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. ProvidesPrerequisite: 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, 48, 0, -6 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 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 90, 84, 0, -12 GAPILE: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.gdi Valued: Cost: 300 Tooltip: Name: GDI Barracks Description: Produces infantry. ProvidesPrerequisite: Prerequisite: barracks Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 88, 48, 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 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 88, 56, 0, -8 GAWEAP: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: GDI War Factory Description: Produces vehicles. ProvidesPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 50 Prerequisites: proc, ~structures.gdi Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 Selectable: Bounds: 154, 96, -2, -12 Health: HP: 1000 RevealsShroud: Range: 4c0 RallyPoint: RallyPoint: 6,1 Exit@1: SpawnOffset: -384,-384,0 ExitCell: 4,1 ExitDelay: 5 Production: Produces: Vehicle PrimaryBuilding: ProductionBar: WithIdleOverlay@ROOF: Sequence: idle-roof WithProductionDoorOverlay@DOOR: WithProductionOverlay@WHITELIGHTS: Sequence: production-lights-white WithProductionOverlay@REDLIGHTS: Sequence: production-lights-red WithIdleOverlay@TURBINES: Sequence: idle-turbines WithIdleOverlay@BIB: Sequence: bib Power: Amount: -30 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 154, 100, -2, -12 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 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 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: 96, 64, -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 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 98, 68, -6, -6 GARADR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 90 Prerequisites: proc, ~structures.gdi Valued: Cost: 1000 Tooltip: Name: GDI Radar Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 96, 48, 0, -6 Health: HP: 800 Armor: Type: Wood RequiresPower: CanPowerDown: IndicatorPalette: mouse ProvidesRadar: InfiltrateForExploration: DetectCloaked: Range: 10 RenderDetectionCircle: RevealsShroud: Range: 10c0 WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: yes TargetableBuilding: TargetTypes: Ground, C4, SpyInfiltrate Power: Amount: -50 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 96, 118, 0, -38 GATECH: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 100 Prerequisites: gaweap, garadr, ~structures.gdi Valued: Cost: 2000 Tooltip: Name: GDI Tech Center Description: Provides access to advanced GDI technologies. ProvidesPrerequisite: Prerequisite: tech Building: Footprint: xxx xxx Dimensions: 3,2 Selectable: Bounds: 110, 60, 3, -4 Health: HP: 500 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -150 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 110, 60, 3, -4 GAPLUG: Inherits: ^Building Valued: Cost: 1000 Tooltip: Name: GDI Upgrade Center Description: Can be upgraded for additional technology. Selectable: Bounds: 115,72,0,-12 Buildable: BuildPaletteOrder: 100 Prerequisites: proc, gatech, ~structures.gdi Queue: Building Building: Footprint: xxx xxx Dimensions: 2,3 RequiresPower: CanPowerDown: IndicatorPalette: mouse 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 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 115,104,0,-24