diff --git a/mods/ts/mod.yaml b/mods/ts/mod.yaml index f323051770..ab2067e6ed 100644 --- a/mods/ts/mod.yaml +++ b/mods/ts/mod.yaml @@ -70,10 +70,14 @@ Rules: ./mods/ts/rules/world.yaml ./mods/ts/rules/aircraft.yaml ./mods/ts/rules/defaults.yaml - ./mods/ts/rules/structures.yaml ./mods/ts/rules/gdi-infantry.yaml ./mods/ts/rules/nod-infantry.yaml ./mods/ts/rules/player-infantry.yaml + ./mods/ts/rules/gdi-defenses.yaml + ./mods/ts/rules/nod-defenses.yaml + ./mods/ts/rules/gdi-structures.yaml + ./mods/ts/rules/nod-structures.yaml + ./mods/ts/rules/player-structures.yaml ./mods/ts/rules/gdi-vehicles.yaml ./mods/ts/rules/nod-vehicles.yaml ./mods/ts/rules/player-vehicles.yaml diff --git a/mods/ts/rules/civilian-structures.yaml b/mods/ts/rules/civilian-structures.yaml index f94c77b474..49132eecfd 100644 --- a/mods/ts/rules/civilian-structures.yaml +++ b/mods/ts/rules/civilian-structures.yaml @@ -1270,6 +1270,28 @@ GALITE: Selectable: Bounds: 25, 35, 0, -12 +GAICBM: + Inherits: ^Building + Valued: + Cost: 800 + -AcceptsSupplies: + Tooltip: + Name: Deployed ICBM + -GivesBuildableArea: + Health: + HP: 400 + Armor: + Type: Wood + RevealsShroud: + Range: 5c0 + Transforms: + IntoActor: icbm + Offset: 1,1 + Facing: 96 + TransformSounds: place2.aud + NoTransformSounds: + -WithDeathAnimation: + NAMNTK: Inherits: ^CivBuilding Tooltip: diff --git a/mods/ts/rules/gdi-defenses.yaml b/mods/ts/rules/gdi-defenses.yaml new file mode 100644 index 0000000000..ef025ee28f --- /dev/null +++ b/mods/ts/rules/gdi-defenses.yaml @@ -0,0 +1,177 @@ +GAWALL: + Inherits: ^Wall + Buildable: + Queue: Defense + BuildPaletteOrder: 20 + Prerequisites: ~structures.gdi + SoundOnDamageTransition: + DamagedSounds: + DestroyedSounds: + Valued: + Cost: 50 + CustomSellValue: + Value: 0 + Tooltip: + Name: Concrete Wall + Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. + Health: + HP: 300 + Armor: + Type: Concrete + Crushable: + CrushClasses: heavywall + LineBuild: + NodeTypes: wall, turret + + +GACTWR: + Inherits: ^Building + Valued: + Cost: 600 + Tooltip: + Name: Component Tower + Description: Modular tower for base defenses. + Buildable: + Queue: Defense + BuildPaletteOrder: 30 + Prerequisites: gapile, ~structures.gdi + Building: + Selectable: + Bounds: 48, 48, 0, -12 + DisabledOverlay: + -GivesBuildableArea: + Health: + HP: 500 + Armor: + Type: Light + RevealsShroud: + Range: 6c0 + BodyOrientation: + QuantizedFacings: 32 + RenderRangeCircle: + RenderDetectionCircle: + DetectCloaked: + UpgradeTypes: tower + UpgradeMinEnabledLevel: 1 + Range: 5 + AutoTarget: + Turreted: + ROT: 10 + InitialFacing: 50 + AttackTurreted: + UpgradeTypes: tower + UpgradeMinEnabledLevel: 1 + CanPowerDown: + WithTurret@VULC: + UpgradeTypes: tower.vulcan + UpgradeMinEnabledLevel: 1 + Recoils: no + Sequence: turret-vulcan + WithTurret@ROCKET: + UpgradeTypes: tower.rocket + UpgradeMinEnabledLevel: 1 + Recoils: no + Sequence: turret-rocket + WithTurret@SAM: + UpgradeTypes: tower.sam + UpgradeMinEnabledLevel: 1 + Recoils: no + Sequence: turret-sam + Armament@VULCPRIMARY: + UpgradeTypes: tower.vulcan + UpgradeMinEnabledLevel: 1 + Weapon: VulcanTower + LocalOffset: 768,85,512 + MuzzleSequence: muzzle + MuzzleSplitFacings: 8 + Armament@VULCSECONDARY: + UpgradeTypes: tower.vulcan + UpgradeMinEnabledLevel: 1 + Name: secondary + Weapon: VulcanTower + LocalOffset: 768,-85,512 + MuzzleSequence: muzzle + MuzzleSplitFacings: 8 + Armament@ROCKET: + UpgradeTypes: tower.rocket + UpgradeMinEnabledLevel: 1 + Weapon: RPGTower + LocalOffset: 512,-128,512 + Armament@SAM: + UpgradeTypes: tower.sam + UpgradeMinEnabledLevel: 1 + Weapon: RedEye2 + LocalOffset: 512,0,512 + WithMuzzleFlash: + UpgradeTypes: tower.vulcan + UpgradeMinEnabledLevel: 1 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + LineBuildNode: + Types: turret + -RenderBuilding: + RenderBuildingWall: + Type: wall + Power@base: + Amount: -10 + Power@turrets: + UpgradeTypes: tower + UpgradeMinEnabledLevel: 1 + Amount: -20 + Power@samextra: + UpgradeTypes: tower.sam + UpgradeMinEnabledLevel: 1 + Amount: -10 + Pluggable: + Upgrades: + tower.vulcan: tower, tower.vulcan + tower.rocket: tower, tower.rocket + tower.sam: tower, tower.sam + +GAVULC: + Inherits: ^BuildingPlug + Valued: + Cost: 150 + Tooltip: + Name: Vulcan Tower + Description: Basic base defense. \nRequires no power to operate.\n Strong vs infantry and light armor\n Cannot target Aircraft + Buildable: + Queue: Defense + BuildPaletteOrder: 40 + Prerequisites: gactwr, gapile, ~structures.gdi + Plug: + Type: tower.vulcan + Power: + Amount: -20 + +GAROCK: + Inherits: ^BuildingPlug + Valued: + Cost: 600 + Tooltip: + Name: RPG Upgrade + Description: GDI Advanced base defense.\nRequires power to operate.\n Strong vs armored ground units\n Cannot target Aircraft + Buildable: + Queue: Defense + BuildPaletteOrder: 40 + Prerequisites: gactwr, gapile, ~structures.gdi + Plug: + Type: tower.rocket + Power: + Amount: -20 + +GACSAM: + Inherits: ^BuildingPlug + Valued: + Cost: 300 + Tooltip: + Name: SAM. Upgrade + Description: GDI Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units + Buildable: + Queue: Defense + BuildPaletteOrder: 40 + Prerequisites: gactwr, garadr, ~structures.gdi + Plug: + Type: tower.sam + Power: + Amount: -30 diff --git a/mods/ts/rules/gdi-structures.yaml b/mods/ts/rules/gdi-structures.yaml new file mode 100644 index 0000000000..4cb89ce144 --- /dev/null +++ b/mods/ts/rules/gdi-structures.yaml @@ -0,0 +1,395 @@ +GAPOWR: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 0 + Prerequisites: ~structures.gdi + Valued: + Cost: 300 + Tooltip: + Name: GDI Power Plant + Description: Provides power for other structures + ProvidesCustomPrerequisite: + Prerequisite: anypower + Building: + Footprint: xx xx + Dimensions: 2,2 + Health: + HP: 750 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + WithIdleOverlay@PLUG: + Sequence: idle-plug + Selectable: + Bounds: 90, 84, 0, -12 + Power: + Amount: 100 + InfiltrateForPowerOutage: + AffectedByPowerOutage: + TargetableBuilding: + TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate + ScalePowerWithHealth: + DisabledOverlay: + Pluggable@pluga: + Offset: 0,1 + Upgrades: + powrup: powrup.a + Power@pluga: + UpgradeTypes: powrup.a + UpgradeMinEnabledLevel: 1 + Amount: 50 + WithIdleOverlay@pluga: + UpgradeTypes: powrup.a + UpgradeMinEnabledLevel: 1 + Sequence: idle-powrupa + Pluggable@plugb: + Offset: 1,1 + Upgrades: + powrup: powrup.b + WithIdleOverlay@plugb: + UpgradeTypes: powrup.b + UpgradeMinEnabledLevel: 1 + Sequence: idle-powrupb + Power@plugb: + UpgradeTypes: powrup.b + UpgradeMinEnabledLevel: 1 + Amount: 50 + +GAPOWRUP: + Inherits: ^BuildingPlug + Valued: + Cost: 150 + Tooltip: + Name: Power Turbine + Description: Provides extra power generation. + Buildable: + Queue: Defense + BuildPaletteOrder: 10 + Prerequisites: gapowr, ~structures.gdi + Plug: + Type: powrup + Power: + Amount: 50 + +GAPILE: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 30 + Prerequisites: anypower, ~structures.gdi + Valued: + Cost: 300 + Tooltip: + Name: GDI Barracks + Description: Produces infantry + ProvidesCustomPrerequisite: + Prerequisite: barracks + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 88, 56, 0, -8 + Health: + HP: 800 + Armor: + Type: Wood + RevealsShroud: + Range: 5c0 + RallyPoint: + RallyPoint: 2,3 + Exit@1: + SpawnOffset: -256,1024,0 + ExitCell: 2,2 + Production: + Produces: Infantry + PrimaryBuilding: + ProductionBar: + WithProductionOverlay@LIGHTS: + Sequence: production-lights + WithIdleOverlay@LIGHT: + Sequence: idle-light + WithIdleOverlay@FLAG: + Sequence: idle-flag + Power: + Amount: -20 + +GAWEAP: + Inherits: ^Building + Valued: + Cost: 2000 + Tooltip: + Name: GDI War Factory + Description: Assembly point for\nvehicle reinforcements + ProvidesCustomPrerequisite: + Prerequisite: factory + Buildable: + Queue: Building + BuildPaletteOrder: 50 + Prerequisites: proc, ~structures.gdi + Building: + Footprint: xxx= xxx= xxx= + Dimensions: 4,3 + Selectable: + Bounds: 154, 100, -2, -12 + Health: + HP: 1000 + RevealsShroud: + Range: 4c0 + -RenderBuilding: + RenderBuildingWarFactory: + RallyPoint: + RallyPoint: 6,1 + Exit@1: + SpawnOffset: 0,0,0 + ExitCell: 4,1 + Production: + Produces: Vehicle + PrimaryBuilding: + ProductionBar: + WithProductionOverlay@WHITELIGHTS: + Sequence: production-lights-white + WithProductionOverlay@REDLIGHTS: + Sequence: production-lights-red + WithIdleOverlay@TURBINES: + Sequence: idle-turbines + WithIdleOverlay@BIB: + Sequence: bib + Power: + Amount: -30 + +GAHPAD: + Inherits: ^Building + Valued: + Cost: 500 + Tooltip: + Name: Helipad + Description: Produces, rearms and\nrepairs helicopters + Buildable: + BuildPaletteOrder: 60 + Queue: Building + Prerequisites: garadr, ~structures.gdi + Building: + Footprint: xx xx + Dimensions: 2,2 + Health: + HP: 600 + RevealsShroud: + Range: 5c0 + Exit@1: + SpawnOffset: 0,-256,0 + RallyPoint: + Production: + Produces: Air + PrimaryBuilding: + Reservable: + RepairsUnits: + ProductionBar: + WithIdleOverlay@PLATFORM: + Sequence: idle-platform + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + WithDeathAnimation@BIB: + DeathSequence: dead-platform + UseDeathTypeSuffix: false + Power: + Amount: -10 + Selectable: + Bounds: 88, 66, 0, -5 + +GADEPT: + Inherits: ^Building + Valued: + Cost: 1200 + Tooltip: + Name: Service Depot + Description: Repairs vehicles + Buildable: + BuildPaletteOrder: 80 + Prerequisites: factory, ~structures.gdi + Queue: Building + Building: + Footprint: =x= xxx =x= + Dimensions: 3,3 + Selectable: + Bounds: 98, 68, -6, -6 + Health: + HP: 1100 + RevealsShroud: + Range: 5c0 + Reservable: + RepairsUnits: + RallyPoint: + WithIdleOverlay@LIGHT: + Sequence: idle-light + WithIdleOverlay@GROUND: + Sequence: ground + WithRepairOverlay@CIRCUITS: + Sequence: circuits + WithRepairOverlay@CRANE: + Sequence: crane + WithRepairOverlay@PLATFORM: + Sequence: platform + WithDeathAnimation@BIB: + DeathSequence: dead-ground + UseDeathTypeSuffix: false + Power: + Amount: -30 + +GARADR: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 90 + Prerequisites: proc, ~structures.gdi + Valued: + Cost: 1000 + Tooltip: + Name: GDI Radar + Description: Provides radar screen + ProvidesCustomPrerequisite: + Prerequisite: radar + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 96, 116, 0, -28 + Health: + HP: 800 + Armor: + Type: Wood + RequiresPower: + CanPowerDown: + ProvidesRadar: + InfiltrateForExploration: + DetectCloaked: + Range: 10 + RenderDetectionCircle: + RevealsShroud: + Range: 10c0 + WithIdleOverlay@DISH: + Sequence: idle-dish + PauseOnLowPower: yes + TargetableBuilding: + TargetTypes: Ground, C4, SpyInfiltrate + Power: + Amount: -50 + +GATECH: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 100 + Prerequisites: gaweap, garadr, ~structures.gdi + Valued: + Cost: 2000 + Tooltip: + Name: GDI Tech Center + Description: Required for high-\ntech research + ProvidesCustomPrerequisite: + Prerequisite: tech + Building: + Footprint: xxx xxx + Dimensions: 3,2 + Selectable: + Bounds: 110, 60, 3, -8 + Health: + HP: 500 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + Power: + Amount: -150 + +GAPLUG: + Inherits: ^Building + Valued: + Cost: 1000 + Tooltip: + Name: GDI Upgrade Center + Description: Can be upgraded for additional technology. + Selectable: + Bounds: 115,120,0,-20 + Buildable: + BuildPaletteOrder: 100 + Prerequisites: proc, gatech + Queue: Building + Building: + Footprint: xxx xxx + Dimensions: 2,3 + RequiresPower: + CanPowerDown: + DisabledOverlay: + RenderBuilding: + WithIdleOverlay@DISH: + Sequence: idle-dish + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + WithIdleOverlay@STRIP: + Sequence: idle-strip + Health: + HP: 1000 + Armor: + Type: Wood + RevealsShroud: + Range: 6c0 + IonCannonPower: + UpgradeTypes: plug.ioncannon + UpgradeMinEnabledLevel: 1 + Icon: ioncannon + Effect: ionbeam + ChargeTime: 180 + Description: Ion Cannon + LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. + BeginChargeSound: + EndChargeSound: 00-i156.aud + LaunchSound: + SelectTargetSound: + InsufficientPowerSound: + DisplayRadarPing: True + CameraActor: camera + SupportPowerChargeBar: + Power: + Amount: -150 + Power@ioncannon: + UpgradeTypes: plug.ioncannon + UpgradeMinEnabledLevel: 1 + Amount: -100 + Pluggable@pluga: + Offset: 0,2 + Upgrades: + plug.ioncannon: plug.ioncannon, plug.ioncannona + WithIdleOverlay@ioncannona: + UpgradeTypes: plug.ioncannona + UpgradeMinEnabledLevel: 1 + Sequence: idle-ioncannona + Pluggable@plugb: + Offset: 1,2 + Upgrades: + plug.ioncannon: plug.ioncannon, plug.ioncannonb + WithIdleOverlay@ioncannonb: + UpgradeTypes: plug.ioncannonb + UpgradeMinEnabledLevel: 1 + Sequence: idle-ioncannonb + +GAPLUG3: + Inherits: ^BuildingPlug + Valued: + Cost: 1500 + Tooltip: + Name: Ion Cannon Uplink + Description: Enables use of the Ion Cannon. + Buildable: + Queue: Defense + BuildPaletteOrder: 1000 + Prerequisites: gaplug, gatech, ~structures.gdi + Plug: + Type: plug.ioncannon + Power: + Amount: -100 diff --git a/mods/ts/rules/nod-defenses.yaml b/mods/ts/rules/nod-defenses.yaml new file mode 100644 index 0000000000..a2dcc555c3 --- /dev/null +++ b/mods/ts/rules/nod-defenses.yaml @@ -0,0 +1,245 @@ +NAWALL: + Inherits: ^Wall + Buildable: + Queue: Defense + BuildPaletteOrder: 1001 + Prerequisites: ~structures.nod + SoundOnDamageTransition: + DamagedSounds: + DestroyedSounds: + Valued: + Cost: 50 + CustomSellValue: + Value: 0 + Tooltip: + Name: Concrete Wall + Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. + Health: + HP: 300 + Armor: + Type: Concrete + Crushable: + CrushClasses: heavywall + LineBuild: + NodeTypes: wall, turret + +NALASR: + Inherits: ^Building + Valued: + Cost: 500 + Tooltip: + Name: Laser Turret + Description: Basic base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft + Buildable: + Queue: Defense + Prerequisites: nahand, ~structures.nod + BuildPaletteOrder: 50 + Building: + Selectable: + Bounds: 40, 36, -8, -8 + RequiresPower: + DisabledOverlay: + -GivesBuildableArea: + Health: + HP: 400 + Armor: + Type: Light + RevealsShroud: + Range: 5c0 + RenderRangeCircle: + RenderDetectionCircle: + DetectCloaked: + Range: 3 + Turreted: + ROT: 10 + InitialFacing: 300 + Offset: 298,-171,0 + AttackTurreted: + Armament: + Weapon: LaserFire2 + RenderVoxels: + WithVoxelTurret: + AutoTarget: + Power: + Amount: -40 + +NAOBEL: + Inherits: ^Building + Valued: + Cost: 1500 + Tooltip: + Name: Obelisk of Light + Description: Advanced base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft + Buildable: + Queue: Defense + BuildPaletteOrder: 90 + Prerequisites: natech, ~structures.nod + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 88, 74, 0, -14 + RequiresPower: + DisabledOverlay: + -GivesBuildableArea: + Health: + HP: 600 + Armor: + Type: Heavy + RevealsShroud: + Range: 8c0 + RenderBuildingCharge: + ChargeAudio: obelpowr.aud + Armament: + Weapon: LaserFire + LocalOffset: 0,0,725 + AttackCharge: + ReloadTime: 50 + InitialChargeDelay: 50 + AutoTarget: + -RenderBuilding: + RenderRangeCircle: + RenderDetectionCircle: + DetectCloaked: + Range: 5 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + Power: + Amount: -150 + +NASAM: + Inherits: ^Building + Valued: + Cost: 600 + Tooltip: + Name: S.A.M. Site + Description: Nod Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units + Buildable: + Queue: Defense + Prerequisites: naradr, ~structures.nod + BuildPaletteOrder: 60 + Building: + Selectable: + Bounds: 40, 36, -3, -8 + RequiresPower: + DisabledOverlay: + -GivesBuildableArea: + Health: + HP: 500 + Armor: + Type: Light + RevealsShroud: + Range: 6c0 + BodyOrientation: + QuantizedFacings: 32 + RenderRangeCircle: + RenderDetectionCircle: + DetectCloaked: + Range: 5 + AutoTarget: + Turreted: + ROT: 10 + InitialFacing: 50 + AttackTurreted: + WithTurret: + Recoils: no + Armament: + Weapon: RedEye2 + LocalOffset: 512,0,512 + Power: + Amount: -30 + +GATICK: + Inherits: ^Building + Valued: + Cost: 800 + -AcceptsSupplies: + Tooltip: + Name: Deployed Tick Tank + -GivesBuildableArea: + Health: + HP: 350 + Armor: + Type: Concrete + RevealsShroud: + Range: 5c0 + Turreted: + ROT: 6 + InitialFacing: 128 + Offset: 170,0,213 + Armament@PRIMARY: + Weapon: 90mm + LocalOffset: 384,0,128 + UpgradeTypes: eliteweapon + UpgradeMaxEnabledLevel: 0 + UpgradeMaxAcceptedLevel: 1 + MuzzleSequence: muzzle + Armament@ELITE: + Weapon: 120mmx + LocalOffset: 384,0,128 + UpgradeTypes: eliteweapon + UpgradeMinEnabledLevel: 1 + MuzzleSequence: muzzle + AttackTurreted: + BodyOrientation: + QuantizedFacings: 32 + AutoTarget: + RenderRangeCircle: + DrawLineToTarget: + RenderBuilding: + RenderVoxels: + WithVoxelBarrel: + LocalOffset: 170,0,0 + WithVoxelTurret: + Transforms: + IntoActor: ttnk + Offset: 1,1 + Facing: 96 + TransformSounds: place2.aud + NoTransformSounds: + WithMuzzleFlash: + -WithDeathAnimation: + +GAARTY: + Inherits: ^Building + Valued: + Cost: 975 + -AcceptsSupplies: + Tooltip: + Name: Deployed Artillery + -GivesBuildableArea: + Health: + HP: 300 + Armor: + Type: Light + RevealsShroud: + Range: 9c0 + Selectable: + Voice: Vehicle + Turreted: + ROT: 5 + InitialFacing: 128 + Offset: 0,0,171 + Armament: + Weapon: 155mm + LocalOffset: 811,0,0 + MuzzleSequence: muzzle + AttackTurreted: + BodyOrientation: + QuantizedFacings: 32 + AutoTarget: + RenderRangeCircle: + DrawLineToTarget: + RenderBuilding: + RenderVoxels: + WithVoxelBarrel: + LocalOffset: 0,0,-512 + WithVoxelTurret: + Transforms: + IntoActor: art2 + Offset: 1,1 + Facing: 96 + TransformSounds: place2.aud + NoTransformSounds: + WithMuzzleFlash: + -WithDeathAnimation: diff --git a/mods/ts/rules/nod-structures.yaml b/mods/ts/rules/nod-structures.yaml new file mode 100644 index 0000000000..0a19e2d168 --- /dev/null +++ b/mods/ts/rules/nod-structures.yaml @@ -0,0 +1,348 @@ +NAPOWR: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 0 + Prerequisites: ~structures.nod + Valued: + Cost: 300 + Tooltip: + Name: Nod Power Plant + Description: Provides power for other structures + ProvidesCustomPrerequisite: + Prerequisite: anypower + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 88, 80, 2, -12 + Health: + HP: 750 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + Power: + Amount: 100 + InfiltrateForPowerOutage: + AffectedByPowerOutage: + TargetableBuilding: + TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate + ScalePowerWithHealth: + DisabledOverlay: + +NAAPWR: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 5 + Prerequisites: factory, ~structures.nod + Valued: + Cost: 600 + Tooltip: + Name: Advanced Power Plant + Description: Provides more power for structures + ProvidesCustomPrerequisite: + Prerequisite: anypower + Building: + Footprint: xxx xxx + Dimensions: 2,3 + Selectable: + Bounds: 100, 74, 0, -12 + Health: + HP: 900 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + Power: + Amount: 200 + InfiltrateForPowerOutage: + AffectedByPowerOutage: + TargetableBuilding: + TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate + ScalePowerWithHealth: + DisabledOverlay: + +NAHAND: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 30 + Prerequisites: anypower, ~structures.nod + Valued: + Cost: 300 + Tooltip: + Name: Hand of Nod + Description: Produces infantry + ProvidesCustomPrerequisite: + Prerequisite: barracks + Building: + Footprint: xxx xxx + Dimensions: 3,2 + Selectable: + Bounds: 116, 78, 3, -8 + Health: + HP: 800 + Armor: + Type: Wood + RevealsShroud: + Range: 5c0 + Exit@1: + SpawnOffset: 384,768,0 + ExitCell: 3,2 + RallyPoint: + RallyPoint: 3,3 + Production: + Produces: Infantry + PrimaryBuilding: + ProductionBar: + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + WithProductionOverlay@LIGHT: + Sequence: production-light + Power: + Amount: -20 + +NAWEAP: + Inherits: ^Building + Valued: + Cost: 2000 + Tooltip: + Name: Nod War Factory + Description: Assembly point for\nvehicle reinforcements + ProvidesCustomPrerequisite: + Prerequisite: factory + Buildable: + Queue: Building + BuildPaletteOrder: 50 + Prerequisites: proc, ~structures.nod + Building: + Footprint: xxx= xxx= xxx= + Dimensions: 4,3 + Selectable: + Bounds: 149, 116, -3, -20 + Health: + HP: 1000 + RevealsShroud: + Range: 4c0 + -RenderBuilding: + RenderBuildingWarFactory: + RallyPoint: + RallyPoint: 6,1 + Exit@1: + SpawnOffset: 0,0,0 + ExitCell: 4,1 + Production: + Produces: Vehicle + PrimaryBuilding: + ProductionBar: + WithProductionOverlay@LIGHTS: + Sequence: production-lights + WithIdleOverlay@BIB: + Sequence: bib + Power: + Amount: -30 + +NAHPAD: + Inherits: ^Building + Valued: + Cost: 500 + Tooltip: + Name: Helipad + Description: Produces, rearms and\nrepairs helicopters + Buildable: + BuildPaletteOrder: 60 + Queue: Building + Prerequisites: naradr, ~structures.nod + Building: + Footprint: xx xx + Dimensions: 2,2 + Health: + HP: 600 + RevealsShroud: + Range: 5c0 + Exit@1: + SpawnOffset: 0,-256,0 + RallyPoint: + Production: + Produces: Air + PrimaryBuilding: + Reservable: + RepairsUnits: + ProductionBar: + WithIdleOverlay@PLATFORM: + Sequence: idle-platform + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + WithDeathAnimation@BIB: + DeathSequence: dead-platform + UseDeathTypeSuffix: false + Power: + Amount: -10 + Selectable: + Bounds: 78, 54, 0, -8 + +NARADR: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 90 + Prerequisites: proc, ~structures.nod + Valued: + Cost: 1000 + Tooltip: + Name: Nod Radar + Description: Provides radar screen + ProvidesCustomPrerequisite: + Prerequisite: radar + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 96, 82, 0, -17 + Health: + HP: 800 + Armor: + Type: Wood + RequiresPower: + CanPowerDown: + ProvidesRadar: + InfiltrateForExploration: + DetectCloaked: + Range: 10 + RenderDetectionCircle: + RevealsShroud: + Range: 10c0 + WithIdleOverlay@DISH: + Sequence: idle-dish + PauseOnLowPower: yes + TargetableBuilding: + TargetTypes: Ground, C4, SpyInfiltrate + Power: + Amount: -50 + +NATECH: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 100 + Prerequisites: naweap, naradr, ~structures.nod + Valued: + Cost: 2000 + Tooltip: + Name: Nod Tech Center + Description: Required for high-\ntech research + ProvidesCustomPrerequisite: + Prerequisite: tech + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 86, 58, 0, -4 + Health: + HP: 500 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + Power: + Amount: -150 + +NASTLH: + Inherits: ^Building + Valued: + Cost: 2500 + Tooltip: + Name: Stealth Generator + Description: Generates a cloaking field + Buildable: + BuildPaletteOrder: 80 + Prerequisites: proc, natech, ~structures.nod + Queue: Building + Building: + Footprint: xxx xxx + Dimensions: 3,2 + Health: + HP: 600 + Armor: + Type: Wood + RevealsShroud: + Range: 6c0 + WithIdleOverlay@pulse: + Sequence: pulse + PauseOnLowPower: true + WithRangeCircle: + Range: 12c0 + Type: cloakgenerator + Power: + Amount: -350 + RequiresPower: + CanPowerDown: + UpgradeActorsNear: + Upgrades: cloakgenerator + Range: 12c0 + EnableSound: cloak5.aud + DisableSound: cloak5.aud + AffectsParent: true + Selectable: + Bounds: 124, 64, 15, 13 + +NAMISL: + Inherits: ^Building + Buildable: + Queue: Defense + BuildPaletteOrder: 100 + Owner: nod + Prerequisites: natech + BuildLimit: 1 + Valued: + Cost: 1300 + Tooltip: + Name: Nod Missile Silo + Description: Launches a devastating missile\nat a target location.\nRequires power to operate. + ProvidesCustomPrerequisite: + Prerequisite: tech + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 75,48 + Health: + HP: 1000 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + Power: + Amount: -50 + CanPowerDown: + RequiresPower: + DisabledOverlay: + SupportPowerChargeBar: + NukePower: + Icon: clustermissile + ChargeTime: 540 + Description: Cluster Missile + LongDesc: Launches a conventional warhead\nat a target location. + BeginChargeSound: + EndChargeSound: 00-i154.aud + SelectTargetSound: + InsufficientPowerSound: + IncomingSound: 00-i150.aud + LaunchSound: icbm1.aud + MissileWeapon: ClusterMissile + SpawnOffset: 0,427,0 + DisplayTimer: False + DisplayBeacon: False + DisplayRadarPing: True + BeaconPoster: + CameraActor: camera diff --git a/mods/ts/rules/player-structures.yaml b/mods/ts/rules/player-structures.yaml new file mode 100644 index 0000000000..f132d4c14d --- /dev/null +++ b/mods/ts/rules/player-structures.yaml @@ -0,0 +1,218 @@ +GACNST: + Inherits: ^Building + Building: + Footprint: xxx xxx xxx + BuildSounds: facbld1.aud + Dimensions: 3,3 + Buildable: + Queue: Building + BuildPaletteOrder: 1000 + Prerequisites: ~disabled + Health: + HP: 1500 + Armor: + Type: Wood + RevealsShroud: + Range: 5c0 + Production: + Produces: Building,Defense + Valued: + Cost: 2500 + Tooltip: + Name: Construction Yard + Description: Builds base structures. + CustomSellValue: + Value: 2500 + BaseBuilding: + Transforms: + IntoActor: mcv + Offset: 1,1 + Facing: 96 + ProductionBar@Building: + ProductionType: Building + ProductionBar@Defense: + ProductionType: Defense + WithIdleOverlay@TOP: + Sequence: idle-top + WithIdleOverlay@SIDE: + Sequence: idle-side + WithIdleOverlay@FRONT: + Sequence: idle-front + WithBuildingPlacedOverlay: + Power: + Amount: 0 + Selectable: + Bounds: 144, 80, 0, -12 + ProvidesCustomPrerequisite@gdi: + Race: gdi + Prerequisite: structures.gdi + ProvidesCustomPrerequisite@nod: + Race: nod + Prerequisite: structures.nod + +PROC: + Inherits: ^Building + Valued: + Cost: 2000 + Tooltip: + Name: Tiberium Refinery + Description: Processes raw Tiberium\ninto useable resources + Buildable: + Queue: Building + BuildPaletteOrder: 20 + Prerequisites: anypower + Building: + Footprint: xxx= xx== xxx= + Dimensions: 4,3 + Selectable: + Bounds: 134, 122, 0, -18 + Health: + HP: 900 + RevealsShroud: + Range: 6c0 + TiberianSunRefinery: + DockAngle: 160 + DockOffset: 2,1 + StoresResources: + PipColor: Green + PipCount: 15 + Capacity: 3000 + CustomSellValue: + Value: 600 + FreeActor: + Actor: HARV + InitialActivity: FindResources + SpawnOffset: 3,1 + Facing: 160 + WithIdleOverlay@REDLIGHTS: + Sequence: idle-redlights + WithIdleOverlay@BIB: + Sequence: bib + Power: + Amount: -30 + +GASILO: + Inherits: ^Building + Buildable: + Queue: Building + BuildPaletteOrder: 70 + Prerequisites: proc + Valued: + Cost: 150 + Tooltip: + Name: Silo + Description: Stores excess Tiberium. + Building: + Footprint: xx xx + Dimensions: 2, 2 + Selectable: + Bounds: 80, 48, -5, 0 + -GivesBuildableArea: + Health: + HP: 300 + Armor: + Type: Wood + RevealsShroud: + Range: 4c0 + -RenderBuilding: + RenderBuildingSilo: + WithIdleOverlay@UNDERLAY: + Sequence: idle-underlay + WithIdleOverlay@LIGHTS: + Sequence: idle-lights + StoresResources: + PipCount: 5 + Capacity: 1500 + Power: + Amount: -10 + +GADPSA: + Inherits: ^Building + Valued: + Cost: 950 + -AcceptsSupplies: + Tooltip: + Name: Deployed Sensor Array + -GivesBuildableArea: + Health: + HP: 600 + Armor: + Type: Wood + RevealsShroud: + Range: 8c0 + Transforms: + IntoActor: lpst + Offset: 1,1 + Facing: 96 + TransformSounds: place2.aud + NoTransformSounds: + RenderDetectionCircle: + DetectCloaked: + Range: 6 + -WithDeathAnimation: + +NAPULS: + Inherits: ^Building + Valued: + Cost: 1000 + Tooltip: + Name: EMP Cannon + Description: Disables vehicles. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft + Buildable: + Queue: Defense + BuildPaletteOrder: 90 + Prerequisites: radar + Building: + Footprint: xx xx + Dimensions: 2,2 + Selectable: + Bounds: 78, 54, 0, -12 + RequiresPower: + DisabledOverlay: + -GivesBuildableArea: + Health: + HP: 500 + Armor: + Type: Heavy + RevealsShroud: + Range: 8c0 + Turreted: + ROT: 10 + InitialFacing: 300 + AttackTurreted: + Armament: + Weapon: EMPulseCannon + AutoTarget: + RenderRangeCircle: + RenderDetectionCircle: + DetectCloaked: + Range: 5 + WithTurret: + Sequence: turret + Power: + Amount: -150 + +ANYPOWER: + Tooltip: + Name: Power Plant + Description: Power Plant + +BARRACKS: + Tooltip: + Name: Infantry Production + Description: Infantry Production + +FACTORY: + Tooltip: + Name: Vehicle Production + Description: Vehicle Production + +RADAR: + Tooltip: + Name: Radar + Description: Radar + +TECH: + Tooltip: + Name: Tech Center + Description: Tech Center diff --git a/mods/ts/rules/structures.yaml b/mods/ts/rules/structures.yaml deleted file mode 100644 index 6bc0e6ac51..0000000000 --- a/mods/ts/rules/structures.yaml +++ /dev/null @@ -1,1408 +0,0 @@ -GACNST: - Inherits: ^Building - Building: - Footprint: xxx xxx xxx - BuildSounds: facbld1.aud - Dimensions: 3,3 - Buildable: - Queue: Building - BuildPaletteOrder: 1000 - Prerequisites: ~disabled - Health: - HP: 1500 - Armor: - Type: Wood - RevealsShroud: - Range: 5c0 - Production: - Produces: Building,Defense - Valued: - Cost: 2500 - Tooltip: - Name: Construction Yard - Description: Builds base structures. - CustomSellValue: - Value: 2500 - BaseBuilding: - Transforms: - IntoActor: mcv - Offset: 1,1 - Facing: 96 - ProductionBar@Building: - ProductionType: Building - ProductionBar@Defense: - ProductionType: Defense - WithIdleOverlay@TOP: - Sequence: idle-top - WithIdleOverlay@SIDE: - Sequence: idle-side - WithIdleOverlay@FRONT: - Sequence: idle-front - WithBuildingPlacedOverlay: - Power: - Amount: 0 - Selectable: - Bounds: 144, 80, 0, -12 - ProvidesCustomPrerequisite@gdi: - Race: gdi - Prerequisite: structures.gdi - ProvidesCustomPrerequisite@nod: - Race: nod - Prerequisite: structures.nod - -GAPOWR: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 0 - Prerequisites: ~structures.gdi - Valued: - Cost: 300 - Tooltip: - Name: GDI Power Plant - Description: Provides power for other structures - ProvidesCustomPrerequisite: - Prerequisite: anypower - Building: - Footprint: xx xx - Dimensions: 2,2 - Health: - HP: 750 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - WithIdleOverlay@PLUG: - Sequence: idle-plug - Selectable: - Bounds: 90, 84, 0, -12 - Power: - Amount: 100 - InfiltrateForPowerOutage: - AffectedByPowerOutage: - TargetableBuilding: - TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate - ScalePowerWithHealth: - DisabledOverlay: - Pluggable@pluga: - Offset: 0,1 - Upgrades: - powrup: powrup.a - Power@pluga: - UpgradeTypes: powrup.a - UpgradeMinEnabledLevel: 1 - Amount: 50 - WithIdleOverlay@pluga: - UpgradeTypes: powrup.a - UpgradeMinEnabledLevel: 1 - Sequence: idle-powrupa - Pluggable@plugb: - Offset: 1,1 - Upgrades: - powrup: powrup.b - WithIdleOverlay@plugb: - UpgradeTypes: powrup.b - UpgradeMinEnabledLevel: 1 - Sequence: idle-powrupb - Power@plugb: - UpgradeTypes: powrup.b - UpgradeMinEnabledLevel: 1 - Amount: 50 - -GAPOWRUP: - Inherits: ^BuildingPlug - Valued: - Cost: 150 - Tooltip: - Name: Power Turbine - Description: Provides extra power generation. - Buildable: - Queue: Defense - BuildPaletteOrder: 10 - Prerequisites: gapowr, ~structures.gdi - Plug: - Type: powrup - Power: - Amount: 50 - -GAPILE: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 30 - Prerequisites: anypower, ~structures.gdi - Valued: - Cost: 300 - Tooltip: - Name: GDI Barracks - Description: Produces infantry - ProvidesCustomPrerequisite: - Prerequisite: barracks - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 88, 56, 0, -8 - Health: - HP: 800 - Armor: - Type: Wood - RevealsShroud: - Range: 5c0 - RallyPoint: - RallyPoint: 2,3 - Exit@1: - SpawnOffset: -256,1024,0 - ExitCell: 2,2 - Production: - Produces: Infantry - PrimaryBuilding: - ProductionBar: - WithProductionOverlay@LIGHTS: - Sequence: production-lights - WithIdleOverlay@LIGHT: - Sequence: idle-light - WithIdleOverlay@FLAG: - Sequence: idle-flag - Power: - Amount: -20 - -PROC: - Inherits: ^Building - Valued: - Cost: 2000 - Tooltip: - Name: Tiberium Refinery - Description: Processes raw Tiberium\ninto useable resources - Buildable: - Queue: Building - BuildPaletteOrder: 20 - Prerequisites: anypower - Building: - Footprint: xxx= xx== xxx= - Dimensions: 4,3 - Selectable: - Bounds: 134, 122, 0, -18 - Health: - HP: 900 - RevealsShroud: - Range: 6c0 - TiberianSunRefinery: - DockAngle: 160 - DockOffset: 2,1 - StoresResources: - PipColor: Green - PipCount: 15 - Capacity: 3000 - CustomSellValue: - Value: 600 - FreeActor: - Actor: HARV - InitialActivity: FindResources - SpawnOffset: 3,1 - Facing: 160 - WithIdleOverlay@REDLIGHTS: - Sequence: idle-redlights - WithIdleOverlay@BIB: - Sequence: bib - Power: - Amount: -30 - -GASILO: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 70 - Prerequisites: proc - Valued: - Cost: 150 - Tooltip: - Name: Silo - Description: Stores excess Tiberium. - Building: - Footprint: xx xx - Dimensions: 2, 2 - Selectable: - Bounds: 80, 48, -5, 0 - -GivesBuildableArea: - Health: - HP: 300 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - -RenderBuilding: - RenderBuildingSilo: - WithIdleOverlay@UNDERLAY: - Sequence: idle-underlay - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - StoresResources: - PipCount: 5 - Capacity: 1500 - Power: - Amount: -10 - -GAWEAP: - Inherits: ^Building - Valued: - Cost: 2000 - Tooltip: - Name: GDI War Factory - Description: Assembly point for\nvehicle reinforcements - ProvidesCustomPrerequisite: - Prerequisite: factory - Buildable: - Queue: Building - BuildPaletteOrder: 50 - Prerequisites: proc, ~structures.gdi - Building: - Footprint: xxx= xxx= xxx= - Dimensions: 4,3 - Selectable: - Bounds: 154, 100, -2, -12 - Health: - HP: 1000 - RevealsShroud: - Range: 4c0 - -RenderBuilding: - RenderBuildingWarFactory: - RallyPoint: - RallyPoint: 6,1 - Exit@1: - SpawnOffset: 0,0,0 - ExitCell: 4,1 - Production: - Produces: Vehicle - PrimaryBuilding: - ProductionBar: - WithProductionOverlay@WHITELIGHTS: - Sequence: production-lights-white - WithProductionOverlay@REDLIGHTS: - Sequence: production-lights-red - WithIdleOverlay@TURBINES: - Sequence: idle-turbines - WithIdleOverlay@BIB: - Sequence: bib - Power: - Amount: -30 - -NAPOWR: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 0 - Prerequisites: ~structures.nod - Valued: - Cost: 300 - Tooltip: - Name: Nod Power Plant - Description: Provides power for other structures - ProvidesCustomPrerequisite: - Prerequisite: anypower - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 88, 80, 2, -12 - Health: - HP: 750 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - Power: - Amount: 100 - InfiltrateForPowerOutage: - AffectedByPowerOutage: - TargetableBuilding: - TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate - ScalePowerWithHealth: - DisabledOverlay: - -NAAPWR: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 5 - Prerequisites: factory, ~structures.nod - Valued: - Cost: 600 - Tooltip: - Name: Advanced Power Plant - Description: Provides more power for structures - ProvidesCustomPrerequisite: - Prerequisite: anypower - Building: - Footprint: xxx xxx - Dimensions: 2,3 - Selectable: - Bounds: 100, 74, 0, -12 - Health: - HP: 900 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - Power: - Amount: 200 - InfiltrateForPowerOutage: - AffectedByPowerOutage: - TargetableBuilding: - TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate - ScalePowerWithHealth: - DisabledOverlay: - -NAHAND: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 30 - Prerequisites: anypower, ~structures.nod - Valued: - Cost: 300 - Tooltip: - Name: Hand of Nod - Description: Produces infantry - ProvidesCustomPrerequisite: - Prerequisite: barracks - Building: - Footprint: xxx xxx - Dimensions: 3,2 - Selectable: - Bounds: 116, 78, 3, -8 - Health: - HP: 800 - Armor: - Type: Wood - RevealsShroud: - Range: 5c0 - Exit@1: - SpawnOffset: 384,768,0 - ExitCell: 3,2 - RallyPoint: - RallyPoint: 3,3 - Production: - Produces: Infantry - PrimaryBuilding: - ProductionBar: - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - WithProductionOverlay@LIGHT: - Sequence: production-light - Power: - Amount: -20 - -NAWEAP: - Inherits: ^Building - Valued: - Cost: 2000 - Tooltip: - Name: Nod War Factory - Description: Assembly point for\nvehicle reinforcements - ProvidesCustomPrerequisite: - Prerequisite: factory - Buildable: - Queue: Building - BuildPaletteOrder: 50 - Prerequisites: proc, ~structures.nod - Building: - Footprint: xxx= xxx= xxx= - Dimensions: 4,3 - Selectable: - Bounds: 149, 116, -3, -20 - Health: - HP: 1000 - RevealsShroud: - Range: 4c0 - -RenderBuilding: - RenderBuildingWarFactory: - RallyPoint: - RallyPoint: 6,1 - Exit@1: - SpawnOffset: 0,0,0 - ExitCell: 4,1 - Production: - Produces: Vehicle - PrimaryBuilding: - ProductionBar: - WithProductionOverlay@LIGHTS: - Sequence: production-lights - WithIdleOverlay@BIB: - Sequence: bib - Power: - Amount: -30 - -GAWALL: - Inherits: ^Wall - Buildable: - Queue: Defense - BuildPaletteOrder: 20 - Prerequisites: ~structures.gdi - SoundOnDamageTransition: - DamagedSounds: - DestroyedSounds: - Valued: - Cost: 50 - CustomSellValue: - Value: 0 - Tooltip: - Name: Concrete Wall - Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. - Health: - HP: 300 - Armor: - Type: Concrete - Crushable: - CrushClasses: heavywall - LineBuild: - NodeTypes: wall, turret - -NAWALL: - Inherits: ^Wall - Buildable: - Queue: Defense - BuildPaletteOrder: 1001 - Prerequisites: ~structures.nod - SoundOnDamageTransition: - DamagedSounds: - DestroyedSounds: - Valued: - Cost: 50 - CustomSellValue: - Value: 0 - Tooltip: - Name: Concrete Wall - Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. - Health: - HP: 300 - Armor: - Type: Concrete - Crushable: - CrushClasses: heavywall - LineBuild: - NodeTypes: wall, turret - -GATICK: - Inherits: ^Building - Valued: - Cost: 800 - -AcceptsSupplies: - Tooltip: - Name: Deployed Tick Tank - -GivesBuildableArea: - Health: - HP: 350 - Armor: - Type: Concrete - RevealsShroud: - Range: 5c0 - Turreted: - ROT: 6 - InitialFacing: 128 - Offset: 170,0,213 - Armament@PRIMARY: - Weapon: 90mm - LocalOffset: 384,0,128 - UpgradeTypes: eliteweapon - UpgradeMaxEnabledLevel: 0 - UpgradeMaxAcceptedLevel: 1 - MuzzleSequence: muzzle - Armament@ELITE: - Weapon: 120mmx - LocalOffset: 384,0,128 - UpgradeTypes: eliteweapon - UpgradeMinEnabledLevel: 1 - MuzzleSequence: muzzle - AttackTurreted: - BodyOrientation: - QuantizedFacings: 32 - AutoTarget: - RenderRangeCircle: - DrawLineToTarget: - RenderBuilding: - RenderVoxels: - WithVoxelBarrel: - LocalOffset: 170,0,0 - WithVoxelTurret: - Transforms: - IntoActor: ttnk - Offset: 1,1 - Facing: 96 - TransformSounds: place2.aud - NoTransformSounds: - WithMuzzleFlash: - -WithDeathAnimation: - -GAICBM: - Inherits: ^Building - Valued: - Cost: 800 - -AcceptsSupplies: - Tooltip: - Name: Deployed ICBM - -GivesBuildableArea: - Health: - HP: 400 - Armor: - Type: Wood - RevealsShroud: - Range: 5c0 - Transforms: - IntoActor: icbm - Offset: 1,1 - Facing: 96 - TransformSounds: place2.aud - NoTransformSounds: - -WithDeathAnimation: - -GADPSA: - Inherits: ^Building - Valued: - Cost: 950 - -AcceptsSupplies: - Tooltip: - Name: Deployed Sensor Array - -GivesBuildableArea: - Health: - HP: 600 - Armor: - Type: Wood - RevealsShroud: - Range: 8c0 - Transforms: - IntoActor: lpst - Offset: 1,1 - Facing: 96 - TransformSounds: place2.aud - NoTransformSounds: - RenderDetectionCircle: - DetectCloaked: - Range: 6 - -WithDeathAnimation: - -GAARTY: - Inherits: ^Building - Valued: - Cost: 975 - -AcceptsSupplies: - Tooltip: - Name: Deployed Artillery - -GivesBuildableArea: - Health: - HP: 300 - Armor: - Type: Light - RevealsShroud: - Range: 9c0 - Selectable: - Voice: Vehicle - Turreted: - ROT: 5 - InitialFacing: 128 - Offset: 0,0,171 - Armament: - Weapon: 155mm - LocalOffset: 811,0,0 - MuzzleSequence: muzzle - AttackTurreted: - BodyOrientation: - QuantizedFacings: 32 - AutoTarget: - RenderRangeCircle: - DrawLineToTarget: - RenderBuilding: - RenderVoxels: - WithVoxelBarrel: - LocalOffset: 0,0,-512 - WithVoxelTurret: - Transforms: - IntoActor: art2 - Offset: 1,1 - Facing: 96 - TransformSounds: place2.aud - NoTransformSounds: - WithMuzzleFlash: - -WithDeathAnimation: - -GARADR: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 90 - Prerequisites: proc, ~structures.gdi - Valued: - Cost: 1000 - Tooltip: - Name: GDI Radar - Description: Provides radar screen - ProvidesCustomPrerequisite: - Prerequisite: radar - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 96, 116, 0, -28 - Health: - HP: 800 - Armor: - Type: Wood - RequiresPower: - CanPowerDown: - ProvidesRadar: - InfiltrateForExploration: - DetectCloaked: - Range: 10 - RenderDetectionCircle: - RevealsShroud: - Range: 10c0 - WithIdleOverlay@DISH: - Sequence: idle-dish - PauseOnLowPower: yes - TargetableBuilding: - TargetTypes: Ground, C4, SpyInfiltrate - Power: - Amount: -50 - -NARADR: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 90 - Prerequisites: proc, ~structures.nod - Valued: - Cost: 1000 - Tooltip: - Name: Nod Radar - Description: Provides radar screen - ProvidesCustomPrerequisite: - Prerequisite: radar - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 96, 82, 0, -17 - Health: - HP: 800 - Armor: - Type: Wood - RequiresPower: - CanPowerDown: - ProvidesRadar: - InfiltrateForExploration: - DetectCloaked: - Range: 10 - RenderDetectionCircle: - RevealsShroud: - Range: 10c0 - WithIdleOverlay@DISH: - Sequence: idle-dish - PauseOnLowPower: yes - TargetableBuilding: - TargetTypes: Ground, C4, SpyInfiltrate - Power: - Amount: -50 - -GATECH: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 100 - Prerequisites: gaweap, garadr, ~structures.gdi - Valued: - Cost: 2000 - Tooltip: - Name: GDI Tech Center - Description: Required for high-\ntech research - ProvidesCustomPrerequisite: - Prerequisite: tech - Building: - Footprint: xxx xxx - Dimensions: 3,2 - Selectable: - Bounds: 110, 60, 3, -8 - Health: - HP: 500 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - Power: - Amount: -150 - -NATECH: - Inherits: ^Building - Buildable: - Queue: Building - BuildPaletteOrder: 100 - Prerequisites: naweap, naradr, ~structures.nod - Valued: - Cost: 2000 - Tooltip: - Name: Nod Tech Center - Description: Required for high-\ntech research - ProvidesCustomPrerequisite: - Prerequisite: tech - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 86, 58, 0, -4 - Health: - HP: 500 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - Power: - Amount: -150 - -GAHPAD: - Inherits: ^Building - Valued: - Cost: 500 - Tooltip: - Name: Helipad - Description: Produces, rearms and\nrepairs helicopters - Buildable: - BuildPaletteOrder: 60 - Queue: Building - Prerequisites: garadr, ~structures.gdi - Building: - Footprint: xx xx - Dimensions: 2,2 - Health: - HP: 600 - RevealsShroud: - Range: 5c0 - Exit@1: - SpawnOffset: 0,-256,0 - RallyPoint: - Production: - Produces: Air - PrimaryBuilding: - Reservable: - RepairsUnits: - ProductionBar: - WithIdleOverlay@PLATFORM: - Sequence: idle-platform - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - WithDeathAnimation@BIB: - DeathSequence: dead-platform - UseDeathTypeSuffix: false - Power: - Amount: -10 - Selectable: - Bounds: 88, 66, 0, -5 - -NAHPAD: - Inherits: ^Building - Valued: - Cost: 500 - Tooltip: - Name: Helipad - Description: Produces, rearms and\nrepairs helicopters - Buildable: - BuildPaletteOrder: 60 - Queue: Building - Prerequisites: naradr, ~structures.nod - Building: - Footprint: xx xx - Dimensions: 2,2 - Health: - HP: 600 - RevealsShroud: - Range: 5c0 - Exit@1: - SpawnOffset: 0,-256,0 - RallyPoint: - Production: - Produces: Air - PrimaryBuilding: - Reservable: - RepairsUnits: - ProductionBar: - WithIdleOverlay@PLATFORM: - Sequence: idle-platform - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - WithDeathAnimation@BIB: - DeathSequence: dead-platform - UseDeathTypeSuffix: false - Power: - Amount: -10 - Selectable: - Bounds: 78, 54, 0, -8 - -GADEPT: - Inherits: ^Building - Valued: - Cost: 1200 - Tooltip: - Name: Service Depot - Description: Repairs vehicles - Buildable: - BuildPaletteOrder: 80 - Prerequisites: factory, ~structures.gdi - Queue: Building - Building: - Footprint: =x= xxx =x= - Dimensions: 3,3 - Selectable: - Bounds: 98, 68, -6, -6 - Health: - HP: 1100 - RevealsShroud: - Range: 5c0 - Reservable: - RepairsUnits: - RallyPoint: - WithIdleOverlay@LIGHT: - Sequence: idle-light - WithIdleOverlay@GROUND: - Sequence: ground - WithRepairOverlay@CIRCUITS: - Sequence: circuits - WithRepairOverlay@CRANE: - Sequence: crane - WithRepairOverlay@PLATFORM: - Sequence: platform - WithDeathAnimation@BIB: - DeathSequence: dead-ground - UseDeathTypeSuffix: false - Power: - Amount: -30 - -NASTLH: - Inherits: ^Building - Valued: - Cost: 2500 - Tooltip: - Name: Stealth Generator - Description: Generates a cloaking field - Buildable: - BuildPaletteOrder: 80 - Prerequisites: proc, natech, ~structures.nod - Queue: Building - Building: - Footprint: xxx xxx - Dimensions: 3,2 - Health: - HP: 600 - Armor: - Type: Wood - RevealsShroud: - Range: 6c0 - WithIdleOverlay@pulse: - Sequence: pulse - PauseOnLowPower: true - WithRangeCircle: - Range: 12c0 - Type: cloakgenerator - Power: - Amount: -350 - RequiresPower: - CanPowerDown: - UpgradeActorsNear: - Upgrades: cloakgenerator - Range: 12c0 - EnableSound: cloak5.aud - DisableSound: cloak5.aud - AffectsParent: true - Selectable: - Bounds: 124, 64, 15, 13 - -GACTWR: - Inherits: ^Building - Valued: - Cost: 600 - Tooltip: - Name: Component Tower - Description: Modular tower for base defenses. - Buildable: - Queue: Defense - BuildPaletteOrder: 30 - Prerequisites: gapile, ~structures.gdi - Building: - Selectable: - Bounds: 48, 48, 0, -12 - DisabledOverlay: - -GivesBuildableArea: - Health: - HP: 500 - Armor: - Type: Light - RevealsShroud: - Range: 6c0 - BodyOrientation: - QuantizedFacings: 32 - RenderRangeCircle: - RenderDetectionCircle: - DetectCloaked: - UpgradeTypes: tower - UpgradeMinEnabledLevel: 1 - Range: 5 - AutoTarget: - Turreted: - ROT: 10 - InitialFacing: 50 - AttackTurreted: - UpgradeTypes: tower - UpgradeMinEnabledLevel: 1 - CanPowerDown: - WithTurret@VULC: - UpgradeTypes: tower.vulcan - UpgradeMinEnabledLevel: 1 - Recoils: no - Sequence: turret-vulcan - WithTurret@ROCKET: - UpgradeTypes: tower.rocket - UpgradeMinEnabledLevel: 1 - Recoils: no - Sequence: turret-rocket - WithTurret@SAM: - UpgradeTypes: tower.sam - UpgradeMinEnabledLevel: 1 - Recoils: no - Sequence: turret-sam - Armament@VULCPRIMARY: - UpgradeTypes: tower.vulcan - UpgradeMinEnabledLevel: 1 - Weapon: VulcanTower - LocalOffset: 768,85,512 - MuzzleSequence: muzzle - MuzzleSplitFacings: 8 - Armament@VULCSECONDARY: - UpgradeTypes: tower.vulcan - UpgradeMinEnabledLevel: 1 - Name: secondary - Weapon: VulcanTower - LocalOffset: 768,-85,512 - MuzzleSequence: muzzle - MuzzleSplitFacings: 8 - Armament@ROCKET: - UpgradeTypes: tower.rocket - UpgradeMinEnabledLevel: 1 - Weapon: RPGTower - LocalOffset: 512,-128,512 - Armament@SAM: - UpgradeTypes: tower.sam - UpgradeMinEnabledLevel: 1 - Weapon: RedEye2 - LocalOffset: 512,0,512 - WithMuzzleFlash: - UpgradeTypes: tower.vulcan - UpgradeMinEnabledLevel: 1 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - LineBuildNode: - Types: turret - -RenderBuilding: - RenderBuildingWall: - Type: wall - Power@base: - Amount: -10 - Power@turrets: - UpgradeTypes: tower - UpgradeMinEnabledLevel: 1 - Amount: -20 - Power@samextra: - UpgradeTypes: tower.sam - UpgradeMinEnabledLevel: 1 - Amount: -10 - Pluggable: - Upgrades: - tower.vulcan: tower, tower.vulcan - tower.rocket: tower, tower.rocket - tower.sam: tower, tower.sam - -GAVULC: - Inherits: ^BuildingPlug - Valued: - Cost: 150 - Tooltip: - Name: Vulcan Tower - Description: Basic base defense. \nRequires no power to operate.\n Strong vs infantry and light armor\n Cannot target Aircraft - Buildable: - Queue: Defense - BuildPaletteOrder: 40 - Prerequisites: gactwr, gapile, ~structures.gdi - Plug: - Type: tower.vulcan - Power: - Amount: -20 - -GAROCK: - Inherits: ^BuildingPlug - Valued: - Cost: 600 - Tooltip: - Name: RPG Upgrade - Description: GDI Advanced base defense.\nRequires power to operate.