mod参数:修订间差异

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== 目录 ==
<div style="color: #0f0;column-count: 5;">
<p style="margin: 0;padding: 0;background-color: black;color: white;">core</p>
<p style="margin: 0;padding: 0;">-<nowiki />---</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#name]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#mass]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#radius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#price]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxHp]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#altNames]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBio]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBug]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilder]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#streamingCost]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#switchPriceWithStreamingCost]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfRegenRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxShield]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startShieldAtZero]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRegen]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyMax]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegen]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyStartingPercentage]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyNeedsToRechargeToFull]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#energyRegenWhenRecharging]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armour]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#armourMinDamageToKeep]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileAlive]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#borrowResourcesWhileBuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_resources]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_active]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_credits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#generation_delay]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showInEditor]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayText]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayDescription]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayLocaleKey]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayRadius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#uiTargetRadius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldRenderRadius]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDisplayOnlyDeflection]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#shieldDeflectionDisplayRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimap]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showActionWithMixedSelectionIfOtherUnitsHaveTag]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#showOnMinimapToEnemies]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isBuilding]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#footprint]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#constructionFootprint]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#displayFootprint]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingSelectionOffset]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetX]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#buildingToFootprintOffsetY]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#placeOnlyOnResPool]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#selfBuildRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#ignoreInUnitCapCalculation]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#copyFrom]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dont_load]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#overrideAndReplace]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#onNewMapSpawn]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLocked]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isLockedIfGameModeNoNuke]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#experimental]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#stayNeutral]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createNeutral]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#createOnAggressiveTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#tags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#defineUnitMemory]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fogOfWarSightRangeWhileNotBuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#softCollisionOnAll]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableAllUnitCollisions]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnrepairableUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectable]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isUnselectableAsTarget]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#isPickableStartingUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#startFallingWhenStartingUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnAttackOrder]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnMoveOrder]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnNewSelection]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDirectlyAttacked]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeDamaged]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canNotBeGivenOrdersByPlayer]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canOnlyBeAttackedByUnitsWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#disableDeathOnZeroHp]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#allowCaptureWhenNeutralByAI]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportSlotsNeeded]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#maxTransportingUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireTag]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsRequireMovementType]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockAirAndWaterUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsEachUnitAlwaysUsesSingleSlot]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKeepBuiltUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsCanUnloadUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsAddUnloadOption]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsUnloadDelayBetweenEachUnit]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsKillOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsHealBy]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsBlockOtherTransports]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralTransportAnyTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#whileNeutralConvertToTransportedTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#convertToNeutralIfNotTransporting]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#transportUnitsOnTeamChangeKeepCurrentTeam]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#similarResourcesHaveTag]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceMaxConcurrentReclaimingThis]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#reclaimPrice]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResources]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesNextSearchRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimResourcesOnlyWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canReclaimUnitsOnlyWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#resourceReclaimMultiplier]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnitsOnlyWithTags]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairBuildings]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#canRepairUnits]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoRepair]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRepairSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoBuildSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoUnbuildSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoReclaimSpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepairIsMelee]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForReclaimIsMelee]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeForRepair]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoRangeFprReclaim]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nanoFactorySpeed]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#extraBuildRangeWhenBuildingThis]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_name]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_pos]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_forceNano]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLocked]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#builtFrom_#_isLockedMessage]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_x]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_y]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_dirOffset]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_heightOffset]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exit_moveAwayAmount]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#exitHeightIgnoreParent]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieOnConstruct]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#dieZeroEnergy]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#numBitsOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathRange]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDamage]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#nukeOnDeathDisableWhenNoNuke]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#fireTurretXAtSelfOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeOnDeathGroundCollision]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#explodeTypeOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathGroundCollision]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#unitsSpawnedOnDeath_setToTeamOfLastAttacker]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#hideScorchMark]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#soundOnDeath]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#effectOnDeathIfUnbuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCooldownTime_allowDangerousHighCPU]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckRate]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#autoTriggerCheckWhileNotBuilt]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemory]]</p>
<p style="margin: 0;padding: 0;overflow: hidden;text-overflow: ellipsis;">[[#updateUnitMemoryRate]]</p>
<p style="margin: 0;padding: 0;">-<nowiki />---</p>
</div>
== [core] ==
{{RW代码|name|string|定义单位的原始名称,游戏用它作为唯一的名称来识别。(这在游戏中不显示)|name: customTank1}}
{{RW代码|name|string|定义单位的原始名称,游戏用它作为唯一的名称来识别。(这在游戏中不显示)|name: customTank1}}
{{RW代码|mass|int|单位的'重量',定义了它与其他单位的碰撞方式,更大的数值意味着它更难推。|mass: 3000}}
{{RW代码|mass|int|单位的'重量',定义了它与其他单位的碰撞方式,更大的数值意味着它更难推。|mass: 3000}}
第163行: 第327行:
{{RW代码|updateUnitMemory:|memory|Faster memory update than [action_#] setUnitMemory. Useful on many applications.|updateUnitMemory: timeCount += 1}}
{{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|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5月5日 (五) 19:19的版本

目录

core

----

#name

#mass

#radius

#price

#maxHp

#buildSpeed

#altNames

#isBio

#isBug

#isBuilder

#streamingCost

#switchPriceWithStreamingCost

#selfRegenRate

#maxShield

#startShieldAtZero

#shieldRegen

#energyMax

#energyRegen

#energyStartingPercentage

#energyNeedsToRechargeToFull

#energyRegenWhenRecharging

#armour

#armourMinDamageToKeep

#borrowResourcesWhileAlive

#borrowResourcesWhileBuilt

#generation_resources

#generation_active

#generation_credits

#generation_delay

#showInEditor

#displayText

#displayDescription

#displayLocaleKey

#displayRadius

#uiTargetRadius

#shieldRenderRadius

#shieldDisplayOnlyDeflection

#shieldDeflectionDisplayRate

#showOnMinimap

#showActionWithMixedSelectionIfOtherUnitsHaveTag

#showOnMinimapToEnemies

#isBuilding

#footprint

#constructionFootprint

#displayFootprint

#buildingSelectionOffset

#buildingToFootprintOffsetX

#buildingToFootprintOffsetY

#placeOnlyOnResPool

#selfBuildRate

#ignoreInUnitCapCalculation

#copyFrom

#dont_load

#overrideAndReplace

#onNewMapSpawn

#isLocked

#isLockedIfGameModeNoNuke

#experimental

#stayNeutral

#createNeutral

#createOnAggressiveTeam

#tags

#defineUnitMemory

#fogOfWarSightRange

#fogOfWarSightRangeWhileNotBuilt

#softCollisionOnAll

#disableAllUnitCollisions

#isUnrepairableUnit

#isUnselectable

#isUnselectableAsTarget

#isPickableStartingUnit

#startFallingWhenStartingUnit

#soundOnAttackOrder

#soundOnMoveOrder

#soundOnNewSelection

#canNotBeDirectlyAttacked

#canNotBeDamaged

#canNotBeGivenOrdersByPlayer

#canOnlyBeAttackedByUnitsWithTags

#disableDeathOnZeroHp

#allowCaptureWhenNeutralByAI

#transportSlotsNeeded

#maxTransportingUnits

#transportUnitsRequireTag

#transportUnitsRequireMovementType

#transportUnitsBlockAirAndWaterUnits

#transportUnitsEachUnitAlwaysUsesSingleSlot

#transportUnitsKeepBuiltUnits

#transportUnitsCanUnloadUnits

#transportUnitsAddUnloadOption

#transportUnitsUnloadDelayBetweenEachUnit

#transportUnitsKillOnDeath

#transportUnitsHealBy

#transportUnitsBlockOtherTransports

#whileNeutralTransportAnyTeam

#whileNeutralConvertToTransportedTeam

#convertToNeutralIfNotTransporting

#transportUnitsOnTeamChangeKeepCurrentTeam

#resourceRate

#similarResourcesHaveTag

#resourceMaxConcurrentReclaimingThis

#reclaimPrice

#canReclaimResources

#canReclaimResourcesNextSearchRange

#canReclaimResourcesOnlyWithTags

#canReclaimUnitsOnlyWithTags

#resourceReclaimMultiplier

#canRepairUnitsOnlyWithTags

#canRepairBuildings

#canRepairUnits

#autoRepair

#nanoRange

#nanoRepairSpeed

#nanoBuildSpeed

#nanoUnbuildSpeed

#nanoReclaimSpeed

#nanoRangeForRepairIsMelee

#nanoRangeForReclaimIsMelee

#nanoRangeForRepair

#nanoRangeFprReclaim

#nanoFactorySpeed

#extraBuildRangeWhenBuildingThis

#builtFrom_#_name

#builtFrom_#_pos

#builtFrom_#_forceNano

#builtFrom_#_isLocked

#builtFrom_#_isLockedMessage

#exit_x

#exit_y

#exit_dirOffset

#exit_heightOffset

#exit_moveAwayAmount

#exitHeightIgnoreParent

#dieOnConstruct

#dieZeroEnergy

#numBitsOnDeath

#nukeOnDeath

#nukeOnDeathRange

#nukeOnDeathDamage

#nukeOnDeathDisableWhenNoNuke

#fireTurretXAtSelfOnDeath

#explodeOnDeath

#explodeOnDeathGroundCollision

#explodeTypeOnDeath

#effectOnDeath

#effectOnDeathGroundCollision

#unitsSpawnedOnDeath

#unitsSpawnedOnDeath_setToTeamOfLastAttacker

#hideScorchMark

#soundOnDeath

#effectOnDeathIfUnbuilt

#autoTriggerCooldownTime

#autoTriggerCooldownTime_allowDangerousHighCPU

#autoTriggerCheckRate

#autoTriggerCheckWhileNotBuilt

#updateUnitMemory

#updateUnitMemoryRate

----

[core]

