FACT: Inherits: ^BaseBuilding Valued: Cost: 4000 Tooltip: Name: Construction Yard Building: Footprint: xxx xxx Dimensions: 3,2 Health: HP: 2100 Armor: Type: Wood RevealsShroud: Range: 10c0 Bib: Production: Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod Transforms: IntoActor: mcv Offset: 1,1 Facing: 108 ProductionQueue@GDIBuilding: Type: Building.GDI Factions: gdi Group: Building LowPowerSlowdown: 2 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@NodBuilding: Type: Building.Nod Factions: nod Group: Building LowPowerSlowdown: 2 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@GDIDefense: Type: Defence.GDI Factions: gdi Group: Defence LowPowerSlowdown: 3 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@NodDefense: Type: Defence.Nod Factions: nod Group: Defence LowPowerSlowdown: 3 QueuedAudio: Building ReadyAudio: ConstructionComplete BaseBuilding: ProductionBar@BuildingGDI: ProductionType: Building.GDI ProductionBar@BuildingNod: ProductionType: Building.Nod ProductionBar@DefenceGDI: ProductionType: Defence.GDI ProductionBar@DefenceNod: ProductionType: Defence.Nod BaseProvider: Cooldown: 75 Range: 14c0 WithBuildingPlacedAnimation: Power: Amount: 0 ProvidesPrerequisite@buildingname: Buildable: Description: Builds structures FACT.GDI: Inherits: FACT RenderSprites: Image: fact Buildable: Queue: Building.GDI, Building.Nod BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: gdi Tooltip: Name: Construction Yard (GDI) FACT.NOD: Inherits: FACT RenderSprites: Image: fact Buildable: Queue: Building.GDI, Building.Nod BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: nod Tooltip: Name: Construction Yard (Nod) NUKE: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Power Plant ProvidesPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 10 Prerequisites: fact Queue: Building.GDI, Building.Nod Description: Generates power Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 500 RevealsShroud: Range: 4c0 Bib: Power: Amount: 100 ScalePowerWithHealth: NUK2: Inherits: ^BaseBuilding Valued: Cost: 800 Tooltip: Name: Advanced Power Plant ProvidesPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 80 Prerequisites: anyhq, ~techlevel.medium Queue: Building.GDI, Building.Nod Description: Provides more power, cheaper than the\nstandard Power Plant Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 700 RevealsShroud: Range: 4c0 Bib: Power: Amount: 200 ScalePowerWithHealth: PROC: Inherits: ^BaseBuilding Valued: Cost: 1500 Tooltip: Name: Tiberium Refinery Buildable: BuildPaletteOrder: 20 Prerequisites: anypower Queue: Building.GDI, Building.Nod Description: Processes raw Tiberium\ninto useable resources Building: Footprint: _x_ xxx === Dimensions: 3,3 Health: HP: 1000 RevealsShroud: Range: 6c0 Bib: Refinery: DockAngle: 112 DockOffset: 0,2 IsDragRequired: True DragOffset: -554,512,0 DragLength: 12 TickRate: 15 StoresResources: PipColor: Green PipCount: 10 Capacity: 700 Selectable: Bounds: 72,56,0,12 CustomSellValue: Value: 0 FreeActor: Actor: HARV SpawnOffset: 1,2 Facing: 64 WithResources: Power: Amount: -40 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 73,72 SILO: Inherits: ^BaseBuilding Valued: Cost: 300 Tooltip: Name: Tiberium Silo Buildable: BuildPaletteOrder: 35 Prerequisites: proc Queue: Defence.GDI, Defence.Nod Description: Stores processed Tiberium Building: Footprint: xx Dimensions: 2,1 -GivesBuildableArea: Health: HP: 500 RevealsShroud: Range: 4c0 Bib: HasMinibib: Yes RenderSprites: WithSpriteBody: AutoSelectionSize: WithSiloAnimation: StoresResources: PipCount: 10 PipColor: Green Capacity: 3000 -EmitInfantryOnSell: Power: Amount: -10 MustBeDestroyed: RequiredForShortGame: false SelectionDecorations: VisualBounds: 49,30 PYLE: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Barracks ProvidesPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 30 Prerequisites: anypower Queue: Building.GDI Description: Trains infantry Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Bib: RallyPoint: Exit@1: SpawnOffset: -426,85,0 ExitCell: 0,1 Exit@2: SpawnOffset: 298,298,0 ExitCell: 1,1 Production: Produces: Infantry.GDI ProductionQueue: Type: Infantry.GDI Group: Infantry RequireOwner: false LowPowerSlowdown: 3 ProductionBar: Power: Amount: -20 ProvidesPrerequisite@buildingname: Selectable: Bounds: 48,42,0,-5 HAND: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Hand of Nod ProvidesPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 30 Prerequisites: anypower Queue: Building.Nod Description: Trains infantry Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Bib: RallyPoint: Offset: 1,2 Exit@1: SpawnOffset: 512,1024,0 ExitCell: 1,2 Production: Produces: Infantry.Nod ProductionQueue: Type: Infantry.Nod Group: Infantry RequireOwner: false LowPowerSlowdown: 3 ProductionBar: Power: Amount: -20 ProvidesPrerequisite@buildingname: Selectable: Bounds: 48,48 SelectionDecorations: VisualBounds: 48,68,0,-10 AFLD: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Airstrip ProvidesPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 40 Prerequisites: proc Queue: Building.Nod Description: Provides a dropzone\nfor vehicle reinforcements Building: Footprint: xxxx xxxx Dimensions: 4,2 Health: HP: 1100 RevealsShroud: Range: 7c0 Bib: WithIdleOverlay@DISH: Sequence: idle-dish RallyPoint: Offset: 4,2 Exit@1: SpawnOffset: -1024,0,0 ExitCell: 3,1 ProductionAirdrop: Produces: Vehicle.Nod WithDeliveryAnimation: ProductionQueue: Type: Vehicle.Nod Group: Vehicle RequireOwner: false LowPowerSlowdown: 3 ReadyAudio: ProductionBar: Power: Amount: -50 ProvidesPrerequisite@buildingname: WEAP: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Weapons Factory ProvidesPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 40 Prerequisites: proc Queue: Building.GDI Description: Produces vehicles Building: Footprint: xxx === Dimensions: 3,2 Selectable: Bounds: 72,48 SelectionDecorations: VisualBounds: 72,64,0,-16 Health: HP: 1100 RevealsShroud: Range: 4c0 Bib: WithProductionDoorOverlay: Sequence: build-top RallyPoint: Offset: 0,2 Exit@1: SpawnOffset: -512,-512,0 ExitCell: 0,1 ExitDelay: 3 Production: Produces: Vehicle.GDI ProductionQueue: Type: Vehicle.GDI RequireOwner: false Group: Vehicle LowPowerSlowdown: 3 ProductionBar: Power: Amount: -50 ProvidesPrerequisite@buildingname: HPAD: Inherits: ^BaseBuilding Valued: Cost: 1000 Tooltip: Name: Helipad Buildable: BuildPaletteOrder: 50 Prerequisites: proc Queue: Building.GDI, Building.Nod Description: Produces, rearms and\nrepairs helicopters Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,-256,0 Production: Produces: Aircraft.GDI, Aircraft.Nod Reservable: RepairsUnits: PlayerExperience: 25 WithRepairAnimation: RallyPoint: ProductionQueue@GDI: Type: Aircraft.GDI Factions: gdi Group: Aircraft LowPowerSlowdown: 3 ProductionQueue@Nod: Type: Aircraft.Nod Factions: nod Group: Aircraft LowPowerSlowdown: 3 ProductionBar@GDI: ProductionType: Aircraft.GDI ProductionBar@Nod: ProductionType: Aircraft.Nod Power: Amount: -10 ProvidesPrerequisite@buildingname: HQ: Inherits: ^BaseBuilding Valued: Cost: 1000 Tooltip: Name: Communications Center ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 70 Prerequisites: proc, ~techlevel.medium Queue: Building.GDI, Building.Nod Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate. Building: Footprint: x_ xx Dimensions: 2,2 Selectable: Bounds: 48,40,0,9 SelectionDecorations: VisualBounds: 48,53,0,-4 RequiresPower: CanPowerDown: PowerupSound: EnablePower PowerdownSound: DisablePower DisabledOverlay: WithSpriteBody: PauseAnimationWhenDisabled: true Health: HP: 800 RevealsShroud: Range: 10c0 Bib: ProvidesRadar: RequiresCondition: !disabled RenderDetectionCircle: DetectCloaked: Range: 5c0 AirstrikePower: Prerequisites: ~techlevel.superweapons Icon: airstrike ChargeTime: 240 SquadSize: 3 QuantizedFacings: 8 Description: Air Strike LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line. EndChargeSpeechNotification: AirstrikeReady SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower IncomingSpeechNotification: EnemyPlanesApproaching UnitType: a10 DisplayBeacon: True BeaconPoster: airstrike BeaconPosterPalette: beaconposter DisplayRadarPing: True CameraActor: camera SupportPowerChargeBar: Power: Amount: -50 GrantConditionOnDisabled@IDISABLE: Condition: disabled FIX: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Repair Facility Buildable: BuildPaletteOrder: 60 Prerequisites: vehicleproduction Queue: Building.GDI, Building.Nod Description: Repairs vehicles Building: Footprint: _x_ xxx _x_ Dimensions: 3,3 Selectable: Bounds: 64,34,0,3 SelectionDecorations: VisualBounds: 72,48 Health: HP: 800 RevealsShroud: Range: 5c0 Bib: HasMinibib: Yes Reservable: RepairsUnits: Interval: 15 PlayerExperience: 25 RallyPoint: WithRepairAnimation: Power: Amount: -30 ProvidesPrerequisite@buildingname: EYE: Inherits: ^BaseBuilding Valued: Cost: 1800 Tooltip: Name: Advanced Communications Center ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.high Queue: Building.GDI Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate. Building: Footprint: x_ xx Dimensions: 2,2 Selectable: Bounds: 48,40,0,9 SelectionDecorations: VisualBounds: 48,53,0,-4 RequiresPower: CanPowerDown: PowerupSound: EnablePower PowerdownSound: DisablePower DisabledOverlay: WithSpriteBody: PauseAnimationWhenDisabled: true Health: HP: 1300 RevealsShroud: Range: 10c0 Bib: ProvidesRadar: RequiresCondition: !disabled RenderDetectionCircle: DetectCloaked: Range: 5c0 IonCannonPower: Prerequisites: ~techlevel.superweapons Icon: ioncannon Cursor: ioncannon ChargeTime: 270 Description: Ion Cannon LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. BeginChargeSpeechNotification: IonCannonCharging EndChargeSpeechNotification: IonCannonReady SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower OnFireSound: ion1.aud DisplayRadarPing: True CameraActor: camera.small SupportPowerChargeBar: Power: Amount: -200 ProvidesPrerequisite@buildingname: GrantConditionOnDisabled@IDISABLE: Condition: disabled TMPL: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Temple of Nod ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.high Queue: Building.Nod Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate. Building: Footprint: xxx xxx Dimensions: 3,2 Selectable: Bounds: 72,48 SelectionDecorations: VisualBounds: 72,68,0,-12 RequiresPower: CanPowerDown: PowerupSound: EnablePower PowerdownSound: DisablePower DisabledOverlay: Health: HP: 2100 RevealsShroud: Range: 6c0 Bib: RenderDetectionCircle: DetectCloaked: Range: 5c0 NukePower: Prerequisites: ~techlevel.superweapons Icon: abomb Cursor: nuke ChargeTime: 360 Description: Nuclear Strike LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area. EndChargeSpeechNotification: NuclearWeaponAvailable SelectTargetSpeechNotification: SelectTarget InsufficientPowerSpeechNotification: InsufficientPower LaunchSpeechNotification: NuclearWeaponLaunched IncomingSpeechNotification: NuclearWarheadApproaching MissileWeapon: atomic DisplayBeacon: True BeaconPoster: atomic BeaconPosterPalette: beaconposter DisplayRadarPing: True CameraRange: 10c0 SupportPowerChargeBar: Power: Amount: -150 ProvidesPrerequisite@buildingname: GUN: Inherits: ^Defense Valued: Cost: 600 Tooltip: Name: Turret Buildable: BuildPaletteOrder: 45 Prerequisites: barracks Queue: Defence.GDI, Defence.Nod BuildDuration: 1440 BuildDurationModifier: 40 Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry Building: Health: HP: 410 Armor: Type: Heavy RevealsShroud: Range: 6c0 Bib: HasMinibib: Yes Turreted: TurnSpeed: 12 InitialFacing: 56 -WithSpriteBody: WithTurretedSpriteBody: Armament: Weapon: TurretGun LocalOffset: 512,0,112 MuzzleSequence: muzzle AttackTurreted: WithMuzzleOverlay: -WithDeathAnimation: DetectCloaked: Range: 3c0 Power: Amount: -20 BodyOrientation: UseClassicFacingFudge: True SAM: Inherits: ^Defense Valued: Cost: 650 Tooltip: Name: SAM Site Buildable: BuildPaletteOrder: 50 Prerequisites: hand Queue: Defence.Nod BuildDuration: 1700 BuildDurationModifier: 40 Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units. Building: Footprint: xx Dimensions: 2,1 RequiresPower: DisabledOverlay: Health: HP: 400 Armor: Type: Heavy RevealsShroud: Range: 6c0 Turreted: TurnSpeed: 10 InitialFacing: 0 RealignDelay: -1 -WithSpriteBody: WithTurretedSpriteBody: AutoSelectionSize: Armament: Weapon: SAMMissile MuzzleSequence: muzzle AttackPopupTurreted: WithMuzzleOverlay: -RenderDetectionCircle: Power: Amount: -20 BodyOrientation: UseClassicFacingFudge: True OBLI: Inherits: ^Defense Valued: Cost: 1500 Tooltip: Name: Obelisk of Light Buildable: BuildPaletteOrder: 60 Prerequisites: tmpl, ~techlevel.high Queue: Defence.Nod BuildDuration: 3120 BuildDurationModifier: 40 Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft Selectable: Bounds: 24,24 SelectionDecorations: VisualBounds: 22,44,0,-10 RequiresPower: DisabledOverlay: Health: HP: 600 Armor: Type: Heavy RevealsShroud: Range: 8c0 Bib: HasMinibib: Yes WithTeslaChargeAnimation: Armament: Weapon: Laser LocalOffset: 0,-85,1280 FireDelay: 0 AttackTesla: ChargeAudio: obelpowr.aud ReloadDelay: 40 InitialChargeDelay: 50 -EmitInfantryOnSell: DetectCloaked: Range: 5c0 Power: Amount: -90 GTWR: Inherits: ^Defense Valued: Cost: 600 Tooltip: Name: Guard Tower Buildable: BuildPaletteOrder: 40 Prerequisites: barracks Queue: Defence.GDI, Defence.Nod BuildDuration: 1440 BuildDurationModifier: 40 Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks Building: Health: HP: 400 RevealsShroud: Range: 7c0 Bib: HasMinibib: Yes Armament: Weapon: HighV LocalOffset: 256,0,256 MuzzleSequence: muzzle AttackTurreted: BodyOrientation: QuantizedFacings: 8 DetectCloaked: Range: 3c0 WithMuzzleOverlay: Turreted: TurnSpeed: 255 Power: Amount: -10 ATWR: Inherits: ^Defense Valued: Cost: 1000 Tooltip: Name: Advanced Guard Tower Buildable: BuildPaletteOrder: 60 Prerequisites: anyhq, ~techlevel.medium Queue: Defence.GDI BuildDuration: 2880 BuildDurationModifier: 40 Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry Selectable: Bounds: 24,24 SelectionDecorations: VisualBounds: 22,48,0,-12 RequiresPower: DisabledOverlay: Health: HP: 550 Armor: Type: Heavy RevealsShroud: Range: 8c0 Bib: HasMinibib: Yes Turreted: TurnSpeed: 255 Offset: 128,128,384 Armament@PRIMARY: Weapon: TowerMissle LocalOffset: 256,128,0, 256,-128,0 LocalYaw: -100,100 Armament@SECONDARY: Weapon: SAMMissile LocalOffset: 256,128,0, 256,-128,0 LocalYaw: -100,100 AttackTurreted: BodyOrientation: QuantizedFacings: 8 DetectCloaked: Range: 5c0 Power: Amount: -50 SBAG: Inherits: ^Wall Valued: Cost: 25 CustomSellValue: Value: 0 Tooltip: Name: Sandbag Barrier Buildable: BuildPaletteOrder: 20 Prerequisites: fact Queue: Defence.GDI Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Armor: Type: Light LineBuild: Range: 8 NodeTypes: sandbag LineBuildNode: Types: sandbag WithWallSpriteBody: Type: sandbag CYCL: Inherits: ^Wall Valued: Cost: 25 CustomSellValue: Value: 0 Tooltip: Name: Chain Link Barrier Buildable: BuildPaletteOrder: 20 Prerequisites: fact Queue: Defence.Nod Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Armor: Type: Light LineBuild: Range: 8 NodeTypes: chain LineBuildNode: Types: chain WithWallSpriteBody: Type: chain BRIK: Inherits: ^Wall Valued: Cost: 150 CustomSellValue: Value: 0 Tooltip: Name: Concrete Barrier Buildable: BuildPaletteOrder: 30 Prerequisites: vehicleproduction Queue: Defence.GDI, Defence.Nod BuildDuration: 500 BuildDurationModifier: 40 Description: Stops infantry and most tanks.\nBlocks some projectiles. Health: HP: 250 Armor: Type: Heavy BlocksProjectiles: Crushable: CrushClasses: heavywall -CrushSound: SoundOnDamageTransition: DestroyedSounds: crumble.aud LineBuild: Range: 8 NodeTypes: concrete LineBuildNode: Types: concrete WithWallSpriteBody: Type: concrete BARRACKS: AlwaysVisible: Tooltip: Name: Infantry Production Buildable: Description: Infantry Production VEHICLEPRODUCTION: AlwaysVisible: Tooltip: Name: Vehicle Production Buildable: Description: Vehicle Production ANYPOWER: AlwaysVisible: Tooltip: Name: Power Plant Buildable: Description: Power Plant ANYHQ: AlwaysVisible: Tooltip: Name: a communications center Buildable: Description: a communications center