Rusted Warfare Mod Workshop
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Understand the four basic sections

Separate core, graphics, attack and movement before tuning values

Read the core settings

name is the internal identifier used by other configurations, displayText is the visible name, price is the cost and maxHp is maximum health, keep mass and radius unchanged while learning

[core]
name: rwa01Scout
displayText: 巡逻侦察车 / Patrol Scout
price: 250
maxHp: 200
mass: 2000
radius: 11

Keep each section focused

graphics chooses the images, attack sets eligible targets and movement defines travel, place each key in the matching section because the same spelling can mean different things in different sections

[graphics]
image: body.png

[attack]
canAttack: true
canAttackFlyingUnits: false
canAttackLandUnits: true
canAttackUnderwaterUnits: false

[movement]
movementType: LAND
moveSpeed: 1.2

Read values and units

Boolean switches use true or false and colors use hexadecimal values, write times such as 8s for clarity, a bare buildSpeed number is a progress rate and does not mean the same thing as a time in seconds

[core]
buildSpeed: 8s

[attack]
shootDelay: 1s

[projectile_shell]
color: #FFE1B0

Compare against the guard

The guard has more health and moves more slowly, giving the pair distinct roles, raise scout health from 200 to 240 and test against the same enemy, record how many hits it survives before and after

Try it yourself

Set the scout to 240 health and 300 credits, then explain the gameplay tradeoff

Open interactive lesson and download the companion mod