mod参数:修订间差异

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== .ini ==
== .ini ==
=== [core] ===
=== [core] ===
<p style="margin:0;padding:0;border-top:1px solid;display:inline-grid;grid-template-columns:repeat(1,min-content 1fr);grid-gap:2px 0px;width:100%;">
{{RW代码|name:|string|"Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game)"|name: customTank1}}
<b style="color:#30306d;user-select:none;">名:</b>
{{RW代码|mass:|int|"The 'weight' of the unit, defines how it collides with other units, a greater value means it's tougher to push."|mass: 3000}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">name</code>
{{RW代码|radius:|int|Circular area around the unit that makes it selectable. (mouse click/screen touch)|radius: 20}}
<b style="color:#306d30;user-select:none;">值:</b>
{{RW代码|price:|int / price|The unit cost from builders/buildings. Defaults to credits if no resource type is used|"price: 500, gold=5, stone=10"}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">string</code>
{{RW代码|class:|string|"Reserved for future use, must be CustomUnitMetadata by default."|class: CustomUnitMetadata}}
<b style="color:#6d3030;user-select:none;">释:</b>
{{RW代码|maxHp:|int|The max health for the unit. (will spawn with this value).|maxHp: 200}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">定义单位的原始名称,非游戏中显示的名称。</code>
{{RW代码|techLevel:|int|"Defines the Tech Level of the unit, there're 3 levels and each will appear in a different color in the GUI."|techLevel: 1}}
<b style="color:#306d6d;user-select:none;">例:</b>
{{RW代码|buildSpeed:|float / s|Time it takes to build the unit. (may multiply with builder speed)|buildSpeed: 3s}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">name: customTank1</code>
{{RW代码|altNames:|string(s)|"Comma separated list of names. Like name but lower priority, useful for multiple optional mods."|"altNames: custTank1, customTank1, cTank1"}}
</p>
{{RW代码|strictLevel:|float|"Defaults to 0. 1 = Errors if keys are duplicated. Add to ""all-units.template"" in root to apply to all units."|strictLevel: 1}}
<p style="margin:0;padding:0;border-top:1px solid;display:inline-grid;grid-template-columns:repeat(1,min-content 1fr);grid-gap:2px 0px;width:100%;">
{{RW代码|isBio:|bool|"Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true)"|isBio: true}}
<b style="color:#30306d;user-select:none;">名:</b>
{{RW代码|isBug:|bool|"Changes some death defaults, and sort order in Sandbox."|isBug: false}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">mass</code>
{{RW代码|isBuilder:|bool|Normally required if this unit places buildings. Defaults to [ai]useAsBuilder.|isBuilder: true}}
<b style="color:#306d30;user-select:none;">值:</b>
{{RW代码|streamingCost:|price|Like price but paid for overtime while this unit is being queued or built. Construction or queue is paused if resources run out while building.|streamingCost: gem=420}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">int</code>
{{RW代码|switchPriceWithStreamingCost:|bool|"Shortcut to set streamingCost to price value and clear price, add to all-units.template to quickly switch a mod over to streaming resources."|switchPriceWithStreamingCost: true}}
<b style="color:#6d3030;user-select:none;">释:</b>
{{RW代码|selfRegenRate:|float|Passive self repair rate.|selfRegenRate: 0.01}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">定义单位的重量。</code>
{{RW代码|maxShield:|int|The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true.|maxShield: 500}}
<b style="color:#306d6d;user-select:none;">例:</b>
{{RW代码|startShieldAtZero:|bool|Unit starts with a 0 hitpoints shield on created if true.|startShieldAtZero: true}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">mass: 3000</code>
{{RW代码|shieldRegen:|float|Passive shield regen rate.|shieldRegen: 0.15}}
</p>
{{RW代码|energyMax:|float|"Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions."|energyMax: 1}}
<p style="margin:0;padding:0;border-top:1px solid;display:inline-grid;grid-template-columns:repeat(1,min-content 1fr);grid-gap:2px 0px;width:100%;">
{{RW代码|energyRegen:|float|Passive energy regen rate.|energyRegen: 0.001}}
<b style="color:#30306d;user-select:none;">名:</b>
{{RW代码|energyStartingPercentage:|float|Sets the percentage of charged energy when the unit is first built.|energyStartingPercentage: 0.5}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">radius</code>
{{RW代码|energyNeedsToRechargeToFull:|float|Disables weapons using energy after reaching zero till fully recharged if true.|energyNeedsToRechargeToFull: true}}
<b style="color:#306d30;user-select:none;">值:</b>
{{RW代码|energyRegenWhenRecharging:|float|Regen rate while recharging.|}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">int</code>
{{RW代码|armour:|int|Damage taken away from each hit. (not currently used in any vanilla units)|armour: 6}}
<b style="color:#6d3030;user-select:none;">释:</b>
{{RW代码|armourMinDamageToKeep:|int|Min damage to keep from received damage. Defaults to 1.|armourMinDamageToKeep: 2}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">定义单位的身体半径。</code>
