mod参数

来自RustedWarfare Wiki
AbAb留言 | 贡献2023年2月20日 (一) 14:06的版本 (测试,粗处理,但减少人工干预造成的错误)
name:
string
描述"Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game)"
mass:
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:
int
描述Circular area around the unit that makes it selectable. (mouse click/screen touch)
price:
int / price
描述The unit cost from builders/buildings. Defaults to credits if no resource type is used
class:
string
描述"Reserved for future use, must be CustomUnitMetadata by default."
maxHp:
int
描述The max health for the unit. (will spawn with this value).
techLevel:
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:
float / s
描述Time it takes to build the unit. (may multiply with builder speed)
altNames:
string(s)
描述"Comma separated list of names. Like name but lower priority, useful for multiple optional mods."
strictLevel:
float
描述strictLevel: 1
isBio:
bool
描述"Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true)"
isBug:
bool
描述"Changes some death defaults, and sort order in Sandbox."
isBuilder:
bool
描述Normally required if this unit places buildings. Defaults to [ai]useAsBuilder.
streamingCost:
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:
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:
float
描述Passive self repair rate.
maxShield:
int
描述The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true.
startShieldAtZero:
bool
描述Unit starts with a 0 hitpoints shield on created if true.
shieldRegen:
float
描述Passive shield regen rate.
energyMax:
float
描述"Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions."
energyRegen:
float
描述Passive energy regen rate.
energyStartingPercentage:
float
描述Sets the percentage of charged energy when the unit is first built.
energyNeedsToRechargeToFull:
float
描述Disables weapons using energy after reaching zero till fully recharged if true.
energyRegenWhenRecharging:
float
描述Regen rate while recharging.
armour:
int
描述Damage taken away from each hit. (not currently used in any vanilla units)
armourMinDamageToKeep:
int
描述Min damage to keep from received damage. Defaults to 1.
borrowResourcesWhileAlive:
price
描述Takes these resources when created and returns them when removed or destroyed.
borrowResourcesWhileBuilt:
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:
price
描述Income unit creates. (custom resource version)
generation_active:
logicBoolean
描述Disables generation_resources/credits when false. (logic_boolean)
generation_credits:
int
描述Income unit creates. (credits only)
generation_delay:
int
描述How often generation_resources/credits is added. Defaults to 40. (changing not recommended)
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.
@memory
描述"A template-friendly method of defineUnitMemory. Declare name followed by type, separated by a colon"
描述
描述Add a pair of square brackets for array memory type