Rusted Warfare: Modding Reference
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Section[core]
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CodeDescriptionExampleValue TypeVersion Added
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#====Common Keys#====
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name:
Defines the unit raw name, game uses it to identify as a unique name. (This is not displayed in-game)
name: customTank1string
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altNames:
Comma separated list of names. Like name but lower priority, useful for multiple optional mods.
altNames: custTank1, customTank1, cTank1string(s)
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class:Reserved for future use, must be CustomUnitMetadata by default.class: CustomUnitMetadatastring
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strictLevel:
Defaults to 0. 1 = Errors if keys are duplicated. Add to "all-units.template" in root to apply to all units.
strictLevel: 1float1.13.3
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price:The unit cost from builders/buildings.price: 500int
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mass:
The 'weight' of the unit, defines how it collides with other units, a greater value means it's tougher to push.
mass: 3000int
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techLevel:
Defines the Tech Level of the unit, there're 3 levels and each will appear in a different color in the GUI.
techLevel: 1int
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buildSpeed:Time it takes to build the unit. (may multiply with builder speed)buildSpeed: 3sfloat / s
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radius:Circular area around the unit that makes it selectable. (mouse click/screen touch)radius: 20int
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isBio:
Choose whether the unit is bioligical or not, affects sound and splat (unless hideScorchMark:true)
isBio: truebool
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isBug:Changes some death defaults, and sort order in Sandbox.isBug: falsebool
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isBuilder:Normally required if this unit places buildings. Defaults to [ai]useAsBuilder.isBuilder: truebool1.13
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#====Unit Stats Keys#====
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maxHp:The max health for the unit. (will spawn with this value)maxHp: 200int
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selfRegenRate:Passive self repair rate.selfRegenRate: 0.01float
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maxShield:The max shield hitpoints of the unit. Can start with 0 hitpoints if startShieldAtZero:true.maxShield: 500int
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startShieldAtZero:Unit starts with a 0 hitpoints shield on created if true.startShieldAtZero: truebool
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shieldRegen:Passive shield regen rate.shieldRegen: 0.15float
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energyMax:Defaults to 0. Energy that can be used as ammo for turrets, laser defense and actions.energyMax: 1float
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energyRegen:Passive energy regen rate.energyRegen: 0.001float
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energyStartingPercentage:Sets the percentage of charged energy when the unit is first built.energyStartingPercentage: 0.5float
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energyNeedsToRechargeToFull:Disables weapons using energy after reaching zero till fully recharged if true.energyNeedsToRechargeToFull: truefloat
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armour:Damage taken away from each hit. (not currently used in any vanilla units)armour: 6int1.13
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armourMinDamageToKeep:Min damage to keep from received damage. Defaults to 1.armourMinDamageToKeep: 2int1.13
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borrowResourcesWhileAlive:Takes these resources when created and returns them when removed or destroyed.borrowResourcesWhileAlive: gold=10price1.13.3
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generation_resources:Income unit creates. (custom resource version)generation_resources: credits=5, gold=20price1.13.3
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generation_active:Disables generation_resources when false. (logic_boolean)generation_active: if not self.hp(lessThan=100)logicBoolean1.13.3
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generation_credits:Income unit creates. (credits only)generation_credits: 2int
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generation_delay:How often generation_{INCOME} is added. Defaults to 40. (changing not recommended)generation_delay: 40int
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#====UI and Graphics Keys #====
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showInEditor:Set to false to hide unit in Sandbox editor. (Defaults to true)showInEditor: falsebool
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displayText:The unit name that the game shows to the player.displayText: Custom TankLocaleString
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displayText_{LANG}:LANG = ISO 639-1 Code to show this text instead when game is in this language.displayText_es: Tanque Personalizadostring1.13
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displayDescription:Unit description that the game shows to the player.displayDescription: -Fast movement\n-Light damageLocaleString
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displayDescription_{LANG}:LANG = ISO 639-1 Code to show this text instead when game is in this language.displayDescription_es: -Movimiento rápido\n-Daño ligerostring1.13
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displayLocaleKey:Translation file key for unit name and description.displayLocaleKey: units.mechArtillerystring
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displayRadius:Defaults to radius value. Set to show a larger or smaller selection circle UI on units.displayRadius: 20int
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shieldRenderRadius:Defaults is a little bigger than radius. Set to show a larger or smaller shield circle on units.shieldRenderRadius: 12int
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shieldDisplayOnlyDeflection:Hide shield unless deflecting shot if true.shieldDisplayOnlyDeflection: truebool
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shieldDeflectionDisplayRate:Defaults to 4. High value causes shield deflection to fade disappear faster.shieldDeflectionDisplayRate: 3float
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showOnMinimap:Defaults to true. Hide units on minimap if false.showOnMinimap: falsebool1.13.3
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showActionsWithMixedSelectionIfOtherUnitsHaveTag:
Shows a merged action list if all units selected includes one of these tags. Useful for converted units.
showActionsWithMixedSelectionIfOtherUnitsHaveTag: truebool1.13.3
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#====Building Only Keys#====
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isBuilding:Defines if the unit is a building.isBuilding: truebool
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footprint:
Left, up, right, down. Tiles taken up which block unit movement. Defaults to 0,0,0,0 = 1 center tile.
footprint: 0,0,1,1ints
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constructionFootprint:Tiles taken up for placement of other buildings. Defaults to 0,0,0,0 = 1 center tile.constructionFootprint: -1,-1,1,3ints
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displayFootprint:Left, up, right, down. Only applies to buildings, just used for GUI. Defaults to footprint.displayFootprint: 0,0,1,1ints
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buildingSelectionOffset:Defaults to 0. Adds or removes padding on the drawn selection rect in UI.buildingSelectionOffset: 4int
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buildingToFootprintOffsetX:Defaults to 10. Change the building position in the footprint on the X-axis.buildingToFootprintOffsetX: 4float
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buildingToFootprintOffsetY:Defaults to 10. Change the building position in the footprint on the Y-axis.buildingToFootprintOffsetY: 6float
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placeOnlyOnResPool:Normally used for extractors, forces building construction in a resource pool. placeOnlyOnResPool: truebool
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selfBuildRate:Rate unit builds itself when placed without a builder.selfBuildRate: 0.0008float
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#====Misc Keys#====
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copyFrom:Uses unit data from another ini file as default for this unit, supports multiple files.copyFrom: ROOT:defaultTanks.template, tankT1.inifile(s) (ini)
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dont_load:Do not load unit, and don't error on missing data. Can be useful when used with copyFrom.dont_load: truebool
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overrideAndReplace:
Overrides another unit with this unit. Build links and map positions to target unit will be replaced.
overrideAndReplace: builder, combatEngineerstring(s)
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onNewMapSpawn:
Values: emptyResourcePools_asNeutral, emptyOrOccupiedResourcePools_asNeutral, mapCenter_asNeutral, mapCenter_eachActiveTeam
string1.13.3
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globalScale:Defaults to 1. Changing not recommended.globalScale: 2float
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isLocked:
Disallow building of this unit. Can be used with overrideAndReplace to restrict units player can build.
isLocked: truebool
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isLockedIfGameModeNoNuke:Disallows building of this unit if nukes are disabled during match setup.isLockedIfGameModeNoNuke: truebool1.13
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experimental:Tag unit as experimental. Affects zoomed out icon and end game stats.experimental: truebool
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stayNeutral:Set to false to disable capture when unit is on the neutral team.stayNeutral: falsebool
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createNeutral:Set to true to always spawn the unit on the neutral team.createNeutral: truebool1.13
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createOnAggressiveTeam:Set to true to always spawn the unit on aggressive teams on single player matches.createOnAggressiveTeam: truebool
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tags:List of comma separated strings. Used to classify units, create special actions and balances.tags: tank, smallTank, piercingDamagestring(s)1.13
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fogOfWarSightRange:Sets number of tiles this unit can see through the fog of war. Defaults to 15.fogOfWarSightRange: 18int
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softCollisionOnAll:Creates a soft collision effect when touching other units.softCollisionOnAll: 3int
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disableAllUnitCollisions:Unit cannot collide with others if true.disableAllUnitCollisions: truebool
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isUnrepairableUnit:No unit can repair this unit if true.isUnrepairableUnit: truebool1.13
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isUnselectable:If true unit cannot be selected. (includes AI players)isUnselectable: truebool
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isPickableStartingUnit:If true, unit is added to dropdowns for starting unit in game setup menus.isPickableStartingUnit: truebool1.13
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startFallingWhenStartingUnit:Unit will appear falling from skies when starting unit if true.startFallingWhenStartingUnit: truebool1.13
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soundOnAttackOrder:
List of sound names. Only one will be played on each attack order. Only .ogg and .wav formats.
soundOnAttackOrder: tankAttackOrder1.ogg, tankAttackOrder2.ogg sound(s)
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soundOnMoveOrder:
List of sound names. Only one will be played on each move order. Only .ogg and .wav formats.
soundOnMoveOrder: tankMoveOrder1.ogg, tankMoveOrder2.oggsound(s)
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soundOnNewSelection:
List of sound names. Only one will be played on each unit selection. Only .ogg and .wav formats.
soundOnNewSelection: tankSelection1.ogg, tankSelection2.oggsound(s)1.13.3
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canNotBeDirectlyAttacked:No unit can directly target this unit. If true this will also skip this unit in victory/defeat checks.canNotBeDirectlyAttacked: truebool
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canNotBeDamaged
Defaults to value of canNotBeDirectlyAttacked (becareful setting this without canNotBeDirectlyAttacked, as AI will attack forever)
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canNotBeGivenOrdersByPlayer:If true unit will not take player or AI orders.canNotBeGivenOrdersByPlayer: truebool1.13.3
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canOnlyBeAttackedByUnitsWithTags:List of tag strings, only units with these tags can directly target this unit.canOnlyBeAttackedByUnitsWithTags: piercingTank, powerfulTankstrings(s)1.13.3
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#====Transport Keys#====
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transportSlotsNeeded:
Defaults to 1. Number of slots this unit uses up in a transport, experimentals are often set to 5.
transportSlotsNeeded: 2int1.13
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maxTransportingUnits:Number of slots this units has for transporting other units.maxTransportingUnits: 5int
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transportUnitsRequireTag:Only allows trasport of units that have one of these tags.transportUnitsRequireTag: smallTank, soldierstring(s)1.13
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transportUnitsRequireMovementType:Only allows trasport of units that have one of these movement types.transportUnitsRequireMovementType: AIR, WATER
movementTypes
1.13
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transportUnitsBlockAirAndWaterUnits:Defaults to true. This unit can only transport LAND units if true.transportUnitsBlockAirAndWaterUnits: falsebool1.13
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transportUnitsKeepBuiltUnits:Makes built units stay inside transport instead of exiting it once ready if true.transportUnitsKeepBuiltUnits: trueLogicBoolean1.13
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transportUnitsCanUnloadUnits:
Defaults to: if not self.isOverLiquid() and not self.isMoving(). This unit cannot unload units if false.
transportUnitsCanUnloadUnits: falseLogicBoolean1.13
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transportUnitsAddUnloadOption:Defines if unload button should be added to the unit menutransportUnitsAddUnloadOption: falseLogicBoolean1.13
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transportUnitsUnloadDelayBetweenEachUnit:
Changes the delay it takes between each unit getting unloaded.transportUnitsUnloadDelayBetweenEachUnit: 12float1.13.3
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transportUnitsKillOnDeath:Defaults to true. If false transported units don't die when transport dies.transportUnitsKillOnDeath: if self.isOverLiquid()LogicBoolean1.13
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transportUnitsHealBy:Rate to heal units that are being transported.transportUnitsHealBy: 0.1float1.13
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transportUnitsBlockOtherTransports:Defaults to true, if false this transports can hold other transports.transportUnitsBlockOtherTransports: falsebool
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whileNeutralTransportAnyTeam:This unit can transport units of any team while neutral if true.whileNeutralTransportAnyTeam: truebool1.13.3
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whileNeutralConvertToTransportedTeam:
Converts this unit to transported team while neutral. Useful with whileNeutralTransportAnyTeam.
whileNeutralConvertToTransportedTeam: truebool1.13.3
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convertToNeutralIfNotTransporting:
Reverts back this unit to neutral when unloaded. Useful with whileNeutralTransportAnyTeam.
convertToNeutralIfNotTransporting: truebool1.13.3
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transportUnitsOnTeamChangeKeepCurrentTeam:
Keeps transported units on their orginal team when this unit is converted if true.transportUnitsOnTeamChangeKeepCurrentTeam: truebool1.13.3
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