GAPOWR: Inherits: ^Building Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 10 Prerequisites: ~structures.gdi, ~techlevel.low Description: Provides power for other structures. Valued: Cost: 300 Tooltip: Name: GDI Power Plant ProvidesPrerequisite: Prerequisite: anypower Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 75000 Armor: Type: Wood RevealsShroud: Range: 4c0 MaxHeightDelta: 3 WithIdleOverlay@LIGHTS: RequiresCondition: !empdisable Sequence: idle-lights WithIdleOverlay@PLUG: PauseOnCondition: empdisable Sequence: idle-plug Selectable: Bounds: 90, 48, 0, -6 DecorationBounds: 90, 84, 0, -12 Power: Amount: 100 RequiresCondition: !empdisable PowerTooltip: Targetable: TargetTypes: Ground, Building, C4, SpyInfiltrate ScalePowerWithHealth: Pluggable@pluga: Offset: 0,1 Conditions: powrup: powrup.a Power@pluga: RequiresCondition: !empdisable && powrup.a Amount: 50 WithIdleOverlay@pluga: RequiresCondition: powrup.a PauseOnCondition: empdisable Sequence: idle-powrupa Pluggable@plugb: Offset: 1,1 Conditions: powrup: powrup.b WithIdleOverlay@plugb: RequiresCondition: powrup.b PauseOnCondition: empdisable Sequence: idle-powrupb Power@plugb: RequiresCondition: !empdisable && powrup.b Amount: 50 ProvidesPrerequisite@buildingname: SelectionDecorations: GAPILE: Inherits: ^Building Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.gdi, ~techlevel.low Description: Produces infantry. Valued: Cost: 300 Tooltip: Name: GDI Barracks ProvidesPrerequisite: Prerequisite: barracks Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 88, 48, 0, -8 DecorationBounds: 88, 56, 0, -8 Health: HP: 80000 Armor: Type: Wood RevealsShroud: Range: 5c0 MaxHeightDelta: 3 RallyPoint: Offset: 2,3 Palette: mouse IsPlayerPalette: false Exit@1: SpawnOffset: -256,1024,0 ExitCell: 2,2 ExitsDebugOverlay: Production: Produces: Infantry PauseOnCondition: empdisable PrimaryBuilding: PrimaryCondition: primary ProductionBar: WithIdleOverlay@LIGHTS: Sequence: idle-lights WithIdleOverlay@LIGHT: Sequence: idle-light WithIdleOverlay@FLAG: Sequence: idle-flag Power: Amount: -20 ProvidesPrerequisite@buildingname: SelectionDecorations: WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top Color: E0D048 ZOffset: 256 RequiresCondition: primary GAWEAP: Inherits: ^Building Inherits@SHAPE: ^4x3FactoryWithBibShape Valued: Cost: 2000 Tooltip: Name: GDI War Factory ProvidesPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 60 Prerequisites: proc, ~structures.gdi, ~techlevel.low Description: Produces vehicles. Building: Footprint: xxX= xxX= xxX= Dimensions: 4,3 Selectable: Bounds: 154, 96, -2, -12 DecorationBounds: 154, 100, -2, -12 Health: HP: 100000 RevealsShroud: Range: 4c0 MaxHeightDelta: 3 Armor: Type: Heavy RallyPoint: Offset: 4,1 Palette: mouse IsPlayerPalette: false Exit@1: SpawnOffset: -384,-384,0 ExitCell: 3,1 ExitDelay: 5 ExitsDebugOverlay: Production: Produces: Vehicle PauseOnCondition: empdisable PrimaryBuilding: PrimaryCondition: primary ProductionBar: WithIdleOverlay@ROOF: Sequence: idle-roof WithProductionDoorOverlay@DOOR: WithIdleOverlay@WHITELIGHTS: Sequence: idle-lights-white WithIdleOverlay@REDLIGHTS: Sequence: idle-lights-red WithIdleOverlay@TURBINES: Sequence: idle-turbines WithIdleOverlay@BIB: Sequence: bib Power: Amount: -30 ProvidesPrerequisite@buildingname: SelectionDecorations: WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top Color: E0D048 ZOffset: 256 RequiresCondition: primary GAHPAD: Inherits: ^Building Inherits@SHAPE: ^2x2Shape Valued: Cost: 500 Tooltip: Name: Helipad Buildable: BuildPaletteOrder: 130 Queue: Building Prerequisites: garadr, ~structures.gdi, ~techlevel.medium Description: Produces, rearms and\nrepairs helicopters. Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 60000 RevealsShroud: Range: 5c0 MaxHeightDelta: 3 Exit@1: SpawnOffset: 0,-256,0 ExitsDebugOverlay: RallyPoint: Palette: mouse IsPlayerPalette: false Production: Produces: Air PauseOnCondition: empdisable PrimaryBuilding: PrimaryCondition: primary Reservable: RepairsUnits: HpPerStep: 1000 PauseOnCondition: empdisable PlayerExperience: 15 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 DecorationBounds: 88, 66, 0, -5 ProvidesPrerequisite@buildingname: SelectionDecorations: WithTextDecoration@primary: RequiresSelection: true Text: PRIMARY ReferencePoint: Top Color: E0D048 ZOffset: 256 RequiresCondition: primary GADEPT: Inherits: ^Building Inherits@SHAPE: ^3x3Shape Valued: Cost: 1200 Tooltip: Name: Service Depot Buildable: BuildPaletteOrder: 110 Prerequisites: factory, ~structures.gdi, ~techlevel.medium Queue: Building Description: Repairs vehicles. Building: Footprint: =x= xxx =x= Dimensions: 3,3 Selectable: Bounds: 96, 64, -6, -6 DecorationBounds: 98, 68, -6, -6 Health: HP: 110000 RevealsShroud: Range: 5c0 MaxHeightDelta: 3 Reservable: RepairsUnits: HpPerStep: 1000 PauseOnCondition: empdisable PlayerExperience: 15 RallyPoint: Palette: mouse IsPlayerPalette: false WithIdleOverlay@LIGHT: Sequence: idle-light WithIdleOverlay@GROUND: Sequence: ground WithIdleOverlay@CIRCUITS: Sequence: circuits WithRepairOverlay@CRANE: PauseOnCondition: empdisable StartSequence: crane-start Sequence: crane-loop EndSequence: crane-end WithRepairOverlay@PLATFORM: RequiresCondition: !empdisable Sequence: platform WithDeathAnimation@BIB: DeathSequence: dead-ground UseDeathTypeSuffix: false Power: Amount: -30 ProvidesPrerequisite@buildingname: SelectionDecorations: RenderSprites: Image: gadept.gdi FactionImages: gdi: gadept.gdi nod: gadept.nod GARADR: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown Inherits@SHAPE: ^2x2Shape Buildable: Queue: Building BuildPaletteOrder: 80 Prerequisites: proc, ~structures.gdi, ~techlevel.low Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate. Valued: Cost: 1000 Tooltip: Name: GDI Radar ProvidesPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 96, 48, 0, -6 DecorationBounds: 96, 118, 0, -38 Health: HP: 100000 Armor: Type: Wood ProvidesRadar: RequiresCondition: !disabled && !empdisable InfiltrateForExploration: DetectCloaked: Range: 10c0 RenderDetectionCircle: RevealsShroud: Range: 10c0 MaxHeightDelta: 3 WithIdleOverlay@DISH: Sequence: idle-dish PauseOnCondition: disabled || empdisable Targetable: TargetTypes: Ground, Building, C4, SpyInfiltrate Power: Amount: -50 ProvidesPrerequisite@buildingname: SelectionDecorations: GATECH: Inherits: ^Building Inherits@IDISABLED: ^DisableOnLowPower Inherits@SHAPE: ^3x2Shape Buildable: Queue: Building BuildPaletteOrder: 150 Prerequisites: gaweap, garadr, ~structures.gdi, ~techlevel.medium Description: Provides access to advanced GDI technologies. Valued: Cost: 1500 Tooltip: Name: GDI Tech Center ProvidesPrerequisite: Prerequisite: tech Building: Footprint: xxx xxx Dimensions: 3,2 Selectable: Bounds: 110, 60, 3, -4 DecorationBounds: 110, 60, 3, -4 Health: HP: 50000 Armor: Type: Wood RevealsShroud: Range: 4c0 MaxHeightDelta: 3 WithIdleOverlay@LIGHTS: RequiresCondition: !disabled Sequence: idle-lights Power: Amount: -150 ProvidesPrerequisite@buildingname: SelectionDecorations: GAPLUG: Inherits: ^Building Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown Inherits@SHAPE: ^2x3Shape Valued: Cost: 1000 Tooltip: Name: GDI Upgrade Center Selectable: Bounds: 115,72,0,-12 DecorationBounds: 115,104,0,-24 Buildable: BuildPaletteOrder: 170 Prerequisites: proc, gatech, ~structures.gdi, ~techlevel.superweapons Queue: Building Description: Can be upgraded for additional technology. Building: Footprint: xxx xxx Dimensions: 2,3 WithIdleOverlay@DISH: PauseOnCondition: disabled || empdisable Sequence: idle-dish WithIdleOverlay@LIGHTS: RequiresCondition: !disabled && !empdisable Sequence: idle-lights WithIdleOverlay@STRIP: RequiresCondition: !disabled && !empdisable Sequence: idle-strip Health: HP: 100000 Armor: Type: Wood RevealsShroud: Range: 6c0 MaxHeightDelta: 3 IonCannonPower: Cursor: ioncannon PauseOnCondition: disabled || empdisable RequiresCondition: plug.ioncannona || plug.ioncannonb Icon: ioncannon Effect: explosion EffectSequence: ionring EffectPalette: effectalpha75 WeaponDelay: 0 ChargeInterval: 12750 Description: Ion Cannon LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. EndChargeSpeechNotification: IonCannonReady SelectTargetSpeechNotification: SelectTarget DisplayRadarPing: True CameraActor: camera ProduceActorPower: PauseOnCondition: disabled || empdisable RequiresCondition: plug.hunterseekera || plug.hunterseekerb Description: Hunter Seeker LongDesc: Releases a drone that will acquire and destroy an enemy target. Icon: hunterseeker Actors: hunter Type: HunterSeeker ChargeInterval: 18000 Production: Produces: HunterSeeker PauseOnCondition: empdisable Exit@1: ExitsDebugOverlay: SupportPowerChargeBar: Power: Amount: -150 Power@ioncannon: RequiresCondition: (plug.ioncannona || plug.ioncannonb) Amount: -100 Power@hunterseeker: RequiresCondition: (plug.hunterseekera || plug.hunterseekerb) Amount: -50 Pluggable@pluga: Offset: 0,2 Conditions: plug.ioncannon: plug.ioncannona plug.hunterseeker: plug.hunterseekera Requirements: plug.ioncannon: !plug.ioncannonb && !plug.ioncannona && !plug.hunterseekera plug.hunterseeker: !plug.hunterseekerb && !plug.ioncannona && !plug.hunterseekera WithIdleOverlay@ioncannona: RequiresCondition: plug.ioncannona PauseOnCondition: disabled Sequence: idle-ioncannona WithIdleOverlay@hunterseekera: RequiresCondition: plug.hunterseekera PauseOnCondition: disabled Sequence: idle-hunterseekera Pluggable@plugb: Offset: 1,2 Conditions: plug.ioncannon: plug.ioncannonb plug.hunterseeker: plug.hunterseekerb Requirements: plug.ioncannon: !plug.ioncannona && !plug.ioncannonb && !plug.hunterseekerb plug.hunterseeker: !plug.hunterseekera && !plug.ioncannonb && !plug.hunterseekerb WithIdleOverlay@ioncannonb: RequiresCondition: plug.ioncannonb PauseOnCondition: disabled Sequence: idle-ioncannonb WithIdleOverlay@hunterseekerb: RequiresCondition: plug.hunterseekerb PauseOnCondition: disabled Sequence: idle-hunterseekerb ProvidesPrerequisite@buildingname: SelectionDecorations: