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Trait Documentation

Mailaender edited this page Aug 4, 2012 · 48 revisions

This information can all be extracted from the source code or by browsing the *.yaml files in https://github.com/OpenRA/OpenRA/blob/master/mods/ra/ or your local files, but that's not very accessible for modders.

Quickly tell us which trait you want to get explained!

Partial Documentation of traits (In Progress)

Documentation: Valid as of 6/02 test branch. (Plus some out of 6/28)

All entries are default values. (Hopefully) These are sorted and in alphabetical order in each of the groups.

Any -> means that the second trait is listed inside the first, i.e. LimitedAmmo->Ammo looks like:

	LimitedAmmo:
		Ammo: 3

Quick Tweak Guides:

[Edit Objects to generate funds in a set periodic time](https://github.com/OpenRA/OpenRA/wiki/Edit Objects to generate funds in a set periodic time)

[Give each building the possibility to have it's own productionqueue](https://github.com/OpenRA/OpenRA/wiki/Give each building the possibility to have it's own productionqueue)

[Enable a unit to automatically heal allies](https://github.com/OpenRA/OpenRA/wiki/Enable a unit to automatically heal allies)

[Get a free unit when building is placed](https://github.com/OpenRA/OpenRA/wiki/Give a free unit when building is placed)

Sorted traits:

Inherits: Basics

Object traits: Render-related

Structure traits: Basics

Structure traits: Production-related

Unit traits: Basics

Unit traits: Money-related

Unit traits: Ammo-related

Unit traits: Move-related

Unit traits: Cloak-related

Unit traits: Veterancy-related

Unit traits: Attack-related

Weapon traits: Basics

Unsorted traits below:

	Tooltip:		# (in Valued.cs)
		Name: ""	# Name of unit
		Description: ""	# Description seen on tooltip
		Icon: null	# Icon in the build menu on the right

Requires: Set animation-sequences for specified unit in sequences.yaml

	Transforms:						# If present, the unit is able to transform
		IntoActor: fact					# Defines in what to transform
		Offset:-1,-1					# 
		Facing: 108					# Facing before transforming animation
		TransformSounds: constru2.aud, hvydoor1.aud	# Transform sounds
		NoTransformSounds: deploy1.aud			# Sound if not able to transform

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