FACT: Inherits: ^Building -Buildable: Valued: Cost: 5000 Tooltip: Name: Construction Yard Icon: mcvicnh Description: Builds structures Building: Power: 15 Footprint: xxx xxx Dimensions: 3,2 Health: HP: 800 RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Production: Produces: Building,Defense Transforms: IntoActor: mcv Offset:1,1 Facing: 108 BaseBuilding: ProductionBar: Bib: NUKE: Inherits: ^Building Valued: Cost: 300 Tooltip: Name: Power Plant Icon: nukeicnh Description: Provides power for other structures ProvidesCustomPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 10 Owner: gdi,nod Building: Power: 100 Footprint: x_ xx Dimensions: 2,2 Health: HP: 400 RevealsShroud: Range: 4 # Range: 2 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: PROC: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Tiberium Refinery Icon: procicnh Description: Processes raw Tiberium to sell it for cash. Buildable: BuildPaletteOrder: 20 Prerequisites: anypower Owner: gdi,nod Building: Power: -30 Footprint: _x_ xxx === Dimensions: 3,3 Health: HP: 900 RevealsShroud: Range: 6 # Range: 4 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: TiberiumRefinery: DockOffset: 0,2 TickLifetime: 30 TickVelocity: 1 TickRate: 125 StoresOre: PipColor: Green PipCount: 10 Capacity: 1000 Selectable: Bounds: 73,72 CustomSellValue: Value: 600 CustomBuildTimeValue: Value: 900 FreeActor: Actor: HARV InitialActivity: FindResources SpawnOffset: 1,2 Facing: 64 -RenderBuilding: RenderBuildingRefinery: NUK2: Inherits: ^Building Valued: Cost: 700 Tooltip: Name: Advanced Power Plant Icon:nuk2icnh Description: Provides more power, cheaper than the \nstandard Power Plant ProvidesCustomPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 30 Prerequisites: nuke Owner: gdi,nod Building: Power: 200 Footprint: x_ xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 4 # Range: 2 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: SILO: Inherits: ^Building Valued: Cost: 150 Tooltip: Name: Tiberium Silo Icon: siloicnh Description: Stores processed Tiberium Buildable: Queue: Defense BuildPaletteOrder: 15 Prerequisites: proc Owner: gdi,nod Building: Power: -10 Footprint: xx Dimensions: 2,1 GivesBuildableArea: Health: HP: 300 RevealsShroud: Range: 4 # Range: 2 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate RenderBuildingSilo: StoresOre: PipCount: 15 PipColor: Green Capacity: 1500 Selectable: Bounds: 49,24 -RenderBuilding: -EmitInfantryOnSell: Bib: PYLE: Inherits: ^Building Valued: Cost: 300 Tooltip: Name: Barracks Icon: pyleicnh Description: Trains infantry ProvidesCustomPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 40 Prerequisites: anypower Owner: gdi Building: Power: -20 Footprint: xx xx Dimensions: 2,2 Health: HP: 800 RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: RallyPoint: Exit@1: SpawnOffset: -10,2 ExitCell: 0,1 Exit@2: SpawnOffset: 7,7 ExitCell: 1,1 Production: Produces: Infantry ProductionBar: HAND: Inherits: ^Building Valued: Cost: 300 Tooltip: Name: Hand of Nod Icon: handicnh Description: Trains infantry ProvidesCustomPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 40 Prerequisites: anypower Owner: nod Building: Power: -20 Footprint: __ xx xx Dimensions: 2,3 Health: HP: 800 RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: RallyPoint: Exit@1: SpawnOffset: 12,24 ExitCell: 1,2 Production: Produces: Infantry ProductionBar: AFLD: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Airstrip Icon: afldicnh Description: Provides a dropzone for vehicle reinforcements ProvidesCustomPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 50 Prerequisites: proc Owner: nod Building: Power: -30 Footprint: xxxx xxxx Dimensions: 4,2 Health: HP: 1000 Armor: Type: Heavy RevealsShroud: Range: 7 # Range: 5 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: RallyPoint: RallyPoint: 4,2 BelowUnits: Exit@1: SpawnOffset: -24,0 ExitCell: 3,1 ProductionAirdrop: Produces: Vehicle ProductionBar: WEAP: #light Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Weapons Factory Icon: weapicnh Description: Assembly point for vehicle reinforcements ProvidesCustomPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 50 Prerequisites: proc Owner: gdi Building: Power: -30 Footprint: ___ xxx === Dimensions: 3,3 Health: HP: 400 Armor: Type: Light RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: -RenderBuilding: RenderBuildingWarFactory: RallyPoint: RallyPoint: 0,3 Exit@1: SpawnOffset: -8,-8 ExitCell: 0,2 Production: Produces: Vehicle ProductionBar: HPAD.GDI: Inherits: ^Building Valued: Cost: 1500 CustomSellValue: Value: 300 Tooltip: Name: Helipad (GDI) Icon:hpadicnh Description: Produces and reloads helicopters ProvidesCustomPrerequisite: Prerequisite: hpad RenderBuilding: Image: hpad Buildable: BuildPaletteOrder: 60 Prerequisites: barracks Owner: gdi Building: Power: -10 Footprint: xx xx Dimensions: 2,2 Health: HP: 800 RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate FreeActor: Actor: ORCA Facing: 3 SpawnOffset: 1,2 Exit@1: # SpawnOffset: 0,0 SpawnOffset: 0,-6 Production: Produces: Aircraft BelowUnits: Reservable: RepairsUnits: RallyPoint: ProductionBar: Bib: HPAD.NOD: Inherits: ^Building Valued: Cost: 1500 CustomSellValue: Value: 300 Tooltip: Name: Helipad (Nod) Icon:hpadicnh Description: Produces and reloads helicopters ProvidesCustomPrerequisite: Prerequisite: hpad RenderBuilding: Image: hpad Buildable: BuildPaletteOrder: 60 Prerequisites: barracks Owner: nod Building: Power: -10 Footprint: xx xx Dimensions: 2,2 Health: HP: 800 RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate FreeActor: Actor: HELI SpawnOffset: 1,1 Exit@1: SpawnOffset: 0,0 # SpawnOffset: 0,-6 Production: Produces: Aircraft BelowUnits: Reservable: RepairsUnits: RallyPoint: ProductionBar: Bib: HQ: RequiresPower: CanPowerDown: Inherits: ^Building Valued: Cost: 1000 Tooltip: Name: Communications Center Icon: hqicnh Description: Provides an overview of the battlefield.\n Requires power to operate. Buildable: BuildPaletteOrder: 70 Prerequisites: proc Owner: gdi,nod Building: Power: -40 Footprint: x_ xx Dimensions: 2,2 Health: HP: 1000 RevealsShroud: Range: 12 # Range: 10 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: ProvidesRadar: FIX: Inherits: ^Building Valued: Cost: 1200 Tooltip: Name: Repair Facility Icon: fixicnh Description: Repairs vehicles and allows the\nconstruction of additional bases. Buildable: BuildPaletteOrder: 80 Prerequisites: vehicleproduction Owner: gdi,nod Building: Power: -30 Footprint: _x_ xxx _x_ Dimensions: 3,3 Health: HP: 800 RevealsShroud: Range: 5 # Range: 3 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate BelowUnits: Reservable: RepairsUnits: RallyPoint: EYE: #wood RequiresPower: CanPowerDown: Inherits: ^Building Valued: Cost: 2800 Tooltip: Name: Advanced Communications Center Icon: eyeicnh Description: Provides access to the Ion Cannon.\n Requires power to operate. ProvidesCustomPrerequisite: Prerequisite: techbuilding Buildable: BuildPaletteOrder: 100 Prerequisites: hq Owner: gdi Building: Power: -200 Footprint: x_ xx Dimensions: 2,2 Health: HP: 1000 RevealsShroud: Range: 12 # Range: 10 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: ProvidesRadar: IonCannonPower: Image: ionicnh ChargeTime: 280 Description: Ion Cannon LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. BeginChargeSound: ionchrg1.aud EndChargeSound: ionredy1.aud LaunchSound: ion1.aud SelectTargetSound: select1.aud SupportPowerChargeBar: TMPL: RequiresPower: CanPowerDown: Inherits: ^Building Valued: Cost: 3000 Tooltip: Name: Temple of Nod Icon: tmplicnh Description: Place of worship and secret missile silo.\nRequires power to operate. ProvidesCustomPrerequisite: Prerequisite: techbuilding Buildable: BuildPaletteOrder: 100 Prerequisites: hq Owner: nod Building: Power: -150 Footprint: ___ xxx xxx Dimensions: 3,3 Health: HP: 2000 Armor: Type: Light RevealsShroud: Range: 6 # Range: 4 # In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate Bib: NukePower: Image: atomicnh ChargeTime: 405 Description: Nuclear Strike LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area. BeginChargeSound: EndChargeSound: nukavail.aud SelectTargetSound: select1.aud LaunchSound: nukemisl.aud MissileWeapon: atomic SupportPowerChargeBar: OBLI: RequiresPower: Inherits: ^Building Valued: Cost: 1500 Tooltip: Name: Obelisk of Light Icon:obliicnh Description: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft Buildable: Queue: Defense BuildPaletteOrder: 60 Prerequisites: hq Owner: nod Building: Power: -150 Footprint: _ x Dimensions: 1,2 -GivesBuildableArea: Health: HP: 400 Armor: Type: Light RevealsShroud: Range: 9 # Range: 5 # RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA). # (Range of Obelisk laser is 7.5) RenderBuildingCharge: ChargeAudio: obelpowr.aud Turreted: ROT:255 Offset: 0,0,-2,-17 Armament: Weapon: Laser FireDelay: 8 AttackTurreted: AutoTarget: -RenderBuilding: RenderRangeCircle: -EmitInfantryOnSell: # RenderDetectionCircle: DetectCloaked: Range: 5 CYCL: Inherits: ^Wall Valued: Cost: 75 # CustomSellValue: # Value: 0 Tooltip: Name: Chain Link Barrier Icon:cyclicnh Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks. Buildable: Queue: Defense BuildPaletteOrder: 20 Prerequisites: fact Owner: gdi, nod Health: HP: 50 Armor: Type: Wall SBAG: Inherits: ^Wall Valued: Cost: 50 # CustomSellValue: # Value: 0 Tooltip: Name: Sandbag Barrier Icon:sbagicnh Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks. Buildable: Queue: Defense BuildPaletteOrder: 20 Prerequisites: fact Owner: gdi, nod Health: HP: 25 Armor: Type: Wall BRIK: Inherits: ^HeavyWall Valued: Cost: 100 # CustomSellValue: # Value: 0 Tooltip: Name: Concrete Barrier Icon:brikicnh Description: Stop units and blocks enemy fire. Buildable: Queue: Defense BuildPaletteOrder: 30 Prerequisites: vehicleproduction Owner: gdi,nod Health: HP: 200 Armor: Type: Concrete Wall: CrushClasses: heavywall -CrushSound: SoundOnDamageTransition: DestroyedSound: crumble.aud GUN: Inherits: ^Building Valued: Cost: 600 Tooltip: Name: Turret Icon: gunicnh Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft Buildable: Queue: Defense BuildPaletteOrder: 40 Prerequisites: barracks Owner: nod Building: Power: -20 -GivesBuildableArea: Health: HP: 400 Armor: Type: Heavy RevealsShroud: Range: 7 # Range: 5 # RevealShroud range was set to equal 1 + its weapon range (6) (due to possible rendering issues with shroud for OpenRA) Turreted: ROT: 12 InitialFacing: 50 RenderBuildingTurreted: Armament: Weapon: TurretGun LocalOffset: 0,4,0,-2,0 AttackTurreted: AutoTarget: -AutoTargetIgnore: -RenderBuilding: -DeadBuildingState: RenderRangeCircle: # RenderDetectionCircle: DetectCloaked: Range: 5 SAM: Inherits: ^Building RequiresPower: Valued: Cost: 750 Tooltip: Name: SAM Site Icon: samicnh Description: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks Buildable: Queue: Defense BuildPaletteOrder: 50 Prerequisites: hand Owner: nod Building: Power: -20 Footprint: xx Dimensions: 2,1 -GivesBuildableArea: Health: HP: 400 Armor: Type: Heavy RevealsShroud: # Range: 3 Range: 5 # Range set to arbitrary length more in line with what you would expect from a guard tower. (SAM missile's range is 15) Turreted: ROT: 7 InitialFacing: 0 RenderBuildingTurreted: Armament: Weapon: SAMMissile AttackPopupTurreted: WithMuzzleFlash: AutoTarget: -RenderBuilding: RenderRangeCircle: GTWR: #wood Inherits: ^Building Valued: Cost: 500 Tooltip: Name: Guard Tower Icon: gtwricnh Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft Buildable: Queue: Defense BuildPaletteOrder: 50 Prerequisites: barracks Owner: gdi Building: Power: -10 -GivesBuildableArea: Health: HP: 400 RevealsShroud: Range: 6 # Range: 3 # RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA) Armament: Weapon: HighV LocalOffset: 0,-6,0,0,0 AttackTurreted: AutoTarget: -AutoTargetIgnore: DetectCloaked: Range: 3 # RenderDetectionCircle: RenderRangeCircle: WithMuzzleFlash: Turreted: ROT:255 Offset: 0,0,0,-6 ATWR: Inherits: ^Building RequiresPower: Valued: Cost: 1000 Tooltip: Name: Advanced Guard Tower Icon: atwricnh Description: Anti-armor defensive structure.\n Strong vs Light Vehicles, Tanks\n Weak vs Infantry Buildable: Queue: Defense BuildPaletteOrder: 60 Prerequisites: hq Owner: gdi Building: Power: -20 Footprint: _ x Dimensions: 1,2 -GivesBuildableArea: Health: HP: 600 Armor: Type: Light RevealsShroud: Range: 7 # Range: 4 # RevealShroud range was set to equal its weapon range +1 (due to possible rendering issues with shroud for OpenRA) Turreted: ROT:255 Offset: 0,0,5,2 Armament: Weapon: TowerMissle LocalOffset: 7,-7,0,0,-25, -7,-7,0,0,25 AttackTurreted: AutoTarget: -AutoTargetIgnore: DetectCloaked: Range: 4 # custom prerequisites: BARRACKS: Tooltip: Name: Infantry Production Description: Infantry Production VEHICLEPRODUCTION: Tooltip: Name: Vehicle Production Description: Vehicle Production ANYPOWER: Tooltip: Name: Power Plant Description: Power Plant HPAD: Tooltip: Name: Helipad Description: Helipad