GACNST: Inherits: ^Building Building: Footprint: xxx xxx xxx BuildSounds: facbld1.aud Dimensions: 3,3 Buildable: Queue: Building BuildPaletteOrder: 1000 Owner: None Health: HP: 1500 Armor: Type: Wood RevealsShroud: Range: 5c0 Production: Produces: Building,Defense Valued: Cost: 2500 Tooltip: Name: Construction Yard Description: Builds base structures. CustomSellValue: Value: 2500 BaseBuilding: Transforms: IntoActor: mcv Offset: 1,1 Facing: 96 ProductionBar@Building: ProductionType: Building ProductionBar@Defense: ProductionType: Defense -Sellable: WithIdleOverlay@TOP: Sequence: idle-top WithIdleOverlay@SIDE: Sequence: idle-side WithIdleOverlay@FRONT: Sequence: idle-front WithBuildingPlacedOverlay: Power: Amount: 0 GAPOWR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 0 Owner: gdi Valued: Cost: 300 Tooltip: Name: GDI Power Plant Description: Provides power for other structures ProvidesCustomPrerequisite: 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 Power: Amount: 100 ScaleWithHealth: True GAPILE: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower Owner: gdi Valued: Cost: 300 Tooltip: Name: GDI Barracks Description: Produces infantry ProvidesCustomPrerequisite: Prerequisite: barracks Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 800 Armor: Type: Wood RevealsShroud: Range: 5c0 RallyPoint: RallyPoint: 2,3 Exit@1: SpawnOffset: -256,1051,0 ExitCell: 2,3 Production: Produces: Infantry PrimaryBuilding: IronCurtainable: ProductionBar: WithProductionOverlay@LIGHTS: Sequence: production-lights WithIdleOverlay@LIGHT: Sequence: idle-light WithIdleOverlay@FLAG: Sequence: idle-flag Power: Amount: -20 PROC: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Tiberium Refinery Description: Processes raw Tiberium\ninto useable resources Buildable: Queue: Building BuildPaletteOrder: 20 Prerequisites: anypower Owner: gdi,nod Building: Footprint: xxx xxx x== Dimensions: 3,3 Health: HP: 900 RevealsShroud: Range: 6 TiberianSunRefinery: DockOffset: 4,3 StoresResources: PipColor: Green PipCount: 15 Capacity: 3000 CustomSellValue: Value: 600 FreeActor: Actor: HARV InitialActivity: FindResources SpawnOffset: 3,4 Facing: 64 WithIdleOverlay@REDLIGHTS: Sequence: idle-redlights WithIdleOverlay@BIB: Sequence: bib Power: Amount: -30 GAWEAP: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: GDI War Factory Description: Assembly point for\nvehicle reinforcements ProvidesCustomPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 50 Owner: gdi Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 Health: HP: 1000 RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingWarFactory: RallyPoint: RallyPoint: 6,5 Exit@1: SpawnOffset: -170,0,0 ExitCell: 4,2 Production: Produces: Vehicle PrimaryBuilding: ProductionBar: WithProductionOverlay@WHITELIGHTS: Sequence: production-lights-white WithProductionOverlay@REDLIGHTS: Sequence: production-lights-red WithIdleOverlay@TURBINES: Sequence: idle-turbines WithIdleOverlay@BIB: Sequence: bib Power: Amount: -30 NAPOWR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 0 Owner: nod Valued: Cost: 300 Tooltip: Name: Nod Power Plant Description: Provides power for other structures ProvidesCustomPrerequisite: Prerequisite: anypower Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 750 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: 100 ScaleWithHealth: True NAAPWR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 5 Prerequisites: factory Owner: nod Valued: Cost: 600 Tooltip: Name: Advanced Power Plant Description: Provides more power for structures ProvidesCustomPrerequisite: Prerequisite: anypower Building: Footprint: xxx xxx Dimensions: 2,3 Health: HP: 900 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: 200 ScaleWithHealth: True NAHAND: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower Owner: nod Valued: Cost: 300 Tooltip: Name: Hand of Nod Description: Produces infantry ProvidesCustomPrerequisite: Prerequisite: barracks Building: Footprint: xxx xxx Dimensions: 3,2 Health: HP: 800 Armor: Type: Wood RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,2048,0 ExitCell: 3,3 RallyPoint: RallyPoint: 3,3 