name
string
描述定义单位的原始名称,游戏用它作为唯一的名称来识别。(这在游戏中不显示)
mass
int
描述单位的'重量',定义了它与其他单位的碰撞方式,更大的数值意味着它更难推。
radius
int
描述单位周围的圆形区域,使其可以选择。(鼠标点击/屏幕触摸)
price
int / price
描述来自建造者/建筑的单位成本。如果没有使用资源类型,则默认为资金。
class
string
描述保留给未来使用,默认必须是CustomUnitMetadata。
maxHp
int
描述该单位的最大生命值。(将以这个值生成)。
techLevel
int
描述定义单位的技术等级,有3个等级,每个等级在GUI中会以不同的颜色显示。高等级的建筑将被以更慢的速度建造。
buildSpeed
float / s
描述构建单位所需的时间。(也要考虑建造者的速率)
altNames
string(s)
描述以逗号分隔的名字列表。和名字一样,但优先级较低,对多个可选mod很有用。
strictLevel
float
描述strictLevel: 1
isBio
bool
描述选择单位是否为生物,影响声音和溅射(除非hideScorchMark:true)
isBug
bool
描述改变一些死亡特效,以及沙盒中的排序顺序。
isBuilder
bool
描述如果这个单位要放置建筑物,通常需要。默认值随[ai]useAsBuilder改变。
streamingCost
price
描述和价格一样,但在这个单位在建造时支付费用。如果资源在建造时用完,建造和排队就会暂停。
switchPriceWithStreamingCost
bool
描述将streamingCost设置为价格值并清除价格的快捷方式,添加到all-units.template中,以快速将mod切换到流式消费。
selfRegenRate
float
描述被动的自我修复速率。
maxShield
int
描述该单位的最大护盾值。如果startShieldAtZero:true,则从0开始。
startShieldAtZero
bool
描述如果为true,则单位在创建时护盾值以0开始。
shieldRegen
float
描述被动的护盾回复速率。
energyMax
float
描述默认为0,可作为炮塔、激光防御和action的弹药的能量。
energyRegen
float
描述被动的能量回复速率。
energyStartingPercentage
float
描述设置单位生成时所带的能量的百分比。
energyNeedsToRechargeToFull
float
描述如果为true,则在能量达到零后禁用武器,直到完全充能。激光防御无视该条。
energyRegenWhenRecharging
float
描述充能状态下的再生率。
armour
int
描述每遭一击所抵消的伤害。(目前没有在任何原生单位中使用)
armourMinDamageToKeep
int
描述受到的伤害中保留的最小伤害。默认为1。
borrowResourcesWhileAlive
price
描述创建时借走这些资源,删除或销毁时返回。
borrowResourcesWhileBuilt
price
描述建造完成时借走这些资源,删除或销毁时返回。
generation_resources
price
描述单位建造完成后自动生成的资源数量,通常会重复触发直到死亡。
generation_active
logicBoolean
描述接收到的值为false时中止自动生成资源
generation_credits
int
描述单位建造完成后自动生成的资金数量,通常会重复触发直到死亡。
generation_delay
int
描述资源/资金的自动生成的频率。默认为40。(不建议改变)。
showInEditor:
bool
描述Set to false to hide unit in Sandbox editor. (Defaults to true)
displayText:
LocaleString
描述The unit name that the game shows to the player.
displayText_{LANG}:
string
描述displayText_es: Tanque Personalizado
displayDescription:
LocaleString
描述Unit description that the game shows to the player.
displayDescription_{LANG}:
string
描述displayDescription_es: -Movimiento rápido\n-Daño ligero
displayLocaleKey:
string
描述Translation file key for unit name and description.
displayRadius:
int
描述Defaults to radius value. Set to show a larger or smaller selection circle UI on units.
uiTargetRadius
int
描述Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit
shieldRenderRadius:
int
描述Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.
shieldDisplayOnlyDeflection:
bool
描述Hide shield unless deflecting shot if true.
shieldDeflectionDisplayRate:
float
描述Defaults to 4. High value causes shield deflection to fade disappear faster.
showOnMinimap:
bool
描述Defaults to true. Hide units on minimap if false.
showActionsWithMixedSelectionIfOtherUnitsHaveTag:
bool
描述Shows a merged action list if all units selected includes one of these tags. Useful for converted units.
showOnMinimapToEnemies
bool
描述Useful for stealth units
isBuilding:
bool
描述Defines if the unit is a building.
footprint:
ints
描述"footprint: 0,0,1,1"
constructionFootprint:
ints
描述"constructionFootprint: -1,-1,1,3"
displayFootprint:
ints
描述"Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint."
buildingSelectionOffset:
int
描述Defaults to 0. Adds or removes padding on the drawn selection rect in UI.
buildingToFootprintOffsetX:
float
描述Defaults to 10. Change the building position in the footprint on the X-axis.
buildingToFootprintOffsetY:
float
描述Defaults to 10. Change the building position in the footprint on the Y-axis.
placeOnlyOnResPool:
bool
描述"Normally used for extractors, forces building construction in a resource pool. "
