Files
OpenRA/mods/ts/rules/structures.yaml
atlimit8 bbd54cb32f Added IDisabledTrait & rewrote upgrade code using a level-based approach.
Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked.  The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality.  A trait can register for multiple upgrade types which then all affect the internal level counter.

	IDisabledTrait for identifying (and filtering) disabled traits
	UpgradableTrait provides an abstract base for traits to support upgrade levels
	Added IDisabledTrait support to GlobalButtonOrderGenerator

	Includes rework by pchote with alterations.
2014-11-26 05:45:26 -06:00

1316 lines
22 KiB
YAML

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
Selectable:
Bounds: 144, 72, 0, -12
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
Selectable:
Bounds: 96, 60, 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
Owner: gdi
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
Description: Produces infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 48, 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
Owner: gdi, nod
Building:
Footprint: xxx= xx== xxx=
Dimensions: 4,3
Selectable:
Bounds: 120, 60, -12, -12
Health:
HP: 900
RevealsShroud:
Range: 6c0
TiberianSunRefinery:
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
Owner: gdi, nod
Valued:
Cost: 150
Tooltip:
Name: Silo
Description: Stores excess Tiberium.
Building:
Footprint: xx xx
Dimensions: 2, 2
Selectable:
Bounds: 96, 48
-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
Owner: gdi
Prerequisites: proc
Building:
Footprint: xxx= xxx= xxx=
Dimensions: 4,3
Selectable:
Bounds: 120, 60, 0, -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
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
Selectable:
Bounds: 96, 60, 0, -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
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
Selectable:
Bounds: 120, 84, 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
Owner: nod
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Description: Produces infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Building:
Footprint: xxx xxx
Dimensions: 3,2
Selectable:
Bounds: 120, 60, 0, -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
Owner: nod
Prerequisites: proc
Building:
Footprint: xxx= xxx= xxx=
Dimensions: 4,3
Selectable:
Bounds: 144,72, 0,-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@LIGHTS:
Sequence: production-lights
WithIdleOverlay@BIB:
Sequence: bib
Power:
Amount: -30
GASAND:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: proc
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: gapile
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
Crushable:
CrushClasses: heavywall
LineBuild:
NodeTypes: wall, turret
NAWALL:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1001
Prerequisites: nahand
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
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:
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:
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
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:
GASPOT:
Inherits: ^Building
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Owner: gdi, nod
Valued:
Cost: 300
Tooltip:
Name: Light Tower
Building:
Footprint: x
Dimensions: 1,1
Selectable:
Bounds: 48, 72
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
RenderBuilding:
Palette: terrain
-WithMakeAnimation:
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 2c0
Power:
Amount: 0
# WithIdleOverlay@LIGHTING:
# Sequence: lighting
GARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Owner: gdi
Prerequisites: proc
Valued:
Cost: 1000
Tooltip:
Name: GDI Radar
Description: Provides radar screen
ProvidesCustomPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 96, 0, -12
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: proc
Valued:
Cost: 1000
Tooltip:
Name: Nod Radar
Description: Provides radar screen
ProvidesCustomPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 72, 0, -12
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: gaweap, garadr
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: 120, 60, 0, -12
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: naweap, 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
Selectable:
Bounds: 96, 48
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
Prerequisites: garadr
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
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
Prerequisites: naradr
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
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
Selectable:
Bounds: 120, 60, 12, -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
Power:
Amount: -30
NASTLH:
Inherits: ^Building
Valued:
Cost: 2500
Tooltip:
Name: Stealth Generator
Description: Generates a cloaking field
Buildable:
BuildPaletteOrder: 80
Prerequisites: proc, natech
Owner: 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
#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
Owner: 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
Owner: 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
Owner: 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
BuildPaletteOrder: 60
Owner: nod
Building:
Selectable:
Bounds: 36, 36, -2, -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
BuildPaletteOrder: 50
Owner: nod
Building:
Selectable:
Bounds: 36, 36, -2, -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
Owner: nod
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 72, 0, -12
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
Owner: nod, gdi
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 72, 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
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