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Version Section [core]

Added Code Value Type Description Example


#==== #==== Necessary Code: will cause error if these are not included
Defines the unit raw name, game uses it to identify as a unique name. (This is
name: string name: customTank1
not displayed in-game)
The 'weight' of the unit, defines how it collides with other units, a greater value
mass: int mass: 3000
means it's tougher to push.
Circular area around the unit that makes it selectable. (mouse click/screen
radius: int radius: 20
touch)
The unit cost from builders/buildings. Defaults to credits if no resource type is
price: int / price price: 500, gold=5, stone=10
used
class: string Reserved for future use, must be CustomUnitMetadata by default. class: CustomUnitMetadata
maxHp: int The max health for the unit. (will spawn with this value). maxHp: 200
Defines the Tech Level of the unit, there're 3 levels and each will appear in a
techLevel: int techLevel: 1
different color in the GUI.
buildSpeed: float / s Time it takes to build the unit. (may multiply with builder speed) buildSpeed: 3s
#==== #==== Common Keys
Comma separated list of names. Like name but lower priority, useful for multiple
altNames: string(s) altNames: custTank1, customTank1, cTank1
optional mods.
Defaults to 0. 1 = Errors if keys are duplicated. Add to "all-units.template" in root
1.13.3 strictLevel: float strictLevel: 1
to apply to all units.
Choose whether the unit is bioligical or not, affects sound and splat (unless
isBio: bool isBio: true
hideScorchMark:true)
isBug: bool Changes some death defaults, and sort order in Sandbox. isBug: false
1.13 isBuilder: bool Normally required if this unit places buildings. Defaults to [ai]useAsBuilder. isBuilder: true
Like price but paid for overtime while this unit is being queued or built.
1.15 streamingCost: price streamingCost: gem=420
Construction or queue is paused if resources run out while building.
Shortcut to set streamingCost to price value and clear price, add to all-units.
1.15 switchPriceWithStreamingCost: bool switchPriceWithStreamingCost: true
template to quickly switch a mod over to streaming resources.
#==== #==== Unit Stats Keys
selfRegenRate: float Passive self repair rate. selfRegenRate: 0.01
The max shield hitpoints of the unit. Can start with 0 hitpoints if
maxShield: int maxShield: 500
startShieldAtZero:true.
startShieldAtZero: bool Unit starts with a 0 hitpoints shield on created if true. startShieldAtZero: true
shieldRegen: float Passive shield regen rate. shieldRegen: 0.15
Defaults to 0. Energy that can be used as ammo for turrets, laser defense and
energyMax: float energyMax: 1
actions.
energyRegen: float Passive energy regen rate. energyRegen: 0.001
energyStartingPercentage: float Sets the percentage of charged energy when the unit is first built. energyStartingPercentage: 0.5
energyNeedsToRechargeToFull: float Disables weapons using energy after reaching zero till fully recharged if true. energyNeedsToRechargeToFull: true
energyRegenWhenRecharging: float Regen rate while recharging.
1.13 armour: int Damage taken away from each hit. (not currently used in any vanilla units) armour: 6
1.13 armourMinDamageToKeep: int Min damage to keep from received damage. Defaults to 1. armourMinDamageToKeep: 2
Takes these resources when created and returns them when removed or
1.13.3 borrowResourcesWhileAlive: price borrowResourcesWhileAlive: gold=10
destroyed.
Like borrowResourcesWhileAlive but doesn't take affect till built. Mostly useful
1.15 borrowResourcesWhileBuilt: price borrowResourcesWhileBuilt: supplyCap = -10
for buildings like houses that have negative resources to add to the unit cap, etc.
1.13.3 generation_resources: price Income unit creates. (custom resource version) generation_resources: credits=5, gold=20
1.13.3 generation_active: logicBoolean Disables generation_resources/credits when false. (logic_boolean) generation_active: if not self.hp(lessThan=100)
generation_credits: int Income unit creates. (credits only) generation_credits: 2
How often generation_resources/credits is added. Defaults to 40. (changing
generation_delay: int generation_delay: 40
not recommended)
#==== #==== UI and Graphics Keys
showInEditor: bool Set to false to hide unit in Sandbox editor. (Defaults to true) showInEditor: false
displayText: LocaleString The unit name that the game shows to the player. displayText: Custom Tank
LANG = ISO 639-1 Code to show this text instead when game is in this
1.13 displayText_{LANG}: string displayText_es: Tanque Personalizado
language.
displayDescription: LocaleString Unit description that the game shows to the player. displayDescription: -Fast movement\n-Light damage
LANG = ISO 639-1 Code to show this text instead when game is in this
1.13 displayDescription_{LANG}: string displayDescription_es: -Movimiento rápido\n-Daño ligero
language.
displayLocaleKey: string Translation file key for unit name and description. displayLocaleKey: units.mechArtillery
Defaults to radius value. Set to show a larger or smaller selection circle UI on
displayRadius: int displayRadius: 20
units.
Defaults to displayRadius value. Radius used when attacking/reclaiming/etc
uiTargetRadius int uiTargetRadius: 10
this unit
Defaults is a little bigger than radius. Set to show a larger or smaller shield
shieldRenderRadius: int shieldRenderRadius: 12
circle on units.
shieldDisplayOnlyDeflection: bool Hide shield unless deflecting shot if true. shieldDisplayOnlyDeflection: true
shieldDeflectionDisplayRate: float Defaults to 4. High value causes shield deflection to fade disappear faster. shieldDeflectionDisplayRate: 3
1.13.3 showOnMinimap: bool Defaults to true. Hide units on minimap if false. showOnMinimap: false
Shows a merged action list if all units selected includes one of these tags. Useful
1.13.3 showActionsWithMixedSelectionIfOtherUnitsHaveTag: bool showActionsWithMixedSelectionIfOtherUnitsHaveTag: true
for converted units.
1.14 showOnMinimapToEnemies bool Useful for stealth units showOnMinimapToEnemies: false
#==== #==== Building Only Keys
isBuilding: bool Defines if the unit is a building. isBuilding: true
Left, up, right, down. Tiles taken up which block unit movement. Defaults to
footprint: ints footprint: 0,0,1,1
0,0,0,0 = 1 center tile.
Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center
constructionFootprint: ints constructionFootprint: -1,-1,1,3
tile.
Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to
displayFootprint: ints displayFootprint: 0,0,1,1
footprint.
buildingSelectionOffset: int Defaults to 0. Adds or removes padding on the drawn selection rect in UI. buildingSelectionOffset: 4
buildingToFootprintOffsetX: float Defaults to 10. Change the building position in the footprint on the X-axis. buildingToFootprintOffsetX: 4
buildingToFootprintOffsetY: float Defaults to 10. Change the building position in the footprint on the Y-axis. buildingToFootprintOffsetY: 6
placeOnlyOnResPool: bool Normally used for extractors, forces building construction in a resource pool. placeOnlyOnResPool: true
selfBuildRate: float Rate unit builds itself when placed without a builder. selfBuildRate: 0.0008
defaults to true for buildings otherwise false. Set to true to not count this unit in
1.14 ignoreInUnitCapCalculation unit cap.
ignoreInUnitCapCalculation: true
#==== #==== Misc Keys
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
Do not load unit, and don't error on missing data. Can be useful when used with
dont_load: bool dont_load: true
copyFrom.
Overrides another unit with this unit. Build links and map positions to target unit
overrideAndReplace: string(s) overrideAndReplace: builder, combatEngineer
will be replaced.
Values: emptyResourcePools_asNeutral,
1.13.3 onNewMapSpawn: string emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, onNewMapSpawn: spawnPoint_eachActiveTeam
mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam
globalScale: float Defaults to 1. Changing not recommended. globalScale: 2
Disallow building of this unit. Can be used with overrideAndReplace to restrict
isLocked: bool isLocked: true
units player can build.
1.13 isLockedIfGameModeNoNuke: bool Disallows building of this unit if nukes are disabled during match setup. isLockedIfGameModeNoNuke: true
experimental: bool Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: true
stayNeutral: bool Set to false to disable capture when unit is on the neutral team. stayNeutral: false
1.13 createNeutral: bool Set to true to always spawn the unit on the neutral team. createNeutral: true
Set to true to always spawn the unit on aggressive teams on single player
createOnAggressiveTeam: bool createOnAggressiveTeam: true
matches.
List of comma separated strings. Used to classify units, create special actions
1.13 tags: string(s) tags: tank, smallTank, piercingDamage
and balances.
defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit
Can define several variables for custom storage, unique for each unit. Allowed
1.15 homeBase, string customText
types: boolean, float/number, unit, string.
defineUnitMemory
Add a pair of square brackets to turn them into arrays for those specific data
1.15p11 defineUnitMemory: unit[] squad, float[] mango
types
fogOfWarSightRange: int Sets number of tiles this unit can see through the fog of war. Defaults to 15. fogOfWarSightRange: 35
Fog of War range when unit/building is incomplete. Defaults to
1.14 fogOfWarSightRangeWhileNotBuilt int fogOfWarSightRangeWhileNotBuilt: 10
fogOfWarSightRange
softCollisionOnAll: int Creates a soft collision effect when touching other units. softCollisionOnAll: 3
disableAllUnitCollisions: bool Unit cannot collide with others if true. disableAllUnitCollisions: true
1.13 isUnrepairableUnit: bool No unit can repair this unit if true. isUnrepairableUnit: true
isUnselectable: bool If true unit cannot be selected. (includes AI players) isUnselectable: true
Defaults to isUnselectable. Can be used to create units that cannot be selected
1.14 isUnselectableAsTarget bool isUnselectableAsTarget: false
but can be targeted for attack, reclaim, etc
1.13 isPickableStartingUnit: bool If true, unit is added to dropdowns for starting unit in game setup menus. isPickableStartingUnit: true
1.13 startFallingWhenStartingUnit: bool Unit will appear falling from skies when starting unit if true. startFallingWhenStartingUnit: true
List of sound names. Only one will be played on each attack order. Only .ogg
soundOnAttackOrder: sound(s) soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg
and .wav formats.
List of sound names. Only one will be played on each move order. Only .ogg
soundOnMoveOrder: sound(s) soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg
and .wav formats.
List of sound names. Only one will be played on each unit selection. Only .ogg
1.13.3 soundOnNewSelection: sound(s) soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg
and .wav formats.
No unit can directly target this unit. If true this will also skip this unit in
canNotBeDirectlyAttacked: bool canNotBeDirectlyAttacked: true
victory/defeat checks.
Defaults to value of canNotBeDirectlyAttacked (be careful setting this without
canNotBeDamaged bool canNotBeDamaged: true
canNotBeDirectlyAttacked, as AI will attack forever)
1.13.3 canNotBeGivenOrdersByPlayer: bool If true unit will not take player or AI orders. canNotBeGivenOrdersByPlayer: true
1.13.3 canOnlyBeAttackedByUnitsWithTags: strings(s) List of tag strings, only units with these tags can directly target this unit. canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank
Setting to true allows unit to continue living even at 0 HP, useful for custom
1.14 disableDeathOnZeroHp bool "death" action. Warning: If not used with an autoTrigger, etc units will attack this disableDeathOnZeroHp: true
unit forever.
1.15p9 allowCaptureWhenNeutralByAI bool When true, it lets to be captured on contact by AI as well. Defaults as false allowCaptureWhenNeutralByAI: true
#==== #==== Transport Keys
Defaults to 1. Number of slots this unit uses up in a transport, experimentals are
1.13 transportSlotsNeeded: int transportSlotsNeeded: 2
often set to 5.
maxTransportingUnits int Number of slots this units has for transporting other units. maxTransportingUnits: 5
transportUnitsRequireTag: string(s) Only allows trasport of units that have one of these tags. transportUnitsRequireTag: smallTank, soldier
movementType
transportUnitsRequireMovementType: Only allows trasport of units that have one of these movement types. transportUnitsRequireMovementType: AIR, WATER
s
transportUnitsBlockAirAndWaterUnits: bool Defaults to true. This unit can only transport LAND units if true. transportUnitsBlockAirAndWaterUnits: false
Defaults to false. Units in this transport occupy 1 slot always if true, ignoring
1.13 transportUnitsEachUnitAlwaysUsesSingleSlot: bool transportUnitsEachUnitAlwaysUsesSingleSlot: true
transportSlotsNeeded.
transportUnitsKeepBuiltUnits: bool Makes built units stay inside transport instead of exiting it once ready if true. transportUnitsKeepBuiltUnits: true
Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot
transportUnitsCanUnloadUnits: LogicBoolean transportUnitsCanUnloadUnits: false
unload units if false.
transportUnitsAddUnloadOption: bool Defines if unload button should be added to the unit menu transportUnitsAddUnloadOption: false
1.13.3 transportUnitsUnloadDelayBetweenEachUnit: float Changes the delay it takes between each unit getting unloaded. transportUnitsUnloadDelayBetweenEachUnit: 12
1.13 transportUnitsKillOnDeath: LogicBoolean Defaults to true. If false transported units don't die when transport dies. transportUnitsKillOnDeath: if self.isOverLiquid()
1.13 transportUnitsHealBy: float Rate to heal units that are being transported. transportUnitsHealBy: 0.1
transportUnitsBlockOtherTransports: bool Defaults to true, if false this transports can hold other transports. transportUnitsBlockOtherTransports: false
whileNeutralTransportAnyTeam: bool This unit can transport units of any team while neutral if true. whileNeutralTransportAnyTeam: true
Converts this unit to transported team while neutral. Useful with
whileNeutralConvertToTransportedTeam: bool whileNeutralConvertToTransportedTeam: true
whileNeutralTransportAnyTeam.
1.13.3
Reverts back this unit to neutral when unloaded. Useful with
convertToNeutralIfNotTransporting: bool convertToNeutralIfNotTransporting: true
whileNeutralTransportAnyTeam.
transportUnitsOnTeamChangeKeepCurrentTeam: bool Keeps transported units on their orginal team when this unit is converted if true. transportUnitsOnTeamChangeKeepCurrentTeam: true
1.13.3 #==== #==== Resource Node Keys
Used with canReclaimResources. Allows other teams to reclaim this unit.
resourceRate: float resourceRate: 100
Normally used with neutral team. Use price to set what resources are gained.
When this has been reclaimed harvester unit moves on to another resource with
similarResourcesHaveTag: string(s) similarResourcesHaveTag: goldResource
these tags.
Defaults to unlimited. Set to restict how many units can reclaim this resource at
resourceMaxConcurrentReclaimingThis: int resourceMaxConcurrentReclaimingThis: 3
the same time.
1.13.3
reclaimPrice: int Like price but for resources. Useful for buildable resources. reclaimPrice: gold=1000
#==== #==== Resource Harvester Keys
canReclaimResources: bool If true this unit can gather resources, useful with resourceRate. canReclaimResources: true
Defines the resource search range of this unit when its main gathered resource
canReclaimResourcesNextSearchRange: int canReclaimResourcesNextSearchRange: 100
runs out.
canReclaimResourcesOnlyWithTags: string(s) This unit is only allowed to gather resources with these tags. canReclaimResourcesOnlyWithTags: foodResource, goldResource
This is for reclaiming units, not for resources. See
canReclaimUnitsOnlyWithTags string(s) canReclaimUnitsOnlyWithTags: reclaimable
canReclaimResourcesOnlyWithTags
Multiplies the builder's reclaim speed. Different from the related key
1.15 resourceReclaimMultiplier float resourceReclaimMultiplier: 1.5
"nanoUnbuildSpeed"
#==== #==== Construction and Factory Keys
canRepairUnitsOnlyWithTags string(s) Repairs units with the specified tags canRepairUnitsOnlyWithTags: vulnerable
canRepairBuildings: bool Can this can heal ally buildings (isBuilder:true is required) canRepairBuildings: true
Can this can heal ally units. (isBuilder:true is required), canRepairBuildings
canRepairUnits: bool canRepairUnits: true
required for buildings.
Automatically try and repair damaged units in nano range. (isBuilder:true is
autoRepair: bool autoRepair: true
required)
nanoRange: int Defaults to 85. Defines the unit building/repair/reclaim range. nanoRange: 110
nanoRepairSpeed: float Defaults to 0.2. Defines the unit nano repair/reclaim speed. nanoRepairSpeed: 0.01
Defaults to 1. Defines the unit nano building speed. (May multiply with target's
nanoBuildSpeed: float nanoBuildSpeed: 0.9
buildSpeed)
nanoUnbuildSpeed: float How fast a builder reclaims an incomplete building (defaults to 1) nanoUnbuildSpeed: 1.4
1.15
nanoReclaimSpeed: float How fast a builder reclaims a normal unit (not a resource unit) nanoReclaimSpeed: 0.23
nanoRangeForRepairIsMelee: bool Defines if this unit must touch its target to repair it. nanoRangeForRepairIsMelee: true
nanoRangeForReclaimIsMelee: bool Defines if this unit must touch its target to reclaim it. nanoRangeForReclaimIsMelee: true
1.13.3
nanoRangeForRepair: int Defines a specific range for the repair action of this unit. nanoRangeForRepair: 60
nanoRangeForReclaim: int Defines a specific range for the reclaim action of this unit. nanoRangeForReclaim: 60
Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a
nanoFactorySpeed: float nanoFactorySpeed: 1.2
factory.
Temporarily adds extra build range to builders to build this unit. Useful for water
extraBuildRangeWhenBuildingThis: int extraBuildRangeWhenBuildingThis: 90
based buildings.
Useful if adding this unit to build to existing buildings. Like canBuild but in
builtFrom_{NUM}_name: string(s) builtFrom_1_name: landFactory, airFactory
opposite direction.
Order this build link appears in UI. Using canBuild instead is more
builtFrom_{NUM}_pos: float builtFrom_1_pos: 0.1
recommended.
builtFrom_{NUM}_forceNano: bool Build as if this is a building if true. (even if it's a unit) builtFrom_1_forceNano: true
If true this unit cannot be built in this build link. (can be conditioned if
builtFrom_{NUM}_isLocked: LogicBoolean builtFrom_1_isLocked: if self.hp(lessThan=100)
1.13.3 logicBooleans are used)
builtFrom_{NUM}_isLockedMessage: LocaleString Message shown when this build link is locked. builtFrom_1_isLockedMessage: -Needs more population
Where created or unloaded units appears from the transport or building. Defaults
exit_x: float exit_x: 0
to 0.
Where created or unloaded units appears from the transport or building. Defaults
exit_y: float exit_x: 5
to 5.
Defaults to 180 for units and 0 for buildings. Defines the exit direction of created
exit_dirOffset: float exit_dirOffset: 140
or unloaded units.
1.13 exit_heightOffset: float Defaults to 0. Defines the height where created or unloaded units appears. exit_heightOffset: 16
Defaults to 70. Defines the distance that created or unloaded units moves from
exit_moveAwayAmount: float exit_moveAwayAmount: 10
this unit.
Ignores parent height for exit height; useful for separating attachments with their
1.14 exitHeightIgnoreParent bool exitHeightIgnoreParent: true
parents for building
#==== #==== Death Keys
Deletes this unit when it starts to build if true. (target building/unit likely will need
dieOnConstruct: bool dieOnConstruct: true
selfBuildRate set)
1.13 dieOnZeroEnergy: bool Kills this unit if energy level reaches zero when true. dieOnZeroEnergy: true
numBitsOnDeath: int Defines the number of scattered bit fragments when this unit dies. numBitsOnDeath: 20
nukeOnDeath: bool Unit will spawn a nuke detonation built-in effect when dies if true. nukeOnDeath: true
nukeOnDeathRange: float Defines the nuke effect range when using nukeOnDeath. nukeOnDeathRange: 140
nukeOnDeathDamage: float Defines the nuke effect area damage when using nukeOnDeath. nukeOnDeathDamage: 2000
Defaults to false. If true this unit will not explode with nuke when nukes are
nukeOnDeathDisableWhenNoNuke: bool nukeOnDeathDisableWhenNoNuke: true
disabled in skirmish maps.
fireTurretXAtSelfOnDeath: turret ref Auto-shoot a specific turret when this unit dies. fireTurretXAtSelfOnDeath: turret_1
explodeOnDeath: bool Defaults to true. Disables the unit death explode built-in effect if false. explodeOnDeath: false
1.13 Defaults to true. Disables the explode built-in effect on death when unit touches
explodeOnDeathGroundCollision: boolean explodeOnDeathGroundCollision: false
ground if false.
options: verysmall, small, normal, large, largeUnit, building,
1.14 explodeTypeOnDeath: preset effects buildingNoShockwaveOrSmoke, verylargeBuilding
effectOnDeath: effect(s) ref Spawns built-in or custom effects when unit dies. effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound
1.13 effectOnDeathGroundCollision: effect(s) ref Like effectOnDeath but when unit touches ground. Useful for flying units. effectOnDeathGroundCollision: CUSTOM:bigExplosion
unitsSpawnedOnDeath: string(s) Spawns these units when dies. Comma separated unit identifiers. unitsSpawnedOnDeath: tank*5, hoverTank
unitsSpawnedOnDeath_setToTeamOfLastAttacker: bool Units spawned on death will appear on the last attacker team if true. unitsSpawnedOnDeath_setToTeamOfLastAttacker: true

hideScorchMark: bool Disables the death scorch mark leaved when unit dies if true. hideScorchMark: true
soundOnDeath: string(s) Sets a custom sound for this unit death. soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg
If the unit was not completed, and is destroyed, play this effect. Defaults to
1.14 effectOnDeathIfUnbuilt: effect(s) ref effectOnDeathIfUnbuilt: CUSTOM:implode
effectOnDeath
#==== #==== Action Keys
Post automatic action cooldown (Not detection cooldown). Defaults to 1s.
autoTriggerCooldownTime: time (seconds) Warning: Setting this too low for many units might effect performance depending autoTriggerCooldownTime: 0.05s
1.13.3 on the action effects.
autoTriggerCooldownTime_allowDangerousHi Allows for auto action cooldown lower than 0.2s. Default to false. Not
bool autoTriggerCooldownTime_allowDangerousHighCPU: true
ghCPU: recommended.
options: everyFrame (default), every4Frames, every8Frames. Note: all triggers
regardless of check rate are checked when first created and after an auto trigger
1.15 autoTriggerCheckRate: enum autoTriggerCheckRate:every8Frames
cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all-units.template
could have a large performance boost for mods with complex autoTriggers.
1.15 autoTriggerCheckWhileNotBuilt: bool Defaults to false. autoTrigger of unit actions check even when not completely built if true autoTriggerCheckWhileNotBuilt: true
updateUnitMemory: memory Faster memory update than [action_#] setUnitMemory. Useful on many applications. updateUnitMemory: timeCount += 1
1.15p10
1.15p10 Sets how often the memory is updated. Defaults at 1s. settings it to 0 will update memory
updateUnitMemoryRate: int every frame.
updateUnitMemoryRate: 0

A template-friendly method of defineUnitMemory. Declare name followed by type, @memory fish:unit


1.15 @memory separated by a colon @memory bullets:number
1.15p11 Add a pair of square brackets for array memory type @memory myTargets:unit[]

#==== #==== Deprecated Keys (can be used but there are better ways)
action_#_convertTo: string Deprecated in 1.13, use [action_x] sections instead action_1_convertTo: customTank_2
action_#_pos: float Order action appears in UI action_1_pos: 0.1
The price of your action for the unit. (All your sub actions will be linked to the #
action_#_price: int action_1_price: 1000
you use)
depr. action_#_text: string A display text when you select your unit's action, used to explain it's purpose. action_1_text: Upgrade to Custom Tank 2
1.13
action_#_description: string The action description. action_1_description: -Converts the tank
action_#_addEnergy: float Adds energy to unit. Has no effect unless energyMax is set action_1_addEnergy: 10
action_#_whenBuilding_cannotMove: bool Stops unit moving while action is being applied. Useful for deploy like actions. action_1_whenBuilding_cannotMove: true
canBuild_#_name/pos/isLocked: string Use canBuild section instead. canBuild_1_name: tank

Section [canBuild_NAME]
Code Value Type Description Example
List of unit identifiers this unit can create. Can be buildings or units. Add
name: string(s) name: setRally, tank, hoverTank, heavyTank
"setRally" to create a rally button
pos: float Order build link appears in this unit UI. pos: 0.1
tech: int Tech level. Mostly just affects build link colour in this unit UI. Defaults to 1. tech: 2
forceNano: bool Builds target as if it was a building if true. (even if it's a unit) forceNano: true
isVisible: LogicBoolean Hide this build link if true in this unit UI. isVisible: if not self.energy(greaterThan=100)
isLocked: LogicBoolean Dynamically locks this build option and shows isLockedMessage if true. isLocked: if self.hp(lessThan=100)
isLockedMessage: string Set to tell to players why a unit is locked. isLockedMessage: -Needs 2 Barracks
LANG = ISO 639-1 Code to show this text instead when game is in this
1.13.3 isLockedMessage_{LANG}: string isLockedMessage_es: -Necesita 2 Cuarteles
language.
Another reason for this to be locked. Just allows a different message to be
isLockedAlt: LogicBoolean isLockedAlt: if self.energy(greaterThan=90)
shown.
isLockedAltMessage: string Message for isLockedAlt. isLockedAltMessage: -Needs less energy
isLockedAlt2: LogicBoolean Like isLockedAlt but to show one more message. isLockedAlt2: if self.isMoving()
isLockedAlt2Message: string Message for isLockedAlt2. isLockedAlt2Message: -Needs to be quiet
addResources: price(s) Adds these resources to self when placing the building or producing the unit. addResources: ammo=5, setFlag=1
price: price(s) Overrides builded units/buildings price. Defaults to target unit prices. price: credits=1000, ammo=5
isGuiBlinking: LogicBoolean Generates a blinking effect in UI if true. isGuiBlinking: true

Section [graphics]
Code Value Type Description Example
#==== #==== Necessary code
file (image) image:
#==== #==== Common Keys
image: file (image) File path to png image. image: body.png
image_back: file (image) An optional image drawn behind other units. Useful for factories that units exit image_back: floor.png
1.14 image_shield file (image) Image to show as a custom shield image_shield: forcefield.png
image_wreak: file (image) Image to use when unit dies. Can be NONE to leave no wreak image_wreak: ded.png
image_offsetX: int Use this to adjust the graphics of a unit if it is too far off one side image_offsetX: 21
image_offsetY: int Use this to adjust the graphics of a unit if it is too far off one side image_offsetY: 41
image_offsetH: int Use this to adjust the height of the graphic, especially when using decals image_offsetH: 25
1.15p9
image_floatingPointSize int Fixes of by 1 pixel sizing for images with widths and/or height that has odd value image_floatingPointSize: 10
1.13.3 isVisible logic If false will hide the unit. isVisible: false
Only visible to player and allies when false. Recommend with
1.14 isVisibleToEnemies bool isVisibleToEnemies: false
showOnMinimapToEnemies. Useful for stealth units.
How pixels are used for team coloring, options: pureGreen (default), hueAdd,
1.13 teamColoringMode teamColoringMode: disabled
hueShift, disabled
scaleImagesTo: float Resize image to fit this value in pixels. Effects leg, and shadow images as well. scaleImagesTo: 1
imageScale: float Resize image. Defaults to 1. Effects leg, and shadow images as well. imageScale: 1
Land units normally default to ground or ground2 if transport. Options: wreaks,
drawLayer: string drawLayer: bottom
underwater, bottom, ground, ground2, experimentals, air, top
How long the transparent effect is applied to incomplete units, set to 0 to disable
1.13 whenBeingBuiltMakeTransparentTill float whenBeingBuiltMakeTransparentTill: 0.4
completely. Default: 1
icon_zoomed_out file (image) Sets the custom image of the unit icon on the zoomed out battle map icon_zoomed_out: unitIcon.png
icon_zoomed_out_neverShow bool Sets wheather show the unit icon or not on the zoomed out battle map icon_zoomed_out_neverShow: false
icon_build file (image) Displays icon of the unit on Build Panel icon_build: iconFish.png
#==== #==== Turrets (images can also be set on each turret)
image_turret: file (image) Default image for all turrets, can also be set per turret image_turret: gun.png
Defaults false. Apply team colours on turret as well. Also effects pre-turret
teamColorsOnTurret: bool teamColorsOnTurret: true
images
scaleTurretImagesTo: float Will cause crash if image_turret is not specified, even if image is set per turret scaleTurretImagesTo: 1.2
lock_body_rotation_with_main_turret: bool Locks body image locked to first turret's direction lock_body_rotation_with_main_turret: true
1.13 lock_leg_rotation_with_main_turret bool Locks legs and arms to first turret's direction lock_leg_rotation_with_main_turret: true
#==== #==== Shadow
Image file, NONE, AUTO or AUTO_ANIMATED. (AUTO will use image and
image_shadow: file (image) image_shadow: shadow.png
make it transparent black only.)
shadowOffsetX: float Adjusts shadow horizontally shadowOffsetX: 10
shadowOffsetY: float Adjusts shadow vertically shadowOffsetY: 10
If shadow image should use frame animation of main image. .Alternative to
1.13.3 image_shadow_frames bool image_shadow_frames: true
AUTO_ANIMATED shadow value.
lock_shadow_rotation_with_main_turret: bool Locks body image shadow locked to first turret's direction lock_shadow_rotation_with_main_turret: true
#==== #==== Effects and animation
total_frames int Defaults to 1. Animations require this. total_frames: 3
frame_width: int Calculated for you if total frames is set, but can be overridden frame_width: 40
frame_height: int Defaults to image height frame_height: 60
1.14? default_frame int Default frame when not playing an animation. First frame is 0 default_frame: 0
splastEffect: bool True to create a water wave effect when over water. Default false splastEffect: true
dustEffect: bool True to create a dust effect when over land. Default false dustEffect: true
splastEffectReverse: bool True to also create effect when unit is reversing splastEffectReverse: true
dustEffectReverse: bool True to also create effect when unit is reversing dustEffectReverse: true
1.13 movementEffect effect Custom movement effect, can be anything movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5
1.13 movementEffectReverse effect Reversed version of movementEffect: key movementEffectReverse: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5
1.13 movementEffectRate float Sets the frequency of effects being spawned while moving movementEffectRate: 10
1.13 movementEffectReverseFlipEffects bool Create effect as if unit has rotated 180 when reversing movementEffectReverseFlipEffects: true
repairEffect effect ref Custom repair effect, can be anything. Replaces default effect from builders repairEffect: CUSTOM:mist*5
repairEffectAtTarget effect Custom repair effect towards the repaired target repairEffectAtTarget: CUSTOM:greensparks*2
Sets the frequency of effects being spawned while repairing. Defaults to 5,
repairEffectRate int repairEffectRate: 20
affects both sides.
1.13.3 reclaimEffect effect Custom reclaim effect, can be anything. Replaces default effect from builders reclaimEffect: CUSTOM:sap*5
1.13.3 reclaimEffectAtTarget effect Custom reclaim effect towards the reclaimed target reclaimEffectAtTarget: CUSTOM:redsparks*2
Sets the frequency of effects being spawned while reclaiming. Defaults to 5,
1.13.3 reclaimEffectRate int reclaimEffectRate: 20
affects both sides.
Defaults to true. Makes unit body image locked to 0 degrees when false. Often
rotate_with_direction: bool rotate_with_direction: false
used with animation_direction_*
45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:
animation_direction_units: float animation_direction_units: 45
false
animation_direction_strideX: int Animation frames to offset on direction change. animation_direction_strideX: 40
animation_direction_strideY: int Animation frames to offset on direction change. Used with frame_height. animation_direction_strideY: 60
animation_direction_starting: float Direction for first frame animation_direction_starting: 90
Defaults to false. When true, removes the flames on severely damaged
1.13.3 disableLowHpFire bool disableLowHpFire: false
unit/structure.
Defaults to false. When true, removes the smokes on severely damaged
1.13.3 disableLowHpSmoke bool disableLowHpSmoke: false
unit/structure.
1.13.3 showTransportBar: bool Defaults to true. Shows the transport bar for transport units. showTransportBar: false
Defaults to true. Shows the health bar of a unit. (Still hidden even if true when
1.13.3 showHealthBar bool showHealthBar: false
"Always show unit health" setting is disabled.)
1.13.3 showEnergyBar bool Defaults to true. Shows the energy bar of a unit. showEnergyBar: false
Defaults to true. Shows the shield bar of a unit. Also affects the presence of set
1.14 showShieldBar bool showShieldBar: false
custom shield sprite.
1.14 showQueueBar bool Defaults to true. Shows the bar for build or action queue of a unit. showQueueBar: false
1.15 showShotDelayBar bool Defaults to true. Shows the shot delay/warmup of a unit before firing. showShotDelayBar: false
1.15p9 showSelectionIndicator bool Defaults to true. Shows select circle/box if true showSelectionIndicator: false
#==== #==== Deprecated Keys (can be used but there are better, more adaptable ways)
False: Green pixels on unit gets converted to team color. True: Whole unit is
teamColorsUseHue: bool
tinted the team colour. Defaults to false
depr. TYPE can be set to: attack, moving, idle. Use [animation] section instead for
animation_TYPE_start: int animation_moving_start: 0
1.13 more control
depr.
animation_TYPE_end: int End frame, must be larger then start animation_moving_end: 3
1.13
depr.
animation_TYPE_scale_start: float Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
1.13
depr.
animation_TYPE_scale_end: float Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
1.13
depr.
animation_TYPE_speed: float Delay for each frame of animation. Larger values cause slower animation
1.13
depr.
animation_TYPE_pingPong: bool Play animation in reverse before repeating. Useful with scale_start/scale_end
1.13
The attack section is for global attack characteristics, per-turret
Section [attack] overrides these
Code Value Type Description Example
canAttack: bool If set to false, can not attack any unit. Regards of other canAttack options below. canAttack: true
canAttackFlyingUnits: LogicBoolean can also be narrowed per turret. Note: not required if canAttack is false. canAttackFlyingUnits: false
canAttackLandUnits: LogicBoolean can also be narrowed per turret canAttackLandUnits: true
canAttackUnderwaterUnits: LogicBoolean can also be narrowed per turret canAttackUnderwaterUnits: false
maxAttackRange: float (multiplied by globalScale) maxAttackRange: 300
Default true. If false unit can only attack units in contact with the water. Used for
canAttackNotTouchingWaterUnits: LogicBoolean canAttackNotTouchingWaterUnits: false
units with torpedos. (can also be set per turret)
1.13.3 canOnlyAttackUnitsWithTags tags Will only attack units that has the specified tags. canOnlyAttackUnitsWithTags: metallic, ceramic
1.13.3 canOnlyAttackUnitsWithoutTags tags Can only attack units without the specified tags. canOnlyAttackUnitsWithoutTags: corrosive, magnetic
Allow each turrets to fire at a different target at the same time. Very useful if
1.13 turretMultiTargeting bool turretMultiTargeting: true
[turret]limitingAngle is used
Used with a low attack range (like maxAttackRange: 9) makes src and target
isMelee: bool isMelee: true
radius get added to range, and effects AI.
Makes unit move to attack nearby units. Defaults to 250 for melee, and 0 for non
1.13.3 meleeEngangementDistance int meleeEngangementDistance: 400
melee (Works even if non-melee, but might be unexpected to players)
turretRotateWithBody bool Are all turrets rotated when body rotates. Defaults to true turretRotateWithBody: true
attackMovement: string normal/bomber. bomber attack movement will retreat when energy runs out attackMovement: true
dieOnAttack: bool Will die when it attacks. dieOnAttack: true
Must aim body at target to shoot. Will often make the unit need to stop before it
isFixedFiring: bool isFixedFiring: true
can aim and shoot.
Offset each shot multiplied by target radius. Defaults to 0.6. aimOffsetSpread:0
aimOffsetSpread: float aimOffsetSpread:0
will make unit always attack center
1.13 stopTargetingAfterFiring bool Unit stops targeting after firing a shot. Rarely used or needed. stopTargetingAfterFiring: true
disablePassiveTargeting: bool Unit only attacks manually ordered target. Rarely used or needed. disablePassiveTargeting: true
Will it show the range indicator. Useful for showing ranges in radar and related
1.13.3 showRangeUIGuide bool showRangeUIGuide: true
structures.
1.15 shootDelayMultiplier float Defaults to 1. Can be dynamically changed with setUnitStats shootDelayMultiplier: 0.75
1.15 shootDamageMultiplier float Defaults to 1. Can be dynamically changed with setUnitStats shootDamageMultiplier: 2.43
#==== #==== Deprecated Keys - can be used but better to set these per turret
depr.
turretSize: float (multiplied by globalScale)
1.13
depr.
turretTurnSpeed: float
1.13
depr.
shootDelay: float Global delay, can also use delay on each turret
1.13

Section [turret_NAME] Turrets fire projectiles with different traits


Code Value Type Description Example
#==== #==== Necessary Code
float x:
float y:
#==== #==== Positioning/Stats

Sets the horizontal position of the turret. 0 is center, negatives toward left,
x: float x: 0
positives toward right.
Sets the vertical position of the turret. 0 is center, negatives toward bottom,
y: float y: 40
positives toward top.
copyFrom: turret ref Copy all values from another turret as defaut values for this turret copyFrom: 1
projectile projectile ref Projectile fired from this turret. projectile: torpedo
altProjectile projectile ref Alternative projectile fired from this turret when altProjectileCondition is true altProjectile: spear
altProjectileCondition LogicBoolean Used with altProjectile altProjectileCondition: if self.hp() < 100
1.13 barrelX float Defaults to 0. Controls horizontal position for projectile spawn. barrelX: 0
1.13 barrelY float Defaults to size. Note: size and barrelY have the same meaning barrelY: 5
1.13.3 barrelHeight float Height of barrel in 3d. Effect projectile and shoot flame starting height barrelHeight: 10
1.15p9 height: float Height of the unit in 3D, to be used with decals height: 30
Controls the distance between the center of the turret and the point from where
size: float size: 5
projectiles spawn.
turnSpeed float Max turn speed of the turret turnSpeed: 2
turnSpeedAcceleration float Defaults to disabled, and full turn speed is used. turnSpeedAcceleration: 0.4
Defaults to turnSpeedAcceleration. Setting this higher than turn acceleration
turnSpeedDeceleration float turnSpeedDeceleration: 0.2
might allow faster targets to be hit
idleDir float Defaults to 0 idleDir: 180
Defaults to idleDir+180 unless attached to another turret (as attached turret will
1.13 idleDirReversing float idleDirReversing: 30
often be rotating when reversing)
shouldResetTurret: bool Defaults true. False to disable the reseting turret angle when idle shouldResetTurret: false
1.14 idleSweepAngle int Disabled by default. Controls how far the turret will "look" left and right idleSweepAngle: 35
1.14 idleSweepDelay float Controls the delay between idleSweep movements idleSweepDelay: 20
1.14 idleSweepSpeed float Controls the speed with which the turret sweeps when idle idleSweepSpeed: 0.3
1.14 idleSweepCondition LogicBoolean Disable idle sweep if false idleSweepCondition: if self.hp() > 400
Default 1-20 depends on idleSweepDelay, used to stop sweep syncing up with
1.14 idleSweepAddRandomDelay float idleSweepAddRandomDelay: 30
other units
1.14 idleSweepAddRandomAngle int Default 0 idleSweepAddRandomAngle: 15
attachedTo: turret ref Id of another turret to attach to, will be positioned relative to it, and rotate with it. attachedTo: base
Locks this turret's direction and shot cooldown to attached turret. Often used
slave: bool slave: true
with warmup for multiple barrel guns
Defaults to false. Turret to use for creating buildings, etc. should only be true on
isMainNanoTurret: bool isMainNanoTurret: true
one turret, and should have canShoot set to false
energyUsage: float Required energy to fire weapon. Same as resourceUsage: energy=X energyUsage: 1
resourceUsage price can be in credits/energy/hp/shield/ammo. Stops firing if not met resourceUsage: credits=5, energy=5, hp=100, shield=5, ammo=1
#==== #==== Timing
delay: float Override global shootDelay for this turret delay: 2s
When this other turret fires the cooldown delay on this turret will be
linkDelayWithTurret turret ref linkDelayWithTurret: 1
reset/removed
warmup: float Delay before firing a shot. warmup: 5s
warmupCallDownRate float Rate to reduce warmup when turret is not ready to fire at any targets warmupCallDownRate: 10
Defaults to false. When true warmup is not reset after firing a shot and turret
warmupNoReset bool doesn't wait for warnup. Used with warmupCallDownRate and warmupNoReset: true
warmupShootDelayTransfer.
Defaults to 0, amount to reduces the next shot delay depending on warmup.
warmupShootDelayTransfer float warmupShootDelayTransfer: 20
When used with warmupNoReset, can make a each shot faster.
#==== #==== On Shoot
1.13.3 onShoot_freezeBodyMovementFor: float Freezes body movement while shooting. onShoot_freezeBodyMovementFor: 2s
0 by default. Sets a barrelX offset only during odd numbered shots, useful for
1.14 barrelOffsetX_onOddShots: float twin-barreled units. Use with barrelX. Use the opposite value of barrelX for most barrelOffsetX_onOddShots: -10
cases.
#==== #==== Targeting control
1.14 aimOffsetSpread: Sets the shot inaccuracy. 0 will make all shots land on target's center aimOffsetSpread: 14
canShoot: bool Defaults to true canShoot: true
Narrows targeting for this turret, note targeting for the whole unit in [attack] is
canAttackFlyingUnits: LogicBoolean canAttackFlyingUnits: false
applied first. (so you can only use this to target less not more)
canAttackLandUnits: LogicBoolean Default true. If false unit cannot attack surface units. canAttackLandUnits: true
canAttackUnderwaterUnits: LogicBoolean Default true. If false unit cannot attack underwaterunits. canAttackUnderwaterUnits: true
Default true. If false unit can only attack units in contact with the water. Used for
canAttackNotTouchingWaterUnits: LogicBoolean canAttackNotTouchingWaterUnits: false
units with torpedos.
1.13.3 canOnlyAttackUnitsWithTags: tags Only attacks potential targets with specific tags canOnlyAttackUnitsWithTags: shelled, armoured
1.13.3 canOnlyAttackUnitsWithoutTags: tags Only attacks potential targets without specific tags canOnlyAttackUnitsWithoutTags: corrosive, fleshy
Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this
canAttackCondition: LogicBoolean canAttackCondition: if not self.flying
unit's height
Max angle to target for turret to be allowed for fire. Defaults to 5, don't set lower.
1.14 canAttackMaxAngle: float canAttackMaxAngle: 181
Can be set to 181 for turrets that don't need to turn to fire missiles.
1.13 clearTurretTargetAfterFiring: bool Clears the turrets sub-target when using multi-targeting clearTurretTargetAfterFiring:
Make this turret have less range than the maxAttackRange. Do not apply this to
limitingRange: float limitingRange: 100
all turrets change maxAttackRange instead.
1.13 limitingAngle int Linked with idleDir. Turret will only be able to fire at units +/- this angle. limitingAngle: 60
1.13 limitingMinRange: int Sets minimum range for turret. limitingMinRange: 200
1.13 interceptProjectiles_withTags: tags Currently used with anti-nuke units. interceptProjectiles_withTags: nuke
interceptProjectiles_andTargetingGroundUnd
int Minimum distance required for intercepting projectile interceptProjectiles_andTargetingGroundUnderDistance: 100
erDistance:
interceptProjectiles_andUnderDistance: int Defaults to 2000, distance inflight before firing interceptProjectiles_andUnderDistance: 300
interceptProjectiles_andOverHeight: int Defaults to 0. Sets the projectile target height limit interceptProjectiles_andOverHeight: 10
Set to enable a projectile laser defence from this turret. Should also set the
laserDefenceEnergyUse: float laserDefenceEnergyUse: 0.25
energyMax in core.
#==== #==== Graphics and effects #====
invisible: LogicBoolean Don't render this turret, but still can shoot, etc. invisible: true
image: file (image) Use custom image. Overrides unit's main turret image image: gun.png
When true, the specific turret applies team colors over the special greens in the
image_applyTeamColors bool image_applyTeamColors: true
sprite.
image_drawOffsetX float Moves the image horizontally from the turret center. image_drawOffsetX: 0
image_drawOffsetY float Moves the image verticallly from the turret center. image_drawOffsetY: 30
chargeEffectImage: chargeEffectImage: glow.png
file (image) Used with warmup. Shows a scaling effect image on turret barrel when charging.

warmupStartEffect effect ref Spawns specified effects when the specific turret is charging/warming up warmupStartEffect: CUSTOM:abosrb
shoot_sound: string Can be linked to an .ogg or .wav file, or one of the default game sounds (list at shoot_sound: tank_firing | shoot_sound: missile.wav | shoot_sound: ROOT:audio/shoot.ogg
bottom of reference)
shoot_sound_vol: float Sets the volume of the shoot sound shoot_sound_vol: 0.4
Current types are: small, large, smoke, shockwave, or CUSTOM:
shoot_flame: effects eg: shoot_flame: smoke, CUSTOM:lightFade, CUSTOM:pop*5
effectSectionName
shoot_light color Produces a colored light upon shooting shoot_light: #fafafa
idleSpin: float Spin rate when idle, used on missile turrets idleSpin: 2
1.13 onShoot_playAnimation animation ref Play a custom animation from an [animation] section after firing this turret onShoot_playAnimation: heatUp
1.14 onShoot_triggerActions action refs Trigger these actions each time this turret fires onShoot_triggerActions: spawnShells
Unloads X units at turret barrel locations and gives them the attack order of
1.15 unloadUpToXUnitsAndGiveAttackOrder int unloadUpToXUnitsAndGiveAttackOrder: 1
turret target
recoilOffset float Push turret forward or back after firing for a recoil effect. Value in pixels. recoilOffset: 10
recoilOutTime float Time to get to offset position after firing recoilOutTime: 1s
recoilReturnTime float Time to return to default position recoilReturnTime: 0.5s
1.13.3 showRangeUIGuide bool Defaults to true. Displays the attack range for this turret showRangeUIGuide: true
Projectiles are often used to inflict damage on an enemy, but can also
Section [projectile_NAME] be used for other purposes
Code Value Type Description Example
#==== #==== Necessary Code
int directDamage: or areaDamage:
life:
#==== #==== Core
How long till this projectile gets removed if it hasn't hit a target, 300 might be a
life: life: 300
good starting point, change depending on speed and range
Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection
deflectionPower: float deflectionPower: -1
(only disable for special weapons like flames)
Default to false. True to explode at end of life with all side effects and area
1.13 explodeOnEndOfLife bool explodeOnEndOfLife: true
damage instead of disappearing. Good for making area-denial weapons.
autoTargetingOnDeadTarget: bool Retarget to nearby unit if target dies while in transit autoTargetingOnDeadTarget: true
1.14 autoTargetingOnDeadTargetRange int The range which it will select a new target if old target has died autoTargetingOnDeadTargetRange: 100
1.14 autoTargetingOnDeadTargetLead float The lead it will try to have on the new target autoTargetingOnDeadTargetLead: 300
1.13 unloadUpToXUnitsFromSource int Unload X units from source unit, to projectile explode location unloadUpToXUnitsFromSource: 2
1.13 teleportSource bool Move unit that shot this projectile to projectile explode location teleportSource: true
1.13 spawnUnit unit types Spawn new units of this type at projectile explode location eg: spawnUnit: heavyTank, tank*5, hoverTank(offsetX=10)
1.14 spawnProjectilesOnEndOfLife projectile ref Spawns new projectiles on end of life, useful for secondary projectiles spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)

1.14 spawnProjectilesOnExplode projectile ref Projectiles to spawns when this projectile hits it's target spawnProjectilesOnExplode: flachette*4
1.14 spawnProjectilesOnCreate Spawns projectiles on creation of this projectile, useful for making true shotgun- spawnProjectilesOnCreate: stage2
like projectile
Convert units spread
hit to the team that fired this projectile. Useful to make capturing
1.13.3 convertHitToSourceTeam bool convertHitToSourceTeam: true
systems
1.13 tags tags Useful for projectile interceptions (e.g. Nuke and Anti-Nuke Interaction) tags: nuke, missile
flameWeapon: bool Generates small flames on hit (only cosmetic) flameWeapon: true
1.13 delayedStartTimer float Hide for x time before showing and updating effect. delayedStartTimer: 2s
#==== #==== Damage
Damage to target unit on hit. Does not work with targetGround:true as it won't
directDamage: int directDamage: 30
have a clear unit to target
Damages on arrival of target with an area effect, use areaRadius to adjust size
areaDamage: int areaDamage: 10
of damage. targetGround needs this to damage
How wide areaDamage effects. Note this drops off (unless
1.13 areaRadius: float areaRadius: 100
areaDamageNoFalloff is used)
areaDamageNoFalloff bool Removes the falloff from areaDamage areaDamageNoFalloff: true
areaRadiusFromEdge bool Applies damage from edge of units instead of center. Mostly effects large units. areaRadiusFromEdge: true
Applies area damage as an expanding blast wave rather than instantly. Useful
1.13 areaExpandTime float areaExpandTime: 1s
for nuke projectiles
1.13 areaHitAirAndLandAtSameTime bool Defaults to false areaHitAirAndLandAtSameTime: true
areaHitUnderwaterAlways bool Defaults to false areaHitUnderwaterAlways: true
Units closer than this range aren't effected. Rarely needed. Not recommended
areaIgnoreUnitsCloserThan int areaIgnoreUnitsCloserThan: 10
for normal projectiles.
1.13 buildingDamageMultiplier float Defaults to 1 buildingDamageMultiplier: 3
1.13 shieldDamageMultiplier float Defaults to 1. 0 to do no damage to shields and 2 to do double damage shieldDamageMultiplier: 1.4
Defaults to 1. The amount of shield to bypass. 0 to ignore shields and directly
1.13 shieldDefectionMultiplier float shieldDefectionMultiplier: 1.55
damage hull
Defaults to 1. Can be used to create EMP weapons that affect shields only. 0 to
1.14 hullDamageMultiplier float hullDamageMultiplier: 2
ignore hull and only damage shields
Sets whether multipliers are applied or not regardless of multipliers set in attack
1.15 ignoreParentShootDamageMultiplier bool ignoreParentShootDamageMultiplier: true
or setUnitStats
Amount of armour to ignore on target and do damage as if this armour was not
armourIgnoreAmount int armourIgnoreAmount
there
Lets area effect projectiles damage own team units (can't damage allies). Useful
1.13 friendlyFire bool/string friendlyFire: false / friendlyFire: true / friendlyFire: only-ignoreEnemy
for nuke-like weapons
1.13.3 mutatorX_ifUnitWithTags tags Applies mutators to this projectile if target has corresponding tags mutator1_ifUnitWithTags: infantry
1.13.3 mutatorX_ifUnitWithoutTags tags Same as ifUnitWithTags, but applies if target doesn't have the set tags mutator1_ifUnitWithoutTags: strongArmour
Changes directDamage. Defaults to 1. Be careful not to confuse players using
1.13.3 mutatorX_directDamageMultiplier float this as the effect may not be clear. Use amour instead when possible. Replace X mutatorX_directDamageMultiplier: 5
with desired name
1.13.3 mutatorX_areaDamageMultiplier float Same as directDamageMultiplier but for areaDamage. Defaults to 1. mutatorX_areaDamageMultiplier: 1.2
Change explode effect if this mutator is active. Eg make a bounce off amour
1.13.3 mutatorX_changedExplodeEffect effect effect. Helps to make the damage change more clear to players (Doesn't work mutatorX_changedExplodeEffect: CUSTOM:specialBlast
with targetGround.)
Add resource to all direct hit units. Warning: Be careful not be break units from
1.14 mutatorX_addResourcesDirectHit resource other mods by adding random resources or energy to them that they don't mutatorX_addResourcesDirectHit: oil=1
expect.
Add resource to all area hit units. Warning: Be careful not be break units from
1.14 mutatorX_addResourcesAreaHit resource other mods by adding random resources or energy to them that they don't mutatorX_addResourcesAreaHit: rust=4
expect.
#==== #==== Movement
Target ground, and don't home in on target. Note: only areaDamage is applied if
targetGround bool targetGround: true
targeting ground.
1.14 targetGround_includeTargetHeight bool Default false. for area affect AA weapons targetGround_includeTargetHeight: 40
Default 0. for shooting over or under a target. Useful for projectiles that split and
1.14 targetGroundHeightOffset float targetGroundHeightOffset: 10
rain down.
speed: float Projectile default travel speed speed: 3
targetSpeed: float Accelerate to this speed targetSpeed: 5
1.13 targetSpeedAcceleration float Controls the speed rampup for targetSpeed targetSpeedAcceleration: 0.3
Makes projectiles fly up into the air and come down, instead of going in a
ballistic: bool ballistic: true
straight line
ballistic_delaymove_height: float Sets up to how high the projectile needs to be before moving normally ballistic_delaymove_height: 20
ballistic_height: float Sets the target height of the projectile ballistic_height: 10
Randomly makes the shot inaccurate by this amount. Also used by weapons like
targetGroundSpread: float targetGroundSpread: 20
the flamethrower
speedSpread: float Randomly change the starting projectile speed by this amount speedSpread: 3
instant bool Hit target instantly instant: true
Recycles last projectile fired, only one projectile ever exists. Can turn lasers into
instantReuseLast: bool instantReuseLast: true
beam weapons by using lower rate of fire and setting this to true
Make turret's aim include last projectile's spread and sweep offsets, useful for
1.14 instantReuseLast_alsoChangeTurretAim bool instantReuseLast_alsoChangeTurretAim: true
beam weapons
Default false. Keeping the list was the normal behaviour in 1.13 making area
1.14 instantReuseLast_keepAreaDamageList bool damage not apply a second time but this is not useful. Use this only if you want instantReuseLast_keepAreaDamageList: true
the old behaviour.
Defaults to false. When false projectiles are just removed. Could be true to make
1.14 interceptProjectile_removeTargetLifeOnly bool interceptProjectile_removeTargetLifeOnly: true
hit projectiles explode or split when hit
Disable the lead targeting calculations when aiming at a moving target. Defaults
1.13 disableLeadTargeting bool disableLeadTargeting: true
false.
The expected speed of this projectile for targetGround lead target calculation.
1.13 leadTargetingSpeedCalculation float leadTargetingSpeedCalculation: 2
Defaults to 'targetSpeed' if set otherwise 'speed'.
Sets vertical speed for projectiles with targetGround. Use gravity to make
1.13.3 initialUnguidedSpeedHeight smooth arching projectiles. Better have gravity value slightly slower than this key initialUnguidedSpeedHeight: 30
to produce the arches.
Controls the pull for projectiles that target ground. Use together with
1.13.3 gravity: gravity: 29
initialUnguidedSpeedHeight
Limits the turn speed of a projectile, making them inaccurate even with
1.14 turnSpeed float directDamage. Zero value will make it act like if targetGround is set true, but air turnSpeed: 0
target friendly option.
1.14 wobbleAmplitude float How wide the projectile will wobble wobbleAmplitude: 10
1.14 wobbleFrequency float How often the projectile will wobble wobbleFrequency: 4
1.14 pushForce float Push (or pull with a negative value) the units that get hit. Divided by target mass pushForce: 2
1.14 pushVelocity float Push (or pull with a negative value) the units that get hit. Ignores target mass pushVelocity: 5
Move projectile as parent moves. Useful for beam effects that need to stick to
1.14 moveWithParent bool moveWithParent: true
source turret.
1.14 sweepOffset float Useful for beam effects. sweepOffset: 0.5
1.14 sweepOffsetFromTargetRadius float Add to sweep offset by factor of target's radius. 0.4 would be 40% sweepOffsetFromTargetRadius: 0.4
1.14 sweepSpeed float Useful for beam effects. sweepSpeed: 1.5
Can retarget a new target mid-flight, perfect for flak-style weapons and
1.14 retargetingInFlight bool retargetingInFlight: true
projectiles that collide
1.14 retargetingInFlightSearchDelay float/time How long between searching for new targets. Default 5 retargetingInFlightSearchDelay: 1s
1.14 retargetingInFlightSearchRange int Range which targets are reselected. Default 120 retargetingInFlightSearchRange: 300
1.14 retargetingInFlightSearchLead float The lead of the projectile to try to hit the target. Default 15 retargetingInFlightSearchLead: 30
1.14 retargetingInFlightSearchOnlyTags tag ref Only retarget units with these tags retargetingInFlightSearchOnlyTags: lightArmor
#==== #==== Graphics and effects
color color Recolors this projectile using a hex value. color: #bebe50
1.13.3 invisible bool When true, the projectile is not rendered but still functional. invisible: true
image: file (image) Use custom image. Overrides drawType and frame image: bullet
Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png.
drawType int drawType:1
Refer to end of sheet for the projectile images.
drawSize: float Scale image. Defaults to 1 drawSize: 1.5
frame int Built-in image frame to use, starts at zero. frame: 0
hitSound: bool Default true hitSound: true
1.13 explodeEffect effect ref list Produces the specified effects upon explosion. explodeEffect: smallExplosion, CUSTOM:myExplodeEffect
1.13 explodeEffectOnShield effect ref list Use this effect if shield is active on target explodeEffectOnShield: CUSTOM:EMPwave
1.13 teamColorRatio float Mix 0-1 of team colour into color field teamColorRatio: 1
default is (1-teamColorRatio). Keep more of color when mixing. Note this might
1.14 teamColorRatio_sourceRatio float teamColorRatio_sourceRatio: 1
saturate colors.
1.13 drawUnderUnits bool If true, renders the projectile under units. Great for torpedos. drawUnderUnits: true
1.13 effectOnCreate effect ref list Produces specified effects upon creation of the projectile. effectOnCreate: CUSTOM:puff
1.13 shouldRevealFog bool Reveal fog to player on explode shouldRevealFog: true
1.13 alwaysVisibleInFog bool Renders the projectile even when fog is present alwaysVisibleInFog: false
Shows on mini-map when fired. Some other side effects as well, like nuke
1.13 nukeWeapon bool nukeWeapon: true
explosion effect
trailEffect bool/effect true for built-in defaults, but can also point to any custom effects trailEffect: true, trailEffect: CUSTOM:rocketThrust
1.13 trailEffectRate float Defaults to 3 trailEffectRate: 4
lightCastOnGround bool Renders light under the projectile lightCastOnGround: true
lightSize: float Sets the size of the light emitted by the projectile. 1 value = 1 tile lightSize: 1.5
lightColor color Sets the color of the light emitted by the projectile. lightColor: #ffe92b
largeHitEffect: bool Creates a large explosion and accompanying sound on hit (only cosmetic) largeHitEffect: true
lightingEffect: bool Draw as lighting works best with instant:true lightingEffect: true
laserEffect: bool Draw as laser works best with instant:true laserEffect: true
Image to use for beam and laser effect type projectiles. Image is repeated
1.14 beamImage file (image) vertically depending on the distance to target. Beam image should be 20 pixels beamImage: beam.png
or longer. Width does not matter, only the height.
1.14 beamImageOffsetRate float Sets how fast the beam image moves towards or away from the target beamImageOffsetRate: 1
1.14 beamImageStart file (image) Sprite for the origin point of the custom beam beamImageStart: beamStart.png
1.14 beamImageStartRotated bool Defaults false. True to rotate with turret angle beamImageStartRotated: true
1.14 beamImageEnd file (image) Sprite for the end point of the custom beam beamImageEnd: beamEnd.png
1.14 beamImageEndRotated bool Defaults false beamImageEndRotated: true
These are traits the unit has as far as movement goes, such as
Section [movement] rotation and acceleration speed
Code Value Type Description Example
Defines what kind of terrain the unit will be able to move, along with other
movementType: string movementType: LAND
properties of unit types.
Used with large aircraft. Makes the unit fall slowly while maintaining its speed at
slowDeathFall: bool slowDeathFall: true
the time of death.
moveSpeed: float Maximum movement speed of the unit. moveSpeed: 1.2
moveAccelerationSpeed: float Defines how fast units accelerate to max speed. moveAccelerationSpeed: 0.07
moveDecelerationSpeed: float Don't make this too low or units will have trouble stopping at waypoints moveDecelerationSpeed: 0.17
0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1
reverseSpeedPercentage: float reverseSpeedPercentage: 0
will drive in reverse same as forwards. Useful if slow turning
landOnGround: bool Should flying unit land when idle. landOnGround: false
targetHeight: float Defaults to 0 but if AIR movementType default is 35 targetHeight: 25
Smooth animated height change. Defaults to 0 but if AIR movementType default
targetHeightDrift: float targetHeightDrift: 1
is 1.5
startingHeightOffset: float Sets the initial height on spawn. Defaults at 0. startingHeightOffset: 40
1.14 heightChangeRate: float Rate at which the unit changes height, either from converting or drifting heightChangeRate: 3
1.14 fallingAcceleration: float The acceleration in which a unit drops fallingAcceleration:
1.14 fallingAccelerationDead: float fallingAcceleration but when destroyed fallingAccelerationDead:
maxTurnSpeed: float Sets the top turning speed of a unit maxTurnSpeed: 4
turnAcceleration: float Defines how fast units accelerate to max turn speed. turnAcceleration: 1
Makes the unit slide when moveDecelerationSpeed is lower, making them drift
moveSlidingMode: bool moveSlidingMode: true
and feel natural
Allows the unit to move without fully turning in the direction its moving, useful for
moveIgnoringBody: bool moveIgnoringBody: true
ships and air units
moveSlidingDir: int Sets direction when sliding moveSlidingDir: 180
Defaults to true. Changing not recommended. When false, the unit will directly
joinsGroupFormations: bool move to the assigned waypoint without taking space consideration from joinsGroupFormations: false
neighboring units.
This determines what the AI will use the unit for, does not effect
Section [ai] player
Code Value Type Description Example
useAsBuilder: bool Set to true if unit can build or repair buildings. Defaults to [core]isBuilder. useAsBuilder:
useAsTransport bool Defaults to true if unit can transport units useAsTransport
useAsHarvester bool Defaults to true if unit can reclaim resources useAsHarvester
disableUse: bool Disallow AI building this unit or building disableUse:
Defaults to 0.06. Set between 0-1, higher means AI is more likely to upgrade this
ai_upgradePriority float ai_upgradePriority
unit before others
#==== #==== Buildings only
maxGlobal: int Maximum amount allowed for a specific structure for an AI team per map maxGlobal: 50
Maximum amount allowed for a specific structure for an AI team per "base",
maxEachBase: int usually around an extractor or spawn point. To check for an AI base in sandbox, maxEachBase: 10
enable Debug Mode and Click Shift + F3
buildPriority: float 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret. buildPriority: 1
noneInBaseExtraPriority: float Adds to buildPriority, if this unit doesn't exist in the AIs base noneInBaseExtraPriority: 2
noneGlobalExtraPriority: float Adds to buildPriority, if this unit doesn't exist in the any where on the map noneGlobalExtraPriority: 4
recommendedInEachBaseNum float Defaults to 0 recommendedInEachBaseNum: 2
recommendedInEachBasePriorityIfUnmet float Defaults to 0.5. Overrides buildPriority if recommended in base is too low. recommendedInEachBasePriorityIfUnmet: 4
Create link to another unit to preserve max counts for upgraded and non-
upgradedFrom: string upgradedFrom: builderLevel1
upgraded types in same base.
1.14 notPassivelyTargetedByOtherUnits bool Useful for walls, etc notPassivelyTargetedByOtherUnits: true
1.14 lowPriorityTargetForOtherUnits bool Useful for units that cannot attack back. Eg walls lowPriorityTargetForOtherUnits: true
whenUsingAsHarvester_recommendedInEach
1.13.3 int Assigns unit of the same name with certain amount on an AI base whenUsingAsHarvester_recommendedInEachBase: 3
Base
1.13.3 whenUsingAsHarvester_recommendedGlobal int Assigns unit of the same name with certain amount on map whenUsingAsHarvester_recommendedGlobal: 20
whenUsingAsHarvester_includeOtherHarvest
1.13.3 bool Includes all harvester types on a single counter whenUsingAsHarvester_includeOtherHarvesterCounts: true
erCounts
Only sets the harvester unit as a harvester if an AI base has a unit with particular
1.13.3 onlyUseAsHarvester_ifBaseHasUnitTagged string onlyUseAsHarvester_ifBaseHasUnitTagged: mineral, wood, stones
tag(s)
Legs can move around when unit moves, Arms need an animation or
Section [leg_#] / [arm_#] convert
Code Value Type Description Example
x: float Sets position of the foot on the X axis. x: 10
y: float Sets position of the foot on the Y axis. y: 20
copyFrom: int Copy from another leg. Useful to only need to set leg values once copyFrom: 1
attach_x: float Sets the leg's attach point on the X axis. attach_x: 10
attach_y: float Sets the leg's attach point on the Y axis. attach_y: 0
rotateSpeed: float Sets the leg's rotation speed on movement rotateSpeed: 2
endDirOffset int Target foot/end rotation relative to body endDirOffset: 45
lockMovement bool Lock to unit body. Useful if walking unit converted to a flying unit. lockMovement: true
heightSpeed: float Sets how fast the leg rises while walking heightSpeed: 2
moveSpeed float Sets how fast the leg moves while walking moveSpeed: 3
moveWarmUp Delay before the leg moved moveWarmUp: 2
Defaults to 7. Reposition leg at this distance if neighbor legs are not already
holdDisMin: float holdDisMin: 10
repositioning.
Defaults to 16. Force reposition of leg at this distance. Repositions leg at this
holdDisMax: float holdDisMax: 20
distance even if a neighboring leg is moving
holdDisMin_maxMovingLegs int Sets maximum amount of legs to check before applying distance holding holdDisMin_maxMovingLegs: 4
Defaults to true. When true, starting moving leg only if it is currently the furthest
hold_moveOnlyIfFurthest bool hold_moveOnlyIfFurthest: true
leg from where it should be.
holdDisMin_checkNeighbours bool Checks neighbors before applying distance holding holdDisMin_checkNeighbours: true
hardLimit: float Defaults to 50. Force leg to never go this far. Better to not be reached. hardLimit: 60
estimatingPositionMultiplier float defaults to 1. Predicts were unit will be for leg placement based on unit speed. estimatingPositionMultiplier: 2
#==== #==== Graphics and effects #====
hidden: logic boolean When true, hides the arm/leg hidden: true
1.13 image_end file (image) Sets the main arm end sprite image_end: rotor.png
1.13 image_end_shadow file (image) Sets the shadow for the arm image_end_shadow: AUTO
1.13 image_end_teamColors bool When true, the arm end will apply team colors image_end_teamColors: true
1.13 image_foot file (image) same as image_end, but acts as the foot for the leg image_foot: footR.png
image_foot_shadow file (image) Sets the shadow for the foot image_foot_shadow: AUTO
1.13 image_middle file (image) Sets the arm image image_middle: NONE
image_leg file (image) Sets the leg image image_leg: legR.png
1.13 draw_foot_on_top bool Renders foot above leg draw_foot_on_top: true
drawOverBody bool Draw over body drawOverBody: false
drawUnderAllUnits bool Draw over all units drawUnderAllUnits: true
drawDirOffset float Rotates the foot/arm sprite to a specified direction drawDirOffset: 73
dust_effect: bool Spawns dust particles on each step. dust_effect: true
spinRate float Makes arm/leg spin, like idleSpin for turrets. Great for helicopters spinRate: 2
favourOppositeSideNeighbours bool calculate neighbours with X 10 times closer than Y favourOppositeSideNeighbours: true
drawLegWhenZoomedOut bool For performance, defaults changes based on unit size drawLegWhenZoomedOut: false
drawFootWhenZoomedOut bool For performance, defaults changes based on unit size drawFootWhenZoomedOut: false
liftingHeightOffset int Often used with decals liftingHeightOffset: 20
1.15p9 targetHeight int Sets height of the leg targetHeight: 10
targetHeightRelative bool Apply height relative to unit's height targetHeightRelative: true
resetAngle: float Unused

