This looks weird, doesn't match the originals and makes map-defined custom facings useless.
265 lines
6.0 KiB
YAML
265 lines
6.0 KiB
YAML
NAWALL:
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Inherits: ^Wall
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 20
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Prerequisites: ~structures.nod, ~techlevel.low
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Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
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-SoundOnDamageTransition:
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Tooltip:
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Name: Concrete Wall
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Health:
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HP: 22500
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Armor:
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Type: Concrete
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Crushable:
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CrushClasses: heavywall
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LineBuild:
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NodeTypes: wall, turret
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Replaceable:
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Types: NodGate
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NAGATE_A:
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Inherits: ^Gate_A
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 40
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Prerequisites: nahand, ~structures.nod, ~techlevel.low
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Tooltip:
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Name: Nod Gate
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Replacement:
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ReplaceableTypes: NodGate
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NAGATE_B:
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Inherits: ^Gate_B
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 60
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Prerequisites: nahand, ~structures.nod, ~techlevel.low
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Tooltip:
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Name: Nod Gate
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Replacement:
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ReplaceableTypes: NodGate
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NAPOST:
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Inherits: ^Building
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Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 150
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Prerequisites: naapwr, ~structures.nod
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Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
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Valued:
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Cost: 200
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Tooltip:
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Name: Laser Fence
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Health:
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HP: 30000
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Armor:
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Type: Concrete
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-Capturable:
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LineBuild:
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Range: 10
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NodeTypes: laserfencenode
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SegmentType: nafnce
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SegmentsRequireNode: true
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LineBuildNode:
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Types: laserfencenode
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Power:
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Amount: -25
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RevealsShroud:
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Range: 4c0
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GrantCondition@IDISABLE:
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RequiresCondition: lowpower || powerdown || empdisable
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Condition: disabled
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !disabled
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Sequence: lights
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WithIdleOverlay@CHAINOFLIGHTS:
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RequiresCondition: !build-incomplete && !disabled
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Sequence: chainoflights
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LineBuildSegmentExternalCondition:
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RequiresCondition: !build-incomplete && !disabled
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Condition: active-posts
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NAFNCE:
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Inherits: ^Wall
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Tooltip:
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Name: Laser Fence
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LineBuild:
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NodeTypes: laserfence
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LineBuildNode:
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Types: laserfence
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-Crushable:
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-Sellable:
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Demolishable:
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-Condition:
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-Targetable:
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-Building:
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EnergyWall:
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ActiveCondition: active-posts == 2
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Weapon: LaserFence
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GrantConditionOnLineBuildDirection@X:
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Direction: X
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Condition: laserfence-direction-x
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GrantConditionOnLineBuildDirection@Y:
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Direction: Y
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Condition: laserfence-direction-y
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-WithWallSpriteBody:
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ExternalCondition@ACTIVE:
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Condition: active-posts
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WithWallSpriteBody@XENABLED:
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RequiresCondition: laserfence-direction-x && active-posts == 2
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Type: laserfence
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Sequence: enabled-x
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Name: x-enabled
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WithWallSpriteBody@YENABLED:
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RequiresCondition: laserfence-direction-y && active-posts == 2
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Type: laserfence
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Sequence: enabled-y
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Name: y-enabled
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WithSpriteBody@XDISABLED:
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RequiresCondition: laserfence-direction-x && active-posts < 2
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Sequence: disabled-x
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Name: x-disabled
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WithSpriteBody@YDISABLED:
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RequiresCondition: laserfence-direction-y && active-posts < 2
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Sequence: disabled-y
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Name: y-disabled
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BlocksProjectiles:
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RequiresCondition: active-posts == 2
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DamageMultiplier: # Prevent all normal damage, but still allows direct kills from the post
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Modifier: 0
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Explodes:
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Weapon: BuildingExplosions
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EmptyWeapon: BuildingExplosions
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Type: Footprint
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ThrowsShrapnel@SMALL:
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Weapons: SmallDebris
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Pieces: 0, 1
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Range: 2c0, 5c0
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Interactable:
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Bounds: 48, 24
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NALASR:
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Inherits: ^Defense
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Inherits@IDISABLE: ^DisableOnPowerDown
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Inherits@AUTOTARGET: ^AutoTargetGround
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Valued:
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Cost: 300
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Tooltip:
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Name: Laser Turret
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Buildable:
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Queue: Defense
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Prerequisites: nahand, ~structures.nod, ~techlevel.low
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BuildPaletteOrder: 90
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Description: Basic base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft
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Health:
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HP: 50000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 7c0
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DetectCloaked:
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Range: 3c0
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Turreted:
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TurnSpeed: 40
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InitialFacing: 896
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Offset: 298,-171,288
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RealignDelay: -1
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AttackTurreted:
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RequiresCondition: !build-incomplete
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PauseOnCondition: empdisable || disabled
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Armament:
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Weapon: TurretLaserFire
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LocalOffset: 498,0,317
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RenderVoxels:
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WithVoxelTurret:
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RequiresCondition: !build-incomplete
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Power:
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Amount: -40
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BodyOrientation:
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QuantizedFacings: 0
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NAOBEL:
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Inherits: ^Defense
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Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
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Inherits@AUTOTARGET: ^AutoTargetGround
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Inherits@SHAPE: ^2x2Shape
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Valued:
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Cost: 1500
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Tooltip:
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Name: Obelisk of Light
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 160
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Prerequisites: natech, ~structures.nod, ~techlevel.high
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Description: Advanced base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 72500
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 8c0
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Armament:
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Weapon: ObeliskLaserFire
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LocalOffset: 1980,297,1131
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AttackCharges:
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RequiresCondition: !build-incomplete
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PauseOnCondition: empdisable || disabled
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ChargeLevel: 65
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ChargingCondition: charging
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AmbientSound:
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RequiresCondition: charging && !disabled
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SoundFiles: obelpowr.aud
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Interval: 30, 40
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WithChargeOverlay:
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RequiresCondition: !build-incomplete
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Palette: player
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IsPlayerPalette: true
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete && !disabled
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Sequence: idle-lights
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Power:
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Amount: -150
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NASAM:
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Inherits: ^Defense
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Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
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Inherits@AUTOTARGET: ^AutoTargetAir
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Valued:
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Cost: 500
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Tooltip:
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Name: S.A.M. Site
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Buildable:
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Queue: Defense
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Prerequisites: naradr, ~structures.nod, ~techlevel.medium
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BuildPaletteOrder: 100
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Description: Nod Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units
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Health:
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HP: 60000
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Armor:
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Type: Wood
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BodyOrientation:
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QuantizedFacings: 32
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RenderRangeCircle:
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RangeCircleType: aa
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Turreted:
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TurnSpeed: 40
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InitialFacing: 896
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RealignDelay: -1
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AttackTurreted:
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RequiresCondition: !build-incomplete
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PauseOnCondition: empdisable || disabled
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WithSpriteTurret:
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RequiresCondition: !build-incomplete
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Recoils: false
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Armament:
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Weapon: RedEye2
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LocalOffset: 543,0,815
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Power:
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Amount: -30
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