{{RW代码|borrowResourcesWhileAlive:|price|Takes these resources when created and returns them when removed or destroyed.|borrowResourcesWhileAlive: gold=10}}
<b style="color:#306d6d;user-select:none;">例:</b>
{{RW代码|borrowResourcesWhileBuilt:|price|"Like borrowResourcesWhileAlive but doesn't take affect till built. Mostly useful for buildings like houses that have negative resources to add to the unit cap, etc."|borrowResourcesWhileBuilt: supplyCap = -10}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">radius: 10</code>
{{RW代码|generation_resources:|price|Income unit creates. (custom resource version)|"generation_resources: credits=5, gold=20"}}
</p>
{{RW代码|generation_active:|logicBoolean|Disables generation_resources/credits when false. (logic_boolean)|generation_active: if not self.hp(lessThan=100)}}
<p style="margin:0;padding:0;border-top:1px solid;display:inline-grid;grid-template-columns:repeat(1,min-content 1fr);grid-gap:2px 0px;width:100%;">
{{RW代码|generation_credits:|int|Income unit creates. (credits only)|generation_credits: 2}}
<b style="color:#30306d;user-select:none;">名:</b>
{{RW代码|generation_delay:|int|How often generation_resources/credits is added. Defaults to 40. (changing not recommended)|generation_delay: 40}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">price</code>
{{RW代码|showInEditor:|bool|Set to false to hide unit in Sandbox editor. (Defaults to true)|showInEditor: false}}
<b style="color:#306d30;user-select:none;">值:</b>
{{RW代码|displayText:|LocaleString|The unit name that the game shows to the player.|displayText: Custom Tank}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">int/price</code>
{{RW代码|displayText_{LANG}:|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.|displayText_es: Tanque Personalizado}}
<b style="color:#6d3030;user-select:none;">释:</b>
{{RW代码|displayDescription:|LocaleString|Unit description that the game shows to the player.|displayDescription: -Fast movement\n-Light damage}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">定义单位的造价。填整数"1000",表示"credits=1000";填"credits=1000",表示"1000"原版资金;填"resA=2.99, resB=2.99",表示需要2.99个"resA"资源和2.99个"resB"资源。</code>
{{RW代码|displayDescription_{LANG}:|string|LANG = ISO 639-1 Code to show this text instead when game is in this language.|displayDescription_es: -Movimiento rápido\n-Daño ligero}}
<b style="color:#306d6d;user-select:none;">例:</b>
{{RW代码|displayLocaleKey:|string|Translation file key for unit name and description.|displayLocaleKey: units.mechArtillery}}
<code style="padding:0;margin:0;white-space:pre;overflow:auto;line-height:normal;">price: 1000, hp=100, setFlag=2</code>
{{RW代码|displayRadius:|int|Defaults to radius value. Set to show a larger or smaller selection circle UI on units.|displayRadius: 20}}
</p>
{{RW代码|uiTargetRadius|int|Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit|uiTargetRadius: 10}}
{{RW代码|shieldRenderRadius:|int|Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.|shieldRenderRadius: 12}}
{{RW代码|shieldDisplayOnlyDeflection:|bool|Hide shield unless deflecting shot if true.|shieldDisplayOnlyDeflection: true}}
{{RW代码|shieldDeflectionDisplayRate:|float|Defaults to 4. High value causes shield deflection to fade disappear faster.|shieldDeflectionDisplayRate: 3}}
{{RW代码|showOnMinimap:|bool|Defaults to true. Hide units on minimap if false.|showOnMinimap: false}}
{{RW代码|showActionsWithMixedSelectionIfOtherUnitsHaveTag:|bool|Shows a merged action list if all units selected includes one of these tags. Useful for converted units.|showActionsWithMixedSelectionIfOtherUnitsHaveTag: true}}
{{RW代码|showOnMinimapToEnemies|bool|Useful for stealth units|showOnMinimapToEnemies: false}}
{{RW代码|isBuilding:|bool|Defines if the unit is a building.|isBuilding: true}}
{{RW代码|footprint:|ints|"Left, up, right, down. Tiles taken up which block unit movement. Defaults to 0,0,0,0  = 1 center tile."|"footprint: 0,0,1,1"}}
{{RW代码|constructionFootprint:|ints|"Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile."|"constructionFootprint: -1,-1,1,3"}}
{{RW代码|displayFootprint:|ints|"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."|"displayFootprint: 0,0,1,1"}}
{{RW代码|buildingSelectionOffset:|int|Defaults to 0. Adds or removes padding on the drawn selection rect in UI.|buildingSelectionOffset: 4}}
{{RW代码|buildingToFootprintOffsetX:|float|Defaults to 10. Change the building position in the footprint on the X-axis.|buildingToFootprintOffsetX: 4}}
{{RW代码|buildingToFootprintOffsetY:|float|Defaults to 10. Change the building position in the footprint on the Y-axis.|buildingToFootprintOffsetY: 6}}
{{RW代码|placeOnlyOnResPool:|bool|"Normally used for extractors, forces building construction in a resource pool. "|placeOnlyOnResPool: true}}
{{RW代码|selfBuildRate:|float|Rate unit builds itself when placed without a builder.|selfBuildRate: 0.0008}}
{{RW代码|ignoreInUnitCapCalculation||defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.|ignoreInUnitCapCalculation: true}}
{{RW代码|copyFrom:|file(s) (ini)|"Uses unit data from another ini file as default for this unit, supports multiple files."|"copyFrom: ROOT:defaultTanks.template, tankT1.ini"}}
{{RW代码|dont_load:|bool|"Do not load unit, and don't error on missing data. Can be useful when used with copyFrom."|dont_load: true}}
{{RW代码|overrideAndReplace:|string(s)|Overrides another unit with this unit. Build links and map positions to target unit will be replaced.|"overrideAndReplace: builder, combatEngineer"}}
{{RW代码|onNewMapSpawn:|string|"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam",onNewMapSpawn: spawnPoint_eachActiveTeam}}
{{RW代码|globalScale:|float|Defaults to 1. Changing not recommended.|globalScale: 2}}
{{RW代码|isLocked:|bool|Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.|isLocked: true}}
{{RW代码|isLockedIfGameModeNoNuke:|bool|Disallows building of this unit if nukes are disabled during match setup.|isLockedIfGameModeNoNuke: true}}
{{RW代码|experimental:|bool|Tag unit as experimental. Affects zoomed out icon and end game stats.|experimental: true}}
{{RW代码|stayNeutral:|bool|Set to false to disable capture when unit is on the neutral team.|stayNeutral: false}}
{{RW代码|createNeutral:|bool|Set to true to always spawn the unit on the neutral team.|createNeutral: true}}
{{RW代码|createOnAggressiveTeam:|bool|Set to true to always spawn the unit on aggressive teams on single player matches.|createOnAggressiveTeam: true}}
{{RW代码|tags:|string(s)|"List of comma separated strings. Used to classify units, create special actions and balances."|"tags: tank, smallTank, piercingDamage"}}
{{RW代码|defineUnitMemory||"Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string."|"defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit homeBase, string customText}}
{{RW代码|||Add a pair of square brackets to turn them into arrays for those specific data types|"defineUnitMemory: unit[] squad, float[] mango"}}
{{RW代码|fogOfWarSightRange:|int|Sets number of tiles this unit can see through the fog of war. Defaults to 15.|fogOfWarSightRange: 35}}
{{RW代码|fogOfWarSightRangeWhileNotBuilt|int|Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange|fogOfWarSightRangeWhileNotBuilt: 10}}
{{RW代码|softCollisionOnAll:|int|Creates a soft collision effect when touching other units.|softCollisionOnAll: 3}}
{{RW代码|disableAllUnitCollisions:|bool|Unit cannot collide with others if true.|disableAllUnitCollisions: true}}
{{RW代码|isUnrepairableUnit:|bool|No unit can repair this unit if true.|isUnrepairableUnit: true}}
{{RW代码|isUnselectable:|bool|If true unit cannot be selected. (includes AI players)|isUnselectable: true}}
{{RW代码|isUnselectableAsTarget|bool|"Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc"|isUnselectableAsTarget: false}}
{{RW代码|isPickableStartingUnit:|bool|"If true, unit is added to dropdowns for starting unit in game setup menus."|isPickableStartingUnit: true}}
{{RW代码|startFallingWhenStartingUnit:|bool|Unit will appear falling from skies when starting unit if true.|startFallingWhenStartingUnit: true}}
{{RW代码|soundOnAttackOrder:|sound(s)|List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.|"soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg "}}
{{RW代码|soundOnMoveOrder:|sound(s)|List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.|"soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg"}}
{{RW代码|soundOnNewSelection:|sound(s)|List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.|"soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg"}}
{{RW代码|canNotBeDirectlyAttacked:|bool|No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.|canNotBeDirectlyAttacked: true}}
{{RW代码|canNotBeDamaged|bool|"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"|canNotBeDamaged: true}}
{{RW代码|canNotBeGivenOrdersByPlayer:|bool|If true unit will not take player or AI orders.|canNotBeGivenOrdersByPlayer: true}}
{{RW代码|canOnlyBeAttackedByUnitsWithTags:|strings(s)|"List of tag strings, only units with these tags can directly target this unit."|"canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank"}}
{{RW代码|disableDeathOnZeroHp|bool|"Setting to true allows unit to continue living even at 0 HP, useful for custom ""death"" action. Warning: If not used with an autoTrigger, etc units will attack this unit forever."|disableDeathOnZeroHp: true}}
{{RW代码|allowCaptureWhenNeutralByAI|bool|"When true, it lets to be captured on contact by AI as well. Defaults as false"|allowCaptureWhenNeutralByAI: true}}
{{RW代码|transportSlotsNeeded:|int|"Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5."|transportSlotsNeeded: 2}}
{{RW代码|maxTransportingUnits|int|Number of slots this units has for transporting other units.|maxTransportingUnits: 5}}
{{RW代码|transportUnitsRequireTag:|string(s)|Only allows trasport of units that have one of these tags.|"transportUnitsRequireTag: smallTank, soldier"}}
{{RW代码|transportUnitsRequireMovementType:|movementTypes|Only allows trasport of units that have one of these movement types.|"transportUnitsRequireMovementType: AIR, WATER"}}
{{RW代码|transportUnitsBlockAirAndWaterUnits:|bool|Defaults to true. This unit can only transport LAND units if true.|transportUnitsBlockAirAndWaterUnits: false}}