selfBuildRate:
float
描述Rate unit builds itself when placed without a builder.
ignoreInUnitCapCalculation
描述defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.
copyFrom:
file(s) (ini)
描述"Uses unit data from another ini file as default for this unit, supports multiple files."
dont_load:
bool
描述"Do not load unit, and don't error on missing data. Can be useful when used with copyFrom."
overrideAndReplace:
string(s)
描述Overrides another unit with this unit. Build links and map positions to target unit will be replaced.
onNewMapSpawn:
string
描述"Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam"
globalScale:
float
描述Defaults to 1. Changing not recommended.
isLocked:
bool
描述Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.
isLockedIfGameModeNoNuke:
bool
描述Disallows building of this unit if nukes are disabled during match setup.
experimental:
bool
描述Tag unit as experimental. Affects zoomed out icon and end game stats.
stayNeutral:
bool
描述Set to false to disable capture when unit is on the neutral team.
createNeutral:
bool
描述Set to true to always spawn the unit on the neutral team.
createOnAggressiveTeam:
bool
描述Set to true to always spawn the unit on aggressive teams on single player matches.
tags:
string(s)
描述"List of comma separated strings. Used to classify units, create special actions and balances."
defineUnitMemory
描述"Can define several variables for custom storage, unique for each unit. Allowed types: boolean, float/number, unit, string."
描述Add a pair of square brackets to turn them into arrays for those specific data types
fogOfWarSightRange:
int
描述Sets number of tiles this unit can see through the fog of war. Defaults to 15.
fogOfWarSightRangeWhileNotBuilt
int
描述Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange
softCollisionOnAll:
int
描述Creates a soft collision effect when touching other units.
disableAllUnitCollisions:
bool
描述Unit cannot collide with others if true.
isUnrepairableUnit:
bool
描述No unit can repair this unit if true.
isUnselectable:
bool
描述If true unit cannot be selected. (includes AI players)
isUnselectableAsTarget
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:
bool
描述"If true, unit is added to dropdowns for starting unit in game setup menus."
startFallingWhenStartingUnit:
bool
描述Unit will appear falling from skies when starting unit if true.
soundOnAttackOrder:
sound(s)
描述List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.
soundOnMoveOrder:
sound(s)
描述List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.
soundOnNewSelection:
sound(s)
描述List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.
canNotBeDirectlyAttacked:
bool
描述No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.
canNotBeDamaged
bool
描述"Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)"
canNotBeGivenOrdersByPlayer:
bool
描述If true unit will not take player or AI orders.
canOnlyBeAttackedByUnitsWithTags:
strings(s)
描述"List of tag strings, only units with these tags can directly target this unit."
disableDeathOnZeroHp
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
bool
描述"When true, it lets to be captured on contact by AI as well. Defaults as false"
transportSlotsNeeded:
int
描述"Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5."
maxTransportingUnits
int
描述Number of slots this units has for transporting other units.
transportUnitsRequireTag:
string(s)
描述Only allows trasport of units that have one of these tags.
transportUnitsRequireMovementType:
movementTypes
描述Only allows trasport of units that have one of these movement types.
transportUnitsBlockAirAndWaterUnits:
bool
描述Defaults to true. This unit can only transport LAND units if true.
transportUnitsEachUnitAlwaysUsesSingleSlot:
bool
描述"Defaults to false. Units in this transport occupy 1 slot always if true, ignoring transportSlotsNeeded."
transportUnitsKeepBuiltUnits:
bool
描述Makes built units stay inside transport instead of exiting it once ready if true.
transportUnitsCanUnloadUnits:
LogicBoolean
描述Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.
transportUnitsAddUnloadOption:
bool
描述Defines if unload button should be added to the unit menu
transportUnitsUnloadDelayBetweenEachUnit:
float
描述Changes the delay it takes between each unit getting unloaded.
transportUnitsKillOnDeath:
LogicBoolean
描述Defaults to true. If false transported units don't die when transport dies.
transportUnitsHealBy:
float
描述Rate to heal units that are being transported.
transportUnitsBlockOtherTransports:
bool
描述"Defaults to true, if false this transports can hold other transports."
whileNeutralTransportAnyTeam:
bool
描述This unit can transport units of any team while neutral if true.
whileNeutralConvertToTransportedTeam:
bool
描述Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.
convertToNeutralIfNotTransporting:
bool
描述Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.
transportUnitsOnTeamChangeKeepCurrentTeam:
bool
描述Keeps transported units on their orginal team when this unit is converted if true.
resourceRate:
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:
string(s)
描述When this has been reclaimed harvester unit moves on to another resource with these tags.
resourceMaxConcurrentReclaimingThis:
int
描述Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time.
reclaimPrice:
int
描述Like price but for resources. Useful for buildable resources.
canReclaimResources:
bool
描述"If true this unit can gather resources, useful with resourceRate."
canReclaimResourcesNextSearchRange:
int
描述Defines the resource search range of this unit when its main gathered resource runs out.
canReclaimResourcesOnlyWithTags:
string(s)
描述This unit is only allowed to gather resources with these tags.
canReclaimUnitsOnlyWithTags
string(s)
描述"This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags"
resourceReclaimMultiplier
float
描述"Multiplies the builder's reclaim speed. Different from the related key ""nanoUnbuildSpeed"""
canRepairUnitsOnlyWithTags
string(s)
描述Repairs units with the specified tags
canRepairBuildings:
bool
描述Can this can heal ally buildings (isBuilder:true is required)
canRepairUnits:
bool
描述"Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings."
autoRepair:
bool
描述Automatically try and repair damaged units in nano range. (isBuilder:true is required)
nanoRange:
int
描述Defaults to 85. Defines the unit building/repair/reclaim range.
nanoRepairSpeed:
float
描述Defaults to 0.2. Defines the unit nano repair/reclaim speed.
nanoBuildSpeed:
float
描述Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed)
nanoUnbuildSpeed:
float
描述How fast a builder reclaims an incomplete building (defaults to 1)
nanoReclaimSpeed:
float
描述How fast a builder reclaims a normal unit (not a resource unit)
nanoRangeForRepairIsMelee:
bool
描述Defines if this unit must touch its target to repair it.
nanoRangeForReclaimIsMelee:
bool
描述Defines if this unit must touch its target to reclaim it.
nanoRangeForRepair:
int
描述Defines a specific range for the repair action of this unit.
nanoRangeForReclaim:
int
描述Defines a specific range for the reclaim action of this unit.
nanoFactorySpeed:
float
描述Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory.
extraBuildRangeWhenBuildingThis:
int
描述Temporarily adds extra build range to builders to build this unit. Useful for water based buildings.
builtFrom_{NUM}_name:
string(s)
描述Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction.
builtFrom_{NUM}_pos:
float
描述Order this build link appears in UI. Using canBuild instead is more recommended.
builtFrom_{NUM}_forceNano:
bool
描述Build as if this is a building if true. (even if it's a unit)
builtFrom_{NUM}_isLocked:
LogicBoolean
描述If true this unit cannot be built in this build link. (can be conditioned if logicBooleans are used)
builtFrom_{NUM}_isLockedMessage:
LocaleString
描述Message shown when this build link is locked.
exit_x:
float
描述Where created or unloaded units appears from the transport or building. Defaults to 0.
exit_y:
float
描述Where created or unloaded units appears from the transport or building. Defaults to 5.
exit_dirOffset:
float
描述Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units.
exit_heightOffset:
float
描述Defaults to 0. Defines the height where created or unloaded units appears.
exit_moveAwayAmount:
float
描述Defaults to 70. Defines the distance that created or unloaded units moves from this unit.
exitHeightIgnoreParent
bool
描述Ignores parent height for exit height; useful for separating attachments with their parents for building
dieOnConstruct:
bool
描述Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set)
dieOnZeroEnergy:
bool
描述Kills this unit if energy level reaches zero when true.
numBitsOnDeath:
int
描述Defines the number of scattered bit fragments when this unit dies.
nukeOnDeath:
bool
描述Unit will spawn a nuke detonation built-in effect when dies if true.
nukeOnDeathRange:
float
描述Defines the nuke effect range when using nukeOnDeath.
nukeOnDeathDamage:
float
描述Defines the nuke effect area damage when using nukeOnDeath.
nukeOnDeathDisableWhenNoNuke:
bool
描述Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps.
fireTurretXAtSelfOnDeath:
turret ref
描述Auto-shoot a specific turret when this unit dies.
explodeOnDeath:
bool
描述Defaults to true. Disables the unit death explode built-in effect if false.
explodeOnDeathGroundCollision:
boolean
描述Defaults to true. Disables the explode built-in effect on death when unit touches ground if false.
explodeTypeOnDeath:
preset effects
描述"options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding"
effectOnDeath:
effect(s) ref
描述Spawns built-in or custom effects when unit dies.
effectOnDeathGroundCollision:
effect(s) ref
描述Like effectOnDeath but when unit touches ground. Useful for flying units.
unitsSpawnedOnDeath:
string(s)
描述Spawns these units when dies. Comma separated unit identifiers.
unitsSpawnedOnDeath_setToTeamOfLastAttacker:
bool
描述Units spawned on death will appear on the last attacker team if true.
hideScorchMark:
bool
描述Disables the death scorch mark leaved when unit dies if true.
soundOnDeath:
string(s)
描述Sets a custom sound for this unit death.
effectOnDeathIfUnbuilt:
effect(s) ref
描述"If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath"
autoTriggerCooldownTime:
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:
bool
描述Allows for auto action cooldown lower than 0.2s. Default to false. Not recommended.
autoTriggerCheckRate:
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:
bool
描述Defaults to false. autoTrigger of unit actions check even when not completely built if true
updateUnitMemory:
memory
描述Faster memory update than [action_#] setUnitMemory. Useful on many applications.
updateUnitMemoryRate:
int
描述Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory every frame.