Merge pull request #7844 from reaperrr/ts-rules-split

Split TS rules for infantry, structures and vehicles
This commit is contained in:
abcdefg30
2015-04-16 22:00:38 +02:00
20 changed files with 2692 additions and 2706 deletions

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@@ -61,17 +61,27 @@ Packages:
~ecache01.mix:CRC32
Rules:
./mods/ts/rules/misc.yaml
./mods/ts/rules/ai.yaml
./mods/ts/rules/civilian.yaml
./mods/ts/rules/civilian-vehicles.yaml
./mods/ts/rules/misc.yaml
./mods/ts/rules/player.yaml
./mods/ts/rules/world.yaml
./mods/ts/rules/aircraft.yaml
./mods/ts/rules/defaults.yaml
./mods/ts/rules/infantry.yaml
./mods/ts/rules/structures.yaml
./mods/ts/rules/vehicles.yaml
./mods/ts/rules/aircraft.yaml
./mods/ts/rules/civilian-infantry.yaml
./mods/ts/rules/civilian-structures.yaml
./mods/ts/rules/civilian-vehicles.yaml
./mods/ts/rules/gdi-infantry.yaml
./mods/ts/rules/gdi-structures.yaml
./mods/ts/rules/gdi-support.yaml
./mods/ts/rules/gdi-vehicles.yaml
./mods/ts/rules/nod-infantry.yaml
./mods/ts/rules/nod-structures.yaml
./mods/ts/rules/nod-support.yaml
./mods/ts/rules/nod-vehicles.yaml
./mods/ts/rules/shared-infantry.yaml
./mods/ts/rules/shared-structures.yaml
./mods/ts/rules/shared-support.yaml
./mods/ts/rules/shared-vehicles.yaml
./mods/ts/rules/trees.yaml
Weapons:

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@@ -0,0 +1,312 @@
WEEDGUY:
Inherits: ^Infantry
Valued:
Cost: 300
Tooltip:
Name: Chem Spray Infantry
Selectable:
Bounds: 12,17,0,-6
Voice: Weed
Mobile:
Speed: 42
Health:
HP: 130
Crushable:
CrushSound: squishy2.aud
Armament:
Weapon: FireballLauncher
LocalOffset: 85,0,384
AttackFrontal:
WithInfantryBody:
TakeCover:
UMAGON:
Inherits: ^Infantry
Valued:
Cost: 400
Tooltip:
Name: Umagon
Selectable:
Bounds: 12,17,0,-6
Voice: Umagon
Mobile:
Speed: 71
Health:
HP: 150
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 7c0
Armament:
Weapon: Sniper
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
CHAMSPY:
Inherits: ^Infantry
Valued:
Cost: 700
DisguiseToolTip:
Name: Chameleon Spy
Selectable:
Voice: Spy
Bounds: 12,17,0,-9
Health:
HP: 120
Mobile:
Speed: 85
RevealsShroud:
Range: 9c0
Passenger:
TakeCover:
Disguise:
Infiltrates:
Types: SpyInfiltrate
-AutoTarget:
-WithInfantryBody:
WithDisguisingInfantryBody:
IdleSequences: idle1,idle2
MUTANT:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Mutant
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MWMN:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Mutant Soldier
Selectable:
Bounds: 12,17,0,-9
Voice: CivilianFemale
Health:
HP: 50
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MUTANT3:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Mutant Sergeant
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
TRATOS:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Tratos
Selectable:
Bounds: 12,17,0,-9
Voice: Tratos
Health:
HP: 200
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 71
RevealsShroud:
Range: 4c0
TakeCover:
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
OXANNA:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Oxanna
Selectable:
Bounds: 12,17,0,-9
Voice: Oxanna
Health:
HP: 50
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
TakeCover:
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
SLAV:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Slavick
Selectable:
Bounds: 12,17,0,-9
Voice: Slavick
Health:
HP: 300
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
TakeCover:
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
DOGGIE:
Inherits: ^Infantry
Tooltip:
Name: Tiberian Fiend
Health:
Radius: 213
HP: 250
PoisonedByTiberium:
Weapon: TiberiumHeal
Valued:
Cost: 100
Armor:
Type: Light
RevealsShroud:
Range: 4c0
Mobile:
Speed: 113
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
Armament:
Weapon: FiendShard
AttackFrontal:
AttackWander:
WanderMoveRadius: 2
MinMoveDelayInTicks: 25
MaxMoveDelayInTicks: 45
VISSML:
Inherits: ^Infantry
Tooltip:
Name: Baby Visceroid
Health:
HP: 200
PoisonedByTiberium:
Weapon: TiberiumHeal
Valued:
Cost: 1
Armor:
Type: Light
RevealsShroud:
Range: 0c0
Mobile:
Speed: 113
ROT: 16
-Crushable:
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
-AutoTarget:
-RenderSprites:
-WithInfantryBody:
-WithDeathAnimation:
RenderUnit:
VISLRG:
Inherits: ^Infantry
Tooltip:
Name: Adult Visceroid
Health:
HP: 500
PoisonedByTiberium:
Weapon: TiberiumHeal
Valued:
Cost: 1
Armor:
Type: Light
RevealsShroud:
Range: 0c0
Mobile:
Speed: 113
ROT: 16
-Crushable:
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
Armament:
Weapon: SlimeAttack
AttackFrontal:
AttackWander:
WanderMoveRadius: 2
MinMoveDelayInTicks: 25
MaxMoveDelayInTicks: 45
-RenderSprites:
-WithInfantryBody:
-WithDeathAnimation:
RenderUnit:
CIV1:
Inherits: ^CivilianInfantry
Armament:
Weapon: Pistola
AttackFrontal:
CIV2:
Inherits: ^CivilianInfantry
-AutoTarget:
CIV3:
Inherits: ^CivilianInfantry
Armament:
Weapon: Pistola
AttackFrontal:

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@@ -1102,19 +1102,6 @@ CTVEGA:
Health:
HP: 100
GAGREEN:
Inherits: ^CivBuilding
Tooltip:
Name: Green Building
Building:
Adjacent: 3
Footprint: x
Dimensions: 1, 1
Armor:
Type: concrete
Health:
HP: 150
GAKODK:
Inherits: ^CivBuilding
Tooltip:
@@ -1213,6 +1200,33 @@ GAOLDCC6:
RenderBuilding:
Palette: player
GASAND:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: ~disabled
SoundOnDamageTransition:
DamagedSounds: sandbag1.aud
DestroyedSounds: sandbag1.aud
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbags
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Health:
HP: 250
Armor:
Type: Light
LineBuild:
NodeTypes: sandbags
LineBuildNode:
Types: sandbags
RenderBuildingWall:
Type: sandbags
GASPOT:
Inherits: ^CivBuilding
Tooltip:
@@ -1256,6 +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:

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@@ -247,9 +247,6 @@
Speed: 71
RevealsShroud:
Range: 2c0
Armament:
Weapon: Pistola
AttackFrontal:
ProximityCaptor:
Types: CivilianInfantry
WithInfantryBody:

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@@ -0,0 +1,122 @@
E2:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Prerequisites: ~gapile
Valued:
Cost: 200
Tooltip:
Name: Disc Thrower
Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
Selectable:
Bounds: 12,17,0,-9
Health:
HP: 150
Mobile:
Speed: 56
Armament:
Weapon: Grenade
LocalOffset: 0,0,555
FireDelay: 5
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MEDIC:
Inherits: ^Infantry
Valued:
Cost: 600
Tooltip:
Name: Medic
Description: Heals nearby infantry.\n Strong vs Nothing\n Weak vs Everything
Buildable:
Queue: Infantry
BuildPaletteOrder: 60
Prerequisites: ~gapile
Selectable:
Bounds: 12,17,0,-6
Voice: Medic
Mobile:
Speed: 56
Health:
HP: 125
Crushable:
CrushSound: squishy2.aud
Armament:
Weapon: Heal
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
AttackSequence: heal
SelfHealing:
Passenger:
PipType: Red
JUMPJET:
Inherits: ^Infantry
Valued:
Cost: 600
Tooltip:
Name: Jumpjet Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~gapile, garadr
Selectable:
Bounds: 12,17,0,-6
Voice: JumpJet
Mobile:
Speed: 56
Health:
HP: 120
Armor:
Type: Light
Passenger:
PipType: Green
RevealsShroud:
Range: 6c0
Armament:
Weapon: JumpCannon
-Crushable:
AttackFrontal:
TakeCover:
WithInfantryBody:
GHOST:
Inherits: ^Infantry
Valued:
Cost: 1750
Tooltip:
Name: Ghost Stalker
Description: Elite commando infantry, armed with \ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles\n Special Ability: Destroy Building with C4\n\nMaximum 1 can be trained
BuildLimit: 1
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~gapile, gatech
Selectable:
Bounds: 12,17,0,-6
Voice: Ghost
Mobile:
Speed: 56
Health:
HP: 200
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 6c0
Armament:
Weapon: LtRail
LocalOffset: 85,0,384
Crushable:
CrushSound: squishy2.aud
AttackFrontal:
C4Demolition:
C4Delay: 45
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2

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@@ -0,0 +1,363 @@
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
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

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@@ -0,0 +1,209 @@
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
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
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

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@@ -0,0 +1,206 @@
APC:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Amphibious APC
Description: Armored infantry transport and mobile AA\n Strong vs Aircraft, Vehicles\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~gaweap, gapile
Mobile:
ROT: 5
Speed: 113
Health:
HP: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 5c0
Turreted:
ROT: 10
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
RenderSprites:
RenderVoxels:
WithVoxelBody:
HVR:
Inherits: ^Vehicle
Valued:
Cost: 900
Tooltip:
Name: Hover MLRS
Description: Hover Multi-Launch Rocket System
Buildable:
Queue: Vehicle
BuildPaletteOrder: 50
Prerequisites: ~gaweap, garadr
Hothey: v
Mobile:
Speed: 99
TerrainSpeeds:
Clear: 100
Road: 100
Rail: 100
DirtRoad: 100
Rough: 100
Water: 100
Tiberium: 100
BlueTiberium: 100
Health:
HP: 230
Armor:
Type: Light
RevealsShroud:
Range: 7c0
Armament:
Weapon: HoverMissile
LocalOffset: 0,171,384, 0,-171,384
Turreted:
ROT: 7
Offset: -128,0,85
AttackTurreted:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:
Hovers:
SMECH:
Inherits: ^Tank
Valued:
Cost: 500
Tooltip:
Name: Wolverine
Description: Small Mech
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Prerequisites: ~gaweap
Mobile:
ROT: 5
Speed: 99
Health:
HP: 800
Armor:
Type: Light
RevealsShroud:
Range: 6c0
AttackFrontal:
AutoTarget:
Armament:
Weapon: AssaultCannon
RenderSprites:
WithInfantryBody:
Selectable:
Voices: Mech
Bounds: 20, 32, 0, -8
MMCH:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Titan
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~gaweap
Mobile:
ROT: 5
Speed: 56
Crushes: wall, crate, infantry
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
RenderSprites:
WithInfantryBody:
Turreted:
ROT: 5
AttackTurreted:
WithTurret:
Recoils: no
Armament:
Weapon: 120mm
Recoil: 127
RecoilRecovery: 26
RenderVoxels:
WithVoxelBarrel:
LocalOffset: -128, 85, 256
AutoTarget:
Selectable:
Bounds: 30, 42, 0, -8
HMEC:
Inherits: ^Tank
Valued:
Cost: 3000
Tooltip:
Name: Mammoth Mk. II
Buildable:
Queue: Vehicle
BuildPaletteOrder: 80
Prerequisites: ~gaweap, gatech
Mobile:
ROT: 3
Speed: 42
Crushes: wall, crate, infantry
Health:
HP: 800
SelfHealing:
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
RenderSprites:
AttackFrontal:
AutoTarget:
Armament@MISSILES:
Weapon: MammothTusk
LocalOffset: -128,-384,980, -128,384,980
Armament@RAILGUN:
Weapon: MechRailgun
LocalOffset: 640,-384,980, 640,384,980
RenderVoxels:
WithVoxelWalkerBody:
SONIC:
Inherits: ^Tank
Valued:
Cost: 1300
Tooltip:
Name: Disruptor
Buildable:
Queue: Vehicle
BuildPaletteOrder: 70
Prerequisites: ~gaweap, gatech
Mobile:
ROT: 4
Speed: 56
Crushes: wall, crate, infantry
Health:
HP: 500
Armor:
Type: Heavy
RevealsShroud:
Range: 7c0
Armament:
Weapon: SonicZap
LocalOffset: -50,0,410
AttackTurreted:
Turreted:
ROT: 5
Offset: -170,0,0
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:

View File

@@ -1,612 +0,0 @@
E1:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Prerequisites: ~barracks
Valued:
Cost: 120
Tooltip:
Name: Light Infantry
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Selectable:
Bounds: 12,17,0,-9
Health:
HP: 125
Mobile:
Speed: 71
Armament@PRIMARY:
Weapon: Minigun
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
Armament@ELITE:
Weapon: M1Carbine
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
E2:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Prerequisites: ~gapile
Valued:
Cost: 200
Tooltip:
Name: Disc Thrower
Description: Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
Selectable:
Bounds: 12,17,0,-9
Health:
HP: 150
Mobile:
Speed: 56
Armament:
Weapon: Grenade
LocalOffset: 0,0,555
FireDelay: 5
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
E3:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 20
Prerequisites: ~nahand
Valued:
Cost: 250
Tooltip:
Name: Rocket Infantry
Description: Anti-tank infantry.\n Strong vs Tanks\n Weak vs Infantry
Selectable:
Bounds: 12,17,0,-9
Voice: Rocket
Health:
HP: 100
Mobile:
Speed: 42
Armament@PRIMARY:
Weapon: Bazooka
LocalOffset: 128,0,640
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
WEEDGUY:
Inherits: ^Infantry
Valued:
Cost: 300
Tooltip:
Name: Chem Spray Infantry
Selectable:
Bounds: 12,17,0,-6
Voice: Weed
Mobile:
Speed: 42
Health:
HP: 130
Crushable:
CrushSound: squishy2.aud
Armament:
Weapon: FireballLauncher
LocalOffset: 85,0,384
AttackFrontal:
WithInfantryBody:
TakeCover:
MEDIC:
Inherits: ^Infantry
Valued:
Cost: 600
Tooltip:
Name: Medic
Description: Heals nearby infantry.\n Strong vs Nothing\n Weak vs Everything
Buildable:
Queue: Infantry
BuildPaletteOrder: 60
Prerequisites: ~gapile
Selectable:
Bounds: 12,17,0,-6
Voice: Medic
Mobile:
Speed: 56
Health:
HP: 125
Crushable:
CrushSound: squishy2.aud
Armament:
Weapon: Heal
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
AttackSequence: heal
SelfHealing:
Passenger:
PipType: Red
ENGINEER:
Inherits: ^Infantry
Valued:
Cost: 500
Tooltip:
Name: Engineer
Description: Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
Buildable:
Queue: Infantry
BuildPaletteOrder: 30
Prerequisites: ~barracks
Selectable:
Bounds: 12,17,0,-6
Voice: Engineer
Mobile:
Speed: 56
Health:
HP: 500
Passenger:
PipType: Yellow
EngineerRepair:
RepairsBridges:
Captures:
CaptureTypes: building
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
TakeCover:
-GainsExperience:
UMAGON:
Inherits: ^Infantry
Valued:
Cost: 400
Tooltip:
Name: Umagon
Selectable:
Bounds: 12,17,0,-6
Voice: Umagon
Mobile:
Speed: 71
Health:
HP: 150
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 7c0
Armament:
Weapon: Sniper
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
GHOST:
Inherits: ^Infantry
Valued:
Cost: 1750
Tooltip:
Name: Ghost Stalker
Description: Elite commando infantry, armed with \ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles\n Special Ability: Destroy Building with C4\n\nMaximum 1 can be trained
BuildLimit: 1
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~gapile, gatech
Selectable:
Bounds: 12,17,0,-6
Voice: Ghost
Mobile:
Speed: 56
Health:
HP: 200
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 6c0
Armament:
Weapon: LtRail
LocalOffset: 85,0,384
Crushable:
CrushSound: squishy2.aud
AttackFrontal:
C4Demolition:
C4Delay: 45
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
JUMPJET:
Inherits: ^Infantry
Valued:
Cost: 600
Tooltip:
Name: Jumpjet Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~gapile, garadr
Selectable:
Bounds: 12,17,0,-6
Voice: JumpJet
Mobile:
Speed: 56
Health:
HP: 120
Armor:
Type: Light
Passenger:
PipType: Green
RevealsShroud:
Range: 6c0
Armament:
Weapon: JumpCannon
-Crushable:
AttackFrontal:
TakeCover:
WithInfantryBody:
CHAMSPY:
Inherits: ^Infantry
Valued:
Cost: 700
DisguiseToolTip:
Name: Chameleon Spy
Selectable:
Voice: Spy
Bounds: 12,17,0,-9
Health:
HP: 120
Mobile:
Speed: 85
RevealsShroud:
Range: 9c0
Passenger:
TakeCover:
Disguise:
Infiltrates:
Types: SpyInfiltrate
-AutoTarget:
-WithInfantryBody:
WithDisguisingInfantryBody:
IdleSequences: idle1,idle2
CYBORG:
Inherits: ^Infantry
Armor:
Type: Light
Valued:
Cost: 650
Tooltip:
Name: Cyborg Infantry
Description: Cybernetic infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~nahand
-Crushable:
Selectable:
Bounds: 14,30,0,-7
Voice: Cyborg
Mobile:
Speed: 56
Health:
HP: 300
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 5c0
Armament:
Weapon: Vulcan3
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
CYC2:
Inherits: ^Infantry
Armor:
Type: Heavy
Valued:
Cost: 2000
Tooltip:
Name: Cyborg Commando
Description: Elite cybernetic infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~nahand, natech
-Crushable:
Selectable:
Bounds: 14,30,0,-7
Voice: CyborgCommando
Mobile:
Speed: 56
Health:
HP: 500
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 7c0
Armament:
Weapon: CyCannon
LocalOffset: 170,85,683
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MUTANT:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Mutant
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MWMN:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Mutant Soldier
Selectable:
Bounds: 12,17,0,-9
Voice: CivilianFemale
Health:
HP: 50
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MUTANT3:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Mutant Sergeant
Selectable:
Bounds: 12,17,0,-9
Voice: Mutant
Health:
HP: 50
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
Armament:
Weapon: Vulcan
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MHIJACK:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Prerequisites: ~nahand, natech # natech must be natmpl
Valued:
Cost: 100
Tooltip:
Name: Mutant Hijacker
Description: Hijacks enemy vehicles. Unarmed\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Selectable:
Bounds: 12,17,0,-9
Voice: Hijacker
Health:
HP: 300
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 99
Captures:
CaptureTypes: Vehicle
RevealsShroud:
Range: 6c0
-AutoTarget:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
TRATOS:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Tratos
Selectable:
Bounds: 12,17,0,-9
Voice: Tratos
Health:
HP: 200
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 71
RevealsShroud:
Range: 4c0
TakeCover:
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
OXANNA:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Oxanna
Selectable:
Bounds: 12,17,0,-9
Voice: Oxanna
Health:
HP: 50
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
TakeCover:
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
SLAV:
Inherits: ^Infantry
Valued:
Cost: 100
Tooltip:
Name: Slavick
Selectable:
Bounds: 12,17,0,-9
Voice: Slavick
Health:
HP: 300
Mobile:
Speed: 56
RevealsShroud:
Range: 4c0
TakeCover:
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
DOGGIE:
Inherits: ^Infantry
Tooltip:
Name: Tiberian Fiend
Health:
Radius: 213
HP: 250
PoisonedByTiberium:
Weapon: TiberiumHeal
Valued:
Cost: 100
Armor:
Type: Light
RevealsShroud:
Range: 4c0
Mobile:
Speed: 113
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
Armament:
Weapon: FiendShard
AttackFrontal:
AttackWander:
WanderMoveRadius: 2
MinMoveDelayInTicks: 25
MaxMoveDelayInTicks: 45
VISSML:
Inherits: ^Infantry
Tooltip:
Name: Baby Visceroid
Health:
HP: 200
PoisonedByTiberium:
Weapon: TiberiumHeal
Valued:
Cost: 1
Armor:
Type: Light
RevealsShroud:
Range: 0c0
Mobile:
Speed: 113
ROT: 16
-Crushable:
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
-AutoTarget:
-RenderSprites:
-WithInfantryBody:
-WithDeathAnimation:
RenderUnit:
VISLRG:
Inherits: ^Infantry
Tooltip:
Name: Adult Visceroid
Health:
HP: 500
PoisonedByTiberium:
Weapon: TiberiumHeal
Valued:
Cost: 1
Armor:
Type: Light
RevealsShroud:
Range: 0c0
Mobile:
Speed: 113
ROT: 16
-Crushable:
Selectable:
Voice: Fiend
TargetableUnit:
TargetTypes: Ground
Armament:
Weapon: SlimeAttack
AttackFrontal:
AttackWander:
WanderMoveRadius: 2
MinMoveDelayInTicks: 25
MaxMoveDelayInTicks: 45
-RenderSprites:
-WithInfantryBody:
-WithDeathAnimation:
RenderUnit:
CIV1:
Inherits: ^CivilianInfantry
CIV2:
Inherits: ^CivilianInfantry
CIV3:
Inherits: ^CivilianInfantry

