Rusted Warfare: Modding Reference
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ABCD
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Section[core]
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CodeDescriptionExampleValue Type
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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_1string
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class:Reserved for future use, must be CustomUnitMetadataclass: CustomUnitMetadatastring
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price:The cost of your unit from builders/buildings.price: 500int
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maxHp:The max health for your unit. (will spawn with this value)maxHp: 200int
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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: 3000int
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techLevel:Defines the Tech Level of your unit, there are 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 unit (may multiply with builder speed) Formulae for seconds: 10 ÷ 60 = 0.16 (0.16 will make it take 10 seconds to build)
buildSpeed: 0.16float
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radius:Circular area around your unit that makes it selectable (mouse click/screen touch)radius: 20int
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isBio:Choose wether your unit is bioligical or not, will effect sound and splat (unless hideScorchMark is true)isBio: falsebool
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displayText:The name of your unit that the game shows to the player.displayText: Custom Tankstring
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displayDescription:Description of your unit that the game shows to the player.
displayDescription: - Fast movement.\n- Light damage.
string
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copyFrom:Use unit data from another ini file as basecopyFrom: customTank_Defaultfile (ini)
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dont_load:Do not load unit, and don't error on missing data. Can be useful when used with copyFromdont_load: truebool
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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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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, combatEngineerstring(s)
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globalScale:Defaults to 1. Changing not recommendglobalScale: 1float
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displayLocaleKey:Translation file key for unit name and descriptiondisplayLocaleKey: units.mechArtillerystring
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showInEditor:Set to false to hide unit in sandbox editor (Default true)showInEditor: truebool
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isLocked:Disallow building of this unit. Can be used with overrideAndReplace to restrict units the player is allowed to build.isLocked: falsebool
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experimental:Tag unit as experimental. Affects zoomed out icon and end game stats.experimental: falsebool
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generation_credits:Income unit createsgeneration_credits: 2int
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generation_delay:Defaults to 40, recommended only changing generation_creditsgeneration_delay: 40int
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stayNeutral:Set to false to disable capture when unit is on the neutral teamstayNeutral: falsebool
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resourceRate:Used with canReclaimResources. Experimental feature that is not yet finished.float
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maxShield:int
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startShieldAtZero:bool
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shieldRegen:float
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shieldDisplayOnlyDeflection:Hide shield (if active) unless deflecting shotbool
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shieldDeflectionDisplayRate:Defaults to 4. High value causes shield deflection to fade disappear fasterfloat
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energyMax:Defaults to 0. Energy can be used as ammo for turrets or for laser defensefloat
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energyRegen:float
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energyStartingPercentage:float
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energyNeedsToRechargeToFull:Disable weapons using energy after reaching zero till fully rechargedfloat
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displayRadius:Defaults to radius value. Set to show a larger or smaller selection box ui on units.displayRadius: 20int
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buildingSelectionOffset:int
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buildingToFootprintOffsetX:float
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buildingToFootprintOffsetY:float
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fogOfWarSightRange:Set number of tiles this unit can see. Defaults to 15fogOfWarSightRange: 15int
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exit_x:Defaults to 0exit_x: 0float
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exit_y:Defaults to 5. Controls were newly created units appear.exit_x: 5float
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softCollisionOnAll:int
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isBug:bool
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hideScorchMark:bool
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isBuilding:bool
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placeOnlyOnResPool:Normally used for extractorsbool
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canRepairBuildings: ([ai]useAsBuilder:true is required as well right now)bool
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canRepairUnits: ([ai]useAsBuilder:true is required as well right now)bool
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autoRepair:Automatically try and repair damaged units in range ([ai]useAsBuilder:true is required as well right now)bool
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nanoRange:int
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nanoRepairSpeed:float
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nanoBuildSpeed:float
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nanoFactorySpeed:float
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selfRegenRate:Passive self repair ratefloat
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selfBuildRate:float
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dieOnConstruct:Delete this unit when it starts making a building. Target building likely will need selfBuildRate set to be created without a builder.bool
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numBitsOnDeath:int
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nukeOnDeath:bool
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nukeOnDeathRange:float
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nukeOnDeathDamage:float
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nukeOnDeathDisableWhenNoNuke:Defaults to falsebool
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fireOnDeath:int
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canReclaimResources:Used with resourceRate. Experimental feature that is not yet finished.bool
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maxTransportingUnits:Number of slots this units as for transporting other units.int
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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
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builtFrom_#_name:string
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builtFrom_#_pos:Order action appears in UIstring
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builtFrom_#_forceNano:Build as if it was a building even if it's a unit.bool
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canBuild_#_name:(Note: canBuild and builtFrom have the same effect just in the opposite direction. Only one is needed to create a link.)string
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canBuild_#_pos:Order action appears in UIstring
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canBuild_#_tech:int
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canBuild_#_forceNano:Build target as if it was a building even if it's a unit.bool
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canBuild_#_type:string
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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_2string
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action_#_pos:Order action appears in UIfloat
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action_#_price:The price of your action for the unit. (All your sub actions will be linked to the # you use)action_1_price: 1000int
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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 2string
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action_#_description:string
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action_#_addEnergy:Adds energy to unit. Has no effect unless energyMax is setfloat
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action_#_whenBuilding_cannotMove:
Stops unit moving while action is being applied. Useful for deploy like actions.bool
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Section[graphics]
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CodeDescriptionExampleValue Type
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total_framesDefaults to 1. Animations require this.int
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frame_width:Calculated for you if total frames is set, but can be overriddenint
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frame_height:Defaults to image heightint
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image_offsetX:int
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image_offsetY:int
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teamColorsUseHue:False: Green pixels on unit gets converted to team color. True: Whole unit is tinted the team colour. Defaults to falsebool
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imageSmoothing:bool
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image:file (image)
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image_back:file (image)
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image_wreak:file (image)
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image_turret:file (image)
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image_shadow:Image file, NONE, or AUTO. AUTO will use image and make it transparent black only.file (image)
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shadowOffsetX:float
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shadowOffsetY:float
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teamColorsOnTurret:Defaults false. Apply team colours on turret as well. (Only works on image_turret right now, not image on each turret)bool
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scaleImagesTo:float
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imageScale:float
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