re-wrote structures.yaml

Structures should now have same values C&C Gold now. 
Helipad is not perfect (unit does not spawn in the center)
There may be issues with how the ion cannon does damage differently to weapons factory vs. airfield (also an issue in regular CNC fork).
List of buildings has been organized from basic to advanced, and in-game build menu has been changed to be more logical.
This commit is contained in:
psydev
2013-01-26 15:24:28 -08:00
committed by Matthias Mailänder
parent 1725fdcf8a
commit 43995ebb28

View File

@@ -2,7 +2,7 @@ FACT:
Inherits: ^Building
-Buildable:
Valued:
Cost: 2000
Cost: 5000
Tooltip:
Name: Construction Yard
Icon: mcvicnh
@@ -12,20 +12,34 @@ FACT:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 2000
Armor:
Type: Heavy
HP: 800
RevealsShroud:
Range: 10
Bib:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Production:
Produces: Building,Defense
Transforms:
IntoActor: mcv
Offset:1,1
Facing: 108
ProductionQueue@Building:
Type: Building
Group: Building
BuildSpeed: .5
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@Defense:
Type: Defense
Group: Defense
BuildSpeed: .5
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
BaseBuilding:
ProductionBar:
Bib:
NUKE:
Inherits: ^Building
@@ -34,13 +48,12 @@ NUKE:
Tooltip:
Name: Power Plant
Icon: nukeicnh
Description: Generates power
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Owner: gdi,nod
Prerequisites: fact
Building:
Power: 100
Footprint: x_ xx
@@ -49,18 +62,20 @@ NUKE:
HP: 400
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
PROC:
Inherits: ^Building
Valued:
Cost: 1500
Cost: 2000
Tooltip:
Name: Tiberium Refinery
Icon: procicnh
Description: Processes raw Tiberium\ninto useable resources
Description: Processes raw Tiberium into useable resources
Buildable:
BuildPaletteOrder: 30
BuildPaletteOrder: 20
Prerequisites: anypower
Owner: gdi,nod
Building:
@@ -71,20 +86,22 @@ PROC:
HP: 900
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
TiberiumRefinery:
DockOffset: 0,2
TickRate: 15
TickLifetime: 30
TickVelocity: 1
TickRate: 125
StoresOre:
PipColor: Green
PipCount: 18
Capacity: 1800
PipCount: 10
Capacity: 1000
Selectable:
Bounds: 73,72
CustomSellValue:
Value: 300
CustomBuildTimeValue:
Value: 80
Value: 600
FreeActor:
Actor: HARV
InitialActivity: FindResources
@@ -93,6 +110,32 @@ PROC:
-RenderBuilding:
RenderBuildingRefinery:
NUK2:
Inherits: ^Building
Valued:
Cost: 700
Tooltip:
Name: Advanced Power Plant
Icon:nuk2icnh
Description: Provides more power, cheaper than the \nstandard Power Plant
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 30
Prerequisites: nuke
Owner: gdi,nod
Building:
Power: 200
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
SILO:
Inherits: ^Building
Valued:
@@ -110,20 +153,23 @@ SILO:
Power: -10
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
GivesBuildableArea:
Health:
HP: 300
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
RenderBuildingSilo:
StoresOre:
PipCount: 12
PipCount: 15
PipColor: Green
Capacity: 1200
Capacity: 1500
Selectable:
Bounds: 49,24
-RenderBuilding:
-EmitInfantryOnSell:
Bib:
PYLE:
Inherits: ^Building
@@ -144,9 +190,11 @@ PYLE:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
Exit@1:
@@ -158,7 +206,7 @@ PYLE:
Production:
Produces: Infantry
ProductionBar:
HAND:
Inherits: ^Building
Valued:
@@ -178,9 +226,11 @@ HAND:
Footprint: __ xx xx
Dimensions: 2,3
Health:
HP: 500
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
Exit@1:
@@ -197,11 +247,11 @@ AFLD:
Tooltip:
Name: Airstrip
Icon: afldicnh
Description: Provides a dropzone\nfor vehicle reinforcements
Description: Provides a dropzone for vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 60
BuildPaletteOrder: 50
Prerequisites: proc
Owner: nod
Building:
@@ -209,9 +259,13 @@ AFLD:
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1750
HP: 1000
Armor:
Type: Heavy
RevealsShroud:
Range: 7
# Range: 5
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
RallyPoint: 4,2
@@ -224,17 +278,18 @@ AFLD:
ProductionBar:
WEAP:
#light
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
Icon: weapicnh
Description: Assembly point for\nvehicle reinforcements
Description: Assembly point for vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 60
BuildPaletteOrder: 50
Prerequisites: proc
Owner: gdi
Building:
@@ -242,9 +297,13 @@ WEAP:
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1750
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 4
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
