More structures

This commit is contained in:
Paul Chote
2010-01-31 22:19:33 +13:00
parent ca8acee224
commit eb32884b24
10 changed files with 324 additions and 197 deletions

0
mods/cnc/infantry.yaml Normal file
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@@ -34,14 +34,20 @@ LegacyRules:
mods/ra/units.ini: OpenRA patches mods/ra/units.ini: OpenRA patches
Rules: Rules:
mods/ra/defaults.yaml: Basic stuff mods/ra/defaults.yaml: Basic stuff
mods/cnc/rules.yaml: OpenRA actorinfos mods/cnc/system.yaml: Player and world actors
mods/cnc/trees.yaml: Trees mods/cnc/structures.yaml: Structures
mods/cnc/civilian.yaml: Civilian structures and bridges mods/cnc/infantry.yaml: Infantry
mods/cnc/compat.yaml: Compatability tweaks for real-ra maps mods/cnc/vehicles.yaml: Vehicles
mods/cnc/trees.yaml: Trees
mods/cnc/civilian.yaml: Civilian structures and bridges
mods/cnc/compat.yaml: Compatability tweaks for real-ra maps
Sequences: Sequences:
mods/cnc/sequences.xml: Original animation sequences mods/cnc/sequences-structures.xml: Structures
mods/cnc/sequences-vehicles.xml: Vehicles
mods/cnc/sequences-infantry.xml: Infantry
mods/cnc/sequences.xml: Everything else
Assemblies: Assemblies:
mods/ra/OpenRa.Mods.RA.dll: Traits used mods/ra/OpenRa.Mods.RA.dll: Traits used

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@@ -1,119 +0,0 @@
Player:
ProductionQueue:
BuildingSelectAudio: bldging1.aud
BuildingReadyAudio: constru1.aud
BuildingCannotPlaceAudio: deploy1.aud
UnitSelectAudio: bldging1.aud
UnitReadyAudio: unitredy.aud
OnHoldAudio: onhold1.aud
CancelledAudio: cancel1.aud
ClickAudio: button.aud
PlaceBuilding:
World:
WaterPaletteRotation:
BuildingInfluence:
UnitInfluence:
MCV:
Inherits: ^Vehicle
Buildable:
TechLevel: 7
Prerequisites: eye
Owner: allies,soviet
Cost: 5000
Description: Mobile Construction Vehicle
LongDesc: Deploys into another Construction Yard.\n Unarmed
Selectable:
Priority: 3
Unit:
HP: 600
Armor: light
Crewed: yes
Sight: 2
Speed: 12
McvDeploy:
RenderUnit:
HARV:
Inherits: ^Vehicle
Buildable:
TechLevel: 2
Prerequisites: proc
Owner: allies,soviet
Cost: 1400
Description: Harvester
LongDesc: Collects Tiberium for processing.\n Unarmed
Selectable:
Priority: 7
Harvester:
Unit:
HP: 600
Armor: light
Crewed: yes
Sight: 4
Speed: 6
Mobile:
MovementType: Track
RenderUnit:
FACT:
Inherits: ^Building
Building:
Power: 15
Footprint: xxx xxx xxx
Dimensions: 3,3
Capturable: true
Bib: yes
HP: 400
Armor: wood
Crewed: yes
Sight: 3
Production:
Produces: Building,Defense
ConstructionYard:
NUKE:
Inherits: ^Building
Buildable:
Icon: nukeicnh
TechLevel: 1
Owner: allies,soviet
Cost: 300
Description: Power Plant
LongDesc: Provides power for other structures
Building:
Power: 100
Footprint: xx xx
Dimensions: 2,2
Capturable: true
Bib: yes
HP: 200
Armor: wood
Crewed: yes
Sight: 2
PROC:
Inherits: ^Building
Buildable:
Icon: procicnh
TechLevel: 2
Prerequisites: nuke
Owner: allies,soviet
Cost: 2000
Description: Tiberium Refinery
LongDesc: Processes Tiberium into useable resources
Building:
Power: -30
Footprint: _x_ xxx x==
Dimensions: 3,3
Capturable: true
Bib: yes
HP: 450
Armor: wood
Crewed: yes
Sight: 4
AcceptsOre:
StoresOre:
Pips: 17
Capacity: 1000

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@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
</sequences>

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@@ -0,0 +1,49 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<unit name="fact">
<sequence name="idle" start="0" />
<sequence name="make" start="0" length="32" src="factmake" />
<sequence name="build" start="1" length="25" />
<sequence name="damaged-idle" start="26" />
<sequence name="damaged-build" start="27" length="25" />
</unit>
<unit name="nuke">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="nukemake" />
</unit>
<unit name="proc">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="procmake" />
</unit>
<unit name="silo">
<sequence name="idle" start="0" length="5" />
<sequence name="damaged-idle" start="5" length="5" />
<sequence name="make" start="0" length="*" src="silomake" />
</unit>
<unit name="hand">
<sequence name="idle" start="0" length="1" />
<sequence name="damaged-idle" start="2" length="1" />
<sequence name="make" start="0" length="*" src="handmake" />
</unit>
<unit name="pyle">
<sequence name="idle" start="0" length="10" />
<sequence name="damaged-idle" start="10" length="10" />
<sequence name="make" start="0" length="*" src="pylemake" />
</unit>
<unit name="weap">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="weapmake" />
<sequence name="build-top" start="0" length="4" src="weap2" />
<sequence name="damaged-build-top" start="4" length="4" src="weap2" />
<sequence name="idle-top" start="0" length="1" src="weap2" />
<sequence name="damaged-idle-top" start="4" length="1" src="weap2" />
</unit>
<unit name="afld">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="17" length="16" />
<sequence name="make" start="0" length="*" src="afldmake" />
</unit>
</sequences>

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@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<sequences>
<unit name="mcv">
<sequence name="idle" start="0" length="*" />
</unit>
<unit name="harv">
<sequence name="idle" start="0" length="32" />
<sequence name="harvest0" start="32" length="4" />
<sequence name="harvest1" start="36" length="4" />
<sequence name="harvest2" start="40" length="4" />
<sequence name="harvest3" start="44" length="4" />
<sequence name="harvest4" start="48" length="4" />
<sequence name="harvest5" start="52" length="4" />
<sequence name="harvest6" start="56" length="4" />
<sequence name="harvest7" start="60" length="4" />
<sequence name="empty" start="16" length="0" />
</unit>
</sequences>