{{RW代码|transportUnitsEachUnitAlwaysUsesSingleSlot:|bool|"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."|transportUnitsEachUnitAlwaysUsesSingleSlot: true}}
{{RW代码|transportUnitsKeepBuiltUnits:|bool|Makes built units stay inside transport instead of exiting it once ready if true.|transportUnitsKeepBuiltUnits: true}}
{{RW代码|transportUnitsCanUnloadUnits:|LogicBoolean|Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.|transportUnitsCanUnloadUnits: false}}
{{RW代码|transportUnitsAddUnloadOption:|bool|Defines if unload button should be added to the unit menu|transportUnitsAddUnloadOption: false}}
{{RW代码|transportUnitsUnloadDelayBetweenEachUnit:|float|Changes the delay it takes between each unit getting unloaded.|transportUnitsUnloadDelayBetweenEachUnit: 12}}
{{RW代码|transportUnitsKillOnDeath:|LogicBoolean|Defaults to true. If false transported units don't die when transport dies.|transportUnitsKillOnDeath: if self.isOverLiquid()}}
{{RW代码|transportUnitsHealBy:|float|Rate to heal units that are being transported.|transportUnitsHealBy: 0.1}}
{{RW代码|transportUnitsBlockOtherTransports:|bool|"Defaults to true, if false this transports can hold other transports."|transportUnitsBlockOtherTransports: false}}
{{RW代码|whileNeutralTransportAnyTeam:|bool|This unit can transport units of any team while neutral if true.|whileNeutralTransportAnyTeam: true}}
{{RW代码|whileNeutralConvertToTransportedTeam:|bool|Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.|whileNeutralConvertToTransportedTeam: true}}
{{RW代码|convertToNeutralIfNotTransporting:|bool|Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.|convertToNeutralIfNotTransporting: true}}
{{RW代码|transportUnitsOnTeamChangeKeepCurrentTeam:|bool|Keeps transported units on their orginal team when this unit is converted if true.|transportUnitsOnTeamChangeKeepCurrentTeam: true}}
{{RW代码|resourceRate:|float|Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained.|resourceRate: 100}}
{{RW代码|similarResourcesHaveTag:|string(s)|When this has been reclaimed harvester unit moves on to another resource with these tags.|similarResourcesHaveTag: goldResource}}
{{RW代码|resourceMaxConcurrentReclaimingThis:|int|Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. |resourceMaxConcurrentReclaimingThis: 3}}
{{RW代码|reclaimPrice:|int|Like price but for resources. Useful for buildable resources.|reclaimPrice: gold=1000}}
{{RW代码|canReclaimResources:|bool|"If true this unit can gather resources, useful with resourceRate."|canReclaimResources: true}}
{{RW代码|canReclaimResourcesNextSearchRange:|int|Defines the resource search range of this unit when its main gathered resource runs out.|canReclaimResourcesNextSearchRange: 100}}
{{RW代码|canReclaimResourcesOnlyWithTags:|string(s)|This unit is only allowed to gather resources with these tags.|"canReclaimResourcesOnlyWithTags: foodResource, goldResource"}}
{{RW代码|canReclaimUnitsOnlyWithTags|string(s)|"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"|canReclaimUnitsOnlyWithTags: reclaimable}}
{{RW代码|resourceReclaimMultiplier|float|"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""|resourceReclaimMultiplier: 1.5}}
{{RW代码|canRepairUnitsOnlyWithTags|string(s)|Repairs units with the specified tags|canRepairUnitsOnlyWithTags: vulnerable}}
{{RW代码|canRepairBuildings:|bool|Can this can heal ally buildings (isBuilder:true is required)|canRepairBuildings: true}}
{{RW代码|canRepairUnits:|bool|"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."|canRepairUnits: true}}
{{RW代码|autoRepair:|bool|Automatically try and repair damaged units in nano range. (isBuilder:true is required)|autoRepair: true}}
{{RW代码|nanoRange:|int|Defaults to 85. Defines the unit building/repair/reclaim range.|nanoRange: 110}}
{{RW代码|nanoRepairSpeed:|float|Defaults to 0.2. Defines the unit nano repair/reclaim speed.|nanoRepairSpeed: 0.01}}
{{RW代码|nanoBuildSpeed:|float|Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)|nanoBuildSpeed: 0.9}}
{{RW代码|nanoUnbuildSpeed:|float|How fast a builder reclaims an incomplete building (defaults to 1)|nanoUnbuildSpeed: 1.4}}
{{RW代码|nanoReclaimSpeed:|float|How fast a builder reclaims a normal unit (not a resource unit)|nanoReclaimSpeed: 0.23}}
{{RW代码|nanoRangeForRepairIsMelee:|bool|Defines if this unit must touch its target to repair it.|nanoRangeForRepairIsMelee: true}}
{{RW代码|nanoRangeForReclaimIsMelee:|bool|Defines if this unit must touch its target to reclaim it.|nanoRangeForReclaimIsMelee: true}}
{{RW代码|nanoRangeForRepair:|int|Defines a specific range for the repair action of this unit.|nanoRangeForRepair: 60}}
{{RW代码|nanoRangeForReclaim:|int|Defines a specific range for the reclaim action of this unit.|nanoRangeForReclaim: 60}}
{{RW代码|nanoFactorySpeed:|float|Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory.|nanoFactorySpeed: 1.2}}
{{RW代码|extraBuildRangeWhenBuildingThis:|int|Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.|extraBuildRangeWhenBuildingThis: 90}}
{{RW代码|builtFrom_{NUM}_name:|string(s)|Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction.|"builtFrom_1_name: landFactory, airFactory"}}
{{RW代码|builtFrom_{NUM}_pos:|float|Order this build link appears in UI. Using canBuild instead is more recommended.|builtFrom_1_pos: 0.1}}
