-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathspace.xsd
654 lines (639 loc) · 36.8 KB
/
space.xsd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
<?xml version="1.0" encoding="utf-8" ?>
<!--
Some content of this schema was added with the help of the Beginner's Modding Guide (PC) by RC1162. You can check out the guide at https://gamefaqs.gamespot.com/pc/925180-star-wars-empire-at-war/faqs/45886.
-->
<xsd:schema attributeFormDefault="unqualified" elementFormDefault="qualified" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<xsd:element name="SpaceUnits">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="SpaceUnit" maxOccurs="unbounded" minOccurs="1">
<xsd:complexType>
<xsd:choice>
<xsd:element type="xsd:string" name="Text_ID"/>
<xsd:element type="xsd:string" name="No_Colorization_Color"/>
<xsd:element type="xsd:string" name="Encyclopedia_Text">
<xsd:annotation>
<xsd:documentation>
Sets the encyclopedia text.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Encyclopedia_Unit_Class"/>
<xsd:element type="xsd:string" name="Encyclopedia_Good_Against">
<xsd:annotation>
<xsd:documentation>
Sets which opponents this unit is good against (maximum of 3). Only tells the game what to display in your popup information window for "Good against" and "Vulnerable To".
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Encyclopedia_Vulnerable_To">
<xsd:annotation>
<xsd:documentation>
Sets which opponents this unit is vulnerable to (maximum of 3). Only tells the game what to display in your popup information window for "Good against" and "Vulnerable To".
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="GUI_Row"/>
<xsd:element type="xsd:string" name="Space_Model_Name">
<xsd:annotation>
<xsd:documentation>
Sets the .alo model name for this unit.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Icon_Name">
<xsd:annotation>
<xsd:documentation>
Sets the .tga icon name for this unit.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:float" name="Select_Box_Scale"/>
<xsd:element type="xsd:float" name="Select_Box_Z_Adjust">
<xsd:annotation>
<xsd:documentation>
Sets the z axis adjustment aka. the height level adjustment for the model. This should be normally negative.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:float" name="Mass"/>
<xsd:element type="xsd:float" name="Scale_Factor">
<xsd:annotation>
<xsd:documentation>
Sets the scale factor of a unit from the model size to the actual
in-game size.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Ranking_In_Category"/>
<xsd:element type="xsd:float" name="Dense_FOW_Reveal_Range_Multiplier">
<xsd:annotation>
<xsd:documentation>
Sets the reveal range of the fog of war in multiplayer. See Space_FOW_Reveal_Range for singleplayer.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:float" name="Max_Speed">
<xsd:annotation>
<xsd:documentation>
Sets how fast a unit can move.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:float" name="Max_Rate_Of_Turn">
<xsd:annotation>
<xsd:documentation>
Sets how fast a unit can turn.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="MovementClass"/>
<xsd:element type="xsd:string" name="Space_Layer"/>
<xsd:element type="xsd:float" name="Layer_Z_Adjust"/>
<xsd:element type="xsd:float" name="Max_Rate_Of_Roll"/>
<xsd:element type="xsd:integer" name="Bank_Turn_Angle"/>
<xsd:element type="xsd:float" name="OverrideAcceleration"/>
<xsd:element type="xsd:float" name="OverrideDeceleration"/>
<xsd:element type="xsd:float" name="Max_Thrust"/>
<xsd:element type="xsd:string" name="Hyperspace"/>
<xsd:element type="xsd:float" name="Hyperspace_Speed">
<xsd:annotation>
<xsd:documentation>
Sets how fast a unit goes from planet to planet in the Galactic View groups of units only travel as fast as the slowest unit, a higher number mean faster speed.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:float" name="Maintenance_Cost"/>
<xsd:element type="xsd:string" name="Armor_Type"/>
<xsd:element type="xsd:string" name="Shield_Armor_Type"/>
<xsd:element type="xsd:integer" name="Damage">
<xsd:annotation>
<xsd:documentation>
Sets how much damage the unit does in an autoresolved battle.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Autoresolve_Health">
<xsd:annotation>
<xsd:documentation>
Sets how much health the unit has in an autoresolved battle. Note: Tactical health is defined at Tactical_Health.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Shield_Points">