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@@ -0,0 +1,121 @@
E3:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 20
Prerequisites: ~nahand
Valued:
Cost: 250
Tooltip:
Name: Rocket Infantry
Description: Anti-tank infantry.\n Strong vs Tanks\n Weak vs Infantry
Selectable:
Bounds: 12,17,0,-9
Voice: Rocket
Health:
HP: 100
Mobile:
Speed: 42
Armament@PRIMARY:
Weapon: Bazooka
LocalOffset: 128,0,640
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
CYBORG:
Inherits: ^Infantry
Armor:
Type: Light
Valued:
Cost: 650
Tooltip:
Name: Cyborg Infantry
Description: Cybernetic infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~nahand
-Crushable:
Selectable:
Bounds: 14,30,0,-7
Voice: Cyborg
Mobile:
Speed: 56
Health:
HP: 300
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 5c0
Armament:
Weapon: Vulcan3
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
CYC2:
Inherits: ^Infantry
Armor:
Type: Heavy
Valued:
Cost: 2000
Tooltip:
Name: Cyborg Commando
Description: Elite cybernetic infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
Buildable:
Queue: Infantry
BuildPaletteOrder: 50
Prerequisites: ~nahand, natech
-Crushable:
Selectable:
Bounds: 14,30,0,-7
Voice: CyborgCommando
Mobile:
Speed: 56
Health:
HP: 500
PoisonedByTiberium:
Weapon: TiberiumHeal
Passenger:
RevealsShroud:
Range: 7c0
Armament:
Weapon: CyCannon
LocalOffset: 170,85,683
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
MHIJACK:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Prerequisites: ~nahand, natech # natech must be natmpl
Valued:
Cost: 100
Tooltip:
Name: Mutant Hijacker
Description: Hijacks enemy vehicles. Unarmed\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Selectable:
Bounds: 12,17,0,-9
Voice: Hijacker
Health:
HP: 300
PoisonedByTiberium:
Weapon: TiberiumHeal
Mobile:
Speed: 99
Captures:
CaptureTypes: Vehicle
RevealsShroud:
Range: 6c0
-AutoTarget:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2

View File

@@ -0,0 +1,295 @@
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

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@@ -0,0 +1,297 @@
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:
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

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@@ -0,0 +1,288 @@
BGGY:
Inherits: ^Vehicle
Valued:
Cost: 500
Tooltip:
Name: Attack Buggy
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry, Vehicles\n Weak vs Tanks, Aircraft
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Prerequisites: ~naweap
Mobile:
ROT: 8
Speed: 142
Health:
HP: 220
Armor:
Type: Light
RevealsShroud:
Range: 6c0
Armament:
Weapon: RaiderCannon
LocalOffset: 0,-43,384, 0,43,384
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithMuzzleFlash:
BIKE:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Attack Cycle
Description: Fast scout vehicle, armed with \nrockets.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~naweap
Mobile:
ROT: 8
Speed: 170
Health:
HP: 150
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Armament@PRIMARY:
Weapon: BikeMissile
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
LocalOffset: -128,-170,213, -128,170,213
Armament@ELITE:
Weapon: HoverMissile
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
LocalOffset: -128,-170,213, -128,170,213
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
TTNK:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Tick Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 60
Prerequisites: ~naweap
Mobile:
ROT: 5
Speed: 85
Crushes: wall, crate, infantry
Health:
HP: 350
Armor:
Type: Light
AttackFrontal:
Armament@PRIMARY:
Weapon: 90mm
LocalOffset: 256,0,256
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
MuzzleSequence: muzzle
Armament@ELITE:
Weapon: 120mmx
LocalOffset: 256,0,256
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
MuzzleSequence: muzzle
WithMuzzleFlash:
RevealsShroud:
Range: 5c0
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gatick
Offset: -1,-1
Facing: 96
TransformSounds: place2.aud
NoTransformSounds:
ART2:
Inherits: ^Tank
Valued:
Cost: 975
Tooltip:
Name: Artillery
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Prerequisites: ~naweap, naradr
Health:
HP: 300
Armor:
Type: Light
Mobile:
Speed: 71
ROT: 2
RevealsShroud:
Range: 9c0
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gaarty
Offset: -1,-1
Facing: 96
TransformSounds:
NoTransformSounds:
REPAIR:
Inherits: ^Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 70
Prerequisites: ~naweap
Valued:
Cost: 1000
Tooltip:
Name: Mobile Repair Vehicle
Description: Repairs nearby vehicles.\n Strong vs Nothing\n Weak vs Everything
Health:
HP: 200
Mobile:
Speed: 85
ROT: 5
RevealsShroud:
Range: 5c0
Armament:
Weapon: Repair
AttackMedic:
Cursor: repair
OutsideRangeCursor: repair
RenderSprites:
RenderVoxels:
WithVoxelBody:
WEED:
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Weed Eater
Description: Collects veins for processing.\n Unarmed
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Prerequisites: ~naweap, natech # TODO: natech must be nawast
Mobile:
Speed: 71
ROT: 5
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
-GainsExperience:
RenderSprites:
RenderVoxels:
WithVoxelBody:
SAPC:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Subterranean APC
Description: Armored infantry transport and mobile AA\n Strong vs Aircraft, Vehicles\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~naweap, natech
Mobile:
ROT: 5
Speed: 71
Health:
HP: 175
Armor:
Type: Heavy
RevealsShroud:
Range: 5c0
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
RenderSprites:
RenderVoxels:
WithVoxelBody:
SUBTANK:
Inherits: ^Tank
Valued:
Cost: 750
Tooltip:
Name: Devil's Tongue
Description: Subterranean Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Prerequisites: ~naweap, natech
Mobile:
ROT: 6
Speed: 71
Crushes: wall, crate, infantry
Health:
HP: 300
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Armament:
Weapon: FireballLauncher
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
STNK:
Inherits: ^Tank
Valued:
Cost: 1100
Tooltip:
Name: Stealth Tank
Description: Long-range missile tank that can cloak.\nHas weak armor. Can be spotted by infantry.\n Strong vs Vehicles, Tanks, Aircraft\n Weak vs Infantry.
Buildable:
BuildPaletteOrder: 90
Prerequisites: ~naweap, natech
Queue: Vehicle
Mobile:
ROT: 5
Speed: 85
Crushes: wall, crate, infantry
Health:
HP: 180
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Cloak:
InitialDelay: 90
CloakDelay: 90
CloakSound: cloak5.aud
UncloakSound: cloak5.aud
Armament:
Weapon: Dragon
LocalOffset: 213,43,128, 213,-43,128
AttackFrontal:
AutoTarget:
InitialStance: HoldFire
RenderSprites:
RenderVoxels:
WithVoxelBody:
-MustBeDestroyed:

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@@ -0,0 +1,60 @@
E1:
Inherits: ^Infantry
Buildable:
Queue: Infantry
BuildPaletteOrder: 10
Prerequisites: ~barracks
Valued:
Cost: 120
Tooltip:
Name: Light Infantry
Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles
Selectable:
Bounds: 12,17,0,-9
Health:
HP: 125
Mobile:
Speed: 71
Armament@PRIMARY:
Weapon: Minigun
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
Armament@ELITE:
Weapon: M1Carbine
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
AttackFrontal:
TakeCover:
WithInfantryBody:
IdleSequences: idle1,idle2
ENGINEER:
Inherits: ^Infantry
Valued:
Cost: 500
Tooltip:
Name: Engineer
Description: Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
Buildable:
Queue: Infantry
BuildPaletteOrder: 30
Prerequisites: ~barracks
Selectable:
Bounds: 12,17,0,-6
Voice: Engineer
Mobile:
Speed: 56
Health:
HP: 500
Passenger:
PipType: Yellow
EngineerRepair:
RepairsBridges:
Captures:
CaptureTypes: building
-AutoTarget:
WithInfantryBody:
IdleSequences: idle1,idle2
TakeCover:
-GainsExperience:

View File

@@ -0,0 +1,152 @@
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
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

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@@ -0,0 +1,65 @@
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

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@@ -0,0 +1,136 @@
MCV:
Inherits: ^Vehicle
Buildable:
Queue: Vehicle
BuildPaletteOrder: 110
Prerequisites: ~factory, tech
Valued:
Cost: 2000
Tooltip:
Name: Mobile Construction Vehicle
Description: Deploys into another Construction Yard.\n Unarmed
Selectable:
Priority: 3
Bounds: 42,42
Health:
HP: 600
Armor:
Type: Light
Mobile:
Speed: 85
Crushes: wall, crate, infantry
RevealsShroud:
Range: 4c0
MustBeDestroyed:
RequiredForShortGame: true
BaseBuilding:
Transforms:
IntoActor: gacnst
Offset: -1,-1
Facing: 96
TransformSounds: facbld1.aud
NoTransformSounds:
RenderSprites:
RenderVoxels:
WithVoxelBody:
HARV:
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Harvester
Description: Collects Tiberium for processing.\n Unarmed
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Prerequisites: ~factory, proc
InitialActivity: FindResources
Selectable:
Priority: 7
Bounds: 36,36
Harvester:
Capacity: 20
Resources: Tiberium, BlueTiberium
UnloadTicksPerBale: 1
SearchFromProcRadius: 24
SearchFromOrderRadius: 12
Mobile:
Speed: 71
Crushes: wall, crate
TerrainSpeeds:
Clear: 90
Rough: 70
Road: 100
Beach: 70
Tiberium: 80
BlueTiberium: 80
Health:
HP: 1000
SelfHealing:
Ticks: 10
HealIfBelow: 50%
DamageCooldown: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
-GainsExperience:
RenderSprites:
RenderVoxels:
WithVoxelUnloadBody:
Explodes:
Weapon: TiberiumExplosion
WithHarvestAnimation:
Offset: 384,0,0
Palette: effect
LPST:
Inherits: ^Vehicle
Valued:
Cost: 950
Tooltip:
Name: Mobile Sensor Array
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Prerequisites: ~factory, radar
Health:
HP: 600
Armor:
Type: Light
Mobile:
Speed: 85
ROT: 5
RevealsShroud:
Range: 10c0
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gadpsa
Offset: -1,-1
Facing: 96
TransformSounds:
NoTransformSounds:
GGHUNT:
Inherits: ^Vehicle
Valued:
Cost: 1000
Tooltip:
Name: Hunter-Seeker Droid
Mobile:
ROT: 16
Speed: 355
Health:
HP: 500
Armor:
Type: Light
RevealsShroud:
Range: 7c0
RenderUnit:
DemoTruck:
Explodes:
Weapon: SuicideBomb
EmptyWeapon: SuicideBomb

File diff suppressed because it is too large Load Diff

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@@ -1,632 +0,0 @@
MCV:
Inherits: ^Vehicle
Buildable:
Queue: Vehicle
BuildPaletteOrder: 110
Prerequisites: ~factory, tech
Valued:
Cost: 2000
Tooltip:
Name: Mobile Construction Vehicle
Description: Deploys into another Construction Yard.\n Unarmed
Selectable:
Priority: 3
Bounds: 42,42
Health:
HP: 600
Armor:
Type: Light
Mobile:
Speed: 85
Crushes: wall, crate, infantry
RevealsShroud:
Range: 4c0
MustBeDestroyed:
RequiredForShortGame: true
BaseBuilding:
Transforms:
IntoActor: gacnst
Offset: -1,-1
Facing: 96
TransformSounds: facbld1.aud
NoTransformSounds:
RenderSprites:
RenderVoxels:
WithVoxelBody:
APC:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Amphibious APC
Description: Armored infantry transport and mobile AA\n Strong vs Aircraft, Vehicles\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~gaweap, gapile
Mobile:
ROT: 5
Speed: 113
Health:
HP: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 5c0
Turreted:
ROT: 10
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
RenderSprites:
RenderVoxels:
WithVoxelBody:
HARV:
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Harvester
Description: Collects Tiberium for processing.\n Unarmed
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Prerequisites: ~factory, proc
InitialActivity: FindResources
Selectable:
Priority: 7
Bounds: 36,36
Harvester:
Capacity: 20
Resources: Tiberium, BlueTiberium
UnloadTicksPerBale: 1
SearchFromProcRadius: 24
SearchFromOrderRadius: 12
Mobile:
Speed: 71
Crushes: wall, crate
TerrainSpeeds:
Clear: 90
Rough: 70
Road: 100
Beach: 70
Tiberium: 80
BlueTiberium: 80
Health:
HP: 1000
SelfHealing:
Ticks: 10
HealIfBelow: 50%
DamageCooldown: 200
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
-GainsExperience:
RenderSprites:
RenderVoxels:
WithVoxelUnloadBody:
Explodes:
Weapon: TiberiumExplosion
WithHarvestAnimation:
Offset: 384,0,0
Palette: effect
HVR:
Inherits: ^Vehicle
Valued:
Cost: 900
Tooltip:
Name: Hover MLRS
Description: Hover Multi-Launch Rocket System
Buildable:
Queue: Vehicle
BuildPaletteOrder: 50
Prerequisites: ~gaweap, garadr
Hothey: v
Mobile:
Speed: 99
TerrainSpeeds:
Clear: 100
Road: 100
Rail: 100
DirtRoad: 100
Rough: 100
Water: 100
Tiberium: 100
BlueTiberium: 100
Health:
HP: 230
Armor:
Type: Light
RevealsShroud:
Range: 7c0
Armament:
Weapon: HoverMissile
LocalOffset: 0,171,384, 0,-171,384
Turreted:
ROT: 7
Offset: -128,0,85
AttackTurreted:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:
Hovers:
LPST:
Inherits: ^Vehicle
Valued:
Cost: 950
Tooltip:
Name: Mobile Sensor Array
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Prerequisites: ~factory, radar
Health:
HP: 600
Armor:
Type: Light
Mobile:
Speed: 85
ROT: 5
RevealsShroud:
Range: 10c0
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gadpsa
Offset: -1,-1
Facing: 96
TransformSounds:
NoTransformSounds:
REPAIR:
Inherits: ^Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 70
Prerequisites: ~naweap
Valued:
Cost: 1000
Tooltip:
Name: Mobile Repair Vehicle
Description: Repairs nearby vehicles.\n Strong vs Nothing\n Weak vs Everything
Health:
HP: 200
Mobile:
Speed: 85
ROT: 5
RevealsShroud:
Range: 5c0
Armament:
Weapon: Repair
AttackMedic:
Cursor: repair
OutsideRangeCursor: repair
RenderSprites:
RenderVoxels:
WithVoxelBody:
ART2:
Inherits: ^Tank
Valued:
Cost: 975
Tooltip:
Name: Artillery
Buildable:
Queue: Vehicle
BuildPaletteOrder: 100
Prerequisites: ~naweap, naradr
Health:
HP: 300
Armor:
Type: Light
Mobile:
Speed: 71
ROT: 2
RevealsShroud:
Range: 9c0
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gaarty
Offset: -1,-1
Facing: 96
TransformSounds:
NoTransformSounds:
WEED:
Inherits: ^Vehicle
Valued:
Cost: 1400
Tooltip:
Name: Weed Eater
Description: Collects veins for processing.\n Unarmed
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Prerequisites: ~naweap, natech # TODO: natech must be nawast
Mobile:
Speed: 71
ROT: 5
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 4c0
-GainsExperience:
RenderSprites:
RenderVoxels:
WithVoxelBody:
GGHUNT:
Inherits: ^Vehicle
Valued:
Cost: 1000
Tooltip:
Name: Hunter-Seeker Droid
Mobile:
ROT: 16
Speed: 355
Health:
HP: 500
Armor:
Type: Light
RevealsShroud:
Range: 7c0
RenderUnit:
DemoTruck:
Explodes:
Weapon: SuicideBomb
EmptyWeapon: SuicideBomb
MMCH:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Titan
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~gaweap
Mobile:
ROT: 5
Speed: 56
Crushes: wall, crate, infantry
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
RenderSprites:
WithInfantryBody:
Turreted:
ROT: 5
AttackTurreted:
WithTurret:
Recoils: no
Armament:
Weapon: 120mm
Recoil: 127
RecoilRecovery: 26
RenderVoxels:
WithVoxelBarrel:
LocalOffset: -128, 85, 256
AutoTarget:
Selectable:
Bounds: 30, 42, 0, -8
