FACT: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Construction Yard Description: Builds structures Building: Footprint: xxx xxx Dimensions: 3,2 Health: HP: 1400 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 BuildSpeed: .4 LowPowerSlowdown: 2 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@NodBuilding: Type: Building.Nod Factions: nod Group: Building BuildSpeed: .4 LowPowerSlowdown: 2 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@GDIDefense: Type: Defence.GDI Factions: gdi Group: Defence BuildSpeed: .4 LowPowerSlowdown: 3 QueuedAudio: Building ReadyAudio: ConstructionComplete ProductionQueue@NodDefense: Type: Defence.Nod Factions: nod Group: Defence BuildSpeed: .4 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: 14 WithBuildingPlacedAnimation: Power: Amount: 0 ProvidesPrerequisite@buildingname: FACT.GDI: Inherits: FACT RenderBuilding: Image: fact Buildable: Queue: Building.GDI, Building.Nod BuildPaletteOrder: 1000 Prerequisites: ~disabled ForceFaction: gdi Tooltip: Name: Construction Yard (GDI) FACT.NOD: Inherits: FACT RenderBuilding: 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 Description: Generates power ProvidesPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 10 Prerequisites: fact Queue: Building.GDI, Building.Nod 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 Description: Provides more power, cheaper than the\nstandard Power Plant ProvidesPrerequisite: Prerequisite: anypower Buildable: BuildPaletteOrder: 30 Prerequisites: anyhq, ~techlevel.medium Queue: Building.GDI, Building.Nod 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 Description: Processes raw Tiberium\ninto useable resources Buildable: BuildPaletteOrder: 20 Prerequisites: anypower Queue: Building.GDI, Building.Nod Building: Footprint: _x_ xxx === Dimensions: 3,3 Health: HP: 900 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: 2000 Selectable: Bounds: 72,56,0,12 CustomSellValue: Value: 500 FreeActor: Actor: HARV SpawnOffset: 1,2 Facing: 64 WithResources: Power: Amount: -50 ProvidesPrerequisite@buildingname: SelectionDecorations: VisualBounds: 73,72 SILO: Inherits: ^BaseBuilding Valued: Cost: 300 Tooltip: Name: Tiberium Silo Description: Stores processed Tiberium Buildable: BuildPaletteOrder: 35 Prerequisites: proc Queue: Defence.GDI, Defence.Nod Building: Footprint: xx Dimensions: 2,1 -GivesBuildableArea: Health: HP: 400 RevealsShroud: Range: 4c0 Bib: HasMinibib: Yes RenderSprites: WithSpriteBody: AutoSelectionSize: WithSiloAnimation: StoresResources: PipCount: 10 PipColor: Green Capacity: 2000 -RenderBuilding: -EmitInfantryOnSell: Power: Amount: -10 MustBeDestroyed: RequiredForShortGame: false SelectionDecorations: VisualBounds: 49,30 -WithMakeAnimation: PYLE: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Barracks Description: Trains infantry ProvidesPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 40 Prerequisites: anypower Queue: Building.GDI Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 500 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 BuildSpeed: .4 LowPowerSlowdown: 3 ProductionBar: Power: Amount: -20 ProvidesPrerequisite@buildingname: HAND: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Hand of Nod Description: Trains infantry ProvidesPrerequisite: Prerequisite: barracks Buildable: BuildPaletteOrder: 40 Prerequisites: anypower Queue: Building.Nod Building: Footprint: __ xx xx Dimensions: 2,3 Health: HP: 500 RevealsShroud: Range: 5c0 Bib: RallyPoint: Exit@1: SpawnOffset: 512,1024,0 ExitCell: 1,2 Production: Produces: Infantry.Nod ProductionQueue: Type: Infantry.Nod Group: Infantry RequireOwner: false BuildSpeed: .4 LowPowerSlowdown: 3 ProductionBar: Power: Amount: -20 ProvidesPrerequisite@buildingname: Selectable: Bounds: 48,48,0,10 AFLD: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Airstrip Description: Provides a dropzone\nfor vehicle reinforcements ProvidesPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 50 Prerequisites: proc Queue: Building.Nod Building: Footprint: xxxx xxxx Dimensions: 4,2 Health: HP: 1000 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 BuildSpeed: .4 LowPowerSlowdown: 3 ReadyAudio: ProductionBar: Power: Amount: -30 ProvidesPrerequisite@buildingname: WEAP: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Weapons