Files
OpenRA/mods/cnc-classic/rules/structures.yaml
Paul Chote 0167bbfbaa Move weapon/turret definitions out of AttackBase.
Weapons are now defined with the Armament trait
and turret parameters live in Turreted.
This has the side effect of allowing any number
and distribution of weapons and turrets.
2013-03-24 11:58:45 +13:00

816 lines
16 KiB
YAML

FACT:
Inherits: ^Building
-Buildable:
Valued:
Cost: 5000
Tooltip:
Name: Construction Yard
Icon: mcvicnh
Description: Builds structures
Building:
Power: 15
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Production:
Produces: Building,Defense
Transforms:
IntoActor: mcv
Offset:1,1
Facing: 108
BaseBuilding:
ProductionBar:
Bib:
NUKE:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Power Plant
Icon: nukeicnh
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Owner: gdi,nod
Building:
Power: 100
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 400
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
PROC:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Tiberium Refinery
Icon: procicnh
Description: Processes raw Tiberium to sell it for cash.
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Owner: gdi,nod
Building:
Power: -30
Footprint: _x_ xxx ===
Dimensions: 3,3
Health:
HP: 900
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
TiberiumRefinery:
DockOffset: 0,2
TickLifetime: 30
TickVelocity: 1
TickRate: 125
StoresOre:
PipColor: Green
PipCount: 10
Capacity: 1000
Selectable:
Bounds: 73,72
CustomSellValue:
Value: 600
CustomBuildTimeValue:
Value: 900
FreeActor:
Actor: HARV
InitialActivity: FindResources
SpawnOffset: 1,2
Facing: 64
-RenderBuilding:
RenderBuildingRefinery:
NUK2:
Inherits: ^Building
Valued:
Cost: 700
Tooltip:
Name: Advanced Power Plant
Icon:nuk2icnh
Description: Provides more power, cheaper than the \nstandard Power Plant
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 30
Prerequisites: nuke
Owner: gdi,nod
Building:
Power: 200
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
SILO:
Inherits: ^Building
Valued:
Cost: 150
Tooltip:
Name: Tiberium Silo
Icon: siloicnh
Description: Stores processed Tiberium
Buildable:
Queue: Defense
BuildPaletteOrder: 15
Prerequisites: proc
Owner: gdi,nod
Building:
Power: -10
Footprint: xx
Dimensions: 2,1
GivesBuildableArea:
Health:
HP: 300
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
RenderBuildingSilo:
StoresOre:
PipCount: 15
PipColor: Green
Capacity: 1500
Selectable:
Bounds: 49,24
-RenderBuilding:
-EmitInfantryOnSell:
Bib:
PYLE:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Barracks
Icon: pyleicnh
Description: Trains infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 40
Prerequisites: anypower
Owner: gdi
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
Exit@1:
SpawnOffset: -10,2
ExitCell: 0,1
Exit@2:
SpawnOffset: 7,7
ExitCell: 1,1
Production:
Produces: Infantry
ProductionBar:
HAND:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Icon: handicnh
Description: Trains infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 40
Prerequisites: anypower
Owner: nod
Building:
Power: -20
Footprint: __ xx xx
Dimensions: 2,3
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
Exit@1:
SpawnOffset: 12,24
ExitCell: 1,2
Production:
Produces: Infantry
ProductionBar:
AFLD:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
Icon: afldicnh
Description: Provides a dropzone for vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Owner: nod
Building:
Power: -30
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1000
Armor:
Type: Heavy
RevealsShroud:
Range: 7
# Range: 5
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
RallyPoint: 4,2
BelowUnits:
Exit@1:
SpawnOffset: -24,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle
ProductionBar:
WEAP:
#light
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
Icon: weapicnh
Description: Assembly point for vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Owner: gdi
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 0,3
Exit@1:
SpawnOffset: -8,-8
ExitCell: 0,2
Production:
Produces: Vehicle
ProductionBar:
HPAD.GDI:
Inherits: ^Building
Valued:
Cost: 1500
CustomSellValue:
Value: 300
Tooltip:
Name: Helipad (GDI)
Icon:hpadicnh
Description: Produces and reloads helicopters
ProvidesCustomPrerequisite:
Prerequisite: hpad
RenderBuilding:
Image: hpad
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: gdi
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
FreeActor:
Actor: ORCA
Facing: 3
SpawnOffset: 1,2
Exit@1:
# SpawnOffset: 0,0
SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionBar:
Bib:
HPAD.NOD:
Inherits: ^Building
Valued:
Cost: 1500
CustomSellValue:
Value: 300
Tooltip:
Name: Helipad (Nod)
Icon:hpadicnh
Description: Produces and reloads helicopters
ProvidesCustomPrerequisite:
Prerequisite: hpad
RenderBuilding:
Image: hpad
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: nod
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
FreeActor:
Actor: HELI
SpawnOffset: 1,1
Exit@1:
SpawnOffset: 0,0
# SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionBar:
Bib:
HQ:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
Icon: hqicnh
Description: Provides an overview of the battlefield.\n Requires power to operate.
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc
Owner: gdi,nod
Building:
Power: -40
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 1000
RevealsShroud:
Range: 12
# Range: 10
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
ProvidesRadar:
FIX:
Inherits: ^Building
Valued:
Cost: 1200
Tooltip:
Name: Repair Facility
Icon: fixicnh
Description: Repairs vehicles and allows the\nconstruction of additional bases.
Buildable:
BuildPaletteOrder: 80
Prerequisites: vehicleproduction
Owner: gdi,nod
Building:
Power: -30
Footprint: _x_ xxx _x_
Dimensions: 3,3
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
EYE:
#wood
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 2800
Tooltip:
Name: Advanced Communications Center
Icon: eyeicnh
Description: Provides access to the Ion Cannon.\n Requires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: techbuilding
Buildable:
BuildPaletteOrder: 100
Prerequisites: hq
Owner: gdi
Building:
Power: -200
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 1000
RevealsShroud:
Range: 12
# Range: 10
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
ProvidesRadar:
IonCannonPower:
Image: ionicnh
ChargeTime: 280
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
SupportPowerChargeBar:
TMPL:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 3000
Tooltip:
Name: Temple of Nod
Icon: tmplicnh
Description: Place of worship and secret missile silo.\nRequires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: techbuilding
Buildable:
BuildPaletteOrder: 100
Prerequisites: hq
Owner: nod
Building:
Power: -150
Footprint: ___ xxx xxx
Dimensions: 3,3
Health:
HP: 2000
Armor:
Type: Light
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
NukePower:
Image: atomicnh
ChargeTime: 405
Description: Nuclear Strike
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
BeginChargeSound:
EndChargeSound: nukavail.aud
SelectTargetSound: select1.aud
LaunchSound: nukemisl.aud
MissileWeapon: atomic
SupportPowerChargeBar:
OBLI:
RequiresPower:
Inherits: ^Building
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Icon:obliicnh
Description: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: hq
Owner: nod
Building:
Power: -150
Footprint: _ x
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 9
# Range: 5
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA).
# (Range of Obelisk laser is 7.5)
RenderBuildingCharge:
ChargeAudio: obelpowr.aud
Turreted:
ROT:255
Offset: 0,0,-2,-17
Armament:
Weapon: Laser
FireDelay: 8
AttackTurreted:
AutoTarget:
-RenderBuilding:
RenderRangeCircle:
-EmitInfantryOnSell:
# RenderDetectionCircle:
DetectCloaked:
Range: 5
CYCL:
Inherits: ^Wall
Valued:
Cost: 75
# CustomSellValue:
# Value: 0
Tooltip:
Name: Chain Link Barrier
Icon:cyclicnh
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: gdi, nod
Health:
HP: 50
Armor:
Type: Wall
SBAG:
Inherits: ^Wall
Valued:
Cost: 50
# CustomSellValue:
# Value: 0
Tooltip:
Name: Sandbag Barrier
Icon:sbagicnh
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: gdi, nod
Health:
HP: 25
Armor:
Type: Wall
BRIK:
Inherits: ^HeavyWall
Valued:
Cost: 100
# CustomSellValue:
# Value: 0
Tooltip:
Name: Concrete Barrier
Icon:brikicnh
Description: Stop units and blocks enemy fire.
Buildable:
Queue: Defense
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Owner: gdi,nod
Health:
HP: 200
Armor:
Type: Concrete
Wall:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSound: crumble.aud
GUN:
Inherits: ^Building
Valued:
Cost: 600
Tooltip:
Name: Turret
Icon: gunicnh
Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: barracks
Owner: nod
Building:
Power: -20
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 7
# Range: 5
# RevealShroud range was set to equal 1 + its weapon range (6) (due to possible rendering issues with shroud for OpenRA)
Turreted:
ROT: 12
InitialFacing: 50
RenderBuildingTurreted:
Armament:
Weapon: TurretGun
LocalOffset: 0,4,0,-2,0
AttackTurreted:
AutoTarget:
-AutoTargetIgnore:
-RenderBuilding:
-DeadBuildingState:
RenderRangeCircle:
# RenderDetectionCircle:
DetectCloaked:
Range: 5
SAM:
Inherits: ^Building
RequiresPower:
Valued:
Cost: 750
Tooltip:
Name: SAM Site
Icon: samicnh
Description: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
Buildable:
Queue: Defense
BuildPaletteOrder: 50
Prerequisites: hand
Owner: nod
Building:
Power: -20
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
# Range: 3
Range: 5
# Range set to arbitrary length more in line with what you would expect from a guard tower. (SAM missile's range is 15)
Turreted:
ROT: 7
InitialFacing: 0
RenderBuildingTurreted:
Armament:
Weapon: SAMMissile
AttackPopupTurreted:
WithMuzzleFlash:
AutoTarget:
-RenderBuilding:
RenderRangeCircle:
GTWR:
#wood
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Guard Tower
Icon: gtwricnh
Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 50
Prerequisites: barracks
Owner: gdi
Building:
Power: -10
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 6
# Range: 3
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA)
Armament:
Weapon: HighV
LocalOffset: 0,-6,0,0,0
AttackTurreted:
AutoTarget:
-AutoTargetIgnore:
DetectCloaked:
Range: 3
# RenderDetectionCircle:
RenderRangeCircle:
WithMuzzleFlash:
Turreted:
ROT:255
Offset: 0,0,0,-6
ATWR:
Inherits: ^Building
RequiresPower:
Valued:
Cost: 1000
Tooltip:
Name: Advanced Guard Tower
Icon: atwricnh
Description: Anti-armor defensive structure.\n Strong vs Light Vehicles, Tanks\n Weak vs Infantry
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: hq
Owner: gdi
Building:
Power: -20
Footprint: _ x
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Light
RevealsShroud:
Range: 7
# Range: 4
# RevealShroud range was set to equal its weapon range +1 (due to possible rendering issues with shroud for OpenRA)
Turreted:
ROT:255
Offset: 0,0,5,2
Armament:
Weapon: TowerMissle
LocalOffset: 7,-7,0,0,-25, -7,-7,0,0,25
AttackTurreted:
AutoTarget:
-AutoTargetIgnore:
DetectCloaked:
Range: 4
# custom prerequisites:
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production
VEHICLEPRODUCTION:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
HPAD:
Tooltip:
Name: Helipad
Description: Helipad