<xsd:annotation>
<xsd:documentation>
Sets how many shield points the unit has. Set to -1 for infinite.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Tactical_Health">
<xsd:annotation>
<xsd:documentation>
Sets how many shield points the unit has. Set to -1 for infinite. Note: Autoresolve health is defined at Autoresolve_Health.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Shield_Refresh_Rate">
<xsd:annotation>
<xsd:documentation>
Sets the interval in seconds to refresh a part of the shield. For comparisation, capital ships like the calamari cruiser have a value of 50 and corvets a value between 10 and 20.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Energy_Capacity"/>
<xsd:element type="xsd:integer" name="Energy_Refresh_Rate"/>
<xsd:element type="xsd:string" name="Affiliation">
<xsd:annotation>
<xsd:documentation>
Sets the faction affiliation for this unit. It takes a list of faction names separated by a comma. The valid faction names in the base game are: Pirates, Empire, Rebel
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Tech_Level">
<xsd:annotation>
<xsd:documentation>
Sets the tech level unit becomes available, for Rebels 0-3, for the Empire 1-4.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Required_Timeline"/>
<xsd:element type="xsd:integer" name="Required_Ground_Base_Level">
<xsd:annotation>
<xsd:documentation>
Sets what ground base level is required to build the unit. Note: You can set it to 0 to never have to build a ground base to build space units. For space units this is normally 0.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Required_Star_Base_Level">
<xsd:annotation>
<xsd:documentation>
Sets what space station level is required to build the unit. Note: You can set it to 0 to never have to build a space station to build space units.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Required_Planets"/>
<xsd:element type="xsd:string" name="Required_Special_Structures"/>
<xsd:element type="xsd:string" name="Ship_Class"/>
<xsd:element type="xsd:string" name="Surface_Bombardment_Capable"/>
<xsd:element type="xsd:integer" name="Formation_Priority"/>
<xsd:element type="xsd:string" name="Is_Escort">
<xsd:annotation>
<xsd:documentation>
Sets whether or not a unit can guard other units (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Is_Bomber">
<xsd:annotation>
<xsd:documentation>
Sets whether or not a unit is a bomber (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Political_Control"/>
<xsd:element type="xsd:integer" name="Squadron_Capacity"/>
<xsd:element type="xsd:integer" name="Transport_Capacity"/>
<xsd:element type="xsd:integer" name="Number_per_Squadron"/>
<xsd:element type="xsd:integer" name="Build_Cost_Credits">
<xsd:annotation>
<xsd:documentation>
Sets how many credits you have to spend to build the unit.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="AI_Combat_Power"/>
<xsd:element type="xsd:integer" name="Build_Time_Seconds">
<xsd:annotation>
<xsd:documentation>
Sets the build time for the unit in seconds.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Build_Tab_Space_Units">
<xsd:annotation>
<xsd:documentation>
Sets whether or not it's part of the queue for space units.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Build_Tab_Space_Units">
<xsd:annotation>
<xsd:documentation>
Sets whether or not it's part of the queue for space units (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Build_Initially_Locked">
<xsd:annotation>
<xsd:documentation>
Sets whether or not the unit must be researched/stolen when tech level is reached (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Build_Can_Be_Unlocked_By_Slicer">
<xsd:annotation>
<xsd:documentation>
Sets whether or not the unit must be researched/stolen when tech level is reached (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Slice_Cost_Credits">
<xsd:annotation>
<xsd:documentation>
Sets what the slice cost is if the build is initially locked, and can be unlocked by slicer (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Size_Value"/>
<xsd:element type="xsd:string" name="Behavior">
<xsd:annotation>
<xsd:documentation>
Sets the list of behaviors for this unit. The values are separated by a comma. Valid values in the base game are:
- SELECTABLE = This unit can be selected.
- DUMMY_STARSHIP
- POWERED
- SHIELDED
</xsd:documentation>
</xsd:annotation>
<xsd:element type="xsd:string" name="SpaceBehavior">
<xsd:annotation>
<xsd:documentation>
Sets the list of space behaviors for this unit. The values are separated by a comma. Valid values in the base game are:
- TACTICAL_SUPER_WEAPON = This unit is a super weapon.
- IDLE = This unit does nothing in battle. For example, the death star has idle as a behavior.
- FIGHTER_LOCOMOTOR
- SELECTABLE = This unit can be selected.
- TARGETING
- WEAPON = This unit has weapons.
- HIDE_WHEN_FOGGED = This unit is hidden when it is inside the fog of war. Large unis like super weapons may not want to have this behavior.
- AMBIENT_SFX
- DAMAGE_TRACKING
- NEBULA = This units abilities are suppressed inside a nebula aka. is effected by a nebula.
- ABILITY_COUNTDOWN = This units abilities have a countdown and/or a cooldown.
- SIMPLE_SPACE_LOCOMOTOR
- REVEAL
- UNIT_AI
- ASTEROID_FIELD_DAMAGE = This unit can be damaged by asteroids.
- SPAWN_SQUADRON = This unit can spawn squadrons.
- DAMAGE_TRACKING
- ION_STUN_EFFECT
Note that space behaviours are a subset of common behaviours, see the Behaviour element. In theory you can load common behaviours inside this element, but just because you can does not mean you should. For example, you can load SHIELDED, which is a common behaviour, inside this list of space behaviours. It is recommended to split behaviours because it makes them more readable and is guaranteed to work where mixing different types of behaviours can lead to bugs and loading failures.
</xsd:documentation>
</xsd:annotation>
<xsd:element type="xsd:string" name="In_Background">
<xsd:annotation>
<xsd:documentation>
Sets if this unit is only in the background. For example, this is the case for the death star. Default is no (Yes/No).
</xsd:documentation>
</xsd:annotation>
<xsd:element type="xsd:integer" name="Spawned_Squadron_Delay_Seconds">
<xsd:annotation>
<xsd:documentation>
Defines the delay between spawning a new squadron in seconds.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Starting_Spawned_Units_Tech_0">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number spawned, separated by a comma. Multiple items define multiple squadron types. Defines squadrons for tech 0 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 2
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Reserve_Spawned_Units_Tech_0">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number in reserve, separated by a comma. Multiple items define multiple squadron types. Defines reserve squadrons for tech 0 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 8
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Starting_Spawned_Units_Tech_1">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number spawned, separated by a comma. Multiple items define multiple squadron types. Defines squadrons for tech 1 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 2
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Reserve_Spawned_Units_Tech_1">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number in reserve, separated by a comma. Multiple items define multiple squadron types. Defines reserve squadrons for tech 1 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 8
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Starting_Spawned_Units_Tech_2">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number spawned, separated by a comma. Multiple items define multiple squadron types. Defines squadrons for tech 2 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 2
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Reserve_Spawned_Units_Tech_2">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number in reserve, separated by a comma. Multiple items define multiple squadron types. Defines reserve squadrons for tech 2 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 8
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Starting_Spawned_Units_Tech_3">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number spawned, separated by a comma. Multiple items define multiple squadron types. Defines squadrons for tech 3 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 2
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Reserve_Spawned_Units_Tech_3">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number in reserve, separated by a comma. Multiple items define multiple squadron types. Defines reserve squadrons for tech 3 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 8
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Starting_Spawned_Units_Tech_4">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number spawned, separated by a comma. Multiple items define multiple squadron types. Defines squadrons for tech 4 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 2
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Reserve_Spawned_Units_Tech_4">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number in reserve, separated by a comma. Multiple items define multiple squadron types. Defines reserve squadrons for tech 4 and later. Can be overwritten to define squadrons for a later tech level. This entry might look like this:
TIE_Fighter_Squadron, 8
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Starting_Spawned_Units_Tech_5">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number spawned, separated by a comma. Multiple items define multiple squadron types. Defines squadrons for tech 5. This entry might look like this:
TIE_Fighter_Squadron, 2
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Reserve_Spawned_Units_Tech_5">
<xsd:annotation>
<xsd:documentation>
Pair of a squadron unit and the number in reserve, separated by a comma. Multiple items define multiple squadron types. Defines reserve squadrons for tech 5. This entry might look like this:
TIE_Fighter_Squadron, 8
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Asteroid_Damage_Hit_Particles"/>
<xsd:element type="xsd:float" name="Space_FOW_Reveal_Range">
<xsd:annotation>
<xsd:documentation>
Sets the reveal range of the fog of war. See Dense_FOW_Reveal_Range_Multiplier for multiplayer.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:float" name="Targeting_Max_Attack_Distance"/>
<xsd:element type="xsd:string" name="Death_Explosions"/>
<xsd:element type="xsd:string" name="Death_Clone"/>
<xsd:element type="xsd:string" name="HardPoints"/>
<xsd:element type="xsd:string" name="CategoryMask"/>
<xsd:element type="xsd:string" name="GUI_Model_Name"/>
<xsd:element type="xsd:integer" name="GUI_Distance"/>
<xsd:element type="xsd:string" name="GUI_Offset"/>
<xsd:element type="xsd:integer" name="GUI_Velocity"/>
<xsd:element type="xsd:string" name="Victory_Relevant"/>
<xsd:element type="xsd:string" name="Has_Space_Evaluator"/>
<xsd:element type="xsd:string" name="SFXEvent_Build_Started">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit build started.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Build_Cancelled">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit build was cancelled.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Build_Complete">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit build is complete.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Ambient_Loop"/>
<xsd:element type="xsd:string" name="SFXEvent_Select">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit is selected.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Move">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit moves. This is played only once when the move command was set for this unit. It is not the sound for the engine. You can set this sound at SFXEvent_Engine_Idle_Loop and SFXEvent_Engine_Moving_Loop.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Fleet_Move"/>
<xsd:element type="xsd:string" name="SFXEvent_Attack">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit attacks another unit. This is triggered by the attack command.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Guard">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit guards another unit. This is triggered by the guard command.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Stop">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit stops. This is triggered by the stop command.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Barrage"/>
<xsd:element type="xsd:string" name="SFXEvent_Move_Into_Asteroid_Field">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit moves into an asteroid field.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Move_Into_Nebula">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit moves into a nebula field.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Damaged_By_Asteroid">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit is damaged by an asteroid field. This is commonly SFX_Asteroid_Detonation.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Bombard_Select_Target"/>
<xsd:element type="xsd:string" name="SFXEvent_Bombard_Incoming"/>
<xsd:element type="xsd:string" name="SFXEvent_Attack_Hardpoint"/>
<xsd:element type="xsd:string" name="SFXEvent_Hardpoint_Destroyed">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when a hardpoint of this unit is destroyed.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Engine_Idle_Loop">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played for the engine. The sound effect is looped and always played in idle, aka. if no action is performend.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Engine_Moving_Loop">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played for the engine when this unit moves.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="SFXEvent_Engine_Cinematic_Focus_Loop"/>
<xsd:element type="xsd:string" name="SFXEvent_Health_Critical_Warning"/>
<xsd:element type="xsd:string" name="Death_SFXEvent_Start_Die">
<xsd:annotation>
<xsd:documentation>
Sets the sound effect that is played when this unit gets destroyed.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Space_Full_Stop_Command"/>
<xsd:element type="xsd:string" name="Is_Visible_On_Radar">
<xsd:annotation>
<xsd:documentation>
Sets whether or not the unit is visible on radar (Yes/No).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Radar_Icon_Name"/>
<xsd:element type="xsd:string" name="Radar_Icon_Size"/>
<xsd:element type="xsd:float" name="Radar_Icon_Scale_Land"/>
<xsd:element type="xsd:float" name="Radar_Icon_Scale_Space"/>
<xsd:element type="xsd:float" name="Guard_Chase_Range"/>
<xsd:element type="xsd:float" name="Idle_Chase_Range"/>
<xsd:element type="xsd:float" name="Attack_Move_Response_Range"/>
<xsd:element type="xsd:float" name="Targeting_Stickiness_Time_Threshold"/>
<xsd:element type="xsd:string" name="Targeting_Priority_Set">
<xsd:annotation>
<xsd:documentation>
Sets which type of enemies should be prioritized by this unit. For example, you can set this value to "Frigate" for always prioritizing frigates. Valid values in the base game are: Corvette, Frigate, Capital, Fighter, Bomber
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Lua_Script"/>
<xsd:element name="Unit_Abilities_Data">
<xsd:annotation>
<xsd:documentation>
List of activated abilities. Activated abilities are abilities that can be activated and deactivated.
</xsd:documentation>
</xsd:annotation>
<xsd:complexType>
<xsd:sequence>
<xsd:element name="Unit_Ability">
<xsd:annotation>
<xsd:documentation> Primary ability </xsd:documentation>
</xsd:annotation>
<xsd:complexType>
<xsd:sequence>
<xsd:element type="xsd:string" name="Type"/>
<xsd:element type="xsd:string" name="Mod_Multiplier"/>
<xsd:element type="xsd:integer" name="Recharge_Seconds"/>
<xsd:element type="xsd:integer" name="Expiration_Seconds"/>
<xsd:element type="xsd:string" name="Alternate_Name_Text"/>
<xsd:element type="xsd:string" name="Alternate_Description_Text"/>
<xsd:element type="xsd:string" name="Alternate_Icon_Name"/>
</xsd:sequence>
</xsd:complexType>
</xsd:element>
</xsd:sequence>
<xsd:attribute type="xsd:string" name="SubObjectList"/>
</xsd:complexType>
</xsd:element>
<xsd:element name="Abilities">
<xsd:annotation>
<xsd:documentation>
List of passiv abilities. Passiv abilities are abilities that are always activated or activate automatically.
</xsd:documentation>
</xsd:annotation>
<xsd:complexType>
<xsd:sequence/>
</xsd:complexType>
</xsd:element>
<xsd:element type="xsd:integer" name="Score_Cost_Credits"/>
<xsd:element type="xsd:integer" name="Population_Value">
<xsd:annotation>
<xsd:documentation>
Sets how much of a population the unit takes up (fighters are normally 1). Can be set it to 0 for an unlimited number of the unit in a battle.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Custom_Hard_XExtent"/>
<xsd:element type="xsd:integer" name="Tactical_Build_Cost_Multiplayer">
<xsd:annotation>
<xsd:documentation>
Build cost in credits for tactical multiplayer.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:integer" name="Tactical_Build_Time_Seconds">
<xsd:annotation>
<xsd:documentation>
Build time in seconds for tactical multiplayer.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Tactical_Build_Prerequisites">
<xsd:annotation>
<xsd:documentation>
Build prerequsites for tactical multiplayer.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="Tactical_Production_Queue">
<xsd:annotation>
<xsd:documentation>
Production queue for tactical multiplayer. For space units this is normally Tactical_Units.
</xsd:documentation>
</xsd:annotation>
</xsd:element>
<xsd:element type="xsd:string" name="xxxsdpace_Model_Name"/>
<xsd:element type="xsd:float" name="Death_Persistence_Duration"/>
<xsd:element type="xsd:string" name="Remove_Upon_Death">
<xsd:annotation>
<xsd:documentation>
Sets if this unit should be directly removed upon death (true/false).
</xsd:documentation>
</xsd:annotation>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:sequence>
</xsd:complexType>
</xsd:element>
</xsd:schema>