HMEC:
Inherits: ^Tank
Valued:
Cost: 3000
Tooltip:
Name: Mammoth Mk. II
Buildable:
Queue: Vehicle
BuildPaletteOrder: 80
Prerequisites: ~gaweap, gatech
Mobile:
ROT: 3
Speed: 42
Crushes: wall, crate, infantry
Health:
HP: 800
SelfHealing:
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
RenderSprites:
AttackFrontal:
AutoTarget:
Armament@MISSILES:
Weapon: MammothTusk
LocalOffset: -128,-384,980, -128,384,980
Armament@RAILGUN:
Weapon: MechRailgun
LocalOffset: 640,-384,980, 640,384,980
RenderVoxels:
WithVoxelWalkerBody:
SMECH:
Inherits: ^Tank
Valued:
Cost: 500
Tooltip:
Name: Wolverine
Description: Small Mech
Buildable:
Queue: Vehicle
BuildPaletteOrder: 10
Prerequisites: ~gaweap
Mobile:
ROT: 5
Speed: 99
Health:
HP: 800
Armor:
Type: Light
RevealsShroud:
Range: 6c0
AttackFrontal:
AutoTarget:
Armament:
Weapon: AssaultCannon
RenderSprites:
WithInfantryBody:
Selectable:
Voices: Mech
Bounds: 20, 32, 0, -8
BIKE:
Inherits: ^Vehicle
Valued:
Cost: 600
Tooltip:
Name: Attack Cycle
Description: Fast scout vehicle, armed with \nrockets.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~naweap
Mobile:
ROT: 8
Speed: 170
Health:
HP: 150
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Armament@PRIMARY:
Weapon: BikeMissile
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
LocalOffset: -128,-170,213, -128,170,213
Armament@ELITE:
Weapon: HoverMissile
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
LocalOffset: -128,-170,213, -128,170,213
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
BGGY:
Inherits: ^Vehicle
Valued:
Cost: 500
Tooltip:
Name: Attack Buggy
Description: Fast scout & anti-infantry vehicle.\n Strong vs Infantry, Vehicles\n Weak vs Tanks, Aircraft
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Prerequisites: ~naweap
Mobile:
ROT: 8
Speed: 142
Health:
HP: 220
Armor:
Type: Light
RevealsShroud:
Range: 6c0
Armament:
Weapon: RaiderCannon
LocalOffset: 0,-43,384, 0,43,384
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithMuzzleFlash:
SAPC:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Subterranean APC
Description: Armored infantry transport and mobile AA\n Strong vs Aircraft, Vehicles\n Weak vs Infantry
Buildable:
Queue: Vehicle
BuildPaletteOrder: 30
Prerequisites: ~naweap, natech
Mobile:
ROT: 5
Speed: 71
Health:
HP: 175
Armor:
Type: Heavy
RevealsShroud:
Range: 5c0
Cargo:
Types: Infantry
MaxWeight: 5
PipCount: 5
RenderSprites:
RenderVoxels:
WithVoxelBody:
SUBTANK:
Inherits: ^Tank
Valued:
Cost: 750
Tooltip:
Name: Devil's Tongue
Description: Subterranean Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 40
Prerequisites: ~naweap, natech
Mobile:
ROT: 6
Speed: 71
Crushes: wall, crate, infantry
Health:
HP: 300
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Armament:
Weapon: FireballLauncher
AttackFrontal:
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
SONIC:
Inherits: ^Tank
Valued:
Cost: 1300
Tooltip:
Name: Disruptor
Buildable:
Queue: Vehicle
BuildPaletteOrder: 70
Prerequisites: ~gaweap, gatech
Mobile:
ROT: 4
Speed: 56
Crushes: wall, crate, infantry
Health:
HP: 500
Armor:
Type: Heavy
RevealsShroud:
Range: 7c0
Armament:
Weapon: SonicZap
LocalOffset: -50,0,410
AttackTurreted:
Turreted:
ROT: 5
Offset: -170,0,0
AutoTarget:
RenderSprites:
RenderVoxels:
WithVoxelBody:
WithVoxelTurret:
TTNK:
Inherits: ^Tank
Valued:
Cost: 800
Tooltip:
Name: Tick Tank
Buildable:
Queue: Vehicle
BuildPaletteOrder: 60
Prerequisites: ~naweap
Mobile:
ROT: 5
Speed: 85
Crushes: wall, crate, infantry
Health:
HP: 350
Armor:
Type: Light
AttackFrontal:
Armament@PRIMARY:
Weapon: 90mm
LocalOffset: 256,0,256
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
MuzzleSequence: muzzle
Armament@ELITE:
Weapon: 120mmx
LocalOffset: 256,0,256
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
MuzzleSequence: muzzle
WithMuzzleFlash:
RevealsShroud:
Range: 5c0
RenderSprites:
RenderVoxels:
WithVoxelBody:
Transforms:
IntoActor: gatick
Offset: -1,-1
Facing: 96
TransformSounds: place2.aud
NoTransformSounds:
STNK:
Inherits: ^Tank
Valued:
Cost: 1100
Tooltip:
Name: Stealth Tank
Description: Long-range missile tank that can cloak.\nHas weak armor. Can be spotted by infantry.\n Strong vs Vehicles, Tanks, Aircraft\n Weak vs Infantry.
Buildable:
BuildPaletteOrder: 90
Prerequisites: ~naweap, natech
Queue: Vehicle
Mobile:
ROT: 5
Speed: 85
Crushes: wall, crate, infantry
Health:
HP: 180
Armor:
Type: Light
RevealsShroud:
Range: 5c0
Cloak:
InitialDelay: 90
CloakDelay: 90
CloakSound: cloak5.aud
UncloakSound: cloak5.aud
Armament:
Weapon: Dragon
LocalOffset: 213,43,128, 213,-43,128
AttackFrontal:
AutoTarget:
InitialStance: HoldFire
RenderSprites:
RenderVoxels:
WithVoxelBody:
-MustBeDestroyed:

View File

@@ -644,10 +644,6 @@ gaoldcc6:
idle: gtoldcc6
ShadowStart: 2
gagreen:
idle: gagreen
ShadowStart: 2
gakodk:
idle: gtkodk
ShadowStart: 3