Section [attachment_NAME] Attachments are slots where other units can be positioned or carried
Code Value Type Description Example
1.13.3 x float Sets the horiztontal position of the attachment x
1.13.3 y float Sets the vertical position of the attachment y
1.13.3 height float Sets the elevation of the attachment height
1.13.3 idleDir int Sets the direction of the attachment when idle idleDir
1.14 idleDirReversing int Sets the direction of the attachment when the base unit is moving in reverse idleDirReversing
1.13.3 isVisible bool Defaults to true. If false, the attachment is hidden isVisible
1.13.3 onCreateSpawnUnitOf unit ref Upon spawning the unit, specified attached unit is also spawned as attachment onCreateSpawnUnitOf
1.13.3 isUnselectable bool Defaults to false. When true, the player cannot click the attachment. isUnselectable
canAttack bool Defaults to true. Set to false to stop this attachment attacking. canAttack
1.13.3 canBeAttackedAndDamaged bool When true, the attachment is vulnerable to attacks canBeAttackedAndDamaged
If the unit is ordered to move, it will detach. This includes waypoints from
1.13.3 deattachIfWantingToMove bool deattachIfWantingToMove
actions.
1.13.3 lockLegMovement bool Locks the leg movement while attached. lockLegMovement
1.13.3 keepAliveWhenParentDies bool Defaults to false keepAliveWhenParentDies
1.13.3 setDrawLayerOnTop bool Renders the attachment above the base unit setDrawLayerOnTop
1.13.3 setDrawLayerOnBottom bool Renders the attachment below the base unit setDrawLayerOnBottom
Often used with transport units, when true, attaches one of the unit passenger to
1.13.3 addTransportedUnits bool addTransportedUnits
this attachment slot
1.13.3 lockRotation bool When true, stops the attachment from rotating lockRotation
1.13.3 rotateWithParent bool When true, the attachment rotates with the parent unit rotateWithParent
1.13.3 resetRotationWhenNotAttacking bool Similar to shouldResetTurret:for turrets. resetRotationWhenNotAttacking
1.13.3 prioritizeParentsMainTarget bool It will priotize targeting the main target. Defaults to true. prioritizeParentsMainTarget
1.13.3 alwaysAllowedToAttackParentsMainTarget bool Will always attack the parents main target. alwaysAllowedToAttackParentsMainTarget
Defaults false. If true attached units are not converted when parent changes
1.14 onParentTeamChangeKeepCurrentTeam bool onParentTeamChangeKeepCurrentTeam
team. Eg from [projectile]convertHitToSourceTeam
When true, the attachment is retained on the same attachment slot when the
1.14 onConvertKeepExistingUnitInSameSlot bool onConvertKeepExistingUnitInSameSlot
parent is converted to another unit
Defaults false. If true transported attached units are kept current attached
1.14 unloadInCurrentPosition bool unloadInCurrentPosition
location when unloading
Defaults false. If true attached units keep waypoints with movement even while
1.14 keepWaypointsNeedingMovement bool keepWaypointsNeedingMovement
they cannot move. Useful if they will be automatically deattached soon.
1.14 smoothlyBlendPositionWhenExistingUnitAdded bool smoothlyBlendPositionWhenExistingUnitAdded
1.14 showAllActionsFrom LogicBoolean Show all actions of the units attached in the parent unit list when selected showAllActionsFrom
If parent hasn't been built, create attachment with the same built value. Links
1.14 createIncompleteIfParentIs: bool createIncompleteIfParentIs:
built values till attachment is complete. Useful for buildings built with nano.
Redirects damage done to this attachment to the parent instead of damaging
1.14 redirectDamageToParent: bool redirectDamageToParent:
itself directly
When enemies attack the attachment, all damage are redirected to the parent's
1.14 redirectDamageToParent_shieldOnly: bool redirectDamageToParent_shieldOnly:
shield

[action_NAME] /
Section Actions that can dynamically cause changes to units and resources
[hiddenAction_NAME]
Code Value Type Description Example
text string Labels the action. Supports dynamic text text: Catch Fish, text: Fire: %{self.resource.ammo}
textPostFix: string Text shown as suffix, useful with textAddUnitName to create text UI text: [ textPostFix: ] textAddUnitName: unitRef self.attachment(slot="${slotId}")
Alternative text for different language. Use ISO 639-1 Language code on the
text_{LANG} string text_es: Fuego %{self.resource.ammo}
{LANG} prefix. Supports dynamic text
A display text when you select your unit's action, used to explain it's purpose.
description string description: Fires shot on target area
Supports dynamic text
Alternative description for different language. Use ISO 639-1 Language code on
description_{LANG} string description_es: Disparos en el área objetivo
the {LANG} prefix. Supports dynamic text
Affects how the action button and text is displayed. Options: none, rally,
displayType list upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox, displayType: upgrade
infoOnlyStockpile
Queue is shown as number of times action can be triggered based on price. Use
displayRemainingStockpile bool displayRemainingStockpile: true
dynamic text on text as alternative.
pos float Order action appears in UI. Merges with positions from canBuild buttons pos: 1
iconImage file (image) Sets a thumbnail image for the action button iconImage: fireShot.png
1.14 iconExtraImage file (image) Drawn over top of icon image. Useful for upgrade icons, etc iconExtraImage: fireShotNo.png
1.14 iconExtraColor colour Defaults to #64FFFFFF iconExtraColor: #ff0000
1.14 iconExtraIsVisible LogicBoolean When the condition is met, the extras for icon is visible. iconExtraIsVisible: if self.resource.ammo < 1
unitRef/unitTyp
1.13.3 unitShownInUI Display this unit. (as if this action built this unit) eg: unitShownInUI: unitRef self.transporting(slot=0) or unitShownInUI: heavyTank
e
unitRef/unitTyp Uses the UI similar when building structures. An alternative to fireTurretX on
guiBuildUnit guiBuildUnit: placeholderUnit
e some cases
Designates how built the unit is from a percentage of 0-100% with a number
1.14 setBuilt float setBuilt: 0.5
between 0 and 1.
To be used with the withTag parameter for self.queueSize(withTag=x) and
1.15p9 tags tags
queueItemAdded and queueItemCanceled events
tags: actionFire

Allow same/equivalent actions to be more easily connected when converting


1.15p11 id string between units, to preserve queues, calldowns, etc. (Normally action order is id: fireShot
used but can be unstable.)
Unit Reference - Dynamically parts from already existing units, useful w/
#==== #==== self, self.parent(), self.transporting(slot=x), self.attachment(slot=X)
isAlsoViewableByEnemies
unitRef/unitTyp
1.14 textAddUnitName Add this unit's name to this action's text eg: textAddUnitName: unitRef self.attachment(slot="1")
e
unitRef/unitTyp
1.14 descriptionAddFromUnit Add this unit's description to this action's description descriptionAddFromUnit: builder
e
unitRef/unitTyp
1.14 descriptionAddUnitStats: Add this unit's stats (eg HP, energy, resources) to this action's description descriptionAddUnitStats: unitRef self.parent()
e
1.14 unitShownInUIWithHpBar bool default true, Only used when unitShownInUI is a unitRef unitShownInUIWithHpBar: true
default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if
1.14 unitShownInUIWithProgressBar bool
active
unitShownInUIWithProgressBar: false
#==== #==== Requirements for player/AI to use in UI
Defaults false. When true no confirmation needed on mobile, when used with
1.14 alwaysSinglePress bool canPlayerCancel:false and allowMultipleInQueue:false will also hide the queue alwaysSinglePress: true
interface.
The price of your action for the unit. Disables action if not available. Defaults to
price resources price: credits=5, energy=5, hp=100, shield=5, ammo=1
credits if unlabelled
isActive LogicBoolean Defaults true. If false then action is disabled and shown in red in UI. isActive: true
isVisible LogicBoolean Defaults true. If false action is hidden from UI and disabled. isVisible: true
Defaults false. If true action is disabled, and a lock icon is shown. Mostly used
isLocked LogicBoolean isLocked: if self.resource.ammo < 1
for no nuke game modes
isLockedMessage LocaleString Shows the message when the isLocked's condition is met isLockedMessage: Not enough ammunition
Another reason for this to be locked. Can just use OR on isLocked, but this
1.13.3 isLockedAlt LogicBoolean isLockedAlt: if numberOfUnitsInGame(withTag="factory") < 2
allows a different message to be shown
1.13.3 isLockedAltMessage LocaleString Message for isLockedAlt isLockedAltMessage: Not enough factories!
1.13.3 isLockedAlt2 LogicBoolean Second isLocked alternative isLockedAlt2: if nearestUnit(withTag="explosive", withinRange="500", relation="own").hp() < 10
1.13.3 isLockedAlt2Message LocaleString Message for isLockedAlt2 isLockedAlt2Message: Explosive stockpile is heavily damaged.
When false makes it so only one action can be queued of this type (useful for
allowMultipleInQueue bool allowMultipleInQueue: true
keeping actions with conditions from being spammed)
When action is picked in UI, only one unit selected with get this action. Defaults
onlyOneUnitAtATime bool onlyOneUnitAtATime: true
to false.
Flashes in UI to draw attention to it. Might be annoying if used often,
1.13.3 isGuiBlinking LogicBoolean isGuiBlinking: true
recommended only for temporarily states/messages
Allows ally players to see actions from this unit, useful for showing stats to other
1.14 isAlsoViewableByAllies bool isAlsoViewableByAllies: true
players (eg missile count, items collected)
Allows enemy players to see actions from this unit, useful for showing stats to
1.14 isAlsoViewableByEnemies bool isAlsoViewableByEnemies: true
other players (eg missile count, items collected)
#==== #==== AI - How the AI uses this action #====
Use this for faction selection actions or other high priority actions such as
1.13.3 ai_isHighPriority LogicBoolean ai_isHighPriority: true
building high priority units
Defaults false. Stop AI using this action. (Note when ai_isHighPriority is true this
ai_isDisabled LogicBoolean ai_isDisabled: false
might be ignored)
1.13.3 ai_considerSameAsBuilding bool Be careful with ai_considerSameAsBuilding: true
Triggers - These skip the queue and do not use price, ignores isLocked,
#==== #==== (Use 2 actions and alsoQueueAction to automatically add an action to the queue)
buildTime, etc
Action will be triggered when an event is happening on a particular unit. Options:
created, completeAndActive, destroyed, killedAnyUnit, queuedUnitFinished,
queueItemAdded(withActionTag="#"), queueItemCancelled(withActionTag="#"),
teleported, touchTargetSuccess, newWaypointGivenByPlayer, teamChanged,
1.13.3 -
autoTriggerOnEvent: event transportingNewUnit, transportUnloadedOrRemovedUnit, tookDamage autoTriggerOnEvent: queueItemCancelled(withActionTag="actionFire")
1.15p9
(withTag="#"), newMessage(withTag="#"), enteredTransport, leftTransport,
attachmentRemoved. withTag parameter for tookDamage uses tag from
projectile and it is optional. withTag parameter for newMessage uses message
tags.
Defaults to 1. Prevents loops, useful with triggering itself so it doesn't infinitely triggers,
1.15 autoTriggerOnEventRecursionLimit int good for repeating action effect on event
autoTriggerOnEventRecursionLimit: 4
When true triggers the effects of this action instantly (ignoring price, isActive, isVisible,
autoTrigger LogicBoolean buildSpeed, etc)
autoTrigger: if self.overWater(), autoTrigger: if self.customTimer(laterThanSeconds=5)
options: everyFrame (default), every4Frames, every8Frames. This overrides
autoTriggerCheckRate set on [core] Note: all triggers regardless of check rate are
autoTriggerCheckRate enum checked when first created and after an auto trigger cooldown. Note: Adding [core] autoTriggerCheckRate:every8Frames
autoTriggerCheckRate:every8Frames to all-units.template could have a large
performance boost for mods with complex autoTriggers.
#==== #==== While action is queued
buildSpeed time Sets how fast the action has to be queued before doing the action behaviors buildSpeed: 5s
Defaults to false. If true this action skips all other low priority actions in queue.
highPriorityQueue bool highPriorityQueue: true
Useful for fireTurret actions.
canPlayerCancel bool Defaults to true. When false, players cannot cancel this particular action. canPlayerCancel: false
whenBuilding_cannotMove bool Stops unit moving while action is being applied. Useful for deploy like actions. whenBuilding_cannotMove: true
whenBuilding_playAnimation animation ref Plays a specified animation while the action is queued. whenBuilding_playAnimation: firePrepare
whenBuilding_rotateTo float Rotate unit body to this direction when action is in active queue. whenBuilding_rotateTo: 45
If true allow rotation in 180 degrees from whenBuilding_rotateTo when this is a
whenBuilding_rotateTo_orBackwards bool whenBuilding_rotateTo_orBackwards: true
smaller angle
whenBuilding_rotateTo_waitTillRotated bool Pause action queue till rotation is finished whenBuilding_rotateTo_waitTillRotated: true
Convert to another unit while action is in active queue. Note: actions from the
whenBuilding_temporarilyConvertTo unit ref whenBuilding_temporarilyConvertTo: cannon_uberState
original unit will be kept
whenBuilding_temporarilyConvertTo_keepFiel Don't change these fields when using whenBuilding_temporarilyConvertTo
1.15 fields whenBuilding_temporarilyConvertTo_keepFields: maxHp, maxEnergy, moveSpeed
ds (both to and from)
whenBuilding_triggerAction action ref While action is queued, another action is triggered. whenBuilding_triggerAction: spawnMinions
While action is queued, the unit is rotated to the target. Often used with
1.14 whenBuilding_rotateTo_aimAtActionTarget bool whenBuilding_rotateTo_aimAtActionTarget: true
fireTurretX actions
While action is queued, a specified turret is aimed at the target. Often used with
1.14 whenBuilding_rotateTo_rotateTurretX turret ref whenBuilding_rotateTo_rotateTurretX: cannon
fireTurretX actions
spawnEffectsOnQueue effect ref Effects to spawn at unit when action is first added to queue spawnEffectsOnQueue: CUSTOM:steam
playSoundToPlayerOnQueue sound ref Global sound to play to unit's player only when action is first added to queue playSoundToPlayerOnQueue: eva_building.ogg
Misc outcomes / Results (What happens) (Note: Must be at least one
#==== #====
outcome for an action to show)
requireConditional LogicBoolean Skip all effects of this action if this evaluates to false requireConditional: if self.resource.mass < 300
1.13.3 convertTo unit ref Convert your unit into another unit. properties are preserved. convertTo: fishLevel2
1.14 convertTo_keepCurrentTags bool Keep current and temporarily tags and ignores default tags on convertTo target. convertTo_keepCurrentTags: true
Don't change these fields when converting, useful with setUnitStats (Allowed
fields: maxHp, maxShield, shieldRegen, maxEnergy, armour, mass,
1.15 convertTo_keepCurrentFields fields convertTo_keepCurrentFields: armour, maxEnergy, maxHp
shootDelayMultiplier, moveSpeed, maxAttackRange.)

Adds energy to unit. Has no effect unless energyMax is set. (Same as


addEnergy float addEnergy: 10
addResources: energy=X)
addResources resources Add these resources when action finishes. addResources: credits=5, energy=-5, hp=-100, shield=5, ammo=1
Same as addResources, but increased or decreased depending on AI difficulty
addResourcesScaledByAIHandicaps bool-? addResourcesScaledByAIHandicaps: true
level
dynamic
1.15 addResourcesWithLogic Like addResources but allows logic to be used for the resource value addResourcesWithLogic: hp = select( self.parent.energy>5, 10, 20 )
resources
dynamic Sets target resources to this value instead of adding. Becareful with global
1.15 setResourcesWithLogic setResourcesWithLogic: hp=self.parent.hp - 10, energy = self.energy / 2
resources resources.
deleteSelf bool Remove self with no explosions or sounds deleteSelf: true
resetCustomTimer LogicBoolean Reset timer used with self.customTimer() resetCustomTimer: true
1.13.3 setBodyRotation int Rotates the unit to a particular direction. Supports dynamic values setBodyRotation: 270, setBodyRotation: directionBetween(self, customTarget1)

Allows changing of a select number of fields dynamically without converting.


Supports =/+=/-=, with dynamic maths/logic. Changeable fields: maxHp, hp,
1.15 setUnitStats fields values maxShield, shield, shieldRegen, maxEnergy, energy, armour, mass, setUnitStats: maxShield += 20, moveSpeed += 0.1
shootDelayMultiplier, shootDamageMultiplier, moveSpeed, maxTurnSpeed,
maxAttackRange, fogOfWarSightRange, nanoRange, selfRegenRate

1.15 resetUnitStats boolean Reset changes made by setUnitStats to base values resetUnitStats: true
setUnitMemory: """
customText=memory.customText+'hello',
Change this unit's memory, values can be set with logic. Memory must first be
1.15 setUnitMemory key value pairs nukeActive=true,
defined with defineUnitMemory nextTarget=self.attacking.nearestUnit(withinRange=300, withTag='x', relation='enemy')
"""
In setting array memories, it is important to put the array index (supports
1.15p11 setUnitMemory: myTargets[4]=nearestUnit(withTag="fish")
dynamic values)
1.15 setHeight logicNumber Changes unit height based on this height value setHeight: parent.height+5

Used for unit linking without requiring unit memories or markers. It is the unit that
1.15 setCustomTarget1: unit ref setCustomTarget1: self.parent
built this by default.
1.15 setCustomTarget2: unit ref Like setCustomTarget1 and with the same use. It is none by default. setCustomTarget2: lastDamagedBy

1.15 sendMessageTo: unit ref Sends a message to a targeted unit sendMessageTo: unitref nearestUnit(withinRange=100, withTag="fish").

Useful for message detection in an autoTriggerOnEvent event, eg


1.15 sendMessageWithTags: Message Tag sendMessageWithTags: hitZone
autoTriggerOnEvent:newMessage(withTag=xyz)
The data that will be sent to the targeted unit. Allows multiple key-value pairs
1.15 sendMessageWithData key-value sendMessageWithData: fish="nice!", cat=self.activeWaypointTarget, amount=4, xyz=memory.something
with any dynamic data type, use eventData() to read this data in the event
Refunds the spent price in the queue of a specific action; Includes set flags in
1.15 refundAllQueuedItems boolean refundAllQueuedItems: true
price.
1.15 removeAllQueuedItemsWithoutRefund boolean Clears the queue without refunding removeAllQueuedItemsWithoutRefund: true
#==== #==== Outcome - Chaining Actions
alsoTriggerAction action refs Trigger to results of another action as well. Ignores action's requirements. alsoTriggerAction: addCredits, playSound
alsoQueueAction action refs Adds another action into the normal unit's queue. Ignores action's requirements alsoQueueAction: spawnMinions
Defaults true. alsoTriggerAction and alsoQueueAction are ignored if this works
alsoTriggerOrQueueActionConditional LogicBoolean alsoTriggerOrQueueActionConditional: false
out to be false.
Changes the target of the triggered action, normally defaults to the current action
1.15p9 alsoTriggerOrQueueActionWithTarget unitref target. Effects things like fireTurretXAtGround, spawnUnits, thisActionTarget(), alsoTriggerOrQueueActionWithTarget: lastDamagedBy
etc
Repeats the alsoTriggerAction call, thisActionIndex changed on each repeat -
1.15p11 alsoTriggerActionRepeat logicNumber alsoTriggerActionRepeat: 5
Useful to create loops or work with arrays
#==== #==== Outcome - Sounds
playSoundAtUnit sound ref Local sound to play when action finishes playSoundAtUnit: engineStart.ogg
playSoundGlobally sound ref Global sound to play to all players in game playSoundGlobally: hornWarn.ogg
playSoundToPlayer sound ref Global sound to play to unit's player only playSoundToPlayer: confirm.wav
#==== #==== Outcome - Fire projectile from turret
When action finishes fire target turret at point on ground, bypasses canShoot
fireTurretXAtGround turret ref fireTurretXAtGround: nukeSilo
rules in turret.
fireTurretXAtGround_withOffset point If not set player targets the ground with GUI, if a point is set this step is skipped fireTurretXAtGround_withOffset: 0,0
fireTurretXAtGround_withProjectile projectile ref Used with fireTurretXAtGround. Defaults to target turret's normal projectile. fireTurretXAtGround_withProjectile: nuke
1.15 fireTurretXAtGround_withTarget unitref Fires a turret aimed at the location of the indicated unit or marker fireTurretXAtGround_withTarget: lastDamagedBy
1.13.3 fireTurretXAtGround_count Number of projectiles to fire. Defaults to 1 fireTurretXAtGround_count: 3
Only allow tiles crossable by this movement type to be selected (e.g., LAND,
1.13.3 fireTurretXAtGround_onlyOverPassableTileOf fireTurretXAtGround_onlyOverPassableTileOf: HOVER
BUILDING,WATER,HOVER)
Draws decals at the target location. Recommend setting up decals with layer:
1.15p11 fireTurretXAtGround_showGuideDecals decal refs fireTurretXAtGround_showGuideDecals: strikeZone300
inactive
#==== #==== Outcome - Spawning
Spawn units at action's target. See 'Spawn units line' section in this doc for
1.13.3 spawnUnits eg: spawnUnits: heavyTank, tank*5, hoverTank(offsetX=10)
details.
Like spawnUnits but unit exits as if it was produced normally, and gets a move
1.13.3 produceUnits produceUnits: builder*4, plasmaTank*8
away waypoint
spawnEffects effect ref Effects to spawn at unit spawnEffects: CUSTOM:puff
#==== #==== Outcome - Position
1.14 offsetSelfAbsolute: point3d Offsets unit position absolutely by this point. Format: [x,y,height] offsetSelfAbsolute: 0, 0, 40
Changes unit position to this position. Great alternative to fireTurretX with
1.15p11 teleportTo unit ref/marker teleportTo: memory.lastLocation
teleporting projectile
#==== #==== Outcome - Transport Changes
Creates and add units into transport, use self.transportingCount() to check for
addUnitsIntoTransport unitTypes addUnitsIntoTransport: tank*3, heavyTank(neutralTeam=true)
space before adding
{Currently broken in 1.15 - don't use} Instantly tries to transports existing units
transportTargetNow unit ref on the map into this transport. Might fail if rules don't allow this unit to be
transported.
deleteNumUnitsFromTransport int Removes a specified amount of cargo units deleteNumUnitsFromTransport: 2
1.13.3 deleteNumUnitsFromTransport_onlyWithTags string(s) Removes a specified amount of cargo units, but only those with specified tags deleteNumUnitsFromTransport_onlyWithTags: cheapStuff
1.13.3 startUnloadingTransport bool Unloads all cargo units normally startUnloadingTransport: true
For unload all units, or slot targeted by
1.13.3 forceUnloadTransportNow bool forceUnloadTransportNow_onlyOnSlot. Unloads even if no space or forceUnloadTransportNow: true
overwater, etc
1.14 forceUnloadTransportNow_onlyOnSlot int Focuses the force unload to a specific slot forceUnloadTransportNow_onlyOnSlot: drop1
#==== #==== Outcome - Waypoint Changes
Clears all waypoints, be careful not to annoy players by removing their orders,
1.13.3 clearAllWaypoints bool clearAllWaypoints: true
prepending waypoints is often better
1.13.3 clearActiveWaypoint bool Clears only the current waypoint clearActiveWaypoint: true
Adds a waypoint with a specific purpose. Options: move, attackMove, guard,
addWaypoint_type enum loadInto, loadUp, attack, reclaim, repair, touchTarget, build, follow, addWaypoint_type: move
setPassiveTarget
1.13.3 addWaypoint_unitType unitTypes Only for use with addWaypoint_type:build addWaypoint_unitType: turret
1.13.3 addWaypoint_prepend bool Add to the start of the waypoint queue or the end addWaypoint_prepend: false
If target_nearestUnit fails to find a match so waypoint cannot be added then
1.13.3 addWaypoint_triggerActionIfFailed actions addWaypoint_triggerActionIfFailed: retreat
trigger this action
1.14 addWaypoint_triggerActionIfMatched actions Triggers an action if a waypoint is legal addWaypoint_triggerActionIfMatched: VIP_target
1.13.3 addWaypoint_maxTime time Automatically remove this waypoint if it has been active for longer than this time. addWaypoint_maxTime: 20s
1.13.3 addWaypoint_target_nearestUnit_tagged tags Puts the waypoint to a nearest unit with specific tags addWaypoint_target_nearestUnit_tagged: assault, mechanized

Puts the waypoint to a nearest unit with a specific relation to the player's unit.
1.13.3 addWaypoint_target_nearestUnit_team relation addWaypoint_target_nearestUnit_team: ally
Options: own, neutral, allyNotOwn, ally, enemy, any, notOwn
1.13.3 addWaypoint_target_nearestUnit_maxRange float Puts the waypoint to a nearest unit within the maximum range specified. addWaypoint_target_nearestUnit_maxRange: 2000

Puts the waypoint only if the waypoint target is reachable by the unit (e.g., if a
1.13.3 addWaypoint_target_mapMustBeReachable bool addWaypoint_target_mapMustBeReachable: true
unit cannot cross two islands, the waypoint is not placed.)
1.15 addWaypoint_target_fromReference unit ref Puts the waypoint to a marker or a reference unit addWaypoint_target_fromReference: self.memory.lastDock
1.13.3 addWaypoint_position_offsetFromSelf point Puts the waypoint to an absolute coordinate addWaypoint_position_offsetFromSelf:
1.13.3 addWaypoint_position_fromAction bool Puts the waypoint taken from an action that triggered this action addWaypoint_position_fromAction: fireShot
1.13.3 addWaypoint_position_randomOffsetFromSelf point Puts the waypoint to a random relative coordinate addWaypoint_position_randomOffsetFromSelf:
addWaypoint_position_relativeOffsetFrom
1.14 point Puts the waypoint to a relative coordinate addWaypoint_position_relativeOffsetFromSelf: 10, 20
Self
1.14p6 addWaypoint_target_randomUnit_tagged tags Puts the waypoint to a random unit with specific tags addWaypoint_target_randomUnit_tagged: chargers, strikers
Puts the waypoint to a random unit with a specific relation to the player's unit.
1.14p6 addWaypoint_target_randomUnit_team relation addWaypoint_target_randomUnit_team: any
Options: own, neutral, allyNotOwn, ally, enemy, any, notOwn
1.14p6 addWaypoint_target_randomUnit_maxRange int Puts the waypoint to a random unit within the maximum range specified. addWaypoint_target_randomUnit_maxRange: 1000
#==== #==== Outcome - Cooldown
1.14 addAllActionCooldownsTime time Adds cooldown on all actions, including canBuilds addAllActionCooldownsTime: 4s
1.14 addActionCooldownTime time Player cannot use action again for this amount of time addActionCooldownTime: 20s
1.14 addActionCooldownApplyToActions action ids Sets addActionCooldownTime's target. Defaults to this action. addActionCooldownApplyToActions: retreat, transformFins
1.14 clearAllActionCooldowns bool Removes all existing cooldowns on all buttons clearAllActionCooldowns: true
#==== #==== Outcome - Animation
1.13.3 playAnimation animation id Plays animation when the action is triggered playAnimation: engageThrusters
1.13.3 playAnimationIfNotPlaying bool Don't restart animation if this animation is already playing playAnimationIfNotPlaying: true
1.13.3 finishPlayingLastAnimation bool Finish last animation, including blend out finishPlayingLastAnimation: true
1.13.3 stopLastAnimation bool Stop last animation, skipping blend out stopLastAnimation: true
Change team to neutral. This team is allied to all other teams. Will be captured
1.13.3 switchToNeutralTeam boolean switchToNeutralTeam: false
by nearby units unless [core]stayNeutral:true is used
Change to a built-in team that is aggressive to all other teams. Does not get
1.13.3 switchToAggressiveTeam boolean switchToAggressiveTeam: true
captured.
Team id to switch to. Starts at 0. (but -1 for a neutral team, -2 for aggressive
1.15 switchToTeam logicNumber switchToTeam: 2, switchToTeam: lastDamagedBy
Team). Also supports dynamic values
#==== #==== Outcome - Take Resources from other units
Resources to take (required to use take resources). And at-least 1 include key is
1.13.3 takeResources customPrice takeResources: hp=5, gold=10
needed.
1.13.3 takeResources_includeUnitsInTransport bool Includes cargo units in taking resources takeResources_includeUnitsInTransport: true
1.13.3 takeResources_includeParent bool Include attachment parent or transport parent takeResources_includeParent: true
1.15 takeResources_includeReference unit ref Incudes referenced units in taking resources takeResources_includeReference: self.lastDamagedBy
1.13.3 takeResources_includeUnitsWithinRange float Includes all units within the specified range takeResources_includeUnitsWithinRange: 300
takeResources_includeUnitsWithinRange_tea Used with includeUnitsWithinRange, defaults to own. Can be:
1.13.3 TeamRelation takeResources_includeUnitsWithinRange_team: own
m own|ally|allyNotOwn|enemy|neutral|any
1.13.3 takeResources_excludeUnitsWithoutTags tags Includes all units without the specified tags in taking resources takeResources_excludeUnitsWithoutTags: truck, tanker
takeResources_excludeUnitsWithTheseReso
1.13.3 customPrice Excludes all units with custom prices in them takeResources_excludeUnitsWithTheseResources: oil, juice, sauce
urces
takeResources_excludeUnitsWithoutAllResou
1.13.3 bool Defaults to true. takeResources_excludeUnitsWithoutAllResources: true
rces
Triggers an action if any amount of resources is collected in the current
1.13.3 takeResources_triggerActionIfAnyCollected action refs takeResources_triggerActionIfAnyCollected: purify
collection action
Triggers an action if no amount of resources is collected in the current collection
1.13.3 takeResources_triggerActionIfNoneCollected action refs takeResources_triggerActionIfNoneCollected: callOtherTanker
action
Calls this action for each unit found by takeResource with the unit as
1.15p11 takeResources_triggerActionForEach action refs takeResources_triggerActionForEach: manufacture
thisActionTarget, and thisActionIndex counting up from zero.
1.13.3 takeResources_discardCollected bool Just take resources from targets, don't add(or remove) to self takeResources_discardCollected: false
Don't add/remove resource from target. This clones resources. Use with
1.13.3 takeResources_keepResourcesOnTarget bool takeResources_discardCollected and takeResources_keepResourcesOnTarget: true
takeResources_triggerActionIfAnyCollected to make a resource detector.
takeResources_maxUnits int Defaults to 1. Takes resources from specified amount of units takeResources_maxUnits: 10
Shortcut for maxUnits: 200, discardCollected: true,
1.15 takeResources_searchOnly bool takeResources_searchOnly: true
keepResourcesOnTarget: true to detect resources only
If less resources on target than transfer amount, only remaining resources will
1.14 takeResources_directTransferStoppingAtZero bool takeResources_directTransferStoppingAtZero: true
be transfered. Doesn't support use with some other takeResources_* keys
#==== #==== Outcome - Convert Resources
customResourc
1.13.3 convertResource_from Name of custom resource to take from convertResource_from: juice
e
customResourc
1.13.3 convertResource_to Name of custom resource to give to convertResource_to: sauce
e
Skip if less than this amount in 'from'. Defaults to 0. Likely not needed for most
1.13.3 convertResource_minAmount float convertResource_minAmount: 10
use cases
1.13.3 convertResource_maxAmount float Max amount to transfer between 'from' and 'to' convertResource_maxAmount: 100
Defaults to 1. Amount to multiply when adding on 'to' (does not effect amount
1.13.3 convertResource_multiplyAmountBy float convertResource_multiplyAmountBy: 1.5
taken on 'from')
#==== #==== Outcome - Set Resources
customResourc Name of custom resource to set with the below 3 keys. All keys are optional, and
1.13.3 resourceAmount resourceAmount: oil
e can be used together.
Absolute value to set this resource to, ignores current value of resource.
1.13.3 resourceAmount_setValue float resourceAmount_setValue: 20
Skipped by default
Name of another custom resource to add to this on. Can be used without
customResourc
1.13.3 resourceAmount_addOtherResource resourceAmount_setValue, to just add resources. Or with resourceAmount_addOtherResource: juice
e
resourceAmount_setValue:0 to copy a resource value.
1.13.3 resourceAmount_multiplyBy float Defaults to 1. Multiple the current or new value by resourceAmount_multiplyBy: 2
#==== #==== Outcome - Attachment changes
1.13.3 attachments_addNewUnits unit types Adds specified units to attachments attachments_addNewUnits: coreDefense*3
1.13.3 attachments_deleteNumUnits int Removes a specified amount of units attached attachments_deleteNumUnits: 3
1.13.3 attachments_onlyOnSlots attachment ids Restrict attachments_* actions to these attachments attachments_onlyOnSlots: drop1, drop2, drop3
Unload all attachments. Can be used with attachments_onlyOnSlots. Same as
1.14 attachments_unload bool attachments_unload: true
unloading transported units
Disconnect all attachments in the place they are right now. Can be used with
1.14 attachments_disconnect bool attachments_disconnect: true
attachments_onlyOnSlots.
1.13.3 disconnectFromParent bool Disconnects this unit from parent's attachment slot disconnectFromParent: true
#==== #==== Outcome - Tag changes
Add tag to this unit until it is converted or reset (unless
1.13.3 temporarilyAddTags tags temporarilyAddTags: emptyJuice, fullSauce
convertTo_keepCurrentTags is used)
Remove tag from this unit until it is converted or reset (unless
1.13.3 temporarilyRemoveTags tags temporarilyRemoveTags: fullJuice, emptySauce
convertTo_keepCurrentTags is used)
1.13.3 resetToDefaultTags bool Reset to standard tags resetToDefaultTags: true
Add a tag to player's team. Use with self.globalTeamTags() to create unlocks
1.13.3 addGlobalTeamTags tags addGlobalTeamTags: upgrade_energized, upgrade_research2
and upgrades. Unique tags are best to not conflict with other mods.
1.13.3 removeGlobalTeamTags tags Remove a tag from player's team. removeGlobalTeamTags: buff_immune
#==== #==== Outcome - Show Message
1.13.3 showMessageToPlayer string Sends a message to the player controlling the unit showMessageToPlayer: There is a hidden enemy near your defenses
Note: This format is support on nearly all strings that show to player even when
1.13.3 showMessageToPlayer_{LANG} string reference doesn't show it. Use ISO 639-1 Language Code on the {LANG} showMessageToPlayer_fil: May nakatagong kalaban na malapit sa mga depensa mo
placeholder
1.13.3 showMessageToAllPlayers string Sends a message to all players showMessageToAllPlayers: %{self.playerName} has captured a point
1.14 showMessageToAllEnemyPlayers string Sends a message to all enemy players only showMessageToAllEnemyPlayers: Team %{self.playerName} has %{self.resource.gold}
Sends a Quick War Log message to the player controlling the unit (in the lower
1.13.3 showQuickWarLogToPlayer string showQuickWarLogToPlayer: Unit decloaked
lef)
1.13.3 showQuickWarLogToAllPlayers Sends a Quick War Log message to all players (in the lower lef) showQuickWarLogToAllPlayers: 500 oil sold to allied market
1.13.3 debugMessage Only shows in Sandbox with Debug mode on. debugMessage: [action log] unit launch on %{thisActionTarget.x}, %{thisActionTarget.y}

Section [effect_NAME] Effects are purely visual, but can be important for a mod
Code Value Type Description Example
Defaults to normal. Changes how effect is rendered. Options:
1.15p9 drawType enum normal|displacement (displacement only shows when shader effects are turned drawType: norma
on)
Defaults 200. Time till effect is removed. Set low as possible to reduce effect
1.13 life float life: 70
overhead.
1.14 lifeRandom float Random offset life by +/- this value lifeRandom: 12
Create more effects when created, useful for meta-effects. Note: other
1.13 alsoEmitEffects effect ref alsoEmitEffects: CUSTOM:extraSparks*2
'alsoEmitEffects' on created effects are ignored.
1.14 alsoEmitEffectsOnDeath effect ref Create these effects when life runs out. alsoEmitEffectsOnDeath: CUSTOM:finalPuff
ifSpawnFailsEmitEffects effect ref If 'spawnChance' for this effects fails then emit these effects instead ifSpawnFailsEmitEffects: CUSTOM:greenSparks*4
Plays sound upon spawning the effect. Use OGG or WAV audio files. Appending
1.13 alsoPlaySound sound ref alsoPlaySound: meow.wav:0.5
a colon with a float value sets the volume
1.13 createWhenOffscreen bool Defaults false. When true, effect is created when the unit is offscreen createWhenOffscreen: true
Defaults true. Effect is created even when the map is zoomed out. Set to false
1.13 createWhenZoomedOut bool createWhenZoomedOut: false
for improving performance
1.13 createWhenOverLiquid bool Defaults true. Effect is created when the unit is over water createWhenOverLiquid: false
1.13 createWhenOverLand bool Defaults true. Effect is created when the unit is over land createWhenOverLand: false
1.13 spawnChance float Default 1. If less than 1 effect only has a random chance of being created spawnChance: 1
1.13 showInFog bool Default false. When true, effect is still visible on fog of war showInFog: true
1.13 delayedStartTimer float Hide for x time before showing and updating effect. delayedStartTimer: 2s
1.13 liveAfterAttachedDies bool Defaults false when attachedToUnit is being used liveAfterAttachedDies: false
Defaults to high. verylow/low/high/veryhigh/critical. Takes effect when too many
1.13 priority string priority: critical
effects are being shown at once.
#==== #==== Movement
Attach to unit or projectile that created this effect. Will move with this object.
1.13 attachedToUnit bool attachedToUnit: true
Useful for thrust effects
1.13 alwayStartDirAtZero bool Ignore source/attached unit dir alwayStartDirAtZero: true
1.13 atmospheric bool Apply drag to slow this effect down and add small wind effects atmospheric: true
1.13 physics bool Fall to ground and bounces. Needs height to take effect. physics: true
1.13 physicsGravity float Defaults to 1. height speed acceleration when physics: true physicsGravity: 0.5
Offset starting effect position. Relative to direction of attached turret, projectile,
1.13 xOffsetRelative float xOffsetRelative: 2
unit
Offset starting effect position. Relative to direction of attached turret, projectile,
1.13 yOffsetRelative float yOffsetRelative: 2
unit
1.13 xOffsetRelativeRandom float Random offset by +/- this value xOffsetRelativeRandom: 4
1.13 yOffsetRelativeRandom float Random offset by +/- this value yOffsetRelativeRandom: 4
Offset starting effect by position ignoring direction of attached turret, projectile,
1.13 xOffsetAbsolute float xOffsetAbsolute: 2
unit
Offset starting effect by position ignoring direction of attached turret, projectile,
1.13 yOffsetAbsolute float yOffsetAbsolute: 2
unit
1.13 xOffsetAbsoluteRandom float Random offset by +/- this value xOffsetAbsoluteRandom: 5
1.13 yOffsetAbsoluteRandom float Random offset by +/- this value yOffsetAbsoluteRandom: 5
Moves the effect sprite on relative horizontal position with specified speed.
1.13 xSpeedRelative float Negative will move left relative to source, positive will move right relative to xSpeedRelative: 2
source. Useful for thrust effects for moving units
Moves the effect sprite on relative vertical position with specified speed.
1.13 ySpeedRelative float Negative will move down relative to source, positive will move up relative to ySpeedRelative: 3
source. Useful for thrust effects for moving units
1.13 xSpeedRelativeRandom float Randomly change by -value to value xSpeedRelativeRandom: 2
1.13 ySpeedRelativeRandom float Randomly change by -value to value ySpeedRelativeRandom: 2
Moves the effect sprite on absolute horizontal position with specified speed.
1.13 xSpeedAbsolute float Negative will move left relative to map, positive will move right relative to map. xSpeedAbsolute: 5
Useful for smoke effects on structures
Moves the effect sprite on absolute vertical position with specified speed.
1.13 ySpeedAbsolute float Negative will move down relative to map, positive will move up relative to map. ySpeedAbsolute: 5
Useful for smoke effects on structures
1.13 xSpeedAbsoluteRandom float Randomly change by -value to value xSpeedAbsoluteRandom: 2
1.13 ySpeedAbsoluteRandom float Randomly change by -value to value ySpeedAbsoluteRandom: 2
1.13 hOffset float height offset from source. May be mistakenly confused with yOffsetAbsolute hOffset: 4
1.13 hOffsetRandom float Randomly change by -value to value hOffsetRandom: 5
1.13 hSpeed float Sets the speed to change the height of the effect hSpeed: 1
1.13 hSpeedRandom float Randomly change by -value to value hSpeedRandom: 1
1.13 dirOffset float Sets the static direction of the effect dirOffset: 43
1.13 dirOffsetRandom float Randomly change by -value to value dirOffsetRandom: 50
1.13 dirSpeed float Sets the rotation speed of the effect dirSpeed: 2
1.13 dirSpeedRandom float Randomly change by -value to value dirSpeedRandom: 3
#==== #==== Graphics
1.13 frameIndex int Use a specific frame from strip index frameIndex: 0
frameIndexRandom bool -? Use random frame from strip index frameIndexRandom: true
A built-in image set to use. Cannot be used with custom image. Options:
1.13 stripIndex int/string effects/explode_big/light_50/flame/effects/effects2/projectiles/projectiles2/explod stripIndex: projectiles
e_bits
1.13 image image Custom image file to use. Cannot be used with stripIndex. image: whitePuff.png
imageShadow image Custom image file to use for shadows imageShadow: AUTO
1.13 scaleTo float Defaults to 1. Resizes the unit into the specified scale scaleTo: 2
1.13 scaleFrom float Defaults to 1. Resizes the unit from the specified scale scaleFrom: 4
Defaults #FFFFFFFF. Changes the color of the effect sprite. Use pure white
1.13 color color color: #ff00ff
sprite for most use cases.
teamColorRatio Sets team coloration between 0-1. Team color is dependent from source unit teamColorRatio: 1
1.13 drawUnderUnits bool Renders the effect under all units drawUnderUnits: false
1.13 fadeInTime float Fade alpha from 0% to 100% for this time at start fadeInTime: 2s
Fade alpha from 100% to 0% based on life. Set alpha is higher than 1 to delay
1.13 fadeOut bool fadeOut: 4s
fade
alpha Capped between 0-1. Can be set higher than 1 to delay fadeOut effects alpha: 1
shadow True to draw a shadow. Forced true if imageShadow is used shadow: false
1.15 pivotOffset float Similar to dirOffset, this will also rotate relative keys and child elements pivotOffset: 20
1.15 pivotOffsetRandom float Offsets pivot between +/- of specified value pivotOffsetRandom: 34
#==== #==== Animation
Total frames of 'image', used with animation or frameIndex. Only needed with
1.13 total_frames int total_frames: 10
custom images
1.13 animateFrameStart int Starting frame for the animation animateFrameStart: 0
1.13 animateFrameEnd int Ending frame for the animation animateFrameEnd: 3
1.13 animateFramePingPong int If true, animation will go back and forth within the frames animateFramePingPong: true
1.13 animateFrameSpeed time Sets the animation speed. The lower the value, the slower it plays animateFrameSpeed: 10
1.13 animateFrameSpeedRandom time Randomizes how fast the effect animation plays animateFrameSpeedRandom: 20
1.14 animateFrameLooping bool Defaults false. When false effect is removed when animation ends animateFrameLooping: true
Use this to make intricate animations based on different
Section [animation_NAME] circumstances
Code Value Type Description Example
Automatically plays the animation on specified events. Options: move, attack,
1.13 onActions: enum onActions: move
idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits
For onAction: queuedUnits. Amount queue needs to reach before starting, set
1.13 onActionsQueuedUnitPlayAt: float onActionsQueuedUnitPlayAt: 0
between 0-1
1.13 blendIn: time Blend with last animation for this time blendIn: 2s
1.13 blendOut: time Blend with next animation for this time blendOut: 3s
1.13 pingPong bool Play animation in reverse after it ends pingPong: true
Scales all keyframe times, useful to make an animation faster/slower without
1.13 KeyframeTimeScale: float KeyframeTimeScale: 1
changing everything
#==== #==== Keyframes - create as many as needed
1.13 arm#_[time] Adds a keyframe at time. Use multiple times to create animation. arm1_5s: {x: 5, dir: 90 }
leg#_[time] Adds a keyframe at time. Use multiple times to create animation. leg1_3s: {dir: 300}
body_[time] Adds a keyframe at time for body. Only frame and scale allowed on body body_4s: {frame: 4, scale: 0.5}
1.14 effect_[time] Spawn effects while playing an animation effect_2s: {name:CUSTOM|myExplode, x: 0,y: 5}

direction_units float Overrides [graphics]animation_direction_units while this animation is playing direction_units: 45


direction_strideX: int Overrides [graphics]animation_direction_strideX direction_strideX: 20
direction_strideY: int Overrides [graphics]animation_direction_strideY direction_strideY: 50
direction_starting: float Overrides [graphics]animation_direction_starting direction_starting: 0
#==== #==== Deprecated Keys (can be used but there are better ways)
1.13 start : int Start image frame. deprecated
1.13 end : int End image frame. deprecated
1.13 scale_start : float Start scale. Deprecated, use body keyframes instead.
1.13 scale_end : float End scale. Deprecated, use body keyframes instead.
1.13 speed : float Speed, smaller is faster. Only effects start, end, scale_start, scale_end

Type Spawn units line Spawn lines specifically for units, used with "unit ref" value types
Code Description Example
#==== #==== Most units spawning keys support multiple units with parameters spawnUnits: crates*10(neutralTeam=true), tank(spawnChance=0.5)
1.13.3 neutralTeam Spawn the unit on the neutral team instead of the same team as source spawnUnits: tank*3(neutralTeam=true, offsetRandomX=20, offsetRandomY=20, gridAlign=true)
Spawn the unit on the last attacker of source (useful on [core]
1.13.3 setToTeamOfLastAttacker spawnUnits: egg(setToTeamOfLastAttacker=true)
unitsSpawnedOnDeath)
1.13.3 spawnChance Chance this unit will spawn. Defaults to 1. spawnUnits: shards(spawnChance=0.3)
1.15 spawnSource unit ref Changes spawn location and team of spawned units to this unit ref. spawnUnits: tank(spawnSource=memory.lastLocation)
1.13.3 maxSpawnLimit Useful with spawnChance, max number of units to spawn in total spawnUnits: treeA(spawnChance=0.5, maxSpawnLimit=1), treeB(maxSpawnLimit=1)
1.13.3 gridAlign Align spawn location to grid, useful for buildings spawnUnits: hovertank(gridAlign: true)
Don't spawn this unit if spawn in an invalid location. Eg on units or over water
1.13.3 skipIfOverlapping bool spawnUnits: crates*10(skipIfOverlapping=true, offsetRandomX=40, offsetRandomY=40, gridAlign=true)
when LAND based
1.13.3 offsetX float Sets horizontal position relative to source spawnUnits: jet(offsetX=20), jet(offsetX=-20)
1.13.3 offsetY float Sets vertical position relative to source spawnUnits: scout(offsetY=40), scout(offsetY=-40)
1.13.3 offsetDir float Set the facing direction of spawned units spawnUnits: bike(offsetDir=-45)
1.13.3 offsetHeight float Sets the height for spawned units spawnUnits: drone(offsetHeight=20)
1.13.3 offsetRandomX float Sets random horizontal position relative to source spawnUnits: k9*5(offsetRandomX=45)
offsetRandomY float Sets random vertical position relative to source spawnUnits: scanners*10(offsetRandomY=60)
offsetRandomDir float Set random facing direction of spawned units spawnUnits: chickens*20(offsetRandomDir=360)
1.13.3 addResources resource ref Give spawn unit those resources, can be used to set flags that trigger actions spawnUnits: crates(addResources=gold:30|stone:10, spawnChance=0.5)
Puts the designated amount of transported units into the transport of the
1.14 transportedUnitsToTransfer int spawnUnits: transporter(transportedUnitsToTransfer=5)
spawned unit.
1.15 copyWaypointsFrom unit ref Copies all waypoints on target to created units. spawnUnits: tank(copyWaypointsFrom=self)
1.14 alwayStartDirAtZero bool Sets the direction of spawned unit to 0 degrees. spawnUnits: builder(alwayStartDirAtZero=true)
Usually used in BR maps, controls the size of safe zone markers and damaging
techLevel int spawnUnits: damagingBorder(techLevel=100), zoneMarker(techLevel=40)
borders. 1 techLevel = 10x10 tiles = 200 pixels in diameter
Spawn lines specifically for projectiles, used with "proj ref" value
1.14 Type Spawn Projectiles line types
1.14 Code Description Example
1.14 #==== #==== Most projectile spawning keys used for projectile ref
1.14 spawnChance float Chance this projectile will spawn. Defaults to 1. spawnProjectilesOnEndOfLife: secondary*3(spawnChance=0.5)
1.14 maxSpawnLimit int Maximum amount to spawn spawnProjectilesOnExplode: bomblet*3(spawnChance=0.5, maxSpawnLimit=2)
Prevents loops, useful with spawning itself so it doesn't infinitely spawn, good for
1.14 recursionLimit int chain exploding. (Recommended no more than 4 if spawning more than 3 spawnProjectileOnEndOfLife: flamingBits*4(spawnChance=0.35, recursionLimit=2)
projectiles)
spawnProjectileOnCreate: shot(offsetX=10, recursionLimit=0), shot(offsetX=-10, recursionLimit=0), shot
1.14 offsetX float Sets horizontal position
(offsetY=10, recursionLimit=0)
spawnProjectileOnCreate: shot(offsetX=10, recursionLimit=0), shot(offsetX=-10, recursionLimit=0), shot
1.14 offsetY float Sets vertical position
(offsetY=10, recursionLimit=0)
1.14 xOffsetRelative float Similar to offsetX, but the offset is relative to the position of the projectile spawnProjectileOnCreate: homingEnergy(xOffsetRelative=5, yOffsetRelative=10)
1.14 yOffsetRelative float Similar to xOffsetRelative, but for Y axis spawnProjectileOnCreate: homingEnergy(xOffsetRelative=5, yOffsetRelative=10)
1.14 offsetRandomX float Random value to offset in the X axis only spawnProjectileOnExplode: strayBullet(offsetRandomX=10, offsetRandomY=30)
1.14 offsetRandomY float Random value to offset in the Y axis only spawnProjectileOnExplode: strayBullet(offsetRandomX=10, offsetRandomY=30)
The offset in both directions to randomly spawn, makes truly random spawning
1.14 offsetRandomXY float spawnProjectileOnEndOfLife: shrapnels*20(spawnChance=0.2, offsetRandomXY=100)
within an area
1.14 offsetHeight float Sets height of the projectile spawnProjectileOnCreate: scythe(offsetHeight=20)
1.14 offsetDir degrees Sets direction of the projectile spawnProjectileOnExplode: stars(offsetDir=45)
1.14 offsetRandomDir degrees Sets random direction of the projectile spawnProjectileOnEndOfLife: fireworks(offsetRandomDir=72)

Type LogicBoolean Advanced code to create conditionals and triggers


Code Returns Description Example
true bool This value will meet the condition autoTrigger: true
false bool This value will not meet the condition autoTrigger: false
if Start all logic booleans with if, unless just using booleans (true/false) isActive: if self.hasFlag(id=1)
Connector. Adds another condition to the list. All conditions linked by this must
and bool autoTrigger: if self.isInWater and self.energy>=1
be reached to return true.
Connector. Adds another condition to the list. Just one of the conditions linked
or bool autoTrigger: if (self.energy>=2 or self.ammo>=1) and self.isFlying
must be reached to return true
Conditional. Reverts meaning of the next logic boolean. Useful to set negative
not bool if not self.isOverLiquid (the opposite of being over liquid)
conditions
1.15 < bool Return true if number on left is smaller. Means less than next value isLocked: if self.ammo < 1
1.15 > bool Return true if number on right is smaller. Means greater than next value autoTrigger: if self.isInWater and self.energy>=1
Return true if number on left is smaller or equal. Means less or equal than next
1.15 <= bool requireConditional: if numberOfUnitsInTeam(withTag="fish") >= 10
value
Return true if number on right is smaller or equal. Means greater or equal than
1.15 >= bool requireConditional: if numberOfUnitsInTeam(withTag="fish") <= 11
next value
Return true if number, unit, string, bool on both sides is the same. Means equal
1.15 == bool hidden: if memory.tail == 0
to next value
Return true if number, unit, string, bool on both sides different. Means different
1.15 != bool isVisible: if memory.message != parent.readUnitMemory(name="stateMessage", type="string")
to next value
1.15 + same type Add two numbers or join two strings. Means addition to this value setUnitMemory: stockpile = self.ammo + customTarget1.resource.reserve
1.15 - same type Subtract two numbers. Means substraction to this value setUnitMemory: stockpile = self.ammo - customTarget2.resource.reserve
1.15 / same type Divide two numbers. Means division of two values setUnitMemory: damageMultiplierBuffer = memory.population / memory.death
1.15 * same type Multiply two numbers. Means multiplication of two values setUnitMemory: reserveCash = memory.population * self.resource.credits
1.15 % same type Divides two numbers and returns the remainder. Means a percentage of a value setUnitMemory: isEvenX = select(self.x % 2, true, false)
#==== #==== Unit location and movement "self" prefix can be replaced with other unit-based prefixes (more information below)
self.isUnderwater() bool Checks if unit is underwater autoTrigger: if self.isUnderwater()
self.isAtGroundHeight() bool Checks if unit is in surface level autoTrigger: if thisActionTarget.isAtGroundHeight()
self.isFlying() bool Checks if unit is flying isActive: if self.isFlying()
self.isMoving() bool Checks if unit is moving on its own by any means isLocked: if self.isMoving()
1.15 self.isReversing() bool Checks if unit is moving backwards isLockedAlt2: if self.isReversing()
self.isAtTopSpeed() bool Checks if the unit current speed matches the moveSpeed property autoTrigger: if self.isAtTopSpeed()
self.isInWater() bool Checks if unit touches a water tile isLocked: if not self.isInWater()
self.isOverwater() bool Checks if unit is touching or over a water tile isLocked: if not self.isOverwater()
self.isOverLiquid() bool Checks if unit is touching or over a liquid tile (water, lava) isLocked: if not self.isOverLiquid()
self.isOverClift() bool Checks if unit is touching a cliff tile isLocked: if not self.isOverClift()
Checks if unit is touching or over a specific tile (parameters: type, Type Values:
self.isOverPassableTile() bool NONE, LAND, BUILDING, HOVER, OVER_CLIFF, OVER_CLIFF_WATER, AIR, isLockedAlt: if self.isOverPassableTile(type=OVER_CLIFF_WATER)
WATER)
self.isOverOpenLand() bool shortcut for self.isOverPassableTile(type='LAND') hidden: if not self.isOverOpenLand()
#==== #==== Unit stats
Checks if unit has these resources. Can check multiple resources at the same
1.13.3 self.hasResources() bool isActive self.hasResources(credits=1, energy=2)
time (all price parameters).
Checks a single resource (parameters: type, greaterThan, lessThan) (1.15
self.resource() float / bool isActive: self.resource(type=gold) >= 10
returns float with no parameters)
1.15 self.resource.RESOURCE_TYPE float Shortcut for: self.resource(type='RESOURCE_TYPE') addResourcesWithLogic: hp += self.resource.gold
Compare two resource between each other, note multiplyTargetBy doesn't make
autoTrigger: self.isResourceLargerThan(source=oil, compareTarget=sauce, byMoreThan=100,
1.14? self.isResourceLargerThan bool any changes. (parameters: source=x, compareTarget=x, byMoreThan=x,
multiplyTargetBy=0.2)
multiplyTargetBy=x)
(parameters: greaterThan, lessThan, empty, full). (1.15 returns float with no
self.hp() float / bool addResourcesWithLogic: energy += select(self.hp > self.energy, 10, 3)
parameters)
(parameters: greaterThan, lessThan, empty, full). (1.15 returns float with no
1.15 self.maxHp() float / bool setResourcesWithLogic: sauce = self.maxHp * self.energy
parameters)
(parameters: greaterThan, lessThan, empty, full) (1.15 returns float with no
self.height() float / bool imageScale: 1 + (self.height * 0.1)
parameters)
Returns int if no parameters, boolean with any parameters (parameters:
self.ammo() int / bool isLocked: if self.ammo < 1
greaterThan, lessThan, empty, full)
self.isAmmoEmpty() bool shortcut for self.ammo(empty=true) isLockedAlt: self.isAmmoEmpty()
Also includes ammo from actions still in queue (parameters: greaterThan,
self.ammoIncludingQueued() int / bool isLocked: if self.ammoIncludingQueued(lessThan=12)
lessThan, empty, full)
(parameters: greaterThan, lessThan, empty, full) (1.15 returns float with no
self.energy() float / bool isVisible: if self.energy() > 50
parameters)
Also includes energy from actions still in queue (parameters: greaterThan,
self.energyIncludingQueued() float / bool isVisible: if self.energyIncludingQueued()
lessThan, empty, full)
self.isEnergyFull() bool shortcut for self.energy(full=true) isLocked: if self.isEnergyFull()
self.isEnergyEmpty() bool shortcut for self.energy(empty=true) isActive: if self.isEnergyEmpty()
Returns maximum energy (defaults to energyMax value in core, dynamically
self.maxEnergy() float / bool isLocked: if memory.kills < self.maxEnergy()
1.15p10 adjusts to changed value made by setUnitStats)
self.isEnergyRecharging() bool Checks if unit energy is passively recharging text: Reload %{select(self.isEnergyRecharging(), "", "[ready")}
(parameters: greaterThan, lessThan, empty, full) (1.15 returns float with no
self.shield() float / bool isActive: if self.shield() == 0
parameters)
Returns the maximum shield value (defaults to maxShield value in core, but
1.15p10 self.maxShield() float / bool isLockedAlt2: if self.energy <= self.maxShield()/2
dynamically adjusts to changes made with setUnitStats)
self.kills() int / bool (parameters: greaterThan, lessThan) (1.15 returns int with no parameters) setUnitMemory: score = self.kills()*3
(parameters: greaterThan, lessThan, full, empty, equalTo) (1.15 returns float
1.13.3 self.queueSize() int / bool isLocked: if self.queueSize() >= 4
with no parameters) 1.15p9 adds a new parameter: withActionTag="#"
self.teamId() int Return team id of unit or marker. Starts at 0. (but -1 for a neutral team) switchToteam: lastDamagedBy.teamId()
self.teamName() string Returns allied group team name showMessageToAllPlayers: %{attacking.teamName()} dominated %{thisActionTarget.teamName()}
showQuickWarLogToAllPlayers: %{self.playerName()} destroyed %{thisActionTarget.playerName()}'s %
self.playerName() string Returns player's name
{thisActionTarget}
self.x() float Returns the horizontal position of the unit description: [Position]\n[X]: %{self.x}\n[Y]: %{self.y}\n[Z]: %{self.z}\n[D]: %{self.dir}
1.15
self.y() float Returns the vertical position of the unit description: [Position]\n[X]: %{self.x}\n[Y]: %{self.y}\n[Z]: %{self.z}\n[D]: %{self.dir}
self.z() float Returns the elevation position of the unit (identical to self.height) description: [Position]\n[X]: %{self.x}\n[Y]: %{self.y}\n[Z]: %{self.z}\n[D]: %{self.dir}
self.dir() float Returns the unit's direction description: [Position]\n[X]: %{self.x}\n[Y]: %{self.y}\n[Z]: %{self.z}\n[D]: %{self.dir}
Returns the price of the unit. Only returns the credit price. Does not support
self.priceCredits() addResourcesWithLogic: credits = attacking.priceCredits
custom resources.
self.speed() float Returns current speed of the unit isLockedAlt: if self.speed < 2
self.builtAmount() float Returns the current value of build progression of the unit stack_indexCount: int(12 * (self.builtAmount * 0.1))
1.15p9 self.completed() bool Shortcut for self.builtAmount() == 1 autoTrigger: if self.completed()
Returns the maximum possible speed set for the unit (value set for moveSpeed
self.maxMoveSpeed() float autoTrigger: if memory.defaultSpeed < self.maxMoveSpeed
property, may be manipulated with setUnitStats)
#==== #==== Misc
self.hasFlag() bool Boolean flag saved into units for mods to use. (parameters: id=0-31) autoTrigger: if self.hasFlag(id=1)
self.tags() bool Checks or return tags of a unit (parameters: includes) autoTrigger: if self.tags(includes="fish")
1.13.3 self.globalTeamTags() bool Checks or returns global tags on a unit (parameters: includes) autoTrigger: if self.globalTeamTags(includes="animal")
(parameters: greaterThan, lessThan, empty) (1.15 returns int with no
self.transportingCount() int text: Load - %{self.transportingCount()}
parameters)
self.numberOfAttachedUnits() int / bool (withTag, greaterThan, lessThan) (1.15 returns int with no parameters) text: Cores - %{self.numberOfAttachedUnits()}
self.isAttacking() bool Checks if the unit is attacking something setUnitStats: moveSpeed=select(self.isAttacking, 4, 2)
self.hasActiveWaypoint() bool (parameters: type=WAYPOINT_TYPE) text: Waypoint - %{self.hasActiveWaypoint(type='move')}
1.15 self.numberOfQueuedWaypoints() int / bool (parameters: type=WAYPOINT_TYPE) text: Waypoint Queue - %{self.numberOfQueuedWaypoints(type='attackMove') >= 2}
self.transportingUnitWithTags() bool (parameters: includes) requireConditional: if self.transportingUnitWithTags(includes='human')
Checks if a unit is attached or a passenger of a unit. For both attachments and
self.hasParent() bool isVisible: if self.hasParent
transports (parameters: [withTag=x] )
Checks when the unit last took damage (parameters: withinSeconds=X,
self.hasTakenDamage() float / bool isActive: if self.hasTakenDamage(withinSeconds=1)
laterThanSeconds=X) (v1.15 returns float in seconds with no parameters)
Checks how long the unit is alive (parameters: withinSeconds=X,
self.timeAlive() float / bool isLocked: if self.timeAlive() > 100
laterThanSeconds=X) (v1.15 returns float in seconds with no parameters)
Check the time the unit last converted from (parameters: withinSeconds=X,
self.lastConverted() float / bool isLockedAlt2: if self.lastConverted()
laterThanSeconds=X) (v1.15 returns float in seconds with no parameters)
Returns the current value in the unit's custom timer (parameters:
self.customTimer() float / bool withinSeconds=X, laterThanSeconds=X) (v1.15 returns float in seconds with no autoTrigger: if self.customTimer() > 120
parameters)
self.isOnNeutralTeam() bool Checks if the unit belongs to the neutral team (Team ID -1)
Checks amount of player units that meet the parameters (parameters: withTag,
self.numberOfUnitsInTeam() int / bool greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 isLocked: if numberOfUnitsInTeam(withTag='techUnlockBuilding', lessThan=5)
returns int with no parameters)
Checks amount of allied and player units that meet the parameters (parameters:
self.numberOfUnitsInAllyTeam() int / bool withTag, greaterThan, lessThan, withinRange, incompleteBuildings, description: TEAM %{self.teamName}\n\nTank Population: %{self.numberOfUnitsInAllyTeam()}
factoryQueue) (v1.15 returns int with no parameters)
Checks amount of allied only units that meet the parameters (parameters:
1.14 self.numberOfUnitsInAllyNotOwnTeam() int / bool withTag, greaterThan, lessThan, withinRange, incompleteBuildings, isActive: if self.numberOfUnitsInAllyNotOwnTeam() > 100
factoryQueue) (v1.15 returns int with no parameters)
Checks amount of enemy units that meet the parameters (parameters: withTag,
1.13.3 self.numberOfUnitsInEnemyTeam() int / bool greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 autoTrigger: if self.numberOfUnitsInEnemyTeam(withinRange=500) > 0
returns int with no parameters)
Checks amount of neutral units that meet the parameters (parameters: withTag,
numberOfUnitsInNeutralTeam() int / bool greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 isVisible: if memory.deadzone.numberOfUnitsInNeutralTeam() >= 10
returns int with no parameters)
Checks amount of aggressive neutral units that meet the parameters
1.14 numberOfUnitsInAggressiveTeam() int / bool (parameters: withTag, greaterThan, lessThan, withinRange, isVisible: if memory.deadzone.numberOfUnitsInAggressiveTeam() >= 30
incompleteBuildings, factoryQueue) (v1.15 returns int with no parameters)
Checks amount of any units that meet the parameters (parameters: withTag,
1.15p9 numberOfUnitsInAllTeams() int / bool greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 text: Birds: %{numberOfUnitsInAllTeams(withTag="bird")}
returns int with no parameters)
(parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for
self.hasUnitInTeam() bool isLocked: if self.hasUnitInTeam(withTag="fish")
numberOfUnitsInTeam
1.13.3 (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for
self.noUnitInTeam() bool isLocked: if self.noUnitInTeam(withTag="infected")
numberOfUnitsInTeam
self.isControlledByAI() bool Checks if a unit is controlled by AI. text: Robot? %{select(self.isControlledByAI(), "Yes", "No")}
1.15 self.readUnitMemory() any type (name:string, type:string{boolean,unit,float,string}, [default]) isActive: if parent.readUnitMemory('boostTarget', type='unit') == self
#==== #==== Unit references
fireTurretXAtGround: mainGun (thisActionTarget==Marker with ground location)
alsoTriggerAction: x (thisActionTarget==Same as original action)
[turret]onShoot_triggerActions: x (thisActionTarget==Target that was shot at)
thisActionTarget unit / marker Current target or location targeted.
takeResources_triggerActionIfAnyCollected: x (thisActionTarget==Target with resources)
addWaypoint_triggerActionIfMatched: x (thisActionTarget == Marker for move/Target for attack, etc.
Note: use addWaypoint_maxTime:0 if you want to search only)
thisActionIndex int Used with alsoTriggerActionRepeat and takeResources_triggerActionForEach alsoTriggerActionRepeat: thisActionIndex
autoTriggerOnEvent: tookDamage (eventSource==Unit that caused damage)
autoTriggerOnEvent: killedAnyUnit (eventSource==Unit that was killed)
autoTriggerOnEvent: transportingNewUnit (eventSource==Unit that was transported)
eventSource unit / marker Current trigger from an autoTriggerOnEvent, otherwise null
autoTriggerOnEvent: transportUnloadedOrRemovedUnit (eventSource==Unit unloaded)
autoTriggerOnEvent: queuedUnitFinished (eventSource==New unit made)
autoTriggerOnEvent: touchTargetSuccess (eventSource==Target touched)
attachment unit Returns unit attachment as reference (parameters: [slot], [withTag]) setCustomTarget2: self.attachment(withTag='x').lastDamagedBy.getAsMarker()
1.15 transporting unit Returns unit passenger as reference (parameters: [slot]) autoTrigger: if self.transporting(slot=0).hasResources(gold=100)
attacking unit Current target this is attacking, might not be the current waypoint target. isLocked: if attacking.tags(includes='bug') and attacking.hp < 20
lastDamagedBy unit Last unit that attacked this. teleportTo: lastDamagedBy
The transporter or attachment parent. (Note: units are suspended state when
parent unit autoTrigger: if parent.energy > 100
transported without attachment slot)
activeWaypointTarget unit Current active waypoint target. Includes attacking, transporting, repairing, etc. isActive: if distanceBetween(self, activeWaypointTarget) < 100
customTarget1 unit Custom memory, defaults to the unit that created this unit. isLocked: if parent.customTarget1 == self
customTarget2 unit Custom memory, defaults to null fireTurretXAtGround_withPosition: customTarget2
1.15

(withinRange=500, withTag='x', relation='any') Search for a unit (not


nearestUnit unit setCustomTarget1: nearestUnit(withTag="derrick")
recommended in autoTrigger check for perfomance)
(withTag=x, relation) - Returns first (and oldest) unit found matching the filter.
globalSearchForFirstUnit unit self.globalSearchForFirstUnit(withTag='gameController', relation='neutral')
Slow, avoid using in autoTrigger checks
nullUnit unit returns a null unit reference, useful for comparisons isLockedAlt2: if self.parent == nullUnit
#==== #==== Marker functions
creates a temporary marker at the position a unit is right now. Markers are very
getAsMarker marker fast to create and automatically removed when no longer needed. Is not linked lastDamagedBy.getAsMarker()
to any unit and still exists when the unit dies, and stays the same when source
moves.
1.15 getOffsetAbsolute marker ([x],[y],[height]) Returns marker with absolute offset (-y is north, +x is east) addWaypoint_target_fromReference: unitref getOffsetAbsolute(self.x, self.y+1000, self.z)
getOffsetRelative marker ([x],[y],[height],[dirOffset]) Returns marker with relative offset. (y+ is forwards) self.getOffsetRelative(y=100).nearestUnit(withinRange=70, withTag='mouse') != null
Returns the event from autoTriggerOnEvent, null if used outside of a valid
eventSource event text: Event: %{eventSource}
autoTriggerOnEvent
#==== #==== Global functions
self.readUnitMemory('ammoType', type='string'), parent.readUnitMemory(''attachmentArray", type="unit[
readUnitMemory any type Reads memory from the unit reference (e.g. self, parent)
]", index=5), attacking.readUnitMemory("wishlist", type="string[ ]")[12]
Shortcut to read the self with current defineUnitMemory types. Cannot be used
memory.NAME any type autoTrigger: if memory.experience > 100
on other units, use readUnitMemory for that. Don't call with self.
#==== #==== Array Memory methods. usable on both memory logic functions above.
memory.NAME.size int Returns the size of the array (including empty indexes between indexes) setUnitMemory: squadSize = memory.squad.size
Returns true if the query is found within the array. Basically searches something
memory.NAME.contains(query) bool autoTrigger: if memory.savedCoord.contains(lastDamagedBy.customTarget1.customTarget1)
if it exists.

distance(x1, y1, x2, y2) float Returns the difference between two points isLocked: if distance(self.x, self.y, thisActionTarget.x, thisActionTarget.y) > 350
distanceSquared(x1, y1, x2, y2) float Returns the squared difference between two points. Bit faster than distance. isLocked: if distanceSquared(self.x, self.y, thisActionTarget.x, thisActionTarget.y) > 19
distanceBetween(unit1, unit2) float Returns the distance between two units or markers isLocked: if distanceBetween(self, memory.antenna) > 1000
Returns the squared distance between two units. Bit faster than
distanceBetweenSquared(unit1, unit2) float isLocked: if distanceBetweenSquared(self, memory.antenna) > 100
distanceBetween
game.nukesEnabled() bool Returns true if nukes are enabled in this game's settings. isActive: if not game.nukesEnabled()
int(x) int Removes decimal places from a number. stack_indexCount: int(12 * (self.builtAmount * 0.1))
select(bool, textA, textB) returns textA if bool is true otherwise returns textB setUnitMemory: isEvenX = select(self.x % 2, true, false)
Returns a text string helping to explain the reason for the current result. Can see
debug(logicBoolean) string description: [DEBUG] %{debug(self.x > self.y)}
into nested logic, comparisons, and operators.
str(x) string Convert a number, unit or boolean into a string str(self.energy)+'x' == '100x'
1.15 substring(text,start,end) string Takes a part of the string from the indicated start and end parts substring('hello',0,2) == 'he'
length(string) int Returns string length as number length(memory.sms)
squareRoot(num) float Requires square root of a number squareRoot(self.x + self.y)
min(num1, num2) float Returns the smallest number damage = min(self.hp, self.energy)
max(num1, num2) float Returns the biggest number max(5, 10) == 10
createMarker(x, y, [height], [teamId], [dir]) marker Creates a marker that can be used to place coordinates for various actions fireTurretXAtGround_withTarget: createMarker(self.x + 500, self.y + 500)
Displays the data from a specified message from some unit. Only use in
eventData(name, type, [default]) any type text: %{eventData(name="msg", type="string")}
autoTriggerOnEvent:newMessage events
sin(angle) float Takes the sine value of a specified number sin(10) = 0.173
cos(angle) float Takes the cosine value of a specified number cos(60) = 0.5
rnd(min, max) float Produces a random number between minimum and maximum input. rnd(666, 888)
lowercase(string) string Sets all letters from a string into lowercase lowercase("Spaghetti Macaroni Lasagna") -> "spaghetti macaroni lasagna"
uppercase(string) string Sets all letters from a string into uppercase uppercase("fish dish wish") -> "FISH DISH WISH"
direction(x1, y1, x2, y2) float Returns the relative angle of x1/y1 and x2/y2 direction(self.x, self.y, attacking.x, attacking.y)
directionBetween(unit1, unit2) float Returns the relative angle of unit/marker A and unit/marker B directionBetween(self, lastDamagedBy)
Returns true if unit (or marker) is with the game area; Returns false if outside
self.isInMap() bool autoTrigger: if not self.isInMap()
bounds
game.mapWidth() float Returns the width of the map fireTurretXAtGround_withTarget: createMarker(rnd(0, game.mapWidth), rnd(0, game.mapHeight))
game.mapHeight() float Returns the height of the map fireTurretXAtGround_withTarget: createMarker(rnd(0, game.mapWidth), rnd(0, game.mapHeight))
self.teamDefeatedTech() bool Returns true if team is defeated autoTrigger: if attacking.teamDefeatedTech()
1.15p9 self.teamWipedOut() bool Returns true if team is defeated and wiped out autoTrigger: if self.teamWipedOut()
self.teamVictory() bool Returns true if team is victorious autoTrigger: if self.teamVictory()

1.14 Type [placementRule_NAME] Allows creation of rules for requiring buildings

1.14 Code Value Type Description Example


(Only require 1 of the rules in this group pass, instead of all. Use the same group
1.14 anyRuleInGroup: string anyRuleInGroup: struct
name on other placement rules to create a group.)
1.14 searchTags: tag list Search for any unit with at least one of these tags searchTags: factory
1.14 searchTeam: relation Teams to include in search, can be: own|neutral|allyNotOwn|ally|enemy|any searchTeam: own
1.14 searchOffsetX: float defaults to 0 searchOffsetX: 100
1.14 searchOffsetY: float defaults to 0 searchOffsetY: 200
1.14 searchDistance: float Required searchDistance: 500
1.14 excludeIncompleteBuildings: bool defaults to false. Might want to set to true depending on the requirement reason excludeIncompleteBuildings: true
1.14 excludeNonBuildings: bool defaults to false excludeNonBuildings:true
Set min amount of units that need to be found in search. (eg needs to be near
1.14 minCount: int minCount: 0
something). Defaults to 0
Set max amount of units before match fails (eg cannot be close to something).
1.14 maxCount: int maxCount: 1
Defaults to unlimited
1.14 blocksPlacement: bool Defaults to true. blocksPlacement: false
Highly Recommended. Message shown to player if this rule fails (will be first
1.14 cannotPlaceMessage: LocaleString cannotPlaceMessage: "No factory is nearby"
failing rule if using anyRuleInGroup).
defaults to true (set to false to only test unit center, true checks each tile under
1.14 checkEachTile: bool the unit which shows up on the placement grid. Can be easier to see checkEachTile: false
requirements with true)

Prices/Resources lines - used by


Type
addResources, price, etc
Code Targets Description Example
credits Global resource price: 100
energy Energy used for laser shield and ammunition resourceUsage: energy=1
hp Unit hitpoints addResources: hp += 100
shield Shielding for units price: hp=-100, shield=100
ammo Hidden value on each unit for use by mods price: hp=-100, shield=101
use with addResources, resourceUsage or price. 0-31. Flags are stored in
setFlag addResources: setFlag=1
each unit
unsetFlag use with addResources, resourceUsage or price. 0-31
hasFlag use with price or resourceUsage
hasMissingFlag use with price or resourceUsage
1.13.3 X Any resource defined in [global_resource_x] or [resource_x] sections gold=5, stone=20

Section [global_resource_NAME]
Code Value Type Description Example
Define a new resource shared with all units in a team, works just like the
#==== #==== built-in credits resource. Add to 'all-units.template' (at mod root) for easy
use in all of your mods
1.13.3 displayName LocaleString Name of this resource in UI displayName: Crude Oil
Resource name on smaller UI elements like action hovertext (Defaults to
1.13.3 displayNameShort LocaleString displayNameShort: Oil
displayName)
1.13.3 hidden bool Hide this resource from the player hidden: false
If 2 or mods/units define a resource with the same NAME, the
1.13.3 priority float priority: 0.5
displayName/displayColor with the highest priority is used
1.13.3 displayColor color Color, can be hex with optional alpha displayColor: #FF0000
1.14 displayRoundedDown bool Don't show decimal places to the player displayRoundedDown
1.15 displayTextPrefix string Adds a string before the resource value displayTextPrefix: -
1.15 displayTextPostfix string Adds a string after the resource value displayTextPostfix: x

Appends another resource after this resource. It's recommended to give a


1.15 displayTextAppendResource resource displayTextAppendResource: sauce
"hidden" key on the appended resource to hide duplicate.

1.15 displayWhenZero bool Displays the resource even when empty. Set as false by default displayWhenZero: true
1.15 displayPos int Sets the position of the globa resource in the screen displayPos: 1
1.15 iconImage image Shows a custom icon for the specific resource in the HUD and in text iconImage: icon_oil.png
1.15 iconImageUseInText bool Default as true; Shows resource icon in action description iconImageUseInText: false
1.15 displayNameHideWhenIconShownInText bool Default as false displayNameHideWhenIconShownInText: true
1.15 displayNameHideWhenIconShownInHUD bool Hides the icon in menus referring to resource when true. Default as false displayNameHideWhenIconShownInHUD: true
1.15 displayColorUseInText bool Shows color in action description displayColorUseInText: false

For resources used in appendResourceInHUD that shouldn't be hidden: true.


1.15 displayInHud bool displayInHud: false
Defaults true.

1.15 appendResourceInHUD resource stacks another resource specified after this resource on the HUD. appendResourceInHUD: sauce

Defaults as true. When set as false, allows appended resource to be hidden with
1.15 appendResourceInHUD_whenThisZero: bool appendResourceInHUD_whenThisZero: true
the parent resource.

Displays text to show before resource value - replaces resource name and
1.15 displayPrefixInHUD string displayPrefixInHUD: -
removes the colon separator
1.15 displayPostfixInHUD string Similar to the prefix counterpart, but is displayed after the resource value displayPostfixInHUD: x
1.15 valueInStats: float Affects post game stats and replay leaderboard. Defaults to 1. valueInStats: 0.5
1.15 displayTextAppendResourceWithGap: bool Adds a space between this and the appended resource. Defaults as false. displayTextAppendResourceWithGap: true
1.15p9 displayDigitGrouping enum Sets the symbol for separating place units in: none, comma, space displayDigitGrouping: comma

Section [resource_NAME]
Code Value Type Description Example
#==== #==== Define a new resource local to unit. Works like build-in ammo resource
1.13.3 displayName LocaleString Name of this resource in UI (eg hovering over unit info) displayName: Sauce
1.13.3 displayNameShort LocaleString Shorter version of resource name used on some text ui displayNameShort: Sus
1.13.3 hidden bool Hide this resource from the player hidden: true
Used to hint to the AI that a resource node with a local resources could be used
equivalentGlobalResourceForAI resource equivalentGlobalResourceForAI: universal_sauce
to get a different global resource. Eg when a harvester unloads the resource
1.14 displayRoundedDown bool Rounds off resource values with decimals displayRoundedDown: true

Section [template_NAME]
Code Value Type Description Example
1.13.3 #==== #==== Template sections can have any keys and have no effect by themselves.
Template can get included from other files with [core]copyFrom. Eg:
#==== #==== [core]copyFrom: ROOT:effects/explodeEffects.template (Note that
copyFrom can include multiple files. )
--All these below features can be used with any section not just
#==== #====
templates--
Use in any section to include keys from a section or template. (Comma
1.13.3 @copyFromSection @copyFromSection: template_name/action_name/projectile_name
separated for multiple)
Use in any section to make [core]copyFrom not copy into it. Eg not copy an
@copyFrom_skipThisSection @copyFrom_skipThisSection
action when overriding
@define X Define a local variable within a section (best outside of template) @define targetEffect: boom
Define a global variable used in all sections. Local variables have a higher
@global X @global targetEffect: pop
priority
1.15 @memory X Define a memory for this unit, its type must be defined as well. @memory transportCount: float
${X} can be used to reference variables (can also be done outside of a
1.13.3 template). It is calculated when loading and remains static. Has no impact on spawnEffects: effect_${targetEffect}
runtime performance.
${section.key} can be used to reference another key (can also be done outside
1.13.3 addResources: credits=${ core.price * 2 + 10 }
of a template)
%{X} can be used to add dynamic logic into some strings. (CAN NOT be used
1.15 [action]text: Missing hp %{self.maxHp - self.hp}
everywhere). The value will update every frame.
copyFrom:"""
ROOT:a.ini,
""" text """ can be used for multiline strings. Newlines with be removed from final ROOT:b.ini,
1.15
result. ROOT:c.ini
"""

Type value type [decal_name] Example

Sets the layer of the decal, values from lowest to highest - shadow, beforeBody,
layer enum layer: beforeUI
afterBody, onTop, beforeUI, inactive
Defaults as 0, sets a more discrete layering if 2 or more decals takes same layer
order float order: 2
type. Otherwise order in INI file will be used.
onlyWhenSelectedByOwnPlayer bool Defaults as false, displays the decal only if the owner player clicks on the unit onlyWhenSelectedByOwnPlayer : true
onlyWhenSelectedByEnemyPlayer bool Defaults as false, displays the decal only if the enemy player clicks on the unit onlyWhenSelectedByEnemyPlayer: true
onlyWhenSelectedByAllyNotOwnPlayer bool Defaults as false, displays the decal only if the allied player clicks on the unit onlyWhenSelectedByAllyNotOwnPlayer: true
onlyWhenSelectedByAnyPlayer bool Defaults as false, displays the decal only if any player clicks on the unit onlyWhenSelectedByAnyPlayer: true
onlyWhenSelectedBy* will also checks parent's selection when true. Useful with
includeParentsSelection bool includeParentsSelection: true
attachments.
Draws the decal if a player that selects it has control (that includes shared units
onlyPlayersWithUnitControl bool onlyPlayersWithUnitControl: true
in multiplayer)
Draws the decal if value matches the player from the following: own, notOwn,
onlyTeam TeamRelation onlyTeam: any
ally, allyNotOwn, enemy, any
Draws the decal only if the zoom level matches or exceeds it, very useful for
onlyWithZoomLevelOrMore float onlyWithZoomLevelOrMore: 0.4
making 3D units more optimized.
onlyWhileActive bool Draws the decal only if the unit is fully built onlyWhileActive: true
Draws the decal only if the unit is alive (If beforeUI layer default true, else default
onlyWhileAlive bool onlyWhileAlive: false
false)
onlyInPreview bool Only show in sidebar, and building placement preview onlyInPreview: false
Draws the decal only on the unit itself, not on the preview from building or in
onlyOnNonPreview bool onlyOnNonPreview: true
sidebar interface
onlyOnBodyFrameOf int Only draw decal when body frame is equal to this onlyOnBodyFrameOf: 0
isVisible LogicBoolean Dynamic Value, draws the decal on a specific condition isVisible: if self.hp > self.maxHp/2

imageScale logicNumber Dynamic value, scales the decal imageScale: 1 + (self.height * 0.1)
imageScaleX logicNumber Dynamic value imageScaleX: 1
imageScaleY logicNumber Dynamic value imageScaleY: (self.hp/self.maxHp)*100
image image Takes a single image for the decal - NOT TO BE CONFUSED WITH IMAGE STACK image: fish.png

Multiple image file stack: imageStack - carFloor.png, carBody.png*3, carRoof.png*2, antenna.png*10


Takes one or more image with occassional multipliers for stacking. Also useful
imageStack images
for using image stack from a MagicaVoxel slice export
Stack from a sprite sheet - imageStack: carModel.png*14
teamColors bool When true, automatically reassigns team color to respective teams teamColors: true
Sets the height of every layer in a stack. 1 layer = 1 pixel. Can take negative
stack_hOffset float stack_hOffset: 4
values.
Useful for making 3D units, frame to offset by in imageStack. Often a value of 1
stack_frameOffset int stack_frameOffset: 1
1.15p9 is useful in a sprite sheet.
Renders the stack in the opposite way - last frame goes on bottom, first frame
stack_drawInReverseOrder bool stack_drawInReverseOrder: true
goes to top
stack_indexStart logicNumber Offset to start drawing images in the image stack stack_indexStart: 0
stack_indexCount logicNumber Number of images in the image stack to draw. stack_indexCount: 10
Sets the number of frames in an image from an imageStack that uses a
total_frames int total_frames: 10
spritesheet.
frame_width int Sets the frame width in the decal stack frame_width: 20
frame_height int Sets the frame height in the decal stack frame_height: 40
frame logicNumber Dynamic value, useful for animations frame: memory.frame
addBodyFrameMultipliedBy int Add body frame number to this decal when set to 1. addBodyFrameMultipliedBy: 2

xOffsetRelative int Sets horizontal offset relative to the unit xOffsetRelative: 50


yOffsetRelative int Sets vertical offset relative to the unit yOffsetRelative: 50
xOffsetAbsolute logicNumber Dynamic value xOffsetAbsolute: 40
yOffsetAbsolute logicNumber Dynamic value yOffsetAbsolute: 40
hOffset int Sets the height of the whole decal hOffset: 10
dirOffset int Sets the direction of the whole decal. dirOffset: 45
pivotOffset int only affects relative offsets without rotating image pivotOffset: 45
Keeps the decal on north direction regardless of the unit's direction value, useful
alwaysStartDirAtZero bool alwaysStartDirAtZero: true
for custom in-unit interfaces

image_shadow image Sets shadow for the decal image_shadow: AUTO


shadowOffsetX int Sets the horizontal position of the decal's shadow shadowOffsetX: 0
shadowOffsetY int Sets the vertical position of the decal's shadow shadowOffsetY: 0

Attaches the decal on the specified maker. use "self" if attaching it to the unit basePosition: self
basePosition marker
itself basePosition: memory.launchPoint
basePositionFromLegEnd leg/arm Attaches the decal to the specified leg or arm ending. basePositionFromLeg: leg_3, basePositionFromLeg: arm_5
basePositionFromTurret turret Attaches the decal to the specified turret basePositionFromTurret: rocketLauncherBase

drawLineTo marker ref Draws a line from the unit to the specified marker, useful for custom waypoints drawLineTo: attacking.customTarget2
color color hex Sets the color of the drawn line color: #ffff00
lineWidth float Sets the width of the drawn line lineWidth: 2
alpha logicNumber 0-1, sets transparency of decal (images or line) alpha: 0.5
Section [comment_NAME]
Code Value Type Description Example
1.13.3 #==== #==== Comment sections can have any keys and have no effect.

bug_attack, bug_die, building_explode, cannon_firing, click, click_add,


List of default game noises (for turret fire click_remove, firing3, firing4, gun_fire, interface_error, large_gun_fire1,
sound or other sound references): large_gun_fire2, laser_deflect, laser_deflect2, lighting_burst, message,
missile_fire, missile_hit, move, nuke_explode, nuke_launch, plasma_fire,
plasma_fire2, tank_firing, unit_explode, unit_explode_old, warning

This file defines some of properties of a mod for display in mod browser and in
File mod-info.txt Steam Workshop. It should be placed in the top of mod's file hierarchy,
otherwise will result in error
Section Key Value type Description Example
title String Sets the title of the mod package title: Sample mod
description String Sets the description of the mod package. Doesn't support line breaks. description: This is a sample of mod that samples a unit to the game
Sets varied tags depending on what is specified, can be multiple with comma as
tags String tags: units, sample, demo
[mod] separator
Declares the minimum version compatible for the mod. It is important to declare
minVersion String minVersion: 1.15p9
one when using decals and other modding keys starting on version 1.15p9 beta
thumbnail image Sets the mod's thumbnail in Steam Workshop thumbnail: assets/images/other/thumb.png

sourceFolder audio dir Sets where the custom music will be played for the mod sourceFolder: assets/audio/music
[music]
whenUsingUnitsFromThisMod_playExclusively bool Only plays music from this mod whenUsingUnitsFromThisMod_playExclusively: true
in [projectile_#], a unit may use a built-in frame from the res/drawable directory.
Projectile Draw Types However, only three strips are designated for this use case. Use the id value for
the drawType key, and a frame number for a desired appearance.
id name usable frames image (with frame numbers)

0 projectiles.png 12

1 projectiles_large.png 3

2 projectiles2.png 6
[core] https://docs.google.com/spreadsheets/d/1aeP3pUic0IutZlgGix_cM8xR7LEH44gS4itAxETK954/edit?userstoinvite=sadoldporygon24%40gmail.com&ts=5f49ec37&actionButton=1#gid=890975357&range=A4
[canBuild] https://docs.google.com/spreadsheets/d/1aeP3pUic0IutZlgGix_cM8xR7LEH44gS4itAxETK954/edit?userstoinvite=sadoldporygon24%40gmail.com&ts=5f49ec37&actionButton=1#gid=890975357&range=A167
[graphics] https://docs.google.com/spreadsheets/d/1aeP3pUic0IutZlgGix_cM8xR7LEH44gS4itAxETK954/edit?userstoinvite=sadoldporygon24%40gmail.com&ts=5f49ec37&actionButton=1#gid=890975357&range=A186

Version Section [core]


Added Code Value Type Description Example
Necessary Code, will cause error if these are not included
name:
mass:
radius:
price:
maxHp:
#==== #==== Common Keys
name: string Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game) name: customTank1
altNames: string(s) Comma separated list of names. Like name but lower priority, useful for multiple optional mods. altNames: custTank1, customTank1, cTank1
class: string Reserved for future use, must be CustomUnitMetadata by default. class: CustomUnitMetadata
1.13.3 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
price: int The unit cost from builders/buildings. price: 500
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
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
buildSpeed: float / s Time it takes to build the unit. (may multiply with builder speed) buildSpeed: 3s
radius: int Circular area around the unit that makes it selectable. (mouse click/screen touch) radius: 20
isBio: bool Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true) isBio: true
isBug: bool Changes some death defaults, and sort order in Sandbox. isBug: false
1.13 isBuilder: bool Normally required if this unit places buildings. Defaults to [ai]useAsBuilder. isBuilder: true
#==== #==== Unit Stats Keys
maxHp: int The max health for the unit. (will spawn with this value) maxHp: 200
selfRegenRate: float Passive self repair rate. selfRegenRate: 0.01
maxShield: int The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true. maxShield: 500
startShieldAtZero: bool Unit starts with a 0 hitpoints shield on created if true. startShieldAtZero: true
shieldRegen: float Passive shield regen rate. shieldRegen: 0.15
energyMax: float Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions. energyMax: 1
energyRegen: float Passive energy regen rate. energyRegen: 0.001
energyStartingPercentage: float Sets the percentage of charged energy when the unit is first built. energyStartingPercentage: 0.5
energyNeedsToRechargeToFull: float Disables weapons using energy after reaching zero till fully recharged if true. energyNeedsToRechargeToFull: true
energyRegenWhenRecharging float Regen rate while recharging.
energyDisplayName string Unused, no effect.
1.13 armour: int Damage taken away from each hit. (not currently used in any vanilla units) armour: 6
1.13 armourMinDamageToKeep: int Min damage to keep from received damage. Defaults to 1. armourMinDamageToKeep: 2
1.13.3 borrowResourcesWhileAlive: price Takes these resources when created and returns them when removed or destroyed. borrowResourcesWhileAlive: gold=10
1.13.3 generation_resources: price Income unit creates. (custom resource version) generation_resources: credits=5, gold=20
1.13.3 generation_active: logicBoolean Disables generation_resources/credits when false. (logic_boolean) generation_active: if not self.hp(lessThan=100)
generation_credits: int Income unit creates. (credits only) generation_credits: 2
generation_delay: int How often generation_resources/credits is added. Defaults to 40. (changing not recommended) generation_delay: 40
#==== #==== UI and Graphics Keys
showInEditor: bool Set to false to hide unit in Sandbox editor. (Defaults to true) showInEditor: false
displayText: LocaleString The unit name that the game shows to the player. displayText: Custom Tank
1.13 displayText_{LANG}: string LANG = ISO 639-1 Code to show this text instead when game is in this language. displayText_es: Tanque Personalizado
displayDescription: LocaleString Unit description that the game shows to the player. displayDescription: -Fast movement\n-Light damage
1.13 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
displayLocaleKey: string Translation file key for unit name and description. displayLocaleKey: units.mechArtillery
displayRadius: int Defaults to radius value. Set to show a larger or smaller selection circle UI on units. displayRadius: 20
uiTargetRadius int Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit
shieldRenderRadius: int Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units. shieldRenderRadius: 12
shieldDisplayOnlyDeflection: bool Hide shield unless deflecting shot if true. shieldDisplayOnlyDeflection: true
shieldDeflectionDisplayRate: float Defaults to 4. High value causes shield deflection to fade disappear faster. shieldDeflectionDisplayRate: 3
1.13.3 showOnMinimap: bool Defaults to true. Hide units on minimap if false. showOnMinimap: false
1.13.3 showActionsWithMixedSelectionIfOtherUnitsHaveTag: bool Shows a merged action list if all units selected includes one of these tags. Useful for converted units. showActionsWithMixedSelectionIfOtherUnitsHaveTag: true

1.14 showOnMinimapToEnemies bool Useful for stealth units


#==== #==== Building Only Keys
isBuilding: bool Defines if the unit is a building. isBuilding: true
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
constructionFootprint: ints Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile. constructionFootprint: -1,-1,1,3
displayFootprint: ints Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint. displayFootprint: 0,0,1,1
buildingSelectionOffset: int Defaults to 0. Adds or removes padding on the drawn selection rect in UI. buildingSelectionOffset: 4
buildingToFootprintOffsetX: float Defaults to 10. Change the building position in the footprint on the X-axis. buildingToFootprintOffsetX: 4
buildingToFootprintOffsetY: float Defaults to 10. Change the building position in the footprint on the Y-axis. buildingToFootprintOffsetY: 6
placeOnlyOnResPool: bool Normally used for extractors, forces building construction in a resource pool. placeOnlyOnResPool: true
selfBuildRate: float Rate unit builds itself when placed without a builder. selfBuildRate: 0.0008
1.14 ignoreInUnitCapCalculation defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.
#==== #==== Misc Keys
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
dont_load: bool Do not load unit, and don't error on missing data. Can be useful when used with copyFrom. dont_load: true
overrideAndReplace: string(s) Overrides another unit with this unit. Build links and map positions to target unit will be replaced. overrideAndReplace: builder, combatEngineer
1.13.3 onNewMapSpawn: string Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam
globalScale: float Defaults to 1. Changing not recommended. globalScale: 2
isLocked: bool Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build. isLocked: true
1.13 isLockedIfGameModeNoNuke: bool Disallows building of this unit if nukes are disabled during match setup. isLockedIfGameModeNoNuke: true
experimental: bool Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: true
stayNeutral: bool Set to false to disable capture when unit is on the neutral team. stayNeutral: false
1.13 createNeutral: bool Set to true to always spawn the unit on the neutral team. createNeutral: true
createOnAggressiveTeam: bool Set to true to always spawn the unit on aggressive teams on single player matches. createOnAggressiveTeam: true
1.13 tags: string(s) List of comma separated strings. Used to classify units, create special actions and balances. tags: tank, smallTank, piercingDamage
fogOfWarSightRange: int Sets number of tiles this unit can see through the fog of war. Defaults to 15. fogOfWarSightRange: 18
1.14 fogOfWarSightRangeWhileNotBuilt int Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange
softCollisionOnAll: int Creates a soft collision effect when touching other units. softCollisionOnAll: 3
disableAllUnitCollisions: bool Unit cannot collide with others if true. disableAllUnitCollisions: true
1.13 isUnrepairableUnit: bool No unit can repair this unit if true. isUnrepairableUnit: true
isUnselectable: bool If true unit cannot be selected. (includes AI players) isUnselectable: true
1.14 isUnselectableAsTarget bool Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc
1.13 isPickableStartingUnit: bool If true, unit is added to dropdowns for starting unit in game setup menus. isPickableStartingUnit: true
1.13 startFallingWhenStartingUnit: bool Unit will appear falling from skies when starting unit if true. startFallingWhenStartingUnit: true
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
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
1.13.3 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
canNotBeDirectlyAttacked: bool No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks. canNotBeDirectlyAttacked: true
canNotBeDamaged bool Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)
1.13.3 canNotBeGivenOrdersByPlayer: bool If true unit will not take player or AI orders. canNotBeGivenOrdersByPlayer: true
1.13.3 canOnlyBeAttackedByUnitsWithTags: strings(s) List of tag strings, only units with these tags can directly target this unit. canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank
1.14 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.
#==== #==== Transport Keys
1.13 transportSlotsNeeded: int Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5. transportSlotsNeeded: 2
maxTransportingUnits int Number of slots this units has for transporting other units. maxTransportingUnits: 5
1.13 transportUnitsRequireTag: string(s) Only allows trasport of units that have one of these tags. transportUnitsRequireTag: smallTank, soldier
1.13 transportUnitsRequireMovementType: movementTypes Only allows trasport of units that have one of these movement types. transportUnitsRequireMovementType: AIR, WATER
1.13 transportUnitsBlockAirAndWaterUnits: bool Defaults to true. This unit can only transport LAND units if true. transportUnitsBlockAirAndWaterUnits: false

1.13 transportUnitsKeepBuiltUnits: bool Makes built units stay inside transport instead of exiting it once ready if true. transportUnitsKeepBuiltUnits: true
1.13 transportUnitsCanUnloadUnits: LogicBoolean Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false. transportUnitsCanUnloadUnits: false
1.13 transportUnitsAddUnloadOption: bool Defines if unload button should be added to the unit menu transportUnitsAddUnloadOption: false
1.13.3 transportUnitsUnloadDelayBetweenEachUnit: float Changes the delay it takes between each unit getting unloaded. transportUnitsUnloadDelayBetweenEachUnit: 12
1.13 transportUnitsKillOnDeath: LogicBoolean Defaults to true. If false transported units don't die when transport dies. transportUnitsKillOnDeath: if self.isOverLiquid()
1.13 transportUnitsHealBy: float Rate to heal units that are being transported. transportUnitsHealBy: 0.1
transportUnitsBlockOtherTransports: bool Defaults to true, if false this transports can hold other transports. transportUnitsBlockOtherTransports: false
1.13.3 whileNeutralTransportAnyTeam: bool This unit can transport units of any team while neutral if true. whileNeutralTransportAnyTeam: true
1.13.3 whileNeutralConvertToTransportedTeam: bool Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam. whileNeutralConvertToTransportedTeam: true
1.13.3 convertToNeutralIfNotTransporting: bool Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam. convertToNeutralIfNotTransporting: true
1.13.3 transportUnitsOnTeamChangeKeepCurrentTeam: bool Keeps transported units on their orginal team when this unit is converted if true. transportUnitsOnTeamChangeKeepCurrentTeam: true
transportUnitsEachUnitAlwaysUsesSingleSlot bool Ignore transportSlotsNeeded on transported units.
transportUnitsKeepWaypoints LogicBoolean Default false. When true transported units keep their original waypoints when unloading, and don't get an unload waypoint.

1.13.3 #==== #==== Resource Node Keys

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.
similarResourcesHaveTag: string(s) When this has been reclaimed harvester unit moves on to another resource with these tags. similarResourcesHaveTag: goldResource
1.13.3 resourceMaxConcurrentReclaimingThis: int Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. resourceMaxConcurrentReclaimingThis: 3
1.13.3 reclaimPrice: int Like price but for resources. Useful for buildable resources. reclaimPrice: gold=1000
1.13.3 #==== #==== Resource Harvester Keys
canReclaimResources: bool If true this unit can gather resources, useful with resourceRate. canReclaimResources: true
canReclaimResourcesNextSearchRange: int Defines the resource search range of this unit when its main gathered resource runs out. canReclaimResourcesNextSearchRange: 100
canReclaimResourcesOnlyWithTags: string(s) This unit is only allowed to gather resources with these tags. canReclaimResourcesOnlyWithTags: foodResource, goldResource
canReclaimUnitsOnlyWithTags string(s) This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags
#==== #==== Construction and Factory Keys
canRepairUnitsOnlyWithTags string(s)
canRepairBuildings: bool Can this can heal ally buildings (isBuilder:true is required) canRepairBuildings: true
canRepairUnits: bool Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings. canRepairUnits: true
autoRepair: bool Automatically try and repair damaged units in nano range. (isBuilder:true is required) autoRepair: true
nanoRange: int Defaults to 85. Defines the unit building/repair/reclaim range. nanoRange: 110
nanoRepairSpeed: float Defaults to 0.2. Defines the unit nano repair/reclaim speed. nanoRepairSpeed: 0.01
nanoBuildSpeed: float Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed) nanoBuildSpeed: 0.9
1.13.3 nanoRangeForRepairIsMelee: bool Defines if this unit must touch its target to repair it. nanoRangeForRepairIsMelee: true
1.13.3 nanoRangeForReclaimIsMelee: bool Defines if this unit must touch its target to reclaim it. nanoRangeForReclaimIsMelee: true
1.13.3 nanoRangeForRepair: int Defines a specific range for the repair action of this unit. nanoRangeForRepair: 60
1.13.3 nanoRangeForReclaim: int Defines a specific range for the reclaim action of this unit. nanoRangeForReclaim: 60
nanoFactorySpeed: float Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory. nanoFactorySpeed: 1.2
extraBuildRangeWhenBuildingThis: int Temporarily adds extra build range to builders to build this unit. Useful for water based buildings. extraBuildRangeWhenBuildingThis: 90
builtFrom_#_name: string(s) Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction. builtFrom_1_name: landFactory, airFactory
builtFrom_#_pos: float Order this build link appears in UI. Using canBuild instead is more recommended. builtFrom_1_pos: 0.1
builtFrom_#_forceNano: bool Build as if this is a building if true. (even if it's a unit) builtFrom_1_forceNano: true
1.13.3 builtFrom_#_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)
1.13.3 builtFrom_#_isLockedMessage: LocaleString Message shown when this build link is locked. builtFrom_1_isLockedMessage: -Needs more population
exit_x: float Where created or unloaded units appears from the transport or building. Defaults to 0. exit_x: 0
exit_y: float Where created or unloaded units appears from the transport or building. Defaults to 5. exit_x: 5
1.13 exit_dirOffset: float Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units. exit_dirOffset: 140
1.13 exit_heightOffset: float Defaults to 0. Defines the height where created or unloaded units appears. exit_heightOffset: 16
1.13 exit_moveAwayAmount: float Defaults to 70. Defines the distance that created or unloaded units moves from this unit. exit_moveAwayAmount: 10
1.14 exitHeightIgnoreParent bool Ignores parent height for exit height; useful for separating attachments with their parents for building
#==== #==== Death Keys
dieOnConstruct: bool Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set) dieOnConstruct: true
1.13 dieOnZeroEnergy: bool Kills this unit if energy level reaches zero when true. dieOnZeroEnergy: true
numBitsOnDeath: int Defines the number of scattered bit fragments when this unit dies. numBitsOnDeath: 20
nukeOnDeath: bool Unit will spawn a nuke detonation built-in effect when dies if true. nukeOnDeath: true
nukeOnDeathRange: float Defines the nuke effect range when using nukeOnDeath. nukeOnDeathRange: 140
nukeOnDeathDamage: float Defines the nuke effect area damage when using nukeOnDeath. nukeOnDeathDamage: 2000
nukeOnDeathDisableWhenNoNuke: bool Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps. nukeOnDeathDisableWhenNoNuke: true
fireTurretXAtSelfOnDeath: turret ref Auto-shoot a specific turret when this unit dies. fireTurretXAtSelfOnDeath: turret_1
1.13 explodeOnDeath: bool Defaults to true. Disables the unit death explode built-in effect if false. explodeOnDeath: false
1.13 explodeOnDeathGroundCollision: boolean Defaults to true. Disables the explode built-in effect on death when unit touches ground if false. explodeOnDeathGroundCollision: false
1.14 explodeTypeOnDeath: preset effects options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding
1.13 effectOnDeath: effect(s) ref Spawns built-in or custom effects when unit dies. effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound
1.13 effectOnDeathGroundCollision: effect(s) ref Like effectOnDeath but when unit touches ground. Useful for flying units. effectOnDeathGroundCollision: CUSTOM:bigExplosion
1.13 unitsSpawnedOnDeath: string(s) Spawns these units when dies. Comma separated unit identifiers. unitsSpawnedOnDeath: tank*5, hoverTank
unitsSpawnedOnDeath_setToTeamOfLastAttacker: bool Units spawned on death will appear on the last attacker team if true. unitsSpawnedOnDeath_setToTeamOfLastAttacker: true
hideScorchMark: bool Disables the death scorch mark leaved when unit dies if true. hideScorchMark: true
soundOnDeath: string(s) Sets a custom sound for this unit death. soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg
fireOnDeath bool?
1.14 effectOnDeathIfUnbuilt: effect(s) ref If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath effectOnDeathIfUnbuilt: CUSTOM:implode
#==== #==== Action Keys
1.13.3 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_allowDangerousHighCPU: bool Allows for auto actool cooldown lower than 0.2s. Default to false.
#==== #==== Deprecated Keys (can be used but there are better ways)
depr. 1.13 action_#_convertTo: string Deprecated in 1.13, use [action_x] sections instead action_1_convertTo: customTank_2
depr. 1.13 action_#_pos: float Order action appears in UI action_1_pos: 0.1
depr. 1.13 action_#_price: int The price of your action for the unit. (All your sub actions will be linked to the # you use) action_1_price: 1000
depr. 1.13 action_#_text: string A display text when you select your unit's action, used to explain it's purpose. action_1_text: Upgrade to Custom Tank 2
depr. 1.13 action_#_description: string The action description. action_1_description: -Converts the tank
depr. 1.13 action_#_addEnergy: float Adds energy to unit. Has no effect unless energyMax is set action_1_addEnergy: 10
depr. 1.13 action_#_whenBuilding_cannotMove: bool Stops unit moving while action is being applied. Useful for deploy like actions. action_1_whenBuilding_cannotMove: true
depr. 1.13 canBuild_#_name/pos/isLocked: string Use canBuild section instead. canBuild_1_name: tank

Section [canBuild_NAME]
Code Value Type Description Example
1.13.3 name: string(s) List of unit identifiers this unit can create. Can be buildings or units. Add "setRally" to create a rally button name: setRally, tank, hoverTank, heavyTank
1.13.3 pos: float Order build link appears in this unit UI. pos: 0.1
1.13.3 tech: int Tech level. Mostly just affects build link colour in this unit UI. Defaults to 1. tech: 2
1.13.3 forceNano: bool Builds target as if it was a building if true. (even if it's a unit) forceNano: true
1.13.3 isVisible: LogicBoolean Hide this build link if true in this unit UI. isVisible: if not self.energy(greaterThan=100)
1.13.3 isLocked: LogicBoolean Dynamically locks this build option and shows isLockedMessage if true. isLocked: if self.hp(lessThan=100)
1.13.3 isLockedMessage: string Set to tell to players why a unit is locked. isLockedMessage: -Needs 2 Barracks
1.13.3 isLockedMessage_{LANG}: string LANG = ISO 639-1 Code to show this text instead when game is in this language. isLockedMessage_es: -Necesita 2 Cuarteles
1.13.3 isLockedAlt: LogicBoolean Another reason for this to be locked. Just allows a different message to be shown. isLockedAlt: if self.energy(greaterThan=90)
1.13.3 isLockedAltMessage: string Message for isLockedAlt. isLockedAltMessage: -Needs less energy
1.13.3 isLockedAlt2: LogicBoolean Like isLockedAlt but to show one more message. isLockedAlt2: if self.isMoving()
1.13.3 isLockedAlt2Message: string Message for isLockedAlt2. isLockedAlt2Message: -Needs to be quiet
1.13.3 addResources: price(s) Adds these resources to self when placing the building or producing the unit. addResources: ammo=5, setFlag=1
1.13.3 price: price(s) Overrides builded units/buildings price. Defaults to target unit prices. price: credits=1000, ammo=5
1.13.3 isGuiBlinking: LogicBoolean Generates a blinking effect in UI if true. isGuiBlinking: true

Section [graphics]
Code Value Type Description Example
Necessary code
file (image) image:
#==== Common Keys
image: file (image) File path to png image.
image_back: file (image) An optional image drawn behind other units. Useful for factories that units exit
1.14 image_shield file (image) Image to show as a custom shield
image_wreak: file (image) Image to use when unit dies. Can be NONE to leave no wreak
image_offsetX: int Use this to adjust the graphics of a unit if it is too far off one side
image_offsetY: int Use this to adjust the graphics of a unit if it is too far off one side
1.13.3 isVisible logic If false will hide the unit.
1.14 isVisibleToEnemies bool Only visible to player and allies when false. Recommend with showOnMinimapToEnemies. Useful for stealth units.
1.13 teamColoringMode How pixels are used for team coloring, options: pureGreen (default), hueAdd, hueShift, disabled
teamColorsUseHue: bool False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false
scaleImagesTo: float Resize image to fit this value in pixels. Effects leg, and shadow images as well.
imageScale: float Resize image. Defaults to 1. Effects leg, and shadow images as well.
drawLayer: string Land units normally default to ground or ground2 if transport. wreaks, underwater, bottom, ground, ground2, experimentals, air, top
1.13 whenBeingBuiltMakeTransparentTill float How long the transparent effect is applied to incomplete units, set to 0 to disable completely Default: 1
icon_zoomed_out file (image)
icon_zoomed_out_neverShow bool
icon_build file (image) When set, it will use the specifed image on build list instead of the unit itself
#==== Turrets (images can also be set on each turret)
image_turret: file (image) Default image for all turrets, can also be set per turret
teamColorsOnTurret bool Defaults false. Apply team colours on turret as well. Also effects pre-turret images
scaleTurretImagesTo: float Will cause crash if image_turret is not specified, even if image is set per turret
lock_body_rotation_with_main_turret: bool Locks body image locked to first turret's direction
1.13 lock_leg_rotation_with_main_turret bool Locks legs and arms to first turret's direction
#==== Shadow
image_shadow: file (image) Image file, NONE, AUTO, or AUTO_ANIMATED (AUTO will use image and make it transparent black only.)
shadowOffsetX: float
shadowOffsetY: float
1.13.3 image_shadow_frames bool If shadow image should use frame animation of main image
lock_shadow_rotation_with_main_turret: bool Locks body image shadow locked to first turret's direction
#==== Effects and animation
total_frames int Defaults to 1. Animations require this.
default_frame int Sets the default frame to display. Dependent on total_frames.
frame_width: int Calculated for you if total frames is set, but can be overridden
frame_height: int Defaults to image height
splastEffect: bool True to create a water wave effect when over water. Default false
dustEffect: bool True to create a dust effect when over land. Default false
splastEffectReverse: bool True to also create effect when unit is reversing
dustEffectReverse: bool True to also create effect when unit is reversing
1.13 movementEffect effect Custom movement effect, can be anything eg: movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5
1.13 movementEffectReverse effect
1.13 movementEffectRate float
1.13 movementEffectReverseFlipEffects bool Create effect as if unit has rotated 180 when reversing
repairEffect effect ref Custom movement effect, can be anything. Replaces default effect from builders
repairEffectAtTarget effect
repairEffectRate int Defaults to 5
1.13.3 reclaimEffect effect
1.13.3 reclaimEffectAtTarget effect
1.13.3 reclaimEffectRate int
rotate_with_direction: bool Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_*
animation_direction_units: float 45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false
animation_direction_strideX: int Animation frames to offset on direction change.
animation_direction_strideY: int Animation frames to offset on direction change. Used with frame_height.
animation_direction_starting: float Direction for first frame
animation_direction_useMainTurret bool Use main turret
1.13.3 disableLowHpFire bool
1.13.3 disableLowHpSmoke bool
1.13.3 showTransportBar: bool
1.13.3 showHealthBar bool
1.13.3 showEnergyBar bool
1.14 showShieldBar bool
1.14 showQueueBar bool
Deprecated Keys (can be used but there are better, more adaptable ways)
depr. 1.13 animation_TYPE_start: int TYPE can be set to: attack, moving, idle. Use [animation] section instead for more control animation_moving_start: 0
depr. 1.13 animation_TYPE_end: int End frame, must be larger then start animation_moving_end: 3
depr. 1.13 animation_TYPE_scale_start: float Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
depr. 1.13 animation_TYPE_scale_end: float Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
depr. 1.13 animation_TYPE_speed: float Delay for each frame of animation. Larger values cause slower animation
depr. 1.13 animation_TYPE_pingPong: bool Play animation in reverse before repeating. Useful with scale_start/scale_end

Section [attack] The attack section is for global attack characteristics, per-turret overrides these
Code Value Type Description Example
canAttack: bool If set to false, can not attack any unit. Regards of other canAttack options below.
canAttackFlyingUnits: LogicBoolean can also be narrowed per turret. Note: not required if canAttack is false.
canAttackLandUnits: LogicBoolean can also be narrowed per turret
canAttackUnderwaterUnits: LogicBoolean can also be narrowed per turret
maxAttackRange: float (multiplied by globalScale)
canAttackNotTouchingWaterUnits: LogicBoolean Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. (can also be set per turret)
1.13.3 canOnlyAttackUnitsWithTags tags Will only attack units that has the specified tags.
1.13.3 canOnlyAttackUnitsWithoutTags tags Can only attack units without the specified tags.
1.13 turretMultiTargeting bool Allow each turrets to fire at a different target at the same time. Very useful if [turret]limitingAngle is used
isMelee: bool Used with a low attack range (like maxAttackRange: 9) makes src and target radius get added to range, and effects AI.
1.13.3 meleeEngangementDistance int Makes unit move to attack nearby units. Defaults to 250 for melee, and 0 for non melee (Works even if non-melee, but might be unexpected to players)
turretRotateWithBody bool Are all turrets rotated when body rotates. Defaults to true
attackMovement: string normal/bomber. bomber attack movement will retreat when energy runs out
dieOnAttack: bool Will die when it attacks.
removeOnAttack bool Remove unit when it attacks.
isFixedFiring: bool Must aim body at target to shoot. Will often make the unit need to stop before it can aim and shoot.
aimOffsetSpread: float Offset each shot multiplied by target radius. Defaults to 0.6 aimOffsetSpread:0 will make unit always attack center
1.13 stopTargetingAfterFiring bool Unit stops targeting after firing a shot. Rarely used or needed.
disablePassiveTargeting: bool Unit only attacks manually ordered target. Rarely used or needed.
1.13.3 showRangeUIGuide bool Will it show the range indicator. Useful for showing ranges in radar and related structures.
setMainTurretAs turret ref Set main turret for lockLegRotationWithMainTurret, lockShadowRotationWithMainTurret, etc
Deprecated Keys - can be used but better to set these per turret

depr. 1.13 turretSize: float (multiplied by globalScale)


depr. 1.13 turretTurnSpeed: float
depr. 1.13 shootDelay: float Global delay, can also use delay on each turret

Section [turret_NAME] Turrets fire projectiles with different traits


Code Value Type Description Example
Necessary Code
float x:
float y:
Positioning/Stats

x: float
y: float
copyFrom: turret ref Copy all values from another turret as defaut values for this turret copyFrom: 1
projectile projectile ref Projectile fired from this turret. eg: projectile: torpedo
1.14 altProjectile projectile ref Alternative projectile fired from this turret when altProjectileCondition is true
1.14 altProjectileCondition LogicBoolean Used with altProjectile
1.13 barrelX float Defaults to 0. Controls horizontal position for projectile spawn.
1.13 barrelY float Defaults to size. Note: size and barrelY have the same meaning
1.13.3 barrelHeight float Height of barrel in 3d. Effect projectile and shoot flame starting height
size: float Controls the distance between the center of the turret and the point from where projectiles spawn. size: 5
turnSpeed float Max turn speed of the turret
turnSpeedAcceleration float Defaults to disabled, and full turn speed is used.
turnSpeedDeceleration float Defaults to turnSpeedAcceleration. Setting this higher than turn acceleration might allow faster targets to be hit
idleDir float Defaults to 0
1.13 idleDirReversing float Defaults to idleDir+180 unless attached to another turret (as attached turret will often be rotating when reversing)
shouldResetTurret: bool Defaults true. False to disable the reseting turret angle when idle
1.14 idleSweepAngle int Disabled by default. Controls how far the turret will "look" left and right
1.14 idleSweepDelay float Controls the delay between idleSweep movements
1.14 idleSweepSpeed float Controls the speed with which the turret sweeps when idle
1.14 idleSweepCondition LogicBoolean Disable idle sweep if false
1.14 idleSweepAddRandomDelay float Default 1-20 depends on idleSweepDelay, used to stop sweep syncing up with other units
1.14 idleSweepAddRandomAngle int Default 0
attachedTo: turret ref Id of another turret to attach to, will be positioned relative to it, and rotate with it.
slave: bool Locks this turret's direction and shot cooldown to attached turret. Often used with warmup for multiple barrel guns
isMainNanoTurret: bool Defaults to false. Turret to use for creating buildings, etc. should only be true on one turret, and should have canShoot set to false
energyUsage: float Required energy to fire weapon. Same as resourceUsage: energy=X
resourceUsage price can be in credits/energy/hp/shield/ammo. Stops firing if not met resourceUsage: credits=5, energy=5, hp=100, shield=5, ammo=1
Timing
delay: float Override global shootDelay for this turret
linkDelayWithTurret turret ref When this other turret fires the cooldown delay on this turret will be reset/removed
warmup: float Delay before firing a shot.
warmupCallDownRate float Rate to reduce warmup when turret is not ready to fire at any targets
warmupNoReset bool Defaults to false. When true warmup is not reset after firing a shot. Used with warmupCallDownRate
warmupShootDelayTransfer float Defaults to 0, a multiplier which reduces the next shot delay by the warmup value. When used with warmupNoReset, can make a each shot faster.
On Shoot
1.13.3 onShoot_freezeBodyMovementFor Freezes body movement while shooting.
1.14 barrelOffsetX_onOddShots: float 0 by default. Sets a barrelX offset only during odd numbered shots, useful for twin-barreled units. Use with barrelX
Targeting control
1.14 aimOffsetSpread
canShoot: bool Defaults to true
canAttackFlyingUnits: LogicBoolean Narrows targeting for this turret, note targeting for the whole unit in [attack] is applied first. (so you can only use this to target less not more)
canAttackLandUnits: LogicBoolean
canAttackUnderwaterUnits: LogicBoolean
canAttackNotTouchingWaterUnits: LogicBoolean Default true. If false unit can only attack units in contact with the water. Used for units with torpedos.
1.13.3 canOnlyAttackUnitsWithTags tags
1.13.3 canOnlyAttackUnitsWithoutTags tags
canAttackCondition: LogicBoolean Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this unit's height canAttackCondition: if not self.flying
1.14 canAttackMaxAngle float Max angle to target for turret to be allowed for fire. Defaults to 5, don't set lower. Can be set to 181 for turrets that don't need to turn to fire missiles.
1.13 clearTurretTargetAfterFiring bool Clears the turrets sub-target when using multi-targeting
limitingRange: float Make this turret have less range than the maxAttackRange. Do not apply this to all turrets change maxAttackRange instead.
1.13 limitingAngle Linked with idleDir. Turret will only be able to fire at units +/- this angle.
1.13 limitingMinRange Sets minimum range for turret. limitingMinRange: 200
1.13 interceptProjectiles_withTags Currently used with anti-nuke units.
interceptProjectiles_andTargetingGroundUnderDistance
interceptProjectiles_andUnderDistance Defaults to 2000, distance inflight before firing
interceptProjectiles_andOverHeight Defaults to 0
laserDefenceEnergyUse: float Set to enable a projectile laser defence from this turret. Should also set the energyMax in core.
Graphics and effects
invisible: LogicBoolean Don't render this turret, but still can shoot, etc.
image: file (image) Use custom image. Overrides unit's main turret image
image_applyTeamColors bool
image_drawOffsetX float
image_drawOffsetY float
chargeEffectImage:
file (image) Used with warmup. Shows a scaling effect image on turret barrel when charging.
warmupStartEffect effect ref
shoot_sound: string Can be linked to an .ogg or .wav file, or one of the default game sounds (list at bottom of reference) shoot_sound: tank_firing | shoot_sound: missile.wav | shoot_sound: ROOT:audio/shoot.ogg
shoot_sound_vol: float
shoot_flame: effects Current types are: small, large, smoke, shockwave, or CUSTOM: effectSectionName eg: shoot_flame: smoke, CUSTOM:lightFade, CUSTOM:pop*5 alleged: largeExplosion, smallExplosion, resourcePoolSmoke, noneExplosion
shoot_light color
idleSpin: float Spin rate when idle, used on missile turrets
1.13 onShoot_playAnimation animation ref Play a custom animation from an [animation] section after firing this turret
1.14 onShoot_triggerActions action refs Trigger these actions each time this turret fires
1.13.3 onShoot_freezeBodyMovementFor time Stops the unit from moving for a certain period of time
recoilOffset float Push turret forward or back after firing for a recoil effect. Value in pixels.
recoilOutTime float Time to get to offset position after firing
recoilReturnTime float Time to return to default position
1.13.3 showRangeUIGuide bool
unloadUpToXUnitsAndGiveAttackOrder int After unloading the units, they are automatically given an attack waypoint against the parent's target
unloadUpToXUnitsAndGiveAttackOrder_withTag tag(s) Specifies units with specified tag.