@@ -257,6 +316,97 @@ WEAP:
Produces: Vehicle
ProductionBar:
HPADGDI:
Inherits: ^Building
Valued:
Cost: 1500
CustomSellValue:
Value: 300
Tooltip:
Name: Helipad (GDI)
Icon:hpadicnh
Description: Produces and reloads helicopters
ProvidesCustomPrerequisite:
Prerequisite: hpad
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: gdi
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
FreeActor:
Actor: ORCA
Facing: 3
Exit@1:
# SpawnOffset: 0,0
SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionQueue:
Type: Aircraft
Group: Aircraft
BuildSpeed: .5
LowPowerSlowdown: 3
ProductionBar:
Bib:
HPADNOD:
Inherits: ^Building
Valued:
Cost: 1500
CustomSellValue:
Value: 300
Tooltip:
Name: Helipad (Nod)
Icon:hpadicnh
Description: Produces and reloads helicopters
ProvidesCustomPrerequisite:
Prerequisite: hpad
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: nod
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
FreeActor:
Actor: HELI
Exit@1:
SpawnOffset: 0,0
# SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionQueue:
Type: Aircraft
Group: Aircraft
BuildSpeed: .5
LowPowerSlowdown: 3
ProductionBar:
Bib:
HQ:
RequiresPower:
CanPowerDown:
@@ -268,7 +418,7 @@ HQ:
Icon: hqicnh
Description: Provides an overview of the battlefield.\n Requires power to operate.
Buildable:
BuildPaletteOrder: 80
BuildPaletteOrder: 70
Prerequisites: proc
Owner: gdi,nod
Building:
@@ -278,46 +428,12 @@ HQ:
Health:
HP: 1000
RevealsShroud:
Range: 10
Range: 12
# Range: 10
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 8
AirstrikePower:
Image: bombicnh
ChargeTime: 240
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
UnitType: a10
SupportPowerChargeBar:
NUK2:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Advanced Power Plant
Icon:nuk2icnh
Description: Provides more power, cheaper than the \nstandard Power Plant
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 90
Prerequisites: hq
Owner: gdi,nod
Building:
Power: 200
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 650
RevealsShroud:
Range: 4
Bib:
FIX:
Inherits: ^Building
Valued:
@@ -327,7 +443,7 @@ FIX:
Icon: fixicnh
Description: Repairs vehicles and allows the\nconstruction of additional bases.
Buildable:
BuildPaletteOrder: 70
BuildPaletteOrder: 80
Prerequisites: vehicleproduction
Owner: gdi,nod
Building:
@@ -338,51 +454,26 @@ FIX:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
HPAD:
Inherits: ^Building
Valued:
Cost: 1500
Tooltip:
Name: Helipad
Icon:hpadicnh
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 50
Prerequisites: barracks
Owner: gdi,nod
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 400
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionBar:
EYE:
#wood
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 1800
Cost: 2800
Tooltip:
Name: Advanced Communications Center
Icon: eyeicnh
Description: Provides access to the Ion Cannon.\n Requires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: techbuilding
Buildable:
BuildPaletteOrder: 100
Prerequisites: hq
@@ -394,15 +485,14 @@ EYE:
Health:
HP: 1000
RevealsShroud:
Range: 10
Range: 12
# Range: 10
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 8
IonCannonPower:
Image: ionicnh
ChargeTime: 180
ChargeTime: 280
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSound: ionchrg1.aud
@@ -416,11 +506,13 @@ TMPL:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 2000
Cost: 3000
Tooltip:
Name: Temple of Nod
Icon: tmplicnh
Description: Place of worship and secret missile silo.\n Requires power to operate.
Description: Place of worship and secret missile silo.\nRequires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: techbuilding
Buildable:
BuildPaletteOrder: 100
Prerequisites: hq
@@ -431,12 +523,16 @@ TMPL:
Dimensions: 3,3
Health:
HP: 2000
Armor:
Type: Light
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
NukePower:
Image: atomicnh
ChargeTime: 300
ChargeTime: 405
Description: Nuclear Strike
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
BeginChargeSound:
@@ -454,11 +550,11 @@ OBLI:
Tooltip:
Name: Obelisk of Light
Icon:obliicnh
Description: Advanced base defense.\n Requires power to operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
Description: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: tmpl
Prerequisites: hq
Owner: nod
Building:
Power: -150
@@ -468,9 +564,12 @@ OBLI:
Health:
HP: 400
Armor:
Type: Heavy
Type: Light
RevealsShroud:
Range: 8
Range: 9
# Range: 5
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA).
# (Range of Obelisk laser is 7.5)
RenderBuildingCharge:
ChargeAudio: obelpowr.aud
AttackTurreted:
@@ -483,16 +582,16 @@ OBLI:
-RenderBuilding:
RenderRangeCircle:
-EmitInfantryOnSell:
RenderDetectionCircle:
# RenderDetectionCircle:
DetectCloaked:
Range: 6
Range: 5
CYCL:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Cost: 75
# CustomSellValue:
# Value: 0
Tooltip:
Name: Chain Link Barrier
Icon:cyclicnh
@@ -501,18 +600,18 @@ CYCL:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: nod
Owner: gdi, nod
Health:
HP: 100
HP: 50
Armor:
Type: Light
Type: Wall
SBAG:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Cost: 50
# CustomSellValue:
# Value: 0
Tooltip:
Name: Sandbag Barrier
Icon:sbagicnh
@@ -521,18 +620,18 @@ SBAG:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: gdi
Owner: gdi, nod
Health:
HP: 100
HP: 25
Armor:
Type: Light
Type: Wall
BRIK:
Inherits: ^Wall
Inherits: ^HeavyWall
Valued:
Cost: 100
CustomSellValue:
Value: 0
# CustomSellValue:
# Value: 0
Tooltip:
Name: Concrete Barrier
Icon:brikicnh
@@ -543,9 +642,9 @@ BRIK:
Prerequisites: vehicleproduction
Owner: gdi,nod
Health:
HP: 250
HP: 200
Armor:
Type: Heavy
Type: Concrete
Wall:
CrushClasses: heavywall
-CrushSound:
@@ -562,7 +661,7 @@ GUN:
Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 45
BuildPaletteOrder: 40
Prerequisites: barracks
Owner: gdi,nod
Building:
@@ -570,8 +669,12 @@ GUN:
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 7
# Range: 5
# RevealShroud range was set to equal 1 + its weapon range (6) (due to possible rendering issues with shroud for OpenRA)
Turreted:
ROT: 12
InitialFacing: 50
@@ -584,9 +687,10 @@ GUN:
-RenderBuilding:
-DeadBuildingState:
RenderRangeCircle:
RenderDetectionCircle:
# RenderDetectionCircle:
DetectCloaked:
Range: 3
Range: 5
SAM:
Inherits: ^Building
RequiresPower:
@@ -611,7 +715,9 @@ SAM:
Armor:
Type: Heavy
RevealsShroud:
# Range: 3
Range: 5
# Range set to arbitrary length more in line with what you would expect from a guard tower. (SAM missile's range is 15)
Turreted:
ROT: 7
InitialFacing: 0
@@ -624,25 +730,28 @@ SAM:
RenderRangeCircle:
GTWR:
#wood
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Guard Tower
Icon: gtwricnh
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 40
BuildPaletteOrder: 50
Prerequisites: barracks
Owner: gdi,nod
Building:
Power: -10
-GivesBuildableArea:
Health:
HP: 600
HP: 400
RevealsShroud:
Range: 6
# Range: 3
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA)
AttackTurreted:
PrimaryWeapon: HighV
PrimaryOffset: 0,0,0,-6
@@ -651,7 +760,7 @@ GTWR:
-AutoTargetIgnore:
DetectCloaked:
Range: 3
RenderDetectionCircle:
# RenderDetectionCircle:
RenderRangeCircle:
WithMuzzleFlash:
Turreted:
@@ -677,11 +786,13 @@ ATWR:
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 800
HP: 600
Armor:
Type: Heavy
Type: Light
RevealsShroud:
Range: 8
Range: 7
# Range: 4
# RevealShroud range was set to equal its weapon range +1 (due to possible rendering issues with shroud for OpenRA)
AttackTurreted:
PrimaryWeapon: TowerMissle
PrimaryOffset: 0,0,5,2
@@ -690,23 +801,7 @@ ATWR:
ROT:255
AutoTarget:
-AutoTargetIgnore:
RenderDetectionCircle:
# RenderDetectionCircle:
DetectCloaked:
Range: 6
Range: 4
RenderRangeCircle:
# custom prerequisites:
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production
VEHICLEPRODUCTION:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant