GACNST: Inherits: ^Building Building: Footprint: xxx xxx xxx BuildSounds: facbld1.aud Dimensions: 3,3 Buildable: Queue: Building BuildPaletteOrder: 1000 Prerequisites: ~disabled 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 WithIdleOverlay@TOP: Sequence: idle-top WithIdleOverlay@SIDE: Sequence: idle-side WithIdleOverlay@FRONT: Sequence: idle-front WithBuildingPlacedOverlay: Power: Amount: 0 Selectable: Bounds: 144, 80, 0, -12 ProvidesCustomPrerequisite@gdi: Race: gdi Prerequisite: structures.gdi ProvidesCustomPrerequisite@nod: Race: nod Prerequisite: structures.nod GAPOWR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 0 Prerequisites: ~structures.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 Selectable: Bounds: 90, 84, 0, -12 Power: Amount: 100 InfiltrateForPowerOutage: AffectedByPowerOutage: TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate ScalePowerWithHealth: DisabledOverlay: GAPILE: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.gdi Valued: Cost: 300 Tooltip: Name: GDI Barracks Description: Produces infantry ProvidesCustomPrerequisite: Prerequisite: barracks Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 88, 56, 0, -8 Health: HP: 800 Armor: Type: Wood RevealsShroud: Range: 5c0 RallyPoint: RallyPoint: 2,3 Exit@1: SpawnOffset: -256,1024,0 ExitCell: 2,2 Production: Produces: Infantry PrimaryBuilding: 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 Building: Footprint: xxx= xx== xxx= Dimensions: 4,3 Selectable: Bounds: 134, 122, 0, -18 Health: HP: 900 RevealsShroud: Range: 6c0 TiberianSunRefinery: DockAngle: 160 DockOffset: 2,1 StoresResources: PipColor: Green PipCount: 15 Capacity: 3000 CustomSellValue: Value: 600 FreeActor: Actor: HARV InitialActivity: FindResources SpawnOffset: 3,1 Facing: 160 WithIdleOverlay@REDLIGHTS: Sequence: idle-redlights WithIdleOverlay@BIB: Sequence: bib Power: Amount: -30 GASILO: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 70 Prerequisites: proc Valued: Cost: 150 Tooltip: Name: Silo Description: Stores excess Tiberium. Building: Footprint: xx xx Dimensions: 2, 2 Selectable: Bounds: 80, 48, -5, 0 -GivesBuildableArea: Health: HP: 300 Armor: Type: Wood RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingSilo: WithIdleOverlay@UNDERLAY: Sequence: idle-underlay WithIdleOverlay@LIGHTS: Sequence: idle-lights StoresResources: PipCount: 5 Capacity: 1500 Power: Amount: -10 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 Prerequisites: proc, ~structures.gdi Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 Selectable: Bounds: 154, 100, -2, -12 Health: HP: 1000 RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingWarFactory: RallyPoint: RallyPoint: 6,1 Exit@1: SpawnOffset: 0,0,0 ExitCell: 4,1 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 Prerequisites: ~structures.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 Selectable: Bounds: 88, 80, 2, -12 Health: HP: 750 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: 100 InfiltrateForPowerOutage: AffectedByPowerOutage: TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate ScalePowerWithHealth: DisabledOverlay: NAAPWR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 5 Prerequisites: factory, ~structures.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 Selectable: Bounds: 100, 74, 0, -12 Health: HP: 900 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: 200 InfiltrateForPowerOutage: AffectedByPowerOutage: TargetableBuilding: TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate ScalePowerWithHealth: DisabledOverlay: NAHAND: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 30 Prerequisites: anypower, ~structures.nod Valued: Cost: 300 Tooltip: Name: Hand of Nod Description: Produces infantry ProvidesCustomPrerequisite: Prerequisite: barracks Building: Footprint: xxx xxx Dimensions: 3,2 Selectable: Bounds: 116, 78, 3, -8 Health: HP: 800 Armor: Type: Wood RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 384,768,0 ExitCell: 3,2 RallyPoint: RallyPoint: 3,3 Production: Produces: Infantry PrimaryBuilding: 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 Prerequisites: proc, ~structures.nod Building: Footprint: xxx= xxx= xxx= Dimensions: 4,3 Selectable: Bounds: 149, 116, -3, -20 Health: HP: 1000 RevealsShroud: Range: 4c0 -RenderBuilding: RenderBuildingWarFactory: RallyPoint: RallyPoint: 6,1 Exit@1: SpawnOffset: 0,0,0 ExitCell: 4,1 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: ~structures.gdi SoundOnDamageTransition: DamagedSounds: sandbag1.aud DestroyedSounds: 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: ~structures.gdi SoundOnDamageTransition: DamagedSounds: DestroyedSounds: 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 Crushable: CrushClasses: heavywall LineBuild: NodeTypes: wall, turret NAWALL: Inherits: ^Wall Buildable: Queue: Defense BuildPaletteOrder: 1001 Prerequisites: ~structures.nod SoundOnDamageTransition: DamagedSounds: DestroyedSounds: 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 Crushable: CrushClasses: heavywall LineBuild: NodeTypes: wall, turret GATICK: Inherits: ^Building Valued: Cost: 800 -AcceptsSupplies: Tooltip: Name: Deployed Tick Tank -GivesBuildableArea: Health: HP: 350 Armor: Type: Concrete RevealsShroud: Range: 5c0 Turreted: ROT: 6 InitialFacing: 128 Offset: 170,0,213 Armament@PRIMARY: Weapon: 90mm LocalOffset: 384,0,128 UpgradeTypes: eliteweapon UpgradeMaxEnabledLevel: 0 UpgradeMaxAcceptedLevel: 1 MuzzleSequence: muzzle Armament@ELITE: Weapon: 120mmx LocalOffset: 384,0,128 UpgradeTypes: eliteweapon UpgradeMinEnabledLevel: 1 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: -WithDeathAnimation: GAICBM: Inherits: ^Building Valued: Cost: 800 -AcceptsSupplies: Tooltip: Name: Deployed ICBM -GivesBuildableArea: Health: HP: 400 Armor: Type: Wood RevealsShroud: Range: 5c0 Transforms: IntoActor: icbm Offset: 1,1 Facing: 96 TransformSounds: place2.aud NoTransformSounds: -WithDeathAnimation: GADPSA: Inherits: ^Building Valued: Cost: 950 -AcceptsSupplies: Tooltip: Name: Deployed Sensor Array -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 -WithDeathAnimation: GAARTY: Inherits: ^Building Valued: Cost: 975 -AcceptsSupplies: Tooltip: Name: Deployed Artillery -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: -WithDeathAnimation: GASPOT: Inherits: ^Building Buildable: Queue: Defense BuildPaletteOrder: 10 Prerequisites: anypower Valued: Cost: 300 Tooltip: Name: Light Tower Building: Footprint: x Dimensions: 1,1 Selectable: Bounds: 48, 82, 0, -25 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 Prerequisites: anypower Valued: Cost: 200 Tooltip: Name: Light Post RenderBuilding: Palette: terrain -WithMakeAnimation: -WithDeathAnimation: Health: HP: 600 Armor: Type: Wood RevealsShroud: Range: 2c0 Power: Amount: 0 # WithIdleOverlay@LIGHTING: # Sequence: lighting Selectable: Bounds: 25, 35, 0, -12 GARADR: Inherits: ^Building Buildable: Queue: Building BuildPaletteOrder: 90 Prerequisites: proc, ~structures.gdi Valued: Cost: 1000 Tooltip: Name: GDI Radar Description: Provides radar screen ProvidesCustomPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 96, 116, 0, -28 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 Prerequisites: proc, ~structures.nod Valued: Cost: 1000 Tooltip: Name: Nod Radar Description: Provides radar screen ProvidesCustomPrerequisite: Prerequisite: radar Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 96, 82, 0, -17 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 Prerequisites: gaweap, garadr, ~structures.gdi Valued: Cost: 2000 Tooltip: Name: GDI Tech Center Description: Required for high-\ntech research ProvidesCustomPrerequisite: Prerequisite: tech Building: Footprint: xxx xxx Dimensions: 3,2 Selectable: Bounds: 110, 60, 3, -8 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 Prerequisites: naweap, naradr, ~structures.nod Valued: Cost: 2000 Tooltip: Name: Nod Tech Center Description: Required for high-\ntech research ProvidesCustomPrerequisite: Prerequisite: tech Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 86, 58, 0, -4 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 Queue: Building Prerequisites: garadr, ~structures.gdi Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,-256,0 RallyPoint: Production: Produces: Air PrimaryBuilding: Reservable: RepairsUnits: 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 NAHPAD: Inherits: ^Building Valued: Cost: 500 Tooltip: Name: Helipad Description: Produces, rearms and\nrepairs helicopters Buildable: BuildPaletteOrder: 60 Queue: Building Prerequisites: naradr, ~structures.nod Building: Footprint: xx xx Dimensions: 2,2 Health: HP: 600 RevealsShroud: Range: 5c0 Exit@1: SpawnOffset: 0,-256,0 RallyPoint: Production: Produces: Air PrimaryBuilding: Reservable: RepairsUnits: ProductionBar: WithIdleOverlay@PLATFORM: Sequence: idle-platform WithIdleOverlay@LIGHTS: Sequence: idle-lights WithDeathAnimation@BIB: DeathSequence: dead-platform UseDeathTypeSuffix: false Power: Amount: -10 Selectable: Bounds: 78, 54, 0, -8 GADEPT: Inherits: ^Building Valued: Cost: 1200 Tooltip: Name: Service Depot Description: Repairs vehicles Buildable: BuildPaletteOrder: 80 Prerequisites: factory, ~structures.gdi Queue: Building Building: Footprint: =x= xxx =x= Dimensions: 3,3 Selectable: Bounds: 98, 68, -6, -6 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 WithDeathAnimation@BIB: DeathSequence: dead-ground UseDeathTypeSuffix: false Power: Amount: -30 NASTLH: Inherits: ^Building Valued: Cost: 2500 Tooltip: Name: Stealth Generator Description: Generates a cloaking field Buildable: BuildPaletteOrder: 80 Prerequisites: proc, natech, ~structures.nod Queue: Building Building: Footprint: xxx xxx Dimensions: 3,2 Health: HP: 600 Armor: Type: Wood RevealsShroud: Range: 6c0 WithIdleOverlay@pulse: Sequence: pulse PauseOnLowPower: true WithRangeCircle: Range: 12c0 Type: cloakgenerator Power: Amount: -350 RequiresPower: CanPowerDown: UpgradeActorsNear: Upgrades: cloakgenerator Range: 12c0 EnableSound: cloak5.aud DisableSound: cloak5.aud AffectsParent: true Selectable: Bounds: 124, 64, 15, 13 #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 Prerequisites: gapile, ~structures.gdi Building: Selectable: Bounds: 48, 48, 0, -12 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 MuzzleSequence: muzzle MuzzleSplitFacings: 8 Armament@SECONDARY: Name: secondary Weapon: VulcanTower LocalOffset: 768,-85,512 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 Prerequisites: gapile, ~structures.gdi Building: Selectable: Bounds: 48, 48, 0, -12 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 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 Prerequisites: garadr, ~structures.gdi Building: Selectable: Bounds: 48, 48, 0, -12 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 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 Prerequisites: naradr, ~structures.nod BuildPaletteOrder: 60 Building: Selectable: Bounds: 40, 36, -3, -8 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 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 Prerequisites: nahand, ~structures.nod BuildPaletteOrder: 50 Building: Selectable: Bounds: 40, 36, -8, -8 RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 400 Armor: Type: Light RevealsShroud: Range: 5c0 RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 3 Turreted: ROT: 10 InitialFacing: 300 Offset: 298,-171,0 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: natech, ~structures.nod Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 88, 74, 0, -14 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 NAPULS: Inherits: ^Building Valued: Cost: 1000 Tooltip: Name: EMP Cannon Description: Disables vehicles. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft Buildable: Queue: Defense BuildPaletteOrder: 90 Prerequisites: radar Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 78, 54, 0, -12 RequiresPower: DisabledOverlay: -GivesBuildableArea: Health: HP: 500 Armor: Type: Heavy RevealsShroud: Range: 8c0 Turreted: ROT: 10 InitialFacing: 300 AttackTurreted: Armament: Weapon: EMPulseCannon AutoTarget: RenderRangeCircle: RenderDetectionCircle: DetectCloaked: Range: 5 WithTurret: Sequence: turret Power: Amount: -150 NAMISL: Inherits: ^Building Buildable: Queue: Defense BuildPaletteOrder: 100 Owner: nod Prerequisites: natech BuildLimit: 1 Valued: Cost: 1300 Tooltip: Name: Nod Missile Silo Description: Launches a devastating missile\nat a target location.\nRequires power to operate. ProvidesCustomPrerequisite: Prerequisite: tech Building: Footprint: xx xx Dimensions: 2,2 Selectable: Bounds: 75,48 Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 4c0 WithIdleOverlay@LIGHTS: Sequence: idle-lights Power: Amount: -50 CanPowerDown: RequiresPower: DisabledOverlay: SupportPowerChargeBar: NukePower: Icon: clustermissile ChargeTime: 540 Description: Cluster Missile LongDesc: Launches a conventional warhead\nat a target location. BeginChargeSound: EndChargeSound: 00-i154.aud SelectTargetSound: InsufficientPowerSound: IncomingSound: 00-i150.aud LaunchSound: icbm1.aud MissileWeapon: ClusterMissile SpawnOffset: 0,427,0 DisplayTimer: False DisplayBeacon: False DisplayRadarPing: True BeaconPoster: CameraActor: camera GAPLUG: Inherits: ^Building Valued: Cost: 1800 Tooltip: Name: GDI Upgrade Center Description: Provides the Orbital Ion Cannon support power.\nRequires power to operate. Selectable: Bounds: 115,120,0,-20 Buildable: BuildPaletteOrder: 100 Prerequisites: proc, gatech Queue: Defense Building: Footprint: xxx xxx Dimensions: 2,3 RequiresPower: CanPowerDown: DisabledOverlay: RenderBuilding: WithIdleOverlay@DISH: Sequence: idle-dish WithIdleOverlay@LIGHTS: Sequence: idle-lights WithIdleOverlay@STRIP: Sequence: idle-strip Health: HP: 1000 Armor: Type: Wood RevealsShroud: Range: 6c0 IonCannonPower: Icon: ioncannon Effect: ionbeam ChargeTime: 180 Description: Ion Cannon LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area. BeginChargeSound: EndChargeSound: 00-i156.aud LaunchSound: SelectTargetSound: InsufficientPowerSound: DisplayRadarPing: True CameraActor: camera SupportPowerChargeBar: 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