RTS Assets

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Below is an exhaustive list of assets, effects, and scripts available in the RTS Core Game. These assets can be found in the Editor and used to create games. RTS assets can be easily found in the Asset Library by clicking on the Filter button and selecting the Genre: RTS checkbox.

Note: Audio files and images files have not been included within these tables, as they are self explanatory within the Asset Library.



Buildings[edit | edit source]

Name Asset Type Editable Components Public Variables Reference Image
Human Armory

Building Humans Armory Completed Visuals

Building Humans Armory Damaged Visuals

Building Humans Armory In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
cener
Human Barracks

Building Humans Barracks Completed Visuals

Building Humans Barracks Damaged Visuals

Building Humans Barracks In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSHumanBarracks.PNG
Human Home

Building Humans Home Completed Visuals

Building Humans Home Damaged Visuals

Building Humans Home In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSHumanHome.PNG
Human Hub

Building Humans Hub Completed Visuals

Building Humans Hub Damaged Visuals

Building Humans Hub In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSHumanHub.PNG
Human Mage Tower

Building Humans Mage Tower Completed Visuals

Building Humans Mage Tower Damaged Visuals

Building Humans Mage Tower In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSHumanMageTower.PNG
Undead Armory

Building Undead Armory Completed Visuals

Building Undead Armory Damaged Visuals

Building Undead Armory In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSUndeadArmory.PNG
Undead Barracks

Building Undead Barracks Completed Visuals

Building Undead Barracks Damaged Visuals

Building Undead Barracks In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSUndeadArmory.PNG
Undead Home

Building Undead Home Completed Visuals

Building Undead Home Damaged Visuals

Building Undead Home In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSUndeadHome.PNG
Undead Hub

Building Undead Hub Completed Visuals

Building Undead Hub Damaged Visuals

Building Undead Hub In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSUndeadHub.PNG
Undead Mage Tower

Building Undead Mage Tower Completed Visuals

Building Undead Mage Tower Damaged Visuals

Building Undead Mage Tower In Progress Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSUndeadMageTower.PNG



Units[edit | edit source]

Name Asset Type Editable Components Public Variables Reference Image
Human Units

Unit Humans Archer Visuals

Unit Humans Knight Visuals

Unit Humans Mage Visuals

Unit Humans Worker Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSHumanUnits.PNG
Undead Units

Unit Undead Archer Visuals

Unit Undead Knight Visuals

Unit Undead Mage Visuals

Unit Undead Worker Visuals
3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSUndeadUnits.PNG



Props[edit | edit source]

Name Asset Type Editable Components Public Variables Reference Image
Cliffs Set

Rock Cliffs 01

Rock Cliffs 02

Rock Cliffs 03

Rock Cliffs 04

Rock Cliffs 05
3D Model Transform

Mesh Collider

Hackable Transform
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Source Renderer

Collision Layer
RTSCliffBundle.PNG
Farm Set

Farm Barn

Farm Barrel

Farm Crate 01

Farm Crate 02

Farm Crops

Farm Fences

Farm Scare Crow

Farm Crate 03
3D Model Transform, Hackable Transform,

Mesh Collider, Box Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Source Renderer

