set of String Only grant this prerequisite for certain factions.
ResetOnOwnerChange False Boolean Should it recheck everything when it is captured?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProvidesTechPrerequisite

Property Default Value Type Description
Id String Internal id for this tech level.
Name String Name shown in the lobby options.
Prerequisites Collection of String Prerequisites to grant when this tech level is active.

ProximityCaptor

Actor can capture ProximityCapturable actors.

Property Default Value Type Description
Types (required) Collection of CaptureType

ProximityCapturable

Actor can be captured by units within a certain range.

Inherits from: ProximityCapturableBase.

Property Default Value Type Description
Range 5c0 1D World Distance Maximum range at which a ProximityCaptor actor can initiate the capture.
CaptorTypes Player, Vehicle, Tank, Infantry Collection of CaptureType Allowed ProximityCaptor actors to capture this actor.
MustBeClear False Boolean If set, the capturing process stops immediately after another player comes into range.
Sticky False Boolean If set, the ownership will not revert back when the captor leaves the area.
Permanent False Boolean If set, the actor can only be captured via this logic once. This option implies the Sticky behaviour as well.
DrawDecoration True Boolean If set, will draw a border in the owner's color around the capturable area.

ProximityExternalCondition

Applies a condition to actors within a specified range.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition to apply. Must be included in the target actor's ExternalConditions list.
Range 3c0 1D World Distance The range to search for actors.
MaximumVerticalOffset 0c0 1D World Distance The maximum vertical range above terrain to search for actors. Ignored if 0 (actors are selected regardless of vertical distance).
ValidRelationships Ally PlayerRelationship What player relationships are affected.
AffectsParent False Boolean Condition is applied permanently to this actor.
EnableSound String
DisableSound String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

QuantizeFacingsFromSequence

Derive facings from sprite body sequence.

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Sequence idle String Defines sequence to derive facings from.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RadarPings

Property Default Value Type Description
FromRadius 200 Integer
ToRadius 15 Integer
ShrinkSpeed 4 Integer
RotationSpeed 0.12 Real Number

RallyPoint

Used to waypoint units after production or repair is finished.

Property Default Value Type Description
Image rallypoint String
LineWidth 1 Integer Width (in pixels) of the rallypoint line.
FlagSequence flag String
CirclesSequence circles String
Cursor ability String Cursor to display when rally point can be set.
Palette player String Custom indicator palette name
IsPlayerPalette True Boolean Custom palette is a player palette BaseName
Path Collection of 2D Cell Vector A list of 0 or more offsets defining the initial rally point path.
Notification String Speech notification to play when setting a new rallypoint.
TextNotification String Text notification to display when setting a new rallypoint.
ForceSetType String Used to group equivalent actors to allow force-setting a rallypoint (e.g. for Primary production).

RangeMultiplier

Modifies the range of weapons fired by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Rearmable

Property Default Value Type Description
RearmActors (required) Set of String Actors that this actor can dock to and get rearmed by.
AmmoPools primary Set of String Name(s) of AmmoPool(s) that use this trait to rearm.

Refinery

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
UseStorage True Boolean Store resources in silos. Adds cash directly without storing if set to false.
DiscardExcessResources False Boolean Discard resources once silo capacity has been reached.
ShowTicks True Boolean
TickRate 10 Integer

RegionProximityCapturable

Actor can be captured by units entering a certain set of cells.

Inherits from: ProximityCapturableBase.

Property Default Value Type Description
Region Collection of 2D Cell Vector Set of cell offsets (relative to the actor's Location) the ProximityCaptor needs to be in to initiate the capture. A 'Region' ActorInit can be used to override this value per actor. If either is empty or non-existent, the immediately neighboring cells of the actor will be used.
CaptorTypes Player, Vehicle, Tank, Infantry Collection of CaptureType Allowed ProximityCaptor actors to capture this actor.
MustBeClear False Boolean If set, the capturing process stops immediately after another player comes into range.
Sticky False Boolean If set, the ownership will not revert back when the captor leaves the area.
Permanent False Boolean If set, the actor can only be captured via this logic once. This option implies the Sticky behaviour as well.
DrawDecoration True Boolean If set, will draw a border in the owner's color around the capturable area.

RejectsOrders

Can be used to make a unit partly uncontrollable by the player.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Reject Set of String Explicit list of rejected orders. Leave empty to reject all minus those listed under Except.
Except Set of String List of orders that should not be rejected. Also overrides other instances of this trait's Reject fields.
RemoveOrders False Boolean Remove current and all queued orders from the actor when this trait is enabled.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ReloadAmmoDelayMultiplier

Modifies the reload time of ammo pools on this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ReloadAmmoPool

Reloads an ammo pool.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
AmmoPool primary String Reload ammo pool with this name.
Delay 50 Integer Reload time in ticks per Count.
Count 1 Integer How much ammo is reloaded after Delay.
ResetOnFire False Boolean Whether or not reload timer should be reset when ammo has been fired.
Sound String Play this sound each time ammo is reloaded.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ReloadDelayMultiplier

Modifies the reload time of weapons fired by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RenderJammerCircle

Inherits from: ConditionalTrait.

Property Default Value Type Description
Color FF000080 Color (RRGGBB[AA] notation) Range circle color.
Width 1 Real Number Range circle line width.
BorderColor 00000060 Color (RRGGBB[AA] notation) Range circle border color.
BorderWidth 3 Real Number Range circle border width.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RenderShroudCircle

Inherits from: ConditionalTrait.

Property Default Value Type Description
Color 00FFFF80 Color (RRGGBB[AA] notation) Color of the circle.
Width 1 Real Number Range circle line width.
BorderColor 00000060 Color (RRGGBB[AA] notation) Border color of the circle.
BorderWidth 3 Real Number Range circle border width.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RepairableBuilding

Building can be repaired by the repair button.

Inherits from: ConditionalTrait.

Property Default Value Type Description
RepairPercent 20 Integer Cost to fully repair the actor as a percent of its value.
RepairInterval 24 Integer Number of ticks between each repair step.
RepairStep 7 Integer The maximum amount of HP to repair each step.
RepairDamageTypes Collection of DamageType Damage types used for the repair.
RepairBonuses 100, 150, 175, 200, 220, 240, 260, 280, 300 Collection of Integer The percentage repair bonus applied with increasing numbers of repairers.
CancelWhenDisabled False Boolean Cancel the repair state when the trait is disabled.
PlayerExperience 0 Integer Experience gained by a player for repairing structures of allied players.
RepairCondition String The condition to grant to self while being repaired.
RepairingNotification String Voice line to play when repairs are started.
RepairingTextNotification String Transient text message to display when repairs are started.
RepairingStoppedNotification String Speech notification to play when the repair process is aborted.
RepairingStoppedTextNotification String Text notification to display when the repair process is aborted.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Repairable

This actor can be sent to a structure for repairs.

Property Default Value Type Description
RepairActors (required) Set of String
Voice Action String
HpPerStep -1 Integer The amount the unit will be repaired at each step. Use -1 for fallback behavior where HpPerStep from RepairsUnits trait will be used.
RequireForceMoveCondition BooleanExpression Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.
EnterCursor enter String Cursor to display when able to be repaired at target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to be repaired at target actor.

RepairableNear

Property Default Value Type Description
RepairActors (required) Set of String
CloseEnough 4c0 1D World Distance
Voice Action String
RequireForceMoveCondition BooleanExpression Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.
EnterCursor enter String Cursor to display when able to be repaired near target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to be repaired near target actor.

RepairsBridges

Can enter a BridgeHut or LegacyBridgeHut to trigger a repair.

Property Default Value Type Description
Voice Action String
TargetLineColor FFFF00 Color (RRGGBB[AA] notation) Color to use for the target line.
EnterBehaviour Dispose EnterBehaviour Behaviour when entering the structure. Possible values are Exit, Suicide, Dispose.
TargetCursor goldwrench String Cursor to display when targeting an unrepaired bridge.
TargetBlockedCursor goldwrench-blocked String Cursor to display when repairing is denied.
RepairNotification String Speech notification to play when a bridge is repaired.
RepairTextNotification String Text notification to display when a bridge is repaired.

RepairsUnits

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
ValuePercentage 20 Integer Cost in % of the unit value to fully repair the unit.
HpPerStep 10 Integer
Interval 24 Integer Time (in ticks) between two repair steps.
RepairDamageTypes Collection of DamageType Damage types used for the repair.
StartRepairingNotification String Speech notification played when starting to repair a unit.
StartRepairingTextNotification String Text notification displayed when starting to repair a unit.
FinishRepairingNotification String Speech notification played when repairing a unit is done.
FinishRepairingTextNotification String Text notification displayed when repairing a unit is done.
PlayerExperience 0 Integer Experience gained by the player owning this actor for repairing an allied unit.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Replaceable

Inherits from: ConditionalTrait.

Property Default Value Type Description
Types (required) Set of String Replacement types this Replaceable actor accepts.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Replacement

Property Default Value Type Description
ReplaceableTypes (required) Set of String Replacement type (matched against Types in Replaceable).

RequiresBuildableArea

This actor requires another actor with 'GivesBuildableArea' trait around to be placed.

Requires trait(s): Building.

Property Default Value Type Description
AreaTypes (required) Set of String Types of buildable are this actor requires.
Adjacent 2 Integer Maximum range from the actor with 'GivesBuildableArea' this can be placed at.

RequiresSpecificOwners

Can be used to enforce specific owners (like 'Neutral' or 'Creeps') for this actor.

Property Default Value Type Description
ValidOwnerNames (required) Set of String Only allow players listed here as owners.

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.

Requires trait(s): BuildingInfluence.

Property Default Value Type Description
ResourceTypes Dictionary with Key: String, Value: ResourceTypeInfo
RecalculateResourceDensity False Boolean Override the density saved in maps with values calculated based on the number of neighbouring resource cells.

ResourceRenderer

Visualizes the state of the ResourceLayer. Attach this to the world actor.

Property Default Value Type Description
ResourceTypes Dictionary with Key: String, Value: ResourceTypeInfo

ResourceStorageWarning

Provides the player with an audible warning when their storage is nearing full.

Requires trait(s): PlayerResources.

Property Default Value Type Description
AdviceInterval 20000 Integer Interval (in milliseconds) at which to check if more storage is needed.
Threshold 80 Integer The percentage threshold above which a warning is played.
Notification SilosNeeded String Speech to play for the warning.
TextNotification String Text to display for the warning.

ResourceValueMultiplier

Modifies the value of resources delivered to this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RevealMapCrateAction

Reveals the entire map.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
IncludeAllies False Boolean Should the map also be revealed for the allies of the collector's owner?
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RevealOnDeath

Reveal this actor's last position when killed.

Inherits from: ConditionalTrait.

Property Default Value Type Description
RevealForRelationships Ally PlayerRelationship Relationships relative to the actors' owner that shroud will be revealed for.
Duration 25 Integer Duration of the reveal.
Radius 1c512 1D World Distance Radius of the reveal around this actor.
RevealGeneratedShroud True Boolean Can this actor be revealed through shroud generated by the CreatesShroud trait?
DeathTypes Collection of DamageType DeathTypes for which shroud will be revealed. Use an empty list (the default) to allow all DeathTypes.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RevealOnFire

Reveal this actor to the target's owner when attacking.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ArmamentNames primary, secondary Collection of String The armament types which trigger revealing.
RevealForRelationships Ally PlayerRelationship Player relationships relative to the target player this actor will be revealed to during firing.
Duration 25 Integer Duration of the reveal.
Radius 1c512 1D World Distance Radius of the reveal around this actor.
RevealGeneratedShroud True Boolean Can this actor be revealed through shroud generated by the CreatesShroud trait?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RevealsMap

Reveals shroud and fog across the whole map while active.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ValidRelationships Ally PlayerRelationship Relationships the watching player needs to see the shroud removed.
RevealGeneratedShroud True Boolean Can this actor reveal shroud generated by the CreatesShroud trait?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RevealsShroud

Inherits from: AffectsShroud, ConditionalTrait.

Property Default Value Type Description
ValidRelationships Ally PlayerRelationship Relationships the watching player needs to see the shroud removed.
RevealGeneratedShroud True Boolean Can this actor reveal shroud generated by the CreatesShroud trait?
MinRange 0c0 1D World Distance
Range 0c0 1D World Distance
MaxHeightDelta -1 Integer If >= 0, prevent cells that are this much higher than the actor from being revealed.
MoveRecalculationThreshold 0c256 1D World Distance If > 0, force visibility to be recalculated if the unit moves within a cell by more than this distance.
Type Footprint VisibilityType Possible values are CenterPosition (measure range from the center) and Footprint (measure range from the footprint)
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RevealsShroudMultiplier

Modifies the shroud range revealed by this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RotationPaletteEffect

Palette effect used for sprinkle "animations".

Property Default Value Type Description
Palettes Set of String Defines to which palettes this effect should be applied to. If none specified, it applies to all palettes not explicitly excluded.
Tilesets Set of String Defines for which tileset IDs this effect should be loaded. If none specified, it applies to all tileset IDs not explicitly excluded.
ExcludePalettes Set of String Defines which palettes should be excluded from this effect.
ExcludeTilesets Set of String Don't apply the effect for these tileset IDs.
RotationBase 96 Integer Palette index of first RotationRange color.
RotationRange 7 Integer Range of colors to rotate.
RotationStep 0.25 Real Number Step towards next color index per tick.

ScalePowerWithHealth

Scale power amount with the current health.

Requires trait(s): Power.

ScaredyCat

Makes the unit automatically run around when taking damage.

Requires trait(s): Mobile.

Property Default Value Type Description
PanicChance 100 Integer Chance (out of 100) the unit has to enter panic mode when attacked.
PanicDuration 250 Integer How long (in ticks) the actor should panic for.
PanicSpeedModifier 200 Integer Panic movement speed as a percentage of the normal speed.
AttackPanicChance 20 Integer Chance (out of 100) the unit has to enter panic mode when attacking.
AvoidTerrainTypes Set of String The terrain types that this actor should avoid running on to while panicking.
PanicSequencePrefix panic- String

ScriptLobbyDropdown

Controls the map difficulty, tech level, and short game lobby options.

Property Default Value Type Description
ID (required) String Internal id for this option.
Label (required) String Descriptive label for this option.
Description String Tooltip description for this option.
Default (required) String Default option key in the Values list.
Values (required) Dictionary with Key: String, Value: String Options to choose from.
Locked False Boolean Prevent the option from being changed from its default value.
Visible True Boolean Whether to display the option in the lobby.
DisplayOrder 0 Integer Display order for the option in the lobby.

ScriptTags

Allows this actor to be 'tagged' with arbitrary strings. Tags must be unique or they will be rejected.

SeedsResource

Lets the actor spread resources around it in a circle.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Interval 75 Integer
ResourceType Ore String
MaxRange 100 Integer
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Selectable

This actor is selectable. Defines bounds of selectable area, selection class, selection priority and selection priority modifiers.

Inherits from: Interactable.

Property Default Value Type Description
Priority 10 Integer
PriorityModifiers None SelectionPriorityModifiers Allow selection priority to be modified using a hotkey. Valid values are None (priority is not affected by modifiers) Ctrl (priority is raised when Ctrl pressed) and Alt (priority is raised when Alt pressed).
Class String All units having the same selection class specified will be selected with select-by-type commands (e.g. double-click). Defaults to the actor name when not defined or inherited.
Voice Select String
Bounds Collection of 1D World Distance Defines a custom rectangle for mouse interaction with the actor. If null, the engine will guess an appropriate size based on the With*Body trait. The first two numbers define the width and height of the rectangle as a world distance. The (optional) second two numbers define an x and y offset from the actor center.
DecorationBounds Collection of 1D World Distance Defines a custom rectangle for Decorations (e.g. the selection box). If null, Bounds will be used instead

Selection

Sellable

Actor can be sold

Inherits from: ConditionalTrait.

Property Default Value Type Description
RefundPercent 50 Integer Percentage of units value to give back after selling.
SellSounds Collection of String List of audio clips to play when the actor is being sold.
Notification String Speech notification to play.
TextNotification String Text notification to display.
ShowTicks True Boolean Whether to show the cash tick indicators rising from the actor.
ShowTooltipText True Boolean Whether to show the refund text on the tooltip, when actor is hovered over with sell order.
SkipMakeAnimation False Boolean Skip playing (reversed) make animation.
Cursor sell String Cursor to display when the sell order generator hovers over this actor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SequencePlaceBuildingPreview

Creates a building placement preview based on a defined sequence.

Inherits from: FootprintPlaceBuildingPreview.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Sequence idle String Sequence name to use.
SequenceAlpha 1 Real Number Custom opacity to apply to the sequence sprite.
FootprintUnderPreview Valid, LineBuild PlaceBuildingCellType Footprint types to draw underneath the actor preview.
FootprintOverPreview Invalid PlaceBuildingCellType Footprint types to draw above the actor preview.
Palette terrain String Palette to use for rendering the placement sprite.
FootprintAlpha 1 Real Number Custom opacity to apply to the placement sprite.
LineBuildFootprintAlpha 1 Real Number Custom opacity to apply to the line-build placement sprite.

ShakeOnDeath

Property Default Value Type Description
DeathTypes Collection of DamageType DeathType(s) that trigger the shake. Leave empty to always trigger a shake.
Duration 10 Integer
Intensity 1 Integer

ShroudRenderer

Property Default Value Type Description
Sequence shroud String
ShroudVariants shroud Collection of String
FogVariants fog Collection of String
ShroudPalette shroud String
FogPalette fog String
Index 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 Collection of Integer Bitfield of shroud directions for each frame. Lower four bits are corners clockwise from TL; upper four are edges clockwise from top
UseExtendedIndex False Boolean Use the upper four bits when calculating frame
OverrideFullShroud String Override for source art that doesn't define a fully shrouded tile
OverrideShroudIndex 15 Integer
OverrideFullFog String Override for source art that doesn't define a fully fogged tile
OverrideFogIndex 15 Integer
ShroudBlend Alpha BlendMode

SmudgeLayer

Attach this to the world actor. Order of the layers defines the Z sorting.

Property Default Value Type Description
Type Scorch String
Sequence scorch String Sprite sequence name
SmokeChance 0 Integer Chance of smoke rising from the ground
MaxSmokeOffsetDistance 0c0 1D World Distance By how much (in each direction) can the smoke appearance offset stray from the center of the cell? Note: Limit this to half a cell for square and 1/3 a cell for isometric cells to avoid straying into neighbour cells.
SmokeImage String Smoke sprite image name
SmokeSequences Collection of String Smoke sprite sequences randomly chosen from
SmokePalette effect String
Palette terrain String
InitialSmudges Dictionary with Key: 2D Cell Position, Value: MapSmudge

SpawnActorOnDeath

Spawn another actor immediately upon death.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Actor (required) String Actor to spawn on death.
Probability 100 Integer Probability the actor spawns.
OwnerType Victim OwnerType Owner of the spawned actor. Allowed keywords:'Victim', 'Killer' and 'InternalName'. Falls back to 'InternalName' if 'Victim' is used and the victim is defeated (see 'SpawnAfterDefeat').
InternalOwner Neutral String Map player to use when 'InternalName' is defined on 'OwnerType'.
EffectiveOwnerFromOwner False Boolean Changes the effective (displayed) owner of the spawned actor to the old owner (victim).
DeathType String DeathType that triggers the actor spawn. Leave empty to spawn an actor ignoring the DeathTypes.
SkipMakeAnimations True Boolean Skips the spawned actor's make animations if true.
RequiresLobbyCreeps False Boolean Should an actor only be spawned when the 'Creeps' setting is true?
Offset 0,0 2D Cell Vector Offset of the spawned actor relative to the dying actor's position. Warning: Spawning an actor outside the parent actor's footprint/influence might lead to unexpected behaviour.
SpawnAfterDefeat True Boolean Should an actor spawn after the player has been defeated (e.g. after surrendering)?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpawnActorPower

Spawns an actor that stays for a limited amount of time.

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Actor (required) String Actor to spawn.
LifeTime 250 Integer Amount of time to keep the actor alive in ticks. Value < 0 means this actor will not remove itself.
Terrain Collection of String Only allow this to be spawned on this terrain.
AllowUnderShroud True Boolean
DeploySound String
EffectImage String
EffectSequence String
EffectPalette String
BlockedCursor move-blocked String Cursor to display when the location is unsuitable.
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName SpawnActorPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpawnActorsOnSell

Spawn new actors when sold.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ValuePercent 40 Integer
MinHpPercent 30 Integer
ActorTypes (required) Collection of String Actor types to spawn on sell, amount and type based on ValuePercent. Be sure to use lowercase.
GuaranteedActorTypes Collection of String Actors to spawn on sell. Be sure to use lowercase.
Factions Set of String Spawns actors only if the selling player's faction is in this list. Leave empty to allow all factions by default.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

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.

Requires trait(s): StartingUnits.

Property Default Value Type Description
StartingUnitsClass none String
DropdownLabel dropdown-starting-units.label String Descriptive label for the starting units option in the lobby.
DropdownDescription dropdown-starting-units.description String Tooltip description for the starting units option in the lobby.
DropdownLocked False Boolean Prevent the starting units option from being changed in the lobby.
DropdownVisible True Boolean Whether to display the starting units option in the lobby.
DropdownDisplayOrder 0 Integer Display order for the starting units option in the lobby.

SpeedMultiplier

Modifies the movement speed of this actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Modifier 100 Integer Percentage modifier to apply.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpreadsCondition

Any actor with this trait enabled has a chance to affect others with this trait.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Probability 5 Integer The chance this actor is going to affect an adjacent actor.
Range 3c0 1D World Distance How far the condition can spread from one actor to another.
SpreadCondition spreading String Condition to grant onto another actor in range with the same trait.
Delay 5 Integer Time in ticks to wait between spreading further.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SquadManagerBotModule

Manages AI squads.

Inherits from: ConditionalTrait.

Property Default Value Type Description
NavalUnitsTypes Set of String Actor types that are valid for naval squads.
AirUnitsTypes Set of String Actor types that are excluded from ground attacks.
ExcludeFromSquadsTypes Set of String Actor types that should generally be excluded from attack squads.
ConstructionYardTypes Set of String Actor types that are considered construction yards (base builders).
NavalProductionTypes Set of String Enemy building types around which to scan for targets for naval squads.
ProtectionTypes Set of String Own actor types that are prioritized when defending.
AircraftTargetType Air Collection of TargetableType Target types are used for identifying aircraft.
SquadSize 8 Integer Minimum number of units AI must have before attacking.
SquadSizeRandomBonus 30 Integer Random number of up to this many units is added to squad size when creating an attack squad.
AssignRolesInterval 50 Integer Delay (in ticks) between giving out orders to units.
RushInterval 600 Integer Delay (in ticks) between attempting rush attacks.
AttackForceInterval 75 Integer Delay (in ticks) between updating squads.
MinimumAttackForceDelay 0 Integer Minimum delay (in ticks) between creating squads.
RushAttackScanRadius 15 Integer Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.
ProtectUnitScanRadius 15 Integer Radius in cells around the base that should be scanned for units to be protected.
MaxBaseRadius 20 Integer Maximum distance in cells from center of the base when checking for MCV deployment location. Only applies if RestrictMCVDeploymentFallbackToBase is enabled and there's at least one construction yard.
IdleScanRadius 10 Integer Radius in cells that squads should scan for enemies around their position while idle.
DangerScanRadius 10 Integer Radius in cells that squads should scan for danger around their position to make flee decisions.
AttackScanRadius 12 Integer Radius in cells that attack squads should scan for enemies around their position when trying to attack.
ProtectionScanRadius 8 Integer Radius in cells that protecting squads should scan for enemies around their position.
IgnoredEnemyTargetTypes Collection of TargetableType Enemy target types to never target.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

StartGameNotification

Property Default Value Type Description
Notification StartGame String
TextNotification String
LoadedNotification GameLoaded String
LoadedTextNotification String
SavedNotification GameSaved String
SavedTextNotification String

StartingUnits

Used by SpawnStartingUnits. Attach these to the world actor. You can have multiple variants by adding @suffixes.

Property Default Value Type Description
Class none String Internal class ID.
ClassName Unlabeled String Exposed via the UI to the player.
Factions Set of String Only available when selecting one of these factions. Leave empty for no restrictions.
BaseActor String The actor at the center, usually the mobile construction vehicle.
BaseActorOffset 0,0 2D Cell Vector Offset from the spawn point, BaseActor will spawn at.
SupportActors Collection of String A group of units ready to defend or scout.
InnerSupportRadius 2 Integer Inner radius for spawning support actors
OuterSupportRadius 4 Integer Outer radius for spawning support actors
BaseActorFacing 512 1D World Angle (optional) Initial facing of BaseActor. Leave undefined for random facings.
SupportActorsFacing 1D World Angle (optional) Initial facing of SupportActors. Leave undefined for random facings.

StoresPlayerResources

Adds capacity to a player's harvested resource limit.

Property Default Value Type Description
Capacity 0 Integer

StoresResources

Allows the storage of resources.

Property Default Value Type Description
Capacity 28 Integer The amounts of resources that can be stored.
Resources Collection of String Which resources can be stored.

StrategicPoint

Used to mark a place that needs to be in possession for StrategicVictoryConditions.

StrategicVictoryConditions

Allows King of the Hill (KotH) style gameplay.

Requires trait(s): MissionObjectives.

Property Default Value Type Description
HoldDuration 7500 Integer Amount of time (in game ticks) that the player has to hold all the strategic points. Defaults to 7500 ticks (5 minutes at default speed).
ResetOnHoldLost True Boolean Should the timer reset when the player loses hold of a strategic point.
RatioRequired 50 Integer Percentage of all strategic points the player has to hold to win.
NotificationDelay 1500 Integer Delay for the end game notification in milliseconds.
Objective Hold all the strategic positions! String Description of the objective
SuppressNotifications False Boolean Disable the win/loss messages and audio notifications?

SubterraneanActorLayer

Property Default Value Type Description
TerrainType Subterranean String Terrain type of the underground layer.
HeightOffset -2c0 1D World Distance Height offset relative to the smoothed terrain for movement.
SmoothingRadius 2 Integer Cell radius for smoothing adjacent cell heights.

SubterraneanLocomotor

Used by Mobile. Required for subterranean actors. Attach these to the world actor. You can have multiple variants by adding @suffixes.

Inherits from: Locomotor.

Property Default Value Type Description
SubterraneanTransitionCost 0 Int16 Pathfinding cost for submerging or reemerging.
SubterraneanTransitionTerrainTypes Set of String The terrain types that this actor can transition on. Leave empty to allow any.
SubterraneanTransitionOnRamps False Boolean Can this actor transition on slopes?
SubterraneanTransitionDepth -1c0 1D World Distance Depth at which the subterranean condition is applied.
Name default String Locomotor ID.
WaitAverage 40 Integer
WaitSpread 10 Integer
SharesCell False Boolean Allow multiple (infantry) units in one cell.
MoveIntoShroud True Boolean Can the actor be ordered to move in to shroud?
Crushes Collection of CrushClass e.g. crate, wall, infantry
CrushDamageTypes Collection of DamageType Types of damage that are caused while crushing. Leave empty for no damage types.
TerrainSpeeds Dictionary with Key: String, Value: TerrainInfo Lower the value on rough terrain. Leave out entries for impassable terrain.

SupportPowerBotModule

Manages bot support power handling.

Inherits from: ConditionalTrait.

Requires trait(s): SupportPowerManager.

Property Default Value Type Description
Decisions Collection of SupportPowerDecision Tells the AI how to use its support powers.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SupportPowerCrateAction

Gives a supportpower to the collector.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Proxy (required) String Which proxy actor, which grants the support power, to spawn.
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SupportPowerManager

Attach this to the player actor.

Requires trait(s): DeveloperMode, TechTree.

TakeCover

Make the unit go prone when under attack, in an attempt to reduce damage.

Inherits from: Turreted, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation.

Property Default Value Type Description
Duration 100 Integer How long (in ticks) the actor remains prone. Negative values mean actor remains prone permanently.
SpeedModifier 50 Integer Prone movement speed as a percentage of the normal speed.
DamageTriggers Collection of DamageType Damage types that trigger prone state. Defined on the warheads. If Duration is negative (permanent), you can leave this empty to trigger prone state immediately.
DamageModifiers Dictionary with Key: String, Value: Integer Damage modifiers for each damage type (defined on the warheads) while the unit is prone.
ProneOffset 500,0,0 3D World Vector Muzzle offset modifier to apply while prone.
ProneSequencePrefix prone- String Sequence prefix to apply while prone.
Turret primary String
TurnSpeed 512 1D World Angle Speed at which the turret turns.
InitialFacing 0 1D World Angle
RealignDelay 40 Integer Number of ticks before turret is realigned. (-1 turns off realignment)
Offset 0,0,0 3D World Vector Muzzle position relative to turret or body. (forward, right, up) triples
EditorTurretFacingDisplayOrder 4 Integer Display order for the turret facing slider in the map editor
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Targetable

Actor can be targeted.

Inherits from: ConditionalTrait.

Property Default Value Type Description
TargetTypes Collection of TargetableType Target type. Used for filtering (in)valid targets.
RequiresForceFire False Boolean
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TechTree

Manages build limits and pre-requisites. Attach this to the player actor.

TemporaryOwnerManager

Interacts with the ChangeOwner warhead. Displays a bar how long this actor is affected and reverts back to the old owner on temporary changes.

Property Default Value Type Description
BarColor FFA500 Color (RRGGBB[AA] notation)

TerrainGeometryOverlay

Renders a debug overlay showing the terrain cells. Attach this to the world actor.

TerrainLighting

Add to the world actor to apply a global lighting tint and allow actors using the TerrainLightSource to add localised lighting.

Property Default Value Type Description
Intensity 1 Real Number
HeightStep 0 Real Number
RedTint 1 Real Number
GreenTint 1 Real Number
BlueTint 1 Real Number
BinSize 10 Integer Size of light source partition bins (cells)

TerrainLightSource

Adds a localized circular light centered on the actor to the world's TerrainLightSource trait.

Property Default Value Type Description
Range 10c0 1D World Distance
Intensity 0 Real Number
RedTint 0 Real Number
GreenTint 0 Real Number
BlueTint 0 Real Number

TerrainModifiesDamage

Property Default Value Type Description
TerrainModifier (required) Dictionary with Key: String, Value: Integer Damage percentage for specific terrain types. 120 = 120%, 80 = 80%, etc.
ModifyHealing False Boolean Modify healing damage? For example: A friendly medic.

TerrainRenderer

TerrainTunnel

Requires trait(s): TerrainTunnelLayer.

Property Default Value Type Description
Location 0,0 2D Cell Position Location of the tunnel
Height 0 Byte Height of the tunnel floor in map height steps.
Dimensions 0,0 2D Cell Vector Size of the tunnel footprint
Footprint (required) String Tunnel footprint. _ is passable, x is blocked, and o are tunnel portals.
TerrainType (required) String Terrain type of the tunnel floor.

TerrainTunnelLayer

Property Default Value Type Description
ImpassableTerrainType Impassable String Terrain type used by cells outside any tunnel footprint.

ThrowsParticle

Requires trait(s): BodyOrientation, WithSpriteBody.

Property Default Value Type Description
Anim (required) String
Offset 0,0,0 3D World Vector Initial position relative to body
MinThrowRange 0c256 1D World Distance Minimum distance to throw the particle
MaxThrowRange 0c768 1D World Distance Maximum distance to throw the particle
MinThrowAngle 85 1D World Angle Minimum angle to throw the particle
MaxThrowAngle 170 1D World Angle Maximum angle to throw the particle
Velocity 75 Integer Speed to throw the particle (horizontal WPos/tick)
TurnSpeed 60 1D World Angle Speed at which the particle turns.

ThrowsShrapnel

Throws particles when the actor is destroyed that do damage on impact.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Weapons (required) Collection of String The weapons used for shrapnel.
Pieces 3, 10 Collection of Integer The amount of pieces of shrapnel to expel. Two values indicate a range.
Range 2c0, 5c0 Collection of 1D World Distance The minimum and maximum distances the shrapnel may travel.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TimeLimitManager

This trait allows setting a time limit on matches. Attach this to the World actor.

Property Default Value Type Description
TimeLimitLabel dropdown-time-limit.label String Label that will be shown for the time limit option in the lobby.
TimeLimitDescription dropdown-time-limit.description String Tooltip description that will be shown for the time limit option in the lobby.
TimeLimitOptions 0, 10, 20, 30, 40, 60, 90 Collection of Integer Time Limit options that will be shown in the lobby dropdown. Values are in minutes.
TimeLimitWarnings 1:
2:
3:
4:
5:
10:
Dictionary with Key: Integer, Value: String List of remaining minutes of game time when a text and optional speech notification should be made to players.
TimeLimitDefault 0 Integer Default selection for the time limit option in the lobby. Needs to use one of the TimeLimitOptions.
TimeLimitLocked False Boolean Prevent the time limit option from being changed in the lobby.
TimeLimitDropdownVisible True Boolean Whether to display the options dropdown in the lobby.
TimeLimitDisplayOrder 0 Integer Display order for the time limit dropdown in the lobby.
Notification {0} minute{1} remaining. String Notification text for time limit warnings. The string '{0}' will be replaced by the remaining time in minutes, '{1}' is used for the plural form.
CountdownLabel String ID of the LabelWidget used to display a text ingame that will be updated every second.
CountdownText String Text to be shown using the CountdownLabel. The string '{0}' will be replaced by the time in hh:mm:ss format.
SkipTimeRemainingNotifications False Boolean Will prevent showing/playing the built-in time limit warnings when set to true.
SkipTimerExpiredNotification False Boolean Will prevent showing/playing the built-in timer expired notification when set to true.

TintPostProcessEffect

Used for day/night effects.

Property Default Value Type Description
Red 1 Real Number
Green 1 Real Number
Blue 1 Real Number
Ambient 1 Real Number

ToggleConditionOnOrder

Toggles a condition on and off when a specified order type is received.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Condition (required) String Condition to grant.
OrderName (required) String Order name that toggles the condition.
EnabledSound String
EnabledSpeech String
EnabledTextNotification String
DisabledSound String
DisabledSpeech String
DisabledTextNotification String
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TooltipDescription

Additional info shown in the battlefield tooltip.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Description (required) String Text shown in tooltip.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship Player relationships who can view the description.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Tooltip

Shown in the build palette widget.

Inherits from: TooltipInfoBase, ConditionalTrait.

Property Default Value Type Description
GenericName String An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players.
GenericStancePrefix True Boolean Prefix generic tooltip name with 'Ally/Neutral/EnemyPrefix'.
AllyPrefix label-tooltip-prefix.ally String Prefix to display in the tooltip for allied units.
NeutralPrefix String Prefix to display in the tooltip for neutral units.
EnemyPrefix label-tooltip-prefix.enemy String Prefix to display in the tooltip for enemy units.
GenericVisibility None PlayerRelationship Player stances that the generic name should be shown to.
ShowOwnerRow True Boolean Show the actor's owner and their faction flag
Name (required) String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformCrusherOnCrush

Put this on the actor that gets crushed to replace the crusher with a new actor.

Property Default Value Type Description
IntoActor (required) String
SkipMakeAnims True Boolean
CrushClasses Collection of CrushClass

TransformOnCapture

Replaces the captured actor with a new one.

Property Default Value Type Description
IntoActor (required) String
ForceHealthPercentage 0 Integer
SkipMakeAnims True Boolean
CaptureTypes Collection of CaptureType Transform only if the capturer's CaptureTypes overlap with these types. Leave empty to allow all types.

Transforms

Actor becomes a specified actor type when this trait is triggered.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
IntoActor (required) String Actor to transform into.
Offset 0,0 2D Cell Vector Offset to spawn the transformed actor relative to the current cell.
Facing 384 1D World Angle Facing that the actor must face before transforming.
TransformSounds Collection of String Sounds to play when transforming.
NoTransformSounds Collection of String Sounds to play when the transformation is blocked.
TransformNotification String Speech notification to play when transforming.
TransformTextNotification String Text notification to display when transforming.
NoTransformNotification String Speech notification to play when the transformation is blocked.
NoTransformTextNotification String Text notification to display when the transformation is blocked.
DeployCursor deploy String Cursor to display when able to (un)deploy the actor.
DeployBlockedCursor deploy-blocked String Cursor to display when unable to (un)deploy the actor.
Voice Action String
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoAircraft

Add to a building to expose a move cursor that triggers Transforms and issues a move order to the transformed actor.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
MoveIntoShroud True Boolean Can the actor be ordered to move in to shroud?
DockActors (required) Set of String
Voice Action String
RequiresForceMove False Boolean Require the force-move modifier to display the move cursor.
Cursor move String Cursor to display when a move order can be issued at target location.
BlockedCursor move-blocked String Cursor to display when a move order cannot be issued at target location.
EnterCursor enter String Cursor to display when able to land at target building.
EnterBlockedCursor enter-blocked String Cursor to display when unable to land at target building.
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line for regular move orders.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoDockClient

Add to a building to expose a move cursor that triggers Transforms and issues a dock order to the transformed actor.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
EnterCursor enter String Cursor to display when able to dock at target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to dock at target actor.
Voice Action String Voice.
DockLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line of docking orders.
RequiresForceMove False Boolean Require the force-move modifier to display the dock cursor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoEntersTunnels

Add to a building to expose a move cursor that triggers Transforms and issues an enter tunnel order to the transformed actor.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
EnterCursor enter String Cursor to display when able to enter target tunnel.
EnterBlockedCursor enter-blocked String Cursor to display when unable to enter target tunnel.
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line while in tunnels.
Voice Action String
RequiresForceMove False Boolean Require the force-move modifier to display the enter cursor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoMobile

Add to a building to expose a move cursor that triggers Transforms and issues a move order to the transformed actor.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
Locomotor (required) String Locomotor used by the transformed actor. Must be defined on the World actor.
Cursor move String Cursor to display when a move order can be issued at target location.
TerrainCursors Dictionary with Key: String, Value: String Cursor overrides to display for specific terrain types. A dictionary of [terrain type]: [cursor name].
BlockedCursor move-blocked String Cursor to display when a move order cannot be issued at target location.
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line for regular move orders.
RequiresForceMove False Boolean Require the force-move modifier to display the move cursor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoPassenger

Add to a building to expose a move cursor that triggers Transforms and issues an EnterTransport order to the transformed actor.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
CargoType String
Weight 1 Integer
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line.
RequiresForceMove False Boolean Require the force-move modifier to display the enter cursor.
EnterCursor enter String Cursor to display when able to enter target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to enter target actor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoRepairable

Add to a building to expose a move cursor that triggers Transforms and issues a repair order to the transformed actor.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
RepairActors (required) Set of String
Voice Action String
TargetLineColor 008000 Color (RRGGBB[AA] notation) Color to use for the target line.
RequiresForceMove False Boolean Require the force-move modifier to display the enter cursor.
EnterCursor enter String Cursor to display when able to be repaired at target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to be repaired at target actor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TransformsIntoTransforms

Add to a building to allow queued transform orders while undeploying.

Inherits from: ConditionalTrait.

Requires trait(s): Transforms.

Property Default Value Type Description
Voice Action String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TunnelEntrance

Provides a target for players to issue orders for units to move through a TerrainTunnel. The host actor should be placed so that the Sensor position overlaps one of the TerrainTunnel portal cells.

Property Default Value Type Description
RallyPoint 0,0 2D Cell Vector Offset to use as a staging point for actors entering or exiting the tunnel. Should be at least Margin cells away from the actual entrance.
Margin 2 Integer Cell radius to use as a staging area around the RallyPoint.
Sensor 0,0 2D Cell Vector Offset to check for the corresponding TerrainTunnel portal cell(s).

TurnOnIdle

Turns actor randomly when idle.

Inherits from: ConditionalTrait.

Requires trait(s): Mobile.

Property Default Value Type Description
MinDelay 400 Integer Minimum amount of ticks the actor will wait before the turn.
MaxDelay 800 Integer Maximum amount of ticks the actor will wait before the turn.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Turreted

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation.

Property Default Value Type Description
Turret primary String
TurnSpeed 512 1D World Angle Speed at which the turret turns.
InitialFacing 0 1D World Angle
RealignDelay 40 Integer Number of ticks before turret is realigned. (-1 turns off realignment)
Offset 0,0,0 3D World Vector Muzzle position relative to turret or body. (forward, right, up) triples
EditorTurretFacingDisplayOrder 4 Integer Display order for the turret facing slider in the map editor
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

UnitBuilderBotModule

Controls AI unit production.

Inherits from: ConditionalTrait.

Property Default Value Type Description
IdleBaseUnitsMaximum -1 Integer If > 0, only produce units as long as there are less than this amount of units idling inside the base. Beware: if it is less than squad size, e.g. the SquadSize from SquadManagerBotModule, the bot might get stuck as there aren't enough idle units to create squad.
UnitQueues Vehicle, Infantry, Plane, Ship, Aircraft Collection of String Production queues AI uses for producing units.
UnitsToBuild Dictionary with Key: String, Value: Integer What units to the AI should build. What relative share of the total army must be this type of unit.
UnitLimits Dictionary with Key: String, Value: Integer What units should the AI have a maximum limit to train.
UnitDelays Dictionary with Key: String, Value: Integer When should the AI start train specific units.
ProductionMinCashRequirement 500 Integer Only queue construction of a new unit when above this requirement.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

UpdatesDerrickCount

Tag trait for updating the 'Oil Derrick' count economy statistic.

UpdatesPlayerStatistics

Attach this to a unit to update observer stats.

Property Default Value Type Description
AddToArmyValue False Boolean Add to army value in statistics
AddToAssetsValue True Boolean Add to assets value in statistics
OverrideActor String Count this actor as a different type in the spectator army display.

ValidateOrder

Used to detect exploits. Attach this to the world actor.

Valued

How much the unit is worth.

Property Default Value Type Description
Cost 0 Integer Used in production, but also for bounties so remember to set it > 0 even for NPCs.

Voiced

This actor has a voice.

Inherits from: ConditionalTrait.

Property Default Value Type Description
VoiceSet (required) String Which voice set to use.
Volume 1 Real Number Multiply volume with this factor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Wanders

Wanders around aimlessly while idle.

Inherits from: ConditionalTrait.

Property Default Value Type Description
WanderMoveRadius 1 Integer
ReduceMoveRadiusDelay 5 Integer Number of ticks to wait before decreasing the effective move radius.
MinMoveDelay 0 Integer Minimum amount of ticks the actor will sit idly before starting to wander.
MaxMoveDelay 0 Integer Maximum amount of ticks the actor will sit idly before starting to wander.
AvoidTerrainTypes Set of String The terrain types that this actor should avoid wandering on to.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WarheadDebugOverlay

Part of the combat overlay from DeveloperMode. Attach this to the world actor.

Property Default Value Type Description
DisplayDuration 25 Integer

WeatherOverlay

Adds a particle-based overlay.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ParticleDensityFactor 8 Integer Average number of particles per 100x100 px square.
ChangingWindLevel True Boolean Should the level of the wind change over time, or just stick to the first value of WindLevels?
WindLevels -12, -7, -5, 0, 5, 7, 12 Collection of Integer The levels of wind intensity (particles x-axis movement in px/tick).
WindTick 150, 550 Collection of Integer Works only if ChangingWindLevel is enabled. Min. and max. ticks needed to change the WindLevel.
InstantWindChanges False Boolean Hard or soft fading between the WindLevels.
UseSquares True Boolean Particles are drawn in squares when enabled, otherwise with lines.
ParticleSize 1, 3 Collection of Integer Size / width of the particle in px.
ScatterDirection -1, 1 Collection of Integer Scatters falling direction on the x-axis. Scatter min. and max. value in px/tick.
Gravity 2.5, 5 Collection of Real Number Min. and max. speed at which particles fall in px/tick.
SwingOffset 2.5, 3.5 Collection of Real Number The current offset value for the swing movement. SwingOffset min. and max. value in px/tick.
SwingSpeed 0.0025, 0.06 Collection of Real Number The value that particles swing to the side each update. SwingSpeed min. and max. value in px/tick.
SwingAmplitude 1, 1.5 Collection of Real Number The value range that can be swung to the left or right. SwingAmplitude min. and max. value in px/tick.
ParticleColors ECECEC, E4E4E4, D0D0D0, BCBCBC Collection of Color (RRGGBB[AA] notation) The randomly selected rgb(a) hex colors for the particles. Use this order: rrggbb[aa], rrggbb[aa], ...
LineTailAlphaValue 200 Byte Works only with line enabled and can be used to fade out the tail of the line like a contrail.
FadeOutTicks 1000 Integer Time to fade out once the trait becomes disabled.
FadeInTicks 1000 Integer Time to fade in once the trait becomes enabled.
InitialParticlePercentage 100 Integer Percentage of the initial particle when enabled and the game start.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithColoredOverlay

Display a colored overlay when a timed condition is active.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Color 80000080 Color (RRGGBB[AA] notation) Color to overlay.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantRandomCondition

Grants a random condition from a predefined list to the actor when created.

Property Default Value Type Description
Conditions (required) Collection of String List of conditions to grant from.

AppearsOnRadar

Provides a signature on the minimap.

Inherits from: ConditionalTrait.

Property Default Value Type Description
UseLocation False Boolean Use center position instead of occupied cells.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship Player relationships who can view this actor on radar.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProvidesRadar

This actor enables the radar minimap.

Inherits from: ConditionalTrait.

Property Default Value Type Description
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

RadarColorFromTerrain

Property Default Value Type Description
Terrain (required) String

CashTricklerBar

Display the time remaining until the next cash is given by actor's CashTrickler trait.

Requires trait(s): CashTrickler.

Property Default Value Type Description
DisplayRelationships Ally PlayerRelationship Defines to which players the bar is to be shown.
Color FF00FF Color (RRGGBB[AA] notation)

Hovers

Changes the visual Z position periodically.

Inherits from: ConditionalTrait.

Property Default Value Type Description
BobDistance -0c43 1D World Distance Maximum visual Z axis distance relative to actual position + InitialHeight.
MinHoveringAltitude 0c0 1D World Distance Actual altitude of actor needs to be this or higher to enable hover effect.
Ticks 6 Integer Amount of ticks it takes to reach BobDistance.
FallTicks 10 Integer Amount of ticks it takes to fall to the ground from the highest point when disabled.
RiseTicks 20 Integer Amount of ticks it takes to rise from the ground to InitialHeight.
InitialHeight 0c43 1D World Distance Initial Z axis modifier relative to actual position.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

IsometricSelectionDecorations

Inherits from: SelectionDecorationsBase.

Requires trait(s): IsometricSelectable.

Property Default Value Type Description
SelectionBoxColor FFFFFF Color (RRGGBB[AA] notation)

LeavesTrails

Renders a sprite effect when leaving a cell.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Image (required) String
Sequences idle Collection of String
Palette effect String
TerrainTypes Set of String Only leave trail on listed terrain types. Leave empty to leave trail on all terrain types.
Type Cell TrailType Accepts values: Cell to draw the trail sprite in the center of the current cell, CenterPosition to draw the trail sprite at the current position.
VisibleThroughFog False Boolean Should the trail be visible through fog.
TrailWhileStationary False Boolean Display a trail while stationary.
StationaryInterval 0 Integer Delay between trail updates when stationary.
TrailWhileMoving True Boolean Display a trail while moving.
MovingInterval 0 Integer Delay between trail updates when moving.
StartDelay 0 Integer Delay before first trail. Use negative values for falling back to the *Interval values.
Offsets 0,0,0 Collection of 3D World Vector Trail spawn positions relative to actor position. (forward, right, up) triples
SpawnAtLastPosition True Boolean Should the trail spawn relative to last position or current position?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProductionBar

Visualizes the remaining build time of actor produced here.

Inherits from: ConditionalTrait.

Requires trait(s): Production.

Property Default Value Type Description
ProductionType (required) String Production queue type, for actors with multiple queues.
Color 87CEEB Color (RRGGBB[AA] notation)
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProductionIconOverlayManager

Attach this to the player actor. Required for WithProductionIconOverlay trait on actors to work.

Requires trait(s): TechTree.

Property Default Value Type Description
Type (required) String Type of the overlay. Prerequisites from WithProductionIconOverlay traits with matching types determine when this overlay will be enabled.
Image (required) String Image used for the overlay.
Sequence String Sequence used for the overlay (cannot be animated).
Palette chrome String Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.

ReloadArmamentsBar

Visualizes the minimum remaining time for reloading the armaments.

Property Default Value Type Description
Armaments primary, secondary Collection of String Armament names
Color FF0000 Color (RRGGBB[AA] notation)

RenderDebugState

Displays the actor's type and ID above the actor.

Property Default Value Type Description
Font TinyBold String

RenderDetectionCircle

Requires trait(s): DetectCloaked.

Property Default Value Type Description
UpdateLineTick 1023 1D World Angle WAngle the Radar update line advances per tick.
TrailCount 0 Integer Number of trailing Radar update lines.
Color 32CD3280 Color (RRGGBB[AA] notation) Color of the circle and scanner update line.
Width 1 Real Number Range circle line width.
BorderColor 00000060 Color (RRGGBB[AA] notation) Border color of the circle and scanner update line.
BorderWidth 3 Real Number Range circle border width.
Visible WhenSelected DetectionCircleVisibility When to show the detection circle. Valid values are Always, and WhenSelected

RenderRangeCircle

Draw a circle indicating my weapon's range.

Requires trait(s): AttackBase.

Property Default Value Type Description
RangeCircleType String
FallbackRange 0c0 1D World Distance Range to draw if no armaments are available.
RangeCircleMode Maximum RangeCircleMode Which circle to show. Valid values are Maximum, and Minimum.
Color FFFF0080 Color (RRGGBB[AA] notation) Color of the circle.
Width 1 Real Number Range circle line width.
BorderColor 00000060 Color (RRGGBB[AA] notation) Color of the border.
BorderWidth 3 Real Number Range circle border width.

RenderSpritesEditorOnly

Invisible during games.

Inherits from: RenderSprites.

Property Default Value Type Description
Image String The sequence name that defines the actor sprites. Defaults to the actor name.
FactionImages Dictionary with Key: String, Value: String A dictionary of faction-specific image overrides.
Palette String Custom palette name
PlayerPalette player String Custom PlayerColorPalette: BaseName

RenderSprites

Render trait fundament that won't work without additional With* render traits.

Property Default Value Type Description
Image String The sequence name that defines the actor sprites. Defaults to the actor name.
FactionImages Dictionary with Key: String, Value: String A dictionary of faction-specific image overrides.
Palette String Custom palette name
PlayerPalette player String Custom PlayerColorPalette: BaseName

SelectionDecorations

Inherits from: SelectionDecorationsBase.

Requires trait(s): Interactable.

Property Default Value Type Description
SelectionBoxColor FFFFFF Color (RRGGBB[AA] notation)

SupportPowerChargeBar

Display the time remaining until the super weapon attached to the actor is ready.

Inherits from: ConditionalTrait.

Property Default Value Type Description
DisplayRelationships Ally PlayerRelationship Defines to which players the bar is to be shown.
Color FF00FF Color (RRGGBB[AA] notation)
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TimedConditionBar

Visualizes the remaining time for a condition.

Property Default Value Type Description
Condition (required) String Condition that this bar corresponds to
Color FF0000 Color (RRGGBB[AA] notation)

WithAcceptDeliveredCashAnimation

Replaces the building animation when it accepts a cash delivery unit.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
Sequence active String Sequence name to use
Body body String Which sprite body to play the animation on.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithAimAnimation

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody, AttackBase.

Property Default Value Type Description
Armament primary String Armament name
Sequence (required) String Displayed while targeting.
Body body String Which sprite body to modify.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithAircraftLandingEffect

Plays an animation on the ground position when the actor lands.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Image (required) String
Sequences idle Collection of String
Palette effect String
VisibleThroughFog False Boolean Should the sprite effect be visible through fog.
DistanceAboveTerrain 0c756 1D World Distance Height at which to play the animation when descending.
TerrainTypes Set of String Only play on these terrain types.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithAmmoPipsDecoration

Inherits from: WithDecorationBase, ConditionalTrait.

Requires trait(s): AmmoPool.

Property Default Value Type Description
PipCount -1 Integer Number of pips to display. Defaults to the sum of the enabled AmmoPool.Ammo.
PipStride 0,0 2D Integer If non-zero, override the spacing between adjacent pips.
Image pips String Image that defines the pip sequences.
EmptySequence pip-empty String Sequence used for empty pips.
FullSequence pip-green String Sequence used for full pips.
Palette chrome String
AmmoPools Collection of String Name(s) of AmmoPool(s) that use this decoration. Leave empty to include all pools.
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithAttackAnimation

Inherits from: ConditionalTrait.

Requires trait(s): Armament, WithSpriteBody, AttackBase.

Property Default Value Type Description
Armament primary String Armament name
Sequence String Displayed while attacking.
Delay 0 Integer Delay in ticks before animation starts, either relative to attack preparation or attack.
DelayRelativeTo Preparation AttackDelayType Should the animation be delayed relative to preparation or actual attack?
Body body String Which sprite body to modify.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithAttackOverlay

Rendered together with an attack.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Sequence (required) String Sequence name to use
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
Delay 0 Integer Delay in ticks before overlay starts, either relative to attack preparation or attack.
DelayRelativeTo Preparation AttackDelayType Should the overlay be delayed relative to preparation or actual attack?

WithBridgeSpriteBody

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Type GroundLevelBridge String
AOffset 0,0 2D Cell Vector Offset to search for the 'A' neighbour
BOffset 0,0 2D Cell Vector Position to search for the 'B' neighbour
Sequences idle Collection of String Sequences to use when both neighbours are alive.
ADestroyedSequences adestroyed Collection of String
BDestroyedSequences bdestroyed Collection of String
ABDestroyedSequences abdestroyed Collection of String
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithBuildingPlacedAnimation

Changes the animation when the actor constructed a building.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
Sequence build String Sequence name to use
Body body String Which sprite body to play the animation on.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithBuildingPlacedOverlay

Rendered when the actor constructed a building.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence crane-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithBuildingRepairDecoration

Displays a custom UI overlay relative to the actor's mouseover bounds.

Inherits from: WithDecoration, WithDecorationBase, ConditionalTrait.

Requires trait(s): RepairableBuilding.

Property Default Value Type Description
Image String Image used for this decoration. Defaults to the actor's type.
Sequence (required) String Sequence used for this decoration (can be animated).
Palette chrome String Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithCargoPipsDecoration

Inherits from: WithDecorationBase, ConditionalTrait.

Requires trait(s): Cargo.

Property Default Value Type Description
PipCount -1 Integer Number of pips to display. Defaults to Cargo.MaxWeight.
PipStride 0,0 2D Integer If non-zero, override the spacing between adjacent pips.
Image pips String Image that defines the pip sequences.
EmptySequence pip-empty String Sequence used for empty pips.
FullSequence pip-green String Sequence used for full pips that aren't defined in CustomPipSequences.
CustomPipSequences Dictionary with Key: String, Value: String Pip sequence to use for specific passenger actors.
Palette chrome String
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithChargeOverlay

Render overlay that varies the animation frame based on the AttackCharges trait's charge level.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites, WithSpriteBody.

Property Default Value Type Description
Sequence active String Sequence to use for the charge levels.
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithChargeSpriteBody

Render trait that varies the sprite body frame based on the AttackCharges trait's charge level.

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): AttackCharges, RenderSprites.

Property Default Value Type Description
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithCrateBody

Renders crates with both water and land variants.

Requires trait(s): RenderSprites.

Property Default Value Type Description
XmasImages Collection of String Easteregg sequences to use in December.
WaterTerrainTypes Water Set of String Terrain types on which to display WaterSequence.
IdleSequence idle String
WaterSequence String
LandSequence String

WithDamageOverlay

Renders an overlay when the actor is taking heavy damage.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Image smoke_m String
IdleSequence idle String
LoopSequence loop String
EndSequence end String
Offset 0,0,0 3D World Vector Position relative to the body orientation.
Palette String Custom palette name.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName.
DamageTypes Collection of DamageType Damage types that this should be used for (defined on the warheads). Leave empty to disable all filtering.
MinimumDamageState Heavy DamageState Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.
MaximumDamageState Dead DamageState

WithDeadBridgeSpriteBody

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
RampActors Collection of String
AOffset 0,0 2D Cell Vector Offset to search for the 'A' neighbour
BOffset 0,0 2D Cell Vector Position to search for the 'B' neighbour
ARampSequences aramp Collection of String
BRampSequences bramp Collection of String
ABRampSequences abramp Collection of String
EditorSequence editor String Placeholder sequence to use in the map editor.
EditorPalette terrainalpha String Palette to use for the editor placeholder.
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithDeathAnimation

This actor has a death animation.

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
DeathSequence die String Sequence prefix to play when this actor is killed by a warhead.
DeathSequencePalette player String The palette used for DeathSequence.
DeathPaletteIsPlayerPalette True Boolean Custom death animation palette is a player palette BaseName
UseDeathTypeSuffix True Boolean Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).
CrushedSequence String Sequence to play when this actor is crushed.
CrushedSequencePalette effect String The palette used for CrushedSequence.
CrushedPaletteIsPlayerPalette False Boolean Custom crushed animation palette is a player palette BaseName
DeathTypes Dictionary with Key: String, Value: Collection of String Death animations to use for each damage type (defined on the warheads). Is only used if UseDeathTypeSuffix is True.
FallbackSequence String Sequence to use when the actor is killed by some non-standard means (e.g. suicide).
Delay 0 Integer Delay the spawn of the death animation by this many ticks.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithDecoration

Displays a custom UI overlay relative to the actor's mouseover bounds.

Inherits from: WithDecorationBase, ConditionalTrait.

Property Default Value Type Description
Image String Image used for this decoration. Defaults to the actor's type.
Sequence (required) String Sequence used for this decoration (can be animated).
Palette chrome String Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithDeliveryAnimation

Building animation to play when ProductionAirdrop is used to deliver units.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
ActiveSequence active String
Body body String Which sprite body to play the animation on.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithDockedOverlay

Rendered when a harvester is docked.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence docking-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithDockingAnimation

Requires trait(s): Harvester, WithSpriteBody.

Property Default Value Type Description
DockSequence dock String Displayed when docking to refinery.
DockLoopSequence dock-loop String Looped while unloading at refinery.

WithDockingOverlay

Rendered on the refinery when a voxel harvester is docking and undocking.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence unload-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithFacingSpriteBody

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithGateSpriteBody

This actor visually connects to walls and changes appearance when actors walk through it.

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Gate, RenderSprites.

Property Default Value Type Description
WallConnections Collection of 2D Cell Vector Cells (outside the gate footprint) that contain wall cells that can connect to the gate
Type wall String Wall type for connections
OpenSequence String Override sequence to use when fully open.
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithHarvestAnimation

Requires trait(s): Harvester, WithSpriteBody.

Property Default Value Type Description
HarvestSequence harvest String Displayed while harvesting.
Body body String Which sprite body to play the animation on.

WithHarvestOverlay

Displays an overlay whenever resources are harvested by the actor.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence harvest String Sequence name to use
LocalOffset 0,0,0 3D World Vector Position relative to body
Palette effect String

WithIdleAnimation

Periodically plays an idle animation, replacing the default body animation.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
Sequences active Collection of String Sequence names to use.
Interval 750 Collection of Integer The amount of time (in ticks) between animations. Two values indicate a range between which a random value is chosen.
Body body String Which sprite body to play the animation on.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithIdleOverlay

Renders a decorative animation on units and buildings.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Image String Image used for this decoration. Defaults to the actor's type.
StartSequence String Animation to play when the actor is created.
Sequence idle-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
IsDecoration False Boolean
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithInfantryBody

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
MinIdleDelay 30 Integer
MaxIdleDelay 110 Integer
MoveSequence run String
DefaultAttackSequence String
AttackSequences Dictionary with Key: String, Value: Collection of String Attack sequence to use for each armament. A dictionary of [armament name]: [sequence name(s)]. Multiple sequence names can be defined to specify per-burst animations.
IdleSequences Collection of String
StandSequences stand Collection of String
Palette String Custom palette name
IsPlayerPalette False Boolean Palette is a player palette BaseName
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithMakeAnimation

Replaces the sprite during construction/deploy/undeploy.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
Sequence make String Sequence name to use.
Condition String The condition to grant to self while the make animation is playing.
BodyNames body Collection of String Apply to sprite bodies with these names.

WithMakeOverlay

Draws an overlay on top of a make animation.

Property Default Value Type Description
Sequence (required) String Sequence name to use.
Palette String Custom palette name.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName.

WithMoveAnimation

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
MoveSequence move String Displayed while moving.
Body body String Which sprite body to modify.
ValidMovementTypes Horizontal MovementType Apply condition on listed movement types. Available options are: None, Horizontal, Vertical, Turn.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithMuzzleOverlay

Renders the MuzzleSequence from the Armament trait.

Inherits from: ConditionalTrait.

Requires trait(s): Armament, RenderSprites, AttackBase.

Property Default Value Type Description
IgnoreOffset False Boolean Ignore the weapon position, and always draw relative to the center of the actor
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithNameTagDecoration

Displays the player name above the unit

Inherits from: WithDecorationBase, ConditionalTrait.

Property Default Value Type Description
MaxLength 10 Integer
Font TinyBold String
Color FFFFFF Color (RRGGBB[AA] notation) Display in this color when not using the player color.
UsePlayerColor False Boolean Use the player color of the current owner.
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithParachute

Renders a parachute on units.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Image String The image that contains the parachute sequences.
OpeningSequence String Parachute opening sequence.
Sequence String Parachute idle sequence.
ClosingSequence String Parachute closing sequence. Defaults to opening sequence played backwards.
Palette player String Palette used to render the parachute.
IsPlayerPalette True Boolean
Offset 0,0,384 3D World Vector Parachute position relative to the paradropped unit.
ShadowImage String The image that contains the shadow sequence for the paradropped unit.
ShadowSequence String Paradropped unit's shadow sequence.
ShadowColor 0000008C Color (RRGGBB[AA] notation) Color to render the paradropped unit's shadow.
ShadowOffset 0,128,0 3D World Vector Shadow position relative to the paradropped unit's intended landing position.
ShadowZOffset 0 Integer Z-offset to apply on the shadow sequence.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithProductionDoorOverlay

Play an animation when a unit exits or blocks the exit after production finished.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation, Building, RenderSprites.

Property Default Value Type Description
Sequence build-door String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithProductionIconOverlay

Displays overlays from ProductionIconOverlayManager with matching types when defined prerequisites are granted.

Property Default Value Type Description
Types (required) Collection of String
Prerequisites Collection of String

WithProductionOverlay

Renders an animation when the Production trait of the actor is activated. Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, Production, RenderSprites.

Property Default Value Type Description
Queues Set of String Queues that should be producing for this overlay to render.
Sequence production-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithRangeCircle

Renders an arbitrary circle when selected or placing a structure

Inherits from: ConditionalTrait.

Property Default Value Type Description
Type String Type of range circle. used to decide which circles to draw on other structures during building placement.
Color FFFFFF80 Color (RRGGBB[AA] notation) Color of the circle
Width 1 Real Number Border width.
BorderColor 00000060 Color (RRGGBB[AA] notation) Color of the border.
BorderWidth 3 Real Number Range circle border width.
UsePlayerColor False Boolean If set, the color of the owning player will be used instead of Color.
ValidRelationships Ally PlayerRelationship Player relationships which will be able to see the circle. Valid values are combinations of None, Ally, Enemy and Neutral.
Visible WhenSelected RangeCircleVisibility When to show the range circle. Valid values are Always, and WhenSelected
Range 0c0 1D World Distance Range of the circle
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithRepairOverlay

Displays an overlay when the building is being repaired by the player.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
StartSequence String Sequence to use upon repair beginning.
Sequence active String Sequence name to play once during repair intervals or repeatedly if a start sequence is set.
EndSequence String Sequence to use after repairing has finished.
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithResourceLevelOverlay

Displays the fill status of PlayerResources with an extra sprite overlay on the actor.

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites, WithSpriteBody.

Property Default Value Type Description
Sequence resources String Sequence name to use
Palette String Custom palette name.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithResourceLevelSpriteBody

Render trait for buildings that change the sprite according to the remaining resource storage capacity across all depots.

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Stages 10 Integer Internal resource stages. Does not have to match number of sequence frames.
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithResourceStoragePipsDecoration

Inherits from: WithDecorationBase, ConditionalTrait.

Property Default Value Type Description
PipCount 0 Integer Number of pips to display how filled unit is.
PipStride 0,0 2D Integer If non-zero, override the spacing between adjacent pips.
Image pips String Image that defines the pip sequences.
EmptySequence pip-empty String Sequence used for empty pips.
FullSequence pip-green String Sequence used for full pips.
Palette chrome String
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithResupplyAnimation

Replaces the default animation when actor resupplies a unit.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
Sequence active String Sequence name to use
Body body String Which sprite body to play the animation on.
PlayAnimationOn Rearm, Repair ResupplyType Events leading to the animation getting played. Possible values currently are: Rearm, Repair.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithShadow

Clones the actor sprite with another palette below it.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ShadowColor 0000008C Color (RRGGBB[AA] notation) Color to draw shadow.
Offset 0,0,0 3D World Vector Shadow position offset relative to actor position (ground level).
ZOffset -5 Integer Shadow Z offset relative to actor sprite.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithSpriteBarrel

Renders barrels for units with the Turreted trait.

Inherits from: ConditionalTrait.

Requires trait(s): Armament, BodyOrientation, RenderSprites, Turreted.

Property Default Value Type Description
Sequence barrel String Sequence name to use.
Armament primary String Armament to use for recoil.
LocalOffset 0,0,0 3D World Vector Visual offset.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithSpriteBody

Default trait for rendering sprite-based actors.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithSpriteControlGroupDecoration

Renders Ctrl groups using pixel art.

Property Default Value Type Description
Palette chrome String
Image pips String
GroupSequence groups String Sprite sequence used to render the control group 0-9 numbers.
Position TopLeft String Position in the actor's selection box to draw the decoration.
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.

WithSpriteTurret

Renders turrets for units with the Turreted trait.

Inherits from: ConditionalTrait.

Requires trait(s): Armament, BodyOrientation, RenderSprites, Turreted.

Property Default Value Type Description
Sequence turret String Sequence name to use
Palette String Custom palette name
IsPlayerPalette False Boolean Palette is a player palette BaseName
Turret primary String Turreted 'Turret' key to display
Recoils True Boolean Render recoil
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithStoresResourcesPipsDecoration

Inherits from: WithDecorationBase, ConditionalTrait.

Property Default Value Type Description
PipCount 0 Integer Number of pips to display how filled unit is.
PipStride 0,0 2D Integer If non-zero, override the spacing between adjacent pips.
Image pips String Image that defines the pip sequences.
EmptySequence pip-empty String Sequence used for empty pips.
FullSequence pip-green String Sequence used for full pips that aren't defined in ResourceSequences.
ResourceSequences Dictionary with Key: String, Value: String Pip sequence to use for specific resource types.
Palette chrome String
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithSupportPowerActivationAnimation

Replaces the building animation when a support power is triggered.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
Sequence active String Sequence name to use
Body body String Which sprite body to play the animation on.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithSupportPowerActivationOverlay

Displays an overlay when a support power is triggered.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence active String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithTextControlGroupDecoration

Renders Ctrl groups using typeface.

Property Default Value Type Description
Font TinyBold String
Color FFFFFF Color (RRGGBB[AA] notation) Display in this color when not using the player color.
UsePlayerColor False Boolean Use the player color of the current owner.
Position TopLeft String Position in the actor's selection box to draw the decoration.
Margin 0,0 2D Integer Offset text center position from the selection box edge.

WithTextDecoration

Displays a text overlay relative to the selection box.

Inherits from: WithDecorationBase, ConditionalTrait.

Property Default Value Type Description
Text (required) String
Font TinyBold String
Color FFFFFF Color (RRGGBB[AA] notation) Display in this color when not using the player color.
UsePlayerColor False Boolean Use the player color of the current owner.
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithTurretAimAnimation

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteTurret, AttackBase.

Property Default Value Type Description
Armament primary String Armament name
Turret primary String Turret name
Sequence (required) String Displayed while targeting.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithTurretAttackAnimation

Inherits from: ConditionalTrait.

Requires trait(s): Armament, WithSpriteTurret.

Property Default Value Type Description
Armament primary String Armament name
Turret primary String Turret name
Sequence String Displayed while attacking.
Delay 0 Integer Delay in ticks before animation starts, either relative to attack preparation or attack.
DelayRelativeTo Preparation AttackDelayType Should the animation be delayed relative to preparation or actual attack?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithWallSpriteBody

Render trait for actors that change sprites if neighbors with the same trait are present.

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Building, RenderSprites.

Property Default Value Type Description
Type wall String
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ActorLostNotification

Inherits from: ConditionalTrait.

Property Default Value Type Description
Notification UnitLost String Speech notification to play.
TextNotification String Text notification to display.
NotifyAll False Boolean
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AmbientSound

Plays a looping audio file at the actor position. Attach this to the World actor to cover the whole map.

Inherits from: ConditionalTrait.

Property Default Value Type Description
SoundFiles (required) Collection of String
Delay 0 Collection of Integer Initial delay (in ticks) before playing the sound for the first time. Two values indicate a random delay range.
Interval 0 Collection of Integer Interval between playing the sound (in ticks). Two values indicate a random delay range.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

AnnounceOnKill

Play the Kill voice of this actor when eliminating enemies.

Property Default Value Type Description
Interval 5000 Integer Minimum duration (in milliseconds) between sound events.
Voice Kill String Voice to use when killing something.

AnnounceOnSeen

Players will be notified when this actor becomes visible to them. Requires the 'EnemyWatcher' trait on the player actor.

Property Default Value Type Description
PingRadar False Boolean Should there be a radar ping on enemies' radar at the actor's location when they see him
Notification String Speech notification to play.
TextNotification String Text notification to display.
AnnounceNeutrals False Boolean

AttackSounds

Played when preparing for an attack or attacking.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Sounds Collection of String Play a randomly selected sound from this list when preparing for an attack or attacking.
Delay 0 Integer Delay in ticks before sound starts, either relative to attack preparation or attack.
DelayRelativeTo Preparation AttackDelayType Should the sound be delayed relative to preparation or actual attack?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CaptureNotification

Property Default Value Type Description
Notification BuildingCaptured String Speech notification to play to the new owner.
TextNotification String Text notification to display to the new owner.
NewOwnerVoice True Boolean Specifies if Notification is played with the voice of the new owners faction.
LoseNotification String Speech notification to play to the old owner.
LoseTextNotification String Text notification to display to the old owner.
LoseNewOwnerVoice False Boolean Specifies if LoseNotification is played with the voice of the new owners faction.

DeathSounds

Sounds to play when killed.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Voice Die String Death notification voice.
VolumeMultiplier 1 Real Number Multiply volume with this factor.
DeathTypes Collection of DamageType Damage types that this should be used for (defined on the warheads). If empty, this will be used as the default sound for all death types.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SoundOnDamageTransition

Property Default Value Type Description
DamagedSounds Collection of String Play a random sound from this list when damaged.
DestroyedSounds Collection of String Play a random sound from this list when destroyed.
DamageTypes Collection of DamageType DamageType(s) that trigger the sounds. Leave empty to always trigger a sound.

VoiceAnnouncement

Plays a voice clip when the trait is enabled.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Voice (required) String Voice to play.
ValidRelationships Enemy, Neutral, Ally PlayerRelationship Player relationships who can hear this voice.
PlayToOwner True Boolean Play the voice to the owning player even if Stance.Ally is not included in ValidStances.
OneShot False Boolean Disable the announcement after it has been triggered.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CustomTerrainRenderer

AcceptsDeliveredResources

Dropoff point that spawns an unloaded tanker.

Property Default Value Type Description
DeliveryVehicleType Collection of String

AttackOrderPower

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): AttackBase.

Property Default Value Type Description
CircleColor FF0000 Color (RRGGBB[AA] notation) Range circle color.
CircleWidth 1 Real Number Range circle line width.
CircleBorderColor 00000060 Color (RRGGBB[AA] notation) Range circle border color.
CircleBorderWidth 3 Real Number Range circle border width.
BlockedCursor attack-blocked String Cursor to display when out of range.
AttackingCondition String The condition to grant to self while attacking.
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName AttackOrderPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BallisticMissile

This unit, when ordered to move, will fly in ballistic path then will detonate itself upon reaching target.

Property Default Value Type Description
CreateAngle 0 1D World Angle Pitch angle at which the actor will be created.
PrepareTick 10 Integer The time it takes for the actor to be created to launch.
BeginCruiseAltitude 7c0 1D World Distance The altitude at which the actor begins to cruise.
TurnSpeed 25 1D World Angle How fast it changes direction.
HitRange 4c0 1D World Distance The actor starts hitting the target when the horizontal distance is less than this value.
ExplosionRange 1c512 1D World Distance If the actor is closer to the target than this value, it will explode.
LaunchAcceleration 0c0 1D World Distance The acceleration of the actor during the launch phase, the speed during the launch phase will not be more than the speed value.
HitAcceleration 0c20 1D World Distance Unit acceleration during the strike, no upper limit for speed value.
Speed 0c17 1D World Distance Projectile speed in WDist / tick, two values indicate variable velocity.
LaunchAngle 0 1D World Angle In angle. Missile is launched at this pitch and the intial tangential line of the ballistic path will be this.
MinAirborneAltitude 5 Integer Minimum altitude where this missile is considered airborne
DamageTypes Collection of DamageType Types of damage missile explosion is triggered with. Leave empty for no damage types.
AirborneCondition String The condition to grant to self while airborne.
LaunchSounds Collection of String Sounds to play when the actor is taking off.
TargetLineColor FF0000 Color (RRGGBB[AA] notation) Color to use for the target line .

BaseBotModule

Manages the initial base.

Inherits from: ConditionalTrait.

Property Default Value Type Description
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BaseSpawnerChild

Can be bound to a SpawnerParent.

Property Default Value Type Description
ParentDeadCondition String The condition to grant to childs when the parent actor is killed.
AllowOwnerChange False Boolean Can these actors be mind controlled or captured?
DamageTypes Collection of DamageType Types of damage this actor explodes with due to an unallowed child action. Leave empty for no damage types.

BaseSpawnerParent

This actor can spawn actors.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Actors (required) Collection of String Spawn these units.
InitialActorCount -1 Integer Child actors to contain upon creation. Set to -1 to start with full children.
ArmamentNames primary Set of String Name of the armaments that grants the LaunchingCondition. The rate of fire of the dummy weapon determines the launch cycle as each shot.
ChildDisposalOnKill KillChildren SpawnerChildDisposal What happens to the children when the parent is killed?
ChildDisposalOnOwnerChange GiveChildrenToAttacker SpawnerChildDisposal What happens to the children when the parent is mind controlled?
NoRegeneration False Boolean Only spawn initial load of children?
SpawnAllAtOnce False Boolean Spawn all children at once when regenerating children, instead of one by one?
RespawnTicks 150 Integer Spawn regeneration delay, in ticks
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BotRepairOrSellCaptures

Helper trait to set up AI to sell heavily damaged newly controlled actors and repairing them otherwise.

BuilderBotModule

Manages AI builders.

Inherits from: ConditionalTrait.

Property Default Value Type Description
BuilderTypes Set of String Actor types that can deploy into outposts.
ScanForNewBuilderInterval 20 Integer Delay (in ticks) between looking for and giving out orders to new builders.
MinimumBaseRadius 0 Integer Minimum distance in cells from center of the base when checking for builder deployment location.
MaximumBaseRadius 50 Integer Maximum distance in cells from center of the base when checking for builder deployment location.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

BuildingAttackNotifier

Plays an audio notification and shows a radar ping when a building (except resource towers) is attacked. Attach this to the player actor.

Property Default Value Type Description
NotifyInterval 30000 Integer Minimum duration (in milliseconds) between notification events.
RadarPingColor FF0000 Color (RRGGBB[AA] notation)
RadarPingDuration 250 Integer Length of time (in ticks) to display a location ping in the minimap.

CapturableProgressBeep

Plays a sound at actor location when it is being captured.

Inherits from: ConditionalTrait.

Requires trait(s): Capturable.

Property Default Value Type Description
Interval 50 Integer Number of ticks to wait between beeps.
Sound (required) String Sounds to play.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CarrierChild

Can be bound to a spawner.

Inherits from: BaseSpawnerChild.

Property Default Value Type Description
LandingDistance 5c0 1D World Distance Move this close to the spawner, before entering it.
ParentDeadCondition String The condition to grant to childs when the parent actor is killed.
AllowOwnerChange False Boolean Can these actors be mind controlled or captured?
DamageTypes Collection of DamageType Types of damage this actor explodes with due to an unallowed child action. Leave empty for no damage types.

CarrierParent

This actor can spawn actors.

Inherits from: BaseSpawnerParent, ConditionalTrait.

Property Default Value Type Description
RearmTicks 150 Integer Spawn rearm delay, in ticks
LaunchingCondition String The condition to grant to self right after launching a spawned unit.
LaunchingTicks 15 Integer After this many ticks, we remove the condition.
InstantRepair True Boolean Instantly repair children when they return?
LoadedCondition String The condition to grant to self while spawned units are loaded. Condition can stack with multiple spawns.
Actors (required) Collection of String Spawn these units.
InitialActorCount -1 Integer Child actors to contain upon creation. Set to -1 to start with full children.
ArmamentNames primary Set of String Name of the armaments that grants the LaunchingCondition. The rate of fire of the dummy weapon determines the launch cycle as each shot.
ChildDisposalOnKill KillChildren SpawnerChildDisposal What happens to the children when the parent is killed?
ChildDisposalOnOwnerChange GiveChildrenToAttacker SpawnerChildDisposal What happens to the children when the parent is mind controlled?
NoRegeneration False Boolean Only spawn initial load of children?
SpawnAllAtOnce False Boolean Spawn all children at once when regenerating children, instead of one by one?
RespawnTicks 150 Integer Spawn regeneration delay, in ticks
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ChangesOwner

Change the owner on condition and revert back when it isn't met anymore.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Owner (required) String The new owner.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CloudSpawner

Property Default Value Type Description
SpawnInterval 250 Integer Average time (ticks) between cloud spawn.
InitialSpawnDelay 0 Integer Delay (in ticks) before the first cloud spawns.
Image (required) String Which image to use.
Sequences (required) Collection of String Which sequence to use.
Palette (required) String Which palette to use.
WindDirection 8 Integer Facing that the cloud may approach from.
Cordon 7c512 1D World Distance Spawn and remove the cloud this far outside the map.
Speed (required) Collection of 1D World Distance Cloud forward movement. Two values mean the cloud speed randomizes between them.
CruiseAltitude 2c512 1D World Distance The altitude of the cloud.
CloseEnough 0c128 1D World Distance Distance margin where the cloud can be removed.
ShouldPrespawn True Boolean Should we pre-spawn clouds covers the map?

Collectible

Requires trait(s): RenderSprites.

Property Default Value Type Description
Duration 0 Integer Length of time (in ticks) until the crate gets removed automatically. A value of zero disables auto-removal.
TerrainTypes Set of String Allowed to emerge on.
CrushClass crate String Define actors that can collect crates by setting this into the Crushes field from the Mobile trait.

CollectScrapCrateAction

Gives cash to the collector.

Inherits from: CrateAction, ConditionalTrait.

Requires trait(s): ScrapValue.

Property Default Value Type Description
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CubePickupBotModule

Put this on the Player actor. Manages cube collection.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ExcludedUnitTypes Set of String Actor types that should not start hunting for cubes.
IncludedUnitTypes Set of String Only these actor types should start hunting for cubes.
ScanForCubesInterval 50 Integer Interval (in ticks) between giving out orders to idle units.
MaxProximityRadius 0 Integer Only move this far away from base. Disabled if set to zero.
EnemyAvoidanceRadius 8c0 1D World Distance Avoid enemy actors nearby when searching for cubes. Should be somewhere near the max weapon range.
CheckTargetsForVisibility True Boolean Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for cubes?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CubeSpawner

Property Default Value Type Description
CheckboxLabel checkbox-crates.label String Descriptive label for the cubes checkbox in the lobby.
CheckboxDescription checkbox-crates.description String Tooltip description for the cubes checkbox in the lobby.
CheckboxEnabled False Boolean Default value of the cubes checkbox in the lobby.
CheckboxLocked False Boolean Prevent the cubes state from being changed in the lobby.
CheckboxVisible True Boolean Whether to display the cubes checkbox in the lobby.
CheckboxDisplayOrder 0 Integer Display order for the cubes checkbox in the lobby.
Minimum 1 Integer Minimum number of cubes.
Maximum 255 Integer Maximum number of cubes.
SpawnInterval 4500 Integer Average time (ticks) between cube spawn.
InitialSpawnDelay 0 Integer Delay (in ticks) before the first cube spawns.
ValidGround Clear Set of String Which terrain types can we drop on?
CubeActors cube Collection of String Cube actors to drop.
CubeActorShares 10 Collection of Integer Chance of each cube actor spawning.

CustomBaseBuilderBotModule

Manages AI base construction.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ConstructionYardTypes Set of String Tells the AI what building types are considered construction yards.
VehiclesFactoryTypes Set of String Tells the AI what building types are considered vehicle production facilities.
RefineryTypes Set of String Tells the AI what building types are considered refineries.
PowerTypes Set of String Tells the AI what building types are considered power plants.
BarracksTypes Set of String Tells the AI what building types are considered infantry production facilities.
ProductionTypes Set of String Tells the AI what building types are considered production facilities.
NavalProductionTypes Set of String Tells the AI what building types are considered naval production facilities.
SiloTypes Set of String Tells the AI what building types are considered silos (resource storage).
DefenseTypes Set of String Tells the AI what building types are considered defenses.
BuildingQueues Building Set of String Production queues AI uses for buildings.
DefenseQueues Defense Set of String Production queues AI uses for defenses.
MinimumBaseRadius 2 Integer Minimum distance in cells from center of the base when checking for building placement.
MaximumBaseRadius 20 Integer Radius in cells around the center of the base to expand.
MinimumExcessPower 0 Integer Minimum excess power the AI should try to maintain.
MaximumExcessPower 0 Integer The targeted excess power the AI tries to maintain cannot rise above this.
ExcessPowerIncrement 0 Integer Increase maintained excess power by this amount for every ExcessPowerIncreaseThreshold of base buildings.
ExcessPowerIncreaseThreshold 1 Integer Increase maintained excess power by ExcessPowerIncrement for every N base buildings.
MinimumRefineryCount 1 Integer Number of refineries to build before building a barracks.
ResourceDistance 5 Integer Minimum distance in cells for resource patches when checking for building placement.
StructureProductionInactiveDelay 125 Integer Additional delay (in ticks) between structure production checks when there is no active production. StructureProductionRandomBonusDelay is added to this.
StructureProductionActiveDelay 25 Integer Additional delay (in ticks) added between structure production checks when actively building things. Note: The total delay is gamespeed OrderLatency x 4 + this + StructureProductionRandomBonusDelay.
StructureProductionRandomBonusDelay 10 Integer A random delay (in ticks) of up to this is added to active/inactive production delays.
StructureProductionResumeDelay 1500 Integer Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.
MaximumFailedPlacementAttempts 3 Integer After how many failed attempts to place a structure should AI give up and wait for StructureProductionResumeDelay before retrying.
MaximumResourceCellsToCheck 3 Integer How many randomly chosen cells with resources to check when deciding refinery placement.
CheckForNewBasesDelay 1500 Integer Delay (in ticks) until rechecking for new BaseProviders.
PlaceDefenseTowardsEnemyChance 100 Integer Chance that the AI will place the defenses in the direction of the closest enemy building.
MinimumDefenseRadius 5 Integer Minimum range at which to build defensive structures near a combat hotspot.
MaximumDefenseRadius 20 Integer Maximum range at which to build defensive structures near a combat hotspot.
NewProductionCashThreshold 5000 Integer Try to build another production building if there is too much cash.
RallyPointScanRadius 8 Integer Radius in cells around a factory scanned for rally points by the AI.
CheckForWaterRadius 8 Integer Radius in cells around each building with ProvideBuildableArea to check for a 3x3 area of water where naval structures can be built. Should match maximum adjacency of naval structures.
WaterTerrainTypes Water Set of String Terrain types which are considered water for base building purposes.
BuildingFractions Dictionary with Key: String, Value: Integer What buildings to the AI should build. What integer percentage of the total base must be this type of building.
BuildingLimits Dictionary with Key: String, Value: Integer What buildings should the AI have a maximum limit to build.
BuildingDelays Dictionary with Key: String, Value: Integer When should the AI start building specific buildings.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

CustomEditorResourceLayer

AllowedTerrainTypes is optional: use * as placeholder

Inherits from: EditorResourceLayer.

Requires trait(s): EditorActorLayer.

Property Default Value Type Description
ResourceTypes Dictionary with Key: String, Value: ResourceTypeInfo
RecalculateResourceDensity False Boolean Override the density saved in maps with values calculated based on the number of neighbouring resource cells.

CustomTerrainLayer

Attach this to the world actor. Required for LaysTerrain to work.

Property Default Value Type Description
Palette terrain String Palette to render the layer sprites in.

DebugOffsetOverlay

Displays a developer offset point, controllable via chat commands. Select the unit first. Rendering is enabled automatically with the first valid command. Available commands: /offset body: Sets the reference point to the actor's center position. /offset turret X: where X is the turret index whose center the reference point should be set. Falls back to actor center position on wrong index. /offset set X,Y,Z: Sets the offset. No spaces are supported between the values. /offset add X,Y,Z: Adds the value to the current offset. Negative values function to subtract. No spaces are supported between the values. /offset query: Returns the current offset value in the chat. /offset disable: Disables rendering of the offset.

DebugOffsetOverlayManager

DeployActorBotModule

Deploys units when idle.

Inherits from: ConditionalTrait.

Property Default Value Type Description
DeployableActorTypes (required) Set of String Actor types that can deploy.
MinimumScanDelay 100 Integer Minimum delay (in ticks) between trying to deploy with DeployableActorTypes.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DetonateWeaponPower

Support power for detonating a weapon at the target position.

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Weapon String
ActivationDelay 10 Integer Delay between activation and explosion
BeaconRemoveAdvance 5 Integer Amount of time before detonation to remove the beacon
CameraRange 0c0 1D World Distance Range of cells the camera should reveal around target cell.
RevealGeneratedShroud True Boolean Can the camera reveal shroud generated by the GeneratesShroud trait?
CameraPlayerRelationships Ally PlayerRelationship Reveal cells to players with these stances only.
CameraSpawnAdvance 5 Integer Amount of time before detonation to spawn the camera
CameraRemoveDelay 5 Integer Amount of time after detonation to remove the camera
AirburstAltitude 0c0 1D World Distance Altitude above terrain below which to explode. Zero effectively deactivates airburst.
TargetCircleRange 0c0 1D World Distance
TargetCircleColor FFFFFF Color (RRGGBB[AA] notation)
TargetCircleUsePlayerColor False Boolean
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName DetonateWeaponPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

DropPodsPower

Inherits from: SupportPower, PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
UnitTypes (required) Collection of String Drop pod unit
Drops 3,5 2D Integer Number of drop pods spawned.
PodFacing 0 1D World Angle Sets the approach direction.
PodScatter 3 Integer Maximum offset from targetLocation
CameraActor String Actor to spawn when the attack starts
CameraRemoveDelay 25 Integer Number of ticks to keep the camera alive
ChargeInterval 0 Integer Measured in ticks.
IconImage icon String
Icon String Icon sprite displayed in the support power palette.
IconPalette chrome String Palette used for the icon.
Name String
Description String
AllowMultiple False Boolean Allow multiple instances of the same support power.
OneShot False Boolean Allow this to be used only once.
Cursor ability String Cursor to display for using this support power.
StartFullyCharged False Boolean If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites Collection of String
DetectedSound String
DetectedSpeechNotification String
DetectedTextNotification String
BeginChargeSound String
BeginChargeSpeechNotification String
BeginChargeTextNotification String
EndChargeSound String
EndChargeSpeechNotification String
EndChargeTextNotification String
SelectTargetSound String
SelectTargetSpeechNotification String
SelectTargetTextNotification String
InsufficientPowerSound String
InsufficientPowerSpeechNotification String
InsufficientPowerTextNotification String
LaunchSound String
LaunchSpeechNotification String
LaunchTextNotification String
IncomingSound String
IncomingSpeechNotification String
IncomingTextNotification String
DisplayTimerRelationships None PlayerRelationship Defines to which players the timer is shown.
DisplayBeacon False Boolean Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers
BeaconPaletteIsPlayerPalette True Boolean
BeaconPalette player String
BeaconImage beacon String
BeaconPoster String
BeaconPosterPalette chrome String
ClockSequence String
BeaconSequence String
ArrowSequence String
CircleSequence String
BeaconDelay 0 Integer Delay after launch, measured in ticks.
DisplayRadarPing False Boolean
RadarPingDuration 125 Integer Measured in ticks.
OrderName DropPodsPowerInfoOrder String
SupportPowerPaletteOrder 9999 Integer Sort order for the support power palette. Smaller numbers are presented earlier.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

EditorAutoTiler

ExternalConditionPowerBotModule

Manages bot defensive support power handling.

Inherits from: ConditionalTrait.

Requires trait(s): SupportPowerManager.

Property Default Value Type Description
OrderName (required) String Which support power to use.
MinimumTargets 4 Integer How many friendlies should at least be affected?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Floods

Lets the actor spread liquid tiles around it in straight lines.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Interval 10 Integer Speed in ticks between each wave.
MaxTiles 10000 Integer After which amount of flooded tiles to stop traversing further.
ReplacementTiles Dictionary with Key: UInt16, Value: UInt16 Which tile ID to replace with which flooded variant
StopTerrainTypes Collection of String Terrain type that should be converted albeit unpathable.
Locomotor (required) String Locomotor to test pathability of barriers against.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ForestLayer

Attach this to the world actor.

Property Default Value Type Description
Palette terrain String Palette to render the layer sprites in.
CrushClasses Tree Collection of CrushClass Who should be allowed to crush a tree.
Hitpoints 100000 Integer Initial max amount per tile.
DamagedHitpoints 75000 Integer At which health level to display flames.
Interval 8 Integer Time in ticks to apply damage.
Damage 10 Integer How much damage to apply to neighboring tiles when on fire.
FlameOwner Creeps String Player that spawns the flame actors.
FlameActor (required) String Fake actor required for targeting.
TransformedTerrain (required) Collection of String Terrain types a tree can change into.
CrushedTiles (required) Dictionary with Key: UInt16, Value: UInt16 Which tile ID to replace with which munched variant
BurnedTiles (required) Dictionary with Key: UInt16, Value: UInt16 Which tile ID to replace with which scorched variant

FreeActorWithEffect

Player receives a unit for free once the building is placed with a sprite effect. If you want more than one unit to be spawned, copy this section and assign IDs like FreeActorWithDelay@2, ...

Inherits from: FreeActor, ConditionalTrait.

Property Default Value Type Description
Image String
Sequence String Sequence to use for overlay animation.
Palette String Custom palette name
Delay 0 Integer Start after this duration in ticks.
Actor (required) String Name of the actor.
SpawnOffset 0,0 2D Cell Vector Offset relative to the top-left cell of the building.
Facing 0 1D World Angle Which direction the unit should face.
AllowRespawn False Boolean Whether another actor should spawn upon re-enabling the trait.
EditorFreeActorDisplayOrder 4 Integer Display order for the free actor checkbox in the map editor
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionInsideEnemyBuildRadius

Grants a condition when the actor enters an enemy build radius.

Property Default Value Type Description
Condition String The condition to grant.
ScanDelay 25 Integer Time in ticks.

GrantConditionOnBurstComplete

Grants a condition when this actor finishes a burst.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Condition (required) String The condition to grant.
ArmamentNames primary Set of String Name of the armaments that grant this condition.
RevokeDelay 0 Integer
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantConditionOnLineBuildConnection

Grants a condition when this actor is next to two walls.

Requires trait(s): Building.

Property Default Value Type Description
FirstCondition (required) String The condition to grant when left/top is connected.
LastCondition (required) String The condition to grant when right/bottom is connected.
Edges Collection of 2D Cell Vector Possible connections left/right or top/bottom from top left origin.

GrantConditionOnNeutralOwner

Grants a condition if the owner is the Neutral player.

Property Default Value Type Description
Condition String The condition to grant.

GrantConditionOnProximity

Grants a condition by units in a specified proximity.

Property Default Value Type Description
Range 5c0 1D World Distance Maximum range at which a actor can initiate the condition.
Condition String The condition to grant.

GrantConditionOnSell

Grants a condition when the actor is being sold.

Property Default Value Type Description
Condition String The condition to grant.

GrantExternalConditionToOwner

Grants an external condition to the owner player's actor.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Condition (required) String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

GrantPrerequisiteWithoutBots

Grants a prerequisite for human only games.

Property Default Value Type Description
Prerequisite (required) String The prerequisite type that this provides.

LaysTerrain

Requires trait(s): Building.

Property Default Value Type Description
Template 0 UInt16 The terrain template to place. If the template is PickAny, then the actor footprint will be filled with this tile.
TerrainTypes Set of String The terrain types that this template will be placed on.
Offset 0,0 2D Cell Vector Offset relative to the actor TopLeft. Not used if the template is PickAny. Tiles being offset out of the actor's footprint will not be placed.

LiquidEdgeRenderer

Used to render the border of liquids. Attach this to the world actor

Requires trait(s): LiquidTerrainLayer.

Property Default Value Type Description
Image (required) String Sequence image that holds the different variants.
Sequence idle String
Palette terrain String Palette used for rendering the resource sprites.
BlockTerrainTypes Collection of String
CoveredTerrainTypes Collection of String

LiquidTerrainLayer

Attach this to the world actor.

Property Default Value Type Description
Palette terrain String Palette to render the layer sprites in.

LoadCargoBotModule

Manages AI load unit related with Cargo and Passenger traits.

Inherits from: ConditionalTrait.

Property Default Value Type Description
TransportTypes Set of String Actor types that can be targeted for load, must have Cargo.
PassengerTypes Set of String Actor types that used for loading, must have Passenger.
OnlyEnterOwnerPlayer True Boolean Allow enter allied transport.
ScanTick 317 Integer Scan suitable actors and target in this interval.
ValidDamageState Heavy DamageState Don't load passengers to this actor if damage state is worse than this.
UnloadDamageState Heavy DamageState Unload passengers to this actor if damage state is worse than this.
MaxDistance 20c0 1D World Distance Don't load passengers that are further than this distance to this actor.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

MinerAttackNotifier

Plays an audio notification and shows a radar ping when a miner is attacked. Attach this to the player actor.

Property Default Value Type Description
NotifyInterval 30000 Integer Minimum duration (in milliseconds) between notification events.
RadarPingColor FF0000 Color (RRGGBB[AA] notation)
RadarPingDuration 250 Integer Length of time (in ticks) to display a location ping in the minimap.

MinerBotModule

Manages AI miner deployment logic.

Inherits from: ConditionalTrait.

Property Default Value Type Description
DeployableActorTypes (required) Set of String Actor types that can deploy onto resources.
VehiclesQueue Vehicle String Where to request production of additional deployable actors.
DeployableTerrainTypes (required) Set of String Terrain types that can be targeted for deployment.
DeployedActorTypes (required) Set of String Actor types that have been deployed onto resources.
MinimumDeployedActors 1 Integer Prioritize this many resource towers before building other units.
MinimumScanDelay 20 Integer Minimum delay (in ticks) between trying to deploy with DeployableActorTypes.
LastSearchFailedDelay 500 Integer Minimum delay (in ticks) after the last search for resources failed.
EnemyAvoidanceRadius 8c0 1D World Distance Avoid enemy actors nearby when searching for a new resource patch. Should be somewhere near the max weapon range.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

Miner

Allows the miner to deploy at a target location with a single order.

Property Default Value Type Description
DeployCursor deploy String Cursor to display when able to lay a mine.
TerrainTypes (required) Set of String Terrain types that can be targeted for deployment.
Voice Action String Voice to use when ordered to lay a minefield.
Colors Dictionary with Key: String, Value: Color (RRGGBB[AA] notation) Defines to which players the target lines are shown.

MissileSpawnerChild

This unit is launched by a missile spawner parent.

Inherits from: BaseSpawnerChild.

Property Default Value Type Description
ParentDeadCondition String The condition to grant to childs when the parent actor is killed.
AllowOwnerChange False Boolean Can these actors be mind controlled or captured?
DamageTypes Collection of DamageType Types of damage this actor explodes with due to an unallowed child action. Leave empty for no damage types.

MissileSpawnerParent

This actor can spawn missile actors.

Inherits from: BaseSpawnerParent, ConditionalTrait.

Property Default Value Type Description
LaunchingCondition String The condition to grant to self right after launching a spawned unit.
LaunchingTicks 15 Integer After this many ticks, we remove the condition.
LoadedCondition String The condition to grant to self while spawned units are loaded. Condition can stack with multiple spawns.
SpawnContainConditions Dictionary with Key: String, Value: String Conditions to grant when specified actors are contained inside the transport. A dictionary of [actor id]: [condition].
Actors (required) Collection of String Spawn these units.
InitialActorCount -1 Integer Child actors to contain upon creation. Set to -1 to start with full children.
ArmamentNames primary Set of String Name of the armaments that grants the LaunchingCondition. The rate of fire of the dummy weapon determines the launch cycle as each shot.
ChildDisposalOnKill KillChildren SpawnerChildDisposal What happens to the children when the parent is killed?
ChildDisposalOnOwnerChange GiveChildrenToAttacker SpawnerChildDisposal What happens to the children when the parent is mind controlled?
NoRegeneration False Boolean Only spawn initial load of children?
SpawnAllAtOnce False Boolean Spawn all children at once when regenerating children, instead of one by one?
RespawnTicks 150 Integer Spawn regeneration delay, in ticks
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

NoBuildZone

Ensures a miner can always be placed around resource spots.

Property Default Value Type Description
BlockedTerrainType (required) String Terrain type used block surrounding cells.
MinerActorType (required) String Building reference for footprint calculation.

PeriodicDischarge

Dispenses a weapon at the actor's position when enabled.Reload/BurstDelays are used as release intervals.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Weapon (required) String Has to be defined in weapons.yaml as well.
ResetReloadWhenEnabled True Boolean
AmmoPoolName String Which limited ammo pool (if present) should this weapon be assigned to.
LocalOffset 0,0,0 3D World Vector Explosion offset relative to actor's position.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

PeriodicProducer

Produces an actor without using the standard production queue.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Actors (required) Collection of String Random actors to choose from.
Type (required) String Production queue type to use
ReadyAudio String Notification played when production is activated. The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio String Notification played when the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
ChargeDuration 1000 Integer Duration between productions.
ResetTraitOnEnable False Boolean Reset the countdown when the traits gets enabled.
ShowSelectionBar False Boolean
ChargeColor 87CEEB Color (RRGGBB[AA] notation)
SelectionBarDisplayRelationships Ally PlayerRelationship Defines to which players the bar is to be shown.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

PowerDownBotModule

Manages AI temporary power shutdowns.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Interval 150 Integer Delay (in ticks) between toggling powerdown.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

PriorityCaptureManagerBotModule

Manages AI capturing logic.

Inherits from: ConditionalTrait.

Property Default Value Type Description
CapturingActorTypes (required) Set of String Actor types that can capture other actors (via Captures).
PriorityCaptureChance 75 Integer Percentage chance of trying a priority capture.
PriorityCapturableActorTypes Set of String Actor types that should be priorizited to be captured. Leave this empty to include all actors.
CapturableActorTypes Set of String Actor types that can be targeted for capturing. Leave this empty to include all actors.
EnemyAvoidanceRadius 8c0 1D World Distance Avoid enemy actors nearby when searching for capture opportunities. Should be somewhere near the max weapon range.
MinimumCaptureDelay 375 Integer Minimum delay (in ticks) between trying to capture with CapturingActorTypes.
MaximumCaptureTargetOptions 10 Integer Maximum number of options to consider for capturing. If a value less than 1 is given 1 will be used instead.
CheckCaptureTargetsForVisibility True Boolean Should visibility (Shroud, Fog, Cloak, etc) be considered when searching for capturable targets?
CapturableStances Enemy, Neutral PlayerRelationship Player stances that capturers should attempt to target.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ProductionSound

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Files (required) Collection of String
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ResourceCollector

Lets the actor generate resources in a set periodic time.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): Building.

Property Default Value Type Description
Interval 50 Integer Number of ticks to wait between gathering resources.
InitialDelay 200 Integer Number of ticks to wait before gathering first resources.
Amount 100 Integer Amount of resource to collect each time.
Capacity 1000 Integer How much can be temporarily stored.
DeliveryVehicleType Collection of String
Deposits Dictionary with Key: String, Value: Integer How much can be mined in total before depletion.
DepletionModifier 10 Integer Reduce payout by this percentage when resources are depleted.
MinimumReserves 900 Integer How many resources to keep at all times.
MinimumDensity 1 Integer Lowest number of resource denseness to keep at all times.
DisplayRelationships Ally PlayerRelationship Defines to which players the bar is to be shown.
Colors Dictionary with Key: String, Value: Color (RRGGBB[AA] notation) Defines to which players the bar is to be shown.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ResourceDensityOverlay

Displays resource density colored by type.

Property Default Value Type Description
Font TinyBold String

ResourceTransporter

Requires trait(s): Mobile.

Property Default Value Type Description
DeliveryBuildings Set of String
Capacity 10 Integer How much resources it can carry.
DeliverVoice Action String
EnterCursor enter String Cursor to display when able to unload at target actor.
EnterBlockedCursor enter-blocked String Cursor to display when unable to unload at target actor.
EnemyAvoidanceRadius 8c0 1D World Distance Avoid enemy actors nearby when searching for a new delivery route. Should be somewhere near the max weapon range.
IdleScanDelay 20 Integer Minimum delay (in ticks) between searching for destinations.

ScoutBotModule

Manages AI random scouting. Exclude from SquadManagerBotModule.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ScoutActorTypes (required) Set of String Actor types that are sent around the map.
MinimumScanDelay 200 Integer Minimum delay (in ticks) between searching for ScoutActorTypes.
MoveRadius 1 Integer How far away to move from current location.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

ScrapOptions

Controls the 'Scrap' checkbox in the lobby options.

Property Default Value Type Description
CheckboxLabel Scrap String Descriptive label for the scrap checkbox in the lobby.
CheckboxDescription Collectible junk after unit destruction String Tooltip description for the scrap checkbox in the lobby.
CheckboxEnabled True Boolean Default value of the scrap checkbox in the lobby.
CheckboxLocked False Boolean Prevent the scrap state from being changed in the lobby.
CheckboxVisible True Boolean Whether to display the scrap checkbox in the lobby.
CheckboxDisplayOrder 0 Integer Display order for the scrap checkbox in the lobby.

ScrapValue

How much the unit leftovers are worth.

Property Default Value Type Description
Percentage 10 Integer Percentage of the killed actor's value.
MinimumFallbackAmount 40 Integer How much the scrap is worth when pre-placed with the map editor.
MaximumFallbackAmount 200 Integer

SendUnitToAttackBotModule

Bot logic for units that should not be sent with a regular squad, like suicide or subterranean units.

Inherits from: ConditionalTrait.

Property Default Value Type Description
ActorTypesAndAttackDesire Dictionary with Key: String, Value: Integer Actors used for attack, and their base desire provided for attack desire. When desire reach 100, AI will send them to attack.
ValidTargets Structure Collection of TargetableType Target types that can be targeted.
InvalidTargets Collection of TargetableType Target types that can't be targeted.
AttackDistance Closest AttackDistance Should attack the furthest or closest target. Possible values are Closest, Furthest, Random
AttackOrderName Attack String Attack order name.
ScanTick 463 Integer Find target and try attack target in this interval.
AttackDesireIncreasedPerScan 10 Integer The total attack desire increases by this amount per scan Note: When there is no attack unit, the total attack desire will return to 0.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpawnedExplodes

This actor explodes when killed and the kill XP goes to the Spawner.

Inherits from: Explodes, ConditionalTrait.

Property Default Value Type Description
Weapon (required) String Default weapon to use for explosion if ammo/payload is loaded.
EmptyWeapon UnitExplode String Fallback weapon to use for explosion if empty (no ammo/payload).
LoadedChance 100 Integer Chance that the explosion will use Weapon instead of EmptyWeapon when exploding, provided the actor has ammo/payload.
Chance 100 Integer Chance that this actor will explode at all.
DamageThreshold 0 Integer Health level at which actor will explode.
DeathTypes Collection of DamageType DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.
DamageSource Self DamageSource Who is counted as source of damage for explosion. Possible values are Self and Killer.
Type CenterPosition ExplosionType Possible values are CenterPosition (explosion at the actors' center) and Footprint (explosion on each occupied cell).
Offset 0,0,0 3D World Vector Offset of the explosion from the center of the exploding actor (or cell).
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpawnScrapOnDeath

Spawn an actor of the same value immediately upon death when the 'Scrap' trait is enabled.

Inherits from: ConditionalTrait.

Property Default Value Type Description
Actors (required) Collection of String Random actor to spawn on death.
Probability 100 Integer Probability the actor spawns.
TerrainTypes Set of String Allowed to spawn on.
InternalOwner Neutral String Map player to use when 'InternalName' is defined on 'OwnerType'.
DeathType String DeathType that triggers the actor spawn. Leave empty to spawn an actor ignoring the DeathTypes.
Offset 0,0 2D Cell Vector Offset of the spawned actor relative to the dying actor's position. Warning: Spawning an actor outside the parent actor's footprint/influence might lead to unexpected behaviour.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpawnsShrapnel

Spawns shrapnel weapons after a periodic interval.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Property Default Value Type Description
Weapon (required) String Has to be defined in weapons.yaml as well.
Amount 1 Collection of Integer Amount of shrapnels thrown. Two values indicate a range.
Delay 50 Collection of Integer Delay between two spawns. Two values indicate a range.
AimChance 0 Integer The percentage of aiming this shrapnel to a suitable target actor.
AimTargetStances Enemy, Neutral, Ally PlayerRelationship What diplomatic stances can be targeted by the shrapnel.
ThrowWithoutTarget True Boolean Allow this shrapnel to be thrown randomly when no targets found.
AllowSelfHit False Boolean Should the shrapnel hit the spawner actor?
LocalOffset 0,0,0 3D World Vector Shrapnel spawn offset relative to actor's position.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

SpawnUnitCrateAction

Spawns units when collected and optionally plays an effect overlay.

Inherits from: CrateAction, ConditionalTrait.

Property Default Value Type Description
Units (required) Collection of String The list of units to spawn.
ValidFactions Set of String Factions that are allowed to trigger this action.
Owner String Override the owner of the newly spawned unit: e.g. Creeps or Neutral
AppearImage energyball String Image used to overlay the spawned actor.
AppearSequence appear String Animation overlay played when spawning the actor.
SelectionShares 10 Integer Chance of getting this crate, assuming the collector is compatible.
Image crate-effects String Image containing the crate effect animation sequence.
Sequence String Animation sequence played when collected. Leave empty for no effect.
Palette effect String Palette to draw the animation in.
Sound String Audio clip to play when the crate is collected.
Notification String Speech notification to play when the crate is collected.
TextNotification String Text notification to display when the crate is collected.
TimeDelay 0 Integer The earliest time (in ticks) that this crate action can occur on.
Prerequisites Collection of String Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes Collection of String Actor types that this crate action will not occur for.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TeleportNetwork

This actor can teleport actors to another actor with the same trait.

Inherits from: ConditionalTrait.

Property Default Value Type Description
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

TeleportNetworkManager

This must be attached to player in order for TeleportNetwork to work.

TeleportNetworkPrimaryExit

Used with TeleportNetwork trait for primary exit designation.

Requires trait(s): TeleportNetwork.

Property Default Value Type Description
PrimaryCondition primary String The condition to grant to self while this is the primary building.
SelectionNotification String The speech notification to play when selecting a primary exit.
Cursor deploy String Cursor to display when setting the primary building.

TeleportNetworkTransportable

Can move actors instantly to primary designated teleport network actor.

Property Default Value Type Description
Voice Action String
EnterCursor enter String
EnterBlockedCursor enter-blocked String

TerrainTileAnimation

Property Default Value Type Description
Tiles (required) Collection of UInt16
Interval 175, 325 Collection of Integer Average time (ticks) between animations.
InitialDelay 0 Integer Delay (in ticks) before the first animation happens.
Image (required) String Which image to use.
Sequence (required) String Which sequence to use.
Palette (required) String Which palette to use.

TerrainTypeOverlay

Displays terrain tile IDs colored by terrain type.

Property Default Value Type Description
Font TinyBold String

UndergroundResourceLayer

Allows resources below actors. Attach this to the world actor.

Property Default Value Type Description
ResourceTypes Dictionary with Key: String, Value: ResourceTypeInfo

VariedCostManager

Keeps cost variations in sync. Attach this to the world actor.

Property Default Value Type Description
AdjustmentDelay 1000 Integer Interval between new pricings measured in ticks.
Multiplier 100,125 2D Integer Range of percentage modifiers to apply.

VariedCostMultiplier

Modifies the production cost of this actor for a specific queue or when a prerequisite is granted. Requires VariedCostManager on the World actor.

Property Default Value Type Description
Prerequisites Collection of String Only apply this cost change if the owner has these prerequisites.
Queues Set of String Production queues that this cost will apply to.
Group String Set this if items should get the same random pricing.

WithCarrierParentPipsDecoration

Inherits from: WithDecorationBase, ConditionalTrait.

Requires trait(s): CarrierParent.

Property Default Value Type Description
PipCount 0 Integer Number of pips to display. Defaults to CarrierParent.Actors.Length.
PipStride 0,0 2D Integer If non-zero, override the spacing between adjacent pips.
Image pips String Image that defines the pip sequences.
EmptySequence pip-empty String Sequence used for indicating empty slots.
FullSequence pip-green String Sequence used for indicating filled units.
Palette chrome String
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithMissileSpawnerParentPipsDecoration

Inherits from: WithDecorationBase, ConditionalTrait.

Requires trait(s): MissileSpawnerParent.

Property Default Value Type Description
PipCount 0 Integer Number of pips to display. Defaults to CarrierParent.Actors.Length.
PipStride 0,0 2D Integer If non-zero, override the spacing between adjacent pips.
Image pips String Image that defines the pip sequences.
EmptySequence pip-empty String Sequence used for indicating empty slots.
FullSequence pip-green String Sequence used for indicating filled units.
Palette chrome String
Position TopLeft String Position in the actor's selection box to draw the decoration.
ValidRelationships Ally PlayerRelationship Player relationships who can view the decoration.
RequiresSelection False Boolean Should this be visible only when selected?
Margin 0,0 2D Integer Offset sprite center position from the selection box edge.
Offsets Dictionary with Key: BooleanExpression, Value: 2D Integer Screen-space offsets to apply when defined conditions are enabled. A dictionary of [condition string]: [x, y offset].
BlinkInterval 5 Integer The number of ticks that each step in the blink pattern in active.
BlinkPattern Collection of BlinkState (enum) A pattern of ticks (BlinkInterval long) where the decoration is visible or hidden.
BlinkPatterns Dictionary with Key: BooleanExpression, Value: Collection of BlinkState (enum) Override blink conditions to use when defined conditions are enabled. A dictionary of [condition string]: [pattern].
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithResourceAnimation

Allows to play animations on resources. Attach this to the world actor.

Property Default Value Type Description
Types (required) Set of String Resource types to animate.
Ratio 1, 10 Collection of Integer The percentage of resource cells to play the animation on. Use two values to randomize between them.
Interval 200, 500 Collection of Integer Tick interval between two animation spawning. Use two values to randomize between them.
Image (required) String Animation image.
Sequences idle Collection of String Randomly select one of these sequences to render.
Palette String Animation palette.

CustomSelectionDecorations

Inherits from: SelectionDecorationsBase.

Requires trait(s): Interactable.

Property Default Value Type Description
SelectionBoxColor FFFFFF Color (RRGGBB[AA] notation)

EmptySelectionDecorations

Inherits from: SelectionDecorationsBase.

Requires trait(s): Interactable.

Property Default Value Type Description
SelectionBoxColor FFFFFF Color (RRGGBB[AA] notation)

WithCarrierHatchAnimation

This actor displays an open/close animation when child actors leave/enter.

Requires trait(s): CarrierParent, RenderSprites, WithSpriteBody.

Property Default Value Type Description
DoorSequence open String Sequence to use for charge animation.
Body body String Which sprite body to play the animation on.

WithConstructionBeamOverlay

Rendered after the "make" animation.

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Condition String The condition to grant to self while the overlay is playing.
Sequence make-overlay String Sequence name to use
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithConstructionOverlay

Rendered together with the "make" animation.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence make-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithDamagedOverlay

Renders an overlay when the actor is taking heavy damage.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Image String Defaults to the actor name.
Sequence String
Palette String Custom palette name.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName.
DamageTypes Collection of DamageType Damage types that this should be used for (defined on the warheads). Leave empty to disable all filtering.
MinimumDamageState Heavy DamageState Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.
MaximumDamageState Dead DamageState

WithDeployMineAnimation

Inherits from: ConditionalTrait.

Requires trait(s): Minelayer, WithSpriteBody.

Property Default Value Type Description
Sequence String Displayed while laying mine.
Body body String Which sprite body to modify.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithIdleOverlayOnGround

Plays an idle overlay on the ground position under the actor (regardless of it's actual height).

Inherits from: WithIdleOverlay, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Image String Image used for this decoration. Defaults to the actor's type.
StartSequence String Animation to play when the actor is created.
Sequence idle-overlay String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
IsDecoration False Boolean
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithLandingAnimation

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
RequiredFacing 0 1D World Angle
LandingSequence landing String
TouchdownSequence touchdown String
LiftoffSequence liftoff String
Body body String Which sprite body to play the animation on.

WithLandingCraftAnimation

Requires trait(s): Cargo, WithSpriteBody.

Property Default Value Type Description
OpenTerrainTypes (required) Set of String
OpenSequence open String
CloseSequence close String
UnloadSequence unload String
Body body String Which sprite body to play the animation on.

WithLandingUnloadAnimation

Requires trait(s): Aircraft, WithSpriteBody.

Property Default Value Type Description
RequiredFacing 0 1D World Angle
LandingSequence landing String
UnloadedSequence unloaded String
Body body String Which sprite body to play the animation on.

WithMissileLaunchAnimation

This actor displays a sprite sequence when spawning a missile.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Sequence takeoff String Sequence to use for launch animation.
Body body String Which sprite body to play the animation on.

WithMissileSpriteBody

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BallisticMissile, BodyOrientation, RenderSprites.

Property Default Value Type Description
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithProductionDoorAnimation

Play an animation when a unit exits after production finished.

Inherits from: ConditionalTrait.

Requires trait(s): WithSpriteBody.

Property Default Value Type Description
ExitCells (required) Collection of 2D Cell Vector Exit offset associated with the animation.
Sequence door String
Body body String Which sprite body to play the animation on.
ReplayBackwards False Boolean Replay the animation backwards after it was played once?
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithProductionExitOverlay

Rendered when an actor finishes production on the used exit cell.

Inherits from: ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
ExitCell 0,0 2D Cell Vector Exit offset associated with the animation.
Sequence (required) String Sequence name to use.
Palette String Custom palette name.
IsPlayerPalette False Boolean Custom palette is a player palette BaseName.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithRandomFacingSpriteBody

Picks sprites from a random actor.

Inherits from: WithFacingSpriteBody, WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Images (required) Collection of String The sequence names that define the actor sprites.
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithRandomSpriteBody

Picks sprites from a random actor.

Inherits from: WithSpriteBody, PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites.

Property Default Value Type Description
Images (required) Collection of String The sequence names that define the actor sprites.
StartSequence String Animation to play when the actor is created.
Sequence idle String Animation to play when the actor is idle.
Name body String Identifier used to assign modifying traits to this sprite body.
ForceToGround False Boolean Forces sprite body to be rendered on ground regardless of actor altitude (for example for custom shadow sprites).
Palette String Custom palette name.
IsPlayerPalette False Boolean Palette is a player palette BaseName.
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithResourceCollectorOverlay

Renders the fillness state.

Inherits from: PausableConditionalTrait, ConditionalTrait.

Requires trait(s): RenderSprites, ResourceCollector.

Property Default Value Type Description
Sequence silo String Sequence name to use
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name
IsPlayerPalette False Boolean Custom palette is a player palette BaseName
PauseOnCondition BooleanExpression Boolean expression defining the condition to pause this trait.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithSupportPowerChargedAnimation

Displays an overlay when SupportPower is fully charged.

Inherits from: ConditionalTrait.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
ChargeSequence charged String Sequence name to use
LoopSequence loop String Sequence name to use
EndSequence String Sequence name to use
Body body String Which sprite body to play the animation on.
RequiresCondition BooleanExpression Boolean expression defining the condition to enable this trait.

WithTeleportChargeAnimation

This actor displays a charge-up animation when it receives a teleported unit.

Requires trait(s): RenderSprites, WithSpriteBody.

Property Default Value Type Description
ChargeSequence active String Sequence to use for charge animation.
Body body String Which sprite body to play the animation on.

WithTeleportEnergyOverlay

This actor display an overlay upon arrival.

Requires trait(s): BodyOrientation, RenderSprites.

Property Default Value Type Description
Image String Defaults to the actor name.
Sequence String Sequence to use for charge animation.
Body body String Which sprite body to play the animation on.
Offset 0,0,0 3D World Vector Position relative to body
Palette String Custom palette name

FixedColorShift

Apply a fixed color shift to a palette. Use this to add RGBA compatibility to FixedColorPalette.

Property Default Value Type Description
BasePalette (required) String The name of the palette to base off.
Color 00000000 Color (RRGGBB[AA] notation) The fixed color to remap.
MinHue 0.29 Real Number Hues between this and MaxHue will be shifted.
MaxHue 0.37 Real Number Hues between MinHue and this will be shifted.
ReferenceHue 0.33 Real Number Hue reference for the color shift.
ReferenceSaturation 0.925 Real Number Saturation reference for the color shift.
ReferenceValue 0.95 Real Number Value reference for the color shift.

DebugPauseState

Checks for pause related desyncs. Attach this to the world actor.

DebugVisualizations

Enables visualization commands. Attach this to the world actor.

Faction

Attach this to the World actor.

Property Default Value Type Description
Name String This is the name exposed to the players.
InternalName String This is the internal name for owner checks.
RandomFactionMembers Set of String Pick a random faction as the player's faction out of this list.
Side String The side that the faction belongs to. For example, England belongs to the 'Allies' side.
Description String
Selectable True Boolean

FrozenActorLayer

Required for FrozenUnderFog to work. Attach this to the player actor.

Requires trait(s): Shroud.

Property Default Value Type Description
BinSize 10 Integer Size of partition bins (cells)

ScreenMap

Property Default Value Type Description
BinSize 250 Integer Size of partition bins (world pixels)

ScreenShaker

Property Default Value Type Description
MinMultiplier -3,-3 2D Real Number
MaxMultiplier 3,3 2D Real Number

Shroud

Required for shroud and fog visibility checks. Add this to the player actor.

Property Default Value Type Description
FogCheckboxLabel checkbox-fog-of-war.label String Descriptive label for the fog checkbox in the lobby.
FogCheckboxDescription checkbox-fog-of-war.description String Tooltip description for the fog checkbox in the lobby.
FogCheckboxEnabled True Boolean Default value of the fog checkbox in the lobby.
FogCheckboxLocked False Boolean Prevent the fog enabled state from being changed in the lobby.
FogCheckboxVisible True Boolean Whether to display the fog checkbox in the lobby.
FogCheckboxDisplayOrder 0 Integer Display order for the fog checkbox in the lobby.
ExploredMapCheckboxLabel checkbox-explored-map.label String Descriptive label for the explored map checkbox in the lobby.
ExploredMapCheckboxDescription checkbox-explored-map.description String Tooltip description for the explored map checkbox in the lobby.
ExploredMapCheckboxEnabled False Boolean Default value of the explore map checkbox in the lobby.
ExploredMapCheckboxLocked False Boolean Prevent the explore map enabled state from being changed in the lobby.
ExploredMapCheckboxVisible True Boolean Whether to display the explore map checkbox in the lobby.
ExploredMapCheckboxDisplayOrder 0 Integer Display order for the explore map checkbox in the lobby.

Related value types (enums):

ActorFlashType

Possible values: Overlay, Tint

Referenced by: OrderEffects

AirAttackType

Possible values: Default, Hover, Strafe

Referenced by: AttackAircraft

AttackDelayType

Possible values: Preparation, Attack

Referenced by: AttackSounds, WithAttackAnimation, WithAttackOverlay, WithTurretAttackAnimation

AttackDistance

Possible values: Closest, Furthest, Random

Referenced by: SendUnitToAttackBotModule

BlendMode

Possible values: None, Alpha, Additive, Subtractive, Multiply, Multiplicative, DoubleMultiplicative, LowAdditive, Screen, Translucent

Referenced by: ShroudRenderer

CloakStyle

Possible values: None, Alpha, Color, Palette

Referenced by: Cloak

DamageSource

Possible values: Self, Killer

Referenced by: Explodes, SpawnedExplodes

DamageState

Possible values: Undamaged, Light, Medium, Heavy, Critical, Dead

Referenced by: BridgePlaceholder, ExplosionOnDamageTransition, GrantConditionOnDamageState, LoadCargoBotModule, WithDamageOverlay, WithDamagedOverlay

DetectionCircleVisibility

Possible values: Always, WhenSelected

Referenced by: RenderDetectionCircle

EffectType

Possible values: None, Black, Desaturated

Referenced by: MenuPostProcessEffect

ElevatedBridgePlaceholderOrientation

Possible values: X, Y

Referenced by: ElevatedBridgePlaceholder

EnterBehaviour

Possible values: Exit, Suicide, Dispose

Referenced by: Demolition, InstantlyRepairs, RepairsBridges

ExplosionType

Possible values: Footprint, CenterPosition

Referenced by: Explodes, SpawnedExplodes

IdleBehaviorType

Possible values: None, Land, ReturnToBase, LeaveMap, LeaveMapAtClosestEdge

Referenced by: Aircraft

LineBuildDirection

Possible values: Unset, X, Y

Referenced by: GrantConditionOnLineBuildDirection

MovementType

Possible values: None, Horizontal, Vertical, Turn

Referenced by: GrantConditionOnMovement, WithMoveAnimation

OwnerLostActionType

Possible values: ChangeOwner, Dispose, Kill

Referenced by: OwnerLostAction

OwnerType

Possible values: Victim, Killer, InternalName

Referenced by: SpawnActorOnDeath

PlaceBuildingCellType

Possible values: None, Valid, Invalid, LineBuild

Referenced by: ActorPreviewPlaceBuildingPreview, SequencePlaceBuildingPreview

PlayerRelationship

Possible values: None, Enemy, Neutral, Ally

Referenced by: AcceptsDeliveredCash, AcceptsDeliveredExperience, AirstrikePower, AppearsOnRadar, Armament, AttackOrderPower, AutoCrusher, AutoTargetPriority, BlocksProjectiles, CaptureManagerBotModule, Captures, CashTricklerBar, CreatesShroud, Demolition, DetonateWeaponPower, DropPodsPower, FrozenUnderFog, Gate, GivesBounty, GivesExperience, GrantExternalConditionPower, HiddenUnderFog, HiddenUnderShroud, InstantlyRepairs, JamsMissiles, NukePower, ParatroopersPower, PeriodicProducer, PriorityCaptureManagerBotModule, ProduceActorPower, ProximityExternalCondition, ResourceCollector, RevealOnDeath, RevealOnFire, RevealsMap, RevealsShroud, SpawnActorPower, SpawnsShrapnel, SupportPowerChargeBar, Tooltip, TooltipDescription, VoiceAnnouncement, WithAmmoPipsDecoration, WithBuildingRepairDecoration, WithCargoPipsDecoration, WithCarrierParentPipsDecoration, WithDecoration, WithMissileSpawnerParentPipsDecoration, WithNameTagDecoration, WithRangeCircle, WithResourceStoragePipsDecoration, WithStoresResourcesPipsDecoration, WithTextDecoration

PowerState

Possible values: Normal, Low, Critical

Referenced by: GrantConditionOnPowerState

RangeCircleMode

Possible values: Maximum, Minimum

Referenced by: RenderRangeCircle

RangeCircleVisibility

Possible values: Always, WhenSelected

Referenced by: WithRangeCircle

ResupplyType

Possible values: None, Rearm, Repair

Referenced by: WithResupplyAnimation

SelectionPriorityModifiers

Possible values: None, Ctrl, Alt

Referenced by: IsometricSelectable, Selectable

SpawnerChildDisposal

Possible values: DoNothing, KillChildren, GiveChildrenToAttacker

Referenced by: BaseSpawnerParent, CarrierParent, MissileSpawnerParent

TrailType

Possible values: Cell, CenterPosition

Referenced by: LeavesTrails

UncloakType

Possible values: None, Attack, Move, Load, Unload, Infiltrate, Demolish, Damage, Heal, SelfHeal, Dock, SupportPower

Referenced by: Cloak

UnitStance

Possible values: HoldFire, ReturnFire, Defend, AttackAnything

Referenced by: AutoTarget

VisibilityType

Possible values: Footprint, CenterPosition, GroundPosition

Referenced by: CreatesShroud, HiddenUnderFog, HiddenUnderShroud, RevealsShroud