Factory Description: Produces vehicles ProvidesPrerequisite: Prerequisite: vehicleproduction Buildable: BuildPaletteOrder: 50 Prerequisites: proc Queue: Building.GDI Building: Footprint: ___ xxx === Dimensions: 3,3 Selectable: Bounds: 72,48,0,12 Health: HP: 1000 RevealsShroud: Range: 4c0 Bib: WithProductionDoorOverlay: Sequence: build-top RallyPoint: Offset: 0,3 Exit@1: SpawnOffset: -341,-341,0 ExitCell: 0,2 ExitDelay: 3 Production: Produces: Vehicle.GDI ProductionQueue: Type: Vehicle.GDI RequireOwner: false Group: Vehicle BuildSpeed: .4 LowPowerSlowdown: 3 ProductionBar: Power: Amount: -30 ProvidesPrerequisite@buildingname: HPAD: Inherits: ^BaseBuilding Valued: Cost: 1000 Tooltip: Name: Helipad Description: Produces, rearms and\nrepairs helicopters Buildable: BuildPaletteOrder: 60 Prerequisites: proc Queue: Building.GDI, Building.Nod Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 500 RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,-256,0 Production: Produces: Aircraft.GDI, Aircraft.Nod Reservable: RepairsUnits: WithRepairAnimation: RallyPoint: ProductionQueue@GDI: Type: Aircraft.GDI Factions: gdi Group: Aircraft BuildSpeed: .4 LowPowerSlowdown: 3 ProductionQueue@Nod: Type: Aircraft.Nod Factions: nod Group: Aircraft BuildSpeed: .4 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 Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 70 Prerequisites: proc, ~techlevel.medium Queue: Building.GDI, Building.Nod Building: Footprint: x_ xx Dimensions: 2,2 Selectable: Bounds: 48,36,0,12 RequiresPower: CanPowerDown: DisabledOverlay: RenderBuilding: PauseOnLowPower: yes Health: HP: 700 RevealsShroud: Range: 10c0 Bib: ProvidesRadar: RenderDetectionCircle: DetectCloaked: Range: 5 AirstrikePower: Prerequisites: ~techlevel.superweapons Icon: airstrike ChargeTime: 180 SquadSize: 3 QuantizedFacings: 8 Description: Air Strike LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line. EndChargeSound: airredy1.aud SelectTargetSound: select1.aud InsufficientPowerSound: nopower1.aud IncomingSound: enemya.aud UnitType: a10 DisplayBeacon: True BeaconPoster: airstrike BeaconPosterPalette: beaconposter DisplayRadarPing: True CameraActor: camera SupportPowerChargeBar: Power: Amount: -40 FIX: Inherits: ^BaseBuilding Valued: Cost: 500 Tooltip: Name: Repair Facility Description: Repairs vehicles Buildable: BuildPaletteOrder: 80 Prerequisites: vehicleproduction Queue: Building.GDI, Building.Nod Building: Footprint: _x_ xxx _x_ Dimensions: 3,3 Selectable: Bounds: 64,34,0,3 SelectionDecorations: VisualBounds: 72,48 Health: HP: 400 RevealsShroud: Range: 5c0 Bib: HasMinibib: Yes Reservable: RepairsUnits: RallyPoint: WithRepairAnimation: Power: Amount: -30 ProvidesPrerequisite@buildingname: EYE: Inherits: ^BaseBuilding Valued: Cost: 1800 Tooltip: Name: Advanced Communications Center Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.high Queue: Building.GDI Building: Footprint: x_ xx Dimensions: 2,2 Selectable: Bounds: 48,36,0,12 RequiresPower: CanPowerDown: DisabledOverlay: RenderBuilding: PauseOnLowPower: yes Health: HP: 1200 RevealsShroud: Range: 10c0 Bib: ProvidesRadar: RenderDetectionCircle: DetectCloaked: Range: 5 IonCannonPower: Prerequisites: ~techlevel.superweapons Icon: ioncannon Cursor: ioncannon ChargeTime: 180 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 InsufficientPowerSound: nopower1.aud DisplayRadarPing: True CameraActor: camera.small SupportPowerChargeBar: Power: Amount: -200 ProvidesPrerequisite@buildingname: TMPL: Inherits: ^BaseBuilding Valued: Cost: 2000 Tooltip: Name: Temple of Nod Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate. ProvidesPrerequisite: Prerequisite: anyhq Buildable: BuildPaletteOrder: 100 Prerequisites: anyhq, ~techlevel.high Queue: Building.Nod Building: Footprint: ___ xxx xxx Dimensions: 3,3 Selectable: Bounds: 72,48,0,16 RequiresPower: CanPowerDown: DisabledOverlay: Health: HP: 2000 RevealsShroud: Range: 6c0 Bib: NukePower: Prerequisites: ~techlevel.superweapons Icon: abomb Cursor: nuke ChargeTime: 300 Description: Nuclear Strike LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area. BeginChargeSound: EndChargeSound: nukavail.aud SelectTargetSound: select1.aud InsufficientPowerSound: nopower1.aud LaunchSound: nuklnch1.aud IncomingSound: nuke1.aud MissileWeapon: atomic DisplayBeacon: True BeaconPoster: atomic BeaconPosterPalette: beaconposter DisplayRadarPing: True CameraActor: camera SupportPowerChargeBar: Power: Amount: -150 ProvidesPrerequisite@buildingname: GUN: Inherits: ^Defense Valued: Cost: 600 CustomBuildTimeValue: Value: 1440 Tooltip: Name: Turret Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry Buildable: BuildPaletteOrder: 45 Prerequisites: barracks Queue: Defence.GDI, Defence.Nod Building: Health: HP: 400 Armor: Type: Heavy RevealsShroud: Range: 6c0 Bib: HasMinibib: Yes Turreted: ROT: 12 InitialFacing: 50 RenderSprites: WithTurretedSpriteBody: Armament: Weapon: TurretGun LocalOffset: 512,0,112 MuzzleSequence: muzzle AttackTurreted: WithMuzzleFlash: -RenderBuilding: -WithDeathAnimation: DetectCloaked: Range: 3 Power: Amount: -20 -WithMakeAnimation: SAM: Inherits: ^Defense Valued: Cost: 750 CustomBuildTimeValue: Value: 2160 Tooltip: Name: SAM Site Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units. Buildable: BuildPaletteOrder: 50 Prerequisites: hand Queue: Defence.Nod Building: Footprint: xx Dimensions: 2,1 RequiresPower: DisabledOverlay: Health: HP: 400 Armor: Type: Heavy RevealsShroud: Range: 8c0 Turreted: ROT: 10 InitialFacing: 0 RenderSprites: WithTurretedSpriteBody: AutoSelectionSize: Armament: Weapon: SAMMissile MuzzleSequence: muzzle AttackPopupTurreted: WithMuzzleFlash: -RenderBuilding: -RenderDetectionCircle: Power: Amount: -20 -WithMakeAnimation: OBLI: Inherits: ^Defense Valued: Cost: 1500 CustomBuildTimeValue: Value: 3120 Tooltip: Name: Obelisk of Light Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft Buildable: BuildPaletteOrder: 60 Prerequisites: tmpl, ~techlevel.high Queue: Defence.Nod Building: Footprint: _ x Dimensions: 1,2 Selectable: Bounds: 24,24,0,12 RequiresPower: DisabledOverlay: Health: HP: 600 Armor: Type: Heavy RevealsShroud: Range: 8c0 Bib: HasMinibib: Yes RenderSprites: WithSpriteBody: WithChargeAnimation: Armament: Weapon: Laser LocalOffset: 0,0,725 FireDelay: 0 AttackCharge: ChargeAudio: obelpowr.aud ReloadTime: 40 InitialChargeDelay: 50 -RenderBuilding: -EmitInfantryOnSell: DetectCloaked: Range: 5 Power: Amount: -150 -WithMakeAnimation: GTWR: Inherits: ^Defense Valued: Cost: 600 CustomBuildTimeValue: Value: 1440 Tooltip: Name: Guard Tower Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks Buildable: BuildPaletteOrder: 40 Prerequisites: barracks Queue: Defence.GDI, Defence.Nod 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: 3 WithMuzzleFlash: Turreted: ROT: 255 Power: Amount: -10 ATWR: Inherits: ^Defense Valued: Cost: 1000 CustomBuildTimeValue: Value: 2880 Tooltip: Name: Advanced Guard Tower Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry Buildable: BuildPaletteOrder: 60 Prerequisites: anyhq, ~techlevel.medium Queue: Defence.GDI Building: Footprint: _ x Dimensions: 1,2 Selectable: Bounds: 24,24,0,12 RequiresPower: DisabledOverlay: Health: HP: 600 Armor: Type: Heavy RevealsShroud: Range: 8c0 Bib: HasMinibib: Yes Turreted: ROT: 255 Offset: 128,128,-85 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: 5 Power: Amount: -40 SBAG: Inherits: ^Wall Valued: Cost: 25 CustomSellValue: Value: 0 Tooltip: Name: Sandbag Barrier Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Buildable: BuildPaletteOrder: 20 Prerequisites: fact Queue: Defence.GDI Health: HP: 100 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 Description: Stops infantry and light vehicles.\nCan be crushed by tanks. Buildable: BuildPaletteOrder: 20 Prerequisites: fact Queue: Defence.Nod Health: HP: 100 Armor: Type: Light LineBuild: Range: 8 NodeTypes: chain LineBuildNode: Types: chain WithWallSpriteBody: Type: chain BRIK: Inherits: ^Wall Valued: Cost: 100 CustomSellValue: Value: 0 Tooltip: Name: Concrete Barrier Description: Stops infantry and most tanks. Buildable: BuildPaletteOrder: 30 Prerequisites: vehicleproduction Queue: Defence.GDI, Defence.Nod Health: HP: 250 Armor: Type: Heavy 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 Description: Infantry Production VEHICLEPRODUCTION: AlwaysVisible: Tooltip: Name: Vehicle Production Description: Vehicle Production ANYPOWER: AlwaysVisible: Tooltip: Name: Power Plant Description: Power Plant ANYHQ: AlwaysVisible: Tooltip: Name: a communications center Description: a communications center