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@@ -1,60 +1,12 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<sequences> <sequences>
<unit name="fact"> <!-- advanced power plant -->
<sequence name="idle" start="0" />
<sequence name="make" start="0" length="32" src="factmake" />
<sequence name="build" start="1" length="25" />
<sequence name="damaged-idle" start="26" />
<sequence name="damaged-build" start="27" length="25" />
</unit>
<unit name="nuke">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="nukemake" />
</unit>
<unit name="proc">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="procmake" />
</unit>
<unit name="harv">
<sequence name="idle" start="0" length="32" />
<sequence name="harvest0" start="32" length="4" />
<sequence name="harvest1" start="36" length="4" />
<sequence name="harvest2" start="40" length="4" />
<sequence name="harvest3" start="44" length="4" />
<sequence name="harvest4" start="48" length="4" />
<sequence name="harvest5" start="52" length="4" />
<sequence name="harvest6" start="56" length="4" />
<sequence name="harvest7" start="60" length="4" />
<sequence name="empty" start="16" length="0" />
</unit>
<!-- silo -->
<unit name="silo">
<sequence name="idle" start="0" length="5" />
<sequence name="damaged-idle" start="5" length="5" />
<sequence name="make" start="0" length="*" src="silomake" />
</unit>
<!-- advanced power plant -->
<unit name="apwr"> <unit name="apwr">
<sequence name="idle" start="0" /> <sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" /> <sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="apwrmake" /> <sequence name="make" start="0" length="*" src="apwrmake" />
</unit> </unit>
<!-- soviet barracks -->
<unit name="barr">
<sequence name="idle" start="0" length="10" />
<sequence name="damaged-idle" start="10" length="10" />
<sequence name="make" start="0" length="*" src="barrmake" />
</unit>
<!-- allied barracks -->
<unit name="tent">
<sequence name="idle" start="0" length="10" />
<sequence name="damaged-idle" start="10" length="10" />
<sequence name="make" start="0" length="*" src="tentmake" />
</unit>
<!-- kennel --> <!-- kennel -->
<unit name="kenn"> <unit name="kenn">
<sequence name="idle" start="0" /> <sequence name="idle" start="0" />
@@ -80,16 +32,7 @@
<sequence name="damaged-idle" start="1" /> <sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="stekmake" /> <sequence name="make" start="0" length="*" src="stekmake" />
</unit> </unit>
<!-- war factory -->
<unit name="weap">
<sequence name="idle" start="0" />
<sequence name="damaged-idle" start="1" />
<sequence name="make" start="0" length="*" src="weapmake" />
<sequence name="build-top" start="0" length="4" src="weap2" />
<sequence name="damaged-build-top" start="4" length="4" src="weap2" />
<sequence name="idle-top" start="0" length="1" src="weap2" />
<sequence name="damaged-idle-top" start="4" length="1" src="weap2" />
</unit>
<!-- helipad --> <!-- helipad -->
<unit name="hpad"> <unit name="hpad">
<sequence name="idle" start="0" length="1" /> <sequence name="idle" start="0" length="1" />
@@ -98,14 +41,7 @@
<sequence name="active" start="1" length="6" /> <sequence name="active" start="1" length="6" />
<sequence name="damaged-active" start="8" length="6" /> <sequence name="damaged-active" start="8" length="6" />
</unit> </unit>
<!-- airfield -->
<unit name="afld">
<sequence name="idle" start="4" length="4" />
<sequence name="damaged-idle" start="12" length="4" />
<sequence name="make" start="0" length="11" src="afldmake" />
<sequence name="active" start="0" length="4" />
<sequence name="damaged-active" start="8" length="4" />
</unit>
<!-- sub pen --> <!-- sub pen -->
<unit name="spen"> <unit name="spen">
<sequence name="idle" start="0" /> <sequence name="idle" start="0" />
@@ -202,10 +138,6 @@
<sequence name="active" start="1" length="7" /> <sequence name="active" start="1" length="7" />
<sequence name="damaged-active" start="9" length="7" /> <sequence name="damaged-active" start="9" length="7" />
</unit> </unit>
<!-- mcv -->
<unit name="mcv">
<sequence name="idle" start="0" length="*" />
</unit>
<!-- truck --> <!-- truck -->
<unit name="truk"> <unit name="truk">
<sequence name="idle" start="0" length="*" /> <sequence name="idle" start="0" length="*" />

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mods/cnc/structures.yaml Normal file
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@@ -0,0 +1,180 @@
FACT:
Inherits: ^Building
Building:
Power: 15
Footprint: xxx xxx xxx
Dimensions: 3,3
Capturable: true
Bib: yes
HP: 400
Armor: wood
Crewed: yes
Sight: 3
Production:
Produces: Building,Defense
ConstructionYard:
NUKE:
Inherits: ^Building
Buildable:
Icon: nukeicnh
TechLevel: 1
Owner: allies,soviet
Cost: 300
Description: Power Plant
LongDesc: Provides power for other structures
Building:
Power: 100
Footprint: xx xx
Dimensions: 2,2
Capturable: true
Bib: yes
HP: 200
Armor: wood
Crewed: yes
Sight: 2
PROC:
Inherits: ^Building
Buildable:
Icon: procicnh
TechLevel: 2
Prerequisites: nuke
Owner: allies,soviet
Cost: 2000
Description: Tiberium Refinery
LongDesc: Processes Tiberium into useable resources
Building:
Power: -30
Footprint: _x_ xxx x==
Dimensions: 3,3
Capturable: true
Bib: yes
HP: 450
Armor: wood
Crewed: yes
Sight: 4
AcceptsOre:
StoresOre:
Pips: 17
Capacity: 1000
SILO:
Inherits: ^Building
Buildable:
Icon: siloicnh
TechLevel: 2
Prerequisites: proc
Owner: allies,soviet
Cost: 150
Description: Tiberium Silo
LongDesc: Stores excess Tiberium until it can be processed
Building:
Power: -10
Footprint: xx
Dimensions: 2,1
Capturable: true
HP: 150
Armor: wood
Sight: 2
RenderBuildingOre:
StoresOre:
Pips: 5
Capacity: 1500
-RenderBuilding:
PYLE:
Inherits: ^Building
Buildable:
Icon: pyleicnh
TechLevel: 2
Prerequisites: nuke
Owner: allies
Cost: 300
Description: Barracks
LongDesc: Trains infantry
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Capturable: true
Bib: yes
HP: 400
Armor: wood
Crewed: yes
Sight: 3
RallyPoint:
Production:
Produces: Infantry
HAND:
Inherits: ^Building
Buildable:
Icon: handicnh
TechLevel: 2
Prerequisites: nuke
Owner: soviet
Cost: 300
Description: Hand of Nod
LongDesc: Trains infantry
Building:
Power: -20
Footprint: __ xx xx
Dimensions: 2,3
Capturable: true
Bib: yes
HP: 400
Armor: wood
Crewed: yes
Sight: 3
RallyPoint:
Production:
Produces: Infantry
AFLD:
Inherits: ^Building
Buildable:
Icon: afldicnh
TechLevel: 5
Prerequisites: proc
Owner: soviet
Cost: 2000
Description: Airfield
LongDesc: Provides a dropzone for vehicle reinforcements
Building:
Power: -30
Footprint: xxxx xxxx
Dimensions: 4,2
Capturable: true
Bib: yes
HP: 500
Armor: heavy
Crewed: yes
Sight: 5
RallyPoint:
Production:
Produces: Vehicle
WEAP:
Inherits: ^Building
Buildable:
Icon: weapicnh
TechLevel: 5
Prerequisites: proc
Owner: allies
Cost: 2000
Description: Weapons Factory
LongDesc: Assembly point for vehicle reinforcements
Building:
Power: -30
Footprint: ___ xxx xxx
Dimensions: 3,3
Capturable: true
Bib: yes
HP: 200
Armor: light
Crewed: yes
Sight: 3
RenderWarFactory:
RallyPoint:
Production:
Produces: Vehicle

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mods/cnc/system.yaml Normal file
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@@ -0,0 +1,16 @@
Player:
ProductionQueue:
BuildingSelectAudio: bldging1.aud
BuildingReadyAudio: constru1.aud
BuildingCannotPlaceAudio: deploy1.aud
UnitSelectAudio: bldging1.aud
UnitReadyAudio: unitredy.aud
OnHoldAudio: onhold1.aud
CancelledAudio: cancel1.aud
ClickAudio: button.aud
PlaceBuilding:
World:
WaterPaletteRotation:
BuildingInfluence:
UnitInfluence:

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mods/cnc/vehicles.yaml Normal file
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@@ -0,0 +1,41 @@
MCV:
Inherits: ^Vehicle
Buildable:
TechLevel: 7
Prerequisites: eye
Owner: allies,soviet
Cost: 5000
Description: Mobile Construction Vehicle
LongDesc: Deploys into another Construction Yard.\n Unarmed
Selectable:
Priority: 3
Unit:
HP: 600
Armor: light
Crewed: yes
Sight: 2
Speed: 12
McvDeploy:
RenderUnit:
HARV:
Inherits: ^Vehicle
Buildable:
TechLevel: 2
Prerequisites: proc
Owner: allies,soviet
Cost: 1400
Description: Harvester
LongDesc: Collects Tiberium for processing.\n Unarmed
Selectable:
Priority: 7
Harvester:
Unit:
HP: 600
Armor: light
Crewed: yes
Sight: 4
Speed: 6
Mobile:
MovementType: Track
RenderUnit: