#109 fixed
This commit is contained in:
@@ -7,6 +7,7 @@ using IjwFramework.Collections;
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using IjwFramework.Types;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Support;
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using OpenRa.Game.GameRules;
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namespace OpenRa.Game
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{
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@@ -17,6 +18,7 @@ namespace OpenRa.Game
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readonly SpriteRenderer chromeRenderer;
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readonly Sprite specialBinSprite;
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readonly Sprite moneyBinSprite;
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readonly Sprite tooltipSprite;
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readonly SpriteRenderer buildPaletteRenderer;
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readonly Animation cantBuild;
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readonly Animation ready;
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@@ -37,6 +39,7 @@ namespace OpenRa.Game
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specialBinSprite = new Sprite(specialBin, new Rectangle(0, 0, 32, 192), TextureChannel.Alpha);
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moneyBinSprite = new Sprite(specialBin, new Rectangle(512 - 320, 0, 320, 32), TextureChannel.Alpha);
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tooltipSprite = new Sprite(specialBin, new Rectangle(0, 288, 272, 136), TextureChannel.Alpha);
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blank = SheetBuilder.Add(new Size(64, 48), 16);
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@@ -90,8 +93,8 @@ namespace OpenRa.Game
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Game.orderManager.FrameNumber,
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PerfHistory.items["render"].LastValue,
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PerfHistory.items["tick_time"].LastValue,
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Game.LocalPlayer.powerDrained,
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Game.LocalPlayer.powerProvided,
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Game.LocalPlayer.PowerDrained,
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Game.LocalPlayer.PowerProvided,
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Game.LocalPlayer.IsReady ? "Yes" : "No"
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), new int2(140, 5), Color.White);
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@@ -214,6 +217,9 @@ namespace OpenRa.Game
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var overlayBits = new List<Pair<Sprite, float2>>();
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string tooltipItem = null;
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int2 tooltipPos = int2.Zero;
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foreach (var item in allItems)
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{
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var rect = new Rectangle(Game.viewport.Width - (3 - x) * 64, 40 + 48 * y, 64, 48);
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@@ -223,6 +229,12 @@ namespace OpenRa.Game
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buildPaletteRenderer.DrawSprite(sprites[item], drawPos, 0);
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if (rect.Contains(lastMousePos.ToPoint()))
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{
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tooltipItem = item;
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tooltipPos = new int2(rect.Location);
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}
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if (!buildableItems.Contains(item) || isBuildingSomethingElse)
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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@@ -271,6 +283,9 @@ namespace OpenRa.Game
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chromeRenderer.DrawSprite(shimSprites[0], new float2(Game.viewport.Width - 192 - 9, 40 - 9), 0);
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chromeRenderer.DrawSprite(shimSprites[1], new float2(Game.viewport.Width - 192 - 9, 40 - 1 + 48 * y), 0);
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chromeRenderer.Flush();
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if (tooltipItem != null)
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DrawProductionTooltip(tooltipItem, tooltipPos);
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}
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void HandleBuildPalette(string item, bool isLmb)
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@@ -322,8 +337,12 @@ namespace OpenRa.Game
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}
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}
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int2 lastMousePos;
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public bool HandleInput(MouseInput mi)
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{
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if (mi.Event == MouseInputEvent.Move)
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lastMousePos = mi.Location;
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var action = buttons.Where(a => a.First.Contains(mi.Location.ToPoint()))
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.Select(a => a.Second).FirstOrDefault();
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@@ -340,5 +359,46 @@ namespace OpenRa.Game
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{
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return buttons.Any(a => a.First.Contains(mousePos.ToPoint()));
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}
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void DrawRightAligned(string text, int2 pos, Color c)
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{
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renderer.DrawText2(text, pos - new int2(renderer.MeasureText2(text).X, 0), c);
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}
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void DrawProductionTooltip(string unit, int2 pos)
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{
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var p = pos.ToFloat2() - new float2(tooltipSprite.size.X, 0);
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chromeRenderer.DrawSprite(tooltipSprite, p, 0);
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chromeRenderer.Flush();
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var info = Rules.UnitInfo[unit];
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renderer.DrawText2(info.Description, p.ToInt2() + new int2(5,5), Color.White);
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DrawRightAligned( "${0}".F(info.Cost), pos + new int2(-5,5),
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Game.LocalPlayer.Cash + Game.LocalPlayer.Ore >= info.Cost ? Color.White : Color.Red);
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var bi = info as BuildingInfo;
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if (bi != null)
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DrawRightAligned("ϟ{0}".F(bi.Power), pos + new int2(-5, 20),
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Game.LocalPlayer.PowerProvided - Game.LocalPlayer.PowerDrained + bi.Power >= 0
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? Color.White : Color.Red);
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var buildings = Rules.TechTree.GatherBuildings( Game.LocalPlayer );
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p += new int2(5, 5);
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p += new int2(0, 15);
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if (!Rules.TechTree.CanBuild(info, Game.LocalPlayer, buildings))
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{
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var prereqs = info.Prerequisite.Select(a => Rules.UnitInfo[a.ToLowerInvariant()].Description);
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renderer.DrawText("Requires {0}".F( string.Join( ", ", prereqs.ToArray() ) ), p.ToInt2(),
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Color.White);
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}
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if (info.LongDesc != null)
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{
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p += new int2(0, 15);
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renderer.DrawText(info.LongDesc.Replace( "\\n", "\n" ), p.ToInt2(), Color.White);
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}
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}
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}
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}
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@@ -50,6 +50,7 @@ namespace OpenRa.Game.GameRules
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public readonly int InitialFacing = 128;
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public readonly bool Selectable = true;
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public readonly int FireDelay = 0;
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public readonly string LongDesc = null;
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public UnitInfo(string name) { Name = name; }
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}
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@@ -17,7 +17,7 @@ namespace OpenRa.Game.Graphics
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public Shader RgbaSpriteShader { get; private set; }
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readonly SpriteHelper sh;
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readonly FontHelper fhDebug;
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readonly FontHelper fhDebug, fhTitle;
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public void BuildPalette(Map map)
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{
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@@ -44,6 +44,7 @@ namespace OpenRa.Game.Graphics
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sh = new SpriteHelper(device);
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fhDebug = new FontHelper(device, "Tahoma", 10, false);
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fhTitle = new FontHelper(device, "Tahoma", 10, true);
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}
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public GraphicsDevice Device { get { return device; } }
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@@ -107,9 +108,21 @@ namespace OpenRa.Game.Graphics
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sh.End();
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}
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public void DrawText2(string text, int2 pos, Color c)
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{
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sh.Begin();
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fhTitle.Draw(sh, text, pos.X, pos.Y, c.ToArgb());
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sh.End();
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}
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public int2 MeasureText(string text)
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{
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return new int2(fhDebug.MeasureText(sh, text));
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}
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public int2 MeasureText2(string text)
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{
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return new int2(fhTitle.MeasureText(sh, text));
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}
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}
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}
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@@ -19,8 +19,8 @@ namespace OpenRa.Game
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public int Cash;
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public int Ore;
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public int DisplayCash;
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public int powerProvided;
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public int powerDrained;
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public int PowerProvided;
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public int PowerDrained;
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public bool IsReady;
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@@ -34,15 +34,15 @@ namespace OpenRa.Game
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this.Cash = 10000;
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this.Ore = 0;
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this.DisplayCash = 0;
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this.powerProvided = this.powerDrained = 0;
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this.PowerProvided = this.PowerDrained = 0;
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}
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void UpdatePower()
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{
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var oldBalance = powerProvided - powerDrained;
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var oldBalance = PowerProvided - PowerDrained;
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powerProvided = 0;
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powerDrained = 0;
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PowerProvided = 0;
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PowerDrained = 0;
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var myBuildings = Game.world.Actors
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.Where(a => a.Owner == this && a.traits.Contains<Building>());
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@@ -51,13 +51,13 @@ namespace OpenRa.Game
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{
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var bi = a.Info as BuildingInfo;
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if (bi.Power > 0) /* todo: is this how real-ra scales it? */
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powerProvided += (a.Health * bi.Power) / bi.Strength;
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PowerProvided += (a.Health * bi.Power) / bi.Strength;
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else
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powerDrained -= bi.Power;
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PowerDrained -= bi.Power;
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}
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if (powerProvided - powerDrained < 0)
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if (powerProvided - powerDrained != oldBalance)
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if (PowerProvided - PowerDrained < 0)
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if (PowerProvided - PowerDrained != oldBalance)
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GiveAdvice("lopower1.aud");
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}
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@@ -68,8 +68,8 @@ namespace OpenRa.Game
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public PowerState GetPowerState()
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{
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if (powerProvided >= powerDrained) return PowerState.Normal;
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if (powerProvided > powerDrained / 2) return PowerState.Low;
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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BIN
artsrc/bits.psd
BIN
artsrc/bits.psd
Binary file not shown.
BIN
specialbin.png
BIN
specialbin.png
Binary file not shown.
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Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 47 KiB |
91
units.ini
91
units.ini
@@ -17,68 +17,80 @@ MNLY
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Description=V2 Rocket
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Traits=Unit, Mobile, AttackBase, RenderUnitReload
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Voice=VehicleVoice
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LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
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[1TNK]
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Description=Light Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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Recoil=2
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Voice=VehicleVoice
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LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
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[2TNK]
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Description=Medium Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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Recoil=3
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Voice=VehicleVoice
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LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
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[3TNK]
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Description=Heavy Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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Recoil=3
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Voice=VehicleVoice
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LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
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[4TNK]
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Description=Mammoth Tank
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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Voice=VehicleVoice
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LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
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[MRJ]
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Description=Radar Jammer
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Traits=Unit, Mobile, RenderUnitSpinner
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PrimaryOffset=0,4,0,-6
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SelectionPriority=3
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Voice=VehicleVoice
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LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
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[MGG]
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Description=Mobile Gap Generator
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Traits=Unit, Mobile, RenderUnitSpinner
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PrimaryOffset=0,6,0,-3
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SelectionPriority=3
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Voice=VehicleVoice
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LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
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[ARTY]
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Description=Artillery
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Traits=Unit, Mobile, AttackBase, RenderUnit
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Voice=VehicleVoice
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LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
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[HARV]
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Description=Ore Truck
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Traits=Harvester, Unit, Mobile, RenderUnit
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SelectionPriority=7
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Voice=VehicleVoice
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LongDesc=Collects Ore and Gems for processing.\n Unarmed
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[MCV]
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Description=Mobile Construction Vehicle
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Traits=Unit, Mobile, McvDeploy, RenderUnit
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SelectionPriority=3
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Voice=VehicleVoice
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LongDesc=Deploys into another Construction Yard.\n Unarmed
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[JEEP]
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Description=Ranger
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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PrimaryOffset=0,0,0,-2
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MuzzleFlash=yes
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Voice=VehicleVoice
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LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
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[APC]
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Description=Armored Personnel Carrier
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Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash
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PrimaryOffset=0,0,0,-4
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MuzzleFlash=yes
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Voice=VehicleVoice
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LongDesc=Tough infantry transport.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
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[MNLY]
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Description=Minelayer
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Traits=Unit, Mobile, RenderUnit
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Voice=VehicleVoice
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LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
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@@ -96,12 +108,14 @@ WaterBound=yes
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BuiltAt=spen
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Traits=Unit, Mobile, RenderUnit, Cloak, AttackBase
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FireDelay=2
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LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge
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[DD]
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Description=Destroyer
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WaterBound=yes
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BuiltAt=syrd
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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PrimaryOffset=0,-8,0,-3
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LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks
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[CA]
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Description=Cruiser
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WaterBound=yes
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@@ -109,17 +123,20 @@ BuiltAt=syrd
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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PrimaryOffset=0,17,0,-2
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SecondaryOffset=0,-17,0,-2
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LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines
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Recoil=3
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[LST]
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Description=Transport
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WaterBound=yes
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Traits=Unit, Mobile, RenderUnit
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LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
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[PT]
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Description=Gunboat
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WaterBound=yes
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BuiltAt=syrd
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Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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PrimaryOffset=0,-6,0,-1
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LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
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@@ -140,11 +157,13 @@ Description=Mig Attack Plane
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BuiltAt=afld
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Traits=Unit, Mobile, RenderUnit
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InitialFacing=192
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LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
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[YAK]
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Description=Yak Attack Plane
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BuiltAt=afld
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Traits=Unit, Mobile, RenderUnit
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InitialFacing=192
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LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
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[TRAN]
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Description=Transport Helicopter
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PrimaryOffset=0,14,0,-4
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@@ -153,18 +172,20 @@ BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor
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SecondaryAnim=rotor2
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InitialFacing=20
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LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
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[HELI]
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Description=Longbow
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor
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PrimaryOffset=0,0,0,-2
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InitialFacing=20
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LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
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[HIND]
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Description=Hind
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BuiltAt=hpad
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Traits=Unit, Helicopter, RenderUnitRotor
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InitialFacing=20
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LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
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@@ -192,12 +213,14 @@ Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
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Dimensions=1,1
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Footprint=x
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SelectionPriority=3
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LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
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[HBOX]
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Description=Camo Pillbox
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Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
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Dimensions=1,1
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Footprint=x
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SelectionPriority=3
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LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
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[TSLA]
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Description=Tesla Coil
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Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget
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@@ -205,6 +228,7 @@ Dimensions=1,2
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Footprint=_ x
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SelectionPriority=3
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FireDelay=8
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LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
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[GUN]
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Description=Turret
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Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
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@@ -212,6 +236,7 @@ Dimensions=1,1
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Footprint=x
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SelectionPriority=3
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InitialFacing=50
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LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
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[AGUN]
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Description=AA Gun
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Traits=Building, Turreted, RenderBuildingTurreted
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@@ -219,30 +244,49 @@ Dimensions=1,2
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Footprint=_ x
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SelectionPriority=3
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InitialFacing=224
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LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
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[FTUR]
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Description=Flame Turret
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Traits=Building, RenderBuilding
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Dimensions=1,1
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Footprint=x
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SelectionPriority=3
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LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
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[GAP]
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Description=Gap Generator
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Traits=Building, RenderBuilding
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Dimensions=1,2
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Footprint=_ x
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SelectionPriority=3
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LongDesc=Regenerates the Fog of War nearby, \nobscuring the area.\n Unarmed
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[SAM]
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Description=SAM Site
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Traits=Building, Turreted, RenderBuildingTurreted
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Dimensions=2,1
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Footprint=xx
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SelectionPriority=3
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LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
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[MSLO]
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Description=Missile Silo
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Traits=Building, RenderBuilding
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Dimensions=2,1
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||||
Footprint=xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
|
||||
[IRON]
|
||||
Description=Iron Curtain
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
|
||||
[PDOX]
|
||||
Description=Chronosphere
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Teleports a group of units from one place \nto another, for a limited time.\n Special Ability: Chronoshift
|
||||
|
||||
|
||||
|
||||
@@ -279,24 +323,13 @@ DOMF
|
||||
; x : Solid. cannot be walked on or built on.
|
||||
; = : Occupied by a building, but can be walked on normally. (e.g: the drop-off point on the refinery)
|
||||
; `Produces` is a category of objects that this building can produce.
|
||||
[IRON]
|
||||
Description=Iron Curtain
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
[ATEK]
|
||||
Description=Allied Tech Center
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
[PDOX]
|
||||
Description=Chronosphere
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite
|
||||
[WEAP]
|
||||
Description=War Factory
|
||||
Traits=Building, RenderWarFactory, RallyPoint, Production
|
||||
@@ -305,6 +338,7 @@ Footprint=xxx xxx
|
||||
Produces=Vehicle
|
||||
RallyPoint=1,3
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces tanks & light vehicles.
|
||||
[SYRD]
|
||||
Description=Shipyard
|
||||
Traits=Building, RenderBuilding, ProductionSurround
|
||||
@@ -312,6 +346,7 @@ Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Ship
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces and repairs ships
|
||||
[SPEN]
|
||||
Description=Sub Pen
|
||||
Traits=Building, RenderBuilding, ProductionSurround
|
||||
@@ -319,6 +354,7 @@ Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Ship
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces and repairs submarines and \ntransports
|
||||
[FACT]
|
||||
Description=Construction Yard
|
||||
Traits=Building, RenderBuilding
|
||||
@@ -326,18 +362,21 @@ Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Building,Defense
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces other structures
|
||||
[PROC]
|
||||
Description=Ore Refinery
|
||||
Traits=Building, RenderBuilding, AcceptsOre
|
||||
Dimensions=3,3
|
||||
Footprint=_x_ xxx x==
|
||||
SelectionPriority=3
|
||||
LongDesc=Converts Ore and Gems into money
|
||||
[SILO]
|
||||
Description=Silo
|
||||
Traits=Building, RenderBuildingOre
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Stores excess harvested Ore
|
||||
[HPAD]
|
||||
Description=Helipad
|
||||
Traits=Building, RenderBuilding, Production
|
||||
@@ -346,12 +385,14 @@ Footprint=xx xx
|
||||
Produces=Plane
|
||||
SelectionPriority=3
|
||||
SpawnOffset=0,0 ; todo: push this up a bit, but we've got a z-order issue first.
|
||||
LongDesc=Produces and reloads helicopters
|
||||
[DOME]
|
||||
Description=Radar Dome
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides an overview of the battlefield.\n Requires power to operate.