Section [projectile_NAME] Projectiles are necessary to inflict damage on an enemy, but also other purposes
Code Value Type Description Example
Necessary Code
int directDamage: or areaDamage:
life:
Core
life: How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range
deflectionPower: float Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames)
1.13 explodeOnEndOfLife bool Default to false. True to explode at end of life with all side effects and area damage instead of disappearing. Good for making area-denial weapons.
autoTargetingOnDeadTarget: bool Retarget to nearby unit if target dies while in transit
1.14 autoTargetingOnDeadTargetRange int The range which it will select a new target if old target has died
1.14 autoTargetingOnDeadTargetLead float The lead it will try to have on the new target
1.13 unloadUpToXUnitsFromSource int Unload X units from source unit, to projectile explode location
1.13 teleportSource bool Move unit that shot this projectile to projectile explode location
1.13 spawnUnit unit types Spawn new units of this type at projectile explode location eg: spawnUnit: heavyTank, tank*5, hoverTank(offsetX=10)
1.14 spawnProjectilesOnEndOfLife projectile ref Spawns new projectiles on end of life, useful for secondary projectiles spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)

1.14 spawnProjectilesOnExplode projectile ref Projectiles to spawns when this projectile hits it's target
1.14 spawnProjectilesOnCreate Spawns projectiles on creation of this projectile, useful for making true shotgun-like projectile spread
1.13.3 convertHitToSourceTeam bool Convert units hit to the team that fired this projectile. Useful to make capturing systems
1.13 tags tags Useful for projectile interceptions (e.g. Nuke and Anti-Nuke Interaction)
flameWeapon: bool Generates small flames on hit (only cosmetic)
Damage
directDamage: int Damage to target unit on hit. Does not work with targetGround:true as it won't have a clear unit to target
areaDamage: int Damages on arrival of target with an area effect, use areaRadius to adjust size of damage. targetGround needs this to damage
1.13 areaRadius: float How wide areaDamage effects. Note this drops off (unless areaDamageNoFalloff is used)
areaDamageNoFalloff bool Removes the falloff from areaDamage
areaRadiusFromEdge bool Applies damage from edge of units instead of center. Mostly effects large units.
1.13 areaExpandTime float Applies area damage as an expanding blast wave rather than instantly. Useful for nuke projectiles
1.13 areaHitAirAndLandAtSameTime bool Defaults to false
areaHitUnderwaterAlways bool Defaults to false
areaIgnoreUnitsCloserThan int Units closer than this range aren't effected. Rarely needed. Not recommended for normal projectiles.
1.13 buildingDamageMultiplier float Defaults to 1
1.13 shieldDamageMultiplier float Defaults to 1. eg: 0 to do no damage to shields and 2 to do double damage
1.13 shieldDefectionMultiplier float Defaults to 1. eg: 0 to ignore shields and directly damage hull
1.14 hullDamageMultiplier float Defaults to 1. Can be used to create EMP weapons that affect shields only eg: 0 to ignore hull and only damage shields
armourIgnoreAmount int Amount of armour to ignore on target and do damage as if this armour was not there
1.13 friendlyFire bool/string Lets area effect projectiles damage own team units (can't damage allies). Useful for nuke-like weapons friendlyFire: false / friendlyFire: true / friendlyFire: only-ignoreEnemy
1.13.3 mutatorX_ifUnitWithTags tags Applies mutators to this projectile if target has corresponding tags eg: mutator1_ifUnitWithTags: infantry
1.13.3 mutatorX_ifUnitWithoutTags tags Same as ifUnitWithTags, but applies if target doesn't have the set tags eg: mutator1_ifUnitWithoutTags: strongArmour
1.13.3 mutatorX_directDamageMultiplier float Changes directDamage. Defaults to 1. Be careful not to confuse players using this as the effect may not be clear. Use amour instead when possible
1.13.3 mutatorX_areaDamageMultiplier float Same as directDamageMultiplier but for areaDamage. Defaults to 1.
1.13.3 mutatorX_changedExplodeEffect effect Change explode effect if this mutator is active. Eg make a bounce off amour effect. Helps to make the damage change more clear to players (Doesn't work with targetGround.)
1.14 mutatorX_addResourcesDirectHit resource Add resource to all hit units. Warning: Be careful not be break units from other mods by adding random resources or energy to them that they don't expect.
1.14 mutatorX_addResourcesAreaHit resource
1.14 interceptProjectile_removeTargetLifeOnly bool Defaults to false. When false projectiles are just removed. Could be true to make hit projectiles explode or split when hit
targetGround bool Target ground, and don't home in on target. Note: only areaDamage is applied if targeting ground.
1.14 targetGround_includeTargetHeight bool Default false. for area affect AA weapons
1.14 targetGroundHeightOffset float Default 0. for shooting over or under a target. Useful for projectiles that split and rain down.
speed: float Projectile default travel speed
targetSpeed: float Accelerate to this speed
1.13 targetSpeedAcceleration float Controls the speed rampup for targetSpeed
ballistic: bool Makes projectiles fly up into the air and come down, instead of going in a straight line
ballistic_delaymove_height: float
ballistic_height: float
targetGroundSpread: float Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower
speedSpread: float Randomly change the starting projectile speed by this amount
instant bool Hit target instantly
instantReuseLast: bool Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true
1.14 instantReuseLast_alsoChangeTurretAim bool Make turret's aim include last projectile's spread and sweep offsets, useful for beam weapons
1.14 instantReuseLast_keepAreaDamageList bool Default false. Keeping the list was the normal behaviour in 1.13 making area damage not apply a second time but this is not useful. Use this only if you want the old behaviour.

1.13 disableLeadTargeting bool Disable the lead targeting calculations when aiming at a moving target. Defaults false.
1.13 leadTargetingSpeedCalculation float The expected speed of this projectile for targetGround lead target calculation. Defaults to 'targetSpeed' if set otherwise 'speed'.
1.13.3 initialUnguidedSpeedHeight Sets vertical speed for projectiles with targetGround. Use gravity to make smooth arching projectiles
initialUnguidedSpeedX
initialUnguidedSpeedX
1.13.3 gravity: Controls the pull for projectiles that target ground. Use together with initialUnguidedSpeedHeight
1.14 turnSpeed float Limits the turn speed of a projectile, making them inaccurate even with directDamage
1.14 wobbleAmplitude float How wide the projectile will wobble
1.14 wobbleFrequency float How often the projectile will wobble
1.14 pushForce float Push (or pull with a negative value) the units that get hit. Divided by target mass
1.14 pushVelocity float Push (or pull with a negative value) the units that get hit. Ignores target mass
1.14 moveWithParent bool Move projectile as parent moves. Useful for beam effects that need to stick to source turret.
1.14 sweepOffset float Useful for beam effects.
1.14 sweepOffsetFromTargetRadius float Add to sweep offset by factor of target's radius. 0.4 would be 40% sweepOffsetFromTargetRadius: 0.4
1.14 sweepSpeed float Useful for beam effects.
1.14 retargetingInFlight bool Can retarget a new target mid-flight, perfect for flak-style weapons and projectiles that collide
1.14 retargetingInFlightSearchDelay float/time How long between searching for new targets. Default 5
1.14 retargetingInFlightSearchRange int Range which targets are reselected. Default 120
1.14 retargetingInFlightSearchLead float The lead of the projectile to try to hit the target. Default 15
1.14 retargetingInFlightSearchOnlyTags tag ref Only retarget units with these tags
1.13 Graphics and effects
color color Recolors this projectile using a hex value. color: #bebe50
1.13.3 invisible bool
image: file (image) Use custom image. Overrides drawType and frame
drawType int Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png drawType:1
drawSize: float Scale image. Defaults to 1
frame int Built-in image frame to use, starts at zero.
hitSound: bool Default true
1.13 explodeEffect effect ref list explodeEffect: smallExplosion, CUSTOM:myExplodeEffect
1.13 explodeEffectOnShield effect ref list Use this effect if shield is active on target
1.13 teamColorRatio float Mix 0-1 of team colour into color field
1.14 teamColorRatio_sourceRatio float default is (1-teamColorRatio). Keep more of color when mixing. Note this might saturate colors.
1.13 drawUnderUnits bool
1.13 effectOnCreate effect ref list
1.13 shouldRevealFog bool Reveal fog to player on explode
1.13 alwaysVisibleInFog bool
1.13 nukeWeapon bool Shows on mini-map when fired. Some other side effects as well.
trailEffect bool/effect true for built-in defaults, but can also point to any custom effects
1.13 trailEffectRate float Defaults to 3
lightCastOnGround bool
lightSize: float
lightColor color lightColor: #ffe92b
largeHitEffect: bool Creates a large explosion and accompanying sound on hit (only cosmetic)
lightingEffect: bool Draw as lighting works best with instant:true
laserEffect: bool Draw as laser works best with instant:true
1.14 beamImage file (image) Image to use for laserEffect
1.14 beamImageOffsetRate float
1.14 beamImageStart int Frame start of beam animationeffect
1.14 beamImageStartRotated bool Defaults false. True to rotate with turret angle
1.14 beamImageEnd int Frame end of beam animation effect
1.14 beamImageEndRotated bool Defaults false

Section [movement] These are traits the unit has as far as movement goes, such as rotation and acceleration speed
Code Value Type Description Example
movementType: string Defines what kind of terrain the unit will be able to move, along with other properties of unit types. movementType: LAND
slowDeathFall: bool Used with large aircraft. Makes the unit fall slowly while maintaining its speed at the time of death. slowDeathFall: true
moveSpeed: float Maximum movement speed of the unit. moveSpeed: 1.2
moveAccelerationSpeed: float Defines how fast units accelerate to max speed. moveAccelerationSpeed: 0.07
moveDecelerationSpeed: float Don't make this too low or units will have trouble stopping at waypoints moveDecelerationSpeed: 0.17
reverseSpeedPercentage: float 0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1 will drive in reverse same as forwards.
reverseSpeedPercentage:
Useful if slow turning
0
landOnGround: bool Should flying unit land when idle. landOnGround: false
targetHeight: float Defaults to 0 but if AIR movementType default is 35 targetHeight: 25
targetHeightDrift: float Smooth animated height change. Defaults to 0 but if AIR movementType default is 1.5 targetHeightDrift: 1
startingHeightOffset: float
1.14 heightChangeRate: float Rate at which the unit changes height, either from converting or drifting heightChangeRate: 3
1.14 fallingAcceleration: float The acceleration in which a unit drops
1.14 fallingAccelerationDead: float fallingAcceleration but when destroyed
maxTurnSpeed: float
turnAcceleration: float
moveSlidingMode: bool Makes the unit slide when moveDecelerationSpeed is lower, making them drift and feel natural
moveIgnoringBody: bool Allows the unit to move without fully turning in the direction its moving, useful for ships and air units
moveSlidingDir: int
joinsGroupFormations: bool Defaults to true. Changing not recommended
ignoreMoveOrders bool Ignore and remove movement type waypoints. Always to true for buildings.

Section [ai] This determines what the AI will use the unit for, does not effect player
Code Value Type Description Example
useAsBuilder: bool Set to true if unit can build or repair buildings. Defaults to [core]isBuilder.
useAsTransport bool Defaults to true if unit can transport units
useAsHarvester bool Defaults to true if unit can reclaim resources
useAsAttacker bool Can AI use this unit for attacks. Defaults to true.
disableUse: bool Disallow AI building this unit or building
ai_upgradePriority float Defaults to 0.06. Set between 0-1, higher means AI is more likely to upgrade this unit before others
Buildings only
buildPriority: float 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret.
noneInBaseExtraPriority: float Adds to buildPriority, if this unit doesn't exist in the AIs base
noneGlobalExtraPriority: float Adds to buildPriority, if this unit doesn't exist in the any where on the map
recommendedInEachBaseNum float Defaults to 0
recommendedInEachBasePriorityIfUnmet float Defaults to 0.5. Overrides buildPriority
upgradedFrom: string Create link to another unit to preserve max counts for upgraded and non-upgraded types in same base.
maxGlobal: int
maxEachBase: int
1.4 notPassivelyTargetedByOtherUnits bool Useful for walls, etc
1.4 lowPriorityTargetForOtherUnits Useful for units that cannot attack back. Eg walls
1.13.3 whenUsingAsHarvester_recommendedInEachBase
1.13.3 whenUsingAsHarvester_recommendedGlobal
1.13.3 whenUsingAsHarvester_includeOtherHarvesterCounts
1.13.3 onlyUseAsHarvester_ifBaseHasUnitTagged

Section [leg_#] / [arm_#] Legs can move around when unit moves, Arms need an animation or convert
Code Value Type Description Example
x: float Sets position of the foot on the X axis.
y: float Sets position of the foot on the Y axis.
copyFrom: int Copy from another leg. Useful to only need to set leg values once copyFrom: 1
attach_x: float Sets the leg's attach point on the X axis.
attach_y: float Sets the leg's attach point on the Y axis.
rotateSpeed: float
endDirOffset Target foot/end rotation relative to body
lockMovement bool Lock to unit body. Useful if walking unit converted to a flying unit.
heightSpeed: float
moveSpeed
moveWarmUp
holdDisMin: float Defaults to 7. Reposition leg at this distance if neighbor legs are not already repositioning.
holdDisMax: float Defaults to 16. Force reposition of leg at this distance.
holdDisMin_maxMovingLegs
hold_moveOnlyIfFurthest
holdDisMin_checkNeighbours
hardLimit: float Defaults to 50. Force leg to never go this far. Better to not be reached.
estimatingPositionMultiplier float defaults to 1. Predicts were unit will be for leg placement based on unit speed.
Graphics and effects
hidden: logic boolean
1.13 image_end file (image)
1.13 image_end_shadow file (image)
1.13 image_end_teamColors
1.13 image_foot file (image) same as image_end
image_foot_shadow file (image)
1.13 image_middle file (image)
image_leg file (image) same as image_middle
1.13 draw_foot_on_top bool
drawOverBody bool Draw over body
drawUnderAllUnits bool Draw over all units
drawDirOffset float
dust_effect: bool Spawns dust particles on each step.
spinRate float Makes arm/leg spin, like idleSpin for turrets
favourOppositeSideNeighbours calculate neighbours with X 10 times closer than Y
drawLegWhenZoomedOut For performance, defaults changes based on unit size
drawFootWhenZoomedOut For performance, defaults changes based on unit size
resetAngle: float Unused

Section [attachment_NAME] Attachments are slots where other units can be positioned or carried
Code Value Type Description Example
1.13.3 x float
1.13.3 y float
1.13.3 height bool
1.13.3 idleDir int
1.14 idleDirReversing int
1.13.3 isVisible bool
1.13.3 onCreateSpawnUnitOf unit ref
1.13.3 isUnselectable bool Defaults to false
canAttack bool Defaults to true. Set to false to stop this attachment attacking.
1.13.3 canBeAttackedAndDamaged bool
1.13.3 deattachIfWantingToMove bool If the unit is ordered to move, it will detach. This includes waypoints from actions.
1.13.3 lockLegMovement bool
1.13.3 keepAliveWhenParentDies bool Defaults to false
1.13.3 setDrawLayerOnTop bool
1.13.3 setDrawLayerOnBottom bool
1.13.3 addTransportedUnits bool
1.13.3 lockRotation bool
1.13.3 rotateWithParent bool
1.13.3 resetRotationWhenNotAttacking bool Similar to shouldResetTurret:for turrets.
1.13.3 prioritizeParentsMainTarget bool It will priotize targeting the main target. Defaults to true.
1.13.3 alwaysAllowedToAttackParentsMainTarget bool Will always attack the parents main target.
onParentTeamChangeKeepCurrentTeam bool Defaults false. If true attached units are not converted when parent changes team. Eg from [projectile]convertHitToSourceTeam
onConvertKeepExistingUnitInSameSlot bool
unloadInCurrentPosition bool Defaults false. If true transported attached units are kept current attached location when unloading
keepWaypointsNeedingMovement bool Defaults false. If true attached units keep waypoints with movement even while they cannot move. Useful if they will be automatically deattached soon.
1.14 smoothlyBlendPositionWhenExistingUnitAdded bool
1.14 keepWaypointsNeedingMovement bool Defaults to false. When false any queued waypoints needing movement to complete get removed.
1.14 showAllActionsFrom LogicBoolean Show all actions of the units attached in the parent unit list when selected
1.14 createIncompleteIfParentIs: bool
1.14 redirectDamageToParent: bool Redirects damage done to this attachment to the parent instead of damaging itself directly
1.14 redirectDamageToParent_shieldOnly: bool

Section [effect_NAME] Effects are purely visual, but can be important for a mod
Code Value Type Description Example
1.13 life float Defaults 200. Time till effect is removed. Set low as possible to reduce effect overhead. life: 70
1.14 lifeRandom float Random offset life by +/- this value lifeRandom: 12
1.13 alsoEmitEffects effect ref Create more effects when created, useful for meta-effects. Note: other 'alsoEmitEffects' on created effects are ignored.
1.14 alsoEmitEffectsOnDeath effect ref Create these effects when life runs out.
ifSpawnFailsEmitEffects effect ref If 'spawnChance' for this effects fails then emit these effects instead
1.13 alsoPlaySound sound ref
1.13 createWhenOffscreen bool Defaults false.
1.13 createWhenZoomedOut bool Defaults true
1.13 createWhenOverLiquid bool Defaults true
1.13 createWhenOverLand bool Defaults true
1.13 spawnChance float Default 1. If less than 1 effect only has a random chance of being created
1.13 showInFog bool Default false
1.13 delayedStartTimer float Hide for x time before showing and updating effect.
1.13 liveAfterAttachedDies bool Defaults false when attachedToUnit is being used
1.13 priority string Defaults to high. verylow/low/high/veryhigh/critical. Takes effect when too many effects are being shown at once.
Movement
1.13 attachedToUnit bool Attach to unit or projectile that created this effect. Will move with this object.
1.13 alwayStartDirAtZero bool Ignore source/attached unit dir
1.13 atmospheric bool Apply drag to slow this effect down and add small wind effects
1.13 physics bool Fall to ground and bounces. Needs height to take effect.
1.13 physicsGravity float Defaults to 1. height speed acceleration when physics: true
1.13 xOffsetRelative float Offset starting effect position. Relative to direction of attached turret, projectile, unit
1.13 yOffsetRelative float Offset starting effect position. Relative to direction of attached turret, projectile, unit
1.13 xOffsetRelativeRandom float Random offset by +/- this value
1.13 yOffsetRelativeRandom float Random offset by +/- this value
1.13 xOffsetAbsolute float Offset starting effect by position ignoring direction of attached turret, projectile, unit
1.13 yOffsetAbsolute float Offset starting effect by position ignoring direction of attached turret, projectile, unit
1.13 xOffsetAbsoluteRandom float Random offset by +/- this value
1.13 yOffsetAbsoluteRandom float Random offset by +/- this value
1.13 xSpeedRelative float
1.13 ySpeedRelative float
1.13 xSpeedRelativeRandom float Randomly change by -value to value
1.13 ySpeedRelativeRandom float Randomly change by -value to value
1.13 xSpeedAbsolute float
1.13 ySpeedAbsolute float
1.13 xSpeedAbsoluteRandom float Randomly change by -value to value
1.13 ySpeedAbsoluteRandom float Randomly change by -value to value
1.13 hOffset float height offset from source
1.13 hOffsetRandom float Randomly change by -value to value
1.13 hSpeed float height speed
1.13 hSpeedRandom float Randomly change by -value to value
1.13 dirOffset float rotation
1.13 dirOffsetRandom float Randomly change by -value to value
1.13 dirSpeed float rotation speed
1.13 dirSpeedRandom float Randomly change by -value to value
Graphics
1.13 frameIndex int frame of to use
frameIndexRandom
1.13 stripIndex int/string A built-in image set to use. Cannot be used with custom image effects/explode_big/light_50/flame/effects/effects2/projectiles/projectiles2/explode_bits
1.13 Image image Custom image file to use. Cannot be used with stripIndex.
imageShadow image Custom image file to use for shadows
1.13 scaleTo float Defaults to 1
1.13 scaleFrom float Defaults to 1
1.13 color color Defaults #FFFFFFFF
teamColorRatio 0-1
1.13 drawUnderUnits bool
1.13 fadeInTime float Fade alpha from 0% to 100% for this time at start
1.13 fadeOut bool Fade alpha from 100% to 0% based on life. Set alpha is higher than 1 to delay fade
alpha Capped between 0-1. Can be set higher than 1 to delay fadeOut effects
shadow True to draw a shadow. Forced true if imageShadow is used
Animation
1.13 total_frames int Total frames of 'image', used with animation or frameIndex. Only needed with custom images
1.13 animateFrameStart int
1.13 animateFrameEnd int
1.13 animateFramePingPong int
1.13 animateFrameSpeed time
1.13 animateFrameSpeedRandom time
1.14 animateFrameLooping bool Defaults false. When false effect is removed when animation ends

Section [animation_NAME] Use this to make intricate animations based on different circumstances
Code Value Type Description Example
1.13 onActions : Unknown move, attack, idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits
1.13 onActionsQueuedUnitPlayAt : float For onAction: queuedUnits. Amount queue needs to reach before starting, set between 0-1
1.13 blendIn : time Blend with last animation for this time
1.13 blendOut : time Blend with next animation for this time
1.13 pingPong bool Play animation in reverse after it ends
1.13 KeyframeTimeScale : float float Scales all keyframe times, useful to make an animation faster/slower without changing everything
Keyframes - create as many as needed
1.13 arm#_[time] Adds a keyframe at time. Use multiple times to create animation. eg: arm1_5s: {x: 5, dir: 90 }
leg#_[time] Adds a keyframe at time. Use multiple times to create animation.
body_[time] Adds a keyframe at time for body. Only frame and scale allowed on body eg: body_4s: {frame: 4, scale: 0.5}
1.14 effect_[time] Spawn effects while playing an animation eg: effect_2s: {name:CUSTOM|myExplode, x: 0,y: 5}

direction_units float Overrides [graphics]animation_direction_units while this animation is playing


direction_strideX: int Overrides [graphics]animation_direction_strideX
direction_strideY: int Overrides [graphics]animation_direction_strideY
direction_starting: float Overrides [graphics]animation_direction_starting
Deprecated Keys (can be used but there are better ways)
1.13 start : int Start image frame. deprecated
1.13 end : int End image frame. deprecated
1.13 scale_start : float Start scale. Deprecated, use body keyframes instead.
1.13 scale_end : float End scale. Deprecated, use body keyframes instead.
1.13 speed : float Speed, smaller is faster. Only effects start, end, scale_start, scale_end

Section [action_NAME] / [hiddenAction_NAME] Actions that can dynamically cause changes to units and resources
[hiddenAction_NAME] is basically an action with isVisible: false by default
Code Value Type Description Example
text string Text shown in UI
textPostFix: string Text shown as suffix, useful with textAddUnitName to create text UI text: [ textPostFix: ] textAddUnitName: unitRef self.attachment(slot="${slotId}")
text_{LANG} string
description string A display text when you select your unit's action, used to explain it's purpose.
description_{LANG} string
displayType list none, rally, upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox
displayRemainingStockpile bool Queue is shown as number of times action can be triggered based on price
pos float Order action appears in UI
iconImage file (image) Adds an icon for the action.
1.14 iconExtraImage file (image) Drawn over top of icon image. Useful for upgrade icons, etc
1.14 iconExtraColor colour Defaults to #64FFFFFF
1.14 iconExtraIsVisible LogicBoolean
1.13.3 unitShownInUI unitRef/unitType Display this unit. (as if this action built this unit) eg: unitShownInUI: unitRef self.transporting(slot=0) or unitShownInUI: heavyTank
1.14 setBuilt float Designates how built the unit is from a percentage of 0-100% with a number between 0 and 1.
guiBuildUnit unitRef/unitType UNFINISHED KEY??? Simulates the UI when building units/buildings through nano
Unit Reference - Dynamically parts from already existing units, useful w/ isAlsoViewableByEnemies self, self.parent(), self.transporting(slot=x), self.attachment(slot=X)
1.14 textAddUnitName unitRef/unitType Add this unit's name to this action's text eg: textAddUnitName: unitRef self.attachment(slot="1")
1.14 descriptionAddFromUnit unitRef/unitType Add this unit's description to this action's description
1.14 descriptionAddUnitStats: unitRef/unitType Add this unit's stats (eg HP, energy, resources) to this action's description descriptionAddUnitStats: unitRef self.parent()
1.14 unitShownInUIWithHpBar bool default true, Only used when unitShownInUI is a unitRef
1.14 unitShownInUIWithProgressBar bool default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if active
Requirements for player/AI to use in UI
1.14 alwaysSinglePress bool Defaults false. When true no confirmation needed on mobile, when used with canPlayerCancel:false and allowMultipleInQueue:false will also hide the queue interface.
price resources The price of your action for the unit. Disables action if not available. Defaults to credits if unlabelled price: credits=5, energy=5, hp=100, shield=5, ammo=1
isActive LogicBoolean Defaults true. If false then action is disabled and shown in red in UI.
isVisible LogicBoolean Defaults true. If false action is hidden from UI and disabled.
isLocked LogicBoolean Defaults false. If true action is disabled, and a lock icon is shown. Mostly used for no nuke game modes
isLockedMessage LocaleString
1.13.3 isLockedAlt LogicBoolean Another reason for this to be locked. Can just use OR on isLocked, but this allows a different message to be shown
1.13.3 isLockedAltMessage LocaleString
1.13.3 isLockedAlt2 LogicBoolean
1.13.3 isLockedAlt2Message LocaleString
allowMultipleInQueue
onlyOneUnitAtATime bool When action is picked in UI, only one unit selected with get this action. Defaults to false.
1.13.3 isGuiBlinking LogicBoolean Flashes in UI to draw attention to it. Might be annoying if used often, recommended only for temporarily states/messages
1.14 isAlsoViewableByAllies bool Allows ally players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
1.14 isAlsoViewableByEnemies bool Allows enemy players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
AI - How the AI uses this action

1.13.3 ai_isHighPriority LogicBoolean Use this for faction selection actions or other high priority actions such as building high priority units
ai_isDisabled LogicBoolean Defaults false. Stop AI using this action.
1.13.3 ai_considerSameAsBuilding Be careful with

Triggers - These skip the queue and do not use price, ignores isLocked, buildTime, etc (Use 2 actions and alsoQueueAction to automatically add an action to the queue)
Parameters: created, completeAndActive, destroyed, killedAnyUnit, queuedUnitFinished, queueItemAdded,
autoTriggerOnEvent queueItemCancelled, teleported, touchTargetSuccess, newWaypointGivenByPlayer, teamChanged,
1.13.3 transportingNewUnit, transportUnloadedOrRemovedUnit, tookDamage
autoTrigger LogicBoolean When true triggers the effects of this action instantly (ignoring price, isActive, isVisible, buildSpeed, etc) autoTrigger: if self.overWater(), autoTrigger: if self.customTimer(laterThanSeconds=5)
While action is queued
buildSpeed time buildSpeed: 5s
buildSpeed_ignoreFactorySpeedModifiers bool?
highPriorityQueue bool Defaults to false. If true this action skips all other low priority actions in queue. Useful for fireTurret actions.
canPlayerCancel bool When false, it prevents the player to cancel the action
whenBuilding_cannotMove bool Stops unit moving while action is being applied. Useful for deploy like actions.
whenBuilding_playAnimation animation ref Plays animation when the action is queued
whenBuilding_rotateTo float Rotate unit body to this direction when action is in active queue
whenBuilding_rotateTo_orBackwards bool If true allow rotation in 180 degrees from whenBuilding_rotateTo when this is a smaller angle
whenBuilding_rotateTo_waitTillRotated bool Pause action queue till rotation is finished
whenBuilding_temporarilyConvertTo unit ref Convert to another unit while action is in active queue. Note: actions from the original unit will be kept
whenBuilding_triggerAction action ref Triggers a specified action while the action is queued
1.14 whenBuilding_rotateTo_aimAtActionTarget bool Rotates the unit on the direction where the target is placed (especially when using fireTurretXAtGround)
1.14 whenBuilding_rotateTo_rotateTurretX turret ref Rotates the specifed turret on the direction where the target is placed
spawnEffectsOnQueue effect ref Effects to spawn at unit when action is first added to queue
playSoundToPlayerOnQueue sound ref Global sound to play to unit's player only when action is first added to queue
Misc outcomes / Results (What happens) (Note: Must be at least one outcome for an action to show)
requireConditional Skip all effects of this action if this evaluates to false
1.13.3 convertTo unit ref Convert your unit into another unit. properties are preserved.
1.14 convertTo_keepCurrentTags Keep current and temporarily tags and ignores default tags on convertTo target.
addEnergy float Adds energy to unit. Has no effect unless energyMax is set. (Same as addResources: energy=X)
addResources resources Add these resources when action finishes. addResources: credits=5, energy=-5, hp=-100, shield=5, ammo=1
addResourcesScaledByAIHandicaps Same as addResources, but increased or decreased depending on AI difficulty level
deleteSelf Remove self with no explosions or sounds
resetCustomTimer LogicBoolean Reset timer used with self.customTimer()
1.13.3 setBodyRotation
Outcome - Chaining Actions
alsoTriggerAction action refs Trigger to results of another action as well. Ignores action's requirements. alsoTriggerAction: addCredits, playSound
alsoQueueAction action refs Adds another action into the normal unit's queue. Ignores action's requirements
alsoTriggerOrQueueActionConditional LogicBoolean Defaults true. alsoTriggerAction and alsoQueueAction are ignored if this works out to be false.
Outcome - Sounds
playSoundAtUnit sound ref Local sound to play when action finishes
playSoundGlobally sound ref Global sound to play to all players in game
playSoundToPlayer sound ref Global sound to play to unit's player only
Outcome - Fire projectile from turret
fireTurretXAtGround turret ref When action finishes fire target turret at point on ground, bypasses canShoot rules in turret. fireTurretXAtGround: nukeSilo
fireTurretXAtGround_withOffset point If not set player targets the ground with GUI, if a point is set this step is skipped fireTurretXAtGround_withOffset: 0,0
fireTurretXAtGround_withProjectile projectile ref Used with fireTurretXAtGround. Defaults to target turret's normal projectile.
1.13.3 fireTurretXAtGround_count Number of projectiles to fire. Defaults to 1
1.13.3 fireTurretXAtGround_onlyOverPassableTileOf Only allow tiles crossable by this movement type to be selected LAND,BUILDING,WATER,HOVER, etc
Outcome - Spawning
1.13.3 spawnUnits Spawns specified units eg: spawnUnits: heavyTank, tank*5, hoverTank(offsetX=10)
spawnEffects effect ref Effects to spawn at unit
1.13.3 produceUnits Like spawnUnits but unit exits as if it was produced normally, and gets a move away waypoint
Outcome - Position
1.14 offsetSelfAbsolute: point3d Changes unit position absolutely to its current position offsetSelfAbsolute: 0, 0, 40 [x,y,height]
Outcome - Transport Changes
addUnitsIntoTransport unitTypes Add units into transport, use self.transportingCount() to check for space before adding addUnitsIntoTransport: tank*3, heavyTank(neutralTeam=true)
deleteNumUnitsFromTransport int Removes specified number of units on transport
1.13.3 deleteNumUnitsFromTransport_onlyWithTags string(s) Same with deleteNumUnitsFromTransport, but more narrowed
1.13.3 startUnloadingTransport bool Unloads unit from transport normally
1.13.3 forceUnloadTransportNow bool For unload all units, or slot targeted by forceUnloadTransportNow_onlyOnSlot. Unloads even if no space or overwater, etc
1.14 forceUnloadTransportNow_onlyOnSlot int
Outcome - Waypoint Changes
1.13.3 clearAllWaypoints bool Clears all waypoints, be careful not to annoy players by removing their orders, prepending waypoints is often better
1.13.3 clearActiveWaypoint bool
addWaypoint_type move, attackMove, guard, loadInto, loadUp, attack, reclaim, repair, touchTarget, build, follow, setPassiveTarget
1.13.3 addWaypoint_unitType Only for use with addWaypoint_type:build
1.13.3 addWaypoint_prepend bool Add to the start of the waypoint queue or the end
1.13.3 addWaypoint_triggerActionIfFailed actions If target_nearestUnit fails to find a match so waypoint cannot be added then trigger this action
1.14 addWaypoint_triggerActionIfMatched actions
1.13.3 addWaypoint_maxTime time Automatically remove this waypoint if it has been active for longer than this time.
1.13.3 addWaypoint_target_nearestUnit_tagged tags
1.13.3 addWaypoint_target_nearestUnit_team relation own|neutral|allyNotOwn|ally|enemy|any
1.13.3 addWaypoint_target_nearestUnit_maxRange float
1.13.3 addWaypoint_target_mapMustBeReachable bool
1.13.3 addWaypoint_position_offsetFromSelf point
1.13.3 addWaypoint_position_fromAction bool
1.13.3 addWaypoint_position_randomOffsetFromSelf Same as above, but random.
1.14 addWaypoint_position_relativeOffsetFromSelf point
1.14p6 addWaypoint_target_randomUnit_tagged
1.14p6 addWaypoint_target_randomUnit_team
1.14p6 addWaypoint_target_randomUnit_maxRange
Outcome - Cooldown
1.14 addActionCooldownTime time Player cannot use action again for this amount of time
1.14 addAllActionCooldownsTime time Same as addActionCooldownTime, but affects all actions and build menu
1.14 addActionCooldownApplyToActions action ids Sets addActionCooldownTime's target. Defaults to this action.
1.14 clearAllActionCooldowns Removes all cooldown
Outcome - Animation
1.13.3 playAnimation animation id
1.13.3 playAnimationIfNotPlaying bool Don't restart animation if this animation is already playing
1.13.3 finishPlayingLastAnimation bool Finish last animation, including blend out
1.13.3 stopLastAnimation bool Stop last animation, skipping blend out

1.13.3 switchToNeutralTeam boolean Change team to neutral. This team is allied to all other teams. Will be captured by nearby units unless [core]stayNeutral:true is used
1.13.3 switchToAggressiveTeam boolean Change to a built-in team that is aggressive to all other teams. Does not get captured.
Outcome - Take Resources from other units
1.13.3 takeResources customPrice Resources to take (required to use take resources). And at-least 1 include key is needed. takeResources: hp=5, gold=10
1.13.3 takeResources_includeUnitsInTransport bool
1.13.3 takeResources_includeParent bool Include attachment parent or transport parent
1.13.3 takeResources_includeUnitsWithinRange float
1.13.3 takeResources_includeUnitsWithinRange_team TeamRelation Used with includeUnitsWithinRange, defaults to own. Can be: own|ally|allyNotOwn|enemy|neutral|any
1.13.3 takeResources_excludeUnitsWithoutTags tags
1.13.3 takeResources_excludeUnitsWithTheseResources customPrice
1.13.3 takeResources_excludeUnitsWithoutAllResources bool Defaults to true.
1.13.3 takeResources_triggerActionIfAnyCollected action refs
1.13.3 takeResources_triggerActionIfNoneCollected action refs
1.13.3 takeResources_discardCollected bool Just take resources from targets, don't add(or remove) to self
1.13.3 takeResources_keepResourcesOnTarget bool Don't add/remove resource from target. This clones resources. Use with takeResources_discardCollected and takeResources_triggerActionIfAnyCollected to make a resource detector.
takeResources_maxUnits int Defaults to 1.
1.14 takeResources_directTransferStoppingAtZero bool If less resources on target than transfer amount, only remaining resources will be transfered. Doesn't support use with some other takeResources_* keys
Outcome - Convert Resources
1.13.3 convertResource_from customResource Name of custom resource to take from
1.13.3 convertResource_to customResource Name of custom resource to give to
1.13.3 convertResource_minAmount float Skip if less than this amount in 'from'. Defaults to 0. Likely not needed for most use cases
1.13.3 convertResource_maxAmount float Max amount to transfer between 'from' and 'to'
1.13.3 convertResource_multiplyAmountBy float Defaults to 1. Amount to multiply when adding on 'to' (does not effect amount taken on 'from')
Outcome - Set Resources
1.13.3 resourceAmount customResource Name of custom resource to set with the below 3 keys. All keys are optional, and can be used together. resourceAmount: oil
1.13.3 resourceAmount_setValue float Absolute value to set this resource to, ignores current value of resource. Skipped by default resourceAmount_setValue: 20
1.13.3 resourceAmount_addOtherResource customResource Name of another custom resource to add to this on. Can be used without resourceAmount_setValue, to just add resources. Or with resourceAmount_setValue:0 to copy a resource value.
1.13.3 resourceAmount_multiplyBy float Defaults to 1. Multiple the current or new value by
Outcome - Attachment changes
1.13.3 attachments_addNewUnits unit types
1.13.3 attachments_deleteNumUnits int
1.13.3 attachments_onlyOnSlots attachment ids Restrict attachments_* actions to these attachments
1.13.3 disconnectFromParent bool
1.14 attachments_unload bool Unload all attachments. Can be used with attachments_onlyOnSlots. Same as unloading transported units
1.14 attachments_disconnect bool Disconnect all attachments in the place they are right now. Can be used with attachments_onlyOnSlots.
Outcome - Tag changes
1.13.3 temporarilyAddTags tags Add tag to this unit until it is converted or reset (unless convertTo_keepCurrentTags is used)
1.13.3 temporarilyRemoveTags tags Remove tag from this unit until it is converted or reset (unless convertTo_keepCurrentTags is used)
1.13.3 resetToDefaultTags bool Reset to standard tags
1.13.3 addGlobalTeamTags tags Add a tag to player's team. Use with self.globalTeamTags() to create unlocks and upgrades. Unique tags are best to not conflict with other mods.
1.13.3 removeGlobalTeamTags tags Remove a tag from player's team.

Outcome - Show Message


1.13.3 showMessageToPlayer string Sends a message to the player controlling the unit
1.13.3 showMessageToPlayer_{LANG} string Note: This format is support on nearly all strings that show to player even when reference doesn't show it
1.13.3 showMessageToAllPlayers string Sends a message to all players Eg: showMessageToAllPlayers: %{self.playerName} has captured a point
1.14 showMessageToAllEnemyPlayers string showMessageToAllEnemyPlayers: Team %{self.playerName} has %{self.resource.gold}
1.13.3 showQuickWarLogToPlayer string Sends a Quick War Log message to the player controlling the unit (in the lower lef)
1.13.3 showQuickWarLogToAllPlayers Sends a Quick War Log message to all players (in the lower lef)
1.13.3 debugMessage Only shows in Sandbox with Debug mode on.

Type Spawn units line Spawn lines specifically for units, used with "unit ref" value types
Code Description Example
Most units spawning keys support multiple units with parameters spawnUnits: crates*10(neutralTeam=true), tank(spawnChance=0.5)
1.13.3 neutralTeam bool Spawn the unit on the neutral team instead of the same team as source
1.13.3 setToTeamOfLastAttacker bool Spawn the unit on the last attacker of source (useful on [core]unitsSpawnedOnDeath)
1.13.3 spawnChance float Chance this unit will spawn. Defaults to 1.
1.13.3 maxSpawnLimit int Useful with spawnChance, max number of units to spawn in total spawnUnits: treeA(spawnChance=0.5, maxSpawnLimit=1), treeB(maxSpawnLimit=1)
1.13.3 gridAlign bool Align spawn location to grid, useful for buildings
1.13.3 skipIfOverlapping bool Don't spawn this unit if spawn in an invalid location. Eg on units or over water when LAND based
1.13.3 offsetX float
1.13.3 offsetY float
1.13.3 offsetRandomX float
techLevel int Sets unit techLevel, very useful in mods that use the damagingBorder and zone marker (found in BR servers)
offsetRandomY float
offsetRandomDir float
1.13.3 offsetHeight float
1.13.3 offsetDir float
1.13.3 addResources resource ref Give spawn unit those resources, can be used to set flags that trigger actions spawnUnits: crates(addResource=gold:30|stone:10, spawnChance=0.5)
1.14 transportedUnitsToTransfer int Puts the designated amount of transported units into the transport of the spawned unit. spawnUnits: transporter(transportedUnitsToTransfer=5)
1.14 alwayStartDirAtZero bool

Type Spawn Projectiles line Spawn lines specifically for projectiles, used with "proj ref" value types
Code Description Example
1.14 Most projectile spawning keys used for projectile ref spawnProjectilesOnEndOfLife: secondary*3(spawnChance=0.5)
1.14 spawnChance float Chance this projectile will spawn. Defaults to 1. spawnChance: 0.5
1.14 maxSpawnLimit int Maximum amount to spawn
1.14 recursionLimit int Prevents loops, useful with spawning itself so it doesn't infinitely spawn, good for chain exploding recursionLimit: 5 (Recommended no more than 4 if spawning more than 3 projectiles)
1.14 offsetX float
1.14 offsetY float
1.14 xOffsetRelative float Similar to offsetX, but the offset is relative to the position of the projectile
1.14 yOffsetRelative float Similar to xOffsetRelative, but for Y axis
1.14 offsetRandomX float Random value to offset in the X axis only
1.14 offsetRandomY float Random value to offset in the Y axis only
1.14 offsetRandomXY float The offset in both directions to randomly spawn, makes truly random spawning within an area
1.14 offsetHeight float
1.14 offsetDir degrees
1.14 offsetRandomDir degrees

Type LogicBoolean Advanced code to create conditionals and triggers


Code Description Example
true
false
if Start all logic booleans with if, unless just using true/false
and if self.isInWater() and self.energy(greaterThan=1)
or if (self.energy(greaterThan=1) or self.ammo(greaterThan=1)) and self.isFlying()
not if not self.isOverLiquid()
Unit location and movement
self.isUnderwater()
self.isAtGroundHeight()
self.isFlying()
self.isMoving()
self.isAtTopSpeed()
self.isInWater() Touching water
self.isOverwater() Touching or over a water tile
self.isOverLiquid()
self.isOverClift()
self.isOverPassableTile() (parameters: type)
self.isOverOpenLand() shortcut for self.isOverPassableTile(type='LAND')
Unit stats
1.13.3 self.hasResources() Can check multiple resources (all price parameters)
self.resource() Checks a single resource (parameters: type, greaterThan, lessThan)
1.14? self.isResourceLargerThan Compare two resource between each other, note multiplyTargetBy doesn't make any changes. (parameters: source=x, compareTarget=x, byMoreThan=x, multiplyTargetBy=x)
self.hp() (parameters: greaterThan, lessThan, empty, full)
self.height() (parameters: greaterThan, lessThan, empty, full)
self.ammo() (parameters: greaterThan, lessThan, empty, full)
self.isAmmoEmpty() shortcut for self.ammo(empty=true)
self.ammoIncludingQueued() Also includes ammo from actions still in queue (parameters: greaterThan, lessThan, empty, full) if self.ammoIncludingQueued(lessThan=12)
self.energy() (parameters: greaterThan, lessThan, empty, full)
self.energyIncludingQueued() Also includes energy from actions still in queue (parameters: greaterThan, lessThan, empty, full)
self.isEnergyFull() shortcut for self.energy(full=true)
self.isEnergyEmpty() shortcut for self.energy(empty=true)
self.shield() (parameters: greaterThan, lessThan, empty, full)
self.kills() (parameters: greaterThan, lessThan)
1.13.3 self.queueSize()
Misc
self.hasFlag() Boolean flag saved into units for mods to use. (parameters: id=0-31) Use addResources in action change this value
self.tags() (parameters: includes)
1.13.3 self.globalTeamTags() (parameters: includes)
self.transportingCount() (parameters: greaterThan, lessThan, empty)
self.numberOfAttachedUnits() (withTag, greaterThan, lessThan)
self.isAttacking()
self.hasActiveWaypoint() self.hasActiveWaypoint(type='attack')
(parameter: type=x [x can be the following: move, attackMove, guard, loadInto, loadUp, attack, reclaim, repair, touchTarget, build, follow, setPassiveTarget])
self.transportingUnitWithTags() (parameters: includes) self.transportingUnitWithTags(includes='human')
self.hasParent() For both attachments and transports (parameters: [withTag=x] )
self.hasTakenDamage() (parameters: withinSeconds=X, laterThanSeconds=X) self.hasTakenDamage(withinSeconds=1)
self.timeAlive() (parameters: withinSeconds=X, laterThanSeconds=X)
self.lastConverted() (parameters: withinSeconds=X, laterThanSeconds=X)
self.customTimer() (parameters: withinSeconds=X, laterThanSeconds=X)
self.isOnNeutralTeam()
1.13.3 self.isControlledByAI()
1.13.3 self.hasUnitInTeam() (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for numberOfUnitsInTeam
1.13.3 self.noUnitInTeam() (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for numberOfUnitsInTeam
numberOfUnitsInTeam() (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) numberOfUnitsInTeam(withTag='techUnlockBuilding', greaterThan=0)
numberOfUnitsInNeutralTeam() (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue)
1.13.3 numberOfUnitsInEnemyTeam() (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue)
1.14 numberOfUnitsInAggressiveTeam() The special 'aggressive to all' team (this is not the same as numberOfUnitsInEnemyTeam) (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue)
1.14 self.numberOfUnitsInAllyNotOwnTeam() (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue)
game.nukesEnabled()

1.14 Type [placementRule_NAME] Allows creation of rules for requiring buildings


1.14 Code Value Type Description Example
1.14 anyRuleInGroup: string (Only require 1 of the rules in this group pass, instead of all. Use the same group name on other placement rules to create a group.)
1.14 searchTags: tag list Search for any unit with at least one of these tags
1.14 searchTeam: relation Teams to include in search, can be: own|neutral|allyNotOwn|ally|enemy|any
1.14 searchOffsetX: float defaults to 0
1.14 searchOffsetY: float defaults to 0
1.14 searchDistance: float Required
1.14 excludeIncompleteBuildings: bool defaults to false. Might want to set to true depending on the requirement reason
1.14 excludeNonBuildings: bool defaults to false
1.14 minCount: int Set min amount of units that need to be found in search. (eg needs to be near something). Defaults to 0
1.14 maxCount: int Set max amount of units before match fails (eg cannot be close to something). Defaults to unlimited
1.14 blocksPlacement: bool Defaults to true.
1.14 cannotPlaceMessage: LocaleString Highly Recommended. Message shown to player if this rule fails (will be first failing rule if using anyRuleInGroup).
1.14 checkEachTile: bool defaults to true (set to false to only test unit center, true checks each tile under the unit which shows up on the placement grid. Can be easier to see requirements with true)
aiSuggestionOnly bool? allegedly only AI is affected

Section Prices/Resources lines - used by addResources, price, etc


Code Value Type Description Example
credits Global resource
energy
hp
shield price: hp=-100, shield=100
ammo Hidden value on each unit for use by mods
setFlag use with addResources, resourceUsage or price. 0-31. Flags are stored in each unit setFlag=1, setFlag=0-10 (will set the flags from 0 to 10)
unsetFlag use with addResources, resourceUsage or price. 0-31
hasFlag use with price or resourceUsage
hasMissingFlag use with price or resourceUsage
1.13.3 [resource] resource ref Any resource defined in [global_resource_x] or [resource_x] sections gold=5, stone=20

Section [global_resource_NAME]
Code Value Type Description Example
Define a new resource shared with all units in a team, works just like the built-in credits resource. Add to 'all-units.template' (at mod root) for easy use in all of your mods
1.13.3 displayName Name of this resource in UI
1.13.3 displayNameShort Resource name on smaller UI elements like action hovertext (Defaults to displayName)
1.13.3 hidden bool Hide this resource from the player
1.13.3 priority If 2 or mods/units define a resource with the same NAME, the displayName/displayColor with the highest priority is used
1.13.3 displayColor color Color, can be hex with optional alpha #FF0000
1.14 displayRoundedDown bool Don't show decimal places to the player
displayWhenZero bool Default false

Section [resource_NAME]
Code Value Type Description Example
Define a new resource local to unit. Works like build-in ammo resource
1.13.3 displayName Name of this resource in UI (eg hovering over unit info)
1.13.3 displayNameShort
1.13.3 hidden Hide this resource from the player
equivalentGlobalResourceForAI Used to hint to the AI that a resource node with a local resources could be used to get a different global resource. Eg when a harvester unloads the resource

1.14 displayRoundedDown

Section [template_NAME]
Code Value Type Description Example
1.13.3 Template sections can have any keys and have no effect by themselves.
Template can get included from other files with [core]copyFrom. Eg: [core]copyFrom: ROOT:effects/explodeEffects.template (Note that copyFrom can include multiple files. )
--All these below features can be used with any section not just templates--
1.13.3 @copyFromSection Use in any section to include keys from a section or template. (Comma separated for multiple) @copyFromSection: template_name/action_name/projectile_name
@copyFrom_skipThisSection Use in any section to make [core]copyFrom not copy into it. Eg not copy an action when overriding @copyFrom_skipThisSection
@define X Define a local variable within a section (best outside of template) @define targetEffect: boom
@global X Define a global variable used in all sections. Local variables have a higher priority @global targetEffect: pop
1.13.3 ${X} can be used to reference variables (can also be done outside of a template) spawnEffects: effect_${targetEffect}
1.13.3 ${section.key} can be used to reference another key (can also be done outside of a template) addResources: credits=${ core.price * 2 + 10 }

Section [comment_NAME]
Code Value Type Description Example
1.13.3 Comment sections can have any keys and have no effect.

bug_attack, bug_die, building_explode, cannon_firing, click, click_add, click_remove, firing3, firing4,


List of default game noises (for turret fire sound or other gun_fire, interface_error, large_gun_fire1, large_gun_fire2, laser_deflect, laser_deflect2, lighting_burst,
sound references): message, missile_fire, missile_hit, move, nuke_explode, nuke_launch, plasma_fire, plasma_fire2,
tank_firing, unit_explode, unit_explode_old, warning
This sheet is for an old version, see sheet tabs below.

Might be missing updates try stable version: https://docs.google.com/spreadsheets/d/1vEku_j8QwgsTzB5oMS_IDUiHfhzZVESeSrkyrS4tndk/edit#gid=412721476


Section [core] The basic section, contains important information for the unit
Code Description Example Value Type Version Added
#==== Common Keys #====
name: Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game) name: customTank1 String
altNames: Comma separated list of names. Like name but lower priority, useful for multiple optional mods. altNames: custTank1, customTank1, cTank1 String(s)
class: Reserved for future use, must be CustomUnitMetadata by default. class: CustomUnitMetadata String
strictLevel: Defaults to 0.1 = Error if keys are duplicated. Add to "all-units.template" in root to apply to all units. strictLevel: 1 Float 1.13.3
price: The unit cost from builders/buildings (Values: credits, custom resources). price: credits=500, gold=10 Int / Price(s)
mass: The 'weight' of the unit, defines how it collides with others, a greater value means it's tougher to push. mass: 3000 Int
techLevel: Defines the Tech Level of the unit, there're 3 levels and each will appear in a different color in the GUI. techLevel: 1 Int
buildSpeed: Time the unit takes to be built. (may multiply with builder speed) buildSpeed: 3s Float / Seconds
radius: Circular area around the unit that makes it selectable. (mouse click/screen touch) radius: 20 Int
isBio: Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true) isBio: true Boolean
isBug: Changes some death defaults, and sort order in Sandbox. isBug: false Boolean
isBuilder: Normally required if this unit places buildings. Defaults to [ai]useAsBuilder. isBuilder: true Boolean 1.13
#==== Unit Stats Keys #====
maxHp: The max health for the unit. (will spawn with this value) maxHp: 200 Int
selfRegenRate: Passive self repair rate. selfRegenRate: 0.01 Float
maxShield: The max shield hitpoints of the unit. Can spawn with 0 hitpoints if startShieldAtZero:true. maxShield: 500 Int
startShieldAtZero: Unit starts with a 0 hitpoints shield when created if true. startShieldAtZero: true Boolean
shieldRegen: Passive shield regen rate. shieldRegen: 0.15 Float
energyMax: Defaults to 0. Local resource, energy that can be used as ammo for turrets, laser defense, actions. energyMax: 1 Float
energyRegen: Passive energy regen rate. energyRegen: 0.001 Float
energyStartingPercentage: Sets the percentage of charged energy when the unit is first built. Must be between 0 and 1. energyStartingPercentage: 0.5 Float
energyNeedsToRechargeToFull: Disables weapons using energy after reaching zero till fully recharged if true. energyNeedsToRechargeToFull: true Float
armour: Damage taken away from each hit received. (not currently used in any vanilla units) armour: 6 Int 1.13
armourMinDamageToKeep: Min damage to keep from received damage when armour is too high. Defaults to 1. armourMinDamageToKeep: 2 Int 1.13
borrowResourcesWhileAlive: Takes these resources when created and returns them when removed or destroyed. borrowResourcesWhileAlive: gold=10 Int / Price(s) 1.13.3
generation_resources: Income unit creates. (custom resource version) generation_resources: credits=5, gold=20 Int / Price(s) 1.13.3
generation_active: Disables generation_resources when false. (logic boolean value) generation_active: if not self.hp(lessThan=100) Logic Boolean 1.13.3
generation_credits: Income unit creates. (credits only) generation_credits: 2 Int
generation_delay: How often generation_{INCOME} is added. Defaults to 40. (changing is not recommended) generation_delay: 40 Int
#==== UI and Graphics Keys #====
showInEditor: Set to false to hide unit in Sandbox editor. (Defaults to true) showInEditor: false Boolean
displayText: The unit name that the game shows to the player. displayText: Custom Tank Locale String
displayText_{LANG}: LANG = ISO 639-1 Code to show this text instead when game is in this language. displayText_es: Tanque Personalizado String 1.13
displayDescription: Unit description that the game shows to the player. displayDescription: -Fast movement\n-Light damage Locale String
displayDescription_{LANG}: LANG = ISO 639-1 Code to show this text instead when game is in this language. displayDescription_es: -Movimiento rápido\n-Daño ligero String 1.13
displayLocaleKey: Translation file key for unit name and description. displayLocaleKey: units.mechArtillery String
displayRadius: Defaults to radius value. Set to show a larger or smaller selection circle UI on units. displayRadius: 20 Int
shieldRenderRadius: Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units. shieldRenderRadius: 12 Int
shieldDisplayOnlyDeflection: Hide shield unless deflecting shot if true. shieldDisplayOnlyDeflection: true Boolean
shieldDeflectionDisplayRate: Defaults to 4. High value causes shield deflection to fade disappear faster. shieldDeflectionDisplayRate: 3 Float
showOnMinimap: Defaults to true. Hide units on minimap if false. showOnMinimap: false Boolean 1.13.3
showActionsWithMixedSelectionIfOtherUnitsHaveTag: Shows a merged action list if all units selected includes one of these tags. Useful for converted units. showActionsWithMixedSelectionIfOtherUnitsHaveTag: tank String(s) 1.13.3
#==== Building Only Keys #====
isBuilding: Defines if the unit is a building. isBuilding: true Boolean
footprint: 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 Ints
constructionFootprint: Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile. constructionFootprint: -1,-1,1,3 Ints
displayFootprint: Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint. displayFootprint: 0,0,1,1 Ints
buildingSelectionOffset: Defaults to 0. Adds or removes padding on the drawn selection rect in UI. buildingSelectionOffset: 4 Int
buildingToFootprintOffsetX: Defaults to 10. Change the building position in the footprint on the X-axis. buildingToFootprintOffsetX: 4 Float
buildingToFootprintOffsetY: Defaults to 10. Change the building position in the footprint on the Y-axis. buildingToFootprintOffsetY: 6 Float
placeOnlyOnResPool: Normally used for extractors, forces building construction on a resource pool. placeOnlyOnResPool: true Boolean
selfBuildRate: Rate unit builds itself when placed without a builder. selfBuildRate: 0.0008 Float
#==== Misc Keys #====
copyFrom: Uses unit data from another ini file as default for this unit, supports multiple files. copyFrom: ROOT:defaultTanks.template, tankT1.ini file (ini)(s)
dont_load: Do not load unit if true, and don't error on missing data. Can be useful when used with copyFrom. dont_load: true Boolean
overrideAndReplace: Overrides another unit with this unit. Build links and map positions to target unit will be replaced. overrideAndReplace: builder, combatEngineer String(s)
onNewMapSpawn: Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam String 1.13.3
globalScale: Defaults to 1, defines the scale taken for other keys. Changing not recommended. globalScale: 2 Float
isLocked: Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build. isLocked: true Boolean
isLockedIfGameModeNoNuke: Disallows building of this unit if nukes are disabled during match setup. isLockedIfGameModeNoNuke: true Boolean 1.13
experimental: Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: true Boolean
stayNeutral: Set to false to disable capture when unit is on the neutral team in single player matches. stayNeutral: false Boolean
createNeutral: Set to true to always spawn the unit on the neutral team. createNeutral: true Boolean 1.13
createOnAggressiveTeam: Set to true to always spawn the unit on an aggressive team, will attack all players. createOnAggressiveTeam: true Boolean
tags: List of comma separated strings. Used to classify units, create special actions and balances. tags: tank, smallTank, piercingDamage String(s) 1.13
fogOfWarSightRange: Sets number of tiles this unit can see through the fog of war. Defaults to 15. fogOfWarSightRange: 18 Int
softCollisionOnAll: Creates a soft collision effect when touching other units. softCollisionOnAll: 3 Int
disableAllUnitCollisions: Unit cannot collide with others if true. disableAllUnitCollisions: true Boolean
isUnrepairableUnit: No unit can repair this unit if true. isUnrepairableUnit: true Boolean 1.13
isUnselectable: If true unit cannot be selected by players. (includes AI players) isUnselectable: true Boolean
isPickableStartingUnit: If true, unit is added to dropdowns for starting unit in game setup menus. isPickableStartingUnit: true Boolean 1.13
startFallingWhenStartingUnit: Unit will appear falling from skies when starting unit if true. startFallingWhenStartingUnit: true Boolean 1.13
soundOnAttackOrder: List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats. soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg:0.2 File (sound)(s)
soundOnMoveOrder: List of sound names. Only one will be played on each move order. Only .ogg and .wav formats. soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.ogg:0.2 File (sound)(s)
soundOnNewSelection: List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats. soundOnNewSelection: tankSelection1.ogg, tankSelection2.ogg:0.2 File (sound)(s) 1.13.3
canNotBeDirectlyAttacked: No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks. canNotBeDirectlyAttacked: true Boolean
canNotBeGivenOrdersByPlayer: If true unit will not take player or AI orders. canNotBeGivenOrdersByPlayer: true Boolean 1.13.3
canOnlyBeAttackedByUnitsWithTags: List of tag strings, only units with these tags can directly target this unit. canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank String(s) 1.13.3
#==== Transport Keys #====
transportSlotsNeeded: Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5. transportSlotsNeeded: 2 Int 1.13
maxTransportingUnits: Number of slots this units has for transporting other units. maxTransportingUnits: 5 Int
transportUnitsRequireTag: Only allows trasport of units that have one of these tags. transportUnitsRequireTag: smallTank, soldier String(s) 1.13
transportUnitsRequireMovementType: Only allows trasport of units that have one of these movement types. transportUnitsRequireMovementType: AIR, WATER String(s) 1.13
transportUnitsBlockAirAndWaterUnits: Defaults to true. This unit can only transport LAND units if true. transportUnitsBlockAirAndWaterUnits: false Boolean 1.13

transportUnitsKeepBuiltUnits: Makes built units stay inside transport instead of exiting it once ready if true. transportUnitsKeepBuiltUnits: true Logic Boolean 1.13
transportUnitsCanUnloadUnits: Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false. transportUnitsCanUnloadUnits: false Logic Boolean 1.13
transportUnitsAddUnloadOption: Defines if unload button should be added to the unit menu transportUnitsAddUnloadOption: false Boolean 1.13
transportUnitsUnloadDelayBetweenEachUnit: Changes the delay it takes between each unit getting unloaded. transportUnitsUnloadDelayBetweenEachUnit: 12 Float 1.13.3
transportUnitsKillOnDeath: Defaults to true. If false transported units don't die when transport dies. transportUnitsKillOnDeath: if self.isOverLiquid() Logic Boolean 1.13
transportUnitsHealBy: Rate to heal units that are being transported. transportUnitsHealBy: 0.1 Float 1.13
transportUnitsBlockOtherTransports: Defaults to true, if false this transports can hold other transports. transportUnitsBlockOtherTransports: false Boolean
whileNeutralTransportAnyTeam: This unit can transport units of any team while neutral if true. whileNeutralTransportAnyTeam: true Boolean 1.13.3
whileNeutralConvertToTransportedTeam: Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam. whileNeutralConvertToTransportedTeam: true Boolean 1.13.3
convertToNeutralIfNotTransporting: Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam. convertToNeutralIfNotTransporting: true Boolean 1.13.3
Keeps transported units on their orginal team when this unit is converted if true.
transportUnitsOnTeamChangeKeepCurrentTeam: transportUnitsOnTeamChangeKeepCurrentTeam: true Boolean 1.13.3

#==== Resource Node Keys #==== 1.13.3

resourceRate: Used with canReclaimResources. Allows other teams to reclaim this unit. Normally used with neutral team. Use price to set what resources are gained. Float
similarResourcesHaveTag: When this has been reclaimed harvester unit moves on to another resource with these tags. similarResourcesHaveTag: goldResource String(s)
resourceMaxConcurrentReclaimingThis: Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. resourceMaxConcurrentReclaimingThis: 3 Int 1.13.3
reclaimPrice: Like price but for resources. Useful for buildable resources. reclaimPrice: gold=1000 Int / Price(s) 1.13.3
#==== Resource Harvester Keys #==== 1.13.3
canReclaimResources: If true this unit can gather resources, useful with resourceRate. canReclaimResources: true Boolean
canReclaimResourcesNextSearchRange: Defines the resource search range of this unit when its main gathered resource runs out. canReclaimResourcesNextSearchRange: 100 Int
canReclaimResourcesOnlyWithTags: This unit is only allowed to gather resources with these tags. canReclaimResourcesOnlyWithTags: foodResource, goldResource String(s)
#==== Construction and Factory Keys #====
canRepairBuildings: This unit can heal ally buildings if true. (isBuilder:true is required) canRepairBuildings: true Boolean
canRepairUnits: This unit can heal ally units if true. (isBuilder:true is required) canRepairUnits: true Boolean
autoRepair: Automatically try and repair damaged units in nano range. (isBuilder:true is required) autoRepair: true Boolean
nanoRange: Defaults to 85. Defines the unit building/repair/reclaim range. nanoRange: 110 Int
nanoRepairSpeed: Defaults to 0.2. Defines the unit nano repair speed. nanoRepairSpeed: 0.01 Float
nanoBuildSpeed: Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed) nanoBuildSpeed: 0.9 Float
nanoRangeForRepairIsMelee: Defines if this unit must touch its target to repair it. nanoRangeForRepairIsMelee: true Boolean 1.13.3
nanoRangeForReclaimIsMelee: Defines if this unit must touch its target to reclaim it. nanoRangeForReclaimIsMelee: true Boolean 1.13.3
nanoRangeForRepair: Defines a specific range for the repair action of this unit. nanoRangeForRepair: 60 Int 1.13.3
nanoRangeForReclaim: Defines a specific range for the reclaim action of this unit. nanoRangeForReclaim: 60 Int 1.13.3
nanoFactorySpeed: Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory. nanoFactorySpeed: 1.2 Float
extraBuildRangeWhenBuildingThis: Temporarily adds extra build range to builders to build this unit. Useful for water based buildings. extraBuildRangeWhenBuildingThis: 90 Int
builtFrom_#_name: Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction. builtFrom_1_name: landFactory, airFactory String(s)
builtFrom_#_pos: Order this build link appears in UI. Using canBuild instead is more recommended. builtFrom_1_pos: 0.1 Float
builtFrom_#_forceNano: Build as if this is a building if true. (even if it's a unit) builtFrom_1_forceNano: true Boolean
builtFrom_#_isLocked: 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) Logic Boolean 1.13.3
builtFrom_#_isLockedMessage: Message shown when this build link is locked. builtFrom_1_isLockedMessage: -Needs more population Locale String(s) 1.13.3
exit_x: Where created or unloaded units appears from the transport or building. Defaults to 0. exit_x: 0 Float
exit_y: Where created or unloaded units appears from the transport or building. Defaults to 5. exit_x: 5 Float
exit_dirOffset: Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units. exit_dirOffset: 140 Float 1.13
exit_heightOffset: Defaults to 0. Defines the height where created or unloaded units appears. exit_heightOffset: 16 Float 1.13
exit_moveAwayAmount: Defaults to 70. Defines the distance that created or unloaded units moves from this unit. exit_moveAwayAmount: 10 Float 1.13
#==== Death Keys #====
dieOnConstruct: Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set) dieOnConstruct: true Boolean
dieOnZeroEnergy: Kills this unit if energy level reaches zero when true. dieOnZeroEnergy: true Boolean 1.13
numBitsOnDeath: Defines the number of scattered bit fragments when this unit dies. numBitsOnDeath: 20 Int
nukeOnDeath: Unit will spawn a nuke detonation built-in effect when dies if true. nukeOnDeath: true Boolean
nukeOnDeathRange: Defines the nuke effect range when using nukeOnDeath. nukeOnDeathRange: 140 Float
nukeOnDeathDamage: Defines the nuke effect area damage when using nukeOnDeath. nukeOnDeathDamage: 2000 Float
nukeOnDeathDisableWhenNoNuke: Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps. nukeOnDeathDisableWhenNoNuke: true Boolean
fireTurretXAtSelfOnDeath: Auto-shoot a specific turret when this unit dies. fireTurretXAtSelfOnDeath: 1 [turret] Ref
explodeOnDeath: Defaults to true. Disables the unit death explode built-in effect if false. explodeOnDeath: false Boolean 1.13
explodeOnDeathGroundCollision: Defaults to true. Disables the explode built-in effect on death when unit touches ground if false. explodeOnDeathGroundCollision: false Boolean 1.13
effectOnDeath: Spawns built-in or custom effects when unit dies. effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound [effect](s) Ref 1.13
effectOnDeathGroundCollision: Like effectOnDeath but when unit touches ground. Useful for flying units. effectOnDeathGroundCollision: CUSTOM:bigExplosion [effect](s) Ref 1.13
unitsSpawnedOnDeath: Spawns these units when dies. Comma separated unit identifiers. unitsSpawnedOnDeath: tank*5, hoverTank String(s) 1.13
unitsSpawnedOnDeath_setToTeamOfLastAttacker: Units spawned on death will appear on the last attacker team if true. unitsSpawnedOnDeath_setToTeamOfLastAttacker: true Boolean
hideScorchMark: Disables the death scorch mark leaved when unit dies if true. hideScorchMark: true Boolean
soundOnDeath: Sets a custom sound for this unit death. soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg String(s)
#==== Action Keys #====
autoTriggerCooldownTime: 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. Seconds 1.13.3
#==== Deprecated Keys (can be used but there are better ways) #====
action_#_convertTo: Converts this unit to another unit, use [action_NAME] sections instead. action_1_convertTo: customTank_2 String deprecated 1.13
action_#_pos: Order action appears in UI, use [action_NAME] sections instead. action_1_pos: 0.1 Float deprecated 1.13
action_#_price: The price of your action for the unit. (All your sub actions will be linked to the # you use) action_1_price: 1000 Int deprecated 1.13
action_#_text: A display text when you select your unit's action, used to explain it's purpose. action_1_text: Upgrade to Custom Tank 2 String deprecated 1.13
action_#_description: The action description. action_1_description: -Converts the tank String deprecated 1.13
action_#_addEnergy: Adds energy to unit. Has no effect unless energyMax is set action_1_addEnergy: 10 Float deprecated 1.13
action_#_whenBuilding_cannotMove: Stops unit moving while action is being applied. Useful for deploy like actions. action_1_whenBuilding_cannotMove: true Boolean deprecated 1.13
canBuild_#_name/pos/isLocked: Use canBuild section instead. canBuild_1_name: tank String(s), Int, B deprecated 1.13.3

Section [canBuild_NAME] Allows the unit to build other units or buildings 1.13.3
Code Description Example Value Type 1.13.3
name: List of unit identifiers this unit can create. Can be buildings or units. name: tank, hoverTank, heavyTank String(s) 1.13.3
pos: Order build link appears in this unit UI. pos: 0.1 Float 1.13.3
tech: Tech level. Mostly just affects build link colour in this unit UI. Defaults to 1. tech: 2 Int 1.13.3
forceNano: Builds target as if it was a building if true. (even if it's a unit) forceNano: true Boolean 1.13.3
isVisible: Hide this build link if true in this unit UI. isVisible: if not self.energy(greaterThan=100) Logic Boolean 1.13.3
isLocked: Dynamically locks this build option and shows isLockedMessage if true. isLocked: if self.hp(lessThan=100) Logic Boolean 1.13.3
isLockedMessage: Set to tell to players why a unit is locked. isLockedMessage: -Needs 2 Barracks String 1.13.3
isLockedMessage_{LANG}: LANG = ISO 639-1 Code to show this text instead when game is in this language. isLockedMessage_es: -Necesita 2 Cuarteles String 1.13.3
isLockedAlt: Another reason for this to be locked. Just allows a different message to be shown. isLockedAlt: if self.energy(greaterThan=90) Logic Boolean 1.13.3
isLockedAltMessage: Message for isLockedAlt. isLockedAltMessage: -Needs less energy String 1.13.3
isLockedAlt2: Like isLockedAlt but to show one more message. isLockedAlt2: if self.isMoving() Logic Boolean 1.13.3
isLockedAlt2Message: Message for isLockedAlt2. isLockedAlt2Message: -Needs to be quiet String 1.13.3
addResources: Adds these resources to team when placing the building or producing the unit. addResources: ammo=5, setFlag=1 Int / Price(s) 1.13.3
price: Overrides built units/buildings price. Defaults to target unit prices. price: credits=1000, ammo=5 Int / Price(s) 1.13.3
isGuiBlinking: Generates a blinking effect in UI if true. isGuiBlinking: true Logic Boolean 1.13.3

Section [graphics] Defines general graphic configurations


Code Description Example Value Type
image: File path to a .png image that will be the unit body. image: tank.png File (image)
image_back: An optional image drawn behind other units and this units. Useful for factories that units exit. image_back: tank_factory_back.png File (image)
image_wreak: Image to use when unit dies. Can be NONE to leave no wreak. image_wreak: tank_dead.png File (image)
image_offsetX: Changes the body image position on the X-axis. image_offsetX: 10 Int
image_offsetY: Changes the body image position on the Y-axis. image_offsetY: 10 Int
isVisible: If false will hide the unit, supports logic booleans. isVisible: if not self.hp(lessThan=100) Logic Boolean 1.13.3
teamColorsUseHue: False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. teamColorsUseHue: true Boolean
teamColoringMode: Green pixels are team colors by default (Values: pureGreen, hueAdd, hueShift, disabled). teamColoringMode: hueShift String

Boolean
scaleImagesTo: Resizes all images to fit this value in pixels. Affects leg, and shadow images as well. scaleImagesTo: 0.8 Float
imageScale: Resizes image to fit this value in pixels. Defaults to 1. imageScale: 0.5 Float
drawLayer: Draws the unit into a specific layer in-game (Values: experimentals). drawLayer: experimentals String
whenBeingBuiltMakeTransparentTill: Defines a time to make the unit transparent when being built. whenBeingBuiltMakeTransparentTill: 1.8 Float 1.13
icon_zoomed_out: Specifies a .png file to use as icon for this unit when players makes zoom out. icon_zoomed_out: tank_icon.png File (image)
icon_zoomed_out_neverShow: If true the zoom icon will not be shown to players when zoomed out. icon_zoomed_out_neverShow: true Boolean 1.13.3
#==== Turret Keys #====
image_turret: Defines a default image for all turrets, can also be set on each turret. image_turret: tank_turret.png File (image)
teamColorsOnTurret: Defaults to false. Applies team colours on turrets with green pixels. Also affects pre-turret images. teamColorsOnTurret: true Boolean
scaleTurretImagesTo: Resizes turret images to fit this value in pixels. scaleTurretImagesTo: 0.8 Float
lock_body_rotation_with_main_turret: Locks body image direction to the first turret's direction. lock_body_rotation_with_main_turret: true Boolean
lock_leg_rotation_with_main_turret: Locks leg images direction to the first turret's direction. lock_leg_rotation_with_main_turret: true Boolean 1.13
#==== Shadow Keys #====
image_shadow: Can be a image file, NONE, or AUTO. (AUTO will use image and make it transparent black only) image_shadow: AUTO File (image)
shadowOffsetX: Changes the shadow image position on the X-axis. shadowOffsetX: 10 Float
shadowOffsetY: Changes the shadow image position on the Y-axis. shadowOffsetY: 10 Float
image_shadow_frames: Used if shadow image should use a frame animation from the main image. image_shadow_frames: 2 Boolean 1.13.3
lock_shadow_rotation_with_main_turret: Locks body shadow to the first turret's direction. lock_shadow_rotation_with_main_turret: true Boolean
#==== Effects and Animation Keys #====
total_frames: Defaults to 1. Animations requires the specific number of frames of the main image. total_frames: 4 Int
frame_width: Calculated automatically if total_frames is set, specifies the width of each frame of image. frame_width: 28 Int
frame_height: Defaults to image height, specifies the height of image. frame_height: 52 Int
splastEffect: Set to true to create a water wave effect when unit is over water. Defaults to false. splastEffect: true Boolean
dustEffect: Set to true to create a dust effect when unit is over land. Defaults to false. dustEffect: true Boolean
splastEffectReverse: Set to true to also create a water wave effect when unit is reversing. splastEffectReverse: true Boolean
dustEffectReverse: Set to true to also create a dust effect when unit is reversing. dustEffectReverse: true Boolean
movementEffect: Custom movement effect, can be anything, needs the CUSTOM prefix to set custom effects. movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5 [effect](s) Ref 1.13
movementEffectReverse: Like movementEffect but when unit is reversing. movementEffectReverse: smoke, CUSTOM:pop*2 [effect](s) Ref 1.13
movementEffectRate: Sets the rate to generate custom effects, greater values means a slower rate. movementEffectRate: 8 Float 1.13
movementEffectReverseFlipEffects: Creates effects as if unit has rotated 180 when reversing if true. movementEffectReverseFlipEffects: true Boolean 1.13
repairEffect: Custom repair effect, can be anything. Replaces default effect from builders. repairEffect: CUSTOM:smoke*3 [effect](s) Ref
repairEffectAtTarget: Generates a custom effect on the repaired unit. repairEffectAtTarget: CUSTOM:heal*2 [effect](s) Ref
repairEffectRate: Defaults to 5. Sets the rate to generate custom effects when repairing. repairEffectRate: 8 Float
reclaimEffect: Like repairEffect but when reclaiming. reclaimEffect: CUSTOM:crush*3 [effect](s) Ref 1.13.3
reclaimEffectAtTarget: Like repairEffectAtTarget but when reclaiming. reclaimEffectAtTarget: shockwave, CUSTOM:destroy*4 [effect](s) Ref 1.13.3
reclaimEffectRate: Defaults to 5. Sets the rate to generate custom effects when reclaiming. reclaimEffectRate: 8 Float 1.13.3
rotate_with_direction: Defaults to true. Makes unit body image locked to 0 degrees when false. rotate_with_direction: false Boolean
animation_direction_units: 45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction: false. animation_direction_units: 90 Float
animation_direction_strideX: Animation frames to offset on direction change. animation_direction_strideX: 2 Int
animation_direction_strideY: Animation frames to offset on direction change. Used with frame_height. animation_direction_strideY: 4 Int
animation_direction_starting: Direction for first frame. animation_direction_starting: 45 Float
disableLowHpFire: If true the fire effect showed when unit has low HP will not be shown. disableLowHpFire: true Boolean 1.13.3
disableLowHpSmoke: Like disableLowHpFire but just with the smoke effect. disableLowHpSmoke: true Boolean 1.13.3
showTransportBar: Defaults to true, hides the transport count under the unit if false. showTransportBar: false Boolean 1.13.3
showHealthBar: Defaults to true, hides the HP bar under the unit if false. showHealthBar: false Boolean 1.13.3
showEnergyBar: Defaults to true, hides the energy bar under the unit if false. Useful for invisible units. showEnergyBar: false Boolean 1.13.3
#==== Deprecated Keys (can be used but there are better ways) #====
animation_TYPE_start: Deprecated, use [animation] section instead animation_moving_start: 0 Int deprecated 1.13
animation_TYPE_end: End frame, must be larger then start animation_attack_end: 3 Int deprecated 1.13
animation_TYPE_scale_start: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. animation_idle_scale_start: 1 Float deprecated 1.13
animation_TYPE_scale_end: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. animation_idle_scale_end: 1.1 Float deprecated 1.13
animation_TYPE_speed: Delay for each frame of animation. Larger values cause slower animation animation_moving_speed: 8 Float deprecated 1.13
animation_TYPE_pingPong: Play animation in reverse before repeating. Useful with scale_start/scale_end animation_attack_pingPong: true Boolean deprecated 1.13

Section [attack] Sets the basics about the unit attack


Code Description Example Value Type
maxAttackRange: Maximum attack range this unit can attack (it's multiplied by globalScale). maxAttackRange: 150 Float
canAttack: If false, this unit can not attack any unit. Regards of other canAttack keys below. canAttack: true Boolean
canAttackFlyingUnits: If true, this unit can attack units with the AIR movement type. Can be set for each turret. canAttackFlyingUnits: false Logic Boolean
canAttackLandUnits: If true, this unit can attack units with the LAND/WATER movement type. Can be set for each turret. canAttackLandUnits: true Logic Boolean
canAttackUnderwaterUnits: Like canAttackLandUnits but with WATER only and height under 0. Can be set for each turret. canAttackUnderwaterUnits: if self.hp(lessThan=10) Logic Boolean
canAttackNotTouchingWaterUnits: Defaults to true. If false unit can only attack units in contact with water. Used for units with torpedos. canAttackNotTouchingWaterUnits: false Logic Boolean
canOnlyAttackUnitsWithTags: List of comma separated strings. Unit will only be able to attack units with one of these tags. canOnlyAttackUnitsWithTags: tank, helicopter, building String(s) 1.13.3
canOnlyAttackUnitsWithoutTags: List of comma separated strings. Unit will only be able to attack units without these tags. canOnlyAttackUnitsWithoutTags: submarine, ship String(s) 1.13.3
turretMultiTargeting: Allows turrets to fire at a different target at the same time. Useful if [turret]limitingAngle is used. turretMultiTargeting: true Boolean 1.13
isMelee: Used with a low maximum attack range (like 9). Makes the unit attack melee, and affects AI. isMelee: true Boolean
meleeEngangementDistance: Range in which unit moves to attack nearby units. Defaults to 250 and works with melee units only. meleeEngangementDistance: 140 Int 1.13.3
turretRotateWithBody: If true all turrets rotates when body rotates. Defaults to true. turretRotateWithBody: false Boolean
attackMovement: Sets a built-in movement when unit attacks (Values: bomber, normal). attackMovement: bomber String
dieOnAttack: If true unit will die when shooting a turret. Useful for suicide but powerful units. dieOnAttack: true Boolean
isFixedFiring: If true unit will need to aim with body to shoot. Often makes the unit need to stop to aim and shoot. isFixedFiring: true Boolean
aimOffsetSpread: Offset each shot multiplied by target radius. Defaults to 0.6 and doesn't really affects unit accuracy. aimOffsetSpread: 0 (will make unit always attack center) Boolean
stopTargetingAfterFiring: If true unit stops targeting after firing a shot. Rarely used or needed. stopTargetingAfterFiring: true Boolean 1.13
disablePassiveTargeting: If true unit will only attack manually ordered targets. Rarely used or needed. disablePassiveTargeting: true Boolean
showRangeUIGuide: If false unit will not show range circle when selected. showRangeUIGuide: false Boolean 1.13.3
#==== Deprecated Keys (can be used but there are better ways) #====
turretSize: Like [turret_NAME]barrelY or [turret_NAME]size but for all turrets (multiplied by globalScale). turretSize: 16 Float
turretTurnSpeed: Like [turret_NAME]turnSpeed but for all turrets. turretTurnSpeed: 4 Float
shootDelay: Delay between shots for all turrets, the higher the number the higher the reload time. shootDelay: 150 Float / Secs

Section [turret_NAME] Sets a turret for the unit, maximum 32 per unit
Code Description Example Value Type
x: Defines the turret position on the unit in the X axis. x: 10 Float
y: Defines the turret position on the unit in the Y axis. y: 16 Float
copyFrom: Copy all keys and values from another turret as defauts for this turret. copyFrom: 1 [turret] Ref
projectile: Projectile fired from this turret by default, will shoot causing this projectile's damage and effects. projectile: 1 [projectile] Ref
barrelX: Defaults to 0. Defines the real turret width (turret sprite size doesn't affect the real turret size). barrelX: 20 Float 1.13
barrelY: Defaults to size. Defines the turret height in the real turret size (size and barrelY have the same use). barrelY: 20 Float 1.13
barrelHeight: Defines the turret height in 3D. Affects projectile and shoot flame starting height position. barrelHeight: 18 Float 1.13.3
size: Controls the distance between the center of the turret and the point from where projectiles spawn. size: 5 Float
turnSpeed: Defines the maximum turn speed of the turret, higher numbers means a faster speed. turnSpeed: 3 Float
turnSpeedAcceleration: Defaults is disabled. Sets an acceleration rate for the turret to turn, till reach the maximum speed. turnSpeedAcceleration: 0.5 Float
turnSpeedDeceleration: Defaults to turnSpeedAcceleration. Setting this higher allows the unit to target faster. turnSpeedDeceleration: 1 Float
idleDir: Defaults to 0. Defines the direction in which the turret aims when there aren't enemies near. idleDir: 180 Float
idleDirReversing: Defaults to idleDir+180 unless attached to another turret. Like idleDir but when unit is reversing. idleDirReversing: 60 Float 1.13
shouldResetTurret: Defaults to true. When false disables the reseting turret angle when idle. shouldResetTurret: false Boolean
attachedTo: Another turret to attach to. This turret will be positioned relative to this, and will rotate with it. attachedTo: 1 [turret] Ref
slave: Locks this turret's direction and shot cooldown to the attached turret. Useful with warmup. slave: true Boolean
isMainNanoTurret: If true turret can be used to build. Can only be set on one turret, and needs canShoot: false. isMainNanoTurret: true Boolean
energyUsage: Required energy for this turret to fire. Same as resourceUsage: energy=X. Needs [core]energyMax. energyUsage: 2 Float
resourceUsage: Required resource for this turret to fire (Values: credits, energy, hp, shield, ammo, custom resources). resourceUsage: hp=5, energy=5, gold=10 Int / Price(s)
Timing
delay: Override global shootDelay for this turret float
linkDelayWithTurret When this other turret fires the cooldown delay on this turret will be reset/removed turret ref
warmup: Delay before firing a shot. float
warmupCallDownRate Rate to reduce warmup when turret is not ready to fire at any targets float
warmupNoReset Defaults to false. When true warmup is not reset after firing a shot. Used with warmupCallDownRate bool
warmupShootDelayTransfer Defaults to 0, a multiplier which reduces the next shot delay by the warmup value. When used with warmupNoReset, can make a each shot faster. float
On Shoot
onShoot_freezeBodyMovementFor Freezes body movement while shooting. 1.13.3
Targeting control
canShoot: Defaults to true bool
canAttackFlyingUnits: Narrows targeting for this turret, note targeting for the whole unit in [attack] is applied first. (so you can only use this to target less not more) LogicBoolean
canAttackLandUnits: LogicBoolean
canAttackUnderwaterUnits: LogicBoolean
canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. LogicBoolean
canOnlyAttackUnitsWithTags tags 1.13.3
canOnlyAttackUnitsWithoutTags tags 1.13.3
canAttackCondition: Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this unit's height canAttackCondition: if not self.flying LogicBoolean
clearTurretTargetAfterFiring 1.13
limitingRange: Make this turret have less range than the maxAttackRange. Do not apply this to all turrets change maxAttackRange instead. float
limitingAngle Linked with idleDir. Turret will only be able to fire at units +/- this angle. 1.13
limitingMinRange Sets minimum range for turret. limitingMinRange: 200 1.13
interceptProjectiles_withTags Currently used with anti-nuke units. 1.13
interceptProjectiles_andTargetingGroundUnderDistance
interceptProjectiles_andUnderDistance Defaults to 2000, distance inflight before firing
interceptProjectiles_andOverHeight Defaults to 0
laserDefenceEnergyUse: Set to enable a projectile laser defence from this turret. Should also set the energyMax in core. float
Graphics and effects
invisible: Don't render this turret, but still can shoot, etc. LogicBoolean
image: Use custom image. Overrides unit's main turret image file (image)
image_applyTeamColors bool
image_drawOffsetX float
image_drawOffsetY float
chargeEffectImage:
Used with warmup. Shows a scaling effect image on turret barrel when charging. file (image)
warmupStartEffect effects
shoot_sound: string
shoot_sound_vol: float
shoot_flame: Current types are: small, large, smoke, shockwave, or CUSTOM: effectSectionName eg: shoot_flame: smoke, CUSTOM:lightFade, CUSTOM:pop*5 effects
shoot_light color
idleSpin: Spin rate when idle, used on missile turrets float
onShoot_playAnimation Play a custom animation from an [animation] section after firing this turret animation ref
onShoot_freezeBodyMovementFor 1.13.3
recoilOffset Push turret forward or back after firing for a recoil effect. Value in pixels. float
recoilOutTime Time to get to offset position after firing float
recoilReturnTime Time to return to default position float
showRangeUIGuide 1.13.3

Section [projectile_NAME] Defines the attack damage and are useful for other purposes
Code Description Example Value Type
life: How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range int
deflectionPower: Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames) float
explodeOnEndOfLife Default to false. True to explode at end of life with all side effects and area damage instead of disappearing bool 1.13
autoTargetingOnDeadTarget: Retarget to nearby unit if target dies while in transit bool
unloadUpToXUnitsFromSource Unload X units from source unit, to projectile explode location int 1.13
teleportSource Move unit that shot this projectile to projectile explode location bool 1.13
spawnUnit Spawn new units of this type at projectile explode location eg: spawnUnit: heavyTank, tank*5, hoverTank unit types 1.13
convertHitToSourceTeam Convert units hit to the team that fired this projectile. Useful to make capturing systems bool 1.13.3
tags tags 1.13
flameWeapon: Generates small flames on hit (only cosmetic) bool
Damage
directDamage: Damage to target unit on hit. Does not work with targetGround:true as we don't have a unit target int
areaDamage: directDamage or areaDamage is required int
areaRadius: How wide areaDamage effects. Note this drops off (unless areaDamageNoFalloff is used) float 1.13
areaDamageNoFalloff Removes the falloff from areaDamage bool
areaRadiusFromEdge Applies damage from edge of units instead of center. Mostly effects large units.
areaExpandTime float 1.13
areaHitAirAndLandAtSameTime bool 1.13
areaHitUnderwaterAlways Defaults to false
areaIgnoreUnitsCloserThan Units closer than this range aren't effected. Rarely needed. Not recommended for normal projectiles.
buildingDamageMultiplier Defaults to 1 float 1.13
shieldDamageMultiplier Defaults to 1. eg: 0 to do no damage to shields and 2 to do double damage float 1.13
shieldDefectionMultiplier Defaults to 1. eg: 0 to ignore shields and directly damage hull float 1.13
armourIgnoreAmount Amount of armour to ignore on target and do damage as if this armour was not there
friendlyFire Lets area effect projectiles damage own team units (can't damage allies). Useful for nuke-like weapons friendlyFire: false / friendlyFire: true / friendlyFire: only-ignoreEnemy bool/string 1.13
mutatorX_ifUnitWithTags eg: mutator1_ifUnitWithTags: infantry 1.13.3
mutatorX_ifUnitWithoutTags eg: mutator1_ifUnitWithoutTags: strongArmour 1.13.3
mutatorX_directDamageMultiplier Changes directDamage. Defaults to 1. Be careful not to confuse players using this as the effect may not be clear. Use amour instead when possible. 1.13.3
mutatorX_areaDamageMultiplier Same as directDamageMultiplier but for areaDamage. Defaults to 1. 1.13.3
mutatorX_changedExplodeEffect Change explode effect if this mutator is active. Eg make a bounce off amour effect. Helps to make the damage change more clear to players (Doesn't work with targetGround.) 1.13.3
Movement
targetGround Target ground, and don't home in on target. Note: only areaDamage is applied if targeting ground. bool
speed: float
targetSpeed: Accelerate to this speed float
targetSpeedAcceleration float 1.13
ballistic: bool
ballistic_delaymove_height: float
ballistic_height: float
targetGroundSpread: Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower float
speedSpread: Randomly change the starting projectile speed by this amount float
instant Hit target instantly bool
instantReuseLast: Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true bool
disableLeadTargeting Disable the lead targeting calculations when aiming at a moving target. Defaults false. bool 1.13
leadTargetingSpeedCalculation The expected speed of this projectile for targetGround lead target calculation. Defaults to 'targetSpeed' if set otherwise 'speed'. float 1.13
initialUnguidedSpeedHeight 1.13.3
gravity 1.13.3
1.13.3
1.13.3
Graphics and effects 1.13
color color: #bebe50 color
invisible bool 1.13.3
image: Use custom image. Overrides drawType and frame file (image)
drawType Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png drawType:1 int
drawSize: Scale image. Defaults to 1 float
frame Built-in image frame to use, starts at zero. int
hitSound: Default true bool
explodeEffect explodeEffect: smallExplosion, CUSTOM:myExplodeEffect effect ref list 1.13
explodeEffectOnShield Use this effect if shield is active on target effect ref list 1.13
teamColorRatio Mix 0-1 of team colour into color field float 1.13
drawUnderUnits bool 1.13
effectOnCreate effect ref list 1.13
shouldRevealFog Reveal fog to player on explode bool 1.13
alwaysVisibleInFog bool 1.13
nukeWeapon Shows on mini-map when fired. Some other side effects as well. bool 1.13
trailEffect true for built-in defaults, but can also point to any custom effects bool/effect
trailEffectRate Defaults to 3 float 1.13
lightSize: float
lightColor lightColor: #ffe92b color
largeHitEffect: Creates a large explosion and accompanying sound on hit (only cosmetic) bool
lightingEffect: Draw as lighting works best with instant:true bool
laserEffect: Draw as laser works best with instant:true bool

Section [movement] Defines all about the unit movement


Code Description Example Value Type
movementType: Defines what kind of terrain the unit will be able to move over, along with other properties related to unit types.
movementType: LAND string
slowDeathFall: Used with large aircraft. Makes the unit fall slowly while maintaining its speed at the time of death. slowDeathFall: true bool
moveSpeed: Maximum movement speed of the unit. moveSpeed: 1.2 float
moveAccelerationSpeed: Defines how fast units accelerate to max speed. moveAccelerationSpeed: 0.07 float
moveDecelerationSpeed: Don't make this too low or units will have trouble stopping at waypoints moveDecelerationSpeed: 0.17 float
reverseSpeedPercentage: 0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1 will drive in reverse samereverseSpeedPercentage:
as forwards. Useful if slow0turning float
landOnGround: Should flying unit land when idle. landOnGround: false bool
targetHeight: Defaults to 0 but if AIR movementType default is 35 targetHeight: 25 float
targetHeightDrift: Smooth animated height change. Defaults to 0 but if AIR movementType default is 1.5 targetHeightDrift: 1 float
startingHeightOffset
maxTurnSpeed: float
turnAcceleration: float
moveSlidingMode: bool
moveIgnoringBody: bool
moveSlidingDir: int
joinsGroupFormations: Defaults to true. Changing not recommended bool

Section [ai] Specifies the AI behavior with the unit


Code Description Example Value Type
useAsBuilder: Set to true if unit can build or repair buildings. Defaults to [core]isBuilder. bool
useAsTransport Defaults to true if unit can transport units
useAsHarvester Defaults to true if unit can reclaim resources
disableUse: Disallow AI building this unit or building bool
ai_upgradePriority Defaults to 0.06. Set between 0-1, higher means AI is more likely to upgrade this unit before others float
Buildings only
buildPriority: 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret. float
noneInBaseExtraPriority: Adds to buildPriority, if this unit doesn't exist in the AIs base float
noneGlobalExtraPriority: Adds to buildPriority, if this unit doesn't exist in the any where on the map float
recommendedInEachBaseNum Defaults to 0
recommendedInEachBasePriorityIfUnmet Defaults to 0.5. Overrides buildPriority
upgradedFrom: Create link to another unit to preserve max counts for upgraded and non-upgraded types in same base. string
maxGlobal: int
maxEachBase: int

whenUsingAsHarvester_recommendedInEachBase
whenUsingAsHarvester_recommendedGlobal
whenUsingAsHarvester_includeOtherHarvesterCounts
onlyUseAsHarvester_ifBaseHasUnitTagged
Section [leg_NAME] / [arm_NAME] Useful to make animations
Code Description Example Value Type
x: Sets position of the foot on the X axis. float
y: Sets position of the foot on the Y axis. float
copyFrom: Copy from another leg. Useful to only need to set leg values once copyFrom: 1 int
attach_x: Sets the leg's attach point on the X axis. float
attach_y: Sets the leg's attach point on the Y axis. float
rotateSpeed: float
endDirOffset Target foot/end rotation relative to body
lockMovement Lock to unit body. Useful if walking unit converted to a flying unit. bool
heightSpeed: float
moveSpeed
moveWarmUp
holdDisMin: Defaults to 7. Reposition leg at this distance if neighbor legs are not already repositioning. float
holdDisMax: Defaults to 16. Force reposition of leg at this distance. float
holdDisMin_maxMovingLegs
hold_moveOnlyIfFurthest
holdDisMin_checkNeighbours
hardLimit: Defaults to 50. Force leg to never go this far. Better to not be reached. float
estimatingPositionMultiplier defaults to 1. Predicts were unit will be for leg placement based on unit speed. float
Graphics and effects
hidden: logic boolean
image_end image 1.13
image_end_shadow image 1.13
image_end_teamColors 1.13
image_foot same as image_end image 1.13
image_foot_shadow image
image_middle image 1.13
image_leg same as image_middle image
draw_foot_on_top bool 1.13
drawOverBody Draw over body bool
drawUnderAllUnits Draw over all units bool
drawDirOffset float
dust_effect: Spawns dust particles on each step. bool
spinRate Makes arm/leg spin, like idleSpin for turrets float
favourOppositeSideNeighbours calculate neighbours with X 10 times closer than Y
drawLegWhenZoomedOut For performance, defaults changes based on unit size
drawFootWhenZoomedOut For performance, defaults changes based on unit size
resetAngle: Unused float

Section [attachment_NAME] Sets attachments into the unit


Code Description Example Value Type
x 1.13.3
y 1.13.3
height 1.13.3
idleDir 1.13.3
isVisible 1.13.3
onCreateSpawnUnitOf 1.13.3
canBeAttackedAndDamaged 1.13.3
isUnselectable 1.13.3
lockLegMovement 1.13.3
keepAliveWhenParentDies 1.13.3
setDrawLayerOnTop 1.13.3
setDrawLayerOnBottom 1.13.3
addTransportedUnits 1.13.3
lockRotation 1.13.3
rotateWithParent 1.13.3
resetRotationWhenNotAttacking Similar to shouldResetTurret:for turrets. 1.13.3
deattachIfWantingToMove If the unit is ordered to move, it will detach. This includes waypoints from actions. 1.13.3
prioritizeParentsMainTarget It will priotize targeting the main target. Defaults to true. 1.13.3
alwaysAllowedToAttackParentsMainTargetWill always attack the parents main target. 1.13.3
canAttack Defaults to true. Set to false to stop this attachment attacking. bool
onParentTeamChangeKeepCurrentTeam Defaults false. If true attached units are not converted when parent changes team. Eg from [projectile]convertHitToSourceTeam

Section [effect_NAME] Sets a custom effect to be used


Code Description Example Value Type
life Defaults 200. Time till effect is removed. Set low as possible to reduce effect overhead. float 1.13
alsoEmitEffects Create more effects when created, useful for meta-effects. Note: other 'alsoEmitEffects' on created effects are ignored. effect ref 1.13
ifSpawnFailsEmitEffects If 'spawnChance' for this effects fails then emit these effects instead
alsoPlaySound sound ref 1.13
createWhenOffscreen Defaults false. bool 1.13
createWhenZoomedOut Defaults true bool 1.13
createWhenOverLiquid Defaults true bool 1.13
createWhenOverLand Defaults true bool 1.13
spawnChance Default 1. If less than 1 effect only has a random chance of being created float 1.13
showInFog Default false boolean 1.13
delayedStartTimer Hide for x time before showing and updating effect. float 1.13
liveAfterAttachedDies Defaults false when attachedToUnit is being used bool 1.13
priority Defaults to high. verylow/low/high/veryhigh/critical. Takes effect when too many effects are being shown at once. string 1.13
Movement
attachedToUnit Attach to unit or projectile that created this effect. Will move with this object. bool 1.13
alwayStartDirAtZero Ignore source/attached unit dir bool 1.13
atmospheric Apply drag to slow this effect down and add small wind effects bool 1.13
physics Fall to ground and bounces. Needs height to take effect. bool 1.13
physicsGravity Defaults to 1. height speed acceleration when physics: true float 1.13
xOffsetRelative Offset starting effect position. Relative to direction of attached turret, projectile, unit float 1.13
yOffsetRelative Offset starting effect position. Relative to direction of attached turret, projectile, unit float 1.13
xOffsetRelativeRandom Random offset by +/- this value float 1.13
yOffsetRelativeRandom Random offset by +/- this value float 1.13
xOffsetAbsolute Offset starting effect by position ignoring direction of attached turret, projectile, unit float 1.13
yOffsetAbsolute Offset starting effect by position ignoring direction of attached turret, projectile, unit float 1.13
xOffsetAbsoluteRandom Random offset by +/- this value float 1.13
yOffsetAbsoluteRandom Random offset by +/- this value float 1.13
xSpeedRelative float 1.13
ySpeedRelative float 1.13
xSpeedRelativeRandom Randomly change by -value to value float 1.13
ySpeedRelativeRandom Randomly change by -value to value float 1.13
xSpeedAbsolute float 1.13
ySpeedAbsolute float 1.13
xSpeedAbsoluteRandom Randomly change by -value to value float 1.13
ySpeedAbsoluteRandom Randomly change by -value to value float 1.13
hOffset height offset from source float 1.13
hOffsetRandom Randomly change by -value to value float 1.13
hSpeed height speed float 1.13
hSpeedRandom Randomly change by -value to value float 1.13
dirOffset rotation float 1.13
dirOffsetRandom Randomly change by -value to value float 1.13
dirSpeed rotation speed float 1.13
dirSpeedRandom Randomly change by -value to value float 1.13
Graphics
frameIndex frame of to use int 1.13
frameIndexRandom
stripIndex A built-in image set to use. Cannot be used with custom image effects/explode_big/light_50/flame/effects/effects2/projectiles/projectiles2/explode_bitsint/string 1.13
Image Custom image file to use. Cannot be used with stripIndex. image 1.13
imageShadow Custom image file to use for shadows image
scaleTo Defaults to 1 float 1.13
scaleFrom Defaults to 1 float 1.13
color Defaults #FFFFFFFF color 1.13
teamColorRatio 0-1
drawUnderUnits bool 1.13
fadeInTime Fade alpha from 0% to 100% for this time at start float 1.13
fadeOut Fade alpha from 100% to 0% based on life. Set alpha is higher than 1 to delay fade bool 1.13
alpha Capped between 0-1. Can be set higher than 1 to delay fadeOut effects
shadow True to draw a shadow. Forced true if imageShadow is used
Animation
total_frames Total frames of 'image', used with animation or frameIndex. Only needed with custom images int 1.13
animateFrameStart int 1.13
animateFrameEnd int 1.13
animateFramePingPong int 1.13
animateFrameSpeed time 1.13
animateFrameSpeedRandom time 1.13

Section [animation_NAME] Useful to generate animations for the unit


Code Description Example Value Type
onActions : Unknown move, attack, idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits 1.13
onActionsQueuedUnitPlayAt : float For onAction: queuedUnits. Amount queue needs to reach before starting, set between 0-1 1.13
blendIn : time Blend with last animation for this time 1.13
blendOut : time Blend with next animation for this time 1.13
pingPong Play animation in reverse after it ends bool 1.13
KeyframeTimeScale : float Scales all keyframe times, useful to make an animation faster/slower without changing everything float 1.13
Keyframes - create as many as needed
arm#_[time] Adds a keyframe at time. Use multiple times to create animation. eg: arm1_5s: {x: 5, dir: 90 } 1.13
leg#_[time] Adds a keyframe at time. Use multiple times to create animation.
body_[time] Adds a keyframe at time for body. Only frame and scale allowed on body eg: body_4s: {frame: 4, scale: 0.5}

animation_direction_units Overrides [graphics]animation_direction_units while this animation is playing float


animation_direction_strideX: Overrides [graphics]animation_direction_strideX int
animation_direction_strideY: Overrides [graphics]animation_direction_strideY int
animation_direction_starting: Overrides [graphics]animation_direction_starting float
Deprecated Keys (can be used but there are better ways)
start : int Start image frame. deprecated 1.13
end : int End image frame. deprecated 1.13
scale_start : float Start scale. Deprecated, use body keyframes instead. 1.13
scale_end : float End scale. Deprecated, use body keyframes instead. 1.13
speed : float Speed, smaller is faster. Only effects start, end, scale_start, scale_end 1.13

Section [action_NAME] / [hiddenAction_NAME]


Code Description Example Value Type
text Text shown in UI string
text_{LANG}
description A display text when you select your unit's action, used to explain it's purpose. string
description_{LANG}
displayType none, rally, upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox
displayRemainingStockpile Queue is shown as number of times action can be triggered based on price bool
pos Order action appears in UI float
iconImage
unitShownInUI Display this unit. (as if this action built this unit) UnitType 1.13.3
Requirements for player/AI to use in UI
price The price of your action for the unit. Disables action if not available. Defaults to credits if unlabelled price: credits=5, energy=5, hp=100, shield=5, ammo=1 resources
isActive Defaults true. If false then action is disabled and shown in red in UI. LogicBoolean
isVisible Defaults true. If false action is hidden from UI and disabled. LogicBoolean
isLocked Defaults false. If true action is disabled, and a lock icon is shown. Mostly used for no nuke game modes LogicBoolean
isLockedMessage LocaleString
isLockedAlt Another reason for this to be locked. Can just use OR on isLocked, but this allows a different message to be shown LogicBoolean 1.13.3
isLockedAltMessage LocaleString 1.13.3
isLockedAlt2 LogicBoolean 1.13.3
isLockedAlt2Message LocaleString 1.13.3
allowMultipleInQueue
onlyOneUnitAtATime When action is picked in UI, only one unit selected with get this action. Defaults to false. bool
isGuiBlinking LogicBoolean? 1.13.3

ai_isDisabled Defaults false. Stop AI using this action. LogicBoolean


ai_isHighPriority 1.13.3
ai_considerSameAsBuilding Be careful with 1.13.3

Triggers - These skip the queue and do not use price, ignores isLocked, buildTime, etc (Use 2 actions and alsoQueueAction to automatically an action to the queue)
autoTriggerOnEvent created, completeAndActive, destroyed, killedAnyUnit, queuedUnitFinished, queueItemAdded, queueItemCancelled, teleported, touchTargetSuccess, newWaypointGivenByPlayer, teamChanged, transportingNewUnit
1.13.3
autoTrigger When true triggers the effects of this action instantly (ignoring price, isActive, isVisible, buildSpeed, etc) autoTrigger: if self.overWater() LogicBoolean
While action is queued
buildSpeed buildSpeed: 5s time
highPriorityQueue Defaults to false. If true this action skips all other low priority actions in queue. Useful for fireTurret actions. bool
canPlayerCancel bool
whenBuilding_cannotMove Stops unit moving while action is being applied. Useful for deploy like actions. bool
whenBuilding_playAnimation Play a custom animation from an [animation] section when in active queue animation ref
whenBuilding_rotateTo Rotate unit body to this direction when action is in active queue float
whenBuilding_rotateTo_orBackwards If true allow rotation in 180 degrees from whenBuilding_rotateTo when this is a smaller angle bool
whenBuilding_rotateTo_waitTillRotated Pause action queue till rotation is finished bool
whenBuilding_temporarilyConvertTo Convert to another unit while action is in active queue. Note: actions from the original unit will be kept unit ref
whenBuilding_triggerAction
spawnEffectsOnQueue Effects to spawn at unit when action is first added to queue effect ref
playSoundToPlayerOnQueue Global sound to play to unit's player only when action is first added to queue sound ref
Misc outcomes / Results (What happens) (Note: Must be at least one outcome for an action to show)
requireConditional Skip all effects of this action if this evaluates to false
convertTo Convert your unit into another unit. properties are preserved. unit ref 1.13.3
addEnergy Adds energy to unit. Has no effect unless energyMax is set. (Same as addResources: energy=X) float
addResources Add these resources when action finishes. addResources: credits=5, energy=-5, hp=-100, shield=5, ammo=1 resources
addResourcesScaledByAIHandicaps Same as addResources, but increased or decreased depending on AI difficulty level
deleteSelf Remove self with no explosions or sounds
resetCustomTimer Reset timer used with self.customTimer() LogicBoolean
setBodyRotation 1.13.3
Outcome - Chaining Actions
alsoTriggerAction Trigger to results of another action as well. Ignores action's requirements. alsoTriggerAction: addCredits, playSound action refs
alsoQueueAction Adds another action into the normal unit's queue. Ignores action's requirements action refs
alsoTriggerOrQueueActionConditional Defaults true. alsoTriggerAction and alsoQueueAction are ignored if this works out to be false. LogicBoolean
Outcome - Sounds
playSoundAtUnit Local sound to play when action finishes sound ref
playSoundGlobally Global sound to play to all players in game sound ref
playSoundToPlayer Global sound to play to unit's player only sound ref
Outcome - Fire projectile from turret
fireTurretXAtGround When action finishes fire target turret at point on ground, bypasses canShoot rules in turret. fireTurretXAtGround: nukeSilo turret ref
fireTurretXAtGround_withOffset If not set player targets the ground with GUI, if a point is set this step is skipped fireTurretXAtGround_withOffset: 0,0 point
fireTurretXAtGround_withProjectile Used with fireTurretXAtGround. Defaults to target turret's normal projectile. projectile ref
fireTurretXAtGround_count Number of projectiles to fire. Defaults to 1 1.13.3
fireTurretXAtGround_onlyOverPassableTileOf Only allow tiles crossable by this movement type to be selected LAND,BUILDING,WATER,HOVER, etc 1.13.3
Outcome - Spawning
spawnUnits 1.13.3
spawnEffects Effects to spawn at unit effect ref
produceUnits Like spawnUnits but unit exits as if it was produced normally, and gets a move away waypoint 1.13.3
Outcome - Transport Changes
addUnitsIntoTransport Add units into transport, use self.transportingCount() to check for space before adding addUnitsIntoTransport: tank*3, heavyTank
deleteNumUnitsFromTransport int
deleteNumUnitsFromTransport_onlyWithTags 1.13.3
startUnloadingTransport 1.13.3
forceUnloadTransportNow 1.13.3
Outcome - Waypoint Changes
clearAllWaypoints Clears all waypoints, be careful not to annoy players by removing their orders, prepending waypoints is often better bool 1.13.3
clearActiveWaypoint bool 1.13.3
addWaypoint_type move, attackMove, guard, loadInto, loadUp, attack, reclaim, repair, touchTarget, build, follow
addWaypoint_unitType Only for use with addWaypoint_type:build 1.13.3
addWaypoint_prepend Add to the start of the waypoint queue or the end bool 1.13.3
addWaypoint_triggerActionIfFailed If target_nearestUnit fails to find a match so waypoint cannot be added then trigger this action actions 1.13.3
addWaypoint_maxTime Automatically remove this waypoint if it has been active for longer than this time. time 1.13.3
addWaypoint_target_nearestUnit_tagged tags 1.13.3
addWaypoint_target_nearestUnit_team own|neutral|ally|enemy|any relation 1.13.3
addWaypoint_target_nearestUnit_maxRange float 1.13.3
addWaypoint_target_mapMustBeReachable bool 1.13.3
addWaypoint_position_offsetFromSelf point 1.13.3
addWaypoint_position_fromAction bool 1.13.3
addWaypoint_position_randomOffsetFromSelf
Same as above, but random. 1.13.3
Outcome - Animation
playAnimation 1.13.3
playAnimationIfNotPlaying Don't restart animation if this animation is already playing 1.13.3
finishPlayingLastAnimation Finish last animation, including blend out 1.13.3
stopLastAnimation Stop last animation, skipping blend out 1.13.3

switchToNeutralTeam Change team to neutral. This team is allied to all other teams. Will be captured by nearby units unless [core]stayNeutral:true is used boolean 1.13.3
switchToAggressiveTeam Change to a built-in team that is aggressive to all other teams. Does not get captured. boolean 1.13.3
Outcome - Take Resources from other units
takeResources Resources to take (required to use take resources). And at-least 1 include key is needed. takeResources: hp=5, gold=10 customPrice 1.13.3
takeResources_includeUnitsInTransport bool 1.13.3
takeResources_includeParent Include attachment parent or transport parent bool 1.13.3
takeResources_includeUnitsWithinRange float 1.13.3
takeResources_includeUnitsWithinRange_team Used with includeUnitsWithinRange, defaults to own. Can be: own|ally|allyNotOwn|enemy|neutral|any TeamRelation 1.13.3
takeResources_excludeUnitsWithoutTags tags 1.13.3
takeResources_excludeUnitsWithTheseResources customPrice 1.13.3
takeResources_excludeUnitsWithoutAllResources Defaults to true. bool 1.13.3
takeResources_triggerActionIfAnyCollected action refs 1.13.3
takeResources_triggerActionIfNoneCollected action refs 1.13.3
takeResources_discardCollected Just take resources from targets, don't add(or remove) to self bool 1.13.3
takeResources_keepResourcesOnTarget Don't add/remove resource from target. This clones resources. Use with takeResources_discardCollected and takeResources_triggerActionIfAnyCollected to make a resource detector. bool 1.13.3
takeResources_maxUnits Defaults to 1.
Outcome - Convert Resources
convertResource_from Name of custom resource to take from 1.13.3
convertResource_to Name of custom resource to give to 1.13.3
convertResource_minAmount Skip if less than this amount in 'from'. Defaults to 0. Likely not needed for most use cases 1.13.3
convertResource_maxAmount Max amount to transfer between 'from' and 'to' 1.13.3
convertResource_multiplyAmountBy Defaults to 1. Amount to multiply when adding on 'to' (does not effect amount taken on 'from') 1.13.3
Outcome - Set Resources
resourceAmount Name of custom resource to set with the below 3 keys. All keys are optional, and can be used together. customResource 1.13.3
resourceAmount_setValue Absolute value to set this resource to, ignores current value of resource. Skipped by default float 1.13.3
resourceAmount_addOtherResource Name of another custom resource to add to this on. Can be used without resourceAmount_setValue, to just add resources. Or with resourceAmount_setValue:0 to copy a resource value. customResource 1.13.3
resourceAmount_multiplyBy Defaults to 1. Multiple the current or new value by float 1.13.3
Outcome - Attachment changes
attachments_addNewUnits 1.13.3
attachments_deleteNumUnits 1.13.3
attachments_onlyOnSlots 1.13.3
disconnectFromParent 1.13.3
Outcome - Tag changes
temporarilyAddTags Add tag to this unit until it is converted or reset 1.13.3
temporarilyRemoveTags Remove tag from this unit until it is converted or reset 1.13.3
resetToDefaultTags Reset to standard tags 1.13.3
addGlobalTeamTags Add a tag to player's team. Use with self.globalTeamTags() to create unlocks and upgrades. Unique tags are best to not conflict with other mods. 1.13.3
removeGlobalTeamTags Remove a tag from player's team. 1.13.3

Outcome - Show Message


showMessageToPlayer Sends a message to the player controlling the unit string 1.13.3
showMessageToAllPlayers Sends a message to all players string 1.13.3
showQuickWarLogToPlayer Sends a Quick War Log message to the player controlling the unit (in the lower lef) string 1.13.3
showQuickWarLogToAllPlayers Sends a Quick War Log message to all players (in the lower lef) 1.13.3
debugMessage Only shows in Sandbox with Debug mode on. 1.13.3
Targets

Type Spawn Units Parameters Used with spawn keys and unit names
Code Description Example
Most units spawning keys support multiple units with parameters spawnUnits: crates*10(neutralTeam=true), tank(spawnChance=0.5)
neutralTeam Spawn the unit on the neutral team instead of the same team as source 1.13.3
setToTeamOfLastAttacker Spawn the unit on the last attacker of source (useful on [core]unitsSpawnedOnDeath) 1.13.3
spawnChance Chance this unit will spawn. Defaults to 1. 1.13.3
maxSpawnLimit Useful with spawnChance, max number of units to spawn in total spawnUnits: treeA(spawnChance=0.5, maxSpawnLimit=1), treeB(maxSpawnLimit=1) 1.13.3
gridAlign Align spawn location to grid, useful for buildings 1.13.3
skipIfOverlapping Don't spawn this unit if spawn in an invalid location. Eg on units or over water when LAND based 1.13.3
offsetX 1.13.3
offsetY 1.13.3
offsetRandomX
offsetRandomY
offsetRandomDir
offsetHeight 1.13.3
offsetDir 1.13.3
addResources Give spawn unit those resources, can be used to set flags that trigger actions spawnUnits: crates(addResource=gold:30|stone:10, spawnChance=0.5) 1.13.3
Targets

Type Logic Boolean Values Useful to create conditionals with several keys
Code Description Example
true
false
if Start all logic booleans with if, unless just using true/false
and if self.isInWater() and self.energy(greaterThan=1)
or if (self.energy(greaterThan=1) or self.ammo(greaterThan=1)) and self.isFlying()
not if not self.isOverLiquid()
Unit location and movement
self.isUnderwater()
self.isAtGroundHeight()
self.isFlying()
self.isMoving()
self.isAtTopSpeed()
self.isInWater() Touching water
self.isOverwater() Touching or over a water tile
self.isOverLiquid()
self.isOverClift()
self.isOverPassableTile() (parameters: type)
self.isOverOpenLand() shortcut for self.isOverPassableTile(type='LAND')
Unit stats
self.hasResources() Can check multiple resources (all price parameters) 1.13.3
self.resource() Checks a single resource (parameters: type, greaterThan, lessThan)
self.hp() (parameters: greaterThan, lessThan, empty, full)
self.ammo() (parameters: greaterThan, lessThan, empty, full)
self.isAmmoEmpty() shortcut for self.ammo(empty=true)
self.ammoIncludingQueued() Also includes ammo from actions still in queue (parameters: greaterThan, lessThan, empty, full) if self.ammoIncludingQueued(lessThan=12)
self.energy() (parameters: greaterThan, lessThan, empty, full)
self.energyIncludingQueued() Also includes energy from actions still in queue (parameters: greaterThan, lessThan, empty, full)
self.isEnergyFull() shortcut for self.energy(full=true)
self.isEnergyEmpty() shortcut for self.energy(empty=true)
self.shield() (parameters: greaterThan, lessThan, empty, full)
self.kills() (parameters: greaterThan, lessThan)
self.queueSize() 1.13.3
Misc
game.nukesEnabled()
self.hasFlag() Boolean flag saved into units for mods to use. (parameters: id=0-31) Use addResources in action change this vaule
self.tags() (parameters: includes)
self.globalTeamTags() (parameters: includes) 1.13.3
self.transportingCount() (parameters: greaterThan, lessThan, empty)
self.numberOfAttachedUnits() (withTag, greaterThan, lessThan)
self.isAttacking()
self.hasActiveWaypoint() ([type=WAYPOINT_TYPE])
self.transportingUnitWithTags() (parameters: includes) self.transportingUnitWithTags(includes='human')
self.hasParent() For attachments only (parameters: withTag='X')
self.hasTakenDamage() (parameters: withinSeconds=X, laterThanSeconds=X) self.hasTakenDamage(withinSeconds=1)
self.timeAlive() (parameters: withinSeconds=X, laterThanSeconds=X)
self.lastConverted() (parameters: withinSeconds=X, laterThanSeconds=X)
self.customTimer() (parameters: withinSeconds=X, laterThanSeconds=X)
self.isOnNeutralTeam()
numberOfUnitsInTeam() (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) numberOfUnitsInTeam(withTag='techUnlockBuilding', greaterThan=0)
numberOfUnitsInEnemyTeam() 1.13.3
numberOfUnitsInNeutralTeam() UNTESTED!
self.hasUnitInTeam() (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for numberOfUnitsInTeam 1.13.3
self.noUnitInTeam() (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for numberOfUnitsInTeam 1.13.3
self.isControlledByAI() 1.13.3

Type Built-in Prices/Resources Used in price/resource keys as values


Code Description Example Targets
credits Global resource
energy
hp
shield price: hp=-100, shield=100
ammo Hidden value on each unit for use by mods
setFlag use with addResources, resourceUsage or price. 0-31. Flags are stored in each unit setFlag=1
unsetFlag use with addResources, resourceUsage or price. 0-31
hasFlag use with price or resourceUsage
hasMissingFlag use with price or resourceUsage
X Any resource defined in [global_resource_x] or [resource_x] sections gold=5, stone=20 1.13.3

Section [global_resource_NAME] Sets a custom resource


Code Description Example Value Type
Define a new resource shared with all units in a team, works just like the built-in credits resource. Add to 'all-units.template' (at mod root) for easy use in all of your mods
displayName Name of this resource in UI 1.13.3
displayNameShort Resource name on smaller UI elements like action hovertext (Defaults to displayName) 1.13.3
hidden Hide this resource from the player bool 1.13.3
priority If 2 or mods/units define a resource with the same NAME, the displayName/displayColor with the highest priority is used 1.13.3
displayColor Color, can be hex with optional alpha #FF0000 color 1.13.3

Section [resource_NAME] Sets a custom resource


Code Description Example Value Type
Define a new resource local to unit. Works like build-in ammo resource
displayName Name of this resource in UI (eg hovering over unit info) 1.13.3
displayNameShort 1.13.3
hidden Hide this resource from the player 1.13.3
equivalentGlobalResourceForAI Used to hint to the AI that a resource node with a local resources could be used to get a different global resource. Eg when a harvester unloads the resource

Section [template_NAME] Useful to copy keys from a section to several sections


Code Description Example Value Type
Template sections can have any keys and have no effect by themselves. 1.13.3
Template can get included from other files with [core]copyFrom. Eg: [core]copyFrom: ROOT:effects/explodeEffects.template (Note that copyFrom can include multiple files. )
--All these below features can be used with any section not just templates--
@copyFromSection Use in any section to include keys from a section or template. (Comma separated for multiple) @copyFromSection template_name/action_name/projectile_name 1.13.3
@define X Define a local variable within a section (best outside of template) @define targetEffect: boom
@global X Define a global variable used in all sections. Local variables have a higher priority @global targetEffect: pop
${X} can be used to reference variables (can also be done outside of a template) spawnEffects: effect_${targetEffect} 1.13.3
${section.key} can be used to reference another key (can also be done outside of a template) addResources: credits=${ core.price * 2 + 10 } 1.13.3
Version Section [core]
Added Code Value Type Description Example
Necessary Code, will cause error if these are not included
name:
mass:
radius:
price:
maxHp:
#==== #==== Common Keys
name: string Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game) name: customTank1
altNames: string(s) Comma separated list of names. Like name but lower priority, useful for multiple optional mods. altNames: custTank1, customTank1, cTank1
class: string Reserved for future use, must be CustomUnitMetadata by default. class: CustomUnitMetadata
1.13.3 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
price: int / price The unit cost from builders/buildings. Defaults to credits if no resource type is used price: 500, price: gold=5, stone=10
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
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
buildSpeed: float / s Time it takes to build the unit. (may multiply with builder speed) buildSpeed: 3s
radius: int Circular area around the unit that makes it selectable. (mouse click/screen touch) radius: 20
isBio: bool Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true) isBio: true
isBug: bool Changes some death defaults, and sort order in Sandbox. isBug: false
1.13 isBuilder: bool Normally required if this unit places buildings. Defaults to [ai]useAsBuilder. isBuilder: true
1.15 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.
1.15 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.
#==== #==== Unit Stats Keys
maxHp: int The max health for the unit. (will spawn with this value) maxHp: 200
selfRegenRate: float Passive self repair rate. selfRegenRate: 0.01
maxShield: int The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true. maxShield: 500
startShieldAtZero: bool Unit starts with a 0 hitpoints shield on created if true. startShieldAtZero: true
shieldRegen: float Passive shield regen rate. shieldRegen: 0.15
float Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions. energyMax: 1
energyRegen: float Passive energy regen rate. energyRegen: 0.001
energyStartingPercentage: float Sets the percentage of charged energy when the unit is first built. energyStartingPercentage: 0.5
energyNeedsToRechargeToFull: float Disables weapons using energy after reaching zero till fully recharged if true. energyNeedsToRechargeToFull: true
energyRegenWhenRecharging float Regen rate while recharging.
1.13 armour: int Damage taken away from each hit. (not currently used in any vanilla units) armour: 6
1.13 armourMinDamageToKeep: int Min damage to keep from received damage. Defaults to 1. armourMinDamageToKeep: 2
1.13.3 borrowResourcesWhileAlive: price Takes these resources when created and returns them when removed or destroyed. borrowResourcesWhileAlive: gold=10
Like borrowResourcesWhileAlive but doesn't take affect till built. Mostly useful for buildings like houses that
1.15 borrowResourcesWhileBuilt: borrowResourcesWhileBuilt: supplyCap = -10
price have negative resources to add to the unit cap, etc.
1.13.3 generation_resources: price Income unit creates. (custom resource version) generation_resources: credits=5, gold=20
1.13.3 generation_active: logicBoolean Disables generation_resources/credits when false. (logic_boolean) generation_active: if not self.hp(lessThan=100)
generation_credits: int Income unit creates. (credits only) generation_credits: 2
generation_delay: int How often generation_resources/credits is added. Defaults to 40. (changing not recommended) generation_delay: 40
#==== #==== UI and Graphics Keys
showInEditor: bool Set to false to hide unit in Sandbox editor. (Defaults to true) showInEditor: false
displayText: LocaleString The unit name that the game shows to the player. displayText: Custom Tank
1.13 displayText_{LANG}: string LANG = ISO 639-1 Code to show this text instead when game is in this language. displayText_es: Tanque Personalizado
displayDescription: LocaleString Unit description that the game shows to the player. displayDescription: -Fast movement\n-Light damage
1.13 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
displayLocaleKey: string Translation file key for unit name and description. displayLocaleKey: units.mechArtillery
displayRadius: int Defaults to radius value. Set to show a larger or smaller selection circle UI on units. displayRadius: 20
uiTargetRadius int Defaults to displayRadius value. Radius used when attacking/reclaiming/etc this unit
shieldRenderRadius: int Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units. shieldRenderRadius: 12
shieldDisplayOnlyDeflection: bool Hide shield unless deflecting shot if true. shieldDisplayOnlyDeflection: true
shieldDeflectionDisplayRate: float Defaults to 4. High value causes shield deflection to fade disappear faster. shieldDeflectionDisplayRate: 3
1.13.3 showOnMinimap: bool Defaults to true. Hide units on minimap if false. showOnMinimap: false
1.13.3 showActionsWithMixedSelectionIfOtherUnitsHaveTag: bool Shows a merged action list if all units selected includes one of these tags. Useful for converted units. showActionsWithMixedSelectionIfOtherUnitsHaveTag: true

1.14 showOnMinimapToEnemies bool Useful for stealth units


#==== #==== Building Only Keys
isBuilding: bool Defines if the unit is a building. isBuilding: true
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
constructionFootprint: ints Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile. constructionFootprint: -1,-1,1,3
displayFootprint: ints Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint. displayFootprint: 0,0,1,1
buildingSelectionOffset: int Defaults to 0. Adds or removes padding on the drawn selection rect in UI. buildingSelectionOffset: 4
buildingToFootprintOffsetX: float Defaults to 10. Change the building position in the footprint on the X-axis. buildingToFootprintOffsetX: 4
buildingToFootprintOffsetY: float Defaults to 10. Change the building position in the footprint on the Y-axis. buildingToFootprintOffsetY: 6
placeOnlyOnResPool: bool Normally used for extractors, forces building construction in a resource pool. placeOnlyOnResPool: true
selfBuildRate: float Rate unit builds itself when placed without a builder. selfBuildRate: 0.0008
1.14 ignoreInUnitCapCalculation defaults to true for buildings otherwise false. Set to true to not count this unit in unit cap.
#==== #==== Misc Keys
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
dont_load: bool Do not load unit, and don't error on missing data. Can be useful when used with copyFrom. dont_load: true
overrideAndReplace: string(s) Overrides another unit with this unit. Build links and map positions to target unit will be replaced. overrideAndReplace: builder, combatEngineer
1.13.3 onNewMapSpawn: string Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam, spawnPoint_eachActiveTeam
globalScale: float Defaults to 1. Changing not recommended. globalScale: 2
isLocked: bool Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build. isLocked: true
1.13 isLockedIfGameModeNoNuke: bool Disallows building of this unit if nukes are disabled during match setup. isLockedIfGameModeNoNuke: true
experimental: bool Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: true
stayNeutral: bool Set to false to disable capture when unit is on the neutral team. stayNeutral: false
1.13 createNeutral: bool Set to true to always spawn the unit on the neutral team. createNeutral: true
createOnAggressiveTeam: bool Set to true to always spawn the unit on aggressive teams on single player matches. createOnAggressiveTeam: true
1.13 tags: string(s) List of comma separated strings. Used to classify units, create special actions and balances. tags: tank, smallTank, piercingDamage
defineUnitMemory: boolean nukeActive, boolean laserReady, float experience, unit nextTarget, unit
defineUnitMemory creates variables for custom storage unique to each unit. Allowed types: boolean, float/number, unit, string homeBase, string customText
1.15
fogOfWarSightRange: int Sets number of tiles this unit can see through the fog of war. Defaults to 15. fogOfWarSightRange: 18
1.14 fogOfWarSightRangeWhileNotBuilt int Fog of War range when unit/building is incomplete. Defaults to fogOfWarSightRange
softCollisionOnAll: int Creates a soft collision effect when touching other units. softCollisionOnAll: 3
disableAllUnitCollisions: bool Unit cannot collide with others if true. disableAllUnitCollisions: true
1.13 isUnrepairableUnit: bool No unit can repair this unit if true. isUnrepairableUnit: true
isUnselectable: bool If true unit cannot be selected. (includes AI players) isUnselectable: true
1.14 isUnselectableAsTarget bool Defaults to isUnselectable. Can be used to create units that cannot be selected but can be targeted for attack, reclaim, etc
1.13 isPickableStartingUnit: bool If true, unit is added to dropdowns for starting unit in game setup menus. isPickableStartingUnit: true
1.13 startFallingWhenStartingUnit: bool Unit will appear falling from skies when starting unit if true. startFallingWhenStartingUnit: true
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
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
1.13.3 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
canNotBeDirectlyAttacked: bool No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks. canNotBeDirectlyAttacked: true
canNotBeDamaged bool Defaults to value of canNotBeDirectlyAttacked (be careful setting this without canNotBeDirectlyAttacked, as AI will attack forever)
1.13.3 canNotBeGivenOrdersByPlayer: bool If true unit will not take player or AI orders. canNotBeGivenOrdersByPlayer: true
1.13.3 canOnlyBeAttackedByUnitsWithTags: strings(s) List of tag strings, only units with these tags can directly target this unit. canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTank
1.14 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.
#==== #==== Transport Keys
1.13 transportSlotsNeeded: int Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5. transportSlotsNeeded: 2
maxTransportingUnits int Number of slots this units has for transporting other units. maxTransportingUnits: 5
1.13 transportUnitsRequireTag: string(s) Only allows trasport of units that have one of these tags. transportUnitsRequireTag: smallTank, soldier
1.13 transportUnitsRequireMovementType: movementTypes Only allows trasport of units that have one of these movement types. transportUnitsRequireMovementType: AIR, WATER
1.13 transportUnitsBlockAirAndWaterUnits: bool Defaults to true. This unit can only transport LAND units if true. transportUnitsBlockAirAndWaterUnits: false

1.13 transportUnitsKeepBuiltUnits: bool Makes built units stay inside transport instead of exiting it once ready if true. transportUnitsKeepBuiltUnits: true
1.13 transportUnitsCanUnloadUnits: LogicBoolean Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false. transportUnitsCanUnloadUnits: false
1.13 transportUnitsAddUnloadOption: bool Defines if unload button should be added to the unit menu transportUnitsAddUnloadOption: false
1.13.3 transportUnitsUnloadDelayBetweenEachUnit: float Changes the delay it takes between each unit getting unloaded. transportUnitsUnloadDelayBetweenEachUnit: 12
1.13 transportUnitsKillOnDeath: LogicBoolean Defaults to true. If false transported units don't die when transport dies. transportUnitsKillOnDeath: if self.isOverLiquid()
1.13 transportUnitsHealBy: float Rate to heal units that are being transported. transportUnitsHealBy: 0.1
transportUnitsBlockOtherTransports: bool Defaults to true, if false this transports can hold other transports. transportUnitsBlockOtherTransports: false
1.13.3 whileNeutralTransportAnyTeam: bool This unit can transport units of any team while neutral if true. whileNeutralTransportAnyTeam: true
1.13.3 whileNeutralConvertToTransportedTeam: bool Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam. whileNeutralConvertToTransportedTeam: true
1.13.3 convertToNeutralIfNotTransporting: bool Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam. convertToNeutralIfNotTransporting: true
1.13.3 transportUnitsOnTeamChangeKeepCurrentTeam: bool Keeps transported units on their orginal team when this unit is converted if true. transportUnitsOnTeamChangeKeepCurrentTeam: true

1.13.3 #==== #==== Resource Node Keys

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.
similarResourcesHaveTag: string(s) When this has been reclaimed harvester unit moves on to another resource with these tags. similarResourcesHaveTag: goldResource
1.13.3 resourceMaxConcurrentReclaimingThis: int Defaults to unlimited. Set to restict how many units can reclaim this resource at the same time. resourceMaxConcurrentReclaimingThis: 3
1.13.3 reclaimPrice: int Like price but for resources. Useful for buildable resources. reclaimPrice: gold=1000
1.13.3 #==== #==== Resource Harvester Keys
canReclaimResources: bool If true this unit can gather resources, useful with resourceRate. canReclaimResources: true
canReclaimResourcesNextSearchRange: int Defines the resource search range of this unit when its main gathered resource runs out. canReclaimResourcesNextSearchRange: 100
canReclaimResourcesOnlyWithTags: string(s) This unit is only allowed to gather resources with these tags. canReclaimResourcesOnlyWithTags: foodResource, goldResource
canReclaimUnitsOnlyWithTags string(s) This is for reclaiming units, not for resources. See canReclaimResourcesOnlyWithTags
#==== #==== Construction and Factory Keys
canRepairUnitsOnlyWithTags string(s)
canRepairBuildings: bool Can this can heal ally buildings (isBuilder:true is required) canRepairBuildings: true
canRepairUnits: bool Can this can heal ally units. (isBuilder:true is required), canRepairBuildings required for buildings. canRepairUnits: true
autoRepair: bool Automatically try and repair damaged units in nano range. (isBuilder:true is required) autoRepair: true
nanoRange: int Defaults to 85. Defines the unit building/repair/reclaim range. nanoRange: 110
nanoRepairSpeed: float Defaults to 0.2. Defines the unit nano repair/reclaim speed. nanoRepairSpeed: 0.01
nanoBuildSpeed: float Defaults to 1. Defines the unit nano building speed. (May multiply with target's buildSpeed) nanoBuildSpeed: 0.9
1.13.3 nanoRangeForRepairIsMelee: bool Defines if this unit must touch its target to repair it. nanoRangeForRepairIsMelee: true
1.13.3 nanoRangeForReclaimIsMelee: bool Defines if this unit must touch its target to reclaim it. nanoRangeForReclaimIsMelee: true
1.13.3 nanoRangeForRepair: int Defines a specific range for the repair action of this unit. nanoRangeForRepair: 60
1.13.3 nanoRangeForReclaim: int Defines a specific range for the reclaim action of this unit. nanoRangeForReclaim: 60
nanoFactorySpeed: float Defaults to 1. Multiplies the buildSpeed value of the created unit if this unit is a factory. nanoFactorySpeed: 1.2
extraBuildRangeWhenBuildingThis: int Temporarily adds extra build range to builders to build this unit. Useful for water based buildings. extraBuildRangeWhenBuildingThis: 90
builtFrom_#_name: string(s) Useful if adding this unit to build to existing buildings. Like canBuild but in opposite direction. builtFrom_1_name: landFactory, airFactory
builtFrom_#_pos: float Order this build link appears in UI. Using canBuild instead is more recommended. builtFrom_1_pos: 0.1
builtFrom_#_forceNano: bool Build as if this is a building if true. (even if it's a unit) builtFrom_1_forceNano: true
1.13.3 builtFrom_#_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)
1.13.3 builtFrom_#_isLockedMessage: LocaleString Message shown when this build link is locked. builtFrom_1_isLockedMessage: -Needs more population
exit_x: float Where created or unloaded units appears from the transport or building. Defaults to 0. exit_x: 0
exit_y: float Where created or unloaded units appears from the transport or building. Defaults to 5. exit_x: 5
1.13 exit_dirOffset: float Defaults to 180 for units and 0 for buildings. Defines the exit direction of created or unloaded units. exit_dirOffset: 140
1.13 exit_heightOffset: float Defaults to 0. Defines the height where created or unloaded units appears. exit_heightOffset: 16
1.13 exit_moveAwayAmount: float Defaults to 70. Defines the distance that created or unloaded units moves from this unit. exit_moveAwayAmount: 10
1.14 exitHeightIgnoreParent bool Ignores parent height for exit height; useful for separating attachments with their parents for building
#==== #==== Death Keys
dieOnConstruct: bool Deletes this unit when it starts to build if true. (target building/unit likely will need selfBuildRate set) dieOnConstruct: true
1.13 dieOnZeroEnergy: bool Kills this unit if energy level reaches zero when true. dieOnZeroEnergy: true
numBitsOnDeath: int Defines the number of scattered bit fragments when this unit dies. numBitsOnDeath: 20
nukeOnDeath: bool Unit will spawn a nuke detonation built-in effect when dies if true. nukeOnDeath: true
nukeOnDeathRange: float Defines the nuke effect range when using nukeOnDeath. nukeOnDeathRange: 140
nukeOnDeathDamage: float Defines the nuke effect area damage when using nukeOnDeath. nukeOnDeathDamage: 2000
nukeOnDeathDisableWhenNoNuke: bool Defaults to false. If true this unit will not explode with nuke when nukes are disabled in skirmish maps. nukeOnDeathDisableWhenNoNuke: true
fireTurretXAtSelfOnDeath: turret ref Auto-shoot a specific turret when this unit dies. fireTurretXAtSelfOnDeath: turret_1
1.13 explodeOnDeath: bool Defaults to true. Disables the unit death explode built-in effect if false. explodeOnDeath: false
1.13 explodeOnDeathGroundCollision: boolean Defaults to true. Disables the explode built-in effect on death when unit touches ground if false. explodeOnDeathGroundCollision: false
1.14 explodeTypeOnDeath: preset effects options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding
1.13 effectOnDeath: effect(s) ref Spawns built-in or custom effects when unit dies. effectOnDeath: shockwave, CUSTOM:pieces*3, CUSTOM:deathSound
1.13 effectOnDeathGroundCollision: effect(s) ref Like effectOnDeath but when unit touches ground. Useful for flying units. effectOnDeathGroundCollision: CUSTOM:bigExplosion
1.13 unitsSpawnedOnDeath: string(s) Spawns these units when dies. Comma separated unit identifiers. unitsSpawnedOnDeath: tank*5, hoverTank
unitsSpawnedOnDeath_setToTeamOfLastAttacker: bool Units spawned on death will appear on the last attacker team if true. unitsSpawnedOnDeath_setToTeamOfLastAttacker: true
hideScorchMark: bool Disables the death scorch mark leaved when unit dies if true. hideScorchMark: true
soundOnDeath: string(s) Sets a custom sound for this unit death. soundOnDeath: tankExplosion1.ogg, tankExplosion2.ogg
1.14 effectOnDeathIfUnbuilt: effect(s) ref If the unit was not completed, and is destroyed, play this effect. Defaults to effectOnDeath effectOnDeathIfUnbuilt: CUSTOM:implode
#==== #==== Action Keys
1.13.3 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_allowDangerousHighCPU: bool Allows for auto actool cooldown lower than 0.2s. Default to false.
options: everyFrame (default), every4Frames, every8Frames. Note: all triggers regardless of check rate are checked
1.15 autoTriggerCheckRate enum when first created and after an auto trigger cooldown. Note: Adding [core]autoTriggerCheckRate:every8Frames to all- autoTriggerCheckRate:every8Frames
units.template could have a large performance boost for mods with complex autoTriggers.
#==== #==== Deprecated Keys (can be used but there are better ways)
depr. 1.13 action_#_convertTo: string Deprecated in 1.13, use [action_x] sections instead action_1_convertTo: customTank_2
depr. 1.13 action_#_pos: float Order action appears in UI action_1_pos: 0.1
depr. 1.13 action_#_price: int The price of your action for the unit. (All your sub actions will be linked to the # you use) action_1_price: 1000
depr. 1.13 action_#_text: string A display text when you select your unit's action, used to explain it's purpose. action_1_text: Upgrade to Custom Tank 2
depr. 1.13 action_#_description: string The action description. action_1_description: -Converts the tank
depr. 1.13 action_#_addEnergy: float Adds energy to unit. Has no effect unless energyMax is set action_1_addEnergy: 10
depr. 1.13 action_#_whenBuilding_cannotMove: bool Stops unit moving while action is being applied. Useful for deploy like actions. action_1_whenBuilding_cannotMove: true
depr. 1.13 canBuild_#_name/pos/isLocked: string Use canBuild section instead. canBuild_1_name: tank

Section [canBuild_NAME]
Code Value Type Description Example
1.13.3 name: string(s) List of unit identifiers this unit can create. Can be buildings or units. Add "setRally" to create a rally button name: setRally, tank, hoverTank, heavyTank
1.13.3 pos: float Order build link appears in this unit UI. pos: 0.1
1.13.3 tech: int Tech level. Mostly just affects build link colour in this unit UI. Defaults to 1. tech: 2
1.13.3 forceNano: bool Builds target as if it was a building if true. (even if it's a unit) forceNano: true
1.13.3 isVisible: LogicBoolean Hide this build link if true in this unit UI. isVisible: if not self.energy(greaterThan=100)
1.13.3 isLocked: LogicBoolean Dynamically locks this build option and shows isLockedMessage if true. isLocked: if self.hp(lessThan=100)
1.13.3 isLockedMessage: string Set to tell to players why a unit is locked. isLockedMessage: -Needs 2 Barracks
1.13.3 isLockedMessage_{LANG}: string LANG = ISO 639-1 Code to show this text instead when game is in this language. isLockedMessage_es: -Necesita 2 Cuarteles
1.13.3 isLockedAlt: LogicBoolean Another reason for this to be locked. Just allows a different message to be shown. isLockedAlt: if self.energy(greaterThan=90)
1.13.3 isLockedAltMessage: string Message for isLockedAlt. isLockedAltMessage: -Needs less energy
1.13.3 isLockedAlt2: LogicBoolean Like isLockedAlt but to show one more message. isLockedAlt2: if self.isMoving()
1.13.3 isLockedAlt2Message: string Message for isLockedAlt2. isLockedAlt2Message: -Needs to be quiet
1.13.3 addResources: price(s) Adds these resources to self when placing the building or producing the unit. addResources: ammo=5, setFlag=1
1.13.3 price: price(s) Overrides builded units/buildings price. Defaults to target unit prices. price: credits=1000, ammo=5
1.13.3 isGuiBlinking: LogicBoolean Generates a blinking effect in UI if true. isGuiBlinking: true

Section [graphics]
Code Value Type Description Example
Necessary code
file (image) image:
#==== Common Keys
image: file (image) File path to png image.
image_back: file (image) An optional image drawn behind other units. Useful for factories that units exit
1.14 image_shield file (image) Image to show as a custom shield
image_wreak: file (image) Image to use when unit dies. Can be NONE to leave no wreak
image_offsetX: int Use this to adjust the graphics of a unit if it is too far off one side
image_offsetY: int Use this to adjust the graphics of a unit if it is too far off one side
1.13.3 isVisible logic If false will hide the unit.
1.14 isVisibleToEnemies bool Only visible to player and allies when false. Recommend with showOnMinimapToEnemies. Useful for stealth units.
1.13 teamColoringMode How pixels are used for team coloring, options: pureGreen (default), hueAdd, hueShift, disabled
teamColorsUseHue: bool False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false
scaleImagesTo: float Resize image to fit this value in pixels. Effects leg, and shadow images as well.
imageScale: float Resize image. Defaults to 1. Effects leg, and shadow images as well.
drawLayer: string Land units normally default to ground or ground2 if transport. wreaks, underwater, bottom, ground, ground2, experimentals, air, top
1.13 whenBeingBuiltMakeTransparentTill float How long the transparent effect is applied to incomplete units, set to 0 to disable completely Default: 1
icon_zoomed_out file (image)
icon_zoomed_out_neverShow bool
#==== Turrets (images can also be set on each turret)
image_turret: file (image) Default image for all turrets, can also be set per turret
teamColorsOnTurret bool Defaults false. Apply team colours on turret as well. Also effects pre-turret images
scaleTurretImagesTo: float Will cause crash if image_turret is not specified, even if image is set per turret
lock_body_rotation_with_main_turret: bool Locks body image locked to first turret's direction
1.13 lock_leg_rotation_with_main_turret bool Locks legs and arms to first turret's direction
#==== Shadow
image_shadow: file (image) Image file, NONE, or AUTO. (AUTO will use image and make it transparent black only.)
shadowOffsetX: float
shadowOffsetY: float
1.13.3 image_shadow_frames bool If shadow image should use frame animation of main image
lock_shadow_rotation_with_main_turret: bool Locks body image shadow locked to first turret's direction
#==== Effects and animation
total_frames int Defaults to 1. Animations require this.
frame_width: int Calculated for you if total frames is set, but can be overridden
frame_height: int Defaults to image height
splastEffect: bool True to create a water wave effect when over water. Default false
dustEffect: bool True to create a dust effect when over land. Default false
splastEffectReverse: bool True to also create effect when unit is reversing
dustEffectReverse: bool True to also create effect when unit is reversing
1.13 movementEffect effect Custom movement effect, can be anything eg: movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5
1.13 movementEffectReverse effect
1.13 movementEffectRate float
1.13 movementEffectReverseFlipEffects bool Create effect as if unit has rotated 180 when reversing
repairEffect effect ref Custom movement effect, can be anything. Replaces default effect from builders
repairEffectAtTarget effect
repairEffectRate int Defaults to 5
1.13.3 reclaimEffect effect
1.13.3 reclaimEffectAtTarget effect
1.13.3 reclaimEffectRate int
rotate_with_direction: bool Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_*
animation_direction_units: float 45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false
animation_direction_strideX: int Animation frames to offset on direction change.
animation_direction_strideY: int Animation frames to offset on direction change. Used with frame_height.
animation_direction_starting: float Direction for first frame
1.13.3 disableLowHpFire bool
1.13.3 disableLowHpSmoke
1.13.3 showTransportBar: bool
1.13.3 showHealthBar bool
1.13.3 showEnergyBar bool
1.14 showShieldBar bool
1.14 showQueueBar bool
Deprecated Keys (can be used but there are better, more adaptable ways)
depr. 1.13 animation_TYPE_start: int TYPE can be set to: attack, moving, idle. Use [animation] section instead for more control animation_moving_start: 0
depr. 1.13 animation_TYPE_end: int End frame, must be larger then start animation_moving_end: 3
depr. 1.13 animation_TYPE_scale_start: float Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
depr. 1.13 animation_TYPE_scale_end: float Scale unit image. Defaults to 1. Useful for bio units or breathing effects.
depr. 1.13 animation_TYPE_speed: float Delay for each frame of animation. Larger values cause slower animation
depr. 1.13 animation_TYPE_pingPong: bool Play animation in reverse before repeating. Useful with scale_start/scale_end

Section [attack] The attack section is for global attack characteristics, per-turret overrides these
Code Value Type Description Example
canAttack: bool If set to false, can not attack any unit. Regards of other canAttack options below.
canAttackFlyingUnits: LogicBoolean can also be narrowed per turret. Note: not required if canAttack is false.
canAttackLandUnits: LogicBoolean can also be narrowed per turret
canAttackUnderwaterUnits: LogicBoolean can also be narrowed per turret
maxAttackRange: float (multiplied by globalScale)
canAttackNotTouchingWaterUnits: LogicBoolean Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. (can also be set per turret)
1.13.3 canOnlyAttackUnitsWithTags tags Will only attack units that has the specified tags.
1.13.3 canOnlyAttackUnitsWithoutTags tags Can only attack units without the specified tags.
1.13 turretMultiTargeting bool Allow each turrets to fire at a different target at the same time. Very useful if [turret]limitingAngle is used
isMelee: bool Used with a low attack range (like maxAttackRange: 9) makes src and target radius get added to range, and effects AI.
1.13.3 meleeEngangementDistance int Makes unit move to attack nearby units. Defaults to 250 for melee, and 0 for non melee (Works even if non-melee, but might be unexpected to players)
turretRotateWithBody bool Are all turrets rotated when body rotates. Defaults to true
attackMovement: string normal/bomber. bomber attack movement will retreat when energy runs out
dieOnAttack: bool Will die when it attacks.
isFixedFiring: bool Must aim body at target to shoot. Will often make the unit need to stop before it can aim and shoot.
aimOffsetSpread: float Offset each shot multiplied by target radius. Defaults to 0.6 aimOffsetSpread:0 will make unit always attack center
1.13 stopTargetingAfterFiring bool Unit stops targeting after firing a shot. Rarely used or needed.
disablePassiveTargeting: bool Unit only attacks manually ordered target. Rarely used or needed.
1.13.3 showRangeUIGuide bool Will it show the range indicator. Useful for showing ranges in radar and related structures.
1.15 shootDelayMultiplier float Defaults to 1. Can be dynamically changed with setUnitStats
1.15 shootDamageMultiplier float Defaults to 1. Can be dynamically changed with setUnitStats
Deprecated Keys - can be used but better to set these per turret
depr. 1.13 turretSize: float (multiplied by globalScale)
depr. 1.13 turretTurnSpeed: float
depr. 1.13 shootDelay: float Global delay, can also use delay on each turret

Section [turret_NAME] Turrets fire projectiles with different traits


Code Value Type Description Example
Necessary Code
float x:
float y:
Positioning/Stats

x: float
y: float
copyFrom: turret ref Copy all values from another turret as defaut values for this turret copyFrom: 1
projectile projectile ref Projectile fired from this turret. eg: projectile: torpedo
altProjectile projectile ref Alternative projectile fired from this turret when altProjectileCondition is true
altProjectileCondition LogicBoolean Used with altProjectile
1.13 barrelX float Defaults to 0. Controls horizontal position for projectile spawn.
1.13 barrelY float Defaults to size. Note: size and barrelY have the same meaning
1.13.3 barrelHeight float Height of barrel in 3d. Effect projectile and shoot flame starting height
size: float Controls the distance between the center of the turret and the point from where projectiles spawn. size: 5
turnSpeed float Max turn speed of the turret
turnSpeedAcceleration float Defaults to disabled, and full turn speed is used.
turnSpeedDeceleration float Defaults to turnSpeedAcceleration. Setting this higher than turn acceleration might allow faster targets to be hit
idleDir float Defaults to 0
1.13 idleDirReversing float Defaults to idleDir+180 unless attached to another turret (as attached turret will often be rotating when reversing)
shouldResetTurret: bool Defaults true. False to disable the reseting turret angle when idle
1.14 idleSweepAngle int Disabled by default. Controls how far the turret will "look" left and right
1.14 idleSweepDelay float Controls the delay between idleSweep movements
1.14 idleSweepSpeed float Controls the speed with which the turret sweeps when idle
1.14 idleSweepCondition LogicBoolean Disable idle sweep if false
1.14 idleSweepAddRandomDelay float Default 1-20 depends on idleSweepDelay, used to stop sweep syncing up with other units
1.14 idleSweepAddRandomAngle int Default 0
attachedTo: turret ref Id of another turret to attach to, will be positioned relative to it, and rotate with it.
slave: bool Locks this turret's direction and shot cooldown to attached turret. Often used with warmup for multiple barrel guns
isMainNanoTurret: bool Defaults to false. Turret to use for creating buildings, etc. should only be true on one turret, and should have canShoot set to false
energyUsage: float Required energy to fire weapon. Same as resourceUsage: energy=X
resourceUsage price can be in credits/energy/hp/shield/ammo. Stops firing if not met resourceUsage: credits=5, energy=5, hp=100, shield=5, ammo=1
Timing
delay: float Override global shootDelay for this turret
linkDelayWithTurret turret ref When this other turret fires the cooldown delay on this turret will be reset/removed
warmup: float Delay before firing a shot.
warmupCallDownRate float Rate to reduce warmup when turret is not ready to fire at any targets
warmupNoReset bool Defaults to false. When true warmup is not reset after firing a shot and turret doesn't wait for warnup. Used with warmupCallDownRate and warmupShootDelayTransfer.
warmupShootDelayTransfer float Defaults to 0, amount to reduces the next shot delay depending on warmup. When used with warmupNoReset, can make a each shot faster.
On Shoot
1.13.3 onShoot_freezeBodyMovementFor Freezes body movement while shooting.
1.14 barrelOffsetX_onOddShots: float 0 by default. Sets a barrelX offset only during odd numbered shots, useful for twin-barreled units. Use with barrelX
Targeting control
1.14 aimOffsetSpread
canShoot: bool Defaults to true
canAttackFlyingUnits: LogicBoolean Narrows targeting for this turret, note targeting for the whole unit in [attack] is applied first. (so you can only use this to target less not more)
canAttackLandUnits: LogicBoolean
canAttackUnderwaterUnits: LogicBoolean
canAttackNotTouchingWaterUnits: LogicBoolean Default true. If false unit can only attack units in contact with the water. Used for units with torpedos.
1.13.3 canOnlyAttackUnitsWithTags tags
1.13.3 canOnlyAttackUnitsWithoutTags tags
canAttackCondition: LogicBoolean Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this unit's height canAttackCondition: if not self.flying
1.14 canAttackMaxAngle float Max angle to target for turret to be allowed for fire. Defaults to 5, don't set lower. Can be set to 181 for turrets that don't need to turn to fire missiles.
1.13 clearTurretTargetAfterFiring bool Clears the turrets sub-target when using multi-targeting
limitingRange: float Make this turret have less range than the maxAttackRange. Do not apply this to all turrets change maxAttackRange instead.
1.13 limitingAngle Linked with idleDir. Turret will only be able to fire at units +/- this angle.
1.13 limitingMinRange Sets minimum range for turret. limitingMinRange: 200
1.13 interceptProjectiles_withTags Currently used with anti-nuke units.
interceptProjectiles_andTargetingGroundUnderDistance
interceptProjectiles_andUnderDistance Defaults to 2000, distance inflight before firing
interceptProjectiles_andOverHeight Defaults to 0
1.14 interceptProjectile_removeTargetLifeOnly bool Defaults to false. When false projectiles are just removed. Could be true to make hit projectiles explode or split when hit
laserDefenceEnergyUse: float Set to enable a projectile laser defence from this turret. Should also set the energyMax in core.
Graphics and effects
invisible: LogicBoolean Don't render this turret, but still can shoot, etc.
image: file (image) Use custom image. Overrides unit's main turret image
image_applyTeamColors bool
image_drawOffsetX float
image_drawOffsetY float
chargeEffectImage:
file (image) Used with warmup. Shows a scaling effect image on turret barrel when charging.
warmupStartEffect effect ref
shoot_sound: string Can be linked to an .ogg or .wav file, or one of the default game sounds (list at bottom of reference) shoot_sound: tank_firing | shoot_sound: missile.wav | shoot_sound: ROOT:audio/shoot.ogg
shoot_sound_vol: float
shoot_flame: effects Current types are: small, large, smoke, shockwave, or CUSTOM: effectSectionName eg: shoot_flame: smoke, CUSTOM:lightFade, CUSTOM:pop*5
shoot_light color
idleSpin: float Spin rate when idle, used on missile turrets
1.13 onShoot_playAnimation animation ref Play a custom animation from an [animation] section after firing this turret
1.14 onShoot_triggerActions action refs Trigger these actions each time this turret fires
1.13.3 onShoot_freezeBodyMovementFor time
1.15 unloadUpToXUnitsAndGiveAttackOrder int Unloads X units at turret barrel locations and gives them the attack order of turret target
recoilOffset float Push turret forward or back after firing for a recoil effect. Value in pixels.
recoilOutTime float Time to get to offset position after firing
recoilReturnTime float Time to return to default position
1.13.3 showRangeUIGuide bool

Section [projectile_NAME] Projectiles are necessary to inflict damage on an enemy, but can also be used for other purposes
Code Value Type Description Example
Necessary Code
int directDamage: or areaDamage:
life:
Core
life: How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range
deflectionPower: float Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames)
1.13 explodeOnEndOfLife bool Default to false. True to explode at end of life with all side effects and area damage instead of disappearing. Good for making area-denial weapons.
autoTargetingOnDeadTarget: bool Retarget to nearby unit if target dies while in transit
1.14 autoTargetingOnDeadTargetRange int The range which it will select a new target if old target has died
1.14 autoTargetingOnDeadTargetLead float The lead it will try to have on the new target
1.13 unloadUpToXUnitsFromSource int Unload X units from source unit, to projectile explode location
1.13 teleportSource bool Move unit that shot this projectile to projectile explode location
1.13 spawnUnit unit types Spawn new units of this type at projectile explode location eg: spawnUnit: heavyTank, tank*5, hoverTank(offsetX=10)
1.14 spawnProjectilesOnEndOfLife projectile ref Spawns new projectiles on end of life, useful for secondary projectiles spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)

1.14 spawnProjectilesOnExplode projectile ref Projectiles to spawns when this projectile hits it's target
1.14 spawnProjectilesOnCreate Spawns projectiles on creation of this projectile, useful for making true shotgun-like projectile spread
1.13.3 convertHitToSourceTeam bool Convert units hit to the team that fired this projectile. Useful to make capturing systems
1.13 tags tags Useful for projectile interceptions (e.g. Nuke and Anti-Nuke Interaction)
flameWeapon: bool Generates small flames on hit (only cosmetic)
Damage
directDamage: int Damage to target unit on hit. Does not work with targetGround:true as it won't have a clear unit to target
areaDamage: int Damages on arrival of target with an area effect, use areaRadius to adjust size of damage. targetGround needs this to damage
1.13 areaRadius: float How wide areaDamage effects. Note this drops off (unless areaDamageNoFalloff is used)
areaDamageNoFalloff bool Removes the falloff from areaDamage
areaRadiusFromEdge bool Applies damage from edge of units instead of center. Mostly effects large units.
1.13 areaExpandTime float Applies area damage as an expanding blast wave rather than instantly. Useful for nuke projectiles
1.13 areaHitAirAndLandAtSameTime bool Defaults to false
areaHitUnderwaterAlways bool Defaults to false
areaIgnoreUnitsCloserThan int Units closer than this range aren't effected. Rarely needed. Not recommended for normal projectiles.
1.13 buildingDamageMultiplier float Defaults to 1
1.13 shieldDamageMultiplier float Defaults to 1. eg: 0 to do no damage to shields and 2 to do double damage
1.13 shieldDefectionMultiplier float Defaults to 1. The amount of shield to bypass eg: 0 to ignore shields and directly damage hull
1.14 hullDamageMultiplier float Defaults to 1. Can be used to create EMP weapons that affect shields only eg: 0 to ignore hull and only damage shields
1.15 ignoreParentShootDamageMultiplier bool
armourIgnoreAmount int Amount of armour to ignore on target and do damage as if this armour was not there
1.13 friendlyFire bool/string Lets area effect projectiles damage own team units (can't damage allies). Useful for nuke-like weapons friendlyFire: false / friendlyFire: true / friendlyFire: only-ignoreEnemy
1.13.3 mutatorX_ifUnitWithTags tags Applies mutators to this projectile if target has corresponding tags eg: mutator1_ifUnitWithTags: infantry
1.13.3 mutatorX_ifUnitWithoutTags tags Same as ifUnitWithTags, but applies if target doesn't have the set tags eg: mutator1_ifUnitWithoutTags: strongArmour
1.13.3 mutatorX_directDamageMultiplier float Changes directDamage. Defaults to 1. Be careful not to confuse players using this as the effect may not be clear. Use amour instead when possible
1.13.3 mutatorX_areaDamageMultiplier float Same as directDamageMultiplier but for areaDamage. Defaults to 1.
1.13.3 mutatorX_changedExplodeEffect effect Change explode effect if this mutator is active. Eg make a bounce off amour effect. Helps to make the damage change more clear to players (Doesn't work with targetGround.)
1.14 mutatorX_addResourcesDirectHit resource Add resource to all hit units. Warning: Be careful not be break units from other mods by adding random resources or energy to them that they don't expect.
1.14 mutatorX_addResourcesAreaHit resource
Movement
targetGround bool Target ground, and don't home in on target. Note: only areaDamage is applied if targeting ground.
1.14 targetGround_includeTargetHeight bool Default false. for area affect AA weapons
1.14 targetGroundHeightOffset float Default 0. for shooting over or under a target. Useful for projectiles that split and rain down.
speed: float Projectile default travel speed
targetSpeed: float Accelerate to this speed
1.13 targetSpeedAcceleration float Controls the speed rampup for targetSpeed
ballistic: bool Makes projectiles fly up into the air and come down, instead of going in a straight line
ballistic_delaymove_height: float
ballistic_height: float
targetGroundSpread: float Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower
speedSpread: float Randomly change the starting projectile speed by this amount
instant bool Hit target instantly
instantReuseLast: bool Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true
1.14 instantReuseLast_alsoChangeTurretAim bool Make turret's aim include last projectile's spread and sweep offsets, useful for beam weapons
1.14 instantReuseLast_keepAreaDamageList bool Default false. Keeping the list was the normal behaviour in 1.13 making area damage not apply a second time but this is not useful. Use this only if you want the old behaviour.
1.13 disableLeadTargeting bool Disable the lead targeting calculations when aiming at a moving target. Defaults false.
1.13 leadTargetingSpeedCalculation float The expected speed of this projectile for targetGround lead target calculation. Defaults to 'targetSpeed' if set otherwise 'speed'.
1.13.3 initialUnguidedSpeedHeight Sets vertical speed for projectiles with targetGround. Use gravity to make smooth arching projectiles
1.13.3 gravity: Controls the pull for projectiles that target ground. Use together with initialUnguidedSpeedHeight
1.14 turnSpeed float Limits the turn speed of a projectile, making them inaccurate even with directDamage
1.14 wobbleAmplitude float How wide the projectile will wobble
1.14 wobbleFrequency float How often the projectile will wobble
1.14 pushForce float Push (or pull with a negative value) the units that get hit. Divided by target mass
1.14 pushVelocity float Push (or pull with a negative value) the units that get hit. Ignores target mass
1.14 moveWithParent bool Move projectile as parent moves. Useful for beam effects that need to stick to source turret.
1.14 sweepOffset float Useful for beam effects.
1.14 sweepOffsetFromTargetRadius float Add to sweep offset by factor of target's radius. 0.4 would be 40% sweepOffsetFromTargetRadius: 0.4
1.14 sweepSpeed float Useful for beam effects.
1.14 retargetingInFlight bool Can retarget a new target mid-flight, perfect for flak-style weapons and projectiles that collide
1.14 retargetingInFlightSearchDelay float/time How long between searching for new targets. Default 5
1.14 retargetingInFlightSearchRange int Range which targets are reselected. Default 120
1.14 retargetingInFlightSearchLead float The lead of the projectile to try to hit the target. Default 15
1.14 retargetingInFlightSearchOnlyTags tag ref Only retarget units with these tags
Graphics and effects
color color Recolors this projectile using a hex value. color: #bebe50
1.13.3 invisible bool
image: file (image) Use custom image. Overrides drawType and frame
drawType int Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png drawType:1
drawSize: float Scale image. Defaults to 1
frame int Built-in image frame to use, starts at zero.
hitSound: bool Default true
1.13 explodeEffect effect ref list explodeEffect: smallExplosion, CUSTOM:myExplodeEffect
1.13 explodeEffectOnShield effect ref list Use this effect if shield is active on target
1.13 teamColorRatio float Mix 0-1 of team colour into color field
1.14 teamColorRatio_sourceRatio float default is (1-teamColorRatio). Keep more of color when mixing. Note this might saturate colors.
1.13 drawUnderUnits bool
1.13 effectOnCreate effect ref list
1.13 shouldRevealFog bool Reveal fog to player on explode
1.13 alwaysVisibleInFog bool
1.13 nukeWeapon bool Shows on mini-map when fired. Some other side effects as well.
trailEffect bool/effect true for built-in defaults, but can also point to any custom effects
1.13 trailEffectRate float Defaults to 3
lightCastOnGround bool
lightSize: float
lightColor color lightColor: #ffe92b
largeHitEffect: bool Creates a large explosion and accompanying sound on hit (only cosmetic)
lightingEffect: bool Draw as lighting works best with instant:true
laserEffect: bool Draw as laser works best with instant:true
1.14 beamImage file (image) Image to use for laserEffect
1.14 beamImageOffsetRate float
1.14 beamImageStart int Frame start of beam animationeffect
1.14 beamImageStartRotated bool Defaults false. True to rotate with turret angle
1.14 beamImageEnd int Frame end of beam animation effect
1.14 beamImageEndRotated bool Defaults false

Section [movement] These are traits the unit has as far as movement goes, such as rotation and acceleration speed
Code Value Type Description Example
movementType: string Defines what kind of terrain the unit will be able to move, along with other properties of unit types. movementType: LAND
slowDeathFall: bool Used with large aircraft. Makes the unit fall slowly while maintaining its speed at the time of death. slowDeathFall: true
moveSpeed: float Maximum movement speed of the unit. moveSpeed: 1.2
moveAccelerationSpeed: float Defines how fast units accelerate to max speed. moveAccelerationSpeed: 0.07
moveDecelerationSpeed: float Don't make this too low or units will have trouble stopping at waypoints moveDecelerationSpeed: 0.17
reverseSpeedPercentage: float 0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1 will drive in reverse same as forwards.
reverseSpeedPercentage:
Useful if slow turning
0
landOnGround: bool Should flying unit land when idle. landOnGround: false
targetHeight: float Defaults to 0 but if AIR movementType default is 35 targetHeight: 25
targetHeightDrift: float Smooth animated height change. Defaults to 0 but if AIR movementType default is 1.5 targetHeightDrift: 1
startingHeightOffset: float
1.14 heightChangeRate: float Rate at which the unit changes height, either from converting or drifting heightChangeRate: 3
1.14 fallingAcceleration: float The acceleration in which a unit drops
1.14 fallingAccelerationDead: float fallingAcceleration but when destroyed
maxTurnSpeed: float
turnAcceleration: float
moveSlidingMode: bool Makes the unit slide when moveDecelerationSpeed is lower, making them drift and feel natural
moveIgnoringBody: bool Allows the unit to move without fully turning in the direction its moving, useful for ships and air units
moveSlidingDir: int
joinsGroupFormations: bool Defaults to true. Changing not recommended

Section [ai] This determines what the AI will use the unit for, does not effect player
Code Value Type Description Example
useAsBuilder: bool Set to true if unit can build or repair buildings. Defaults to [core]isBuilder.
useAsTransport bool Defaults to true if unit can transport units
useAsHarvester bool Defaults to true if unit can reclaim resources
disableUse: bool Disallow AI building this unit or building
ai_upgradePriority float Defaults to 0.06. Set between 0-1, higher means AI is more likely to upgrade this unit before others
Buildings only
buildPriority: float 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret.
noneInBaseExtraPriority: float Adds to buildPriority, if this unit doesn't exist in the AIs base
noneGlobalExtraPriority: float Adds to buildPriority, if this unit doesn't exist in the any where on the map
recommendedInEachBaseNum float Defaults to 0
recommendedInEachBasePriorityIfUnmet float Defaults to 0.5. Overrides buildPriority
upgradedFrom: string Create link to another unit to preserve max counts for upgraded and non-upgraded types in same base.
maxGlobal: int
maxEachBase: int
1.4 notPassivelyTargetedByOtherUnits bool Useful for walls, etc
1.4 lowPriorityTargetForOtherUnits Useful for units that cannot attack back. Eg walls
1.13.3 whenUsingAsHarvester_recommendedInEachBase
1.13.3 whenUsingAsHarvester_recommendedGlobal
1.13.3 whenUsingAsHarvester_includeOtherHarvesterCounts
1.13.3 onlyUseAsHarvester_ifBaseHasUnitTagged

Section [leg_#] / [arm_#] Legs can move around when unit moves, Arms need an animation or convert
Code Value Type Description Example
x: float Sets position of the foot on the X axis.
y: float Sets position of the foot on the Y axis.
copyFrom: int Copy from another leg. Useful to only need to set leg values once copyFrom: 1
attach_x: float Sets the leg's attach point on the X axis.
attach_y: float Sets the leg's attach point on the Y axis.
rotateSpeed: float
endDirOffset Target foot/end rotation relative to body
lockMovement bool Lock to unit body. Useful if walking unit converted to a flying unit.
heightSpeed: float
moveSpeed
moveWarmUp
holdDisMin: float Defaults to 7. Reposition leg at this distance if neighbor legs are not already repositioning.
holdDisMax: float Defaults to 16. Force reposition of leg at this distance.
holdDisMin_maxMovingLegs
hold_moveOnlyIfFurthest
holdDisMin_checkNeighbours
hardLimit: float Defaults to 50. Force leg to never go this far. Better to not be reached.
estimatingPositionMultiplier float defaults to 1. Predicts were unit will be for leg placement based on unit speed.
Graphics and effects
hidden: logic boolean
1.13 image_end file (image)
1.13 image_end_shadow file (image)
1.13 image_end_teamColors
1.13 image_foot file (image) same as image_end
image_foot_shadow file (image)
1.13 image_middle file (image)
image_leg file (image) same as image_middle
1.13 draw_foot_on_top bool
drawOverBody bool Draw over body
drawUnderAllUnits bool Draw over all units
drawDirOffset float
dust_effect: bool Spawns dust particles on each step.
spinRate float Makes arm/leg spin, like idleSpin for turrets
favourOppositeSideNeighbours calculate neighbours with X 10 times closer than Y
drawLegWhenZoomedOut For performance, defaults changes based on unit size
drawFootWhenZoomedOut For performance, defaults changes based on unit size
resetAngle: float Unused

Section [attachment_NAME] Attachments are slots where other units can be positioned or carried
Code Value Type Description Example
1.13.3 x float
1.13.3 y float
1.13.3 height bool
1.13.3 idleDir int
1.14 idleDirReversing int
1.13.3 isVisible bool
1.13.3 onCreateSpawnUnitOf unit ref
1.13.3 isUnselectable bool Defaults to false
canAttack bool Defaults to true. Set to false to stop this attachment attacking.
1.13.3 canBeAttackedAndDamaged bool
1.13.3 deattachIfWantingToMove bool If the unit is ordered to move, it will detach. This includes waypoints from actions.
1.13.3 lockLegMovement bool
1.13.3 keepAliveWhenParentDies bool Defaults to false
1.13.3 setDrawLayerOnTop bool
1.13.3 setDrawLayerOnBottom bool
1.13.3 addTransportedUnits bool
1.13.3 lockRotation bool
1.13.3 rotateWithParent bool
1.13.3 resetRotationWhenNotAttacking bool Similar to shouldResetTurret:for turrets.
1.13.3 prioritizeParentsMainTarget bool It will priotize targeting the main target. Defaults to true.
1.13.3 alwaysAllowedToAttackParentsMainTarget bool Will always attack the parents main target.
onParentTeamChangeKeepCurrentTeam bool Defaults false. If true attached units are not converted when parent changes team. Eg from [projectile]convertHitToSourceTeam
1.14 smoothlyBlendPositionWhenExistingUnitAdded bool
1.14 keepWaypointsNeedingMovement bool Defaults to false. When false any queued waypoints needing movement to complete get removed.
1.14 showAllActionsFrom LogicBoolean Show all actions of the units attached in the parent unit list when selected
1.14 createIncompleteIfParentIs: bool If parent hasn't been built, create attachment with the same built value. Links built values till attachment is complete. Useful for buildings built with nano.
1.14 redirectDamageToParent: bool Redirects damage done to this attachment to the parent instead of damaging itself directly
1.14 redirectDamageToParent_shieldOnly: bool

Section [effect_NAME] Effects are purely visual, but can be important for a mod
Code Value Type Description Example
1.13 life float Defaults 200. Time till effect is removed. Set low as possible to reduce effect overhead. life: 70
1.14 lifeRandom float Random offset life by +/- this value lifeRandom: 12
1.13 alsoEmitEffects effect ref Create more effects when created, useful for meta-effects. Note: other 'alsoEmitEffects' on created effects are ignored.
1.14 alsoEmitEffectsOnDeath effect ref Create these effects when life runs out.
ifSpawnFailsEmitEffects effect ref If 'spawnChance' for this effects fails then emit these effects instead
1.13 alsoPlaySound sound ref
1.13 createWhenOffscreen bool Defaults false.
1.13 createWhenZoomedOut bool Defaults true
1.13 createWhenOverLiquid bool Defaults true
1.13 createWhenOverLand bool Defaults true
1.13 spawnChance float Default 1. If less than 1 effect only has a random chance of being created
1.13 showInFog bool Default false
1.13 delayedStartTimer float Hide for x time before showing and updating effect.
1.13 liveAfterAttachedDies bool Defaults false when attachedToUnit is being used
1.13 priority string Defaults to high. verylow/low/high/veryhigh/critical. Takes effect when too many effects are being shown at once.
Movement
1.13 attachedToUnit bool Attach to unit or projectile that created this effect. Will move with this object.
1.13 alwayStartDirAtZero bool Ignore source/attached unit dir
1.13 atmospheric bool Apply drag to slow this effect down and add small wind effects
1.13 physics bool Fall to ground and bounces. Needs height to take effect.
1.13 physicsGravity float Defaults to 1. height speed acceleration when physics: true
1.13 xOffsetRelative float Offset starting effect position. Relative to direction of attached turret, projectile, unit
1.13 yOffsetRelative float Offset starting effect position. Relative to direction of attached turret, projectile, unit
1.13 xOffsetRelativeRandom float Random offset by +/- this value
1.13 yOffsetRelativeRandom float Random offset by +/- this value
1.13 xOffsetAbsolute float Offset starting effect by position ignoring direction of attached turret, projectile, unit
1.13 yOffsetAbsolute float Offset starting effect by position ignoring direction of attached turret, projectile, unit
1.13 xOffsetAbsoluteRandom float Random offset by +/- this value
1.13 yOffsetAbsoluteRandom float Random offset by +/- this value
1.13 xSpeedRelative float
1.13 ySpeedRelative float
1.13 xSpeedRelativeRandom float Randomly change by -value to value
1.13 ySpeedRelativeRandom float Randomly change by -value to value
1.13 xSpeedAbsolute float
1.13 ySpeedAbsolute float
1.13 xSpeedAbsoluteRandom float Randomly change by -value to value
1.13 ySpeedAbsoluteRandom float Randomly change by -value to value
1.13 hOffset float height offset from source
1.13 hOffsetRandom float Randomly change by -value to value
1.13 hSpeed float height speed
1.13 hSpeedRandom float Randomly change by -value to value
1.13 dirOffset float rotation
1.13 dirOffsetRandom float Randomly change by -value to value
1.13 dirSpeed float rotation speed
1.13 dirSpeedRandom float Randomly change by -value to value
Graphics
1.13 frameIndex int frame of to use
frameIndexRandom
1.13 stripIndex int/string A built-in image set to use. Cannot be used with custom image effects/explode_big/light_50/flame/effects/effects2/projectiles/projectiles2/explode_bits
1.13 Image image Custom image file to use. Cannot be used with stripIndex.
imageShadow image Custom image file to use for shadows
1.13 scaleTo float Defaults to 1
1.13 scaleFrom float Defaults to 1
1.13 color color Defaults #FFFFFFFF
teamColorRatio 0-1
1.13 drawUnderUnits bool
1.13 fadeInTime float Fade alpha from 0% to 100% for this time at start
1.13 fadeOut bool Fade alpha from 100% to 0% based on life. Set alpha is higher than 1 to delay fade
alpha Capped between 0-1. Can be set higher than 1 to delay fadeOut effects
shadow True to draw a shadow. Forced true if imageShadow is used
Animation
1.13 total_frames int Total frames of 'image', used with animation or frameIndex. Only needed with custom images
1.13 animateFrameStart int
1.13 animateFrameEnd int
1.13 animateFramePingPong int
1.13 animateFrameSpeed time
1.13 animateFrameSpeedRandom time
1.14 animateFrameLooping bool Defaults false. When false effect is removed when animation ends

Section [animation_NAME] Use this to make intricate animations based on different circumstances
Code Value Type Description Example
1.13 onActions : Unknown move, attack, idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits
1.13 onActionsQueuedUnitPlayAt : float For onAction: queuedUnits. Amount queue needs to reach before starting, set between 0-1
1.13 blendIn : time Blend with last animation for this time
1.13 blendOut : time Blend with next animation for this time
1.13 pingPong bool Play animation in reverse after it ends
1.13 KeyframeTimeScale : float float Scales all keyframe times, useful to make an animation faster/slower without changing everything
Keyframes - create as many as needed
1.13 arm#_[time] Adds a keyframe at time. Use multiple times to create animation. eg: arm1_5s: {x: 5, dir: 90 }
leg#_[time] Adds a keyframe at time. Use multiple times to create animation.
body_[time] Adds a keyframe at time for body. Only frame and scale allowed on body eg: body_4s: {frame: 4, scale: 0.5}
1.14 effect_[time] Spawn effects while playing an animation eg: effect_2s: {name:CUSTOM|myExplode, x: 0,y: 5}

direction_units float Overrides [graphics]animation_direction_units while this animation is playing


direction_strideX: int Overrides [graphics]animation_direction_strideX
direction_strideY: int Overrides [graphics]animation_direction_strideY
direction_starting: float Overrides [graphics]animation_direction_starting
Deprecated Keys (can be used but there are better ways)
1.13 start : int Start image frame. deprecated
1.13 end : int End image frame. deprecated
1.13 scale_start : float Start scale. Deprecated, use body keyframes instead.
1.13 scale_end : float End scale. Deprecated, use body keyframes instead.
1.13 speed : float Speed, smaller is faster. Only effects start, end, scale_start, scale_end

Section [action_NAME] / [hiddenAction_NAME] Actions that can dynamically cause changes to units and resources
Code Value Type Description Example
text string
textPostFix: string Text shown as suffix, useful with textAddUnitName to create text UI text: [ textPostFix: ] textAddUnitName: unitRef self.attachment(slot="${slotId}")
text_{LANG} string
description string A display text when you select your unit's action, used to explain it's purpose.
description_{LANG} string
displayType list none, rally, upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox
displayRemainingStockpile bool Queue is shown as number of times action can be triggered based on price
pos float Order action appears in UI
iconImage file (image)
1.14 iconExtraImage file (image) Drawn over top of icon image. Useful for upgrade icons, etc
1.14 iconExtraColor colour Defaults to #64FFFFFF
1.14 iconExtraIsVisible LogicBoolean
1.13.3 unitShownInUI unitRef/unitType Display this unit. (as if this action built this unit) eg: unitShownInUI: unitRef self.transporting(slot=0) or unitShownInUI: heavyTank
guiBuildUnit
1.14 setBuilt float Designates how built the unit is from a percentage of 0-100% with a number between 0 and 1.
Unit Reference - Dynamically parts from already existing units, useful w/ isAlsoViewableByEnemies self, self.parent(), self.transporting(slot=x), self.attachment(slot=X)
1.14 textAddUnitName unitRef/unitType Add this unit's name to this action's text eg: textAddUnitName: unitRef self.attachment(slot="1")
1.14 descriptionAddFromUnit unitRef/unitType Add this unit's description to this action's description
1.14 descriptionAddUnitStats: unitRef/unitType Add this unit's stats (eg HP, energy, resources) to this action's description descriptionAddUnitStats: unitRef self.parent()
1.14 unitShownInUIWithHpBar bool default true, Only used when unitShownInUI is a unitRef
1.14 unitShownInUIWithProgressBar bool default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if active
Requirements for player/AI to use in UI
1.14 alwaysSinglePress bool Defaults false. When true no confirmation needed on mobile, when used with canPlayerCancel:false and allowMultipleInQueue:false will also hide the queue interface.
price resources The price of your action for the unit. Disables action if not available. Defaults to credits if unlabelled price: credits=5, energy=5, hp=100, shield=5, ammo=1
isActive LogicBoolean Defaults true. If false then action is disabled and shown in red in UI.
isVisible LogicBoolean Defaults true. If false action is hidden from UI and disabled.
isLocked LogicBoolean Defaults false. If true action is disabled, and a lock icon is shown. Mostly used for no nuke game modes
isLockedMessage LocaleString
1.13.3 isLockedAlt LogicBoolean Another reason for this to be locked. Can just use OR on isLocked, but this allows a different message to be shown
1.13.3 isLockedAltMessage LocaleString
1.13.3 isLockedAlt2 LogicBoolean
1.13.3 isLockedAlt2Message LocaleString
allowMultipleInQueue This makes it so only one action can be queued of this type (useful for keeping actions with conditions from being spammed)
onlyOneUnitAtATime bool When action is picked in UI, only one unit selected with get this action. Defaults to false.
1.13.3 isGuiBlinking LogicBoolean Flashes in UI to draw attention to it. Might be annoying if used often, recommended only for temporarily states/messages
1.14 isAlsoViewableByAllies bool Allows ally players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
1.14 isAlsoViewableByEnemies bool Allows enemy players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
AI - How the AI uses this action
1.13.3 ai_isHighPriority LogicBoolean Use this for faction selection actions or other high priority actions such as building high priority units
ai_isDisabled LogicBoolean Defaults false. Stop AI using this action.
1.13.3 ai_considerSameAsBuilding Be careful with