Production: Produces: Infantry PrimaryBuilding: IronCurtainable: ProductionBar: WithIdleOverlay@LIGHTS: Sequence: idle-lights WithProductionOverlay@LIGHT: Sequence: production-light Power: Amount: -20 NAWEAP: Inherits: ^Building Valued: Cost: 2000 Tooltip: Name: Nod War Factory Description: Assembly point for\nvehicle reinforcements ProvidesCustomPrerequisite: Prerequisite: factory Buildable: Queue: Building BuildPaletteOrder: 50 Owner: nod Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 Health: HP: 1000 RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingWarFactory: RallyPoint: RallyPoint: 6,5 Exit@1: SpawnOffset: -170,0,0 ExitCell: 4,2 Production: Produces: Vehicle PrimaryBuilding: ProductionBar: WithProductionOverlay@LIGHTS: Sequence: production-lights WithIdleOverlay@BIB: Sequence: bib Power: Amount: -30 GASAND: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 1000 Prerequisites: gacnst Owner: gdi SoundOnDamageTransition: DamagedSound: sandbag1.aud DestroyedSound: sandbag1.aud Valued: Cost: 25 CustomSellValue: Value: 0 Tooltip: Name: Sandbags Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks. Health: HP: 250 Armor: Type: Light LineBuild: NodeTypes: sandbags LineBuildNode: Types: sandbags RenderBuildingWall: Type: sandbags GAWALL: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 1001 Prerequisites: gacnst Owner: gdi SoundOnDamageTransition: DamagedSound: DestroyedSound: Valued: Cost: 50 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. Health: HP: 300 Armor: Type: Concrete LineBuild: NodeTypes: wall, turret NAWALL: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 1001 Prerequisites: gacnst Owner: nod SoundOnDamageTransition: DamagedSound: DestroyedSound: Valued: Cost: 50 CustomSellValue: Value: 0 Tooltip: Name: Concrete Wall Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks. Health: HP: 300 Armor: Type: Concrete LineBuild: NodeTypes: wall, turret GATICK: Inherits: ^Building Valued: Cost: 800 -AcceptsSupplies: Tooltip: Name: Deployed Tick Tank Building: Footprint: x Dimensions: 1,1 -GivesBuildableArea: Health: HP: 350 Armor: Type: Concrete RevealsShroud: Range: 5c0 Turreted: ROT: 6 InitialFacing: 128 Offset: 170,0,213 Armament: Weapon: 90mm LocalOffset: 384,0,128 MuzzleSequence: muzzle AttackTurreted: BodyOrientation: QuantizedFacings: 32 AutoTarget: RenderRangeCircle: DrawLineToTarget: RenderBuilding: RenderVoxels: WithVoxelBarrel: LocalOffset: 170,0,0 WithVoxelTurret: Transforms: IntoActor: ttnk Offset: 1,1 Facing: 96 TransformSounds: place2.aud NoTransformSounds: WithMuzzleFlash: GAICBM: Inherits: ^Building Valued: Cost: 800 -AcceptsSupplies: Tooltip: Name: Deployed ICBM Building: Footprint: _ x Dimensions: 1,2 -GivesBuildableArea: Health: HP: 400 Armor: Type: Wood RevealsShroud: Range: 5c0 Transforms: IntoActor: icbm Offset: 1,1 Facing: 96 TransformSounds: place2.aud NoTransformSounds: GADPSA: Inherits: ^Building Valued: Cost: 950 -AcceptsSupplies: Tooltip: Name: Deployed Sensor Array Building: Footprint: _ x Dimensions: 1,2 -GivesBuildableArea: Health: HP: 600 Armor: Type: Wood RevealsShroud: Range: 8c0 Transforms: IntoActor: lpst Offset: 1,1 Facing: 96 TransformSounds: place2.aud NoTransformSounds: RenderDetectionCircle: DetectCloaked: Range: 6 GAARTY: Inherits: ^Building Valued: Cost: 975 -AcceptsSupplies: Tooltip: Name: Deployed Artillery Building: Footprint: x Dimensions: 1,1 -GivesBuildableArea: Health: HP: 300 Armor: Type: Light RevealsShroud: Range: 9c0 Selectable: Voice: Vehicle Turreted: ROT: 5 InitialFacing: 128 Offset: 0,0,171 Armament: Weapon: 155mm LocalOffset: 811,0,0 MuzzleSequence: muzzle AttackTurreted: BodyOrientation: QuantizedFacings: 32 AutoTarget: RenderRangeCircle: DrawLineToTarget: RenderBuilding: RenderVoxels: WithVoxelBarrel: LocalOffset: 0,0,-512 WithVoxelTurret: Transforms: IntoActor: art2 Offset: 1,1 Facing: 96 TransformSounds: place2.aud NoTransformSounds: WithMuzzleFlash: GASPOT: Inherits: ^Building Buildable: Queue: Defense BuildPaletteOrder: 10 Owner: gdi, nod Valued: Cost: 300 Tooltip: Name: Light Tower Building: Footprint: x Dimensions: 1,1 Health: HP: 400 Armor: Type: Wood RevealsShroud: Range: 4c0 RenderDetectionCircle: DetectCloaked: Range: 3 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -10 GALITE: Inherits: ^Building Buildable: Queue: Defense BuildPaletteOrder: 10 Owner: gdi, nod Valued: Cost: 200 Tooltip: Name: Light Post Building: Footprint: x Dimensions: 1,1 RenderBuilding: Palette: terrain -WithMakeAnimation: Health: HP: 600 Armor: Type: Wood RevealsShroud: Range: 0c0 Power: Amount: 0 # WithIdleOverlay@LIGHTING: # Sequence: lighting GARADR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 90 Owner: gdi Prerequisites: anypower, factory Valued: Cost: 1000 Tooltip: Name: GDI Radar Description: Provides radar screen ProvidesCustomPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 800 Armor: Type: Wood RequiresPower: CanPowerDown: ProvidesRadar: InfiltrateForExploration: DetectCloaked: Range: 10 RenderDetectionCircle: RevealsShroud: Range: 10c0 WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: yes TargetableBuilding: TargetTypes: Ground, C4, SpyInfiltrate Power: Amount: -50 NARADR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 90 Owner: nod Prerequisites: anypower, factory Valued: Cost: 1000 Tooltip: Name: Nod Radar Description: Provides radar screen ProvidesCustomPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 800 Armor: Type: Wood RequiresPower: CanPowerDown: ProvidesRadar: InfiltrateForExploration: DetectCloaked: Range: 10 RenderDetectionCircle: RevealsShroud: Range: 10c0 WithIdleOverlay@DISH: Sequence: idle-dish PauseOnLowPower: yes TargetableBuilding: TargetTypes: Ground, C4, SpyInfiltrate Power: Amount: -50 GATECH: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 100 Owner: gdi Prerequisites: garadr Valued: Cost: 2000 Tooltip: Name: GDI Tech Center Description: Required for high-\ntech research ProvidesCustomPrerequisite: Prerequisite: tech Building: Footprint: xxx xxx xxx Dimensions: 3,3 Health: HP: 500 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -150 NATECH: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 100 Owner: nod Prerequisites: naradr Valued: Cost: 2000 Tooltip: Name: Nod Tech Center Description: Required for high-\ntech research ProvidesCustomPrerequisite: Prerequisite: tech Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 500 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -150 GAHPAD: Inherits: ^Building Valued: Cost: 500 Tooltip: Name: Helipad Description: Produces, rearms and\nrepairs helicopters Buildable: BuildPaletteOrder: 60 Owner: gdi Queue: Building Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,-256,0 Production: Produces: Air PrimaryBuilding: BelowUnits: Reservable: RepairsUnits: ProductionBar: WithIdleOverlay@PLATFORM: Sequence: idle-platform WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -10 NAHPAD: Inherits: ^Building Valued: Cost: 500 Tooltip: Name: Nod Helipad Description: Produces, rearms and\nrepairs helicopters Buildable: BuildPaletteOrder: 60 Owner: nod Queue: Building Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,-256,0 Production: Produces: Air PrimaryBuilding: BelowUnits: Reservable: RepairsUnits: ProductionBar: WithIdleOverlay@PLATFORM: Sequence: idle-platform WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -10 GADEPT: Inherits: ^Building Valued: Cost: 1200 Tooltip: Name: Service Depot Description: Repairs vehicles Buildable: BuildPaletteOrder: 80 Prerequisites: factory Owner: gdi Queue: Building Building: Footprint: _x_ xxx _x_ Dimensions: 3,3 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 Power: Amount: -30 #TODO: Placeholder, replace with Component Tower + Vulcan Upgrade GAVULC: Inherits: ^Building Valued: Cost: 600 Tooltip: Name: Vulcan Tower Description: Basic base defense. \nRequires no power to operate.\n Strong vs infantry and light armor\n Cannot target Aircraft Buildable: Queue: Defense BuildPaletteOrder: 30 Owner: gdi Building: DisabledOverlay: -GivesBuildableArea: Health: HP: 500 Armor: Type: Light RevealsShroud: Range: 6c0 BodyOrientation: QuantizedFacings: 32 RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 5 AutoTarget: Turreted: ROT: 10 InitialFacing: 50 AttackTurreted: WithTurret: Recoils: no Armament@PRIMARY: Weapon: VulcanTower LocalOffset: 768,85,512 Recoil: 0 MuzzleSequence: muzzle MuzzleSplitFacings: 8 Armament@SECONDARY: Name: secondary Weapon: VulcanTower LocalOffset: 768,-85,512 Recoil: 0 MuzzleSequence: muzzle MuzzleSplitFacings: 8 WithMuzzleFlash: WithIdleOverlay@LIGHTS: Sequence: idle-lights LineBuildNode: Types: turret -RenderBuilding: RenderBuildingWall: Type: wall Power: Amount: -20 #TODO: Placeholder, replace with Component Tower + RPG Upgrade GAROCK: Inherits: ^Building Valued: Cost: 1000 Tooltip: Name: RPG Tower Description: GDI Advanced base defense.\nRequires power to operate.\n Strong vs armored ground units\n Cannot target Aircraft Buildable: Queue: Defense BuildPaletteOrder: 40 Owner: gdi Building: RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 500 Armor: Type: Light RevealsShroud: Range: 6c0 BodyOrientation: QuantizedFacings: 32 RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 5 AutoTarget: Turreted: ROT: 10 InitialFacing: 50 AttackTurreted: WithTurret: Recoils: no Armament: Weapon: RPGTower LocalOffset: 512,-128,512 Recoil: 0 WithIdleOverlay@LIGHTS: Sequence: idle-lights LineBuildNode: Types: turret -RenderBuilding: RenderBuildingWall: Type: wall Power: Amount: -50 #TODO: Placeholder, replace with Component Tower + SAM Upgrade GACSAM: Inherits: ^Building Valued: Cost: 600 Tooltip: Name: S.A.M. Tower Description: GDI Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units Buildable: Queue: Defense BuildPaletteOrder: 60 Owner: gdi Building: RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 500 Armor: Type: Light RevealsShroud: Range: 6c0 BodyOrientation: QuantizedFacings: 32 RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 5 AutoTarget: Turreted: ROT: 10 InitialFacing: 50 AttackTurreted: WithTurret: Recoils: no Armament: Weapon: SAMTower LocalOffset: 512,0,512 Recoil: 0 WithIdleOverlay@LIGHTS: Sequence: idle-lights LineBuildNode: Types: turret -RenderBuilding: RenderBuildingWall: Type: wall Power: Amount: -30 NASAM: Inherits: ^Building Valued: Cost: 600 Tooltip: Name: S.A.M. Site Description: Nod Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units Buildable: Queue: Defense BuildPaletteOrder: 60 Owner: nod Building: RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 500 Armor: Type: Light RevealsShroud: Range: 6c0 BodyOrientation: QuantizedFacings: 32 RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 5 AutoTarget: Turreted: ROT: 10 InitialFacing: 50 AttackTurreted: WithTurret: Recoils: no Armament: Weapon: SAMTower LocalOffset: 512,0,512 Recoil: 0 Power: Amount: -30 NALASR: Inherits: ^Building Valued: Cost: 500 Tooltip: Name: Laser Turret Description: Basic base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft Buildable: Queue: Defense BuildPaletteOrder: 50 Owner: nod Building: RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 400 Armor: Type: Light RevealsShroud: Range: 5c0 RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 3 Turreted: ROT: 10 InitialFacing: 300 Offset: 298,-171,256 AttackTurreted: Armament: Weapon: TurretLaser RenderVoxels: WithVoxelTurret: AutoTarget: Power: Amount: -40 NAOBEL: Inherits: ^Building Valued: Cost: 1500 Tooltip: Name: Obelisk of Light Description: Advanced base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft Buildable: Queue: Defense BuildPaletteOrder: 90 Prerequisites: tech Owner: nod Building: Footprint: xx xx Dimensions: 2,2 RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 600 Armor: Type: Heavy RevealsShroud: Range: 8c0 RenderBuildingCharge: ChargeAudio: obelpowr.aud Armament: Weapon: ObeliskLaser LocalOffset: 0,0,725 AttackCharge: ReloadTime: 50 InitialChargeDelay: 50 AutoTarget: -RenderBuilding: RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 5 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -150 ANYPOWER: Tooltip: Name: Power Plant Description: Power Plant BARRACKS: Tooltip: Name: Infantry Production Description: Infantry Production FACTORY: Tooltip: Name: Vehicle Production Description: Vehicle Production RADAR: Tooltip: Name: Radar Description: Radar TECH: Tooltip: Name: Tech Center Description: Tech Center