Collision Layer

Box Collider

Center: X, Y, Z

Rotation: X, Y, Z

Size: X, Y, Z

Collision Layer
RTSFarmBundle.PNG


Graveyard Set

Graveyard Dead Plants 01

Graveyard Dead Plants 02

Graveyard Dead Plants 03

Graveyard Dead Plants 04

Graveyard Fences 01

Graveyard Fences 02

Graveyard Fountain

Graveyard Gate Entrance

Graveyard Tomb 01

Graveyard Tomb 02

Graveyard Tomb 03

Graveyard Tomb 04

Graveyard Tomb 05

Graveyard Tomb 06

Graveyard Tomb 07

3D Model Transform and Hackable Transform

Mesh Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Convex Boolean

Mesh Source Renderer

Collision Layer
RTSGraveyarddBundle.PNG
Ore Set

Ore Large 01 Visuals

Ore Large 02 Visuals

Ore Large 03 Visuals

Ore Medium 01 Visuals

Ore Medium 02 Visuals

Ore Medium 03 Visuals

Ore Small 01 Visuals

Ore Small 02 Visuals
3D Model

Transform

Hackable Transform

Mesh Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Convex Boolean

Mesh Source Renderer

Collision Layer
RTSOreBundle.PNG
Rock Set

Rock Large 01

Rock Large 02

Rock Large 03

Rock Medium 01

Rock Medium 02

Rock Medium 03

Rock Small 01

Rock Small 02

Rock Small 03

3D Model

Transform

Hackable Transform

Mesh Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Convex Boolean

Mesh Source Renderer

Collision Layer
RTSRockBundle.PNG
RTS Camera Camera

Transform

Hackable Transform

Fog of War

Camera Script
Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Camera

Camera Settings

Volumetric Lighting Settings

Fog
-
Ruins Set

Ruins Arch 02

Ruins Circular Platform Big

Ruins Circular Platform Small

Ruins Pillar 01

Ruins Pillar 02

Ruins Pillar 03

Ruins Pillar 04

Ruins Pillar 05

Ruins Pillar 06

Ruins Square Platform Big

Ruins Square Platform Small

3D Model

Transform

Hackable Transform

Mesh Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Convex Boolean

Mesh Source Renderer

Collision Layer
RTSRuinsBundle.PNG
Shrub Set

Shrubs 01

Shrubs 02

Shrubs 03

Shrubs 03

Shrubs 04

Shrubs 05

Shrubs 06

Shrubs 07
3D Model Transform, Hackable Transform,

Mesh Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Convex Boolean

Mesh Source Renderer

Collision Layer
RTSShrubBundle.PNG
Town Set

Street Light 01

Street Light 02

Street Light 03

Stone Well

3D Model Transform, Hackable Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
RTSTownBundle.PNG
Tree Set

Tree Dead Large 01

Tree Evergreen Large

Tree Pine Large

Trees Dead Large 02
3D Model Transform, Hackable Transform,

Mesh Collider
Transform and Hackable Transform

Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Mesh Collider

Center: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z

Convex Boolean

Mesh Source Renderer

Collision Layer
RTSTreeBundle.PNG



Scripts[edit | edit source]

Name Description Public Variables Methods
Arrow Projectile a script that adds arrow projectile behavior to an asset Speed

Maximum Lifetime
HitCollider()

LazyAddRigiddbodyTrigger()

Shoot()
Building - Healthbar Reference

Construction Start Noise

Worker Finished Building Noise

Under Attack Horn Noise

Destroyed Noise
PlotBuilddidng()

Build()

BuildingComplete()

CanBeAttacked()

HealthModificationFilter()

HealthChangedHandler()

DeathHandler()

ChangeBuildingState()

DoUpdate()

Coroutine:

DelayedDestroy()
Building Plotter - Placement Movement Threshold CreatePlot()

ClearInstancereference()

PointerClickHandler()

ClearPlot()

WithdrawResources()
Building Progress Indicator - Status Bar SetProgress()
Building Selection GFX* - Box Image

Expand

Alpha
-
Building State Visuals Manager - Planned Visuals

In Progress Visuals

Completed Visuals

Damaged Visuals

Destroyed Visuals

Burning Noise
BuildStateChangedHandler()

HealthChangedHandler()

SwitchVisualsToState()
Armory* - Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
RetrieveCost()

SetCost()

RetrieveResearchTime()

SetResearchTime()

ResearchableTechExists()
Barracks* - Knight Trainer

Archer Trainer

Mage Trainer

Transport Trainer

Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
-
Home* - Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
-
Hub* - Worker Trainer

Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
DepositOre()
Mage Tower* - Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
RetrieveCost()

SetCost()

RetrieveTime()

SetTime()

ResearchableTechExists()
Tech Research* - - -
Unit Trainer - Actor Identity

Forward Spawn Offset Range

is Debugging
SetTrainingTime(float time)

SetTrainingCost(int newCost)

Coroutine:

DoTraining()
Fog of War Default Fog of War Visibility Range

Fog of War Texture Size

Reveal Area Alpha

Blur Downsample

Blur Size

Blur Iterations

Blur Method
DrawRevealCircle()

ClearFog()

ResetFog()

Blur()
Fog of War Post* - - -
MageCoroutineRunner* - - -
Ore - Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
ChangeResourceState()

DoUpdate()

ApplyPreDestroyVisuals()

Coroutine:

TimedDestroy()
RTS_GameplayLogic - Human Win Condition

Undead Win Condition
CheckEndGameConditions()
RTSActorData* - Faction

Death to Destroy Time

Vision Range

Armor
ActorEnteredSensorHandler()

ActorExitedSensorHandler()

handleOppposingFactionActorDdeath()
RTSActorDataCollection* - - -
RTSActorStatModifiers* - - -
RTSCharacterController - Default Cursor Texture

Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
-
RTSDataManager* - - -
RTS Faction Faction

Ore

Initial Actor Rotation: X, Y, Z

Health bar Color

Defending Units Retreat On Target Lack boolean

Clicking Enemy Makes Selected Units Defend boolean

Building Max Distance From Hub
RegisterActor()

UnregisterActor()

AddOre()

SubstractResources()

FactionHasReachedTopic()
RTSFactionAI* - Faction

Enabled AI Behaviors

Enabled Extra AI Behaviors

Seconds Between Iterations

is Debugging boolean

Avatar Counts As How Many Units

Minimum For Ore Surplus

Ore Reserve

Minimum Worker Count

Desired Workers Fraction of Total Population

Unit Ratio to Beat Invaders

Unit Ratio to Beat Enemy Defenders

Units To Target Building Health Ratio

Max Units For Random Development

Max Resources Find Distance

Daisy Chain Distance Limit

Home Expansion Threshold

Barracks Expansion Threshold

Supply Used Per Barracks

Attack Wave Expansion Threshold
CheckUnitAttackAndDefendStates()

GeneralDevelopment()

GeneralBuildBehavior()

HandleConstructeddBuildingStateChange()

ClearUpAttackAndDefendLists()

SendIdleWorkersToCollectResources()

AttackingUnitsFightNearest()

DefenddBuildingsRecentlyUndderAttack()

DefendUnitsRecentlyUnderAttack()

MakeWorkers

SetupBuildingListeners()

AlliedBuildingHealthChangedHandler()

AlliedUnitHealthChangedHandler()

EnemyBuildingtHealthChangedHandler()

FactionBuildingReegisteredHandler()

SetupUnitLIsteners()

OnWorkerHealthChangedHandler()

DefendRTSActors()

GetXUnitsBuildingWithReserve()

AttackActors()

DoAvailableUpgrades()
RTSZoneNode* - is Debugging boolean

Constraints

Freeze Position: X, Y, Z

Freeze Rotation: X, Y, Z
TakeInPlotDirectory()

ReportPotentialRootIssues()

HandleDeath()

OnDestroy()
UI Avatar - UI Background

Progress Bar

Supply Sprite

Resource Sprite

Base Supply Text Color

Flash Supply Text Color

Sort Order
Show()

Hide()

CreateStatusPanel()

CreateResourcePanel

OnSelectionChangedHandler

ShowStatusOfUnits()

ClearActorStatusPanel()

UpdateUI()

RespondToLackOfSupply()

RespondToLackOfResources()

Coroutine

FlashSupplyRed()

FlashResourcesRed()
UI Avatar ActionPanel* - Border Image

Radial Image

Check Mark Image

Icon Highlight Color

Worker Option Data

Hub Option Data

Barracks Option Data

Armory Option Data

Mage Tower Option Data

Transport Option Data
Show()

Hide()

StatModifierChangedHandler()

StatModifierChangedHandler()

GenerateOption()

PrepareWorkerOption()

PrepareBarracksOption()

PrepareHubOption()

SetupTrainerClick()

PrepareArmoryOption()

PrepareMageTowerOption()

PrepareSelfDestructBuildingOption()

HandleTrainerPointerClick()

HandleResearchPointerClick()

PrepareTransportOption()

ShowInfoPanel()

HideInfoPanel()

AddTrainingProgressBar()

AddResearchProgressBar()

OnSelectionChangedHandler()

ClearActionPanel()
UI Avatar Minimap - Unit Image

Building Image

Resource Image

Minimap Frustum Max Distance

Sort Order
Show()

Hide()

AddRTSActor()

AddActor()

removeActor()

UpdateActorMinimapPositionsAndVisibility()

AddDamagedHandler()

RendderMinimap()

MinimapClickedHandler()

MinimappDragHandler()

UpdateCameraPosition()

UpdateMinimapCameraFrustum()

UpdateUI()
UI Avatar Selection - Selection Area Color

Selection Outline Color

Selection Outline Image

Unit Selection GFX Reference

Building Selection GFX Reference

Selection Layer Mask

Command Executed Icon Reference

Attack Cursor Image

MInimap Nav Close Enough Distance

Sort Order

Unit and Building Noises
Show()

Hide()

OnPointerClick()

KillOldNavigationEffect()

OnDragStart()

OnDrag()OnDragEnd()

SelectorActor()

UnselectActor()

AttemptSelectSoleHumanRTSActor()

ClearSelection()

HandleFactionRegisteringActor()

CastCursorRay()

ContextualMouseCursor()

UpdateUI()

PlaySelectionNoises()

PlayCommandConfirmNoises()

MinimapNavCommand()

Coroutine

PlayNavigationEffectRepeatedly()
BuildingSelfDestructUI* - - -
UI Gameplay - UI Background Image

Menu Button Image

Sort Order
Show()

Hide()

CreateTimePanel()

CreateUndeadBuilddingPanel()

CreateMenuPanel()

MenuClickedHandler()

UpdateUI()
UI Gameplay EndGame - Background Image

Human Knight Image

Human Archer Image

Human Flag Image

Human Second Flag Image

Undead Flag Image

Border Image

Sort Order
StartSequenceItem()

StopSequenceTime()

Show()

Hide()

ShowGameOverMenu()

AddStat()

TerminalButtonClickedHandler()

RestartButtonClickedHandler()

EdditorButtonBlickeddHandler()

RestartLevel()

UpdateUI()
UI Gameplay IntroScreen - Background Image

Human Knight Image

Human Archer Image

Undead Mage Image

Undead Knight Image

Human Flag Image

Undead Flag Image

Border Image

Goal Description

Sort Order
StartSequenceItem()

StopSequenceItem()

Show()

Hide()

UpdateUI()
TechResearchUI - - EnabledOption()

DisabledOption()
TransportControlOptionUI - - ChangedSelectedTransportsJumpModde()

DropOffUnits()

InjectUIText()

Update()
UnitTrainerUI - - AttemptTrainUnit()

AttemptCancelUnit()
Archer - Turn Automatically Boolean

Max Speed

Acceleration Rate

Deceleration Rate

Turning Rate

Orientation Mode

Constraints:

Freeze Rotation: X, Y, X

Freeze Rotation: X, Y, Z
AttackTarget()
Knight - Turn Automatically Boolean

Max Speed

Acceleration rate

Deceleration Rate

Turning Rate

Orientation Mode

Constraints:

Freeze Rotation: X, Y, X

Freeze Rotation: X, Y, Z
AttackTarget()
Mage - Turn Automatically Boolean

Max Speed

Acceleration rate

Deceleration Rate

Turning Rate

Orientation Mode

Constraints:

Freeze Rotation: X, Y, X

Freeze Rotation: X, Y, Z
AttackTarget()
UnitTransport - Exit Points

Turn Automatically Boolean

Max Speed

Acceleration rate

Deceleration Rate

Turning Rate

Orientation Mode

Constraints:

Freeze Rotation: X, Y, X

Freeze Rotation: X, Y, Z
Start()

PromiseFutureCooperation()

Cooperate()

UnitStateChangeHanddler()

CanAssistOtherCurrently()

SetJumpMode()

DropCarriedUnits()

HandleSelectionChanged()

ActivateDeathAnimation()

UpdateAnimator()

DeathHandler()

Coroutines

Attacking()

Jump()

Worker Turn Automatically Boolean

Max Speed

Acceleration rate

Deceleration Rate

Turning Rate

Orientation Mode

Constraints:

Freeze Rotation: X, Y, X

Freeze Rotation: X, Y, Z
AttackTarget()
Unit - Attack Damage

Attack Frequency

Min Attack Distance

Max Attack Distance

Death Effect Reference

Selection Ring Size

Healthbar Reference

Character Mover Effects Defend Position Boolean

Unit X Faction Death Noise
OnStatModifierChangedHandler()

CanBeAttacked()

HealthModificationFilter()

HealthChangedHandler()

EnterDefense()

ActivateDdamageTakenAnimation()

DeathHandler()

ActivateDeathAnimation()

KillNow()

ExecuteActionOnTarget()

DeclareCurrentStateAnExternalOrder()

ExecuteAttackOnTarget()

DoSpecialAttackAnimation()

DoSphereOverlapAtack()

DoAttackEffects()

NavigateToPoint()

UpdateAnimator()

Coroutine:

Destroyed()

InternalAttack()

Attacking()

Defending()

NavigateToActorInConstrainedRange()

Assisting()

Navigating()

WorkWithTarget()

RotateToFaceTarget()
UnitSelectionGFX* - Ring Image

Alpha
-



Visual Effects[edit | edit source]

Name Description Editable Components Public Variables
Building Construction Large a cluster of dirt Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Building Destruction Large a cluster of debris Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Clouds a group of voxel white clouds Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Command Ring a circular blue effect Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Enchanted Forest Glow 01 a blue-green variation of Enchanted Forest Mist Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Enchanted Forest Glow 02 a green variation of Enchanted Forest Mist Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Enchanted Forest Glow 03 a purple variation of Enchanted Forest Mist Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Enchanted Forest Mist a blue mist particle system that simulates magical fog Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Falling Leaves green cubes of various sizes that simulate movement in the wind Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Fog a white voxels with

transparency that simulates fog
Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Fountain Water blue voxel cluster simulating water dripping Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Hit Sparks small impact cluster Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Impact Explosion a cluster of dust and smoke Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Mage Being Fire Buffed a ring of voxel flames Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Mage Being Healed Indicator a ring of blue magic Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Mage Fire DOT a large cluster of voxel flames Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Mage Fire Sword Buff a small cluster of voxel flames Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Mage Healing Ring a ring of blue magic Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Ore Depleted a burst of ore pieces Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Ore Mining Impact a subtle dirt effect Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z
Unit Death a burst of voxels Transform Position: X, Y, Z

Rotation: X, Y, Z

Scale: X, Y, Z