Begin iron curtain impl

This commit is contained in:
Paul Chote
2010-01-08 00:18:06 +13:00
parent 92dc6754a3
commit 9df6d01577
8 changed files with 203 additions and 56 deletions

View File

@@ -306,6 +306,21 @@ namespace OpenRa.Game
} }
buildPaletteRenderer.DrawSprite(repairButton.Image, chronoshiftDrawPos, PaletteType.Chrome); buildPaletteRenderer.DrawSprite(repairButton.Image, chronoshiftDrawPos, PaletteType.Chrome);
// Iron Curtain
Rectangle curtainRect = new Rectangle(6, 14+50, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
var curtainDrawPos = Game.viewport.Location + new float2(curtainRect.Location);
var hasCurtain = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasCurtain)
repairButton.ReplaceAnim("disabled");
else
{
//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
AddButton(curtainRect, isLmb => Game.controller.ToggleInputMode<IronCurtainOrderGenerator>());
}
buildPaletteRenderer.DrawSprite(repairButton.Image, curtainDrawPos, PaletteType.Chrome);
// Repair // Repair
Rectangle repairRect = new Rectangle(Game.viewport.Width - 120, 5, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height); Rectangle repairRect = new Rectangle(Game.viewport.Width - 120, 5, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);

View File

@@ -25,6 +25,7 @@ namespace OpenRa.Game
public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } } public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } }
public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } } public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } }
public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } } public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } }
public static Cursor Ability { get { return new Cursor("ability"); } }
public static Cursor C4 { get { return new Cursor("c4"); } } public static Cursor C4 { get { return new Cursor("c4"); } }
public static Cursor Capture { get { return new Cursor("capture"); } } public static Cursor Capture { get { return new Cursor("capture"); } }
public static Cursor Heal { get { return new Cursor("heal"); } } public static Cursor Heal { get { return new Cursor("heal"); } }

View File

@@ -100,6 +100,7 @@
<Compile Include="Orders\ChronoshiftSelfDestinationOrderGenerator.cs" /> <Compile Include="Orders\ChronoshiftSelfDestinationOrderGenerator.cs" />
<Compile Include="Orders\ChronosphereSelectOrderGenerator.cs" /> <Compile Include="Orders\ChronosphereSelectOrderGenerator.cs" />
<Compile Include="Orders\IOrderSource.cs" /> <Compile Include="Orders\IOrderSource.cs" />
<Compile Include="Orders\IronCurtainOrderGenerator.cs" />
<Compile Include="Orders\LocalOrderSource.cs" /> <Compile Include="Orders\LocalOrderSource.cs" />
<Compile Include="Effects\Missile.cs" /> <Compile Include="Effects\Missile.cs" />
<Compile Include="Orders\NetworkOrderSource.cs" /> <Compile Include="Orders\NetworkOrderSource.cs" />
@@ -217,6 +218,8 @@
<Compile Include="Traits\Helicopter.cs" /> <Compile Include="Traits\Helicopter.cs" />
<Compile Include="Traits\InvisibleToOthers.cs" /> <Compile Include="Traits\InvisibleToOthers.cs" />
<Compile Include="Traits\ConstructionYard.cs" /> <Compile Include="Traits\ConstructionYard.cs" />
<Compile Include="Traits\IronCurtain.cs" />
<Compile Include="Traits\IronCurtainable.cs" />
<Compile Include="Traits\MineImmune.cs" /> <Compile Include="Traits\MineImmune.cs" />
<Compile Include="Traits\Minelayer.cs" /> <Compile Include="Traits\Minelayer.cs" />
<Compile Include="Traits\LimitedAmmo.cs" /> <Compile Include="Traits\LimitedAmmo.cs" />

View File

@@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using OpenRa.Game.Traits;
namespace OpenRa.Game.Orders
{
class IronCurtainOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(xy, mi);
}
IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var loc = mi.Location + Game.viewport.Location;
var underCursor = Game.FindUnits(loc, loc)
.Where(a => a.Owner == Game.LocalPlayer
&& a.traits.Contains<IronCurtainable>()
&& a.Info.Selectable).FirstOrDefault();
var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
if (unit != null)
{
yield return new Order("IronCurtain", underCursor, null, int2.Zero, null);
}
}
}
public void Tick()
{
var hasStructure = Game.world.Actors
.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render() { }
public Cursor GetCursor(int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(xy, mi).Any()
? Cursor.Ability : Cursor.MoveBlocked;
}
}
}

View File

@@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class IronCurtain
{
public IronCurtain(Actor self) {}
}
}

View File

@@ -0,0 +1,57 @@
using OpenRa.Game.Traits;
using OpenRa.Game.Orders;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using OpenRa.Game.Effects;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class IronCurtainable: IOrder, IDamageModifier, ITick, IRenderModifier
{
int RemainingTicks = 0;
public IronCurtainable(Actor self) { }
public void Tick(Actor self)
{
if (RemainingTicks > 0)
RemainingTicks--;
}
public float GetDamageModifier()
{
return (RemainingTicks > 0) ? 0.0f : 1.0f;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
return null; // Chronoshift order is issued through Chrome.
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "IronCurtain")
{
RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25);
// Play active anim
var ironCurtain = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<IronCurtain>()).FirstOrDefault();
Sound.Play("ironcur9.aud");
if (ironCurtain != null)
ironCurtain.traits.Get<RenderBuilding>().PlayCustomAnim(ironCurtain, "active");
}
}
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> rs)
{
if (RemainingTicks <= 0)
return rs;
List<Renderable> nrs = new List<Renderable>(rs);
foreach(var r in rs)
{
nrs.Add(r.WithPalette(PaletteType.Shadow));
}
return nrs;
}
}
}

View File

@@ -201,8 +201,10 @@
</unit> </unit>
<!-- iron curtain --> <!-- iron curtain -->
<unit name="iron"> <unit name="iron">
<sequence name="idle" start="0" length="11" /> <sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="11" length="11" /> <sequence name="active" start="0" length="11" />
<sequence name="damaged-idle" start="11" length="1" />
<sequence name="damaged-active" start="11" length="11" />
<sequence name="make" start="0" length="*" src="ironmake" /> <sequence name="make" start="0" length="*" src="ironmake" />
</unit> </unit>
<!-- chronosphere --> <!-- chronosphere -->