|
||||
[AFLD]
|
||||
Description=Airstrip
|
||||
Traits=Building, RenderBuilding, Production
|
||||
@@ -359,24 +400,28 @@ Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
Produces=Plane
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
|
||||
[POWR]
|
||||
Description=Power Plant
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides power for other structures
|
||||
[APWR]
|
||||
Description=Advanced Power Plant
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=3,3
|
||||
Footprint=___ xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides more power, cheaper than the \nstandard Power Plant
|
||||
[STEK]
|
||||
Description=Soviet Tech Center
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides Soviet advanced technologies
|
||||
[BARR]
|
||||
Description=Soviet Barracks
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
@@ -385,6 +430,7 @@ Footprint=xx xx
|
||||
Produces=Infantry
|
||||
RallyPoint=1,3
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces infantry
|
||||
[TENT]
|
||||
Description=Allied Barracks
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
@@ -393,6 +439,7 @@ Footprint=xx xx
|
||||
Produces=Infantry
|
||||
RallyPoint=1,3
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces infantry
|
||||
[KENN]
|
||||
Description=Kennel
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
@@ -400,42 +447,49 @@ Dimensions=1,1
|
||||
Footprint=x
|
||||
RallyPoint=1,2
|
||||
SelectionPriority=3
|
||||
LongDesc=Produces attack dogs
|
||||
[FIX]
|
||||
Description=Service Depot
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=3,3
|
||||
Footprint=_x_ xxx _x_
|
||||
SelectionPriority=3
|
||||
LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases.
|
||||
[FACF]
|
||||
Description=Fake Construction Yard
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a Construction Yard.
|
||||
[WEAF]
|
||||
Description=Fake War Factory
|
||||
Traits=Building, RenderWarFactory
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a War Factory.
|
||||
[SYRF]
|
||||
Description=Fake Shipyard
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a Shipyard
|
||||
[SPEF]
|
||||
Description=Fake Sub Pen
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a Sub Pen
|
||||
[DOMF]
|
||||
Description=Fake Radar Dome
|
||||
Traits=Building, RenderBuilding
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a Radar Dome
|
||||
;[SBAG]
|
||||
;Description=Sandbags
|
||||
;SelectionPriority=3
|
||||
@@ -467,29 +521,36 @@ Description=Attack Dog
|
||||
BuiltAt=KENN
|
||||
Voice=DogVoice
|
||||
Traits=Unit, Mobile, RenderInfantry
|
||||
LongDesc=Anti-infantry unit. Not fooled by the \nSpy's disguise.\n Strong vs Infantry\n Weak vs Vehicles
|
||||
[E1]
|
||||
Description=Rifle Infantry
|
||||
Traits=Unit, Mobile, RenderInfantry, AttackBase
|
||||
LongDesc=General-purpose infantry. Strong vs Infantry\n Weak vs Vehicles
|
||||
[E2]
|
||||
Description=Grenadier
|
||||
Traits=Unit, Mobile, RenderInfantry, AttackBase
|
||||
FireDelay=15
|
||||
LongDesc=Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
|
||||
[E3]
|
||||
Description=Rocket Soldier
|
||||
Traits=Unit, Mobile, RenderInfantry, AttackBase
|
||||
PrimaryOffset=0,0,0,-13
|
||||
LongDesc=Anti-tank/Anti-aircraft infantry.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
|
||||
[E4]
|
||||
Description=Flamethrower
|
||||
Traits=Unit, Mobile, RenderInfantry, AttackBase
|
||||
FireDelay=8
|
||||
LongDesc=Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
|
||||
[E6]
|
||||
Description=Engineer
|
||||
Traits=Unit, Mobile, RenderInfantry
|
||||
Voice=EngineerVoice
|
||||
LongDesc=Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
|
||||
[SPY]
|
||||
Description=Spy
|
||||
Voice=SpyVoice
|
||||
Traits=Unit, Mobile, RenderInfantry
|
||||
LongDesc=Infiltrates enemy structures to gather \nintelligence. Exact effect depends on the \nbuilding infiltrated.\n Strong vs Nothing\n Weak vs Everything\n Special Ability: Disguised
|
||||
[THF]
|
||||
Description=Thief
|
||||
Voice=MedicVoice
|
||||
@@ -497,10 +558,12 @@ Voice=MedicVoice
|
||||
Description=Tanya
|
||||
Voice=TanyaVoice
|
||||
Traits=Unit, Mobile, RenderInfantry, AttackBase
|
||||
LongDesc=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
|
||||
[MEDI]
|
||||
Description=Medic
|
||||
Voice=MedicVoice
|
||||
Traits=Unit, Mobile, RenderInfantry, AttackBase
|
||||
LongDesc=Heals nearby infantry.\n Strong vs Nothing\n Weak vs Everything
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user