{{RW代码|builtFrom_{NUM}_forceNano:|bool|Build as if this is a building if true. (even if it's a unit)|builtFrom_1_forceNano: true}}
{{RW代码|builtFrom_{NUM}_isLocked:|LogicBoolean|If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used)|builtFrom_1_isLocked: if self.hp(lessThan=100)}}
{{RW代码|builtFrom_{NUM}_isLockedMessage:|LocaleString|Message shown when this build link is locked.|builtFrom_1_isLockedMessage: -Needs more population}}
{{RW代码|exit_x:|float|Where created or unloaded units appears from the transport or building. Defaults to 0.|exit_x: 0}}
{{RW代码|exit_y:|float|Where created or unloaded units appears from the transport or building. Defaults to 5.|exit_x: 5}}
{{RW代码|exit_dirOffset:|float|Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.|exit_dirOffset: 140}}
{{RW代码|exit_heightOffset:|float|Defaults to 0. Defines the height where created or unloaded units appears.|exit_heightOffset: 16}}
{{RW代码|exit_moveAwayAmount:|float|Defaults to 70. Defines the distance that created or unloaded units moves from this unit.|exit_moveAwayAmount: 10}}
{{RW代码|exitHeightIgnoreParent|bool|Ignores parent height for exit height; useful for separating attachments with their parents for building|exitHeightIgnoreParent: true}}
{{RW代码|dieOnConstruct:|bool|Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set)|dieOnConstruct: true}}
{{RW代码|dieOnZeroEnergy:|bool|Kills this unit if energy level reaches zero when true.|dieOnZeroEnergy: true}}
{{RW代码|numBitsOnDeath:|int|Defines the number of scattered bit fragments when this unit dies.|numBitsOnDeath: 20}}
{{RW代码|nukeOnDeath:|bool|Unit will spawn a nuke detonation built-in effect when dies if true.|nukeOnDeath: true}}
{{RW代码|nukeOnDeathRange:|float|Defines the nuke effect range when using nukeOnDeath.|nukeOnDeathRange: 140}}
{{RW代码|nukeOnDeathDamage:|float|Defines the nuke effect area damage when using nukeOnDeath.|nukeOnDeathDamage: 2000}}
{{RW代码|nukeOnDeathDisableWhenNoNuke:|bool|Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.|nukeOnDeathDisableWhenNoNuke: true}}
{{RW代码|fireTurretXAtSelfOnDeath:|turret ref|Auto-shoot a specific turret when this unit dies.|fireTurretXAtSelfOnDeath: turret_1}}
{{RW代码|explodeOnDeath:|bool|Defaults to true. Disables the unit death explode built-in effect if false.|explodeOnDeath: false}}
{{RW代码|explodeOnDeathGroundCollision:|boolean|Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.|explodeOnDeathGroundCollision: false}}
{{RW代码|explodeTypeOnDeath:|preset effects|"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"|}}
{{RW代码|effectOnDeath:|effect(s) ref|Spawns built-in or custom effects when unit dies.|"effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound"}}
{{RW代码|effectOnDeathGroundCollision:|effect(s) ref|Like effectOnDeath but when unit touches ground. Useful for flying units.|effectOnDeathGroundCollision: CUSTOM:bigExplosion}}
{{RW代码|unitsSpawnedOnDeath:|string(s)|Spawns these units when dies. Comma separated unit identifiers.|"unitsSpawnedOnDeath: tank*5, hoverTank"}}
{{RW代码|unitsSpawnedOnDeath_setToTeamOfLastAttacker:|bool|Units spawned on death will appear on the last attacker team if true.|unitsSpawnedOnDeath_setToTeamOfLastAttacker: true}}
{{RW代码|hideScorchMark:|bool|Disables the death scorch mark leaved when unit dies if true.|hideScorchMark: true}}
{{RW代码|soundOnDeath:|string(s)|Sets a custom sound for this unit death.|"soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg"}}
{{RW代码|effectOnDeathIfUnbuilt: |effect(s) ref|"If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath"|effectOnDeathIfUnbuilt: CUSTOM:implode}}
{{RW代码|autoTriggerCooldownTime:|time (seconds)|Post automatic action cooldown (Not detection cooldown). Defaults to 1s. Warning: Setting this too low for many units might effect performance depending on the action effects.|autoTriggerCooldownTime: 0.05s}}
{{RW代码|autoTriggerCooldownTime_allowDangerousHighCPU:|bool|Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.|autoTriggerCooldownTime_allowDangerousHighCPU: true}}
{{RW代码|autoTriggerCheckRate:|enum|"options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers."|autoTriggerCheckRate:every8Frames}}
{{RW代码|autoTriggerCheckWhileNotBuilt:|bool|Defaults to false. autoTrigger of unit actions check even when not completely built if true|autoTriggerCheckWhileNotBuilt: true}}
{{RW代码|updateUnitMemory:|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}}
{{RW代码|updateUnitMemoryRate:|int|Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame.|updateUnitMemoryRate: 0}}
{{RW代码|@memory||"A template-friendly method of defineUnitMemory. Declare name followed by type, separated by a colon"|@memory fish:unit}}
{{RW代码||||@memory bullets:number}}
{{RW代码|||Add a pair of square brackets for array memory type|@memory myTargets:unit[]}}

2023年2月18日 (六) 23:58的版本

.ini

[core]

name:
值string
描述"Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game)"
mass:
值int
描述"The 'weight' of the unit, defines how it collides with other units, a greater value means it's tougher to push."
radius:
值int
描述Circular area around the unit that makes it selectable. (mouse click/screen touch)
price:
值int / price
描述The unit cost from builders/buildings. Defaults to credits if no resource type is used
class:
值string
描述"Reserved for future use, must be CustomUnitMetadata by default."
maxHp:
值int
描述The max health for the unit. (will spawn with this value).
techLevel:
值int
描述"Defines the Tech Level of the unit, there're 3 levels and each will appear in a different color in the GUI."
buildSpeed:
值float / s
描述Time it takes to build the unit. (may multiply with builder speed)
altNames:
值string(s)
描述"Comma separated list of names. Like name but lower priority, useful for multiple optional mods."
strictLevel:
值float
描述strictLevel: 1
isBio:
值bool
描述"Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true)"
isBug:
值bool
描述"Changes some death defaults, and sort order in Sandbox."
isBuilder:
值bool
描述Normally required if this unit places buildings. Defaults to [ai]useAsBuilder.
streamingCost:
值price
描述Like price but paid for overtime while this unit is being queued or built. Construction or queue is paused if resources run out while building.
switchPriceWithStreamingCost:
值bool
描述"Shortcut to set streamingCost to price value and clear price, add to all-units.template to quickly switch a mod over to streaming resources."
selfRegenRate:
值float
描述Passive self repair rate.
maxShield:
值int
描述The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true.
startShieldAtZero:
值bool
描述Unit starts with a 0 hitpoints shield on created if true.
shieldRegen:
值float
描述Passive shield regen rate.
energyMax:
值float
描述"Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions."
energyRegen:
值float
描述Passive energy regen rate.
energyStartingPercentage:
值float
描述Sets the percentage of charged energy when the unit is first built.
energyNeedsToRechargeToFull:
值float
描述Disables weapons using energy after reaching zero till fully recharged if true.
energyRegenWhenRecharging:
值float
描述Regen rate while recharging.
armour:
值int
描述Damage taken away from each hit. (not currently used in any vanilla units)
armourMinDamageToKeep:
值int
描述Min damage to keep from received damage. Defaults to 1.
borrowResourcesWhileAlive:
值price
描述Takes these resources when created and returns them when removed or destroyed.
borrowResourcesWhileBuilt:
值price
描述"Like borrowResourcesWhileAlive but doesn't take affect till built. Mostly useful for buildings like houses that have negative resources to add to the unit cap, etc."
generation_resources:
值price
描述Income unit creates. (custom resource version)
generation_active:
值logicBoolean
描述Disables generation_resources/credits when false. (logic_boolean)
generation_credits:
值int
描述Income unit creates. (credits only)
generation_delay:
值int
描述How often generation_resources/credits is added. Defaults to 40. (changing not recommended)
showInEditor:
值bool
描述Set to false to hide unit in Sandbox editor. (Defaults to true)
displayText:
值LocaleString
描述The unit name that the game shows to the player.
displayText_{LANG}:
值string
描述displayText_es: Tanque Personalizado
displayDescription:
值LocaleString
描述Unit description that the game shows to the player.
displayDescription_{LANG}:
值string
描述displayDescription_es: -Movimiento rápido\n-Daño ligero
displayLocaleKey:
值string
描述Translation file key for unit name and description.
displayRadius:
值int
描述Defaults to radius value. Set to show a larger or smaller selection circle UI on units.
uiTargetRadius
值int
描述Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit
shieldRenderRadius:
值int
描述Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.
shieldDisplayOnlyDeflection:
值bool
描述Hide shield unless deflecting shot if true.
shieldDeflectionDisplayRate:
值float
描述Defaults to 4. High value causes shield deflection to fade disappear faster.
showOnMinimap:
值bool
描述Defaults to true. Hide units on minimap if false.
showActionsWithMixedSelectionIfOtherUnitsHaveTag:
值bool
描述Shows a merged action list if all units selected includes one of these tags. Useful for converted units.
showOnMinimapToEnemies
值bool
描述Useful for stealth units
isBuilding:
值bool
描述Defines if the unit is a building.
footprint:
值ints
描述"footprint: 0,0,1,1"
constructionFootprint:
值ints
描述"constructionFootprint: -1,-1,1,3"
displayFootprint:
值ints
描述"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."
buildingSelectionOffset:
值int
描述Defaults to 0. Adds or removes padding on the drawn selection rect in UI.
buildingToFootprintOffsetX:
值float
描述Defaults to 10. Change the building position in the footprint on the X-axis.
buildingToFootprintOffsetY:
值float
描述Defaults to 10. Change the building position in the footprint on the Y-axis.
placeOnlyOnResPool:
值bool
描述"Normally used for extractors, forces building construction in a resource pool. "
selfBuildRate:
值float
描述Rate unit builds itself when placed without a builder.
ignoreInUnitCapCalculation
值
描述defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.
copyFrom:
值file(s) (ini)
描述"Uses unit data from another ini file as default for this unit, supports multiple files."
dont_load:
值bool
描述"Do not load unit, and don't error on missing data. Can be useful when used with copyFrom."
overrideAndReplace:
值string(s)
描述Overrides another unit with this unit. Build links and map positions to target unit will be replaced.
onNewMapSpawn:
值string
描述"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam",onNewMapSpawn: spawnPoint_eachActiveTeam
globalScale:
值float
描述Defaults to 1. Changing not recommended.
isLocked:
值bool
描述Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.
isLockedIfGameModeNoNuke:
值bool
描述Disallows building of this unit if nukes are disabled during match setup.
experimental:
值bool
描述Tag unit as experimental. Affects zoomed out icon and end game stats.
stayNeutral:
值bool
描述Set to false to disable capture when unit is on the neutral team.
createNeutral:
值bool
描述Set to true to always spawn the unit on the neutral team.
createOnAggressiveTeam:
值bool
描述Set to true to always spawn the unit on aggressive teams on single player matches.
tags:
值string(s)
描述"List of comma separated strings. Used to classify units, create special actions and balances."
defineUnitMemory
值
描述"Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string."
值
描述Add a pair of square brackets to turn them into arrays for those specific data types
fogOfWarSightRange:
值int
描述Sets number of tiles this unit can see through the fog of war. Defaults to 15.
fogOfWarSightRangeWhileNotBuilt
值int
描述Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange
softCollisionOnAll:
值int
描述Creates a soft collision effect when touching other units.
disableAllUnitCollisions:
值bool
描述Unit cannot collide with others if true.
isUnrepairableUnit:
值bool
描述No unit can repair this unit if true.
isUnselectable:
值bool
描述If true unit cannot be selected. (includes AI players)
isUnselectableAsTarget
值bool
描述"Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc"
isPickableStartingUnit:
值bool
描述"If true, unit is added to dropdowns for starting unit in game setup menus."
startFallingWhenStartingUnit:
值bool
描述Unit will appear falling from skies when starting unit if true.
soundOnAttackOrder:
值sound(s)
描述List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.
soundOnMoveOrder:
值sound(s)
描述List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.
soundOnNewSelection:
值sound(s)
描述List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.
canNotBeDirectlyAttacked:
值bool
描述No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.
canNotBeDamaged
值bool
描述"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"
canNotBeGivenOrdersByPlayer:
值bool
描述If true unit will not take player or AI orders.
canOnlyBeAttackedByUnitsWithTags:
值strings(s)
描述"List of tag strings, only units with these tags can directly target this unit."
disableDeathOnZeroHp
值bool
描述"Setting to true allows unit to continue living even at 0 HP, useful for custom ""death"" action. Warning: If not used with an autoTrigger, etc units will attack this unit forever."
allowCaptureWhenNeutralByAI
值bool
描述"When true, it lets to be captured on contact by AI as well. Defaults as false"
transportSlotsNeeded:
值int
描述"Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5."
maxTransportingUnits
值int
描述Number of slots this units has for transporting other units.
transportUnitsRequireTag:
值string(s)
描述Only allows trasport of units that have one of these tags.
transportUnitsRequireMovementType:
值movementTypes
描述Only allows trasport of units that have one of these movement types.
transportUnitsBlockAirAndWaterUnits:
值bool
描述Defaults to true. This unit can only transport LAND units if true.
transportUnitsEachUnitAlwaysUsesSingleSlot:
值bool
描述"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."
transportUnitsKeepBuiltUnits:
值bool
描述Makes built units stay inside transport instead of exiting it once ready if true.
transportUnitsCanUnloadUnits:
值LogicBoolean
描述Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.
transportUnitsAddUnloadOption:
值bool
描述Defines if unload button should be added to the unit menu
transportUnitsUnloadDelayBetweenEachUnit:
值float
描述Changes the delay it takes between each unit getting unloaded.
transportUnitsKillOnDeath:
值LogicBoolean
描述Defaults to true. If false transported units don't die when transport dies.
transportUnitsHealBy:
值float
描述Rate to heal units that are being transported.
transportUnitsBlockOtherTransports:
值bool
描述"Defaults to true, if false this transports can hold other transports."
whileNeutralTransportAnyTeam:
值bool
描述This unit can transport units of any team while neutral if true.
whileNeutralConvertToTransportedTeam:
值bool
描述Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.
convertToNeutralIfNotTransporting:
值bool
描述Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.
transportUnitsOnTeamChangeKeepCurrentTeam:
值bool
描述Keeps transported units on their orginal team when this unit is converted if true.
resourceRate:
值float
描述Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained.
similarResourcesHaveTag:
值string(s)
描述When this has been reclaimed harvester unit moves on to another resource with these tags.
resourceMaxConcurrentReclaimingThis:
值int
描述Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time.
reclaimPrice:
值int
描述Like price but for resources. Useful for buildable resources.
canReclaimResources:
值bool
描述"If true this unit can gather resources, useful with resourceRate."
canReclaimResourcesNextSearchRange:
值int
描述Defines the resource search range of this unit when its main gathered resource runs out.
canReclaimResourcesOnlyWithTags:
值string(s)
描述This unit is only allowed to gather resources with these tags.
canReclaimUnitsOnlyWithTags
值string(s)
描述"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"
resourceReclaimMultiplier
值float
描述"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""
canRepairUnitsOnlyWithTags
值string(s)
描述Repairs units with the specified tags
canRepairBuildings:
值bool
描述Can this can heal ally buildings (isBuilder:true is required)
canRepairUnits:
值bool
描述"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."
autoRepair:
值bool
描述Automatically try and repair damaged units in nano range. (isBuilder:true is required)
nanoRange:
值int
描述Defaults to 85. Defines the unit building/repair/reclaim range.
nanoRepairSpeed:
值float
描述Defaults to 0.2. Defines the unit nano repair/reclaim speed.
nanoBuildSpeed:
值float
描述Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)
nanoUnbuildSpeed:
值float
描述How fast a builder reclaims an incomplete building (defaults to 1)
nanoReclaimSpeed:
值float
描述How fast a builder reclaims a normal unit (not a resource unit)
nanoRangeForRepairIsMelee:
值bool
描述Defines if this unit must touch its target to repair it.
nanoRangeForReclaimIsMelee:
值bool
描述Defines if this unit must touch its target to reclaim it.
nanoRangeForRepair:
值int
描述Defines a specific range for the repair action of this unit.
nanoRangeForReclaim:
值int
描述Defines a specific range for the reclaim action of this unit.
nanoFactorySpeed:
值float
描述Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory.
extraBuildRangeWhenBuildingThis:
值int
描述Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.
builtFrom_{NUM}_name:
值string(s)
描述Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction.
builtFrom_{NUM}_pos:
值float
描述Order this build link appears in UI. Using canBuild instead is more recommended.
builtFrom_{NUM}_forceNano:
值bool
描述Build as if this is a building if true. (even if it's a unit)
builtFrom_{NUM}_isLocked:
值LogicBoolean
描述If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used)
builtFrom_{NUM}_isLockedMessage:
值LocaleString
描述Message shown when this build link is locked.
exit_x:
值float
描述Where created or unloaded units appears from the transport or building. Defaults to 0.
exit_y:
值float
描述Where created or unloaded units appears from the transport or building. Defaults to 5.
exit_dirOffset:
值float
描述Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.
exit_heightOffset:
值float
描述Defaults to 0. Defines the height where created or unloaded units appears.
exit_moveAwayAmount:
值float
描述Defaults to 70. Defines the distance that created or unloaded units moves from this unit.
exitHeightIgnoreParent
值bool
描述Ignores parent height for exit height; useful for separating attachments with their parents for building
dieOnConstruct:
值bool
描述Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set)
dieOnZeroEnergy:
值bool
描述Kills this unit if energy level reaches zero when true.
numBitsOnDeath:
值int
描述Defines the number of scattered bit fragments when this unit dies.
nukeOnDeath:
值bool
描述Unit will spawn a nuke detonation built-in effect when dies if true.
nukeOnDeathRange:
值float
描述Defines the nuke effect range when using nukeOnDeath.
nukeOnDeathDamage:
值float
描述Defines the nuke effect area damage when using nukeOnDeath.
nukeOnDeathDisableWhenNoNuke:
值bool
描述Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.
fireTurretXAtSelfOnDeath:
值turret ref
描述Auto-shoot a specific turret when this unit dies.
explodeOnDeath:
值bool
描述Defaults to true. Disables the unit death explode built-in effect if false.
explodeOnDeathGroundCollision:
值boolean
描述Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.
explodeTypeOnDeath:
值preset effects
描述"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"
effectOnDeath:
值effect(s) ref
描述Spawns built-in or custom effects when unit dies.
effectOnDeathGroundCollision:
值effect(s) ref
描述Like effectOnDeath but when unit touches ground. Useful for flying units.
unitsSpawnedOnDeath:
值string(s)
描述Spawns these units when dies. Comma separated unit identifiers.
unitsSpawnedOnDeath_setToTeamOfLastAttacker:
值bool
描述Units spawned on death will appear on the last attacker team if true.
hideScorchMark:
值bool
描述Disables the death scorch mark leaved when unit dies if true.
soundOnDeath:
值string(s)
描述Sets a custom sound for this unit death.
effectOnDeathIfUnbuilt:
值effect(s) ref
描述"If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath"
autoTriggerCooldownTime:
值time (seconds)
描述Post automatic action cooldown (Not detection cooldown). Defaults to 1s. Warning: Setting this too low for many units might effect performance depending on the action effects.
autoTriggerCooldownTime_allowDangerousHighCPU:
值bool
描述Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.
autoTriggerCheckRate:
值enum
描述"options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with complex autoTriggers."
autoTriggerCheckWhileNotBuilt:
值bool
描述Defaults to false. autoTrigger of unit actions check even when not completely built if true
updateUnitMemory:
值memory
描述Faster memory update than [action_#] setUnitMemory. Useful on many applications.
updateUnitMemoryRate:
值int
描述Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame.
@memory
值
描述"A template-friendly method of defineUnitMemory. Declare name followed by type, separated by a colon"
值
描述
值
描述Add a pair of square brackets for array memory type