108
units.ini
View File

@@ -16,47 +16,47 @@ MNLY.AT
[V2RL] [V2RL]
Description=V2 Rocket Description=V2 Rocket
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[1TNK] [1TNK]
Description=Light Tank Description=Light Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=2 Recoil=2
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
[2TNK] [2TNK]
Description=Medium Tank Description=Medium Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=3 Recoil=3
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
[3TNK] [3TNK]
Description=Heavy Tank Description=Heavy Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=3 Recoil=3
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
[4TNK] [4TNK]
Description=Mammoth Tank Description=Mammoth Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
[ARTY] [ARTY]
Description=Artillery Description=Artillery
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[JEEP] [JEEP]
Description=Ranger Description=Ranger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,0,0,-2 PrimaryOffset=0,0,0,-2
MuzzleFlash=yes MuzzleFlash=yes
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
[APC] [APC]
Description=Armored Personnel Carrier Description=Armored Personnel Carrier
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger, IronCurtainable
PrimaryOffset=0,0,0,-4 PrimaryOffset=0,0,0,-4
MuzzleFlash=yes MuzzleFlash=yes
Voice=VehicleVoice Voice=VehicleVoice
@@ -67,40 +67,40 @@ PassengerTypes=Foot
;; non-combat vehicles ;; non-combat vehicles
[MRJ] [MRJ]
Description=Radar Jammer Description=Radar Jammer
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,4,0,-6 PrimaryOffset=0,4,0,-6
SelectionPriority=3 SelectionPriority=3
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
[MGG] [MGG]
Description=Mobile Gap Generator Description=Mobile Gap Generator
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,6,0,-3 PrimaryOffset=0,6,0,-3
SelectionPriority=3 SelectionPriority=3
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
[HARV] [HARV]
Description=Ore Truck Description=Ore Truck
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
SelectionPriority=7 SelectionPriority=7
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Collects Ore and Gems for processing.\n Unarmed LongDesc=Collects Ore and Gems for processing.\n Unarmed
[MCV] [MCV]
Description=Mobile Construction Vehicle Description=Mobile Construction Vehicle
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
SelectionPriority=3 SelectionPriority=3
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Deploys into another Construction Yard.\n Unarmed LongDesc=Deploys into another Construction Yard.\n Unarmed
[MNLY.AP] [MNLY.AP]
Description=Minelayer (Anti-Personnel) Description=Minelayer (Anti-Personnel)
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
Primary=MINP ;; temporary hack Primary=MINP ;; temporary hack
[MNLY.AT] [MNLY.AT]
Description=Minelayer (Anti-Tank) Description=Minelayer (Anti-Tank)
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
Primary=MINV ;; temporary hack Primary=MINV ;; temporary hack
@@ -118,21 +118,21 @@ PT
Description=Submarine Description=Submarine
WaterBound=yes WaterBound=yes
BuiltAt=spen BuiltAt=spen
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable, IronCurtainable
FireDelay=2 FireDelay=2
LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge
[DD] [DD]
Description=Destroyer Description=Destroyer
WaterBound=yes WaterBound=yes
BuiltAt=syrd BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
PrimaryOffset=0,-8,0,-3 PrimaryOffset=0,-8,0,-3
LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks
[CA] [CA]
Description=Cruiser Description=Cruiser
WaterBound=yes WaterBound=yes
BuiltAt=syrd BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
PrimaryOffset=0,17,0,-2 PrimaryOffset=0,17,0,-2
SecondaryOffset=0,-17,0,-2 SecondaryOffset=0,-17,0,-2
LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines
@@ -140,14 +140,14 @@ Recoil=3
[LST] [LST]
Description=Transport Description=Transport
WaterBound=yes WaterBound=yes
Traits=Unit, Mobile, RenderUnit, Cargo Traits=Unit, Mobile, RenderUnit, Cargo, IronCurtainable
LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
PassengerTypes=Foot,Wheel,Track PassengerTypes=Foot,Wheel,Track
[PT] [PT]
Description=Gunboat Description=Gunboat
WaterBound=yes WaterBound=yes
BuiltAt=syrd BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
PrimaryOffset=0,-6,0,-1 PrimaryOffset=0,-6,0,-1
LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
@@ -168,13 +168,13 @@ HIND
[MIG] [MIG]
Description=Mig Attack Plane Description=Mig Attack Plane
BuiltAt=afld BuiltAt=afld
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
InitialFacing=192 InitialFacing=192
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
[YAK] [YAK]
Description=Yak Attack Plane Description=Yak Attack Plane
BuiltAt=afld BuiltAt=afld
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
InitialFacing=192 InitialFacing=192
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
[TRAN] [TRAN]
@@ -182,14 +182,14 @@ Description=Transport Helicopter
RotorOffset=0,14,0,-4 RotorOffset=0,14,0,-4
RotorOffset2=0,-14,0,-2 RotorOffset2=0,-14,0,-2
BuiltAt=hpad BuiltAt=hpad
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo, IronCurtainable
InitialFacing=20 InitialFacing=20
LongDesc=Fast Infantry Transport Helicopter.\n Unarmed LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
PassengerTypes=Foot PassengerTypes=Foot
[HELI] [HELI]
Description=Longbow Description=Longbow
BuiltAt=hpad BuiltAt=hpad
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
RotorOffset=0,0,0,-2 RotorOffset=0,0,0,-2
PrimaryOffset=-5,0,0,2 PrimaryOffset=-5,0,0,2
SecondaryOffset=5,0,0,2 SecondaryOffset=5,0,0,2
@@ -198,7 +198,7 @@ LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n W
[HIND] [HIND]
Description=Hind Description=Hind
BuiltAt=hpad BuiltAt=hpad
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
PrimaryOffset=-5,0,0,2 PrimaryOffset=-5,0,0,2
SecondaryOffset=5,0,0,2 SecondaryOffset=5,0,0,2
InitialFacing=20 InitialFacing=20
@@ -226,21 +226,21 @@ MSLO
[PBOX] [PBOX]
Description=Pillbox Description=Pillbox
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1 Dimensions=1,1
Footprint=x Footprint=x
SelectionPriority=3 SelectionPriority=3
LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[HBOX] [HBOX]
Description=Camo Pillbox Description=Camo Pillbox
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1 Dimensions=1,1
Footprint=x Footprint=x
SelectionPriority=3 SelectionPriority=3
LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[TSLA] [TSLA]
Description=Tesla Coil Description=Tesla Coil
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,2 Dimensions=1,2
Footprint=_ x Footprint=_ x
SelectionPriority=3 SelectionPriority=3
@@ -248,7 +248,7 @@ FireDelay=8
LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
[GUN] [GUN]
Description=Turret Description=Turret
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1 Dimensions=1,1
Footprint=x Footprint=x
SelectionPriority=3 SelectionPriority=3
@@ -256,7 +256,7 @@ InitialFacing=50
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
[AGUN] [AGUN]
Description=AA Gun Description=AA Gun
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,2 Dimensions=1,2
Footprint=_ x Footprint=_ x
SelectionPriority=3 SelectionPriority=3
@@ -264,14 +264,14 @@ InitialFacing=224
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[FTUR] [FTUR]
Description=Flame Turret Description=Flame Turret
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1 Dimensions=1,1
Footprint=x Footprint=x
SelectionPriority=3 SelectionPriority=3
LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
[SAM] [SAM]
Description=SAM Site Description=SAM Site
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=2,1 Dimensions=2,1
Footprint=xx Footprint=xx
SelectionPriority=3 SelectionPriority=3
@@ -279,28 +279,28 @@ LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[MSLO] [MSLO]
Description=Missile Silo Description=Missile Silo
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,1 Dimensions=2,1
Footprint=xx Footprint=xx
SelectionPriority=3 SelectionPriority=3
LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
[IRON] [IRON]
Description=Iron Curtain Description=Iron Curtain
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable, IronCurtain
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
SelectionPriority=3 SelectionPriority=3
LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
[PDOX] [PDOX]
Description=Chronosphere Description=Chronosphere
Traits=Building, RenderBuilding, Chronosphere Traits=Building, RenderBuilding, Chronosphere, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
SelectionPriority=3 SelectionPriority=3
LongDesc=Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift LongDesc=Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
[GAP] [GAP]
Description=Gap Generator Description=Gap Generator
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable
Dimensions=1,2 Dimensions=1,2
Footprint=_ x Footprint=_ x
SelectionPriority=3 SelectionPriority=3
@@ -345,14 +345,14 @@ MINV
; `Produces` is a category of objects that this building can produce. ; `Produces` is a category of objects that this building can produce.
[ATEK] [ATEK]
Description=Allied Tech Center Description=Allied Tech Center
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
SelectionPriority=3 SelectionPriority=3
LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite
[WEAP] [WEAP]
Description=War Factory Description=War Factory
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=3,2 Dimensions=3,2
Footprint=xxx xxx Footprint=xxx xxx
Produces=Vehicle Produces=Vehicle
@@ -361,7 +361,7 @@ SelectionPriority=3
LongDesc=Produces tanks & light vehicles. LongDesc=Produces tanks & light vehicles.
[SYRD] [SYRD]
Description=Shipyard Description=Shipyard
Traits=Building, RenderBuilding, ProductionSurround Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=xxx xxx xxx Footprint=xxx xxx xxx
Produces=Ship Produces=Ship
@@ -369,7 +369,7 @@ SelectionPriority=3
LongDesc=Produces and repairs ships LongDesc=Produces and repairs ships
[SPEN] [SPEN]
Description=Sub Pen Description=Sub Pen
Traits=Building, RenderBuilding, ProductionSurround Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=xxx xxx xxx Footprint=xxx xxx xxx
Produces=Ship Produces=Ship
@@ -377,7 +377,7 @@ SelectionPriority=3
LongDesc=Produces and repairs submarines and \ntransports LongDesc=Produces and repairs submarines and \ntransports
[FACT] [FACT]
Description=Construction Yard Description=Construction Yard
Traits=Building, RenderBuilding, ConstructionYard Traits=Building, RenderBuilding, ConstructionYard, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=xxx xxx xxx Footprint=xxx xxx xxx
Produces=Building,Defense Produces=Building,Defense
@@ -385,7 +385,7 @@ SelectionPriority=3
LongDesc=Produces other structures LongDesc=Produces other structures
[PROC] [PROC]
Description=Ore Refinery Description=Ore Refinery
Traits=Building, RenderBuilding, AcceptsOre, StoresOre Traits=Building, RenderBuilding, AcceptsOre, StoresOre, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=_x_ xxx x== Footprint=_x_ xxx x==
SelectionPriority=3 SelectionPriority=3
@@ -393,7 +393,7 @@ OrePips=17
LongDesc=Converts Ore and Gems into money LongDesc=Converts Ore and Gems into money
[SILO] [SILO]
Description=Silo Description=Silo
Traits=Building, RenderBuildingOre, StoresOre Traits=Building, RenderBuildingOre, StoresOre, IronCurtainable
Dimensions=1,1 Dimensions=1,1
Footprint=x Footprint=x
SelectionPriority=3 SelectionPriority=3
@@ -402,7 +402,7 @@ LongDesc=Stores excess harvested Ore
[HPAD] [HPAD]
Description=Helipad Description=Helipad
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
Produces=Plane Produces=Plane
@@ -411,14 +411,14 @@ SpawnOffset=0,-4
LongDesc=Produces and reloads helicopters LongDesc=Produces and reloads helicopters
[DOME] [DOME]
Description=Radar Dome Description=Radar Dome
Traits=Building, RenderBuilding, ProvidesRadar Traits=Building, RenderBuilding, ProvidesRadar, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
SelectionPriority=3 SelectionPriority=3
LongDesc=Provides an overview of the battlefield.\n Requires power to operate. LongDesc=Provides an overview of the battlefield.\n Requires power to operate.
[AFLD] [AFLD]
Description=Airstrip Description=Airstrip
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
Dimensions=3,2 Dimensions=3,2
Footprint=xxx xxx Footprint=xxx xxx
Produces=Plane Produces=Plane
@@ -426,28 +426,28 @@ SelectionPriority=3
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
[POWR] [POWR]
Description=Power Plant Description=Power Plant
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
SelectionPriority=3 SelectionPriority=3
LongDesc=Provides power for other structures LongDesc=Provides power for other structures
[APWR] [APWR]
Description=Advanced Power Plant Description=Advanced Power Plant
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=___ xxx xxx Footprint=___ xxx xxx
SelectionPriority=3 SelectionPriority=3
LongDesc=Provides more power, cheaper than the \nstandard Power Plant LongDesc=Provides more power, cheaper than the \nstandard Power Plant
[STEK] [STEK]
Description=Soviet Tech Center Description=Soviet Tech Center
Traits=Building, RenderBuilding Traits=Building, RenderBuilding, IronCurtainable
Dimensions=3,2 Dimensions=3,2
Footprint=xxx xxx Footprint=xxx xxx
SelectionPriority=3 SelectionPriority=3
LongDesc=Provides Soviet advanced technologies LongDesc=Provides Soviet advanced technologies
[BARR] [BARR]
Description=Soviet Barracks Description=Soviet Barracks
Traits=Building, RenderBuilding, RallyPoint, Production Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
Produces=Infantry Produces=Infantry
@@ -456,7 +456,7 @@ SelectionPriority=3
LongDesc=Produces infantry LongDesc=Produces infantry
[TENT] [TENT]
Description=Allied Barracks Description=Allied Barracks
Traits=Building, RenderBuilding, RallyPoint, Production Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=2,2 Dimensions=2,2
Footprint=xx xx Footprint=xx xx
Produces=Infantry Produces=Infantry
@@ -465,7 +465,7 @@ SelectionPriority=3
LongDesc=Produces infantry LongDesc=Produces infantry
[KENN] [KENN]
Description=Kennel Description=Kennel
Traits=Building, RenderBuilding, RallyPoint, Production Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=1,1 Dimensions=1,1
Footprint=x Footprint=x
RallyPoint=1,2 RallyPoint=1,2
@@ -473,21 +473,21 @@ SelectionPriority=3
LongDesc=Produces attack dogs LongDesc=Produces attack dogs
[FIX] [FIX]
Description=Service Depot Description=Service Depot
Traits=Building, RenderBuilding, BelowUnits, Reservable Traits=Building, RenderBuilding, BelowUnits, Reservable, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=_x_ xxx _x_ Footprint=_x_ xxx _x_
SelectionPriority=3 SelectionPriority=3
LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases. LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases.
[FACF] [FACF]
Description=Fake Construction Yard Description=Fake Construction Yard
Traits=Building, RenderBuilding, Fake Traits=Building, RenderBuilding, Fake, IronCurtainable
Dimensions=3,3 Dimensions=3,3
Footprint=xxx xxx xxx Footprint=xxx xxx xxx
SelectionPriority=3 SelectionPriority=3
LongDesc=Looks like a Construction Yard. LongDesc=Looks like a Construction Yard.
[WEAF] [WEAF]
Description=Fake War Factory Description=Fake War Factory
Traits=Building, RenderWarFactory, RenderBuilding, Fake Traits=Building, RenderWarFactory, RenderBuilding, Fake, IronCurtainable
Dimensions=3,2 Dimensions=3,2
Footprint=xxx xxx Footprint=xxx xxx
SelectionPriority=3 SelectionPriority=3