MCV:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 110
		Prerequisites: ~factory, tech
		Description: Deploys into another Construction Yard.\n  Unarmed
	Valued:
		Cost: 2000
	Tooltip:
		Name: Mobile Construction Vehicle
	Selectable:
		Priority: 3
	Health:
		HP: 600
	Armor:
		Type: Light
	Mobile:
		Speed: 85
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 4c0
		MaxHeightDelta: 3
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	Transforms:
		IntoActor: gacnst
		Offset: -1,-1
		Facing: 96
		TransformSounds: place2.aud
		NoTransformSounds:
		Voice: Move
	SelectionDecorations:
		VisualBounds: 42,42
	RenderSprites:
		Image: mcv.gdi
		FactionImages:
			gdi: mcv.gdi
			nod: mcv.nod

HARV:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	Valued:
		Cost: 1400
	Tooltip:
		Name: Harvester
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 10
		Prerequisites: ~factory, proc
		Description: Collects Tiberium for processing.\n  Unarmed
	Selectable:
		Priority: 7
		Bounds: 36,36
	Harvester:
		DeliveryBuildings: proc
		Capacity: 28
		Resources: Tiberium, BlueTiberium
		BaleUnloadDelay: 1
		SearchFromProcRadius: 36
		SearchFromOrderRadius: 18
		HarvestVoice: Attack
		DeliverVoice: Move
	Mobile:
		Speed: 71
		Crushes: wall, crate
		TerrainSpeeds:
			Clear: 90
			Rough: 70
			Road: 100
			Bridge: 100
			Beach: 70
			Tiberium: 80
			BlueTiberium: 80
			Veins: 80
	Health:
		HP: 1000
	SelfHealing:
		Delay: 10
		HealIfBelow: 50
		DamageCooldown: 200
	Armor:
		Type: Heavy
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 4c0
		MaxHeightDelta: 3
	-WithVoxelBody:
	WithVoxelUnloadBody:
	Explodes:
		Weapon: TiberiumExplosion
	WithHarvestOverlay:
		Offset: 384,0,0
		Palette: effect
	SelectionDecorations:
		VisualBounds: 36,36
	RenderSprites:
		Image: harv.gdi
		FactionImages:
			gdi: harv.gdi
			nod: harv.nod
	-DamagedByTerrain@VEINS:
	-LeavesTrails@VEINS:

LPST:
	Inherits: ^Tank
	Inherits@VOXELS: ^VoxelActor
	-AppearsOnRadar:
	Buildable:
		Queue: Vehicle
		BuildPaletteOrder: 100
		Prerequisites: ~factory, radar
		Description: Can detect cloaked and subterranean\nunits when deployed.\n  Unarmed
	Valued:
		Cost: 950
	Tooltip:
		Name: Mobile Sensor Array
		RequiresCondition: !deployed
	Tooltip@DEPLOYED:
		Name: Mobile Sensor Array (deployed)
		RequiresCondition: deployed
	Health:
		HP: 600
	Armor:
		Type: Wood
	Mobile:
		Speed: 85
		TurnSpeed: 5
		RequiresCondition: !empdisable && undeployed
	RevealsShroud:
		RequiresCondition: !inside-tunnel
		Range: 7c0
		MaxHeightDelta: 3
	GrantCondition@PREVIEWWORKAROUND:
		Condition: real-actor
	RenderSprites:
		Image: lpst.gdi
		FactionImages:
			gdi: lpst.gdi
			nod: lpst.nod
	GrantConditionOnDeploy:
		DeployedCondition: deployed
		UndeployedCondition: undeployed
		DeployAnimation: make
		Facing: 160
		AllowedTerrainTypes: Clear, Road, DirtRoad, Rough
		DeploySound: place2.aud
		UndeploySound: clicky1.aud
	WithVoxelBody:
		Image: lpst
		RequiresCondition: undeployed
	WithSpriteBody@deployed:
		RequiresCondition: !undeployed && real-actor
	DetectCloaked:
		RequiresCondition: deployed
		Range: 18c0
	RenderDetectionCircle:
		TrailCount: 3
	Carryable:
		RequiresCondition: undeployed
