This documentation is aimed at modders. It displays all traits with default values and developer commentary. Please do not edit it directly, but add new `[Desc("String")]` tags to the source code. This file has been automatically generated for version release-20150919 of OpenRA.

- OpenRA.Mods.Cnc.Traits
  - AttackPopupTurreted
  - ProductionAirdrop
  - PoisonedByTiberium
  - WithCargo
  - WithDeliveryAnimation
  - WithGunboatBody
  - WithReloadingTurret
  - WithRoof
  - SpawnViceroid
  - IonCannonPower
- OpenRA.Mods.Common
  - PowerMultiplier
- OpenRA.Mods.Common.AI
  - HackyAI
- OpenRA.Mods.Common.Commands
  - ChatCommands
  - DevCommands
  - HelpCommand
  - PlayerCommands
- OpenRA.Mods.Common.Effects
  - Contrail
- OpenRA.Mods.Common.Scripting
  - LuaScript
  - ScriptTriggers
  - ScriptUpgradesCache
- OpenRA.Mods.Common.Traits
  - AcceptsSupplies
  - Aircraft
  - AttackBomber
  - AttackHeli
  - AttackPlane
  - FallsToEarth
  - FlyAwayOnIdle
  - Helicopter
  - Plane
  - ReturnOnIdle
  - TargetableAircraft
  - AmmoPool
  - AppearsOnRadar
  - Armament
  - Armor
  - AttackCharge
  - AttackFollow
  - AttackFrontal
  - AttackGarrisoned
  - AttackMedic
  - AttackOmni
  - AttackTurreted
  - AttackWander
  - AttackMove
  - AutoHeal
  - AutoTarget
  - AutoTargetIgnore
  - BlocksProjectiles
  - Buildable
  - BaseBuilding
  - BaseProvider
  - Bib
  - Bridge
  - BridgeHut
  - GivesBuildableArea
  - Building
  - BuildingInfluence
  - Exit
  - FreeActor
  - LineBuild
  - LineBuildNode
  - PrimaryBuilding
  - RallyPoint
  - Refinery
  - RepairableBuilding
  - RepairsUnits
  - Reservable
  - TargetableBuilding
  - Burns
  - C4Demolition
  - Capturable
  - CaptureNotification
  - Captures
  - Cargo
  - CashTrickler
  - Cloak
  - CombatDebugOverlay
  - Crate
  - CrateAction
  - DuplicateUnitCrateAction
  - ExplodeCrateAction
  - GiveCashCrateAction
  - GiveMcvCrateAction
  - GiveUnitCrateAction
  - GrantUpgradeCrateAction
  - HealUnitsCrateAction
  - HideMapCrateAction
  - LevelUpCrateAction
  - RevealMapCrateAction
  - SupportPowerCrateAction
  - CreatesShroud
  - Crushable
  - CustomBuildTimeValue
  - CustomSelectionSize
  - CustomSellValue
  - Demolishable
  - DetectCloaked
  - EjectOnDeath
  - EmitInfantryOnSell
  - EngineerRepair
  - EngineerRepairable
  - Explodes
  - ExternalCapturable
  - ExternalCapturableBar
  - ExternalCaptures
  - GainsExperience
  - GivesBounty
  - GivesExperience
  - GlobalUpgradable
  - Guard
  - Guardable
  - Harvester
  - Huntable
  - Husk
  - IgnoresCloak
  - IgnoresDisguise
  - Immobile
  - ScaredyCat
  - TakeCover
  - TerrainModifiesDamage
  - JamsMissiles
  - KillsSelf
  - Mobile
  - AlwaysVisible
  - DisabledOverlay
  - FrozenUnderFog
  - HiddenUnderFog
  - HiddenUnderShroud
  - UpgradeOverlay
  - DamageMultiplier
  - FirepowerMultiplier
  - InaccuracyMultiplier
  - ReloadDelayMultiplier
  - SpeedMultiplier
  - MustBeDestroyed
  - CloakPaletteEffect
  - FlashPaletteEffect
  - GlobalLightingPaletteEffect
  - MenuPaletteEffect
  - WaterPaletteRotation
  - ParaDrop
  - Parachutable
  - Passenger
  - ActorGroupProxy
  - AllyRepair
  - BaseAttackNotifier
  - ClassicProductionQueue
  - ConquestVictoryConditions
  - EnemyWatcher
  - GlobalUpgradeManager
  - HarvesterAttackNotifier
  - MissionObjectives
  - ObjectivesPanel
  - PlaceBeacon
  - PlaceBuilding
  - PlayerStatistics
  - UpdatesPlayerStatistics
  - ProductionQueue
  - ProvidesPrerequisite
  - ProvidesTechPrerequisite
  - StrategicPoint
  - StrategicVictoryConditions
  - TechTree
  - Plug
  - Pluggable
  - AffectedByPowerOutage
  - CanPowerDown
  - PowerManager
  - Power
  - RequiresPower
  - ScalePowerWithHealth
  - ProducibleWithLevel
  - Production
  - ProductionQueueFromSelection
  - ProvidesRadar
  - JamsRadar
  - ProximityCaptor
  - ProximityCapturable
  - RadarColorFromTerrain
  - AutoSelectionSize
  - Hovers
  - LeavesTrails
  - ProductionBar
  - RenderBuilding
  - RenderBuildingCharge
  - RenderBuildingSilo
  - RenderBuildingTurreted
  - RenderBuildingWall
  - RenderDetectionCircle
  - RenderNameTag
  - RenderRangeCircle
  - RenderSimple
  - RenderSprites
  - RenderSpritesEditorOnly
  - RenderVoxels
  - SelectionDecorations
  - SupportPowerChargeBar
  - TimedUpgradeBar
  - WithActiveAnimation
  - WithAttackAnimation
  - WithBarrel
  - WithBuildingExplosion
  - WithBuildingPlacedAnimation
  - WithBuildingPlacedOverlay
  - WithChargeOverlay
  - WithCrateBody
  - WithDeathAnimation
  - WithDecoration
  - WithDockingAnimation
  - WithDockingOverlay
  - WithFacingSpriteBody
  - WithHarvestAnimation
  - WithHarvestOverlay
  - WithIdleOverlay
  - WithInfantryBody
  - WithMakeAnimation
  - WithMoveAnimation
  - WithMuzzleFlash
  - WithParachute
  - WithProductionDoorOverlay
  - WithProductionOverlay
  - WithRangeCircle
  - WithRepairAnimation
  - WithRepairOverlay
  - WithResources
  - WithRotor
  - WithShadow
  - WithSmoke
  - WithSpriteBody
  - WithTurret
  - WithVoxelBarrel
  - WithVoxelBody
  - WithVoxelTurret
  - Repairable
  - RepairableNear
  - RepairsBridges
  - RevealsShroud
  - SeedsResource
  - SelfHealing
  - Sellable
  - ShakeOnDeath
  - SmokeTrailWhenDamaged
  - ActorLostNotification
  - AmbientSound
  - AnnounceOnBuild
  - AnnounceOnKill
  - AnnounceOnSeen
  - DeathSounds
  - SoundOnDamageTransition
  - StoresResources
  - SupplyTruck
  - AirstrikePower
  - GrantUpgradePower
  - NukePower
  - SpawnActorPower
  - SupportPowerManager
  - TargetableUnit
  - ThrowsParticle
  - ThrowsShrapnel
  - Tooltip
  - TransformOnCapture
  - TransformOnPassenger
  - Transforms
  - Turreted
  - DeployToUpgrade
  - DisableUpgrade
  - UpgradeActorsNear
  - UpgradeManager
  - Valued
  - VeteranProductionIconOverlay
  - Voiced
  - BridgeLayer
  - CrateSpawner
  - CreateMPPlayers
  - DomainIndex
  - EditorActorLayer
  - EditorResourceLayer
  - LoadWidgetAtGameStart
  - MPStartLocations
  - MPStartUnits
  - MusicPlaylist
  - PaletteFromCurrentTileset
  - PaletteFromFile
  - PaletteFromPaletteWithAlpha
  - PaletteFromPlayerPaletteWithAlpha
  - PaletteFromRGBA
  - PathFinder
  - PathfinderDebugOverlay
  - PlayerPaletteFromCurrentTileset
  - RadarPings
  - ResourceClaimLayer
  - ResourceLayer
  - ShroudPalette
  - ShroudRenderer
  - SmudgeLayer
  - SpawnMPUnits
  - SpawnMapActors
  - StartGameNotification
  - TerrainGeometryOverlay
  - VoxelNormalsPalette
- OpenRA.Mods.Common.Traits.Render
  - WithRankDecoration
- OpenRA.Mods.D2k.Traits
  - AttackSwallow
  - AttractsWorms
  - DamagedWithoutFoundation
  - FreeActorWithDelivery
  - LaysTerrain
  - ProductionFromMapEdge
  - Carryable
  - Carryall
  - HarvesterInsurance
  - WithAttackOverlay
  - WithCrumbleOverlay
  - WithDecorationCarryable
  - WithDeliveryOverlay
  - Sandworm
  - TemporaryOwnerManager
  - BuildableTerrainLayer
  - D2kEditorResourceLayer
  - D2kResourceLayer
  - FogPaletteFromR8
  - PaletteFromR8
  - PaletteFromScaledPalette
  - WormManager
  - WormSpawner
- OpenRA.Mods.RA.Effects
  - GpsDot
- OpenRA.Mods.RA.Traits
  - AttackLeap
  - ClonesProducedUnits
  - Fake
  - Chronoshiftable
  - Cloneable
  - DemoTruck
  - DisguiseToolTip
  - Disguise
  - HarvesterHuskModifier
  - InfiltrateForCash
  - InfiltrateForExploration
  - InfiltrateForPowerOutage
  - InfiltrateForSupportPower
  - Infiltrates
  - LeavesHusk
  - MadTank
  - Mine
  - MineImmune
  - Minelayer
  - ChronoshiftPaletteEffect
  - LightPaletteRotator
  - PortableChrono
  - RenderJammerCircle
  - RenderShroudCircle
  - WithDisguisingInfantryBody
  - WithLandingCraftAnimation
  - ChronoshiftPower
  - GpsWatcher
  - GpsPower
  - ParatroopersPower
  - TargetableSubmarine
- OpenRA.Mods.TS.Traits
  - TiberianSunRefinery
  - WithPermanentInjury
  - WithVoxelUnloadBody
  - WithVoxelWalkerBody
  - WithVoxelWaterBody
  - TSShroudPalette
- OpenRA.Traits
  - BodyOrientation
  - DebugPauseState
  - DrawLineToTarget
  - EditorTilesetFilter
  - Health
  - DeveloperMode
  - FixedColorPalette
  - FrozenActorLayer
  - PlayerColorPalette
  - PlayerHighlightPalette
  - PlayerResources
  - RejectsOrders
  - Selectable
  - ValidateOrder
  - ActorMap
  - Faction
  - ResourceType
  - ScreenMap
  - ScreenShaker
  - Shroud

## OpenRA.Mods.Cnc.Traits

### AttackPopupTurreted

Actor's turret rises from the ground before attacking.

Requires traits: `Building`, `RenderBuilding`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
CloseDelay | 125 | Integer | How many game ticks should pass before closing the actor's turret.
DefaultFacing | 0 | Integer |
ClosedDamageMultiplier | 50 | Integer | The percentage of damage that is received while this actor is closed.
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### ProductionAirdrop

Deliver the unit in production via skylift.

Property | Default Value | Type | Description
--- | --- | --- | ---
ReadyAudio | Reinforce | String |
ActorType | c17 | String | Cargo aircraft used.
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings

### PoisonedByTiberium

Property | Default Value | Type | Description
--- | --- | --- | ---
Weapon | Tiberium | String |
Resources | Tiberium, BlueTiberium | Multiple String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithCargo

Renders the cargo loaded into the unit.

Requires trait: `Cargo`.

Property | Default Value | Type | Description
--- | --- | --- | ---
LocalOffset | 0,0,0 | Multiple 3D World Vector | Cargo position relative to turret or body in (forward, right, up) triples. The default offset should be in the middle of the list.
DisplayTypes |  | Multiple String | Passenger CargoType to display.

### WithDeliveryAnimation

Building animation to play when ProductionAirdrop is used to deliver units.

Requires trait: `RenderBuilding`.

Property | Default Value | Type | Description
--- | --- | --- | ---
ActiveSequence | active | String |
IdleSequence | idle | String |

### WithGunboatBody

Requires traits: `RenderSprites`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Turret | primary | String | Turreted 'Turret' key to display
LeftSequence | left | String |
RightSequence | right | String |
WakeLeftSequence | wake-left | String |
WakeRightSequence | wake-right | String |
StartSequence |  | String | Animation to play when the actor is created.
Sequence | idle | String | Animation to play when the actor is idle.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithReloadingTurret

Renders ammo-dependent turret graphics for units with the Turreted trait.

Requires traits: `AmmoPool`, `Armament`, `RenderSprites`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
AmmoPoolName |  | String | AmmoPool to use for ammo-dependent sequences.
ReloadStages | -1 | Integer | How many reload stages does this turret have. Defaults to AmmoPool's Ammo. Adds current reload stage to Sequence as suffix when a matching AmmoPool is present.
Sequence | turret | String | Sequence name to use
AimSequence |  | String | Sequence name to use when prepared to fire
Turret | primary | String | Turreted 'Turret' key to display
Recoils | True | Boolean | Render recoil
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithRoof

Provides an overlay for the Tiberian Dawn hover craft.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | roof | String |

### SpawnViceroid

Property | Default Value | Type | Description
--- | --- | --- | ---
ViceroidActor | vice | String |
Probability | 10 | Integer |
Owner | Creeps | String |
DeathType | TiberiumDeath | String |

### IonCannonPower

Property | Default Value | Type | Description
--- | --- | --- | ---
CameraActor |  | String | Actor to spawn when the attack starts
CameraRemoveDelay | 25 | Integer | Amount of time to keep the camera alive
Effect | ionsfx | String | Effect sequence to display
EffectPalette | effect | String |
Weapon | IonCannon | String | Which weapon to fire
WeaponDelay | 7 | Integer | Apply the weapon impact this many ticks into the effect
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | IonCannonPowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

## OpenRA.Mods.Common

### PowerMultiplier

The power usage/output of this actor is multiplied based on upgrade level if specified.

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | Accepted upgrade types.
BaseLevel | 1 | Integer | The lowest upgrade level using the scale.
Modifier | (required) | Multiple Integer | Percentages to apply with the first being applied at the base level. Repeat last entry to accept time extensions. If no upgrade types are specified, then the first/only modifier is always applied.

## OpenRA.Mods.Common.AI

### HackyAI

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | Unnamed Bot | String | Ingame name this bot uses.
SquadSize | 8 | Integer | Minimum number of units AI must have before attacking.
SquadSizeRandomBonus | 30 | Integer | Random number of up to this many units is added to squad size when creating an attack squad.
BuildingQueues | Building | Multiple String | Production queues AI uses for buildings.
DefenseQueues | Defense | Multiple String | Production queues AI uses for defenses.
AssignRolesInterval | 20 | Integer | Delay (in ticks) between giving out orders to units.
RushInterval | 600 | Integer | Delay (in ticks) between attempting rush attacks.
AttackForceInterval | 30 | Integer | Delay (in ticks) between updating squads.
MinimumAttackForceDelay | 0 | Integer | Minimum delay (in ticks) between creating squads.
MinOrderQuotientPerTick | 5 | Integer | Minimum portion of pending orders to issue each tick (e.g. 5 issues at least 1/5th of all pending orders). Excess orders remain queued for subsequent ticks.
MinimumExcessPower | 0 | Integer | Minimum excess power the AI should try to maintain.
StructureProductionInactiveDelay | 125 | Integer | Delay (in ticks) between structure production checks when there is no active production. A StructureProductionRandomBonusDelay is added to this.
StructureProductionActiveDelay | 10 | Integer | Delay (in ticks) between structure production checks when actively building things. A StructureProductionRandomBonusDelay is added to this.
StructureProductionRandomBonusDelay | 10 | Integer | A random delay (in ticks) of up to this is added to active/inactive production delays.
StructureProductionResumeDelay | 1500 | Integer | Delay (in ticks) until retrying to build structure after the last 3 consecutive attempts failed.
MaximumFailedPlacementAttempts | 3 | Integer | After how many failed attempts to place a structure should AI give up and wait for StructureProductionResumeDelay before retrying.
CheckForNewBasesDelay | 1500 | Integer | Delay (in ticks) until rechecking for new BaseProviders.
MinimumDefenseRadius | 5 | Integer | Minimum range at which to build defensive structures near a combat hotspot.
MaximumDefenseRadius | 20 | Integer | Maximum range at which to build defensive structures near a combat hotspot.
NewProductionCashThreshold | 5000 | Integer | Try to build another production building if there is too much cash.
IdleBaseUnitsMaximum | 12 | Integer | Only produce units as long as there are less than this amount of units idling inside the base.
RushAttackScanRadius | 15 | Integer | Radius in cells around enemy BaseBuilder (Construction Yard) where AI scans for targets to rush.
ProtectUnitScanRadius | 15 | Integer | Radius in cells around the base that should be scanned for units to be protected.
RallyPointScanRadius | 8 | Integer | Radius in cells around a factory scanned for rally points by the AI.
MaxBaseRadius | 20 | Integer | Radius in cells around the center of the base to expand.
CheckForWaterRadius | 8 | Integer | Radius in cells around each building with ProvideBuildableArea to check for a 3x3 area of water where naval structures can be built. Should match maximum adjacency of naval structures.
UnitQueues | Vehicle, Infantry, Plane, Ship, Aircraft | Multiple String | Production queues AI uses for producing units.
ShouldRepairBuildings | True | Boolean | Should the AI repair its buildings if damaged?
UnitsToBuild |  | Dictionary | What units to the AI should build. What % of the total army must be this type of unit.
BuildingFractions |  | Dictionary | What buildings to the AI should build. What % of the total base must be this type of building.
UnitsCommonNames |  | Dictionary | Tells the AI what unit types fall under the same common name. Only supported entry is Mcv.
BuildingCommonNames |  | Dictionary | Tells the AI what building types fall under the same common name. Possible keys are ConstructionYard, Power, Refinery, Silo , Barracks, Production, VehiclesFactory, NavalProduction.
BuildingLimits |  | Dictionary | What buildings should the AI have max limits n. What is the limit of the building.
PowerDecisions | (Collection) | List`1 | Tells the AI how to use its support powers.

## OpenRA.Mods.Common.Commands

### ChatCommands

Enables commands triggered by typing them into the chatbox. Attach this to the world actor.

### DevCommands

Enables developer cheats via the chatbox. Attach this to the world actor.

### HelpCommand

Shows a list of available commands in the chatbox. Attach this to the world actor.

### PlayerCommands

Allows the player to pause or surrender the game via the chatbox. Attach this to the world actor.

## OpenRA.Mods.Common.Effects

### Contrail

Draw a colored contrail behind this actor when they move.

Property | Default Value | Type | Description
--- | --- | --- | ---
Offset | 0,0,0 | 3D World Vector | Position relative to body
TrailLength | 25 | Integer | Measured in pixels.
Color | 255,255,255,255 | Color | RGB color of the contrail.
UsePlayerColor | True | Boolean | Use player remap color instead of a custom color?

## OpenRA.Mods.Common.Scripting

### LuaScript

Part of the new Lua API.

Requires trait: `SpawnMapActors`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Scripts |  | Multiple String |

### ScriptTriggers

Allows map scripts to attach triggers to this actor via the Triggers global.

### ScriptUpgradesCache

Allows granting upgrades to actors from Lua scripts.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades |  | Multiple String | Upgrades that can be granted from the scripts.

## OpenRA.Mods.Common.Traits

### AcceptsSupplies

Tag trait for `SupplyTruck` actors.

### Aircraft

Property | Default Value | Type | Description
--- | --- | --- | ---
CruiseAltitude | 1280 | 1D World Distance |
IdealSeparation | 1706 | 1D World Distance |
Repulsable | True | Boolean | Whether the aircraft can be repulsed.
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.
RepairBuildings | fix | Multiple String |
RearmBuildings | hpad, afld | Multiple String |
InitialFacing | 0 | Integer |
ROT | 255 | Integer |
Speed | 1 | Integer |
LandableTerrainTypes |  | Multiple String |
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud?
Voice | Action | String |

### AttackBomber

Property | Default Value | Type | Description
--- | --- | --- | ---
Bombs | primary | String | Armament name
Guns | secondary | String | Armament name
FacingTolerance | 2 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackHeli

Property | Default Value | Type | Description
--- | --- | --- | ---
FacingTolerance | 1 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackPlane

Property | Default Value | Type | Description
--- | --- | --- | ---
AttackTurnDelay | 50 | Integer | Delay, in game ticks, before turning to attack.
FacingTolerance | 1 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### FallsToEarth

Causes aircraft husks that are spawned in the air to crash to the ground.

Property | Default Value | Type | Description
--- | --- | --- | ---
Explosion | UnitExplode | String |
Spins | True | Boolean |
Moves | False | Boolean |
Velocity | 43 | 1D World Distance |

### FlyAwayOnIdle

Leave the map when idle.

### Helicopter

Property | Default Value | Type | Description
--- | --- | --- | ---
LandWhenIdle | True | Boolean | Allow the helicopter land after it has no more commands.
TurnToLand | False | Boolean | Allow the helicopter turn before landing.
LandAltitude | 0 | 1D World Distance |
AltitudeVelocity | 43 | 1D World Distance | How fast the helicopter ascends or descends.
TakeoffSound |  | String |
LandingSound |  | String |
CruiseAltitude | 1280 | 1D World Distance |
IdealSeparation | 1706 | 1D World Distance |
Repulsable | True | Boolean | Whether the aircraft can be repulsed.
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.
RepairBuildings | fix | Multiple String |
RearmBuildings | hpad, afld | Multiple String |
InitialFacing | 0 | Integer |
ROT | 255 | Integer |
Speed | 1 | Integer |
LandableTerrainTypes |  | Multiple String |
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud?
Voice | Action | String |

### Plane

Property | Default Value | Type | Description
--- | --- | --- | ---
MaximumPitch | 28 | 1D World Angle |
CruiseAltitude | 1280 | 1D World Distance |
IdealSeparation | 1706 | 1D World Distance |
Repulsable | True | Boolean | Whether the aircraft can be repulsed.
RepulsionSpeed | -1 | Integer | The speed at which the aircraft is repulsed from other aircraft. Specify -1 for normal movement speed.
RepairBuildings | fix | Multiple String |
RearmBuildings | hpad, afld | Multiple String |
InitialFacing | 0 | Integer |
ROT | 255 | Integer |
Speed | 1 | Integer |
LandableTerrainTypes |  | Multiple String |
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud?
Voice | Action | String |

### ReturnOnIdle

Return to a player owned RearmBuildings. If none available, head back to base and circle over it.

### TargetableAircraft

Property | Default Value | Type | Description
--- | --- | --- | ---
GroundedTargetTypes |  | Multiple String |
TargetTypes |  | Multiple String | Target type. Used for filtering (in)valid targets.
RequiresForceFire | False | Boolean |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AmmoPool

Actor has a limited amount of ammo, after using it all the actor must reload in some way.

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | primary | String | Name of this ammo pool, used to link armaments to this pool.
Ammo | 1 | Integer | How much ammo does this pool contain when fully loaded.
InitialAmmo | -1 | Integer | Initial ammo the actor is created with. Defaults to Ammo.
PipCount | -1 | Integer | Defaults to value in Ammo. 0 means no visible pips.
PipType | Green | PipType | PipType to use for loaded ammo.
PipTypeEmpty | Transparent | PipType | PipType to use for empty ammo.
ReloadCount | 1 | Integer | How much ammo is reloaded after a certain period.
RearmSound |  | String | Sound to play for each reloaded ammo magazine.
ReloadTicks | 50 | Integer | Time to reload per ReloadCount on airfield etc.
SelfReloads | False | Boolean | Whether or not ammo is replenished on its own.
SelfReloadTicks | 50 | Integer | Time to reload per ReloadCount when actor 'SelfReloads'.
ResetOnFire | False | Boolean | Whether or not reload timer should be reset when ammo has been fired.

### AppearsOnRadar

Property | Default Value | Type | Description
--- | --- | --- | ---
UseLocation | False | Boolean |

### Armament

Allows you to attach weapons to the unit (use @IdentifierSuffix for > 1)

Requires trait: `AttackBase`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | primary | String |
Weapon | (required) | String | Has to be defined in weapons.yaml as well.
AmmoPoolName | primary | String | Which limited ammo pool (if present) should this armament be assigned to.
Turret | primary | String | Which turret (if present) should this armament be assigned to.
FireDelay | 0 | Integer | Time (in frames) until the weapon can fire again.
LocalOffset |  | Multiple 3D World Vector | Muzzle position relative to turret or body. (forward, right, up) triples
LocalYaw |  | Multiple 1D World Angle | Muzzle yaw relative to turret or body.
Recoil | 0 | 1D World Distance | Move the turret backwards when firing.
RecoilRecovery | 9 | 1D World Distance | Recoil recovery per-frame
MuzzleSequence |  | String | Muzzle flash sequence to render
MuzzlePalette | effect | String | Palette to render Muzzle flash sequence in
MuzzleSplitFacings | 0 | Integer | Use multiple muzzle images if non-zero
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### Armor

Used to define weapon efficiency modifiers with different percentages per Type.

Property | Default Value | Type | Description
--- | --- | --- | ---
Type |  | String |

### AttackCharge

Charges up before being able to attack.

Property | Default Value | Type | Description
--- | --- | --- | ---
MaxCharges | 1 | Integer | How many charges this actor has to attack with, once charged.
ReloadTime | 120 | Integer | Reload time for all charges (in ticks).
InitialChargeDelay | 22 | Integer | Delay for initial charge attack (in ticks).
ChargeDelay | 3 | Integer | Delay between charge attacks (in ticks).
ChargeAudio |  | String | Sound to play when actor charges.
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackFollow

Actor will follow units until in range to attack them.

Property | Default Value | Type | Description
--- | --- | --- | ---
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackFrontal

Unit got to face the target

Property | Default Value | Type | Description
--- | --- | --- | ---
FacingTolerance | 1 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackGarrisoned

Cargo can fire their weapons out of fire ports.

Requires trait: `Cargo`.

Property | Default Value | Type | Description
--- | --- | --- | ---
PortOffsets | (required) | Multiple 3D World Vector | Fire port offsets in local coordinates.
PortYaws | (required) | Multiple 1D World Angle | Fire port yaw angles.
PortCones | (required) | Multiple 1D World Angle | Fire port yaw cone angle.
MuzzlePalette | effect | String |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackMedic

Give the unit a "heal-weapon" that attacks friendly targets if they are damaged. It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the heal process then. It also won't work with buildings (use RepairsUnits: for them)

Property | Default Value | Type | Description
--- | --- | --- | ---
FacingTolerance | 1 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackOmni

Property | Default Value | Type | Description
--- | --- | --- | ---
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackTurreted

Actor has a visual turret used to attack.

Requires trait: `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttackWander

Will AttackMove to a random location within MoveRadius when idle. This conflicts with player orders and should only be added to animal creeps.

Requires trait: `AttackMove`.

Property | Default Value | Type | Description
--- | --- | --- | ---
WanderMoveRadius | 1 | Integer |
TicksToWaitBeforeReducingMoveRadius | 5 | Integer | Number of ticks to wait before decreasing the effective move radius.
MinMoveDelayInTicks | 0 | Integer | Mimimum ammount of ticks the actor will sit idly before starting to wander.
MaxMoveDelayInTicks | 0 | Integer | Maximum ammount of ticks the actor will sit idly before starting to wander.

### AttackMove

Provides access to the attack-move command, which will make the actor automatically engage viable targets while moving to the destination.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Action | String |

### AutoHeal

Used together with AttackMedic: to make the healer do it's job automatically to nearby units.

Requires trait: `AttackBase`.

### AutoTarget

The actor will automatically engage the enemy when it is in range.

Requires trait: `AttackBase`.

Property | Default Value | Type | Description
--- | --- | --- | ---
AllowMovement | True | Boolean | It will try to hunt down the enemy if it is not set to defend.
ScanRadius | -1 | Integer | Set to a value >1 to override weapons maximum range for this.
InitialStance | AttackAnything | UnitStance | Possible values are HoldFire, ReturnFire, Defend and AttackAnything.
EnableStances | True | Boolean | Allow the player to change the unit stance.
MinimumScanTimeInterval | 3 | Integer | Ticks to wait until next AutoTarget: attempt.
MaximumScanTimeInterval | 8 | Integer | Ticks to wait until next AutoTarget: attempt.
TargetWhenIdle | True | Boolean |
TargetWhenDamaged | True | Boolean |

### AutoTargetIgnore

Will not get automatically targeted by enemy (like walls)

### BlocksProjectiles

This actor blocks bullets and missiles with 'Blockable' property.

### Buildable

Property | Default Value | Type | Description
--- | --- | --- | ---
Prerequisites |  | Multiple String | The prerequisite names that must be available before this can be built. This can be prefixed with ! to invert the prerequisite (disabling production if the prerequisite is available) and/or ~ to hide the actor from the production palette if the prerequisite is not available. Prerequisites are granted by actors with the ProvidesPrerequisite trait.
Queue |  | Multiple String | Production queue(s) that can produce this.
BuildAtProductionType |  | String | Override the production structure type (from the Production Produces list) that this unit should be built at.
BuildLimit | 0 | Integer | Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable.
ForceFaction |  | String | Force a specific faction variant, overriding the faction of the producing actor.
IconPalette | chrome | String | Palette used for the production icon.
BuildPaletteOrder | 9999 | Integer |

### BaseBuilding

Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.

### BaseProvider

Limits the zone where buildings can be constructed to a radius around this actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 10 | Integer |
Cooldown | 0 | Integer |
InitialDelay | 0 | Integer |

### Bib

Requires traits: `Building`, `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | bib | String |
Palette | terrain | String |
HasMinibib | False | Boolean |

### Bridge

Requires traits: `Building`, `Health`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Long | False | Boolean |
RepairPropagationDelay | 20 | Integer | Delay (in ticks) between repairing adjacent spans in long bridges
Template | 0 | UInt16 |
DamagedTemplate | 0 | UInt16 |
DestroyedTemplate | 0 | UInt16 |
DestroyedPlusNorthTemplate | 0 | UInt16 |
DestroyedPlusSouthTemplate | 0 | UInt16 |
DestroyedPlusBothTemplate | 0 | UInt16 |
ShorePieces | br1, br2 | Multiple String |
NorthOffset |  | Multiple Integer |
SouthOffset |  | Multiple Integer |
DemolishWeapon | Demolish | String | The name of the weapon to use when demolishing the bridge

### BridgeHut

Allows bridges to be targeted for demolition and repair.

### GivesBuildableArea

Remove this trait to limit base-walking by cheap or defensive buildings.

### Building

Property | Default Value | Type | Description
--- | --- | --- | ---
TerrainTypes |  | Multiple String | Where you are allowed to place the building (Water, Clear, ...)
Adjacent | 2 | Integer | The range to the next building it can be constructed. Set it higher for walls.
Footprint | x | String | x means space it blocks, _ is a part that is passable by actors.
Dimensions | 1,1 | 2D Cell Vector |
RequiresBaseProvider | False | Boolean |
AllowInvalidPlacement | False | Boolean |
BuildSounds | placbldg.aud, build5.aud | Multiple String |
UndeploySounds | cashturn.aud | Multiple String |

### BuildingInfluence

A dictionary of buildings placed on the map. Attach this to the world actor.

### Exit

Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...

Property | Default Value | Type | Description
--- | --- | --- | ---
SpawnOffset | 0,0,0 | 3D World Vector | Offset at which that the exiting actor is spawned relative to the center of the producing actor.
ExitCell | 0,0 | 2D Cell Vector | Cell offset where the exiting actor enters the ActorMap relative to the topleft cell of the producting actor.
Facing | -1 | Integer |
MoveIntoWorld | True | Boolean | AttackMove to a RallyPoint or stay where you are spawned.
ExitDelay | 0 | Integer | Number of ticks to wait before moving into the world.

### FreeActor

Player receives a unit for free once the building is placed. This also works for structures. If you want more than one unit to appear copy this section and assign IDs like FreeActor@2, ...

Property | Default Value | Type | Description
--- | --- | --- | ---
Actor | (required) | String | Name of the actor.
SpawnOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building.
Facing | 0 | Integer | Which direction the unit should face.

### LineBuild

Place the second actor in line to build more of the same at once (used for walls).

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 5 | Integer | The maximum allowed length of the line.
NodeTypes | wall | Multiple String | LineBuildNode 'Types' to attach to.

### LineBuildNode

LineBuild actors attach to LineBuildNodes.

Property | Default Value | Type | Description
--- | --- | --- | ---
Types | wall | Multiple String | This actor is of LineBuild 'NodeType'...

### PrimaryBuilding

Used together with ClassicProductionQueue.

### RallyPoint

Used to waypoint units after production or repair is finished.

Property | Default Value | Type | Description
--- | --- | --- | ---
RallyPoint | 1,3 | 2D Cell Vector |
IndicatorPalettePrefix | player | String |

### Refinery

Property | Default Value | Type | Description
--- | --- | --- | ---
DockAngle | 0 | Integer | Actual harvester facing when docking, 0-255 counter-clock-wise.
DockOffset | 0,0 | 2D Cell Vector | Docking cell relative to top-left cell.
IsDragRequired | False | Boolean | Does the refinery require the harvester to be dragged in?
DragOffset | 0,0,0 | 3D World Vector | Vector by which the harvester will be dragged when docking.
DragLength | 0 | Integer | In how many steps to perform the dragging?
ShowTicks | True | Boolean |
TickLifetime | 30 | Integer |
TickVelocity | 2 | Integer |
TickRate | 10 | Integer |

### RepairableBuilding

Building can be repaired by the repair button.

Requires trait: `Health`.

Property | Default Value | Type | Description
--- | --- | --- | ---
RepairPercent | 20 | Integer |
RepairInterval | 24 | Integer |
RepairStep | 7 | Integer |
RepairBonuses | 100, 150, 175, 200, 220, 240, 260, 280, 300 | Multiple Integer |
CancelWhenDisabled | False | Boolean |
IndicatorImage | allyrepair | String |
IndicatorSequence | repair | String |
IndicatorPalette |  | String | Overrides the IndicatorPalettePrefix.
IndicatorPalettePrefix | player | String | Suffixed by the interal repairing player name.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### RepairsUnits

Property | Default Value | Type | Description
--- | --- | --- | ---
ValuePercentage | 20 | Integer | Cost in % of the unit value to fully repair the unit.
HpPerStep | 10 | Integer |
Interval | 24 | Integer | Time (in ticks) between two repair steps.
StartRepairingNotification | Repairing | String | The sound played when starting to repair a unit.
FinishRepairingNotification |  | String | The sound played when repairing a unit is done.

### Reservable

Reserve landing places for aircraft.

### TargetableBuilding

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
TargetTypes | (required) | Multiple String |
RequiresForceFire | False | Boolean |

### Burns

This actor will play a fire animation over its body and take damage over time.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Anim | 1 | String |
Damage | 1 | Integer |
Interval | 8 | Integer |

### C4Demolition

Property | Default Value | Type | Description
--- | --- | --- | ---
C4Delay | 45 | Integer | Delay to demolish the target once the C4 is planted.Measured in game ticks. Default is 1.8 seconds.
Flashes | 3 | Integer | Number of times to flash the target
FlashesDelay | 4 | Integer | Delay before the flashing starts
FlashInterval | 4 | Integer | Interval between each flash
FlashDuration | 3 | Integer | Duration of each flash
Voice | Action | String | Voice string when planting explosive charges.

### Capturable

This actor can be captured by a unit with Captures: trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
Type | building | String | Type listed under Types in Captures: trait of actors that can capture this).
AllowAllies | False | Boolean |
AllowNeutral | True | Boolean |
AllowEnemies | True | Boolean |
CaptureThreshold | 0.5 | Real Number | Health percentage the target must be at (or below) before it can be captured.
CancelActivity | False | Boolean |

### CaptureNotification

Property | Default Value | Type | Description
--- | --- | --- | ---
Notification | BuildingCaptured | String |
NewOwnerVoice | True | Boolean |

### Captures

This actor can capture other actors which have the Capturable: trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
CaptureTypes | building | Multiple String | Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.
Sabotage | True | Boolean | Unit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging.
SabotageHPRemoval | 0.5 | Real Number | Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed.
Voice | Action | String |

### Cargo

This actor can transport Passenger actors.

Property | Default Value | Type | Description
--- | --- | --- | ---
MaxWeight | 0 | Integer | The maximum sum of Passenger.Weight that this actor can support.
PipCount | 0 | Integer | Number of pips to display when this actor is selected.
Types |  | Multiple String | `Passenger.CargoType`s that can be loaded into this actor.
InitialUnits |  | Multiple String | A list of actor types that are initially spawned into this actor.
EjectOnSell | True | Boolean | When this actor is sold should all of its passengers be unloaded?
UnloadTerrainTypes |  | Multiple String | Terrain types that this actor is allowed to eject actors onto. Leave empty for all terrain types.
UnloadVoice | Action | String | Voice to play when ordered to unload the passengers.
PassengerFacing | 128 | Integer | Which direction the passenger will face (relative to the transport) when unloading.
UnloadCursor | deploy | String | Cursor to display when able to unload the passengers.
UnloadBlockedCursor | deploy-blocked | String | Cursor to display when unable to unload the passengers.

### CashTrickler

Lets the actor generate cash in a set periodic time.

Property | Default Value | Type | Description
--- | --- | --- | ---
Period | 50 | Integer | Number of ticks to wait between giving money.
Amount | 15 | Integer | Amount of money to give each time.
ShowTicks | True | Boolean | Whether to show the cash tick indicators (+$15 rising from actor).
CaptureAmount | 0 | Integer | Amount of money awarded for capturing the actor.

### Cloak

This unit can cloak and uncloak in specific situations.

Property | Default Value | Type | Description
--- | --- | --- | ---
InitialDelay | 10 | Integer | Measured in game ticks.
CloakDelay | 30 | Integer | Measured in game ticks.
UncloakOnAttack | True | Boolean |
UncloakOnMove | False | Boolean |
UncloakOnUnload | True | Boolean |
UncloakOnInfiltrate | True | Boolean |
UncloakOnDemolish | True | Boolean |
CloakSound |  | String |
UncloakSound |  | String |
Palette | cloak | String |
CloakTypes | Cloak | Multiple String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### CombatDebugOverlay

Displays fireports, muzzle offsets, and hit areas in developer mode.

### Crate

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Lifetime | 0 | Integer | Length of time (in seconds) until the crate gets removed automatically. A value of zero disables auto-removal.
TerrainTypes |  | Multiple String | Allowed to land on.
CrushClass | crate | String | Define actors that can collect crates by setting this into the Crushes field from the Mobile trait.

### CrateAction

Property | Default Value | Type | Description
--- | --- | --- | ---
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### DuplicateUnitCrateAction

Creates duplicates of the actor that collects the crate.

Property | Default Value | Type | Description
--- | --- | --- | ---
MaxAmount | 2 | Integer | The maximum number of duplicates to make.
MinAmount | 1 | Integer | The minimum number of duplicates to make. Overrules MaxDuplicatesWorth.
MaxDuplicateValue | -1 | Integer | The maximum total value allowed for the duplicates. Duplication stops if the total worth will exceed this number. -1 = no limit
MaxRadius | 4 | Integer | The maximum radius (in cells) that duplicates can be spawned.
ValidTargets | Ground, Water | Multiple String | The list of unit target types we are allowed to duplicate.
ValidRaces |  | Multiple String | Which races this crate action can occur for.
Owner |  | String | Is the new duplicates given to a specific owner, regardless of whom collected it?
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### ExplodeCrateAction

Fires a weapon at the location when collected.

Property | Default Value | Type | Description
--- | --- | --- | ---
Weapon | (required) | String | The weapon to fire upon collection.
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### GiveCashCrateAction

Gives cash to the collector.

Property | Default Value | Type | Description
--- | --- | --- | ---
Amount | 2000 | Integer | Amount of cash to give.
UseCashTick | False | Boolean | Should the collected amount be displayed as a cash tick?
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### GiveMcvCrateAction

Spawns units when collected. Adjust selection shares when player has no base.

Property | Default Value | Type | Description
--- | --- | --- | ---
NoBaseSelectionShares | 1000 | Integer | The selection shares to use if the collector has no base.
Units | (required) | Multiple String | The list of units to spawn.
ValidRaces |  | Multiple String | Races that are allowed to trigger this action
Owner |  | String | Override the owner of the newly spawned unit: e.g. Creeps or Neutral
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### GiveUnitCrateAction

Spawns units when collected.

Property | Default Value | Type | Description
--- | --- | --- | ---
Units | (required) | Multiple String | The list of units to spawn.
ValidRaces |  | Multiple String | Races that are allowed to trigger this action
Owner |  | String | Override the owner of the newly spawned unit: e.g. Creeps or Neutral
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### GrantUpgradeCrateAction

Grants an upgrade to the collector.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades | (required) | Multiple String | The upgrades to apply.
Duration | 0 | Integer | Duration of the upgrade (in ticks). Set to 0 for a permanent upgrade.
Range | 3 | 1D World Distance | The range to search for extra collectors in. Extra collectors will also be granted the crate action.
MaxExtraCollectors | 4 | Integer | The maximum number of extra collectors to grant the crate action to. -1 = no limit
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### HealUnitsCrateAction

Heals all actors that belong to the owner of the collector.

Property | Default Value | Type | Description
--- | --- | --- | ---
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### HideMapCrateAction

Hides the entire map in shroud.

Property | Default Value | Type | Description
--- | --- | --- | ---
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### LevelUpCrateAction

Gives experience levels to the collector.

Property | Default Value | Type | Description
--- | --- | --- | ---
Levels | 1 | Integer | Number of experience levels to give.
Range | 3 | 1D World Distance | The range to search for extra collectors in. Extra collectors will also be granted the crate action.
MaxExtraCollectors | 4 | Integer | The maximum number of extra collectors to grant the crate action to.
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### RevealMapCrateAction

Reveals the entire map.

Property | Default Value | Type | Description
--- | --- | --- | ---
IncludeAllies | False | Boolean | Should the map also be revealed for the allies of the collector's owner.
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### SupportPowerCrateAction

Gives a supportpower to the collector.

Property | Default Value | Type | Description
--- | --- | --- | ---
Proxy | (required) | String | Which proxy actor, which grants the support power, to spawn.
SelectionShares | 10 | Integer | Chance of getting this crate, assuming the collector is compatible.
Effect |  | String | An animation defined in sequence yaml(s) to draw.
Palette | effect | String | Palette to draw the animation in.
Notification |  | String | Audio clip to play when the crate is collected.
TimeDelay | 0 | Integer | The earliest time (in ticks) that this crate action can occur on.
Prerequisites |  | Multiple String | Only allow this crate action when the collector has these prerequisites
ExcludedActorTypes |  | Multiple String | Actor types that this crate action will not occur for.

### CreatesShroud

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 0 | 1D World Distance |
Type | Footprint | VisibilityType | Possible values are CenterPosition (measure range from the center) and Footprint (measure range from the footprint)

### Crushable

This actor is crushable.

Property | Default Value | Type | Description
--- | --- | --- | ---
CrushSound |  | String | Sound to play when being crushed.
CrushClasses | infantry | Multiple String | Which crush classes does this actor belong to.
WarnProbability | 75 | Integer | Probability of mobile actors noticing and evading a crush attempt.
CrushedByFriendlies | False | Boolean | Will friendly units just crush me instead of pathing around.

### CustomBuildTimeValue

Overrides the build time calculated by actor value.

Property | Default Value | Type | Description
--- | --- | --- | ---
Value | (required) | Integer | Measured in ticks.

### CustomSelectionSize

Special case trait for unselectable actors that need to define targetable area bounds for special cases like C4, engineer repair and tooltips. Examples: bridge huts and crates.

Property | Default Value | Type | Description
--- | --- | --- | ---
CustomBounds | (required) | Multiple Integer |

### CustomSellValue

Allow a non-standard sell/repair value to avoid buy-sell exploits.

Property | Default Value | Type | Description
--- | --- | --- | ---
Value | (required) | Integer |

### Demolishable

Handle demolitions from C4 explosives.

Property | Default Value | Type | Description
--- | --- | --- | ---
PreventsEjectOnDeath | False | Boolean | If true and this actor has EjectOnDeath, no actor will be spawned.

### DetectCloaked

Actor can reveal Cloak actors in a specified range.

Property | Default Value | Type | Description
--- | --- | --- | ---
CloakTypes | Cloak | Multiple String | Specific cloak classifications I can reveal.
Range | 5 | Integer | Measured in cells.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### EjectOnDeath

Eject a ground soldier or a paratrooper while in the air.

Property | Default Value | Type | Description
--- | --- | --- | ---
PilotActor | E1 | String | Name of the unit to eject. This actor type needs to have the Parachutable trait defined.
SuccessRate | 50 | Integer | Probability that the aircraft's pilot gets ejected once the aircraft is destroyed.
ChuteSound | chute1.aud | String | Sound to play when ejecting the pilot from the aircraft.
EjectInAir | False | Boolean | Can a destroyed aircraft eject its pilot while it has not yet fallen to ground level?
EjectOnGround | False | Boolean | Can a destroyed aircraft eject its pilot when it falls to ground level?
AllowUnsuitableCell | False | Boolean | Risks stuck units when they don't have the Paratrooper trait.

### EmitInfantryOnSell

Spawn new actors when sold.

Property | Default Value | Type | Description
--- | --- | --- | ---
ValuePercent | 40 | Real Number |
MinHpPercent | 30 | Real Number |
ActorTypes | e1 | Multiple String | Be sure to use lowercase. Default value is "e1".
Races |  | Multiple String | Spawns actors only if the selling player's race is in this list.Leave empty to allow all races by default.

### EngineerRepair

Can instantly repair other actors, but gets consumed afterwards.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Action | String |

### EngineerRepairable

Eligible for instant repair.

### Explodes

This actor explodes when killed.

Property | Default Value | Type | Description
--- | --- | --- | ---
Weapon | UnitExplode | String | Weapon to use for explosion if ammo/payload is loaded.
EmptyWeapon | UnitExplode | String | Weapon to use for explosion if no ammo/payload is loaded.
LoadedChance | 100 | Integer | Chance that the explosion will use Weapon if the actor has ammo/payload.
Chance | 100 | Integer | Chance that this actor will explode at all.
DeathType |  | Multiple String | DeathType(s) to apply upon explosion.

### ExternalCapturable

This actor can be captured by a unit with ExternalCaptures: trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
Type | building | String | Type of actor (the ExternalCaptures: trait defines what Types it can capture).
AllowAllies | False | Boolean |
AllowNeutral | True | Boolean |
AllowEnemies | True | Boolean |
CaptureCompleteTime | 15 | Integer | Seconds it takes to change the owner. You might want to add a ExternalCapturableBar: trait, too.

### ExternalCapturableBar

Visualize the remaining CaptureCompleteTime from ExternalCapturable: trait.

Requires trait: `ExternalCapturable`.

### ExternalCaptures

This actor can capture other actors which have the ExternalCapturable: trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
CaptureTypes | building | Multiple String | Types of actors that it can capture, as long as the type also exists in the ExternalCapturable Type: trait.
ConsumeActor | False | Boolean | Destroy the unit after capturing.
Voice | Action | String |

### GainsExperience

This actor's experience increases when it has killed a GivesExperience actor.

