RESOURCE Energy RESOURCE Minerals UNIT_TYPE NAME cone MODEL cone HP 100 SIZE medium RADIUS .5 HEIGHT 1 CAN_ATTACK no CAN_MOVE yes MAX_ACCEL 40 MAX_VEL 10 DOMAIN amphibious COST minerals 100 END BUILD_TIME 10 SCRIPT NAME collection RESOURCE_COLLECTED energy RATE 10 RESOURCE_CONSUMED minerals COST 1 END SCRIPT NAME storage RESOURCE_STORED energy CAPACITY 1000 END END UNIT_TYPE NAME sphere MODEL sphere HP 150 SIZE medium RADIUS .5 HEIGHT 1 CAN_ATTACK yes RANGE 5 CAN_MOVE yes MAX_ACCEL 10 MAX_VEL 10 DOMAIN amphibious COST minerals 150 END BUILD_TIME 10 END UNIT_TYPE NAME cylinder MODEL cylinder HP 200 SIZE medium RADIUS .5 HEIGHT 1 CAN_ATTACK no CAN_MOVE yes MAX_ACCEL 10 MAX_VEL 10 BUILDING yes DOMAIN ground COST minerals 200 END BUILD_TIME 20 END UNIT_TYPE NAME cube MODEL cube HP 500 SIZE large RADIUS 1.4 HEIGHT 2 CAN_ATTACK yes RANGE 20 CAN_MOVE yes MAX_ACCEL 2 MAX_VEL 5 BUILDING yes DOMAIN air TURN_RATE 1 COST minerals 500 END BUILD_TIME 50 SCRIPT NAME production EFFICIENCY 1 BUILD_OPTIONS build_sphere build_cone build_tetrahedron END END END UNIT_TYPE NAME tetrahedron MODEL tetrahedron HP 200 SIZE medium RADIUS .8 HEIGHT 1.633 CAN_ATTACK yes RANGE 15 CAN_MOVE yes MAX_ACCEL 10 MAX_VEL 8 DOMAIN amphibious COST minerals 200 END BUILD_TIME 40 END UNIT_TYPE NAME storage MODEL rounded_box HP 100 SIZE medium RADIUS 0.707 HEIGHT 1 CAN_ATTACK no CAN_MOVE no BUILDING yes DOMAIN ground COST minerals 100 END BUILD_TIME 10 SCRIPT NAME extraction RESOURCE_EXTRACTED minerals RATE 10 END SCRIPT NAME storage RESOURCE_STORED minerals CAPACITY 1000 END END UNIT_TYPE NAME torus MODEL torus HP 1000 SIZE large RADIUS 1.3 HEIGHT .6 CAN_ATTACK no CAN_MOVE no BUILDING yes DOMAIN ground COST minerals 1000 END BUILD_TIME 100 END MISSILE_TYPE NAME cannon STYLE cannon VELOCITY 30 SOUND cannon FIRE_POWER 20 RADIUS 6 COLOR 1 .75 .5 END MISSILE_TYPE NAME green_laser STYLE laser VELOCITY 30 WIDTH 2 LENGTH 5 SOUND laser FIRE_POWER 5 COLOR 0 1 0 END MISSILE_TYPE NAME yellow_laser STYLE laser VELOCITY 30 WIDTH 2 LENGTH 5 SOUND laser FIRE_POWER 10 COLOR 1 1 0 END END # The game ignores text after this line. # # SCRIPT TEMPLATES # SCRIPT NAME storage RESOURCE_STORED # The name of the resource that the unit stores. CAPACITY # The number of resources that the unit stores. RESOURCE_CONSUMED # The name of the resource that this ability consumes. COST # The number of resources that this ability consumes each second. # Set this field to zero if there is no maintenance cost. # If the resource consumed becomes unavailable, # then the unit will temporarily lose this ability. END SCRIPT NAME division DELAY # The number of seconds the division takes. RESOURCE_CONSUMED # The name of the resource needed for division. COST # The total number of resources needed for division. MODEL # The name of the model that shows the unit dividing. END SCRIPT NAME construction MAX_SEPARATION # The maximum distance over which the unit can repair or disassemble. EFFICIENCY # 1 is the default value for this field. Increase the efficiency to make # the unit build faster, and vice versa. BUILD_OPTIONS # Type a list of the buildings that this unit can construct here. # NOTE: This section contains build commands instead of unit types names, # so you should type 'build_' in front of each build option. For example, # if you want to build a cube, then type 'build_cube'. END END SCRIPT NAME extraction RESOURCE_EXTRACTED # The name of the resource that the unit extracts. RATE # The number of resources that the unit extracts each second. RESOURCE_CONSUMED # See storage script for a description of these parameters. COST END SCRIPT NAME levitation DISABLE_MOVING # Type 'yes' if you want to disable movement when the unit lands. DISABLE_ATTACKING # Type 'yes' if you want to disable attacking when the unit lifts off. DISABLE_ACTION # Type 'yes' if you want to disable action (e.g. repair) when the unit lifts off. DISABLE_PRODUCTION # Type 'yes' if you want to disable production when the unit lifts off. ELEVATION # The maximum elevation above the ground that the unit attains. DELAY # The delay betweens the time the units begins its ascent and the time it reaches # its maximum velocity. END SCRIPT NAME detection FIELD_OF_VIEW # The radius within which the unit can detect cloaked units. RESOURCE_CONSUMED # See storage script for a description of these parameters. COST END SCRIPT NAME production EFFICIENCY # See construction script for a description of these parameters. BUILD_OPTIONS # NOTE: There is an important difference between construction and production. ... # Units *construct* buildings, whereas factories *produce* new units. END # Thus, a construction script can only contain buildings in this section, # while a production script can only contain men (e.g. non-buildings) in this section. END SCRIPT NAME cloaking DELAY # Delay between complete visibility and complete invisibility. RESOURCE_CONSUMED # See storage script for a description of these parameters. COST MODEL # The name of the model that shows the unit becoming transparent. END SCRIPT NAME collection # This script is nearly identical to the extraction script, with one important RESOURCE_COLLECTED # difference. A collection script will continuously *generate* resources, RATE # whereas an extraction script will mine resources from a resource deposit. RESOURCE_CONSUMED COST END