\n Strong vs armored ground units\n Cannot target Aircraft - Buildable: - Queue: Defense - BuildPaletteOrder: 40 - Prerequisites: gactwr, gapile, ~structures.gdi - Plug: - Type: tower.rocket - Power: - Amount: -20 - -GACSAM: - Inherits: ^BuildingPlug - Valued: - Cost: 300 - Tooltip: - Name: SAM. Upgrade - Description: GDI Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units - Buildable: - Queue: Defense - BuildPaletteOrder: 40 - Prerequisites: gactwr, garadr, ~structures.gdi - Plug: - Type: tower.sam - Power: - Amount: -30 - -NASAM: - Inherits: ^Building - Valued: - Cost: 600 - Tooltip: - Name: S.A.M. Site - Description: Nod Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units - Buildable: - Queue: Defense - Prerequisites: naradr, ~structures.nod - BuildPaletteOrder: 60 - Building: - Selectable: - Bounds: 40, 36, -3, -8 - RequiresPower: - DisabledOverlay: - -GivesBuildableArea: - Health: - HP: 500 - Armor: - Type: Light - RevealsShroud: - Range: 6c0 - BodyOrientation: - QuantizedFacings: 32 - RenderRangeCircle: - RenderDetectionCircle: - DetectCloaked: - Range: 5 - AutoTarget: - Turreted: - ROT: 10 - InitialFacing: 50 - AttackTurreted: - WithTurret: - Recoils: no - Armament: - Weapon: RedEye2 - LocalOffset: 512,0,512 - Power: - Amount: -30 - -NALASR: - Inherits: ^Building - Valued: - Cost: 500 - Tooltip: - Name: Laser Turret - Description: Basic base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft - Buildable: - Queue: Defense - Prerequisites: nahand, ~structures.nod - BuildPaletteOrder: 50 - Building: - Selectable: - Bounds: 40, 36, -8, -8 - RequiresPower: - DisabledOverlay: - -GivesBuildableArea: - Health: - HP: 400 - Armor: - Type: Light - RevealsShroud: - Range: 5c0 - RenderRangeCircle: - RenderDetectionCircle: - DetectCloaked: - Range: 3 - Turreted: - ROT: 10 - InitialFacing: 300 - Offset: 298,-171,0 - AttackTurreted: - Armament: - Weapon: LaserFire2 - RenderVoxels: - WithVoxelTurret: - AutoTarget: - Power: - Amount: -40 - -NAOBEL: - Inherits: ^Building - Valued: - Cost: 1500 - Tooltip: - Name: Obelisk of Light - Description: Advanced base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft - Buildable: - Queue: Defense - BuildPaletteOrder: 90 - Prerequisites: natech, ~structures.nod - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 88, 74, 0, -14 - RequiresPower: - DisabledOverlay: - -GivesBuildableArea: - Health: - HP: 600 - Armor: - Type: Heavy - RevealsShroud: - Range: 8c0 - RenderBuildingCharge: - ChargeAudio: obelpowr.aud - Armament: - Weapon: LaserFire - LocalOffset: 0,0,725 - AttackCharge: - ReloadTime: 50 - InitialChargeDelay: 50 - AutoTarget: - -RenderBuilding: - RenderRangeCircle: - RenderDetectionCircle: - DetectCloaked: - Range: 5 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - Power: - Amount: -150 - -NAPULS: - Inherits: ^Building - Valued: - Cost: 1000 - Tooltip: - Name: EMP Cannon - Description: Disables vehicles. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft - Buildable: - Queue: Defense - BuildPaletteOrder: 90 - Prerequisites: radar - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 78, 54, 0, -12 - RequiresPower: - DisabledOverlay: - -GivesBuildableArea: - Health: - HP: 500 - Armor: - Type: Heavy - RevealsShroud: - Range: 8c0 - Turreted: - ROT: 10 - InitialFacing: 300 - AttackTurreted: - Armament: - Weapon: EMPulseCannon - AutoTarget: - RenderRangeCircle: - RenderDetectionCircle: - DetectCloaked: - Range: 5 - WithTurret: - Sequence: turret - Power: - Amount: -150 - -NAMISL: - Inherits: ^Building - Buildable: - Queue: Defense - BuildPaletteOrder: 100 - Prerequisites: natech, ~structures.nod - BuildLimit: 1 - Valued: - Cost: 1300 - Tooltip: - Name: Nod Missile Silo - Description: Launches a devastating missile\nat a target location.\nRequires power to operate. - ProvidesCustomPrerequisite: - Prerequisite: tech - Building: - Footprint: xx xx - Dimensions: 2,2 - Selectable: - Bounds: 75,48 - Health: - HP: 1000 - Armor: - Type: Wood - RevealsShroud: - Range: 4c0 - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - Power: - Amount: -50 - CanPowerDown: - RequiresPower: - DisabledOverlay: - SupportPowerChargeBar: - NukePower: - Icon: clustermissile - ChargeTime: 540 - Description: Cluster Missile - LongDesc: Launches a conventional warhead\nat a target location. - BeginChargeSound: - EndChargeSound: 00-i154.aud - SelectTargetSound: - InsufficientPowerSound: - IncomingSound: 00-i150.aud - LaunchSound: icbm1.aud - MissileWeapon: ClusterMissile - SpawnOffset: 0,427,0 - DisplayTimer: False - DisplayBeacon: False - DisplayRadarPing: True - BeaconPoster: - CameraActor: camera - -GAPLUG: - Inherits: ^Building - Valued: - Cost: 1000 - Tooltip: - Name: GDI Upgrade Center - Description: Can be upgraded for additional technology. - Selectable: - Bounds: 115,120,0,-20 - Buildable: - BuildPaletteOrder: 100 - Prerequisites: proc, gatech - Queue: Building - Building: - Footprint: xxx xxx - Dimensions: 2,3 - RequiresPower: - CanPowerDown: - DisabledOverlay: - RenderBuilding: - WithIdleOverlay@DISH: - Sequence: idle-dish - WithIdleOverlay@LIGHTS: - Sequence: idle-lights - WithIdleOverlay@STRIP: - Sequence: idle-strip - Health: - HP: 1000 - Armor: - Type: Wood - RevealsShroud: - Range: 6c0 - IonCannonPower: - UpgradeTypes: plug.ioncannon - UpgradeMinEnabledLevel: 1 - Icon: ioncannon - Effect: ionbeam - ChargeTime: 180 - Description: Ion Cannon - LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. - BeginChargeSound: - EndChargeSound: 00-i156.aud - LaunchSound: - SelectTargetSound: - InsufficientPowerSound: - DisplayRadarPing: True - CameraActor: camera - SupportPowerChargeBar: - Power: - Amount: -150 - Power@ioncannon: - UpgradeTypes: plug.ioncannon - UpgradeMinEnabledLevel: 1 - Amount: -100 - Pluggable@pluga: - Offset: 0,2 - Upgrades: - plug.ioncannon: plug.ioncannon, plug.ioncannona - WithIdleOverlay@ioncannona: - UpgradeTypes: plug.ioncannona - UpgradeMinEnabledLevel: 1 - Sequence: idle-ioncannona - Pluggable@plugb: - Offset: 1,2 - Upgrades: - plug.ioncannon: plug.ioncannon, plug.ioncannonb - WithIdleOverlay@ioncannonb: - UpgradeTypes: plug.ioncannonb - UpgradeMinEnabledLevel: 1 - Sequence: idle-ioncannonb - -GAPLUG3: - Inherits: ^BuildingPlug - Valued: - Cost: 1500 - Tooltip: - Name: Ion Cannon Uplink - Description: Enables use of the Ion Cannon. - Buildable: - Queue: Defense - BuildPaletteOrder: 1000 - Prerequisites: gaplug, gatech, ~structures.gdi - Plug: - Type: plug.ioncannon - Power: - Amount: -100 - -ANYPOWER: - Tooltip: - Name: Power Plant - Description: Power Plant - -BARRACKS: - Tooltip: - Name: Infantry Production - Description: Infantry Production - -FACTORY: - Tooltip: - Name: Vehicle Production - Description: Vehicle Production - -RADAR: - Tooltip: - Name: Radar - Description: Radar - -TECH: - Tooltip: - Name: Tech Center - Description: Tech Center -