Requires traits: `UpgradeManager`, `Valued`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades | (required) | Dictionary | Upgrades to grant at each level. Key is the XP requirements for each level as a percentage of our own value. Value is a list of the upgrade types to grant
LevelUpPalette | effect | String | Palette for the level up sprite.
SuppressLevelupAnimation | True | Boolean | Should the level-up animation be suppressed when actor is created?

### GivesBounty

You get money for playing this actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Percentage | 10 | Integer | Calculated by Cost or CustomSellValue so they have to be set to avoid crashes.
LevelMod | 125 | Integer | Higher ranked units give higher bounties.
Stances | Neutral, Enemy | Multiple Stance | Destroying creeps and enemies is rewarded.

### GivesExperience

This actor gives experience to a GainsExperience actor when they are killed.

Property | Default Value | Type | Description
--- | --- | --- | ---
Experience | -1 | Integer | If -1, use the value of the unit cost.
FriendlyFire | False | Boolean | Grant experience for team-kills.

### GlobalUpgradable

Grants upgrades to the actor this is attached to when prerequisites are available.

Requires trait: `UpgradeManager`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades | (required) | Multiple String | List of upgrades to apply.
Prerequisites | (required) | Multiple String | List of required prerequisites.

### Guard

The player can give this unit the order to follow and protect friendly units with the Guardable trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Action | String |

### Guardable

This unit can be guarded (followed and protected) by a Guard unit.

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 2 | Integer | Maximum range that guarding actors will maintain. Measured in cells.

### Harvester

Requires trait: `Mobile`.

Property | Default Value | Type | Description
--- | --- | --- | ---
DeliveryBuildings |  | Multiple String |
SearchForDeliveryBuildingDelay | 125 | Integer | How long (in ticks) to wait until (re-)checking for a nearby available DeliveryBuilding if not yet linked to one.
UnblockCell | 0,4 | 2D Cell Vector | Cell to move to when automatically unblocking DeliveryBuilding.
Capacity | 28 | Integer | How much resources it can carry.
LoadTicksPerBale | 4 | Integer |
UnloadTicksPerBale | 4 | Integer | How fast it can dump it's carryage.
PipCount | 7 | Integer | How many squares to show the fill level.
HarvestFacings | 0 | Integer |
Resources |  | Multiple String | Which resources it can harvest.
FullyLoadedSpeed | 85 | Integer | Percentage of maximum speed when fully loaded.
SearchOnCreation | True | Boolean | Automatically scan for resources when created.
SearchFromProcRadius | 24 | Integer | Initial search radius (in cells) from the refinery that created us.
SearchFromOrderRadius | 12 | Integer | Search radius (in cells) from the last harvest order location to find more resources.
HarvestVoice | Action | String |
DeliverVoice | Action | String |

### Huntable

This actor can be targeted by the Hunt activity.

### Husk

Spawns remains of a husk actor with the correct facing.

Property | Default Value | Type | Description
--- | --- | --- | ---
AllowedTerrain |  | Multiple String |

### IgnoresCloak

This actor does not care about any type of cloak its targets might have, regardless of distance.

### IgnoresDisguise

Allows automatic targeting of disguised actors.

### Immobile

Property | Default Value | Type | Description
--- | --- | --- | ---
OccupiesSpace | True | Boolean |

### ScaredyCat

Makes the unit automatically run around when taking damage.

Requires trait: `Mobile`.

Property | Default Value | Type | Description
--- | --- | --- | ---
PanicLength | 250 | Integer | How long (in ticks) the actor should panic for.
PanicSpeedModifier | 200 | Integer | Panic movement speed as a precentage of the normal speed.
AttackPanicChance | 20 | Integer | Chance (out of 100) the unit has to enter panic mode when attacked.
PanicSequencePrefix | panic- | String |

### TakeCover

Make the unit go prone when under attack, in an attempt to reduce damage.

Property | Default Value | Type | Description
--- | --- | --- | ---
ProneTime | 100 | Integer | How long (in ticks) the actor remains prone.
SpeedModifier | 50 | Integer | Prone movement speed as a percentage of the normal speed.
DamageTriggers | (required) | Multiple String | Damage types that trigger prone state. Defined on the warheads.
DamageModifiers | (Collection) | Dictionary | Damage modifiers for each damage type (defined on the warheads) while the unit is prone.
ProneOffset | 85,0,-171 | 3D World Vector |
ProneSequencePrefix | prone- | String |
Turret | primary | String |
ROT | 255 | Integer | Rate of Turning
InitialFacing | 128 | Integer |
RealignDelay | 40 | Integer | Number of ticks before turret is realigned. (-1 turns off realignment)
Offset | 0,0,0 | 3D World Vector | Muzzle position relative to turret or body. (forward, right, up) triples

### TerrainModifiesDamage

Property | Default Value | Type | Description
--- | --- | --- | ---
TerrainModifier | (required) | Dictionary | Damage percentage for specific terrain types. 120 = 120%, 80 = 80%, etc.
ModifyHealing | False | Boolean | Modify healing damage? For example: A friendly medic.

### JamsMissiles

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 0 | Integer |
AlliedMissiles | True | Boolean |
Chance | 100 | Integer |

### KillsSelf

Property | Default Value | Type | Description
--- | --- | --- | ---
RemoveInstead | False | Boolean | Remove the actor from the world (and destroy it) instead of killing it.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### Mobile

Unit is able to move.

Property | Default Value | Type | Description
--- | --- | --- | ---
TerrainSpeeds | (required) | Dictionary | Set Water: 0 for ground units and lower the value on rough terrain.
Crushes |  | Multiple String | e.g. crate, wall, infantry
WaitAverage | 5 | Integer |
WaitSpread | 2 | Integer |
InitialFacing | 0 | Integer |
ROT | 255 | Integer | Rate of Turning
Speed | 1 | Integer |
OnRails | False | Boolean |
SharesCell | False | Boolean | Allow multiple (infantry) units in one cell.
MoveIntoShroud | True | Boolean | Can the actor be ordered to move in to shroud?
Cursor | move | String |
BlockedCursor | move-blocked | String |
Voice | Action | String |
TilesetTerrainInfo |  | Cached |
TilesetMovementClass |  | Cached |

### AlwaysVisible

The actor is always considered visible for targeting and rendering purposes.

### DisabledOverlay

Use together with CanPowerDown/RequiresPower on buildings or Husk for vehicles.

### FrozenUnderFog

This actor will remain visible (but not updated visually) under fog, once discovered.

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
StartsRevealed | False | Boolean |
AlwaysVisibleStances | Ally | Stance | Players with these stances can always see the actor.

### HiddenUnderFog

The actor stays invisible under fog of war.

Property | Default Value | Type | Description
--- | --- | --- | ---
AlwaysVisibleStances | Ally | Stance | Players with these stances can always see the actor.
Type | Footprint | VisibilityType | Possible values are CenterPosition (reveal when the center is visible) and Footprint (reveal when any footprint cell is visible).

### HiddenUnderShroud

The actor stays invisible under the shroud.

Property | Default Value | Type | Description
--- | --- | --- | ---
AlwaysVisibleStances | Ally | Stance | Players with these stances can always see the actor.
Type | Footprint | VisibilityType | Possible values are CenterPosition (reveal when the center is visible) and Footprint (reveal when any footprint cell is visible).

### UpgradeOverlay

Display a colored overlay when a timed upgrade is active.

Property | Default Value | Type | Description
--- | --- | --- | ---
Palette | invuln | String | Palette to use when rendering the overlay
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### DamageMultiplier

Damage taken by this actor is multiplied based on upgrade level. Decrease to increase actor's apparent strength. Use 0 to make actor invulnerable.

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | Accepted upgrade types.
BaseLevel | 1 | Integer | The lowest upgrade level using the scale.
Modifier | (required) | Multiple Integer | Percentages to apply with the first being applied at the base level. Repeat last entry to accept time extensions. If no upgrade types are specified, then the first/only modifier is always applied.

### FirepowerMultiplier

The firepower of this actor is multiplied based on upgrade level if specified.

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | Accepted upgrade types.
BaseLevel | 1 | Integer | The lowest upgrade level using the scale.
Modifier | (required) | Multiple Integer | Percentages to apply with the first being applied at the base level. Repeat last entry to accept time extensions. If no upgrade types are specified, then the first/only modifier is always applied.

### InaccuracyMultiplier

The inaccuracy of this actor is multipled based on upgrade level if specified.

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | Accepted upgrade types.
BaseLevel | 1 | Integer | The lowest upgrade level using the scale.
Modifier | (required) | Multiple Integer | Percentages to apply with the first being applied at the base level. Repeat last entry to accept time extensions. If no upgrade types are specified, then the first/only modifier is always applied.

### ReloadDelayMultiplier

The reloading time of this actor is multiplied based on upgrade level if specified.

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | Accepted upgrade types.
BaseLevel | 1 | Integer | The lowest upgrade level using the scale.
Modifier | (required) | Multiple Integer | Percentages to apply with the first being applied at the base level. Repeat last entry to accept time extensions. If no upgrade types are specified, then the first/only modifier is always applied.

### SpeedMultiplier

The speed of this actor is multiplied based on upgrade level if specified.

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | Accepted upgrade types.
BaseLevel | 1 | Integer | The lowest upgrade level using the scale.
Modifier | (required) | Multiple Integer | Percentages to apply with the first being applied at the base level. Repeat last entry to accept time extensions. If no upgrade types are specified, then the first/only modifier is always applied.

### MustBeDestroyed

Actors with this trait must be destroyed for a game to end.

Property | Default Value | Type | Description
--- | --- | --- | ---
RequiredForShortGame | False | Boolean | In a short game only actors that have this value set to true need to be destroyed.

### CloakPaletteEffect

### FlashPaletteEffect

Used for bursted one-colored whole screen effects. Add this to the world actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
ExcludePalettes | cursor, chrome, colorpicker, fog, shroud | Multiple String |
Length | 20 | Integer | Measured in ticks.
Color | 255,255,255,255 | Color |
Type |  | String | Set this when using multiple independent flash effects.

### GlobalLightingPaletteEffect

Used for day/night effects.

Property | Default Value | Type | Description
--- | --- | --- | ---
ExcludePalettes | cursor, chrome, colorpicker, fog, shroud, alpha | Multiple String | Do not modify graphics that use any palette in this list.
ExcludePalettePrefixes |  | Multiple String | Do not modify graphics that start with these letters.
Red | 1 | Real Number |
Green | 1 | Real Number |
Blue | 1 | Real Number |
Ambient | 1 | Real Number |

### MenuPaletteEffect

Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world

Property | Default Value | Type | Description
--- | --- | --- | ---
FadeLength | 10 | Integer | Time (in ticks) to fade between states
Effect | None | EffectType | Effect style to fade to during gameplay. Accepts values of None or Desaturated.
MenuEffect | None | EffectType | Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated.

### WaterPaletteRotation

Palette effect used for sprinkle "animations" on terrain tiles.

Property | Default Value | Type | Description
--- | --- | --- | ---
ExcludePalettes |  | Multiple String |

### ParaDrop

This unit can spawn and eject other actors while flying.

Requires trait: `Cargo`.

Property | Default Value | Type | Description
--- | --- | --- | ---
DropRange | 4096 | 1D World Distance | Distance around the drop-point to unload troops.
ChuteSound | chute1.aud | String | Sound to play when dropping.

### Parachutable

Can be paradropped by a ParaDrop actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
KilledOnImpassableTerrain | True | Boolean | If we land on invalid terrain for my actor type should we be killed?
CorpseSequenceCollection | explosion | String | Group where Ground/WaterCorpseSequence is looked up.
GroundImpactSound |  | String |
GroundCorpseSequence | corpse | String |
GroundCorpsePalette | effect | String |
WaterImpactSound |  | String |
WaterCorpseSequence |  | String |
WaterCorpsePalette | effect | String |
FallRate | 13 | Integer |
ParachuteUpgrade | parachute | Multiple String | Upgrade to grant to this actor when parachuting. Normally used to render the parachute using the WithParachute trait.

### Passenger

This actor can enter Cargo actors.

Property | Default Value | Type | Description
--- | --- | --- | ---
CargoType |  | String |
PipType | Green | PipType |
Weight | 1 | Integer |
AlternateTransportsMode | Force | AlternateTransportsMode | Use to set when to use alternate transports (Never, Force, Default, Always). Force - use force move modifier (Alt) to enable. Default - use force move modifier (Alt) to disable.
MaxAlternateTransportAttempts | 1 | Integer | Number of retries using alternate transports.
AlternateTransportScanRange | 5632 | 1D World Distance | Range from self for looking for an alternate transport (default: 5.5 cells).
GrantUpgrades |  | Multiple String | Upgrade types to grant to transport.
Voice | Action | String |

### ActorGroupProxy

Part of the unfinished group-movement system. Attach this to the player actor.

### AllyRepair

Attach this to the player actor to allow building repair by team mates.

### BaseAttackNotifier

Plays an audio notification and shows a radar ping when a building is attacked. Attach this to the player actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
NotifyInterval | 30 | Integer | Minimum duration (in seconds) between notification events.
RadarPingColor | 255,255,0,0 | Color |
RadarPingDuration | 250 | Integer | Length of time (in ticks) to display a location ping in the minimap.
Notification | BaseAttack | String | The audio notification type to play.

### ClassicProductionQueue

Attach this to the player actor (not a building!) to define a new shared build queue. Will only work together with the Production: trait on the actor that actually does the production. You will also want to add PrimaryBuildings: to let the user choose where new units should exit.

Requires traits: `PlayerResources`, `PowerManager`, `TechTree`.

Property | Default Value | Type | Description
--- | --- | --- | ---
SpeedUp | False | Boolean | If you build more actors of the same type, the same queue will get its build time lowered for every actor produced there.
BuildTimeSpeedReduction | 100, 85, 75, 65, 60, 55, 50 | Multiple Integer | Every time another production building of the same queue is contructed, the build times of all actors in the queue decreased by a percentage of the original time.
Type | (required) | String | What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
Group |  | String | Group queues from separate buildings together into the same tab.
Race |  | Multiple String | Only enable this queue for certain factions
Sticky | True | Boolean | Should the prerequisite remain enabled if the owner changes?
BuildSpeed | 0.4 | Real Number | This value is used to translate the unit cost into build time.
LowPowerSlowdown | 3 | Integer | The build time is multiplied with this value on low power.
ReadyAudio | UnitReady | String | Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio | NoBuild | String | Notification played when you can't train another unit when the build limit exceeded or the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio | Training | String | Notification played when user clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudio | OnHold | String | Notification played when player right-clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
CancelledAudio | Cancelled | String | Notification played when player right-clicks on a build palette icon that is already on hold. The filename of the audio is defined per faction in notifications.yaml.

### ConquestVictoryConditions

Requires trait: `MissionObjectives`.

Property | Default Value | Type | Description
--- | --- | --- | ---
NotificationDelay | 1500 | Integer | Delay for the end game notification in milliseconds.
Objective | Destroy all opposition! | String | Description of the objective.

### EnemyWatcher

Tracks neutral and enemy actors' visibility and notifies the player. Attach this to the player actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
ScanInterval | 25 | Integer | Interval in ticks between scanning for enemies.
NotificationInterval | 750 | Integer | Minimal ticks in-between notifications.

### GlobalUpgradeManager

Attach this to the player actor.

Requires trait: `TechTree`.

### HarvesterAttackNotifier

Plays an audio notification and shows a radar ping when a harvester is attacked. Attach this to the player actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
NotifyInterval | 30 | Integer | Minimum duration (in seconds) between notification events.
RadarPingColor | 255,255,0,0 | Color |
RadarPingDuration | 250 | Integer | Length of time (in ticks) to display a location ping in the minimap.
Notification | HarvesterAttack | String | The audio notification type to play.

### MissionObjectives

Property | Default Value | Type | Description
--- | --- | --- | ---
Cooperative | False | Boolean | Set this to true if multiple cooperative players have a distinct set of objectives that each of them has to complete to win the game. This is mainly useful for multiplayer coop missions. Do not use this for skirmish team games.
EarlyGameOver | False | Boolean | If set to true, this setting causes the game to end immediately once the first player (or team of cooperative players) fails or completes his objectives. If set to false, players that fail their objectives will stick around and become observers.
GameOverDelay | 1500 | Integer | Delay between the game over condition being met, and the game actually ending, in milliseconds.

### ObjectivesPanel

Provides game mode progress information for players. Goes on WorldActor - observers don't have a player it can live on. Current options for PanelName are 'SKIRMISHSTATS' and 'MISSIONOBJECTIVES'.

Property | Default Value | Type | Description
--- | --- | --- | ---
PanelName |  | String |
ExitDelay | 1400 | Integer | in ms

### PlaceBeacon

Property | Default Value | Type | Description
--- | --- | --- | ---
Duration | 750 | Integer |
NotificationType | Sounds | String |
Notification | Beacon | String |
PalettePrefix | player | String |

### PlaceBuilding

Allows the player to execute build orders. Attach this to the player actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Palette | terrain | String | Palette to use for rendering the placement sprite.
NewOptionsNotificationDelay | 10 | Integer | Play NewOptionsNotification this many ticks after building placement.
NewOptionsNotification | NewOptions | String | Notification to play after building placement if new construction options are available.

### PlayerStatistics

Attach this to the player actor to collect observer stats.

### UpdatesPlayerStatistics

Attach this to a unit to update observer stats.

### ProductionQueue

Attach this to an actor (usually a building) to let it produce units or construct buildings. If one builds another actor of this type, he will get a separate queue to create two actors at the same time. Will only work together with the Production: trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
Type | (required) | String | What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)
Group |  | String | Group queues from separate buildings together into the same tab.
Race |  | Multiple String | Only enable this queue for certain factions
Sticky | True | Boolean | Should the prerequisite remain enabled if the owner changes?
BuildSpeed | 0.4 | Real Number | This value is used to translate the unit cost into build time.
LowPowerSlowdown | 3 | Integer | The build time is multiplied with this value on low power.
ReadyAudio | UnitReady | String | Notification played when production is complete. The filename of the audio is defined per faction in notifications.yaml.
BlockedAudio | NoBuild | String | Notification played when you can't train another unit when the build limit exceeded or the exit is jammed. The filename of the audio is defined per faction in notifications.yaml.
QueuedAudio | Training | String | Notification played when user clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
OnHoldAudio | OnHold | String | Notification played when player right-clicks on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.
CancelledAudio | Cancelled | String | Notification played when player right-clicks on a build palette icon that is already on hold. The filename of the audio is defined per faction in notifications.yaml.

### ProvidesPrerequisite

Property | Default Value | Type | Description
--- | --- | --- | ---
Prerequisite |  | String | The prerequisite type that this provides. If left empty it defaults to the actor's name.
RequiresPrerequisites |  | Multiple String | Only grant this prerequisite when you have these prerequisites.
Factions |  | Multiple String | Only grant this prerequisite for certain factions.
ResetOnOwnerChange | False | Boolean | Should it recheck everything when it is captured?

### ProvidesTechPrerequisite

Property | Default Value | Type | Description
--- | --- | --- | ---
Name |  | String |
Prerequisites |  | Multiple String |

### StrategicPoint

Used to mark a place that needs to be in possession for StrategicVictoryConditions.

### StrategicVictoryConditions

Allows King of the Hill (KotH) style gameplay.

Requires trait: `MissionObjectives`.

Property | Default Value | Type | Description
--- | --- | --- | ---
TicksToHold | 7500 | Integer | Amount of time (in game ticks) that the player has to hold all the strategic points. Defaults to 5 minutes.
ResetOnHoldLost | True | Boolean | Should the timer reset when the player loses hold of a strategic point.
RatioRequired | 0.5 | Real Number | Percentage of all strategic points the player has to hold to win.
NotificationDelay | 1500 | Integer | Delay for the end game notification in milliseconds.
Objective | Hold all the strategic positions! | String | Description of the objective

### TechTree

Manages build limits and pre-requisites. Attach this to the player actor.

### Plug

Property | Default Value | Type | Description
--- | --- | --- | ---
Type | (required) | String | Plug type (matched against Upgrades in Pluggable)

### Pluggable

Requires trait: `UpgradeManager`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Offset | 0,0 | 2D Cell Vector | Footprint cell offset where a plug can be placed.
Upgrades | (required) | Dictionary | Upgrades to grant for each accepted plug type.

### AffectedByPowerOutage

Disables the actor when a power outage is triggered (see `InfiltrateForPowerOutage` for more information).

### CanPowerDown

The player can disable the power individually on this actor.

Requires trait: `Power`.

Property | Default Value | Type | Description
--- | --- | --- | ---
CancelWhenDisabled | False | Boolean | Restore power when this trait is disabled.
IndicatorImage | poweroff | String |
IndicatorSequence | offline | String |
IndicatorPalette | chrome | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### PowerManager

Requires trait: `DeveloperMode`.

Property | Default Value | Type | Description
--- | --- | --- | ---
AdviceInterval | 250 | Integer |
SpeechNotification | LowPower | String |

### Power

Property | Default Value | Type | Description
--- | --- | --- | ---
Amount | 0 | Integer | If negative, it will drain power. If positive, it will provide power.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### RequiresPower

Needs power to operate.

### ScalePowerWithHealth

Scale power amount with the current health.

Requires traits: `Health`, `Power`.

### ProducibleWithLevel

Actors possessing this trait should define the GainsExperience trait. When the prerequisites are fulfilled, this trait grants a level-up to newly spawned actors. If additionally the actor's owning player defines the ProductionIconOverlay trait, the production queue icon renders with an overlay defined in that trait.

Requires trait: `GainsExperience`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Prerequisites |  | Multiple String |
InitialLevels | 1 | Integer | Number of levels to give to the actor on creation.
SuppressLevelupAnimation | True | Boolean | Should the level-up animation be suppressed when actor is created?

### Production

This unit has access to build queues.

Property | Default Value | Type | Description
--- | --- | --- | ---
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings

### ProductionQueueFromSelection

Property | Default Value | Type | Description
--- | --- | --- | ---
ProductionTabsWidget |  | String |
ProductionPaletteWidget |  | String |

### ProvidesRadar

This actor enables the radar minimap.

### JamsRadar

When an actor with this trait is in range of an actor with ProvidesRadar, it will temporarily disable the radar minimap for the enemy player.

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 0 | Integer | Range for jamming.

### ProximityCaptor

Actor can capture ProximityCapturable actors.

Property | Default Value | Type | Description
--- | --- | --- | ---
Types | (required) | Multiple String |

### ProximityCapturable

Actor can be captured by units in a specified proximity.

Property | Default Value | Type | Description
--- | --- | --- | ---
Permanent | False | Boolean |
Range | 5 | Integer |
MustBeClear | False | Boolean |
CaptorTypes | Vehicle, Tank, Infantry | Multiple String |

### RadarColorFromTerrain

Property | Default Value | Type | Description
--- | --- | --- | ---
Terrain |  | String |

### AutoSelectionSize

Requires trait: `RenderSprites`.

### Hovers

Changes the visual Z position periodically.

Property | Default Value | Type | Description
--- | --- | --- | ---
OffsetModifier | -43 | Integer | Amount of Z axis changes in world units.

### LeavesTrails

Renders a sprite effect when leaving a cell.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String |
Palette | effect | String |
TerrainTypes |  | Multiple String | Only do so when the terrain types match with the previous cell.

### ProductionBar

Visualizes the remaining build time of actor produced here.

Property | Default Value | Type | Description
--- | --- | --- | ---
ProductionType |  | String | Production queue type, for actors with multiple queues.
Color | 255,135,206,235 | Color |

### RenderBuilding

Render trait for stationary objects that can be placed from the build palette.

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
PauseOnLowPower | False | Boolean |
Sequence | idle | String |
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderBuildingCharge

Used for tesla coil and obelisk.

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
ChargeSequence | active | String | Sequence to use for building charge animation.
PauseOnLowPower | False | Boolean |
Sequence | idle | String |
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderBuildingSilo

Render trait for buildings that change the sprite according to the remaining resource storage capacity across all depots.

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
PauseOnLowPower | False | Boolean |
Sequence | idle | String |
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderBuildingTurreted

Requires traits: `Building`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
PauseOnLowPower | False | Boolean |
Sequence | idle | String |
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderBuildingWall

Render trait for actors that change sprites if neighbors with the same trait are present.

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Type | wall | String |
PauseOnLowPower | False | Boolean |
Sequence | idle | String |
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderDetectionCircle

Requires trait: `DetectCloaked`.

### RenderNameTag

Displays the player name above the unit

Property | Default Value | Type | Description
--- | --- | --- | ---
MaxLength | 10 | Integer |
Font | TinyBold | String |

### RenderRangeCircle

Draw a circle indicating my weapon's range.

Requires trait: `AttackBase`.

Property | Default Value | Type | Description
--- | --- | --- | ---
RangeCircleType |  | String |
FallbackRange | 0 | 1D World Distance | Range to draw if no armaments are available

### RenderSimple

Basic render trait for immobile actors. Deprecated, use RenderSprites + WithSpriteBody instead.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | idle | String |
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderSprites

Render trait fundament that won't work without additional With* render traits.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderSpritesEditorOnly

Invisible during games.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | The sequence name that defines the actor sprites. Defaults to the actor name.
RaceImages |  | Dictionary | A dictionary of race-specific image overrides.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
Scale | 1 | Real Number | Change the sprite image size.

### RenderVoxels

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | Defaults to the actor name.
Palette |  | String | Custom palette name
PlayerPalette | player | String | Custom PlayerColorPalette: BaseName
NormalsPalette | normals | String |
ShadowPalette | shadow | String |
Scale | 10 | Real Number | Change the image size.
LightPitch | 142 | 1D World Angle |
LightYaw | 682 | 1D World Angle |
LightAmbientColor | 0.6, 0.6, 0.6 | Multiple Real Number |
LightDiffuseColor | 0.4, 0.4, 0.4 | Multiple Real Number |

### SelectionDecorations

Property | Default Value | Type | Description
--- | --- | --- | ---
Palette | chrome | String |
VisualBounds |  | Multiple Integer | Visual bounds for selection box. If null, it uses AutoSelectionSize. The first two values define the bounds' size, the optional third and fourth values specify the position relative to the actors' center. Defaults to selectable bounds.
RenderSelectionBars | True | Boolean | Health bar, production progress bar etc.
RenderSelectionBox | True | Boolean |
SelectionBoxColor | 255,255,255,255 | Color |

### SupportPowerChargeBar

Display the time remaining until the super weapon attached to the actor is ready to the player and his allies.

Property | Default Value | Type | Description
--- | --- | --- | ---
Color | 255,255,0,255 | Color |

### TimedUpgradeBar

Visualizes the remaining time for an upgrade.

Requires trait: `UpgradeManager`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrade | (required) | String | Upgrade that this bar corresponds to
Color | 255,255,0,0 | Color |

### WithActiveAnimation

Replaces the idle animation of a building.

Requires trait: `RenderBuilding`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | active | String | Sequence name to use
Interval | 750 | Integer |
PauseOnLowPower | False | Boolean |

### WithAttackAnimation

Requires traits: `Armament`, `AttackBase`, `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Armament | primary | String | Armament name
AttackSequence |  | String | Displayed while attacking.
AimSequence |  | String | Displayed while targeting.
ReloadPrefix |  | String | Shown while reloading.

### WithBarrel

Renders barrels for units with the Turreted trait.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | barrel | String | Sequence name to use
Armament | primary | String | Armament to use for recoil
Barrel | first | String | Turreted 'Barrel' key to display
LocalOffset | 0,0,0 | 3D World Vector | Visual offset

### WithBuildingExplosion

Display explosions over the building footprint when it is destroyed.

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
SequenceCollection | explosion | String | Group where Sequences are looked up.
Sequences | building | Multiple String | Explosion sequence names to use
Delay | 0 | Integer | Delay the explosions by this many ticks.
Palette | effect | String | Custom palette name

### WithBuildingPlacedAnimation

Changes the animation when the actor constructed a building.

Requires trait: `RenderSimple`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | build | String | Sequence name to use

### WithBuildingPlacedOverlay

Rendered when the actor constructed a building.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | crane-overlay | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### WithChargeOverlay

Rendered together with AttackCharge.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | active | String | Sequence name to use
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### WithCrateBody

Renders crates with both water and land variants.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
XmasImages |  | Multiple String | Easteregg sequences to use in december.
IdleSequence | idle | String |
WaterSequence |  | String |
LandSequence |  | String |

### WithDeathAnimation

This actor has a death animation.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
DeathSequence | die | String | Sequence prefix to play when this actor is killed by a warhead.
DeathSequencePalette | player | String | The palette used for `DeathSequence`.
DeathPaletteIsPlayerPalette | True | Boolean | Custom death animation palette is a player palette BaseName
UseDeathTypeSuffix | True | Boolean | Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).
CrushedSequence |  | String | Sequence to play when this actor is crushed.
CrushedSequencePalette | effect | String | The palette used for `CrushedSequence`.
CrushedPaletteIsPlayerPalette | False | Boolean | Custom crushed animation palette is a player palette BaseName
DeathTypes | (Collection) | Dictionary | Death animation to use for each damage type (defined on the warheads). Is only used if UseDeathTypeSuffix is `True`.

### WithDecoration

Displays a custom animation if conditions are satisfied.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | Image used for this decoration. Defaults to the actor's type.
Sequence |  | String | Sequence used for this decoration (can be animated).
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.
ReferencePoint | Top | ReferencePoints | Point in the actor's bounding box used as reference for offsetting the decoration image.Possible values are any combination of Top, VCenter, Bottom and Left, HCenter, Right separated by a comma.
Offset | 0,0 | 2D Integer | Pixel offset relative to the actor's bounding box' reference point.
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration.
Scale | 1 | Real Number | Visual scale of the image.
ShowToAllies | True | Boolean | Should this be visible to allied players?
ShowToEnemies | False | Boolean | Should this be visible to enemy players?
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithDockingAnimation

Requires traits: `Harvester`, `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
DockSequence | dock | String | Displayed when docking to refinery.
DockLoopSequence | dock-loop | String | Looped while unloading at refinery.

### WithDockingOverlay

Rendered when a harvester is docked.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | docking-overlay | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### WithFacingSpriteBody

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
StartSequence |  | String | Animation to play when the actor is created.
Sequence | idle | String | Animation to play when the actor is idle.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithHarvestAnimation

Requires traits: `Harvester`, `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
PrefixByFullness |  | Multiple String | Prefix added to idle and harvest sequences depending on fullness of harvester.
HarvestSequence | harvest | String | Displayed while harvesting.

### WithHarvestOverlay

Displays an overlay whenever resources are harvested by the actor.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | harvest | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette | effect | String |

### WithIdleOverlay

Renders a decorative animation on units and buildings.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
StartSequence |  | String | Animation to play when the actor is created.
Sequence | idle-overlay | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName
PauseOnLowPower | False | Boolean |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithInfantryBody

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
MinIdleWaitTicks | 30 | Integer |
MaxIdleWaitTicks | 110 | Integer |
MoveSequence | run | String |
AttackSequence |  | String |
IdleSequences |  | Multiple String |
StandSequences | stand | Multiple String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithMakeAnimation

Replaces the sprite during construction.

Requires traits: `Building`, `RenderBuilding`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | make | String | Sequence name to use

### WithMoveAnimation

Requires trait: `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
MoveSequence | move | String | Displayed while moving.

### WithMuzzleFlash

Renders the MuzzleSequence from the Armament trait.

Requires traits: `Armament`, `AttackBase`, `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
IgnoreOffset | False | Boolean | Ignore the weapon position, and always draw relative to the center of the actor
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithParachute

Renders a parachute on units.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | The image that contains the parachute sequences.
OpeningSequence |  | String | Parachute opening sequence.
Sequence |  | String | Parachute idle sequence.
ClosingSequence |  | String | Parachute closing sequence. Defaults to opening sequence played backwards.
Palette | player | String | Palette used to render the parachute.
Offset | 0,0,384 | 3D World Vector | Parachute position relative to the paradropped unit.
ShadowImage |  | String | The image that contains the shadow sequence for the paradropped unit.
ShadowSequence |  | String | Paradropped unit's shadow sequence.
ShadowPalette | shadow | String | Palette used to render the paradropped unit's shadow.
ShadowOffset | 0,128,0 | 3D World Vector | Shadow position relative to the paradropped unit's intended landing position.
ShadowZOffset | 0 | Integer | Z-offset to apply on the shadow sequence.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithProductionDoorOverlay

Play an animation when a unit exits or blocks the exit after production finished.

Requires traits: `Building`, `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | build-door | String |

### WithProductionOverlay

Renders an animation when the Production trait of the actor is activated. Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | production-overlay | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### WithRangeCircle

Renders an arbitrary circle when selected or placing a structure

Property | Default Value | Type | Description
--- | --- | --- | ---
Type |  | String | Type of range circle. used to decide which circles to draw on other structures during building placement.
Color | 128,255,255,255 | Color | Color of the circle
Range | 0 | 1D World Distance | Range of the circle

### WithRepairAnimation

Replaces the building animation when it repairs a unit.

Requires trait: `RenderBuilding`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | active | String | Sequence name to use
PauseOnLowPower | False | Boolean |

### WithRepairOverlay

Displays an overlay when the building is being repaired by the player.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | active | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName
PauseOnLowPower | False | Boolean |

### WithResources

Displays the fill status of PlayerResources with an extra sprite overlay on the actor.

Requires trait: `RenderSimple`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | resources | String | Sequence name to use

### WithRotor

Displays a helicopter rotor overlay.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | rotor | String | Sequence name to use when flying
GroundSequence | slow-rotor | String | Sequence name to use when landed
Offset | 0,0,0 | 3D World Vector | Position relative to body

### WithShadow

Clones the aircraft sprite with another palette below it.

Property | Default Value | Type | Description
--- | --- | --- | ---
Palette | shadow | String |

### WithSmoke

Renders an overlay when the actor is taking heavy damage.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | smoke_m | String |
IdleSequence | idle | String |
LoopSequence | loop | String |
EndSequence | end | String |

### WithSpriteBody

Default trait for rendering sprite-based actors.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
StartSequence |  | String | Animation to play when the actor is created.
Sequence | idle | String | Animation to play when the actor is idle.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithTurret

Renders turrets for units with the Turreted trait.

Requires traits: `RenderSprites`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | turret | String | Sequence name to use
AimSequence |  | String | Sequence name to use when prepared to fire
Turret | primary | String | Turreted 'Turret' key to display
Recoils | True | Boolean | Render recoil
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithVoxelBarrel

Requires traits: `Armament`, `RenderVoxels`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | barrel | String | Voxel sequence name to use
Armament | primary | String | Armament to use for recoil
LocalOffset | 0,0,0 | 3D World Vector | Visual offset

### WithVoxelBody

Also returns a default selection size that is calculated automatically from the voxel dimensions.

Requires trait: `RenderVoxels`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | idle | String |

### WithVoxelTurret

Requires traits: `RenderVoxels`, `Turreted`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | turret | String | Voxel sequence name to use
Turret | primary | String | Turreted 'Turret' key to display

### Repairable

This actor can be sent to a structure for repairs.

Requires trait: `Health`.

Property | Default Value | Type | Description
--- | --- | --- | ---
RepairBuildings | fix | Multiple String |
Voice | Action | String |

### RepairableNear

Requires trait: `Health`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Buildings | spen, syrd | Multiple String |
CloseEnough | 4 | Integer |

### RepairsBridges

Can enter a BridgeHut to trigger a repair.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Action | String |

### RevealsShroud

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 0 | 1D World Distance |
Type | Footprint | VisibilityType | Possible values are CenterPosition (measure range from the center) and Footprint (measure range from the footprint)

### SeedsResource

Lets the actor spread resources around it in a circle.

Property | Default Value | Type | Description
--- | --- | --- | ---
Interval | 75 | Integer |
ResourceType | Ore | String |
MaxRange | 100 | Integer |

### SelfHealing

Attach this to actors which should be able to regenerate their health points.

Requires trait: `Health`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Step | 5 | Integer |
Ticks | 5 | Integer |
HealIfBelow | 0.5 | Real Number |
DamageCooldown | 0 | Integer |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### Sellable

Actor can be sold

Property | Default Value | Type | Description
--- | --- | --- | ---
RefundPercent | 50 | Integer |
SellSounds |  | Multiple String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### ShakeOnDeath

Property | Default Value | Type | Description
--- | --- | --- | ---
Intensity | 10 | Integer |

### SmokeTrailWhenDamaged

Property | Default Value | Type | Description
--- | --- | --- | ---
Offset | 0,0,0 | 3D World Vector | Position relative to body
Interval | 3 | Integer |
Sprite | smokey | String |
Sequence | idle | String |
Palette | effect | String |
MinDamage | Heavy | DamageState |

### ActorLostNotification

Property | Default Value | Type | Description
--- | --- | --- | ---
Notification | UnitLost | String |
NotifyAll | False | Boolean |

### AmbientSound

Plays a looping audio file at the actor position. Attach this to the `World` actor to cover the whole map.

Property | Default Value | Type | Description
--- | --- | --- | ---
SoundFile | (required) | String |

### AnnounceOnBuild

Play the Build voice of this actor when trained.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Build | String | Voice to use when built/trained.

### AnnounceOnKill

Play the Kill voice of this actor when eliminating enemies.

Property | Default Value | Type | Description
--- | --- | --- | ---
Interval | 5 | Integer | Minimum duration (in seconds) between sound events.
Voice | Kill | String | Voice to use when killing something.

### AnnounceOnSeen

Players will be notified when this actor becomes visible to them.

Property | Default Value | Type | Description
--- | --- | --- | ---
PingRadar | False | Boolean | Should there be a radar ping on enemies' radar at the actor's location when they see him
Notification |  | String |
AnnounceNeutrals | False | Boolean |

### DeathSounds

Sounds to play when killed.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Die | String | Death notification voice.
VolumeMultiplier | 1 | Real Number | Multiply volume with this factor.
DeathTypes |  | Multiple String | Damage types that this should be used for (defined on the warheads). If empty, this will be used as the default sound for all death types.

### SoundOnDamageTransition

Property | Default Value | Type | Description
--- | --- | --- | ---
DamagedSounds |  | Multiple String | Play a random sound from this list when damaged.
DestroyedSounds |  | Multiple String | Play a random sound from this list when destroyed.

### StoresResources

Used for silos.

Property | Default Value | Type | Description
--- | --- | --- | ---
PipCount | (required) | Integer | Number of little squares used to display how filled unit is.
PipColor | Yellow | PipType |
Capacity | (required) | Integer |

### SupplyTruck

Donate money to actors with the `AcceptSupplies` trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
Payload | 500 | Integer | The amount of cash the owner recieves.
Voice | Action | String |

### AirstrikePower

Property | Default Value | Type | Description
--- | --- | --- | ---
UnitType | badr.bomber | String |
SquadSize | 1 | Integer |
SquadOffset | -1536,1536,0 | 3D World Vector |
QuantizedFacings | 32 | Integer |
Cordon | 5120 | 1D World Distance |
CameraActor |  | String | Actor to spawn when the aircraft start attacking
CameraRemoveDelay | 25 | Integer | Amount of time to keep the camera alive after the aircraft have finished attacking
BeaconDistanceOffset | 6144 | 1D World Distance | Weapon range offset to apply during the beacon clock calculation
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | AirstrikePowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### GrantUpgradePower

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades | (required) | Multiple String | The upgrades to apply.
Duration | 0 | Integer | Duration of the upgrade (in ticks). Set to 0 for a permanent upgrade.
Range | 1 | Integer | Cells
GrantUpgradeSound | ironcur9.aud | String |
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | GrantUpgradePowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### NukePower

Property | Default Value | Type | Description
--- | --- | --- | ---
MissileWeapon |  | String |
SpawnOffset | 0,0,0 | 3D World Vector |
FlightDelay | 400 | Integer | Travel time - split equally between ascent and descent
FlightVelocity | 512 | 1D World Distance | Visual ascent velocity in WDist / tick
SkipAscent | False | Boolean | Descend immediately on the target, with half the FlightDelay
BeaconRemoveAdvance | 25 | Integer | Amount of time before detonation to remove the beacon
CameraActor |  | String | Actor to spawn before detonation
CameraSpawnAdvance | 25 | Integer | Amount of time before detonation to spawn the camera
CameraRemoveDelay | 25 | Integer | Amount of time after detonation to remove the camera
FlashType |  | String |
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | NukePowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### SpawnActorPower

Spawns an actor that stays for a limited amount of time.

Property | Default Value | Type | Description
--- | --- | --- | ---
Actor | (required) | String | Actor to spawn.
LifeTime | 250 | Integer | Amount of time to keep the actor alive in ticks. Value < 0 means this actor will not remove itself.
DeploySound |  | String |
EffectSequence |  | String |
EffectPalette |  | String |
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | SpawnActorPowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### SupportPowerManager

Attach this to the player actor.

Requires traits: `DeveloperMode`, `TechTree`.

### TargetableUnit

Actor can be targeted.

Property | Default Value | Type | Description
--- | --- | --- | ---
TargetTypes |  | Multiple String | Target type. Used for filtering (in)valid targets.
RequiresForceFire | False | Boolean |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### ThrowsParticle

Requires trait: `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Anim | (required) | String |
Offset | 0,0,0 | 3D World Vector | Initial position relative to body
MinThrowRange | 256 | 1D World Distance | Minimum distance to throw the particle
MaxThrowRange | 768 | 1D World Distance | Maximum distance to throw the particle
MinThrowAngle | 85 | 1D World Angle | Minimum angle to throw the particle
MaxThrowAngle | 170 | 1D World Angle | Maximum angle to throw the particle
Velocity | 75 | Integer | Speed to throw the particle (horizontal WPos/tick)
ROT | 15 | Real Number | Maximum rotation rate

### ThrowsShrapnel

Throws particles when the actor is destroyed that do damage on impact.

Property | Default Value | Type | Description
--- | --- | --- | ---
Weapons | (required) | Multiple String |
Pieces | 3, 10 | Multiple Integer |
Range | 2048, 5120 | Multiple 1D World Distance |

### Tooltip

Shown in the build palette widget.

Property | Default Value | Type | Description
--- | --- | --- | ---
Description |  | String |
Name |  | String |
GenericName |  | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players.
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with 'Enemy' or 'Allied'.
GenericVisibility | None | Stance | Player stances that the generic name should be shown to.
ShowOwnerRow | True | Boolean | Show the actor's owner and their faction flag
Icon | icon | String | Sequence of the actor that contains the cameo.

### TransformOnCapture

Property | Default Value | Type | Description
--- | --- | --- | ---
IntoActor |  | String |
ForceHealthPercentage | 0 | Integer |
SkipMakeAnims | True | Boolean |

### TransformOnPassenger

Property | Default Value | Type | Description
--- | --- | --- | ---
PassengerTypes | (required) | Multiple String |
OnEnter |  | String |
OnExit |  | String |
SkipMakeAnims | False | Boolean |
BecomeNeutral | False | Boolean |

### Transforms

Actor becomes a specified actor type when this trait is triggered.

Property | Default Value | Type | Description
--- | --- | --- | ---
IntoActor | (required) | String | Actor to transform into.
Offset | 0,0 | 2D Cell Vector | Offset to spawn the transformed actor relative to the current cell.
Facing | 96 | Integer | Facing that the actor must face before transforming.
TransformSounds |  | Multiple String | Sounds to play when transforming.
NoTransformSounds |  | Multiple String | Sounds to play when the transformation is blocked.
TransformNotification |  | String | Notification to play when transforming.
NoTransformNotification |  | String | Notification to play when the transformation is blocked.
DeployCursor | deploy | String | Cursor to display when able to (un)deploy the actor.
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to (un)deploy the actor.
Voice | Action | String |

### Turreted

Property | Default Value | Type | Description
--- | --- | --- | ---
Turret | primary | String |
ROT | 255 | Integer | Rate of Turning
InitialFacing | 128 | Integer |
RealignDelay | 40 | Integer | Number of ticks before turret is realigned. (-1 turns off realignment)
Offset | 0,0,0 | 3D World Vector | Muzzle position relative to turret or body. (forward, right, up) triples

### DeployToUpgrade

Requires trait: `UpgradeManager`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades | (required) | Multiple String | The upgrades to grant when deploying and revoke when undeploying.
AllowedTerrainTypes |  | Multiple String | The terrain types that this actor can deploy on to receive these upgrades.Leave empty to allow any.
DeployCursor | deploy | String | Cursor to display when able to (un)deploy the actor.
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to (un)deploy the actor.

### DisableUpgrade

Property | Default Value | Type | Description
--- | --- | --- | ---
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### UpgradeActorsNear

Applies an upgrade to actors within a specified range.

Property | Default Value | Type | Description
--- | --- | --- | ---
Upgrades | (required) | Multiple String | The upgrades to grant.
Range | 3072 | 1D World Distance | The range to search for actors to upgrade.
ValidStances | Ally | Stance | What diplomatic stances are affected.
AffectsParent | False | Boolean | Grant the upgrades apply to this actor.
EnableSound |  | String |
DisableSound |  | String |

### UpgradeManager

Attach this to a unit to enable dynamic upgrades by warheads, experience, crates, support powers, etc.

### Valued

How much the unit is worth.

Property | Default Value | Type | Description
--- | --- | --- | ---
Cost | (required) | Integer | Used in production, but also for bounties so remember to set it > 0 even for NPCs.

### VeteranProductionIconOverlay

Attach this to the player actor. When attached, enables all actors possessing the LevelupWhenCreated trait to have their production queue icons render with an overlay defined in this trait. The icon change occurs when LevelupWhenCreated.Prerequisites are met.

Requires trait: `TechTree`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image | (required) | String | Image used for the overlay.
Sequence |  | String | Sequence used for the overlay (cannot be animated).
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.
ReferencePoint | Top | ReferencePoints | Point on the production icon's used as reference for offsetting the overlay. Possible values are any combination of Top, VCenter, Bottom and Left, HCenter, Right separated by a comma.
Offset | 0,0 | 2D Integer | Pixel offset relative to the icon's reference point.
Scale | 1 | Real Number | Visual scale of the overlay.

### Voiced

This actor has a voice.

Property | Default Value | Type | Description
--- | --- | --- | ---
VoiceSet | (required) | String | Which voice set to use.
Volume | 1 | Real Number | Multiply volume with this factor.

### BridgeLayer

Property | Default Value | Type | Description
--- | --- | --- | ---
Bridges | bridge1, bridge2 | Multiple String |

### CrateSpawner

Property | Default Value | Type | Description
--- | --- | --- | ---
Minimum | 1 | Integer | Minimum number of crates
Maximum | 255 | Integer | Maximum number of crates
SpawnInterval | 180 | Integer | Average time (seconds) between crate spawn
ValidGround | Clear, Rough, Road, Ore, Beach | Multiple String | Which terrain types can we drop on?
ValidWater | Water | Multiple String | Which terrain types count as water?
WaterChance | 0.2 | Real Number | Chance of generating a water crate instead of a land crate
CrateActors | crate | Multiple String | Crate actors to drop
CrateActorShares | 10 | Multiple Integer | Chance of each crate actor spawning
DeliveryAircraft |  | String | If a DeliveryAircraft: is specified, then this actor will deliver crates
QuantizedFacings | 32 | Integer | Number of facings that the delivery aircraft may approach from.
Cordon | 5120 | 1D World Distance | Spawn and remove the plane this far outside the map.

### CreateMPPlayers

Attach this to the world actor.

### DomainIndex

Identify untraversable regions of the map for faster pathfinding, especially with AI. This trait is required. Every mod needs it attached to the world actor.

### EditorActorLayer

Required for the map editor to work. Attach this to the world actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
BinSize | 250 | Integer | Size of partition bins (world pixels)

### EditorResourceLayer

Required for the map editor to work. Attach this to the world actor.

Requires trait: `ResourceType`.

### LoadWidgetAtGameStart

Property | Default Value | Type | Description
--- | --- | --- | ---
ShellmapRoot | MAINMENU | String | The widget tree to open when a shellmap is loaded (i.e. the main menu).
IngameRoot | INGAME_ROOT | String | The widget tree to open when a regular map is loaded (i.e. the ingame UI).
EditorRoot | EDITOR_ROOT | String | The widget tree to open when the map editor is loaded.
ClearRoot | True | Boolean | Remove any existing UI when a map is loaded.

### MPStartLocations

Property | Default Value | Type | Description
--- | --- | --- | ---
InitialExploreRange | 5120 | 1D World Distance |

### MPStartUnits

Used by SpawnMPUnits. Attach these to the world actor. You can have multiple variants by adding @suffixes.

Property | Default Value | Type | Description
--- | --- | --- | ---
Class | none | String | Internal class ID.
ClassName | Unlabeled | String | Exposed via the UI to the player.
Races |  | Multiple String | Only available when selecting this faction. Leave empty for no restrictions.
BaseActor |  | String | The mobile construction vehicle.
SupportActors |  | Multiple String | A group of units ready to defend or scout.
InnerSupportRadius | 2 | Integer | Inner radius for spawning support actors
OuterSupportRadius | 4 | Integer | Outer radius for spawning support actors

### MusicPlaylist

Trait for music handling. Attach this to the world actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
StartingMusic |  | String | Music to play when the map starts. Plays the first song on the playlist when undefined.
VictoryMusic |  | String | Music to play when the game has been won.
DefeatMusic |  | String | Music to play when the game has been lost.
BackgroundMusic |  | String | This track is played when no other music is playing. It cannot be paused, but can be overridden by selecting a new track.

### PaletteFromCurrentTileset

Loads the palette specified in the tileset definition

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | internal palette name
ShadowIndex |  | Multiple Integer | Map listed indices to shadow. Ignores previous color.
AllowModifiers | True | Boolean |

### PaletteFromFile

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | internal palette name
Tileset |  | String | If defined, load the palette only for this tileset.
Filename | (required) | String | filename to load
ShadowIndex |  | Multiple Integer | Map listed indices to shadow. Ignores previous color.
AllowModifiers | True | Boolean |

### PaletteFromPaletteWithAlpha

Create a palette by applying alpha transparency to another palette.

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | Internal palette name
BasePalette | (required) | String | The name of the palette to base off.
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette.
Alpha | 1 | Real Number | Alpha component that is applied to the base palette.
Premultiply | True | Boolean | Premultiply color by the alpha component.

### PaletteFromPlayerPaletteWithAlpha

Create player palettes by applying alpha transparency to another player palette.

Property | Default Value | Type | Description
--- | --- | --- | ---
BaseName | (required) | String | The prefix for the resulting player palettes
BasePalette | (required) | String | The name of the player palette to base off.
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette.
Alpha | 1 | Real Number | Alpha component that is applied to the base palette.
Premultiply | True | Boolean | Premultiply color by the alpha component.

### PaletteFromRGBA

Creates a single color palette without any base palette file.

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | internal palette name
Tileset |  | String | If defined, load the palette only for this tileset.
R | 0 | Integer | red color component
G | 0 | Integer | green color component
B | 0 | Integer | blue color component
A | 255 | Integer | alpha channel (transparency)
AllowModifiers | True | Boolean |

### PathFinder

Calculates routes for mobile units based on the A* search algorithm. Attach this to the world actor.

### PathfinderDebugOverlay

Required for the A* PathDebug from DeveloperMode. Attach this to the world actor.

### PlayerPaletteFromCurrentTileset

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | internal palette name
ShadowIndex |  | Multiple Integer | Map listed indices to shadow.
AllowModifiers | True | Boolean | Apply palette rotatotors or not.

### RadarPings

Property | Default Value | Type | Description
--- | --- | --- | ---
FromRadius | 200 | Integer |
ToRadius | 15 | Integer |
ShrinkSpeed | 4 | Integer |
RotationSpeed | 0.12 | Real Number |

### ResourceClaimLayer

Allows harvesters to coordinate their operations. Attach this to the world actor.

### ResourceLayer

Attach this to the world actor. Order of the layers defines the Z sorting.

Requires traits: `BuildingInfluence`, `ResourceType`.

### ShroudPalette

Adds the hard-coded shroud palette to the game

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | shroud | String | Internal palette name
Fog | False | Boolean | Palette type

### ShroudRenderer

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | shroud | String |
ShroudVariants | shroud | Multiple String |
FogVariants | fog | Multiple String |
ShroudPalette | shroud | String |
FogPalette | fog | String |
Index | 12, 9, 8, 3, 1, 6, 4, 2, 13, 11, 7, 14 | Multiple Integer | Bitfield of shroud directions for each frame. Lower four bits are corners clockwise from TL; upper four are edges clockwise from top
UseExtendedIndex | False | Boolean | Use the upper four bits when calculating frame
OverrideFullShroud |  | String | Override for source art that doesn't define a fully shrouded tile
OverrideShroudIndex | 15 | Integer |
OverrideFullFog |  | String | Override for source art that doesn't define a fully fogged tile
OverrideFogIndex | 15 | Integer |
ShroudBlend | Alpha | BlendMode |

### SmudgeLayer

Attach this to the world actor. Order of the layers defines the Z sorting.

Property | Default Value | Type | Description
--- | --- | --- | ---
Type | Scorch | String |
Sequence | scorch | String | Sprite sequence name
SmokePercentage | 25 | Integer |
SmokeType | smoke_m | String | Sprite sequence name
SmokeSequence | idle | String |
SmokePalette | effect | String |
Palette | terrain | String |

### SpawnMPUnits

Spawn base actor at the spawnpoint and support units in an annulus around the base actor. Both are defined at MPStartUnits. Attach this to the world actor.

Requires traits: `MPStartLocations`, `MPStartUnits`.

### SpawnMapActors

Spawns the initial units for each player upon game start.

### StartGameNotification

Property | Default Value | Type | Description
--- | --- | --- | ---
Notification | StartGame | String |

### TerrainGeometryOverlay

Renders a debug overlay showing the terrain cells. Attach this to the world actor.

### VoxelNormalsPalette

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | normals | String |
Type | TiberianSun | NormalType | Can be TiberianSun or RedAlert2

## OpenRA.Mods.Common.Traits.Render

### WithRankDecoration

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | Image used for this decoration. Defaults to the actor's type.
Sequence |  | String | Sequence used for this decoration (can be animated).
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.
ReferencePoint | Top | ReferencePoints | Point in the actor's bounding box used as reference for offsetting the decoration image.Possible values are any combination of Top, VCenter, Bottom and Left, HCenter, Right separated by a comma.
Offset | 0,0 | 2D Integer | Pixel offset relative to the actor's bounding box' reference point.
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration.
Scale | 1 | Real Number | Visual scale of the image.
ShowToAllies | True | Boolean | Should this be visible to allied players?
ShowToEnemies | False | Boolean | Should this be visible to enemy players?
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

## OpenRA.Mods.D2k.Traits

### AttackSwallow

Sandworms use this attack model.

Property | Default Value | Type | Description
--- | --- | --- | ---
ReturnTime | 60 | Integer | The number of ticks it takes to return underground.
AttackTime | 30 | Integer | The number of ticks it takes to get in place under the target to attack.
WormAttackSound | Worm.wav | String |
WormAttackNotification | WormAttack | String |
FacingTolerance | 1 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### AttractsWorms

This actor makes noise, which causes them to be targeted by actors with the Sandworm trait.

Property | Default Value | Type | Description
--- | --- | --- | ---
Intensity | 0 | Integer | How much noise this actor produces.
Falloff | 100, 100, 25, 11, 6, 4, 3, 2, 1, 0 | Multiple Integer | Noise percentage at Range step away from the actor.
Spread | 3072 | 1D World Distance | Range between falloff steps.
Range |  | Multiple 1D World Distance | Ranges at which each Falloff step is defined. Overrides Spread.
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### DamagedWithoutFoundation

Reduces health points over time when the actor is placed on unsafe terrain.

Requires trait: `Health`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Weapon | weathering | String |
SafeTerrain | Concrete | Multiple String |
DamageThreshold | 50 | Integer |

### FreeActorWithDelivery

Player receives a unit for free once the building is placed. If you want more than one unit to be delivered, copy this section and assign IDs like FreeActorWithDelivery@2, ...

Property | Default Value | Type | Description
--- | --- | --- | ---
DeliveringActor | (required) | String | Name of the delivering actor. This actor must have the `Carryall` trait
SpawnLocation | 0,0 | 2D Cell Position | Cell coordinates for spawning the delivering actor. If left blank, the closest edge cell will be chosen.
DeliveryOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building.
Actor | (required) | String | Name of the actor.
SpawnOffset | 0,0 | 2D Cell Vector | Offset relative to the top-left cell of the building.
Facing | 0 | Integer | Which direction the unit should face.

### LaysTerrain

Requires trait: `Building`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Template | 0 | UInt16 | The terrain template to place. If the template is PickAny, then the actor footprint will be filled with this tile.
TerrainTypes | (required) | Multiple String | The terrain types that this template will be placed on
Offset | 0,0 | 2D Cell Vector | Offset relative to the actor TopLeft. Not used if the template is PickAny

### ProductionFromMapEdge

Produce a unit on the closest map edge cell and move into the world.

Property | Default Value | Type | Description
--- | --- | --- | ---
Produces | (required) | Multiple String | e.g. Infantry, Vehicles, Aircraft, Buildings

### Carryable

Can be carried by units with the trait `Carryall`.

Property | Default Value | Type | Description
--- | --- | --- | ---
MinDistance | 6144 | 1D World Distance | Required distance away from destination before requesting a pickup. Default is 6 cells.

### Carryall

Automatically transports harvesters with the Carryable trait between resource fields and refineries.

Property | Default Value | Type | Description
--- | --- | --- | ---
Automatic | True | Boolean | Set to false when the carryall should not automatically get new jobs.

### HarvesterInsurance

A player with this trait will receive a free harvester when his last one gets eaten by a sandworm, provided he has at least one refinery.

### WithAttackOverlay

Rendered together with an attack.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | (required) | String | Sequence name to use
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### WithCrumbleOverlay

Rendered together with the "make" animation.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | crumble-overlay | String | Sequence name to use
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### WithDecorationCarryable

Displays a sprite when the carryable actor is waiting for pickup.

Requires trait: `Carryable`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Image |  | String | Image used for this decoration. Defaults to the actor's type.
Sequence |  | String | Sequence used for this decoration (can be animated).
Palette | chrome | String | Palette to render the sprite in. Reference the world actor's PaletteFrom* traits.
ReferencePoint | Top | ReferencePoints | Point in the actor's bounding box used as reference for offsetting the decoration image.Possible values are any combination of Top, VCenter, Bottom and Left, HCenter, Right separated by a comma.
Offset | 0,0 | 2D Integer | Pixel offset relative to the actor's bounding box' reference point.
ZOffset | 1 | Integer | The Z offset to apply when rendering this decoration.
Scale | 1 | Real Number | Visual scale of the image.
ShowToAllies | True | Boolean | Should this be visible to allied players?
ShowToEnemies | False | Boolean | Should this be visible to enemy players?
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithDeliveryOverlay

Rendered when ProductionAirdrop is in progress.

Requires trait: `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Sequence | active | String | Sequence name to use
Offset | 0,0,0 | 3D World Vector | Position relative to body
Palette |  | String | Custom palette name
IsPlayerPalette | False | Boolean | Custom palette is a player palette BaseName

### Sandworm

Requires traits: `AttackBase`, `Mobile`, `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
TargetRescanInterval | 32 | Integer | Time between rescanning for targets (in ticks).
MaxSearchRadius | 27648 | 1D World Distance | The radius in which the worm "searches" for targets.
IgnoreNoiseAttackRange | 3072 | 1D World Distance | The range at which the worm launches an attack regardless of noise levels.
ChanceToDisappear | 80 | Integer | The chance this actor has of disappearing after it attacks (in %).
IdleSequence | idle | String | Name of the sequence that is used when the actor is idle or moving (not attacking).
MouthSequence | mouth | String | Name of the sequence that is used when the actor is attacking.
BurrowedSequence | burrowed | String | Name of the sequence that is used when the actor is burrowed.
WanderMoveRadius | 1 | Integer |
TicksToWaitBeforeReducingMoveRadius | 5 | Integer | Number of ticks to wait before decreasing the effective move radius.
MinMoveDelayInTicks | 0 | Integer | Mimimum ammount of ticks the actor will sit idly before starting to wander.
MaxMoveDelayInTicks | 0 | Integer | Maximum ammount of ticks the actor will sit idly before starting to wander.

### TemporaryOwnerManager

Interacts with the ChangeOwner warhead. Displays a bar how long this actor is affected and reverts back to the old owner on temporary changes.

Property | Default Value | Type | Description
--- | --- | --- | ---
BarColor | 255,255,165,0 | Color |

### BuildableTerrainLayer

Attach this to the world actor. Required for LaysTerrain to work.

Property | Default Value | Type | Description
--- | --- | --- | ---
Palette | terrain | String | Palette to render the layer sprites in.

### D2kEditorResourceLayer

Used to render spice with round borders.

Requires trait: `ResourceType`.

### D2kResourceLayer

Used to render spice with round borders.

Requires traits: `BuildingInfluence`, `ResourceType`.

### FogPaletteFromR8

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | Internal palette name
Filename | (required) | String | Filename to load
Offset | 0 | Int64 | Palette byte offset
AllowModifiers | True | Boolean |
InvertColor | False | Boolean |

### PaletteFromR8

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | Internal palette name
Filename | (required) | String | Filename to load
Offset | 0 | Int64 | Palette byte offset
AllowModifiers | True | Boolean |
InvertColor | False | Boolean |

### PaletteFromScaledPalette

Create a palette by applying a scale and offset to the colors in another palette.

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | (required) | String | Internal palette name
BasePalette | (required) | String | The name of the palette to base off.
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette.
Scale | 1 | Real Number | Amount to scale the base palette colors by.
Offset | 0 | Integer | Amount to offset the base palette colors by.

### WormManager

Controls the spawning of sandworms. Attach this to the world actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Minimum | 2 | Integer | Minimum number of worms
Maximum | 4 | Integer | Maximum number of worms
SpawnInterval | 3000 | Integer | Time (in ticks) between worm spawn.
WormSignature | sandworm | String | Name of the actor that will be spawned.
WormSignNotification | WormSign | String |
WormOwnerPlayer | Creeps | String |

### WormSpawner

An actor with this trait indicates a valid spawn point for sandworms.

## OpenRA.Mods.RA.Effects

### GpsDot

Property | Default Value | Type | Description
--- | --- | --- | ---
String | Infantry | String |
IndicatorPalettePrefix | player | String |

## OpenRA.Mods.RA.Traits

### AttackLeap

Dogs use this attack model.

Property | Default Value | Type | Description
--- | --- | --- | ---
Speed | 426 | 1D World Distance | Leap speed (in units/tick).
Angle | 56 | 1D World Angle |
FacingTolerance | 1 | Integer |
Armaments | primary, secondary | Multiple String | Armament names
Cursor | attack | String |
OutsideRangeCursor | attackoutsiderange | String |
AttackRequiresEnteringCell | False | Boolean | Does the attack type require the attacker to enter the target's cell?
IgnoresVisibility | False | Boolean | Does not care about shroud or fog. Enables the actor to launch an attack against a target even if he has no visibility of it.
Voice | Action | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### ClonesProducedUnits

Creates a free duplicate of produced units.

Requires traits: `Exit`, `Production`.

Property | Default Value | Type | Description
--- | --- | --- | ---
CloneableTypes | (required) | Multiple String | Uses the "Cloneable" trait to determine whether or not we should clone a produced unit.

### Fake

Display a sprite tag "fake" when selected.

### Chronoshiftable

Can be teleported via Chronoshift power.

Property | Default Value | Type | Description
--- | --- | --- | ---
ExplodeInstead | False | Boolean |
ChronoshiftSound | chrono2.aud | String |

### Cloneable

Actors with the "ClonesProducedUnits" trait will produce a free duplicate of me.

Property | Default Value | Type | Description
--- | --- | --- | ---
Types | (required) | Multiple String | This unit's cloneable type is:

### DemoTruck

Requires trait: `Explodes`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Action | String |

### DisguiseToolTip

Overrides the default ToolTip when this actor is disguised (aids in deceiving enemy players).

Requires trait: `Disguise`.

Property | Default Value | Type | Description
--- | --- | --- | ---
Description |  | String |
Name |  | String |
GenericName |  | String | An optional generic name (i.e. "Soldier" or "Structure")to be shown to chosen players.
GenericStancePrefix | True | Boolean | Prefix generic tooltip name with 'Enemy' or 'Allied'.
GenericVisibility | None | Stance | Player stances that the generic name should be shown to.
ShowOwnerRow | True | Boolean | Show the actor's owner and their faction flag
Icon | icon | String | Sequence of the actor that contains the cameo.

### Disguise

Provides access to the disguise command, which makes the actor appear to be another player's actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Voice | Action | String |
Upgrades | disguise | Multiple String | Upgrades to grant when disguised.

### HarvesterHuskModifier

Requires trait: `Harvester`.

Property | Default Value | Type | Description
--- | --- | --- | ---
FullHuskActor |  | String |
FullnessThreshold | 50 | Integer |

### InfiltrateForCash

This structure can be infiltrated causing funds to be stolen.

Property | Default Value | Type | Description
--- | --- | --- | ---
Percentage | 50 | Integer |
Minimum | 500 | Integer |
SoundToVictim | credit1.aud | String |

### InfiltrateForExploration

Steal and reset the owner's exploration.

### InfiltrateForPowerOutage

Property | Default Value | Type | Description
--- | --- | --- | ---
Duration | 750 | Integer |

### InfiltrateForSupportPower

Property | Default Value | Type | Description
--- | --- | --- | ---
Proxy | (required) | String |

### Infiltrates

Property | Default Value | Type | Description
--- | --- | --- | ---
Types |  | Multiple String |
Voice | Action | String |
ValidStances | Enemy, Neutral | Stance | What diplomatic stances can be infiltrated by this actor.

### LeavesHusk

Spawn another actor immediately upon death.

Property | Default Value | Type | Description
--- | --- | --- | ---
HuskActor | (required) | String |

### MadTank

Requires traits: `Explodes`, `WithFacingSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
ThumpSequence | piston | String |
ThumpInterval | 8 | Integer |
ThumpDamageWeapon | MADTankThump | String |
ThumpShakeIntensity | 3 | Integer |
ThumpShakeMultiplier | 1,0 | 2D Real Number |
ThumpShakeTime | 10 | Integer |
ChargeDelay | 96 | Integer | Measured in ticks.
ChargeSound | madchrg2.aud | String |
DetonationDelay | 42 | Integer | Measured in ticks.
DetonationSound | madexplo.aud | String |
DetonationWeapon | MADTankDetonate | String |
DriverActor | e1 | String |
Voice | Action | String |

### Mine

Property | Default Value | Type | Description
--- | --- | --- | ---
CrushClasses |  | Multiple String |
AvoidFriendly | True | Boolean |
DetonateClasses |  | Multiple String |

### MineImmune

Tag trait for stuff that should not trigger mines.

### Minelayer

Property | Default Value | Type | Description
--- | --- | --- | ---
Mine | minv | String |
RearmBuildings | fix | Multiple String |
AmmoPoolName | primary | String |
MinefieldDepth | 1.5 | Real Number |

### ChronoshiftPaletteEffect

Apply palette full screen rotations during chronoshifts. Add this to the world actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
ChronoEffectLength | 60 | Integer | Measured in ticks.

### LightPaletteRotator

Palette effect used for blinking "animations" on actors.

Property | Default Value | Type | Description
--- | --- | --- | ---
ExcludePalettes |  | Multiple String |

### PortableChrono

Property | Default Value | Type | Description
--- | --- | --- | ---
ChargeTime | 20 | Integer | Cooldown in seconds until the unit can teleport.
HasDistanceLimit | True | Boolean | Can the unit teleport only a certain distance?
MaxDistance | 12 | Integer | The maximum distance in cells this unit can teleport (only used if HasDistanceLimit = true).
ChronoshiftSound | chrotnk1.aud | String | Sound to play when teleporting.
Pips | 2 | Integer | Display rectangles indicating the current charge status
DeployCursor | deploy | String | Cursor to display when able to deploy the actor.
DeployBlockedCursor | deploy-blocked | String | Cursor to display when unable to deploy the actor.
Voice | Action | String |

### RenderJammerCircle

### RenderShroudCircle

### WithDisguisingInfantryBody

Requires traits: `Disguise`, `RenderSprites`.

Property | Default Value | Type | Description
--- | --- | --- | ---
MinIdleWaitTicks | 30 | Integer |
MaxIdleWaitTicks | 110 | Integer |
MoveSequence | run | String |
AttackSequence |  | String |
IdleSequences |  | Multiple String |
StandSequences | stand | Multiple String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### WithLandingCraftAnimation

Requires traits: `Cargo`, `WithSpriteBody`.

Property | Default Value | Type | Description
--- | --- | --- | ---
OpenTerrainTypes | Clear | Multiple String |
OpenSequence | open | String |
CloseSequence | close | String |
UnloadSequence | unload | String |

### ChronoshiftPower

Property | Default Value | Type | Description
--- | --- | --- | ---
Range | 1 | Integer | Target actor selection radius in cells.
Duration | 30 | Integer | Seconds until returning after teleportation.
KillCargo | True | Boolean |
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | ChronoshiftPowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### GpsWatcher

Required for GpsPower. Attach this to the player actor.

### GpsPower

Property | Default Value | Type | Description
--- | --- | --- | ---
RevealDelay | 0 | Integer |
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | GpsPowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### ParatroopersPower

Property | Default Value | Type | Description
--- | --- | --- | ---
UnitType | badr | String |
SquadSize | 1 | Integer |
SquadOffset | -1536,1536,0 | 3D World Vector |
QuantizedFacings | 32 | Integer | Number of facings that the delivery aircraft may approach from.
Cordon | 5120 | 1D World Distance | Spawn and remove the plane this far outside the map.
DropItems |  | Multiple String | Troops to be delivered. They will be distributed between the planes if SquadSize > 1.
AllowImpassableCells | False | Boolean | Risks stuck units when they don't have the Paratrooper trait.
CameraActor |  | String | Actor to spawn when the paradrop starts.
CameraRemoveDelay | 85 | Integer | Amount of time (in ticks) to keep the camera alive while the passengers drop.
BeaconDistanceOffset | 4096 | 1D World Distance | Weapon range offset to apply during the beacon clock calculation.
ChargeTime | 0 | Integer | Measured in seconds.
Icon |  | String |
Description |  | String |
LongDesc |  | String |
AllowMultiple | False | Boolean |
OneShot | False | Boolean |
Cursor | ability | String | Cursor to display for using this support power.
StartFullyCharged | False | Boolean | If set to true, the support power will be fully charged when it becomes available. Normal rules apply for subsequent charges.
Prerequisites |  | Multiple String |
BeginChargeSound |  | String |
EndChargeSound |  | String |
SelectTargetSound |  | String |
InsufficientPowerSound |  | String |
LaunchSound |  | String |
IncomingSound |  | String |
DisplayTimer | False | Boolean |
IconPalette | chrome | String | Palette used for the icon.
DisplayBeacon | False | Boolean | Beacons are only supported on the Airstrike and Nuke powers
BeaconPalettePrefix | player | String |
BeaconPoster |  | String |
BeaconPosterPalette | chrome | String |
DisplayRadarPing | False | Boolean |
RadarPingDuration | 125 | Integer | Measured in ticks.
OrderName | ParatroopersPowerInfoOrder | String |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

### TargetableSubmarine

Requires trait: `Cloak`.

Property | Default Value | Type | Description
--- | --- | --- | ---
CloakedTargetTypes |  | Multiple String |
TargetTypes |  | Multiple String | Target type. Used for filtering (in)valid targets.
RequiresForceFire | False | Boolean |
UpgradeTypes |  | Multiple String | The upgrade types which can enable or disable this trait.
UpgradeMinEnabledLevel | 0 | Integer | The minimum upgrade level at which this trait is enabled. Defaults to 0 (enabled by default).
UpgradeMaxEnabledLevel | 2147483647 | Integer | The maximum upgrade level at which the trait is enabled. Defaults to UpgradeMaxAcceptedLevel (enabled for all levels greater than UpgradeMinEnabledLevel). Set this to a value smaller than UpgradeMaxAcceptedLevel to disable the trait at higher levels. Use UpgradeMaxAcceptedLevel: 2 (1 more) to be able to extend upgrade time.
UpgradeMaxAcceptedLevel | 1 | Integer | The maximum upgrade level that this trait will accept.

## OpenRA.Mods.TS.Traits

### TiberianSunRefinery

Property | Default Value | Type | Description
--- | --- | --- | ---
DockAngle | 0 | Integer | Actual harvester facing when docking, 0-255 counter-clock-wise.
DockOffset | 0,0 | 2D Cell Vector | Docking cell relative to top-left cell.
IsDragRequired | False | Boolean | Does the refinery require the harvester to be dragged in?
DragOffset | 0,0,0 | 3D World Vector | Vector by which the harvester will be dragged when docking.
DragLength | 0 | Integer | In how many steps to perform the dragging?
ShowTicks | True | Boolean |
TickLifetime | 30 | Integer |
TickVelocity | 2 | Integer |
TickRate | 10 | Integer |

### WithPermanentInjury

Change the sprite after a certain amount of damage is taken, even when the hitpoints are regenerated.

Property | Default Value | Type | Description
--- | --- | --- | ---
TriggeringDamageStage | Critical | DamageState |
InjuredSequencePrefix | crippled- | String |

### WithVoxelUnloadBody

Requires trait: `RenderVoxels`.

Property | Default Value | Type | Description
--- | --- | --- | ---
UnloadSequence | unload | String | Voxel sequence name to use when docked to a refinery.
IdleSequence | idle | String | Voxel sequence name to use when undocked from a refinery.

### WithVoxelWalkerBody

Requires trait: `RenderVoxels`.

Property | Default Value | Type | Description
--- | --- | --- | ---
TickRate | 5 | Integer |

### WithVoxelWaterBody

Requires trait: `RenderVoxels`.

Property | Default Value | Type | Description
--- | --- | --- | ---
WaterSequence | water | String |
LandSequence | idle | String |

### TSShroudPalette

Adds the hard-coded shroud palette to the game

Property | Default Value | Type | Description
--- | --- | --- | ---
Name | shroud | String | Internal palette name

## OpenRA.Traits

### BodyOrientation

Property | Default Value | Type | Description
--- | --- | --- | ---
QuantizedFacings | -1 | Integer | Number of facings for gameplay calculations. -1 indicates auto-detection from another trait
CameraPitch | 113 | 1D World Angle | Camera pitch for rotation calculations
UseClassicPerspectiveFudge | True | Boolean | Fudge the coordinate system angles like the early games.

### DebugPauseState

Checks for pause related desyncs. Attach this to the world actor.

### DrawLineToTarget

Property | Default Value | Type | Description
--- | --- | --- | ---
Ticks | 60 | Integer |

### EditorTilesetFilter

Property | Default Value | Type | Description
--- | --- | --- | ---
RequireTilesets |  | Multiple String |
ExcludeTilesets |  | Multiple String |

### Health

Property | Default Value | Type | Description
--- | --- | --- | ---
HP | 0 | Integer | HitPoints
Radius | 426 | 1D World Distance | Physical size of the unit used for damage calculations. Impacts within this radius apply full damage.
NotifyAppliedDamage | True | Boolean | Trigger interfaces such as AnnounceOnKill?

### DeveloperMode

Attach this to the player actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Cash | 20000 | Integer |
ResourceGrowth | 100 | Integer |
FastBuild | False | Boolean |
FastCharge | False | Boolean |
DisableShroud | False | Boolean |
PathDebug | False | Boolean |
UnlimitedPower | False | Boolean |
BuildAnywhere | False | Boolean |
ShowCombatGeometry | False | Boolean |
ShowDebugGeometry | False | Boolean |

### FixedColorPalette

Add this to the World actor definition.

Property | Default Value | Type | Description
--- | --- | --- | ---
Base | terrain | String | The name of the palette to base off.
Name | resources | String | The name of the resulting palette
RemapIndex |  | Multiple Integer | Remap these indices to pre-defined colors.
Color | 0,0,0 | HSLColor | The fixed color to remap.
Ramp | 0.05 | Real Number | Luminosity range to span.
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette.

### FrozenActorLayer

Required for FrozenUnderFog to work. Attach this to the player actor.

### PlayerColorPalette

Add this to the Player actor definition.

Property | Default Value | Type | Description
--- | --- | --- | ---
BasePalette |  | String | The name of the palette to base off.
BaseName | player | String | The prefix for the resulting player palettes
RemapIndex |  | Multiple Integer | Remap these indices to player colors.
Ramp | 0.05 | Real Number | Luminosity range to span.
AllowModifiers | True | Boolean | Allow palette modifiers to change the palette.

### PlayerHighlightPalette

Add this to the Player actor definition.

Property | Default Value | Type | Description
--- | --- | --- | ---
BaseName | highlight | String | The prefix for the resulting player palettes

### PlayerResources

Property | Default Value | Type | Description
--- | --- | --- | ---
SelectableCash | 2500, 5000, 10000, 20000 | Multiple Integer |
DefaultCash | 5000 | Integer |
AdviceInterval | 250 | Integer |

### RejectsOrders

Can be used to make a unit partly uncontrollable by the player.

Property | Default Value | Type | Description
--- | --- | --- | ---
Except |  | Multiple String | Possible values include Attack, AttackMove, Guard, Move.

### Selectable

This actor is selectable. Defines bounds of selectable area, selection class and selection priority.

Property | Default Value | Type | Description
--- | --- | --- | ---
Priority | 10 | Integer |
Bounds |  | Multiple Integer | Bounds for the selectable area.
Class |  | String | All units having the same selection class specified will be selected with select-by-type commands (e.g. double-click). Defaults to the actor name when not defined or inherited.
Voice | Select | String |

### ValidateOrder

Used to detect exploits. Attach this to the world actor.

### ActorMap

Property | Default Value | Type | Description
--- | --- | --- | ---
BinSize | 10 | Integer | Size of partition bins (cells)

### Faction

Attach this to the `World` actor.

Property | Default Value | Type | Description
--- | --- | --- | ---
Name |  | String | This is the name exposed to the players.
InternalName |  | String | This is the internal name for owner checks.
RandomFactionMembers |  | Multiple String | Pick a random faction as the player's facton out of this list.
Side |  | String | The side that the faction belongs to. For example, England belongs to the 'Allies' side.
Description |  | String |
Selectable | True | Boolean |

### ResourceType

Property | Default Value | Type | Description
--- | --- | --- | ---
Variants |  | Multiple String |
Palette | terrain | String |
Sequence | resources | String |
ResourceType | 1 | Integer |
ValuePerUnit | 0 | Integer |
MaxDensity | 10 | Integer |
Name |  | String |
TerrainType | Ore | String |
AllowedTerrainTypes |  | Multiple String |
AllowUnderActors | False | Boolean |
AllowUnderBuildings | False | Boolean |
AllowOnRamps | False | Boolean |
PipColor | Yellow | PipType |

### ScreenMap

Property | Default Value | Type | Description
--- | --- | --- | ---
BinSize | 250 | Integer | Size of partition bins (world pixels)

### ScreenShaker

Property | Default Value | Type | Description
--- | --- | --- | ---
MinMultiplier | -3,-3 | 2D Real Number |
MaxMultiplier | 3,3 | 2D Real Number |

### Shroud

Required for shroud and fog visibility checks. Add this to the player actor.