Triggers - These skip the queue and do not use price, ignores isLocked, buildTime, etc (Use 2 actions and alsoQueueAction to automatically add an action to the queue)
Parameters: created, completeAndActive, destroyed, killedAnyUnit, queuedUnitFinished, queueItemAdded,
autoTriggerOnEvent queueItemCancelled, teleported, touchTargetSuccess, newWaypointGivenByPlayer, teamChanged,
1.13.3 transportingNewUnit, transportUnloadedOrRemovedUnit, tookDamage
autoTrigger LogicBoolean When true triggers the effects of this action instantly (ignoring price, isActive, isVisible, buildSpeed, etc) autoTrigger: if self.overWater(), autoTrigger: if self.customTimer(laterThanSeconds=5)
options: everyFrame (default), every4Frames, every8Frames. This overrides autoTriggerCheckRate set on [core] Note:
all triggers regardless of check rate are checked when first created and after an auto trigger cooldown. Note: Adding
autoTriggerCheckRate enum autoTriggerCheckRate:every8Frames
[core]autoTriggerCheckRate:every8Frames to all-units.template could have a large performance boost for mods with
complex autoTriggers.
While action is queued
buildSpeed time buildSpeed: 5s
highPriorityQueue bool Defaults to false. If true this action skips all other low priority actions in queue. Useful for fireTurret actions.
canPlayerCancel bool
whenBuilding_cannotMove bool Stops unit moving while action is being applied. Useful for deploy like actions.
whenBuilding_playAnimation animation ref
whenBuilding_rotateTo float Rotate unit body to this direction when action is in active queue
whenBuilding_rotateTo_orBackwards bool If true allow rotation in 180 degrees from whenBuilding_rotateTo when this is a smaller angle
whenBuilding_rotateTo_waitTillRotated bool Pause action queue till rotation is finished
whenBuilding_temporarilyConvertTo unit ref Convert to another unit while action is in active queue. Note: actions from the original unit will be kept
1.15 whenBuilding_temporarilyConvertTo_keepFields Don't change these fields when using whenBuilding_temporarilyConvertTo (both to and from), useful with setUnitStats
whenBuilding_triggerAction action ref
1.14 whenBuilding_rotateTo_aimAtActionTarget bool BETA NOTE: is broken in some cases
1.14 whenBuilding_rotateTo_rotateTurretX turret ref
spawnEffectsOnQueue effect ref Effects to spawn at unit when action is first added to queue
playSoundToPlayerOnQueue sound ref Global sound to play to unit's player only when action is first added to queue
Misc outcomes / Results (What happens) (Note: Must be at least one outcome for an action to show)
requireConditional Skip all effects of this action if this evaluates to false
1.13.3 convertTo unit ref Convert your unit into another unit. properties are preserved.
1.14 convertTo_keepCurrentTags Keep current and temporarily tags and ignores default tags on convertTo target.
Don't change these fields when converting, useful with setUnitStats (Allowed fields: maxHp, maxShield,
1.15 convertTo_keepCurrentFields fields shieldRegen, maxEnergy, armour, mass, shootDelayMultiplier, moveSpeed, maxAttackRange.)

addEnergy float Adds energy to unit. Has no effect unless energyMax is set. (Same as addResources: energy=X)
addResources resources Add these resources when action finishes. addResources: credits=5, energy=-5, hp=-100, shield=5, ammo=1
addResourcesScaledByAIHandicaps resources Same as addResources, but increased or decreased depending on AI difficulty level
1.15 addResourcesWithLogic dynamic resources
Like addResources but allows logic to be used for the resource value addResourcesWithLogic: hp = select( self.parent.energy>5, 10, 20 )
1.15 setResourcesWithLogic dynamic resources
Sets target resources to this value instead of adding. Becareful with global resources. setResourcesWithLogic: hp=self.parent.hp - 10, energy = self.energy / 2
deleteSelf Remove self with no explosions or sounds
resetCustomTimer LogicBoolean Reset timer used with self.customTimer()
1.13.3 setBodyRotation

Allows changing of a select number of fields dynamically without converting. Supports =/+=/-=, with dynamic
1.15 setUnitStats fields values maths/logic. Changeable fields: maxHp, hp, maxShield, shield, shieldRegen, maxEnergy, energy, armour,
mass, shootDelayMultiplier, shootDamageMultiplier, moveSpeed, maxTurnSpeed, maxAttackRange

1.15 resetUnitStats boolean Reset changes made by setUnitStats to base values


setUnitMemory: """
customText=memory.customText+'hello',
Change this unit's memory, values can be set with logic. Memory must first be defined with
1.15 setUnitMemory key value pairs nukeActive=true,
defineUnitMemory nextTarget=self.attacking.nearestUnit(withinRange=300, withTag='x', relation='enemy')
"""

1.15p5 refundAllQueuedItems boolean Refunds the spent price in the queue of a specific action; Includes set flags in price.
1.15p5 removeAllQueuedItemsWithoutRefund boolean Clears the queue without refunding

Outcome - Chaining Actions

alsoTriggerAction action refs Trigger to results of another action as well. Ignores action's requirements. alsoTriggerAction: addCredits, playSound
alsoQueueAction action refs Adds another action into the normal unit's queue. Ignores action's requirements
alsoTriggerOrQueueActionConditional LogicBoolean Defaults true. alsoTriggerAction and alsoQueueAction are ignored if this works out to be false.
Outcome - Sounds
playSoundAtUnit sound ref Local sound to play when action finishes
playSoundGlobally sound ref Global sound to play to all players in game
playSoundToPlayer sound ref Global sound to play to unit's player only
Outcome - Fire projectile from turret
fireTurretXAtGround turret ref When action finishes fire target turret at point on ground, bypasses canShoot rules in turret. fireTurretXAtGround: nukeSilo
fireTurretXAtGround_withOffset point If not set player targets the ground with GUI, if a point is set this step is skipped fireTurretXAtGround_withOffset: 0,0
fireTurretXAtGround_withProjectile projectile ref Used with fireTurretXAtGround. Defaults to target turret's normal projectile.
1.15p4 fireTurretXAtGround_withTarget unitref Fires a turret aimed at the location of the indicated unit or marker
1.13.3 fireTurretXAtGround_count Number of projectiles to fire. Defaults to 1
1.13.3 fireTurretXAtGround_onlyOverPassableTileOf Only allow tiles crossable by this movement type to be selected LAND,BUILDING,WATER,HOVER, etc
Outcome - Spawning
1.13.3 spawnUnits Spawn units at action's target. See 'Spawn units line' section in this doc for details. eg: spawnUnits: heavyTank, tank*5, hoverTank(offsetX=10)
spawnEffects effect ref Effects to spawn at unit
1.13.3 produceUnits Like spawnUnits but unit exits as if it was produced normally, and gets a move away waypoint
Outcome - Position
1.14 offsetSelfAbsolute: point3d Changes unit position absolutely to its current position offsetSelfAbsolute: 0, 0, 40 [x,y,height]
Outcome - Transport Changes
addUnitsIntoTransport unitTypes Add units into transport, use self.transportingCount() to check for space before adding addUnitsIntoTransport: tank*3, heavyTank(neutralTeam=true)
deleteNumUnitsFromTransport int
1.13.3 deleteNumUnitsFromTransport_onlyWithTags string(s)
1.13.3 startUnloadingTransport bool
1.13.3 forceUnloadTransportNow bool For unload all units, or slot targeted by forceUnloadTransportNow_onlyOnSlot. Unloads even if no space or overwater, etc
1.14 forceUnloadTransportNow_onlyOnSlot int
Outcome - Waypoint Changes
1.13.3 clearAllWaypoints bool Clears all waypoints, be careful not to annoy players by removing their orders, prepending waypoints is often better
1.13.3 clearActiveWaypoint bool
addWaypoint_type move, attackMove, guard, loadInto, loadUp, attack, reclaim, repair, touchTarget, build, follow, setPassiveTarget
1.13.3 addWaypoint_unitType Only for use with addWaypoint_type:build
1.13.3 addWaypoint_prepend bool Add to the start of the waypoint queue or the end
1.13.3 addWaypoint_triggerActionIfFailed actions If target_nearestUnit fails to find a match so waypoint cannot be added then trigger this action
1.14 addWaypoint_triggerActionIfMatched actions
1.13.3 addWaypoint_maxTime time Automatically remove this waypoint if it has been active for longer than this time.
1.13.3 addWaypoint_target_nearestUnit_tagged tags
1.13.3 addWaypoint_target_nearestUnit_team relation own|neutral|allyNotOwn|ally|enemy|any
1.13.3 addWaypoint_target_nearestUnit_maxRange float
1.13.3 addWaypoint_target_mapMustBeReachable bool
1.15 addWaypoint_target_fromReference unit ref addWaypoint_target_fromReference: self.memory.lastDock
1.13.3 addWaypoint_position_offsetFromSelf point
1.13.3 addWaypoint_position_fromAction bool
1.13.3 addWaypoint_position_randomOffsetFromSelf Same as above, but random.
1.14 addWaypoint_position_relativeOffsetFromSelf point
1.14p6 addWaypoint_target_randomUnit_tagged
1.14p6 addWaypoint_target_randomUnit_team
1.14p6 addWaypoint_target_randomUnit_maxRange
Outcome - Cooldown
1.14 addAllActionCooldownsTime
1.14 addActionCooldownTime Player cannot use action again for this amount of time
1.14 addActionCooldownApplyToActions action ids Sets addActionCooldownTime's target. Defaults to this action.
1.14 clearAllActionCooldowns
Outcome - Animation
1.13.3 playAnimation animation id
1.13.3 playAnimationIfNotPlaying bool Don't restart animation if this animation is already playing
1.13.3 finishPlayingLastAnimation bool Finish last animation, including blend out
1.13.3 stopLastAnimation bool Stop last animation, skipping blend out

1.13.3 switchToNeutralTeam boolean Change team to neutral. This team is allied to all other teams. Will be captured by nearby units unless [core]stayNeutral:true is used
1.13.3 switchToAggressiveTeam boolean Change to a built-in team that is aggressive to all other teams. Does not get captured.
1.15 switchToTeam logicNumber Team id to switch to. Starts at 0. (but -1 for a neutral team, -2 for aggressive Team)
Outcome - Take Resources from other units
1.13.3 takeResources customPrice Resources to take (required to use take resources). And at-least 1 include key is needed. takeResources: hp=5, gold=10
1.13.3 takeResources_includeUnitsInTransport bool
1.13.3 takeResources_includeParent bool Include attachment parent or transport parent
1.15 takeResources_includeReference unit ref [action]takeResources_includeReference: self.lastDamagedBy
1.13.3 takeResources_includeUnitsWithinRange float
1.13.3 takeResources_includeUnitsWithinRange_team TeamRelation Used with includeUnitsWithinRange, defaults to own. Can be: own|ally|allyNotOwn|enemy|neutral|any
1.13.3 takeResources_excludeUnitsWithoutTags tags
1.13.3 takeResources_excludeUnitsWithTheseResources customPrice
1.13.3 takeResources_excludeUnitsWithoutAllResources bool Defaults to true.
1.13.3 takeResources_triggerActionIfAnyCollected action refs
1.13.3 takeResources_triggerActionIfNoneCollected action refs
1.13.3 takeResources_discardCollected bool Just take resources from targets, don't add(or remove) to self
1.13.3 takeResources_keepResourcesOnTarget bool Don't add/remove resource from target. This clones resources. Use with takeResources_discardCollected and takeResources_triggerActionIfAnyCollected to make a resource detector.
takeResources_maxUnits int Defaults to 1.
1.14 takeResources_directTransferStoppingAtZero bool If less resources on target than transfer amount, only remaining resources will be transfered. Doesn't support use with some other takeResources_* keys
Outcome - Convert Resources
1.13.3 convertResource_from customResource Name of custom resource to take from
1.13.3 convertResource_to customResource Name of custom resource to give to
1.13.3 convertResource_minAmount float Skip if less than this amount in 'from'. Defaults to 0. Likely not needed for most use cases
1.13.3 convertResource_maxAmount float Max amount to transfer between 'from' and 'to'
1.13.3 convertResource_multiplyAmountBy float Defaults to 1. Amount to multiply when adding on 'to' (does not effect amount taken on 'from')
Outcome - Set Resources
1.13.3 resourceAmount customResource Name of custom resource to set with the below 3 keys. All keys are optional, and can be used together. resourceAmount: oil
1.13.3 resourceAmount_setValue float Absolute value to set this resource to, ignores current value of resource. Skipped by default resourceAmount_setValue: 20
1.13.3 resourceAmount_addOtherResource customResource Name of another custom resource to add to this on. Can be used without resourceAmount_setValue, to just add resources. Or with resourceAmount_setValue:0 to copy a resource value.
1.13.3 resourceAmount_multiplyBy float Defaults to 1. Multiple the current or new value by
Outcome - Attachment changes
1.13.3 attachments_addNewUnits unit types
1.13.3 attachments_deleteNumUnits int
1.13.3 attachments_onlyOnSlots attachment ids Restrict attachments_* actions to these attachments
1.13.3 disconnectFromParent bool
1.14 attachments_unload bool Unload all attachments. Can be used with attachments_onlyOnSlots. Same as unloading transported units
1.14 attachments_disconnect bool Disconnect all attachments in the place they are right now. Can be used with attachments_onlyOnSlots.
Outcome - Tag changes
1.13.3 temporarilyAddTags tags Add tag to this unit until it is converted or reset (unless convertTo_keepCurrentTags is used)
1.13.3 temporarilyRemoveTags tags Remove tag from this unit until it is converted or reset (unless convertTo_keepCurrentTags is used)
1.13.3 resetToDefaultTags bool Reset to standard tags
1.13.3 addGlobalTeamTags tags Add a tag to player's team. Use with self.globalTeamTags() to create unlocks and upgrades. Unique tags are best to not conflict with other mods.
1.13.3 removeGlobalTeamTags tags Remove a tag from player's team.

Outcome - Show Message


1.13.3 showMessageToPlayer string Sends a message to the player controlling the unit
1.13.3 showMessageToPlayer_{LANG} string Note: This format is support on nearly all strings that show to player even when reference doesn't show it
1.13.3 showMessageToAllPlayers string Sends a message to all players Eg: showMessageToAllPlayers: %{self.playerName} has captured a point
1.14 showMessageToAllEnemyPlayers string showMessageToAllEnemyPlayers: Team %{self.playerName} has %{self.resource.gold}
1.13.3 showQuickWarLogToPlayer string Sends a Quick War Log message to the player controlling the unit (in the lower lef)
1.13.3 showQuickWarLogToAllPlayers Sends a Quick War Log message to all players (in the lower lef)
1.13.3 debugMessage Only shows in Sandbox with Debug mode on.

Type Spawn units line Spawn lines specifically for units, used with "unit ref" value types
Code Description Example
Most units spawning keys support multiple units with parameters spawnUnits: crates*10(neutralTeam=true), tank(spawnChance=0.5)
1.13.3 neutralTeam Spawn the unit on the neutral team instead of the same team as source
1.13.3 setToTeamOfLastAttacker Spawn the unit on the last attacker of source (useful on [core]unitsSpawnedOnDeath)
1.13.3 spawnChance Chance this unit will spawn. Defaults to 1.
[action]spawnUnits: tank(spawnSource=memory.lastLocation)
Changes spawn location and team of spawned units to this unit ref.
1.15 spawnSource unit ref
1.13.3 maxSpawnLimit Useful with spawnChance, max number of units to spawn in total spawnUnits: treeA(spawnChance=0.5, maxSpawnLimit=1), treeB(maxSpawnLimit=1)
1.13.3 gridAlign Align spawn location to grid, useful for buildings
1.13.3 skipIfOverlapping bool Don't spawn this unit if spawn in an invalid location. Eg on units or over water when LAND based
1.13.3 offsetX float
1.13.3 offsetY float
1.13.3 offsetRandomX float
offsetRandomY float
offsetRandomDir float
1.13.3 offsetHeight float
1.13.3 offsetDir float
1.13.3 addResources resource ref Give spawn unit those resources, can be used to set flags that trigger actions spawnUnits: crates(addResource=gold:30|stone:10, spawnChance=0.5)
1.14 transportedUnitsToTransfer int Puts the designated amount of transported units into the transport of the spawned unit. spawnUnits: transporter(transportedUnitsToTransfer=5)
1.15 copyWaypointsFrom unit ref Copies all waypoints on target to created units. spawnUnits: tank(copyWaypointsFrom=self)
1.14 alwayStartDirAtZero bool

1.14 Type Spawn Projectiles line Spawn lines specifically for projectiles, used with "proj ref" value types
1.14 Code Description Example
1.14 Most projectile spawning keys used for projectile ref spawnProjectilesOnEndOfLife: secondary*3(spawnChance=0.5)
1.14 spawnChance float Chance this projectile will spawn. Defaults to 1. spawnChance: 0.5
1.14 maxSpawnLimit int Maximum amount to spawn
1.14 recursionLimit int Prevents loops, useful with spawning itself so it doesn't infinitely spawn, good for chain exploding recursionLimit: 5 (Recommended no more than 4 if spawning more than 3 projectiles)
1.14 offsetX float
1.14 offsetY float
1.14 xOffsetRelative float Similar to offsetX, but the offset is relative to the position of the projectile
1.14 yOffsetRelative float Similar to xOffsetRelative, but for Y axis
1.14 offsetRandomX float Random value to offset in the X axis only
1.14 offsetRandomY float Random value to offset in the Y axis only
1.14 offsetRandomXY float The offset in both directions to randomly spawn, makes truly random spawning within an area
1.14 offsetHeight float
1.14 offsetDir degrees
1.14 offsetRandomDir degrees

Type LogicBoolean Advanced code to create conditionals and triggers


Code Returns Description Example
true bool
false bool
if Start all logic booleans with if, unless just using true/false
and bool if self.isInWater() and self.energy(greaterThan=1)
or bool if (self.energy(greaterThan=1) or self.ammo(greaterThan=1)) and self.isFlying()
not bool if not self.isOverLiquid()
1.15 < bool Return true if number on left is smaller
1.15 > bool Return true if number on right is smaller
1.15 <= bool Return true if number on left is smaller or equal
1.15 >= bool Return true if number on right is smaller or equal
1.15 == bool Return true if number, unit, string, bool on both sides is the same
1.15 != bool Return true if number, unit, string, bool on both sides different
1.15 + same type Add two numbers or join two strings
1.15 - same type Subtract two numbers
1.15 / same type Divide two numbers
1.15 * same type Multiply two numbers
1.15 % same type Divides two numbers and returns the remainder
Unit location and movement
self.isUnderwater() bool
self.isAtGroundHeight() bool
self.isFlying() bool
self.isMoving() bool
self.isAtTopSpeed() bool
self.isInWater() bool Touching water
self.isOverwater() bool Touching or over a water tile
self.isOverLiquid() bool
self.isOverClift() bool
self.isOverPassableTile() bool (parameters: type) Type Values: NONE, LAND, BUILDING, HOVER, OVER_CLIFF, OVER_CLIFF_WATER, AIR, WATER
self.isOverOpenLand() bool shortcut for self.isOverPassableTile(type='LAND')
Unit stats
1.13.3 self.hasResources() bool Can check multiple resources (all price parameters)
self.resource() float / bool Checks a single resource (parameters: type, greaterThan, lessThan) (1.15 returns float with no parameters)
1.15 self.resource.RESOURCE_TYPE float Shortcut for: self.resource(type='RESOURCE_TYPE') addResourcesWithLogic: hp += self.resource.gold
1.14? self.isResourceLargerThan bool Compare two resource between each other, note multiplyTargetBy doesn't make any changes. (parameters: source=x, compareTarget=x, byMoreThan=x, multiplyTargetBy=x)
self.hp() float / bool (parameters: greaterThan, lessThan, empty, full). (1.15 returns float with no parameters)
1.15 self.maxHp() float / bool (parameters: greaterThan, lessThan, empty, full). (1.15 returns float with no parameters)
self.height() float / bool (parameters: greaterThan, lessThan, empty, full) (1.15 returns float with no parameters)
self.ammo() int / bool Returns int if no parameters, boolean with any parameters (parameters: greaterThan, lessThan, empty, full)
self.isAmmoEmpty() bool shortcut for self.ammo(empty=true)
self.ammoIncludingQueued() int / bool Also includes ammo from actions still in queue (parameters: greaterThan, lessThan, empty, full) if self.ammoIncludingQueued(lessThan=12)
self.energy() float / bool (parameters: greaterThan, lessThan, empty, full) (1.15 returns float with no parameters) if self.energy() > 50
self.energyIncludingQueued() float / bool Also includes energy from actions still in queue (parameters: greaterThan, lessThan, empty, full)
self.isEnergyFull() bool shortcut for self.energy(full=true)
self.isEnergyEmpty() bool shortcut for self.energy(empty=true)
self.shield() float / bool (parameters: greaterThan, lessThan, empty, full) (1.15 returns float with no parameters)
self.kills() int / bool (parameters: greaterThan, lessThan) (1.15 returns int with no parameters)
1.13.3 self.queueSize() int / bool (parameters: greaterThan, lessThan) (1.15 returns float with no parameters)
1.15 self.teamId() int Return team id of unit or marker. Starts at 0. (but -1 for a neutral team)
1.15 self.teamName() string Returns allied group team name
self.playerName() string Returns player's name
1.15 self.x(), self.y(), self.z() float Returns the unit's coordinate parts
1.15 self.dir() float Returns the unit's direction
1.15 self.priceCredits() Returns the price of the unit
Misc

self.hasFlag() bool Boolean flag saved into units for mods to use. (parameters: id=0-31) Use addResources in action change this vaule
self.tags() bool (parameters: includes)
1.13.3 self.globalTeamTags() bool (parameters: includes)
self.transportingCount() int (parameters: greaterThan, lessThan, empty) (1.15 returns int with no parameters)
self.numberOfAttachedUnits() int / bool (withTag, greaterThan, lessThan) (1.15 returns int with no parameters)
self.isAttacking() bool
self.hasActiveWaypoint() bool ([type=WAYPOINT_TYPE])
self.transportingUnitWithTags() bool (parameters: includes) self.transportingUnitWithTags(includes='human')
self.hasParent() bool For both attachments and transports (parameters: [withTag=x] )
self.hasTakenDamage() float / bool (parameters: withinSeconds=X, laterThanSeconds=X) (v1.15 returns float in seconds with no parameters) self.hasTakenDamage(withinSeconds=1)
self.timeAlive() float / bool (parameters: withinSeconds=X, laterThanSeconds=X) (v1.15 returns float in seconds with no parameters)
self.lastConverted() float / bool (parameters: withinSeconds=X, laterThanSeconds=X) (v1.15 returns float in seconds with no parameters)
self.customTimer() float / bool (parameters: withinSeconds=X, laterThanSeconds=X) (v1.15 returns float in seconds with no parameters)
self.isOnNeutralTeam() bool
self.numberOfUnitsInTeam() int / bool (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 returnsnumberOfUnitsInTeam(withTag='techUnlockBuilding',
int with no parameters) greaterThan=0)
1.14 self.numberOfUnitsInAllyNotOwnTeam() int / bool (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 returns int with no parameters)
1.13.3 self.numberOfUnitsInEnemyTeam() int / bool (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 returns int with no parameters)
numberOfUnitsInNeutralTeam() int / bool (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) (v1.15 returns int with no parameters)
1.14 numberOfUnitsInAggressiveTeam() int / bool The special 'aggressive to all' team (this is not the same as numberOfUnitsInEnemyTeam) (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue)
1.13.3 self.hasUnitInTeam() bool (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for numberOfUnitsInTeam
1.13.3 self.noUnitInTeam() bool (parameters: withTag, withinRange, incompleteBuildings, factoryQueue) alias for numberOfUnitsInTeam
1.13.3 self.isControlledByAI() bool
1.15 self.readUnitMemory() any type (name:string, type:string{boolean,unit,float,string}, [default]) if parent.readUnitMemory('boostTarget', type='unit') == self

1.15 Unit references


fireTurretXAtGround: mainGun (thisActionTarget==Marker with ground location)
alsoTriggerAction: x (thisActionTarget==Same as original action)
[turret]onShoot_triggerActions: x (thisActionTarget==Target that was shot at)
1.15 thisActionTarget unit / marker Current target or location targeted. takeResources_triggerActionIfAnyCollected: x (thisActionTarget==Target with resources)
addWaypoint_triggerActionIfMatched: x (thisActionTarget == Marker for move/Target for attack, etc. Note: use addWaypoint_maxTime:0 if you want to
search only)
autoTriggerOnEvent: tookDamage (thisActionTarget==Unit that caused damage)
autoTriggerOnEvent: killedAnyUnit (thisActionTarget==Unit that was killed)
autoTriggerOnEvent: transportingNewUnit (thisActionTarget==Unit that was transported)
1.15 eventSource unit / marker Current trigger from an autoTriggerOnEvent, otherwise null autoTriggerOnEvent: transportUnloadedOrRemovedUnit (thisActionTarget==Unit unloaded)
autoTriggerOnEvent: queuedUnitFinished (thisActionTarget==New unit made)
autoTriggerOnEvent: touchTargetSuccess (thisActionTarget==Target touched)

1.15 attachment unit (parameters: [slot], [withTag]) self.attachment(withTag='x').lastDamagedBy.getAsMarker()


1.15 transporting unit (parameters: [slot]) if self.transporting(slot=0).hasResources(gold=100)
1.15 attacking unit Current target this is attacking, might not be the current waypoint target. if attacking.tags(includes='bug') and attacking.hp < 20
1.15 lastDamagedBy unit Last unit that attacked this.
1.15 parent unit The transporter or attachment parent. (Note: units are suspended state when transported without attachment slot)
Eg autoTrigger: if parent.energy > 100
1.15 activeWaypointTarget unit Current active waypoint target. Includes attacking, transporting, repairing, etc. if distanceBetween(self, activeWaypointTarget) < 100
1.15 customTarget1 unit Custom memory, defaults to the unit that created this unit. if parent.customTarget1 == self
1.15 customTarget2 unit Custom memory, defaults to null
1.15 nearestUnit unit (withinRange=500, withTag='x', relation='any') Search for a unit (not recommended in autoTrigger check for perfomance)
(withTag=x, relation) - Returns first (and oldest) unit found matching the filter. Slow, avoid using in
1.15 globalSearchForFirstUnit unit self.globalSearchForFirstUnit(withTag='gameController', relation='neutral')
autoTrigger checks
1.15 nullUnit unit returns a null unit reference, useful for comparisons if self.parent == nullUnit
1.15 Marker functions
creates a temporary marker at the position a unit is right now. Markers are very fast to create and
1.15 getAsMarker marker automatically removed when no longer needed. Is not linked to any unit and still exists when the unit dies, lastDamagedBy.getAsMarker()
and stays the same when source moves.
1.15 getOffsetAbsolute marker ([x],[y],[height]) Returns marker with absolute offset (-y is north, +x is east)
1.15 getOffsetRelative marker ([x],[y],[height],[dirOffset]) Returns marker with relative offset. (y+ is forwards) self.getOffsetRelative(y=100).nearestUnit(withinRange=70, withTag='mouse') != null
1.15p4 eventSource event Sets "target" based on the event from autoTriggerOnEvent (basically thisActionTarget but for events)

Global functions
Shortcut to read the self with current defineUnitMemory types. Cannot be used on other units, use
1.15 memory.NAME any type autoTrigger: if memory.experience > 100
readUnitMemory for that. Don't call with self.
1.15 distance(x1, y1, x2, y2) float Returns the difference between two points
1.15 distanceSquared(x1, y1, x2, y2) float Returns the squared difference between two points. Bit faster than distance.
1.15 distanceBetween(unit1, unit2) float Returns the distance between two units
1.15 distanceBetweenSquared(unit1, unit2) float Returns the squared distance between two units. Bit faster than distanceBetween
game.nukesEnabled() bool Returns true if nukes are enabled in this game's settings.
1.15 int(x) int Removes decimal places from a number. int(4.2) == 4
1.15 select(bool, textA, textB) returns textA if bool is true otherwise returns textB
1.15 debug(logicBoolean) string Returns a text string helping to explain the reason for the current result. Can see into nested logic, comparisons, and operators.
1.15 str(x) string Convert a number, unit or boolean into a string str(self.energy)+'x' == '100x'
1.15 substring(text,start,end) string Takes a part of the string from the indicated start and end parts substring('hello',0,2) == 'he'
1.15 length(string) int Returns string length as number
1.15 squareRoot(num) float Requires square root of a number
1.15 min(num1, num2) float Returns the smallest number damage = min(self.hp, self.energy)
1.15 max(num1, num2) float Returns the biggest number max(5, 10) == 10
1.15 createMarker(x, y, [height]) marker

1.14 Type [placementRule_NAME] Allows creation of rules for requiring buildings


1.14 Code Value Type Description Example
1.14 anyRuleInGroup: string (Only require 1 of the rules in this group pass, instead of all. Use the same group name on other placement rules to create a group.)
1.14 searchTags: tag list Search for any unit with at least one of these tags
1.14 searchTeam: relation Teams to include in search, can be: own|neutral|allyNotOwn|ally|enemy|any
1.14 searchOffsetX: float defaults to 0
1.14 searchOffsetY: float defaults to 0
1.14 searchDistance: float Required
1.14 excludeIncompleteBuildings: bool defaults to false. Might want to set to true depending on the requirement reason
1.14 excludeNonBuildings: bool defaults to false
1.14 minCount: int Set min amount of units that need to be found in search. (eg needs to be near something). Defaults to 0
1.14 maxCount: int Set max amount of units before match fails (eg cannot be close to something). Defaults to unlimited
1.14 blocksPlacement: bool Defaults to true.
1.14 cannotPlaceMessage: LocaleString Highly Recommended. Message shown to player if this rule fails (will be first failing rule if using anyRuleInGroup).
1.14 checkEachTile: bool defaults to true (set to false to only test unit center, true checks each tile under the unit which shows up on the placement grid. Can be easier to see requirements with true)

Type Prices/Resources lines - used by addResources, price, etc


Code Targets Description Example
credits Global resource
energy
hp
shield price: hp=-100, shield=100
ammo Hidden value on each unit for use by mods
setFlag use with addResources, resourceUsage or price. 0-31. Flags are stored in each unit setFlag=1
unsetFlag use with addResources, resourceUsage or price. 0-31
hasFlag use with price or resourceUsage
hasMissingFlag use with price or resourceUsage
1.13.3 X Any resource defined in [global_resource_x] or [resource_x] sections gold=5, stone=20

Section [global_resource_NAME]
Code Value Type Description Example
Define a new resource shared with all units in a team, works just like the built-in credits resource. Add to 'all-units.template' (at mod root) for easy use in all of your mods
1.13.3 displayName Name of this resource in UI
1.13.3 displayNameShort Resource name on smaller UI elements like action hovertext (Defaults to displayName)
1.13.3 hidden bool Hide this resource from the player
1.13.3 priority If 2 or mods/units define a resource with the same NAME, the displayName/displayColor with the highest priority is used
1.13.3 displayColor color Color, can be hex with optional alpha #FF0000
1.14 displayRoundedDown bool Don't show decimal places to the player

Section [resource_NAME]
Code Value Type Description Example
Define a new resource local to unit. Works like build-in ammo resource
1.13.3 displayName Name of this resource in UI (eg hovering over unit info)
1.13.3 displayNameShort
1.13.3 hidden Hide this resource from the player
equivalentGlobalResourceForAI Used to hint to the AI that a resource node with a local resources could be used to get a different global resource. Eg when a harvester unloads the resource
1.14 displayRoundedDown

Section [template_NAME]
Code Value Type Description Example
1.13.3 Template sections can have any keys and have no effect by themselves.
Template can get included from other files with [core]copyFrom. Eg: [core]copyFrom: ROOT:effects/explodeEffects.template (Note that copyFrom can include multiple files. )
--All these below features can be used with any section not just templates--
1.13.3 @copyFromSection Use in any section to include keys from a section or template. (Comma separated for multiple) @copyFromSection: template_name/action_name/projectile_name
@copyFrom_skipThisSection Use in any section to make [core]copyFrom not copy into it. Eg not copy an action when overriding @copyFrom_skipThisSection
@define X Define a local variable within a section (best outside of template) @define targetEffect: boom
@global X Define a global variable used in all sections. Local variables have a higher priority @global targetEffect: pop
${X} can be used to reference variables (can also be done outside of a template). It is calculated when
1.13.3 loading and remains static. Has no impact on runtime performance. spawnEffects: effect_${targetEffect}
1.13.3 ${section.key} can be used to reference another key (can also be done outside of a template) addResources: credits=${ core.price * 2 + 10 }
%{X} can be used to add dynamic logic into some strings. (CAN NOT be used everywhere). The value will
1.15 update every frame. [action]text: Missing hp %{self.maxHp - self.hp}
copyFrom:"""
ROOT:a.ini,
ROOT:b.ini,
1.15 """ text """ can be used for multiline strings. Newlines with be removed from final result.
ROOT:c.ini
"""

Section [comment_NAME]
Code Value Type Description Example
1.13.3 Comment sections can have any keys and have no effect.

bug_attack, bug_die, building_explode, cannon_firing, click, click_add, click_remove, firing3, firing4,


List of default game noises (for turret fire sound or gun_fire, interface_error, large_gun_fire1, large_gun_fire2, laser_deflect, laser_deflect2, lighting_burst,
other sound references): message, missile_fire, missile_hit, move, nuke_explode, nuke_launch, plasma_fire, plasma_fire2,
tank_firing, unit_explode, unit_explode_old, warning
This sheet is for an old version, see sheet tabs below.
Section [core]
Code Description Example Value Type
Common keys
name: Defines the raw name for your unit, in which case the game uses to identify as a unique name. (This name
name:
is not
customTank_1
displayed in-game) string
altNames: comma separated list of names. Like name but lower priority, useful for multiple optional mods. altNames: custTank1, customTank1, cTank1 string(s)
class: Reserved for future use, must be CustomUnitMetadata class: CustomUnitMetadata string
price: The cost of your unit from builders/buildings. price: 500 int
mass: The 'weight' of your unit, this will define how it collides with other units, a greater value means it is tougher
mass:
to push.
3000 int
techLevel: Defines the Tech Level of your unit, there are 3 levels and each will appear in a different color in the GUI.techLevel: 1 int
buildSpeed: Time it takes to build unit (may multiply with builder speed) Formulae for seconds: 10 ÷ 60 = 0.16 (0.16 will
buildSpeed:
make it take
0.1610 seconds to build) float
radius: Circular area around your unit that makes it selectable (mouse click/screen touch) radius: 20 int
isBio: Choose whether your unit is bioligical or not, will effect sound and splat (unless hideScorchMark is true) isBio: false bool
isBug: Changes some death defaults, and sort order in sandbox bool
isBuilder Normally required if this unit places buildings. Defaults to [ai]useAsBuilder 1.13
Unit stats
maxHp: The max health for your unit. (will spawn with this value) maxHp: 200 int
selfRegenRate: Passive self repair rate float
maxShield: The max shield hitpoints of your unit. Can start with 0 hitpoints if startShieldAtZero is set to true maxShield: 500 int
startShieldAtZero: Sets the unit's shield to 0 HP when it is first built. startShieldAtZero: true bool
shieldRegen: Passive shield regen rate shieldRegen: 0.15 float
energyMax: Defaults to 0. Energy can be used as ammo for turrets or for laser defense energyMax: 1 float
energyRegen: float
energyStartingPercentage: Sets the percentage of charged energy when the unit is first built. energyStartingPercentage: 0.5 float
energyNeedsToRechargeToFull: Disable weapons using energy after reaching zero till fully recharged float
armour Damage taken away from each hit (not currently used in any core units) 1.13
armourMinDamageToKeep Min damage to keep. Defaults to 1 1.13
generation_credits: Income unit creates generation_credits: 2 int
generation_delay: How often generation_credits is added. Defaults to 40 (changing not recommended) generation_delay: 40 int
UI and Graphics related keys
showInEditor: Set to false to hide unit in sandbox editor (Default true) showInEditor: true bool
displayText The name of your unit that the game shows to the player. displayText: Custom Tank string
displayText_{LANG} LANG=ISO 639-1 Code to show this text instead when game is in this language displayText_es: Hola 1.13
displayDescription Description of your unit that the game shows to the player. displayDescription: - Fast movement.\n- Light damage. string
displayDescription_{LANG} LANG=ISO 639-1 Code to show this text instead when game is in this language displayDescription_es: -Movimiento rapido\n-Daño ligero 1.13
displayLocaleKey: Translation file key for unit name and description displayLocaleKey: units.mechArtillery string
displayRadius: Defaults to radius value. Set to show a larger or smaller selection box ui on units. displayRadius: 20 int
shieldRenderRadius
shieldDisplayOnlyDeflection: Hide shield (if active) unless deflecting shot shieldDisplayOnlyDeflection: false bool
shieldDeflectionDisplayRate: Defaults to 4. High value causes shield deflection to fade disappear faster shieldDeflectionDisplayRate: 3 float
isUnselectable Cannot be selected
Building only keys
isBuilding: bool
footprint Only applies to buildings, tiles taken up which block unit movement. Defaults to 0,0,0,0 = 1 center tile footprint: -1,-1,1,1
constructionFootprint Only applies to buildings, tiles taken up for placement of other buildings. Defaults to 0,0,0,0 constructionFootprint: -1,-1,1,3
buildingSelectionOffset: Defaults to 0. Adds or removes padding on the drawn selection rect in UI int
buildingToFootprintOffsetX Defaults to 10 float
buildingToFootprintOffsetY Defaults to 10 float
placeOnlyOnResPool: Normally used for extractors bool
selfBuildRate: Rate unit builds it's self when placed without a builder float
Misc Keys
copyFrom: Use unit data from another ini file as base copyFrom: customTank_Default file (ini)
dont_load: Do not load unit, and don't error on missing data. Can be useful when used with copyFrom dont_load: true bool
overrideAndReplace: Override another unit with this unit. Build links pointing to target unit will be replaced with this unit. And this
overrideAndReplace:
unit will replace target
builder,
on maps.
combatEngineer string(s)
globalScale: Defaults to 1. Changing not recommend globalScale: 1 float
isLocked: Disallow building of this unit. Can be used with overrideAndReplace to restrict units the player is allowedisLocked:
to build. false bool
isLockedIfGameModeNoNuke Disallows building of this unit if nukes are disabled during match setup. isLockedIfGameModeNoNuke: false 1.13
experimental: Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: false bool
stayNeutral: Set to false to disable capture when unit is on the neutral team stayNeutral: false bool
createNeutral 1.13
resourceRate: Used with canReclaimResources. Experimental feature that is not yet finished. float
tags List of any comma separated strings. Only used for transportUnitsRequireTag right now, will be used for other things in future 1.13
fogOfWarSightRange: Set number of tiles this unit can see. Defaults to 15 fogOfWarSightRange: 15 int
softCollisionOnAll: int
disableAllUnitCollisions
isUnrepairableUnit No unit can repair this unit 1.13
isPickableStartingUnit If true, unit is added to dropdowns for starting unit in game setup menus. 1.13
startFallingWhenStartingUnit 1.13
soundOnAttackOrder List of sounds. Only one will be played each attack order sound
soundOnMoveOrder List of sounds. Only one will be played each move order sound
canNotBeDirectlyAttacked No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks
Transport related keys
transportSlotsNeeded: Defaults to 1. Number of slots this unit uses up in a transport, Experimentals are often set to 5 to stop small transports holding them. int 1.13
maxTransportingUnits Number of slots this units as for transporting other units. int
transportUnitsRequireTag Only allow trasport of units that have one of these tags. tags 1.13
transportUnitsRequireMovementType Only allow trasport of units that have one of these movement types. movementTypes 1.13
transportUnitsBlockAirAndWaterUnits Defaults to true if transportUnitsRequireMovementType is empty 1.13
transportUnitsKeepBuiltUnits Makes built units stay inside transport instead of exiting it once ready LogicBoolean 1.13
transportUnitsCanUnloadUnits Defaults to: if not self.isOverLiquid() and not self.isMoving() LogicBoolean 1.13
transportUnitsAddUnloadOption Should unload button be added to the menu LogicBoolean 1.13
transportUnitsKillOnDeath Default true. If false transporting units don't die when transport dies eg: if self.isOverLiquid() LogicBoolean 1.13
transportUnitsHealBy Rate to heal units being transported float 1.13
Construction and factory related keys
canRepairBuildings: isBuilder:true is required as well right now) bool
canRepairUnits: isBuilder:true is required as well right now) bool
canReclaimResources: Used with resourceRate. Experimental feature that is not yet finished. bool
autoRepair: Automatically try and repair damaged units in range ([ai]useAsBuilder:true is required as well right now) bool
nanoRange: Defaults to 85 int
nanoRepairSpeed: Defaults to 0.2 float
nanoBuildSpeed: Defaults to 1 float
nanoFactorySpeed: Defaults to 1 float
extraBuildRangeWhenBuildingThis Temporary add extra build range to builders to build this unit/building. Useful for water based buildings.
builtFrom_#_name: canBuild and builtFrom have the same effect just in the opposite direction. BuiltFrom is useful if adding new units to existing buildings string
builtFrom_#_pos: Order action appears in UI. string
builtFrom_#_forceNano: Build as if this was a building (even if it's a unit) bool
canBuild_#_name: List of units this unit can create. Can be buildings or units. (isBuilder:true and canRepairBuildings:true is recommended when adding buildings) units
canBuild_#_pos: Order action appears in UI string
canBuild_#_tech: Tech level. Mostly just effects action colour in UI. Defaults to 1 int
canBuild_#_forceNano: Build target as if it was a building (even if it's a unit) bool
canBuild_#_isVisible Hide this build option if true
canBuild_#_isLocked Dynamically lock this build option and show isLockedMessage if true.
canBuild_#_isLockedMessage To tell the player why a unit is locked
canBuild_#_isLockedMessage_{LANG} Optional. For other languages.
exit_x: Where created or unloaded units appear. Defaults to 0 exit_x: 0 float
exit_y: Where created or unloaded units appear. Defaults to 5. exit_x: 5 float
exit_dirOffset : float Defaults to 180 for units. 0 for buildings 1.13
exit_heightOffset : float Defaults to 0 1.13
exit_moveAwayAmount : float Defaults to 70 1.13
Death related keys
dieOnConstruct: Delete this unit when it starts making a building. Target building likely will need selfBuildRate set to be created without a builder. bool
dieOnZeroEnergy Kill this unit if energy level reaches zero. dieOnZeroEnergy: false bool 1.13
numBitsOnDeath int
nukeOnDeath: bool
nukeOnDeathRange: float
nukeOnDeathDamage: float
nukeOnDeathDisableWhenNoNuke: Defaults to false bool
fireTurretXAtSelfOnDeath
explodeOnDeath defaults to true boolean 1.13
explodeOnDeathGroundCollision defaults to true boolean 1.13
effectOnDeath effect ref 1.13
effectOnDeathGroundCollision effect ref 1.13
unitsSpawnedOnDeath unit list unitsSpawnedOnDeath: tank*5, hoverTank units 1.13
unitsSpawnedOnDeath_setToTeamOfLastAttacker bool
hideScorchMark: bool
Deprecated Keys (can be used but there are better ways)
action_#_convertTo: Deprecated in 1.13, use [action_x] sections instead action_1_convertTo: customTank_2 string deprecated 1.13
action_#_pos: Order action appears in UI float deprecated 1.13
action_#_price: The price of your action for the unit. (All your sub actions will be linked to the # you use) action_1_price: 1000 int deprecated 1.13
action_#_text: A display text when you select your unit's action, used to explain it's purpose. (All your sub actions will beaction_1_text:
linked to the #Upgrade
you use)to Custom Tank 2 string deprecated 1.13
action_#_description: string deprecated 1.13
action_#_addEnergy: Adds energy to unit. Has no effect unless energyMax is set float deprecated 1.13
action_#_whenBuilding_cannotMove: Stops unit moving while action is being applied. Useful for deploy like actions. bool deprecated 1.13

Section [graphics]
Code Description Example Value Type
image: File path to png image. file (image)
image_back: An optional image drawn behind other units. Useful for factories that units exit file (image)
image_wreak: Image to use when unit dies. Can be NONE to leave no wreak file (image)
image_offsetX: int
image_offsetY: int
teamColorsUseHue: False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false bool
imageSmoothing: bool
scaleImagesTo: Resize image to fit this value in pixels. Effects leg, and shadow images as well. float
imageScale: Resize image. Defaults to 1. Effects leg, and shadow images as well. float
drawLayer: Set to experimentals, or leave line out string
whenBeingBuiltMakeTransparentTill float 1.13
icon_zoomed_out file (image)
Turrets (images can also be set on each turret)
image_turret: Default image for all turrets, can also be set per turret file (image)
teamColorsOnTurret Defaults false. Apply team colours on turret as well. Also effects pre-turret images bool
scaleTurretImagesTo: float
lock_body_rotation_with_main_turret: Locks body image locked to first turret's direction bool
lock_leg_rotation_with_main_turret bool 1.13
Shadow
image_shadow: Image file, NONE, or AUTO. (AUTO will use image and make it transparent black only.) file (image)
shadowOffsetX: float
shadowOffsetY: float
lock_shadow_rotation_with_main_turret:Locks body image shadow locked to first turret's direction bool
Effects and animation
total_frames Defaults to 1. Animations require this. int
frame_width: Calculated for you if total frames is set, but can be overridden int
frame_height: Defaults to image height int
splastEffect: True to create a water wave effect when over water. Default false bool
dustEffect: True to create a dust effect when over land. Default false bool
splastEffectReverse: True to also create effect when unit is reversing bool
dustEffectReverse: True to also create effect when unit is reversing bool
movementEffect Custom movement effect, can be anything eg: movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5 effect 1.13
movementEffectReverse effect 1.13
movementEffectRate float 1.13
movementEffectReverseFlipEffects Create effect as if unit has rotated 180 when reversing bool 1.13
repairEffect Custom movement effect, can be anything. Replaces default effect from builders
repairEffectAtTarget
repairEffectRate Defaults to 5
rotate_with_direction: Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_* bool
animation_direction_units: 45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false float
animation_direction_strideX: Animation frames to offset on direction change. int
animation_direction_strideY: Animation frames to offset on direction change. Used with frame_height. int
animation_direction_starting: Direction for first frame float
Deprecated Keys (can be used but there are better ways)
animation_TYPE_start: Deprecated, use [animation] section instead animation_moving_start: 0 int deprecated 1.13
animation_TYPE_end: End frame, must be larger then start animation_moving_end: 3 int deprecated 1.13
animation_TYPE_scale_start: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. float deprecated 1.13
animation_TYPE_scale_end: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. float deprecated 1.13
animation_TYPE_speed: Delay for each frame of animation. Larger values cause slower animation float deprecated 1.13
animation_TYPE_pingPong: Play animation in reverse before repeating. Useful with scale_start/scale_end bool deprecated 1.13

Section [attack]
Code Description Example Value Type
maxAttackRange: (multiplied by globalScale) float
canAttack: If set to false, can not attack any unit. Regards of other canAttack options below. bool
canAttackFlyingUnits: can also be narrowed per turret LogicBoolean
canAttackLandUnits: can also be narrowed per turret LogicBoolean
canAttackUnderwaterUnits: can also be narrowed per turret LogicBoolean
canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. (can also be set per turret) LogicBoolean
turretMultiTargeting Allow each turrets to fire at a different target at the same time. Very useful if [turret]limitingAngle is used 1.13
isMelee: Used with a low attack range (like maxAttackRange: 9) makes src and target radius get added to range, and effects AI. bool
turretRotateWithBody Are all turrets rotated when body rotates. Defaults to true bool
attackMovement: normal/bomber. bomber attack movement will retreat when energy runs out string
dieOnAttack: bool
isFixedFiring: Must aim body at target to shoot. Will often make the unit need to stop before it can aim and shoot. bool
aimOffsetSpread: Offset each shot multiplied by target radius. Defaults to 0.6 aimOffsetSpread:0 will make unit always attack center bool
stopTargetingAfterFiring Unit stops targeting after firing a shot. Rarely used or needed. 1.13
disablePassiveTargeting: Unit only attacks manually ordered target. Rarely used or needed. bool
Deprecated Keys - can be used but better to set these per turret
turretSize: (multiplied by globalScale) float
turretTurnSpeed: float
shootDelay: Global delay, can also use delay on each turret float

Section [turret_NAME]
Code Description Example Value Type
x: float
y: float
copyFrom: Copy all values from another turret as defaut values for this turret copyFrom: 1 turret ref
projectile Projectile fired from this turret. eg: projectile: torpedo projectile ref
barrelX Defaults to 0 1.13
barrelY Defaults to size. Note: size and barrelY have the same meaning 1.13
size: Controls the distance between the center of the turret and the point from where projectiles spawn. size: 5 float
turnSpeed Max turn speed of the turret
turnSpeedAcceleration Defaults to disabled, and full turn speed is used.
turnSpeedDeceleration Defaults to turnSpeedAcceleration. Setting this higher than turn acceleration might allow faster targets to be hit
idleDir Defaults to 0 float
idleDirReversing Defaults to idleDir+180 unless attached to another turret (as attached turret will often be rotating when reversing) float 1.13
shouldResetTurret: Defaults true. False to disable the reseting turret angle when idle bool
attachedTo: Id of another turret to attach to, will be positioned relative to it, and rotate with it. turret ref
slave: Locks this turret's direction and shot cooldown to attached turret. Often used with warmup for multiple barrel guns bool
isMainNanoTurret: Defaults to false. Turret to use for creating buildings, etc. should only be true on one turret, and should have canShoot set to false bool
energyUsage: Required energy to fire weapon. Same as resourceUsage: energy=X float
resourceUsage can be in credits/energy/hp/shield/ammo. Stops firing if not met resourceUsage: credits=5, energy=5, hp=100, shield=5, ammo=1 price
Timing
delay: Override global shootDelay for this turret float
linkDelayWithTurret When this other turret fires the cooldown delay on this turret will be reset/removed turret ref
warmup: Delay before firing a shot. float
warmupCallDownRate Rate to reduce warmup when turret is not ready to fire at any targets float
warmupNoReset Defaults to false. When true warmup is not reset after firing a shot. Used with warmupCallDownRate bool
warmupShootDelayTransfer Defaults to 0, a multiplier which reduces the next shot delay by the warmup value. When used with warmupNoReset, can make a each shot faster. float
Targeting control
canShoot: Defaults to true bool
canAttackFlyingUnits: Narrows targeting for this turret, note targeting for the whole unit in [attack] is applied first. (so you can only use this to target less not more) LogicBoolean
canAttackLandUnits: LogicBoolean
canAttackUnderwaterUnits: LogicBoolean
canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. LogicBoolean
canAttackCondition: Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this unit's height canAttackCondition: if not self.flying LogicBoolean
clearTurretTargetAfterFiring 1.13
limitingRange: Make this turret have less range than the maxAttackRange. Do not apply this to all turrets change maxAttackRange instead. float
limitingAngle Linked with idleDir. Turret will only be able to fire at units +/- this angle. 1.13
limitingMinRange Sets minimum range for turret. limitingMinRange: 200 1.13
interceptProjectiles_withTags Currently used with anti-nuke units. 1.13
interceptProjectiles_andTargetingGroundUnderDistance
interceptProjectiles_andUnderDistance Defaults to 2000, distance inflight before firing
interceptProjectiles_andOverHeight Defaults to 0
laserDefenceEnergyUse: Set to enable a projectile laser defence from this turret. Should also set the energyMax in core. float
Graphics and effects
invisible: Don't render this turret, but still can shoot, etc. LogicBoolean
image: Use custom image. Overrides unit's main turret image file (image)
image_applyTeamColors bool
image_drawOffsetX float
image_drawOffsetY float
chargeEffectImage: Used with warmup. Shows a scaling effect image on turret barrel when charging. file (image)
warmupStartEffect effects
shoot_sound: string
shoot_sound_vol: float
shoot_flame: Current types are: small, large, smoke, shockwave, or CUSTOM: effectSectionName eg: shoot_flame: smoke, CUSTOM:lightFade, CUSTOM:pop*5 effects
shoot_light color
idleSpin: Spin rate when idle, used on missile turrets float
onShoot_playAnimation Play a custom animation from an [animation] section after firing this turret animation ref
recoilOffset Push turret forward or back after firing for a recoil effect. Value in pixels. float
recoilOutTime Time to get to offset position after firing float
recoilReturnTime Time to return to default position float

Section [projectile_NAME]
Code Description Example Value Type
life: How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range int
deflectionPower: Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames) float
explodeOnEndOfLife Default to false. True to explode at end of life with all side effects and area damage instead of disappearing bool 1.13
autoTargetingOnDeadTarget: Retarget to nearby unit if target dies while in transit bool
unloadUpToXUnitsFromSource Unload X units from source unit, to projectile explode location int 1.13
teleportSource Move unit that shot this projectile to projectile explode location bool 1.13
spawnUnit Spawn new units of this type at projectile explode location eg: spawnUnit: heavyTank, tank*5, hoverTank unit types 1.13
tags tags 1.13
flameWeapon: Generates small flames on hit (only cosmetic) bool
Damage
directDamage: Damage to target unit on hit. Does not work with targetGround:true as we don't have a unit target int
areaDamage: directDamage or areaDamage is required int
areaRadius: How wide areaDamage effects. Note this drops off. float 1.13
areaExpandTime float 1.13
areaHitAirAndLandAtSameTime bool 1.13
areaHitUnderwaterAlways Defaults to false
buildingDamageMultiplier Defaults to 1 float 1.13
shieldDamageMultiplier Defaults to 1. eg: 0 to do no damage to shields and 2 to do double damage float 1.13
shieldDefectionMultiplier Defaults to 1. eg: 0 to ignore shields and directly damage hull float 1.13
armourIgnoreAmount Amount of armour to ignore on target and do damage as if this armour was not there
friendlyFire Lets area effect projectiles damage own team units (can't damage allies). Useful for nuke-like weapons friendlyFire: false / friendlyFire: true / friendlyFire: only-ignoreEnemy bool/string 1.13
Movement
targetGround Target ground, and don't home in on target. Note: only areaDamage is applied if targeting ground. bool
speed: float
targetSpeed: Accelerate to this speed float
targetSpeedAcceleration float 1.13
ballistic: bool
ballistic_delaymove_height: float
ballistic_height: float
targetGroundSpread: Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower float
speedSpread: Randomly change the starting projectile speed by this amount float
instant Hit target instantly bool
instantReuseLast: Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true bool
disableLeadTargeting Disable the lead targeting calculations when aiming at a moving target. Defaults false. bool 1.13
leadTargetingSpeedCalculation The expected speed of this projectile for targetGround lead target calculation. Defaults to 'targetSpeed' if set otherwise 'speed'. float 1.13
Graphics and effects 1.13
color color: #bebe50 color
image: Use custom image. Overrides drawType and frame file (image)
drawType Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png drawType:1 int
drawSize: Scale image. Defaults to 1 float
frame Built-in image frame to use, starts at zero. int
hitSound: Default true bool
explodeEffect explodeEffect: smallExplosion, CUSTOM:myExplodeEffect effect ref list 1.13
explodeEffectOnShield Use this effect if shield is active on target effect ref list 1.13
teamColorRatio Mix 0-1 of team colour into color field float 1.13
drawUnderUnits bool 1.13
effectOnCreate effect ref list 1.13
shouldRevealFog Reveal fog to player on explode bool 1.13
alwaysVisibleInFog bool 1.13
nukeWeapon Shows on mini-map when fired. Some other side effects as well. bool 1.13
trailEffect true for built-in defaults, but can also point to any custom effects bool/effect
trailEffectRate Defaults to 3 float 1.13
lightSize: float
lightColor lightColor: #ffe92b color
largeHitEffect: Creates a large explosion and accompanying sound on hit (only cosmetic) bool
lightingEffect: Draw as lighting works best with instant:true bool
laserEffect: Draw as laser works best with instant:true bool

Section [movement]
Code Description Example Value Type
movementType: Defines what kind of terrain the unit will be able to move over, along with other properties related to unit types.
movementType: LAND string
slowDeathFall: Used with large aircraft. Makes the unit fall slowly while maintaining its speed at the time of death. slowDeathFall: true bool
moveSpeed: Maximum movement speed of the unit. moveSpeed: 1.2 float
moveAccelerationSpeed: Defines how fast units accelerate to max speed. moveAccelerationSpeed: 0.07 float
moveDecelerationSpeed: Don't make this too low or units will have trouble stopping at waypoints moveDecelerationSpeed: 0.17 float
reverseSpeedPercentage: 0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1 will drive in reverse samereverseSpeedPercentage:
as forwards. Useful if slow0turning float
landOnGround: Should flying unit land when idle. landOnGround: false bool
targetHeight: Defaults to 0 but if AIR movementType default is 35 targetHeight: 25 float
targetHeightDrift: Smooth animated height change. Defaults to 0 but if AIR movementType default is 1.5 targetHeightDrift: 1 float
startingHeightOffset
maxTurnSpeed: float
turnAcceleration: float
moveSlidingMode: bool
moveIgnoringBody: bool
moveSlidingDir: int
joinsGroupFormations: Defaults to true. Changing not recommended bool

Section [ai]
Code Description Example Value Type
useAsBuilder: Set to true if unit can build or repair buildings. Defaults to [core]isBuilder. bool
disableUse: Disallow AI building this unit or building bool
ai_upgradePriority Defaults to 0.06. Set between 0-1, higher means AI is more likely to upgrade this unit before others float
Buildings only
buildPriority: 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret. float
noneInBaseExtraPriority: Adds to buildPriority, if this unit doesn't exist in the AIs base float
noneGlobalExtraPriority: Adds to buildPriority, if this unit doesn't exist in the any where on the map float
upgradedFrom: Create link to another unit to preserve max counts for upgraded and non-upgraded types in same base. string
maxGlobal: int
maxEachBase: int

Section [leg_#] / [arm_#]


Code Description Example Value Type
x: Sets position of the foot on the X axis. float
y: Sets position of the foot on the Y axis. float
copyFrom: Copy from another leg. Useful to only need to set leg values once copyFrom: 1 int
attach_x: Sets the leg's attach point on the X axis. float
attach_y: Sets the leg's attach point on the Y axis. float
rotateSpeed: float
endDirOffset Target foot/end rotation relative to body
lockMovement Lock to unit body. Useful if walking unit converted to a flying unit. bool
heightSpeed: float
moveSpeed
moveWarmUp
holdDisMin: Defaults to 7. Reposition leg at this distance if neighbor legs are not already repositioning. float
holdDisMax: Defaults to 16. Force reposition of leg at this distance. float
holdDisMin_maxMovingLegs
hold_moveOnlyIfFurthest
holdDisMin_checkNeighbours
hardLimit: Defaults to 50. Force leg to never go this far. Better to not be reached. float
estimatingPositionMultiplier defaults to 1. Predicts were unit will be for leg placement based on unit speed. float
Graphics and effects
hidden: logic boolean
image_end image 1.13
image_end_shadow image 1.13
image_end_teamColors 1.13
image_foot same as image_end image 1.13
image_foot_shadow image
image_middle image 1.13
image_leg same as image_middle image
draw_foot_on_top bool 1.13
drawOverBody Draw over the body of unit, defaults of false bool
drawUnderAllUnits Draw over all units bool
drawDirOffset float
dust_effect: Spawns dust particles on each step. bool
spinRate Makes arm/leg spin, like idleSpin for turrets float
favourOppositeSideNeighbours calculate neighbours with X 10 times closer than Y
drawLegWhenZoomedOut For performance, defaults changes based on unit size
drawFootWhenZoomedOut For performance, defaults changes based on unit size
resetAngle: Unused float

Section [effect_NAME]
Code Description Example Value Type
life Defaults 200. Time till effect is removed. Set low as possible to reduce effect overhead. float 1.13
alsoEmitEffects Create more effects when created, useful for meta-effects. Note: other 'alsoEmitEffects' on created effects are ignored. effect ref 1.13
ifSpawnFailsEmitEffects If 'spawnChance' for this effects fails then emit these effects instead
alsoPlaySound sound ref 1.13
createWhenOffscreen Defaults false. bool 1.13
createWhenZoomedOut Defaults true bool 1.13
createWhenOverLiquid Defaults true bool 1.13
createWhenOverLand Defaults true bool 1.13
spawnChance Default 1. If less than 1 effect only has a random chance of being created float 1.13
showInFog Default false boolean 1.13
delayedStartTimer Hide for x time before showing and updating effect. float 1.13
liveAfterAttachedDies Defaults false when attachedToUnit is being used bool 1.13
priority Defaults to high. verylow/low/high/veryhigh/critical. Takes effect when too many effects are being shown at once. string 1.13
Movement
attachedToUnit Attach to unit or projectile that created this effect. Will move with this object. bool 1.13
alwayStartDirAtZero Ignore source/attached unit dir bool 1.13
atmospheric Apply drag to slow this effect down and add small wind effects bool 1.13
physics Fall to ground and bounces. Needs height to take effect. bool 1.13
physicsGravity Defaults to 1. height speed acceleration when physics: true float 1.13
xOffsetRelative Offset starting effect position. Relative to direction of attached turret, projectile, unit float 1.13
yOffsetRelative Offset starting effect position. Relative to direction of attached turret, projectile, unit float 1.13
xOffsetRelativeRandom Random offset by +/- this value float 1.13
yOffsetRelativeRandom Random offset by +/- this value float 1.13
xOffsetAbsolute Offset starting effect by position ignoring direction of attached turret, projectile, unit float 1.13
yOffsetAbsolute Offset starting effect by position ignoring direction of attached turret, projectile, unit float 1.13
xOffsetAbsoluteRandom Random offset by +/- this value float 1.13
yOffsetAbsoluteRandom Random offset by +/- this value float 1.13
xSpeedRelative float 1.13
ySpeedRelative float 1.13
xSpeedRelativeRandom Randomly change by -value to value float 1.13
ySpeedRelativeRandom Randomly change by -value to value float 1.13
xSpeedAbsolute float 1.13
ySpeedAbsolute float 1.13
xSpeedAbsoluteRandom Randomly change by -value to value float 1.13
ySpeedAbsoluteRandom Randomly change by -value to value float 1.13
hOffset height offset from source float 1.13
hOffsetRandom Randomly change by -value to value float 1.13
hSpeed height speed float 1.13
hSpeedRandom Randomly change by -value to value float 1.13
dirOffset rotation float 1.13
dirOffsetRandom Randomly change by -value to value float 1.13
dirSpeed rotation speed float 1.13
dirSpeedRandom Randomly change by -value to value float 1.13
Graphics
frameIndex frame of to use int 1.13
stripIndex A built-in image set to use. Cannot be used with custom image effects/explode_big/light_50/flame/effects/effects2/projectiles/projectiles2/explode_bitsint/string 1.13
Image Custom image file to use. Cannot be used with stripIndex. image 1.13
imageShadow Custom image file to use for shadows image
scaleTo Defaults to 1 float 1.13
scaleFrom Defaults to 1 float 1.13
color Defaults #FFFFFFFF color 1.13
teamColorRatio 0-1
drawUnderUnits bool 1.13
fadeInTime Fade alpha from 0% to 100% for this time at start float 1.13
fadeOut Fade alpha from 100% to 0% based on life. Set alpha is higher than 1 to delay fade bool 1.13
alpha Capped between 0-1. Can be set higher than 1 to delay fadeOut effects
shadow True to draw a shadow. Forced true if imageShadow is used
Animation
total_frames Total frames of 'image', used with animation or frameIndex. Only needed with custom images int 1.13
animateFrameStart int 1.13
animateFrameEnd int 1.13
animateFramePingPong int 1.13
animateFrameSpeed time 1.13
animateFrameSpeedRandom time 1.13

Section [animation_NAME]
Code Description Example Value Type
onActions : Unknown move, attack, idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits 1.13
onActionsQueuedUnitPlayAt : float For onAction: queuedUnits. Amount queue needs to reach before starting, set between 0-1 1.13
blendIn : time Blend with last animation for this time 1.13
blendOut : time Blend with next animation for this time 1.13
pingPong Play animation in reverse after it ends bool 1.13
KeyframeTimeScale : float Scales all keyframe times, useful to make an animation faster/slower without changing everything float 1.13
Keyframes - create as many as needed
arm#_[time] Adds a keyframe at time. Use multiple times to create animation. eg: arm1_5s: {x: 5, dir: 90 } 1.13
leg#_[time] Adds a keyframe at time. Use multiple times to create animation.
body_[time] Adds a keyframe at time for body. Only frame and scale allowed on body eg: body_4s: {frame: 4, scale: 0.5}
Deprecated Keys (can be used but there are better ways)
start : int Start image frame. deprecated 1.13
end : int End image frame. deprecated 1.13
scale_start : float Start scale. Deprecated, use body keyframes instead. 1.13
scale_end : float End scale. Deprecated, use body keyframes instead. 1.13
speed : float Speed, smaller is faster. Only effects start, end, scale_start, scale_end 1.13

Section [action_NAME]
Code Description Example Value Type
text Text shown in UI string
text_{LANG}
description A display text when you select your unit's action, used to explain it's purpose. string
description_{LANG}
displayType none, rally, upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox
displayRemainingStockpile Queue is shown as number of times action can be triggered based on price bool
pos Order action appears in UI float
iconImage
Requirements to trigger or enable
price The price of your action for the unit. Disables action if not available. Defaults to credits if unlabelled price: credits=5, energy=5, hp=100, shield=5, ammo=1 resources
isActive Defaults true. If false then action is disabled and shown in red in UI. LogicBoolean
isVisible Defaults true. If false action is hidden from UI and disabled. LogicBoolean
isLocked Defaults false. If true action is disabled, and a lock icon is shown. Mostly used for no nuke game modes LogicBoolean
isLockedMessage string
onlyOneUnitAtATime When action is picked in UI, only one unit selected with get this action. Defaults to false. bool
autoTrigger When true triggers the effects of this action instantly (ignoring price, isActive, isVisible, buildSpeed, etc) autoTrigger: if self.overWater() LogicBoolean
ai_isDisabled Defaults false. Stop AI using this action. LogicBoolean
While action is queued
buildSpeed buildSpeed: 5s time
highPriorityQueue Defaults to false. If true this action skips all other low priority actions in queue. Useful for fireTurret actions. bool
canPlayerCancel bool
whenBuilding_cannotMove Stops unit moving while action is being applied. Useful for deploy like actions. bool
whenBuilding_playAnimation Play a custom animation from an [animation] section when in active queue animation ref
whenBuilding_rotateTo Rotate unit body to this direction when action is in active queue float
whenBuilding_rotateTo_orBackwards If true allow rotation in 180 degrees from whenBuilding_rotateTo when this is a smaller angle bool
whenBuilding_rotateTo_waitTillRotated Pause action queue till rotation is finished bool
whenBuilding_temporarilyConvertTo Convert to another unit while action is in active queue. Note: actions from the original unit will be kept unit ref
spawnEffectsOnQueue Effects to spawn at unit when action is first added to queue effect ref
playSoundToPlayerOnQueue Global sound to play to unit's player only when action is first added to queue sound ref
Results (What happens) - Must be at least one result listed
convertTo Convert your unit into another unit. properties are preserved. unit ref
fireTurretXAtGround When action finishes fire target turret at point on ground, bypasses canShoot rules in turret. fireTurretXAtGround: nukeSilo turret ref
fireTurretXAtGround_withOffset If not set player targets the ground with GUI, if a point is set this step is skipped fireTurretXAtGround_withOffset: 0,0 point
fireTurretXAtGround_withProjectile Used with fireTurretXAtGround. Defaults to target turret's normal projectile. projectile ref
addEnergy Adds energy to unit. Has no effect unless energyMax is set float
addResources Add these resources when action finishes. addResources: credits=5, energy=-5, hp=-100, shield=5, ammo=1 resources
alsoTriggerAction Trigger to results of another action as well. Ignores action's requirements action ref
alsoQueueAction Adds another action into the normal unit's queue. Ignores action's requirements action ref
alsoTriggerOrQueueActionConditional Defaults true. alsoTriggerAction and alsoQueueAction are ignored if this works out to be false. LogicBoolean
spawnEffects Effects to spawn at unit effect ref
playSoundAtUnit Local sound to play when action finishes sound ref
playSoundGlobally Global sound to play to all players in game sound ref
playSoundToPlayer Global sound to play to unit's player only sound ref
addUnitsIntoTransport Add units into transport, use self.transportingCount() to check for space before adding addUnitsIntoTransport: tank*3, heavyTank
deleteNumUnitsFromTransport int
resetCustomTimer Reset timer used with self.customTimer() LogicBoolean

Type LogicBoolean
Code Description Example Targets
true
false
if Start all logic booleans with if, unless just using true/false
and if self.isInWater() and self.energy(greaterThan=1)
or if (self.energy(greaterThan=1) or self.ammo(greaterThan=1)) and self.isFlying()
not if not self.isOverLiquid()
Unit location and movement
self.isUnderwater()
self.isAtGroundHeight()
self.isFlying()
self.isMoving()
self.isAtTopSpeed()
self.isInWater() Touching water
self.isOverwater() Touching or over a water tile
self.isOverLiquid()
self.isOverClift()
self.isOverPassableTile() (parameters: type)
self.isOverOpenLand() shortcut for self.isOverPassableTile(type='LAND')
Unit stats
self.hp() (parameters: greaterThan, lessThan, empty, full)
self.ammo() (parameters: greaterThan, lessThan, empty, full)
self.isAmmoEmpty() shortcut for self.ammo(empty=true)
self.ammoIncludingQueued() Also includes ammo from actions still in queue (parameters: greaterThan, lessThan, empty, full) if self.ammoIncludingQueued(lessThan=12)
self.energy() (parameters: greaterThan, lessThan, empty, full)
self.energyIncludingQueued() Also includes energy from actions still in queue (parameters: greaterThan, lessThan, empty, full)
self.isEnergyFull() shortcut for self.energy(full=true)
self.isEnergyEmpty() shortcut for self.energy(empty=true)
self.shield() (parameters: greaterThan, lessThan, empty, full)
self.kills() (parameters: greaterThan, lessThan)
Misc
game.nukesEnabled()
self.hasFlag() Boolean flag saved into units for mods to use. (parameters: id=0-31) Use addResources in action change this vaule
self.tags() (parameters: includes)
self.transportingCount() (parameters: greaterThan, lessThan, empty)
self.isAttacking()
self.transportingUnitWithTags() (parameters: includes) self.transportingUnitWithTags(includes='human')
self.hasTakenDamage() (parameters: withinSeconds=X, laterThanSeconds=X) self.hasTakenDamage(withinSeconds=1)
self.timeAlive() (parameters: withinSeconds=X, laterThanSeconds=X)
self.lastConverted() (parameters: withinSeconds=X, laterThanSeconds=X)
self.customTimer() (parameters: withinSeconds=X, laterThanSeconds=X)
self.isOnNeutralTeam()
numberOfUnitsInTeam() (parameters: withTag, greaterThan, lessThan, withinRange, incompleteBuildings, factoryQueue) numberOfUnitsInTeam(withTag='techUnlockBuilding', greaterThan=0)

Type Resources - used by addResources, price, etc


Code Description Example Targets
credits Global resource
energy
hp
shield price: hp=-100, shield=100
ammo Hidden value on each unit for use by mods
setFlag use with addResources, resourceUsage or price. 0-31. Flags are stored in each unit setFlag=1
unsetFlag use with addResources, resourceUsage or price. 0-31
hasFlag use with price or resourceUsage
hasMissingFlag use with price or resourceUsage
This sheet is for 1.13, for 1.13.2 see sheet tabs below.
Section [core]
Code Description Example Value Type
Common keys
name: Defines the raw name for your unit, in which case the game uses to identify as a unique name. (This name
name:
is not
customTank_1
displayed in-game) string
altNames: comma separated list of names. Like name but lower priority, useful for multiple optional mods. altNames: custTank1, customTank1, cTank1 string(s)
class: Reserved for future use, must be CustomUnitMetadata class: CustomUnitMetadata string
price: The cost of your unit from builders/buildings. price: 500 int
mass: The 'weight' of your unit, this will define how it collides with other units, a greater value means it is tougher
mass:
to push.
3000 int
techLevel: Defines the Tech Level of your unit, there are 3 levels and each will appear in a different color in the GUI.techLevel: 1 int
buildSpeed: Time it takes to build unit (may multiply with builder speed) Formulae for seconds: 10 ÷ 60 = 0.16 (0.16 will
buildSpeed:
make it take
0.1610 seconds to build) float
radius: Circular area around your unit that makes it selectable (mouse click/screen touch) radius: 20 int
isBio: Choose whether your unit is bioligical or not, will effect sound and splat (unless hideScorchMark is true) isBio: false bool
isBug: Changes some death defaults, and sort order in sandbox bool
isBuilder Normally required if this unit places buildings. Defaults to [ai]useAsBuilder 1.13
Unit stats
maxHp: The max health for your unit. (will spawn with this value) maxHp: 200 int
selfRegenRate: Passive self repair rate float
maxShield: The max shield hitpoints of your unit. Can start with 0 hitpoints if startShieldAtZero is set to true maxShield: 500 int
startShieldAtZero: Sets the unit's shield to 0 HP when it is first built. startShieldAtZero: true bool
shieldRegen: Passive shield regen rate shieldRegen: 0.15 float
energyMax: Defaults to 0. Energy can be used as ammo for turrets or for laser defense energyMax: 1 float
energyRegen: float
energyStartingPercentage: Sets the percentage of charged energy when the unit is first built. energyStartingPercentage: 0.5 float
energyNeedsToRechargeToFull: Disable weapons using energy after reaching zero till fully recharged float
armour Damage taken away from each hit (not currently used in any core units) 1.13
armourMinDamageToKeep Min damage to keep. Defaults to 1 1.13
generation_credits: Income unit creates generation_credits: 2 int
generation_delay: How often generation_credits is added. Defaults to 40 (changing not recommended) generation_delay: 40 int
UI and Graphics related keys
showInEditor: Set to false to hide unit in sandbox editor (Default true) showInEditor: true bool
displayText The name of your unit that the game shows to the player. displayText: Custom Tank string
displayText_{LANG} LANG=ISO 639-1 Code to show this text instead when game is in this language displayText_es: Hola 1.13
displayDescription Description of your unit that the game shows to the player. displayDescription: - Fast movement.\n- Light damage. string
displayDescription_{LANG} LANG=ISO 639-1 Code to show this text instead when game is in this language displayDescription_es: -Movimiento rapido\n-Daño ligero 1.13
displayLocaleKey: Translation file key for unit name and description displayLocaleKey: units.mechArtillery string
displayRadius: Defaults to radius value. Set to show a larger or smaller selection box ui on units. displayRadius: 20 int
shieldRenderRadius
shieldDisplayOnlyDeflection: Hide shield (if active) unless deflecting shot shieldDisplayOnlyDeflection: false bool
shieldDeflectionDisplayRate: Defaults to 4. High value causes shield deflection to fade disappear faster shieldDeflectionDisplayRate: 3 float
Building only keys
isBuilding: bool
footprint Only applies to buildings, tiles taken up which block unit movement. Defaults to 0,0,0,0 = 1 center tile footprint: -1,-1,1,1
constructionFootprint Only applies to buildings, tiles taken up for placement of other buildings. Defaults to 0,0,0,0 constructionFootprint: -1,-1,1,3
buildingSelectionOffset: Defaults to 0. Adds or removes padding on the drawn selection rect in UI int
buildingToFootprintOffsetX Defaults to 10 float
buildingToFootprintOffsetY Defaults to 10 float
placeOnlyOnResPool: Normally used for extractors bool
selfBuildRate: Rate unit builds it's self when placed without a builder float
Misc Keys
copyFrom: Use unit data from another ini file as base copyFrom: customTank_Default file (ini)
dont_load: Do not load unit, and don't error on missing data. Can be useful when used with copyFrom dont_load: true bool
overrideAndReplace: Override another unit with this unit. Build links pointing to target unit will be replaced with this unit. And this
overrideAndReplace:
unit will replace target
builder,
on maps.
combatEngineer string(s)
globalScale: Defaults to 1. Changing not recommend globalScale: 1 float
isLocked: Disallow building of this unit. Can be used with overrideAndReplace to restrict units the player is allowedisLocked:
to build. false bool
isLockedIfGameModeNoNuke Disallows building of this unit if nukes are disabled during match setup. isLockedIfGameModeNoNuke: false 1.13
experimental: Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: false bool
stayNeutral: Set to false to disable capture when unit is on the neutral team stayNeutral: false bool
createNeutral 1.13
resourceRate: Used with canReclaimResources. Experimental feature that is not yet finished. float
tags List of any comma separated strings. Only used for transportUnitsRequireTag right now, will be used for other things in future 1.13
fogOfWarSightRange: Set number of tiles this unit can see. Defaults to 15 fogOfWarSightRange: 15 int
softCollisionOnAll: int
isUnrepairableUnit No unit can repair this unit 1.13
isPickableStartingUnit If true, unit is added to dropdowns for starting unit in game setup menus. 1.13
startFallingWhenStartingUnit 1.13
soundOnAttackOrder List of sounds. Only one will be played each attack order sound
soundOnMoveOrder List of sounds. Only one will be played each move order sound
Transport related keys
transportSlotsNeeded: Defaults to 1. Number of slots this unit uses up in a transport, Experimentals are often set to 5 to stop small transports holding them. int 1.13
maxTransportingUnits Number of slots this units as for transporting other units. int
transportUnitsRequireTag Only allow trasport of units that have one of these tags. tags 1.13
transportUnitsRequireMovementType Only allow trasport of units that have one of these movement types. movementTypes 1.13
transportUnitsBlockAirAndWaterUnits Defaults to true if transportUnitsRequireMovementType is empty 1.13
transportUnitsKeepBuiltUnits Makes built units stay inside transport instead of exiting it once ready LogicBoolean 1.13
transportUnitsCanUnloadUnits Defaults to: if not self.isOverLiquid() and not self.isMoving() LogicBoolean 1.13
transportUnitsAddUnloadOption Should unload button be added to the menu LogicBoolean 1.13
transportUnitsKillOnDeath Default true. If false transporting units don't die when transport dies eg: if self.isOverLiquid() LogicBoolean 1.13
transportUnitsHealBy Rate to heal units being transported float 1.13
Construction and factory related keys
canRepairBuildings: isBuilder:true is required as well right now) bool
canRepairUnits: isBuilder:true is required as well right now) bool
canReclaimResources: Used with resourceRate. Experimental feature that is not yet finished. bool
autoRepair: Automatically try and repair damaged units in range ([ai]useAsBuilder:true is required as well right now) bool
nanoRange: Defaults to 85 int
nanoRepairSpeed: Defaults to 0.2 float
nanoBuildSpeed: Defaults to 1 float
nanoFactorySpeed: Defaults to 1 float
builtFrom_#_name: canBuild and builtFrom have the same effect just in the opposite direction. BuiltFrom is useful if adding new units to existing buildings string
builtFrom_#_pos: Order action appears in UI. string
builtFrom_#_forceNano: Build as if this was a building (even if it's a unit) bool
canBuild_#_name: List of units this unit can create. Can be buildings or units. (isBuilder:true and canRepairBuildings:true is recommended when adding buildings) units
canBuild_#_pos: Order action appears in UI string
canBuild_#_tech: Tech level. Mostly just effects action colour in UI. Defaults to 1 int
canBuild_#_forceNano: Build target as if it was a building (even if it's a unit) bool
exit_x: Where created or unloaded units appear. Defaults to 0 exit_x: 0 float
exit_y: Where created or unloaded units appear. Defaults to 5. exit_x: 5 float
exit_dirOffset : float Defaults to 180 for units. 0 for buildings 1.13
exit_heightOffset : float Defaults to 0 1.13
exit_moveAwayAmount : float Defaults to 70 1.13
Death related keys
dieOnConstruct: Delete this unit when it starts making a building. Target building likely will need selfBuildRate set to be created without a builder. bool
dieOnZeroEnergy Kill this unit if energy level reaches zero. dieOnZeroEnergy: false bool 1.13
numBitsOnDeath int
nukeOnDeath: bool
nukeOnDeathRange: float
nukeOnDeathDamage: float
nukeOnDeathDisableWhenNoNuke: Defaults to false bool
fireTurretXAtSelfOnDeath
explodeOnDeath defaults to true boolean 1.13
explodeOnDeathGroundCollision defaults to true boolean 1.13
effectOnDeath effect ref 1.13
effectOnDeathGroundCollision effect ref 1.13
unitsSpawnedOnDeath unit list unitsSpawnedOnDeath: tank*5, hoverTank units 1.13
unitsSpawnedOnDeath_setToTeamOfLastAttacker bool
hideScorchMark: bool
Deprecated Keys (can be used but there are better ways)
action_#_convertTo: Deprecated in 1.13, use [action_x] sections instead action_1_convertTo: customTank_2 string deprecated 1.13
action_#_pos: Order action appears in UI float deprecated 1.13
action_#_price: The price of your action for the unit. (All your sub actions will be linked to the # you use) action_1_price: 1000 int deprecated 1.13
action_#_text: A display text when you select your unit's action, used to explain it's purpose. (All your sub actions will beaction_1_text:
linked to the #Upgrade
you use)to Custom Tank 2 string deprecated 1.13
action_#_description: string deprecated 1.13
action_#_addEnergy: Adds energy to unit. Has no effect unless energyMax is set float deprecated 1.13
action_#_whenBuilding_cannotMove: Stops unit moving while action is being applied. Useful for deploy like actions. bool deprecated 1.13

Section [graphics]
Code Description Example Value Type
image: File path to png image. file (image)
image_back: An optional image drawn behind other units. Useful for factories that units exit file (image)
image_wreak: Image to use when unit dies. Can be NONE to leave no wreak file (image)
image_offsetX: int
image_offsetY: int
teamColorsUseHue: False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false bool
imageSmoothing: bool
scaleImagesTo: Resize image to fit this value in pixels. Effects leg, and shadow images as well. float
imageScale: Resize image. Defaults to 1. Effects leg, and shadow images as well. float
drawLayer: Set to experimentals, or leave line out string
whenBeingBuiltMakeTransparentTill float 1.13
Turrets (images can also be set on each turret)
image_turret: Default image for all turrets, can also be set per turret file (image)
teamColorsOnTurret Defaults false. Apply team colours on turret as well. Also effects pre-turret images bool
scaleTurretImagesTo: float
lock_body_rotation_with_main_turret: Locks body image locked to first turret's direction bool
lock_leg_rotation_with_main_turret bool 1.13
Shadow
image_shadow: Image file, NONE, or AUTO. (AUTO will use image and make it transparent black only.) file (image)
shadowOffsetX: float
shadowOffsetY: float
lock_shadow_rotation_with_main_turret:Locks body image shadow locked to first turret's direction bool
Effects and animation
total_frames Defaults to 1. Animations require this. int
frame_width: Calculated for you if total frames is set, but can be overridden int
frame_height: Defaults to image height int
splastEffect: True to create a water wave effect when over water. Default false bool
dustEffect: True to create a dust effect when over land. Default false bool
splastEffectReverse: True to also create effect when unit is reversing bool
dustEffectReverse: True to also create effect when unit is reversing bool
movementEffect Custom movement effect, can be anything eg: movementEffect: smoke, CUSTOM:fastDust*2, CUSTOM:pop*5 effect 1.13
movementEffectReverse effect 1.13
movementEffectRate float 1.13
movementEffectReverseFlipEffects Create effect as if unit has rotated 180 when reversing bool 1.13
repairEffect Custom movement effect, can be anything. Replaces default effect from builders
repairEffectAtTarget
repairEffectRate Defaults to 5
rotate_with_direction: Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_* bool
animation_direction_units: 45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false float
animation_direction_strideX: Animation frames to offset on direction change. int
animation_direction_strideY: Animation frames to offset on direction change. Used with frame_height. int
animation_direction_starting: Direction for first frame float
Deprecated Keys (can be used but there are better ways)
animation_TYPE_start: Deprecated, use [animation] section instead animation_moving_start: 0 int deprecated 1.13
animation_TYPE_end: End frame, must be larger then start animation_moving_end: 3 int deprecated 1.13
animation_TYPE_scale_start: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. float deprecated 1.13
animation_TYPE_scale_end: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. float deprecated 1.13
animation_TYPE_speed: Delay for each frame of animation. Larger values cause slower animation float deprecated 1.13
animation_TYPE_pingPong: Play animation in reverse before repeating. Useful with scale_start/scale_end bool deprecated 1.13

Section [attack]
Code Description Example Value Type
maxAttackRange: (multiplied by globalScale) float
canAttack: If set to false, can not attack any unit. Regards of other canAttack options below. bool
canAttackFlyingUnits: can also be narrowed per turret LogicBoolean
canAttackLandUnits: can also be narrowed per turret LogicBoolean
canAttackUnderwaterUnits: can also be narrowed per turret LogicBoolean
canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. (can also be set per turret) LogicBoolean
turretMultiTargeting Allow each turrets to fire at a different target at the same time. Very useful if [turret]limitingAngle is used 1.13
isMelee: Used with a low attack range (like maxAttackRange: 9) makes src and target radius get added to range, and effects AI. bool
turretRotateWithBody Are all turrets rotated when body rotates. Defaults to true bool
attackMovement: normal/bomber. bomber attack movement will retreat when energy runs out string
dieOnAttack: bool
isFixedFiring: Must aim body at target to shoot. Will often make the unit need to stop before it can aim and shoot. bool
aimOffsetSpread: Offset each shot multiplied by target radius. Defaults to 0.6 aimOffsetSpread:0 will make unit always attack center bool
stopTargetingAfterFiring Unit stops targeting after firing a shot. Rarely used or needed. 1.13
disablePassiveTargeting: Unit only attacks manually ordered target. Rarely used or needed. bool
Deprecated Keys - can be used but better to set these per turret
turretSize: (multiplied by globalScale) float
turretTurnSpeed: float
shootDelay: Global delay, can also use delay on each turret float

Section [turret_NAME]
Code Description Example Value Type
x: float
y: float
copyFrom: Copy all values from another turret as defaut values for this turret copyFrom: 1 turret ref
projectile Projectile fired from this turret. eg: projectile: torpedo projectile ref
barrelX Defaults to 0 1.13
barrelY Defaults to size. Note: size and barrelY have the same meaning 1.13
size: Controls the distance between the center of the turret and the point from where projectiles spawn. size: 5 float
turnSpeed Max turn speed of the turret
turnSpeedAcceleration Defaults to disabled, and full turn speed is used.
turnSpeedDeceleration Defaults to turnSpeedAcceleration. Setting this higher than turn acceleration might allow faster targets to be hit
idleDir Defaults to 0 float
idleDirReversing Defaults to idleDir+180 unless attached to another turret (as attached turret will often be rotating when reversing) float 1.13
shouldResetTurret: Defaults true. False to disable the reseting turret angle when idle bool
attachedTo: Id of another turret to attach to, will be positioned relative to it, and rotate with it. turret ref
slave: Locks this turret's direction and shot cooldown to attached turret. Often used with warmup for multiple barrel guns bool
isMainNanoTurret: Defaults to false. Turret to use for creating buildings, etc. should only be true on one turret, and should have canShoot set to false bool
energyUsage: Required energy to fire weapon. Same as resourceUsage: energy=X float
resourceUsage can be in credits/energy/hp/shield/ammo. Stops firing if not met resourceUsage: credits=5, energy=5, hp=100, shield=5, ammo=1 price
Timing
delay: Override global shootDelay for this turret float
linkDelayWithTurret When this other turret fires the cooldown delay on this turret will be reset/removed turret ref
warmup: Delay before firing a shot. float
warmupCallDownRate Rate to reduce warmup when turret is not ready to fire at any targets float
warmupNoReset Defaults to false. When true warmup is not reset after firing a shot. Used with warmupCallDownRate bool
warmupShootDelayTransfer Defaults to 0, a multiplier which reduces the next shot delay by the warmup value. When used with warmupNoReset, can make a each shot faster. float
Targeting control
canShoot: Defaults to true bool
canAttackFlyingUnits: Narrows targeting for this turret, note targeting for the whole unit in [attack] is applied first. (so you can only use this to target less not more) LogicBoolean
canAttackLandUnits: LogicBoolean
canAttackUnderwaterUnits: LogicBoolean
canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. LogicBoolean
canAttackCondition: Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this unit's height canAttackCondition: if not self.flying LogicBoolean
clearTurretTargetAfterFiring 1.13
limitingRange: Make this turret have less range than the maxAttackRange. Do not apply this to all turrets change maxAttackRange instead. float
limitingAngle Linked with idleDir. Turret will only be able to fire at units +/- this angle. 1.13
limitingMinRange Sets minimum range for turret. limitingMinRange: 200 1.13
interceptProjectiles_withTags Currently used with anti-nuke units. 1.13
interceptProjectiles_andTargetingGroundUnderDistance
interceptProjectiles_andUnderDistance Defaults to 2000, distance inflight before firing
interceptProjectiles_andOverHeight Defaults to 0
laserDefenceEnergyUse: Set to enable a projectile laser defence from this turret. Should also set the energyMax in core. float
Graphics and effects
invisible: Don't render this turret, but still can shoot, etc. bool
image: Use custom image. Overrides unit's main turret image file (image)
chargeEffectImage: Used with warmup. Shows a scaling effect image on turret barrel when charging. file (image)
warmupStartEffect effects
shoot_sound: string
shoot_sound_vol: float
shoot_flame: Current types are: small, large, smoke, shockwave, or CUSTOM: effectSectionName eg: shoot_flame: smoke, CUSTOM:lightFade, CUSTOM:pop*5 effects
shoot_light color
idleSpin: Spin rate when idle, used on missile turrets float
onShoot_playAnimation Play a custom animation from an [animation] section after firing this turret animation ref
recoilOffset Push turret forward or back after firing for a recoil effect. Value in pixels. float
recoilOutTime Time to get to offset position after firing float
recoilReturnTime Time to return to default position float

Section [projectile_NAME]
Code Description Example Value Type
life: How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range int
deflectionPower: Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames) float
explodeOnEndOfLife Default to false. True to explode at end of life with all side effects and area damage instead of disappearing bool 1.13
autoTargetingOnDeadTarget: Retarget to nearby unit if target dies while in transit bool
unloadUpToXUnitsFromSource Unload X units from source unit, to projectile explode location int 1.13
teleportSource Move unit that shot this projectile to projectile explode location bool 1.13
spawnUnit Spawn new units of this type at projectile explode location eg: spawnUnit: heavyTank, tank*5, hoverTank unit types 1.13
tags tags 1.13
flameWeapon: Generates small flames on hit (only cosmetic) bool
Damage
directDamage: Damage to target unit on hit. Does not work with targetGround:true as we don't have a unit target int
areaDamage: directDamage or areaDamage is required int
areaRadius: How wide areaDamage effects. Note this drops off. float 1.13
areaExpandTime float 1.13
areaHitAirAndLandAtSameTime bool 1.13
areaHitUnderwaterAlways Defaults to false
buildingDamageMultiplier Defaults to 1 float 1.13
shieldDamageMultiplier Defaults to 1. eg: 0 to do no damage to shields and 2 to do double damage float 1.13
shieldDefectionMultiplier Defaults to 1. eg: 0 to ignore shields and directly damage hull float 1.13
armourIgnoreAmount Amount of armour to ignore on target and do damage as if this armour was not there
friendlyFire Lets area effect projectiles damage own team units (can't damage allies). Useful for nuke-like weapons friendlyFire: false / friendlyFire: true / friendlyFire: only-ignoreEnemy bool/string 1.13
Movement
targetGround Target ground, and don't home in on target. Note: only areaDamage is applied if targeting ground. bool
speed: float
targetSpeed: Accelerate to this speed float
targetSpeedAcceleration float 1.13
ballistic: bool
ballistic_delaymove_height: float
ballistic_height: float
targetGroundSpread: Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower float
speedSpread: Randomly change the starting projectile speed by this amount float
instant Hit target instantly bool
instantReuseLast: Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true bool
disableLeadTargeting bool 1.13
leadTargetingSpeedCalculation float 1.13
Graphics and effects 1.13
color color: #bebe50 color
image: Use custom image. Overrides drawType and frame file (image)
drawType Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png drawType:1 int
drawSize: Scale image. Defaults to 1 float
frame Built-in image frame to use, starts at zero. int
hitSound: Default true bool
explodeEffect explodeEffect: smallExplosion, CUSTOM:myExplodeEffect effect ref list 1.13
explodeEffectOnShield Use this effect if shield is active on target effect ref list 1.13
teamColorRatio Mix 0-1 of team colour into color field float 1.13
drawUnderUnits bool 1.13
effectOnCreate effect ref list 1.13
shouldRevealFog Reveal fog to player on explode bool 1.13
alwaysVisibleInFog bool 1.13
nukeWeapon Shows on mini-map when fired. Some other side effects as well. bool 1.13
trailEffect true for built-in defaults, but can also point to any custom effects bool/effect
trailEffectRate Defaults to 3 float 1.13
lightSize: float
lightColor lightColor: #ffe92b color
largeHitEffect: Creates a large explosion and accompanying sound on hit (only cosmetic) bool
lightingEffect: Draw as lighting works best with instant:true bool
laserEffect: Draw as laser works best with instant:true bool

Section [movement]
Code Description Example Value Type
movementType: Defines what kind of terrain the unit will be able to move over, along with other properties related to unit types.
movementType: LAND string
slowDeathFall: Used with large aircraft. Makes the unit fall slowly while maintaining its speed at the time of death. slowDeathFall: true bool
moveSpeed: Maximum movement speed of the unit. moveSpeed: 1.2 float
moveAccelerationSpeed: Defines how fast units accelerate to max speed. moveAccelerationSpeed: 0.07 float
moveDecelerationSpeed: Don't make this too low or units will have trouble stopping at waypoints moveDecelerationSpeed: 0.17 float
reverseSpeedPercentage: 0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1 will drive in reverse samereverseSpeedPercentage:
as forwards. Useful if slow0turning float
landOnGround: Should flying unit land when idle. landOnGround: false bool
targetHeight: Defaults to 0 but if AIR movementType default is 35 targetHeight: 25 float
targetHeightDrift: Smooth animated height change. Defaults to 0 but if AIR movementType default is 1.5 targetHeightDrift: 1 float
startingHeightOffset
maxTurnSpeed: float
turnAcceleration: float
moveSlidingMode: bool
moveIgnoringBody: bool
moveSlidingDir: int
joinsGroupFormations: Defaults to true. Changing not recommended bool

Section [ai]
Code Description Example Value Type
useAsBuilder: Set to true if unit can build or repair buildings. Defaults to [core]isBuilder. bool
disableUse: Disallow AI building this unit or building bool
ai_upgradePriority Defaults to 0.06. Set between 0-1, higher means AI is more likely to upgrade this unit before others float
Buildings only
buildPriority: 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret. float
noneInBaseExtraPriority: Adds to buildPriority, if this unit doesn't exist in the AIs base float
noneGlobalExtraPriority: Adds to buildPriority, if this unit doesn't exist in the any where on the map float
upgradedFrom: Create link to another unit to preserve max counts for upgraded and non-upgraded types in same base. string
maxGlobal: int
maxEachBase: int

Section [leg_#] / [arm_#]


Code Description Example Value Type
x: Sets position of the foot on the X axis. float
y: Sets position of the foot on the Y axis. float
copyFrom: Copy from another leg. Useful to only need to set leg values once copyFrom: 1 int
attach_x: Sets the leg's attach point on the X axis. float
attach_y: Sets the leg's attach point on the Y axis. float
rotateSpeed: float
lockMovement Lock to unit body. Useful if walking unit converted to a flying unit. bool
heightSpeed: float
moveSpeed
moveWarmUp
holdDisMin: Defaults to 7. Reposition leg at this distance if neighbor legs are not already repositioning. float
holdDisMax: Defaults to 16. Force reposition of leg at this distance. float
holdDisMin_maxMovingLegs
hold_moveOnlyIfFurthest
holdDisMin_checkNeighbours
hardLimit: Defaults to 50. Force leg to never go this far. Better to not be reached. float
estimatingPositionMultiplier defaults to 1. Predicts were unit will be for leg placement based on unit speed. float
Graphics and effects
hidden: bool
image_end image 1.13
image_end_shadow image 1.13
image_end_teamColors 1.13
image_foot same as image_end image 1.13
image_foot_shadow image
image_middle image 1.13
image_leg same as image_middle image
draw_foot_on_top bool 1.13
drawOverBody Draw over the body of unit, defaults of false bool
drawUnderAllUnits Draw over all units bool
drawDirOffset float
dust_effect: Spawns dust particles on each step. bool
spinRate Makes arm/leg spin, like idleSpin for turrets float
favourOppositeSideNeighbours calculate neighbours with X 10 times closer than Y

resetAngle: Unused float

Section [effect_NAME]
Code Description Example Value Type
life Defaults 200. Time till effect is removed. Set low as possible to reduce effect overhead. float 1.13
alsoEmitEffects Create more effects when created, useful for meta-effects. Note: other 'alsoEmitEffects' on created effects are ignored. effect ref 1.13
alsoPlaySound sound ref 1.13
createWhenOffscreen Defaults false. bool 1.13
createWhenZoomedOut Defaults true bool 1.13
createWhenOverLiquid Defaults true bool 1.13
createWhenOverLand Defaults true bool 1.13
spawnChance Default 1. If less than 1 effect only has a random chance of being created float 1.13
showInFog Default false boolean 1.13
delayedStartTimer Hide for x time before showing and updating effect. float 1.13
liveAfterAttachedDies Defaults false when attachedToUnit is being used bool 1.13
priority Defaults to high. verylow/low/high/veryhigh/critical. Takes effect when too many effects are being shown at once. string 1.13
Movement
attachedToUnit Attach to unit or projectile that created this effect. Will move with this object. bool 1.13
alwayStartDirAtZero Ignore source/attached unit dir bool 1.13
atmospheric Apply drag to slow this effect down and add small wind effects bool 1.13
physics Fall to ground and bounces. Needs height to take effect. bool 1.13
physicsGravity Defaults to 1. height speed acceleration when physics: true float 1.13
xOffsetRelative Offset starting effect position. Relative to direction of attached turret, projectile, unit float 1.13
yOffsetRelative Offset starting effect position. Relative to direction of attached turret, projectile, unit float 1.13
xOffsetRelativeRandom Random offset by +/- this value float 1.13
yOffsetRelativeRandom Random offset by +/- this value float 1.13
xOffsetAbsolute Offset starting effect by position ignoring direction of attached turret, projectile, unit float 1.13
yOffsetAbsolute Offset starting effect by position ignoring direction of attached turret, projectile, unit float 1.13
xOffsetAbsoluteRandom Random offset by +/- this value float 1.13
yOffsetAbsoluteRandom Random offset by +/- this value float 1.13
xSpeedRelative float 1.13
ySpeedRelative float 1.13
xSpeedRelativeRandom Randomly change by -value to value float 1.13
ySpeedRelativeRandom Randomly change by -value to value float 1.13
xSpeedAbsolute float 1.13
ySpeedAbsolute float 1.13
xSpeedAbsoluteRandom Randomly change by -value to value float 1.13
ySpeedAbsoluteRandom Randomly change by -value to value float 1.13
hOffset height offset from source float 1.13
hOffsetRandom Randomly change by -value to value float 1.13
hSpeed height speed float 1.13
hSpeedRandom Randomly change by -value to value float 1.13
dirOffset rotation float 1.13
dirOffsetRandom Randomly change by -value to value float 1.13
dirSpeed rotation speed float 1.13
dirSpeedRandom Randomly change by -value to value float 1.13
Graphics
frameIndex frame of to use int 1.13
stripIndex A built-in image set to use. Cannot be used with custom image effects/explode_big/light_50/flame/effects/effects2/projectiles/projectiles2/explode_bitsint/string 1.13
Image Custom image file to use. Cannot be used with stripIndex. image 1.13
imageShadow Custom image file to use for shadows image
scaleTo Defaults to 1 float 1.13
scaleFrom Defaults to 1 float 1.13
color Defaults #FFFFFFFF color 1.13
drawUnderUnits bool 1.13
fadeInTime Fade alpha from 0% to 100% for this time at start float 1.13
fadeOut Fade alpha from 100% to 0% based on life. Set alpha is higher than 1 to delay fade bool 1.13
alpha Capped between 0-1. Can be set higher than 1 to delay fadeOut effects
shadow True to draw a shadow. Forced true if imageShadow is used
Animation
total_frames Total frames of 'image', used with animation or frameIndex. Only needed with custom images int 1.13
animateFrameStart int 1.13
animateFrameEnd int 1.13
animateFramePingPong int 1.13
animateFrameSpeed time 1.13
animateFrameSpeedRandom time 1.13

Section [animation_NAME]
Code Description Example Value Type
onActions : Unknown move, attack, idle, underConstruction, underConstructionWithLinkedBuiltTime, queuedUnits 1.13
onActionsQueuedUnitPlayAt : float For onAction: queuedUnits. Amount queue needs to reach before starting, set between 0-1 1.13
blendIn : time Blend with last animation for this time 1.13
blendOut : time Blend with next animation for this time 1.13
pingPong Play animation in reverse after it ends bool 1.13
KeyframeTimeScale : float Scales all keyframe times, useful to make an animation faster/slower without changing everything float 1.13
Keyframes - create as many as needed
arm#_[time] Adds a keyframe at time. Use multiple times to create animation. eg: arm1_5s: {x: 5, dir: 90 } 1.13
leg#_[time] Adds a keyframe at time. Use multiple times to create animation.
body_[time] Adds a keyframe at time for body. Only frame and scale allowed on body eg: body_4s: {frame: 4, scale: 0.5}
Deprecated Keys (can be used but there are better ways)
start : int Start image frame. deprecated 1.13
end : int End image frame. deprecated 1.13
scale_start : float Start scale. Deprecated, use body keyframes instead. 1.13
scale_end : float End scale. Deprecated, use body keyframes instead. 1.13
speed : float Speed, smaller is faster. Only effects start, end, scale_start, scale_end 1.13

Section [action_NAME]
Code Description Example Value Type
text Text shown in UI string
description A display text when you select your unit's action, used to explain it's purpose. string
displayType none, rally, upgrade, queueUnit, building, action, infoOnly, infoOnlyNoBox
displayRemainingStockpile Queue is shown as number of times action can be triggered based on price bool
pos Order action appears in UI float
Requirements to trigger or enable
price The price of your action for the unit. Disables action if not available. Defaults to credits if unlabelled price: credits=5, energy=5, hp=100, shield=5, ammo=1 resources
isActive Defaults true. If false then action is disabled and shown in red in UI. LogicBoolean
isVisible Defaults true. If false action is hidden from UI and disabled. LogicBoolean
isLocked Defaults false. If true action is disabled, and a lock icon is shown. Mostly used for no nuke game modes LogicBoolean
isLockedMessage string
onlyOneUnitAtATime When action is picked in UI, only one unit selected with get this action. Defaults to false. bool
autoTrigger When true triggers the effects of this action instantly (ignoring price, isActive, isVisible, buildSpeed, etc) autoTrigger: if self.overWater() LogicBoolean
ai_isDisabled Defaults false. Stop AI using this action. LogicBoolean
While action is queued
buildSpeed buildSpeed: 5s time
highPriorityQueue Defaults to false. If true this action skips all other low priority actions in queue. Useful for fireTurret actions. bool
canPlayerCancel bool
whenBuilding_cannotMove Stops unit moving while action is being applied. Useful for deploy like actions. bool
whenBuilding_playAnimation Play a custom animation from an [animation] section when in active queue animation ref
whenBuilding_rotateTo Rotate unit body to this direction when action is in active queue float
whenBuilding_rotateTo_orBackwards If true allow rotation in 180 degrees from whenBuilding_rotateTo when this is a smaller angle bool
whenBuilding_rotateTo_waitTillRotated Pause action queue till rotation is finished bool
whenBuilding_temporarilyConvertTo Convert to another unit while action is in active queue. Note: actions from the original unit will be kept unit ref
spawnEffectsOnQueue Effects to spawn at unit when action is first added to queue effect ref
playSoundToPlayerOnQueue Global sound to play to unit's player only when action is first added to queue sound ref
Results (What happens) - Must be at least one result listed
convertTo Convert your unit into another unit. properties are preserved. unit ref
fireTurretXAtGround When action finishes fire target turret at point on ground, bypasses canShoot rules in turret. fireTurretXAtGround: nukeSilo turret ref
fireTurretXAtGround_withOffset If not set player targets the ground with GUI, if a point is set this step is skipped fireTurretXAtGround_withOffset: 0,0 point
fireTurretXAtGround_withProjectile Used with fireTurretXAtGround. Defaults to target turret's normal projectile. projectile ref
addEnergy Adds energy to unit. Has no effect unless energyMax is set float
addResources Add these resources when action finishes. addResources: credits=5, energy=-5, hp=-100, shield=5, ammo=1 resources
alsoTriggerAction Trigger to results of another action as well. Ignores action's requirements action ref
alsoQueueAction Adds another action into the normal unit's queue. Ignores action's requirements action ref
alsoTriggerOrQueueActionConditional Defaults true. alsoTriggerAction and alsoQueueAction are ignored if this works out to be false. LogicBoolean
spawnEffects Effects to spawn at unit effect ref
playSoundAtUnit Local sound to play when action finishes sound ref
playSoundGlobally Global sound to play to all players in game sound ref
playSoundToPlayer Global sound to play to unit's player only sound ref
addUnitsIntoTransport Add units into transport, use self.transportingCount() to check for space before adding addUnitsIntoTransport: tank*3, heavyTank
resetCustomTimer Reset timer used with self.customTimer() LogicBoolean

Type LogicBoolean
Code Description Example Targets
true
false
if Start all logic booleans with if, unless just using true/false
and if self.isInWater() and self.energy(greaterThan=1)
or if (self.energy(greaterThan=1) or self.ammo(greaterThan=1)) and self.isFlying()
not if not self.isOverLiquid()
Unit location and movement
self.isUnderwater()
self.isAtGroundHeight()
self.isFlying()
self.isMoving()
self.isAtTopSpeed()
self.isInWater() Touching water
self.isOverwater() Touching or over a water tile
self.isOverLiquid()
self.isOverClift()
self.isOverPassableTile() (parameters: type)
self.isOverOpenLand() shortcut for self.isOverPassableTile(type='LAND')
Unit stats
self.hp() (parameters: greaterThan, lessThan, empty, full)
self.ammo() (parameters: greaterThan, lessThan, empty, full)
self.isAmmoEmpty() shortcut for self.ammo(empty=true)
self.ammoIncludingQueued() Also includes ammo from actions still in queue (parameters: greaterThan, lessThan, empty, full) if self.ammoIncludingQueued(lessThan=12)
self.energy() (parameters: greaterThan, lessThan, empty, full)
self.energyIncludingQueued() Also includes energy from actions still in queue (parameters: greaterThan, lessThan, empty, full)
self.isEnergyFull() shortcut for self.energy(full=true)
self.isEnergyEmpty() shortcut for self.energy(empty=true)
self.shield() (parameters: greaterThan, lessThan, empty, full)
Misc
game.nukesEnabled()
self.hasFlag() Boolean flag saved into units for mods to use. (parameters: id=0-31) Use addResources in action change this vaule
self.tags() (parameters: includes)
self.transportingCount() (parameters: greaterThan, lessThan, empty)
self.isAttacking()
self.transportingUnitWithTags() (parameters: includes) self.transportingUnitWithTags(includes='human')
self.hasTakenDamage() (parameters: withinSeconds=X, laterThanSeconds=X) self.hasTakenDamage(withinSeconds=1)
self.timeAlive() (parameters: withinSeconds=X, laterThanSeconds=X)
self.lastConverted() (parameters: withinSeconds=X, laterThanSeconds=X)
self.customTimer() (parameters: withinSeconds=X, laterThanSeconds=X)

Type Resources - used by addResources, price, etc


Code Description Example Targets
credits Global resource
energy
hp
shield price: hp=-100, shield=100
ammo Hidden value on each unit for use by mods
setFlag use with addResources, resourceUsage or price. 0-31. Flags are stored in each unit setFlag=1
unsetFlag use with addResources, resourceUsage or price. 0-31
hasFlag use with price or resourceUsage
hasMissingFlag use with price or resourceUsage
This sheet is for 1.12, for 1.13.2 see sheet tabs below.

Section [core]
Code Description Example Value Type

name: Defines the raw name for your unit, in which case the game uses to identify as a unique name. (This name is not displayed in-game) name: customTank_1 string

class: Reserved for future use, must be CustomUnitMetadata class: CustomUnitMetadata string

price: The cost of your unit from builders/buildings. price: 500 int

maxHp: The max health for your unit. (will spawn with this value) maxHp: 200 int

mass: The 'weight' of your unit, this will define how it collides with other units, a greater value means it is tougher to push. mass: 3000 int

techLevel: Defines the Tech Level of your unit, there are 3 levels and each will appear in a different color in the GUI. techLevel: 1 int

buildSpeed: Time it takes to build unit (may multiply with builder speed) Formulae for seconds: 10 ÷ 60 = 0.16 (0.16 will make it take 10 seconds to build) buildSpeed: 0.16 float

radius: Circular area around your unit that makes it selectable (mouse click/screen touch) radius: 20 int

isBio: Choose wether your unit is bioligical or not, will effect sound and splat (unless hideScorchMark is true) isBio: false bool

displayText: The name of your unit that the game shows to the player. displayText: Custom Tank string

displayDescription: Description of your unit that the game shows to the player. displayDescription: - Fast movement.\n- Light damage. string

copyFrom: Use unit data from another ini file as base copyFrom: customTank_Default file (ini)

dont_load: Do not load unit, and don't error on missing data. Can be useful when used with copyFrom dont_load: true bool

altNames: comma separated list of names. Like name but lower priority, useful for multiple optional mods. altNames: custTank1, customTank1, cTank1 string(s)

overrideAndReplace: Override another unit with this unit. Build links pointing to target unit will be replaced with this unit. And this unit will replace target on maps. overrideAndReplace: builder, combatEngineer string(s)

globalScale: Defaults to 1. Changing not recommend globalScale: 1 float

displayLocaleKey: Translation file key for unit name and description displayLocaleKey: units.mechArtillery string

showInEditor: Set to false to hide unit in sandbox editor (Default true) showInEditor: true bool

isLocked: Disallow building of this unit. Can be used with overrideAndReplace to restrict units the player is allowed to build. isLocked: false bool

experimental: Tag unit as experimental. Affects zoomed out icon and end game stats. experimental: false bool

generation_credits: Income unit creates generation_credits: 2 int

generation_delay: Defaults to 40, recommended only changing generation_credits generation_delay: 40 int

stayNeutral: Set to false to disable capture when unit is on the neutral team stayNeutral: false bool

resourceRate: Used with canReclaimResources. Experimental feature that is not yet finished. float

maxShield: int

startShieldAtZero: bool

shieldRegen: float

shieldDisplayOnlyDeflection: Hide shield (if active) unless deflecting shot bool

shieldDeflectionDisplayRate: Defaults to 4. High value causes shield deflection to fade disappear faster float

energyMax: Defaults to 0. Energy can be used as ammo for turrets or for laser defense float

energyRegen: float

energyStartingPercentage: float

energyNeedsToRechargeToFull: Disable weapons using energy after reaching zero till fully recharged float

displayRadius: Defaults to radius value. Set to show a larger or smaller selection box ui on units. displayRadius: 20 int

buildingSelectionOffset: int

buildingToFootprintOffsetX: float

buildingToFootprintOffsetY: float

fogOfWarSightRange: Set number of tiles this unit can see. Defaults to 15 fogOfWarSightRange: 15 int

exit_x: Defaults to 0 exit_x: 0 float

exit_y: Defaults to 5. Controls were newly created units appear. exit_x: 5 float

softCollisionOnAll: int

isBug: bool

hideScorchMark: bool

isBuilding: bool

placeOnlyOnResPool: Normally used for extractors bool

canRepairBuildings: ([ai]useAsBuilder:true is required as well right now) bool

canRepairUnits: ([ai]useAsBuilder:true is required as well right now) bool

autoRepair: Automatically try and repair damaged units in range ([ai]useAsBuilder:true is required as well right now) bool

nanoRange: int

nanoRepairSpeed: float

nanoBuildSpeed: float

nanoFactorySpeed: float

selfRegenRate: Passive self repair rate float

selfBuildRate: float

dieOnConstruct: Delete this unit when it starts making a building. Target building likely will need selfBuildRate set to be created without a builder. bool

numBitsOnDeath: int
nukeOnDeath: bool

nukeOnDeathRange: float

nukeOnDeathDamage: float

nukeOnDeathDisableWhenNoNuke: Defaults to false bool

fireOnDeath: int

canReclaimResources: Used with resourceRate. Experimental feature that is not yet finished. bool

maxTransportingUnits: Number of slots this units as for transporting other units. int

transportSlotsNeeded: Defaults to 1. Number of slots this unit uses up in a transport, Experimentals are often set to 5 to stop small transports holding them. int

builtFrom_#_name: string

builtFrom_#_pos: Order action appears in UI string

builtFrom_#_forceNano: Build as if it was a building even if it's a unit. bool

canBuild_#_name: (Note: canBuild and builtFrom have the same effect just in the opposite direction. Only one is needed to create a link.) string

canBuild_#_pos: Order action appears in UI string

canBuild_#_tech: int

canBuild_#_forceNano: Build target as if it was a building even if it's a unit. bool

canBuild_#_type: string

action_#_convertTo: Convert your unit into another unit. (All your sub actions will be linked to the # you use) (due to bug target must have the same number of legs) action_1_convertTo: customTank_2 string

action_#_pos: Order action appears in UI float

action_#_price: The price of your action for the unit. (All your sub actions will be linked to the # you use) action_1_price: 1000 int

action_#_text: A display text when you select your unit's action, used to explain it's purpose. (All your sub actions will be linked to the # you use) action_1_text: Upgrade to Custom Tank 2 string

action_#_description: string

action_#_addEnergy: Adds energy to unit. Has no effect unless energyMax is set float

action_#_whenBuilding_cannotMove: Stops unit moving while action is being applied. Useful for deploy like actions. bool

Section [graphics]
Code Description Example Value Type

total_frames Defaults to 1. Animations require this. int

frame_width: Calculated for you if total frames is set, but can be overridden int

frame_height: Defaults to image height int

image_offsetX: int

image_offsetY: int

teamColorsUseHue: False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to false bool

imageSmoothing: bool

image: file (image)

image_back: file (image)

image_wreak: file (image)

image_turret: file (image)

image_shadow: Image file, NONE, or AUTO. AUTO will use image and make it transparent black only. file (image)

shadowOffsetX: float

shadowOffsetY: float

teamColorsOnTurret: Defaults false. Apply team colours on turret as well. (Only works on image_turret right now, not image on each turret) bool

scaleImagesTo: float

imageScale: float

scaleTurretImagesTo: float

splastEffect: bool

dustEffect: bool

splastEffectReverse: bool

dustEffectReverse: bool

drawLayer: Set to experimentals, or leave line out string

lock_body_rotation_with_main_turret: Locks body image locked to first turret's direction bool

lock_shadow_rotation_with_main_turret:Locks body image shadow locked to first turret's direction bool

rotate_with_direction: Defaults to true. Makes unit body image locked to 0 degrees when false. Often used with animation_direction_* bool

animation_direction_units: 45 for 8 directions, 90 for 4 direction animation. Used with rotate_with_direction:false float

animation_direction_strideX: Animation frames to offset on direction change. int

animation_direction_strideY: Animation frames to offset on direction change. Used with frame_height. int

animation_direction_starting: Direction for first frame float

animation_TYPE_start: Animation start frame, from 0. Set total_frames to use (TYPE is moving/idle/attack) animation_moving_start: 0 int

animation_TYPE_end: End frame, must be larger then start animation_moving_end: 3 int

animation_TYPE_scale_start: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. float

animation_TYPE_scale_end: Scale unit image. Defaults to 1. Useful for bio units or breathing effects. float

animation_TYPE_speed: Delay for each frame of animation. Larger values cause slower animation float

animation_TYPE_pingPong: Play animation in reverse before repeating. Useful with scale_start/scale_end bool

Section [attack]
Code Description Example Value Type

turretSize: (multiplied by globalScale) float

turretTurnSpeed: float

turretRotateWithBody: bool

attackMovement: normal/bomber string

disablePassiveTargeting: Unit only attacks manually ordered target. Rarely needed. bool

attackMovementSpeed: Unused float

maxAttackRange: (multiplied by globalScale) float

shootDelay: Global delay, can also use delay on each turret float

isMelee: Used with a low attack range (like maxAttackRange: 9) makes src and target radius get added to range, and effects AI. bool

dieOnAttack: bool

canAttack: If set to false, can not attack any unit. Regards of other canAttack options below. bool

canAttackFlyingUnits: can also be narrowed per turret LogicBoolean

canAttackLandUnits: can also be narrowed per turret LogicBoolean

canAttackUnderwaterUnits: can also be narrowed per turret LogicBoolean

canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. (can also be set per turret) LogicBoolean

isFixedFiring: Must aim body at target to shoot. Will often make the unit need to stop before it can aim and shoot. bool

aimOffsetSpread: bool

Section [turret_#]
Code Description Example Value Type

x: float

y: float

copyFrom: Copy all values from another turret as defaut values for this turret copyFrom: 1 int

idleDir: float

linkDelayWithTurret: int

delay: Override global shootDelay for this turret float

warmup: float

warmupCallDownRate: float

warmupNoReset: bool

warmupShootDelayTransfer: float

recoilOffset: Amount to offset turret after firing float

recoilOutTime: How long to get to offset value float

recoilReturnTime: How long to return back to default position. float

energyUsage: Required energy to fire weapon float

attachedTo: Id of another turret to attach to, will be positioned relative to it. int

canShoot: Defaults to true bool

shoot_sound: string

shoot_sound_vol: float

shoot_flame: Current types are: small, large, smoke, shockwave string

shoot_light color

slave: Locks this turret's direction and shot cooldown to attached turret. Often used with warmup for multiple barrel guns bool

invisible: Don't render this turret, but still can shoot, etc bool

canAttackFlyingUnits: Narrows targeting for this turret, note targeting for the whole unit in [attack] is applied first. (so you can only use this to target less not more) LogicBoolean

canAttackLandUnits: LogicBoolean

canAttackUnderwaterUnits: LogicBoolean

canAttackNotTouchingWaterUnits: Default true. If false unit can only attack units in contact with the water. Used for units with torpedos. LogicBoolean

canAttackCondition: Normally, used to optionally disable a turret based on a LogicBoolean. Eg: this unit's height canAttackCondition: if not self.flying LogicBoolean

size: float

limitingRange: Make this turret have less range than the maxAttackRange. Do not apply this to all turrets change maxAttackRange instead. float

laserDefenceEnergyUse: Set to enable a projectile laser defence from this turret. Should also set the energyMax in core. float

shouldResetTurret: Defaults true. False to disable the reseting turret angle when idle bool

idleSpin: Spin rate when idle, used on missile turrets float

isMainNanoTurret: Defaults to false. Turret to use for creating buildings, etc. should only be true on one turret, and should have canShoot set to false bool

image: Use custom image. Overrides unit's main turret image file (image)
chargeEffectImage:
Used with warmup. Shows a scaling effect image on turret barrel when charging. file (image)

Section [projectile_#]
Code Description Example Value Type

directDamage: Damage to target unit on hit. Does not work with targetGround. int

areaDamage: directDamage or areaDamage is required int

areaRadius: How wide areaDamage effects. Note this drops off.

deflectionPower: Defaults to 1. Energy needed for laser defence to deflect. -1 to disable deflection (only disable for special weapons like flames) float
targetGround: Target ground, and don't home in on target. Only areaDamage is applied if targeting ground. bool

life: How long till this projectile gets removed if it hasn't hit a target, 300 might be a good starting point, change depending on speed and range int

speed: float

instant: Hit target instantly bool

instantReuseLast: Recycles last projectile fired, only one projectile ever exists. Can turn lasers into beam weapons by using lower rate of fire and setting this to true bool

ballistic: bool

trailEffect: bool

lightSize: float

lightColor lightColor: #ffe92b color

largeHitEffect: bool

lightingEffect: bool

laserEffect: bool

ballistic_delaymove_height: float

ballistic_height: float

targetSpeed: Accelerate to this speed float

autoTargetingOnDeadTarget: Retarget to nearby unit if target dies while in transit bool

drawSize: Scale image. Defaults to 1 float

color color: #bebe50 color

image: Use custom image. Overrides drawType and frame file (image)

drawType Built-in image to use. 0:projectiles.png 1:projectiles_large.png 2:projectiles2.png drawType:1 int

frame Built-in image frame to use, starts at zero. int

flameWeapon: bool

hitSound: bool

targetGroundSpread: Randomly makes the shot inaccurate by this amount. Also used by weapons like the flamethrower float

speedSpread: Randomly change the starting projectile speed by this amount float

Section [movement]
Code Description Example Value Type

movementType: string

slowDeathFall: Used with large aircraft bool

moveSpeed: float

moveAccelerationSpeed: float

moveDecelerationSpeed: Don't make this too low or units will have trouble stopping at waypoints float

reverseSpeedPercentage: 0.6 default. Over 0.4 will reverse for short distances (at 40% speed). If set to 1 will drive in reverse same as forwards. Useful if slow turning float

landOnGround: Should flying unit land when idle. bool

targetHeight: Defaults to 0 but if AIR movementType default is 35 float

targetHeightDrift: Smooth animated height change. Defaults to 0 but if AIR movementType default is 1.5 float

maxTurnSpeed: float

turnAcceleration: float

moveSlidingMode: bool

moveIgnoringBody: bool

moveSlidingDir: int

joinsGroupFormations: Defaults to true. Changing not recommended bool

Section [ai]
Code Description Example Value Type

useAsBuilder: Set to true if unit can build or repair buildings. bool

disableUse: Disallow AI building this unit or building bool

maxGlobal: int

maxEachBase: int

buildPriority: 0-1. AI uses 0.8 for first land factory, 0.48 for air factory, 0.47 for first turret. float

noneInBaseExtraPriority: Adds to buildPriority, if this unit doesn't exist in the AIs base float

noneGlobalExtraPriority: Adds to buildPriority, if this unit doesn't exist in the any where on the map float

upgradedFrom: Create link to another unit to preserve max counts for upgraded and non-upgraded types in same base. string

Section [leg_#]
Code Description Example Value Type

x: float

y: float

copyFrom: Copy from another leg. Useful to only need to set leg values once copyFrom: 1 int

attach_x: float

attach_y: float
hidden: bool

rotateSpeed: float

resetAngle: Unused float

lockMovement Lock to unit body. Useful if walking unit converted to a flying unit. bool

heightSpeed: float

draw_foot_on_top: bool

dust_effect: bool

holdDisMin: Defaults to 7. Reposition leg at this distance if neighbor legs are not already repositioning. float

holdDisMax: Defaults to 16. Force reposition of leg at this distance. float

hardLimit: Defaults to 50. Force leg to never go this far. Better to not be reached. float

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