Files
OpenRA/mods/ts/rules/gdi-structures.yaml

432 lines
8.7 KiB
YAML

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.
ProvidesPrerequisite:
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, 48, 0, -6
Power:
Amount: 100
InfiltrateForPowerOutage:
AffectedByPowerOutage:
Targetable:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
Pluggable@pluga:
Offset: 0,1
Upgrades:
powrup: powrup.a
Power@pluga:
UpgradeTypes: powrup.a
UpgradeMinEnabledLevel: 1
Amount: 50
WithIdleOverlay@pluga:
UpgradeTypes: powrup.a
UpgradeMinEnabledLevel: 1
Sequence: idle-powrupa
Pluggable@plugb:
Offset: 1,1
Upgrades:
powrup: powrup.b
WithIdleOverlay@plugb:
UpgradeTypes: powrup.b
UpgradeMinEnabledLevel: 1
Sequence: idle-powrupb
Power@plugb:
UpgradeTypes: powrup.b
UpgradeMinEnabledLevel: 1
Amount: 50
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 90, 84, 0, -12
GAPILE:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower, ~structures.gdi
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
Description: Produces infantry.
ProvidesPrerequisite:
Prerequisite: barracks
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 88, 48, 0, -8
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
RallyPoint:
Offset: 2,3
Palette: mouse
IsPlayerPalette: false
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
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 88, 56, 0, -8
GAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: GDI War Factory
Description: Produces vehicles.
ProvidesPrerequisite:
Prerequisite: factory
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: proc, ~structures.gdi
Building:
Footprint: xxx= xxx= xxx=
Dimensions: 4,3
Selectable:
Bounds: 154, 96, -2, -12
Health:
HP: 1000
RevealsShroud:
Range: 4c0
RallyPoint:
Offset: 4,1
Palette: mouse
IsPlayerPalette: false
Exit@1:
SpawnOffset: -384,-384,0
ExitCell: 3,1
ExitDelay: 5
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithIdleOverlay@ROOF:
Sequence: idle-roof
WithProductionDoorOverlay@DOOR:
WithProductionOverlay@WHITELIGHTS:
Sequence: production-lights-white
WithProductionOverlay@REDLIGHTS:
Sequence: production-lights-red
WithIdleOverlay@TURBINES:
Sequence: idle-turbines
WithIdleOverlay@BIB:
Sequence: bib
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 154, 100, -2, -12
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:
Palette: mouse
IsPlayerPalette: false
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
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 88, 66, 0, -5
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: 96, 64, -6, -6
Health:
HP: 1100
RevealsShroud:
Range: 5c0
Reservable:
RepairsUnits:
RallyPoint:
Palette: mouse
IsPlayerPalette: false
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@GROUND:
Sequence: ground
WithIdleOverlay@CIRCUITS:
Sequence: circuits
WithRepairOverlay@CRANE:
Sequence: crane
WithRepairOverlay@PLATFORM:
Sequence: platform
WithDeathAnimation@BIB:
DeathSequence: dead-ground
UseDeathTypeSuffix: false
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 98, 68, -6, -6
RenderSprites:
Image: gadept.gdi
FactionImages:
gdi: gadept.gdi
nod: gadept.nod
GARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Prerequisites: proc, ~structures.gdi
Valued:
Cost: 1000
Tooltip:
Name: GDI Radar
Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate.
ProvidesPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 48, 0, -6
Health:
HP: 800
Armor:
Type: Wood
RequiresPower:
CanPowerDown:
IndicatorPalette: mouse
ProvidesRadar:
InfiltrateForExploration:
DetectCloaked:
Range: 10c0
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
Targetable:
TargetTypes: Ground, C4, SpyInfiltrate
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 96, 118, 0, -38
GATECH:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: gaweap, garadr, ~structures.gdi
Valued:
Cost: 2000
Tooltip:
Name: GDI Tech Center
Description: Provides access to advanced GDI technologies.
ProvidesPrerequisite:
Prerequisite: tech
Building:
Footprint: xxx xxx
Dimensions: 3,2
Selectable:
Bounds: 110, 60, 3, -4
Health:
HP: 500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 110, 60, 3, -4
GAPLUG:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: GDI Upgrade Center
Description: Can be upgraded for additional technology.
Selectable:
Bounds: 115,72,0,-12
Buildable:
BuildPaletteOrder: 100
Prerequisites: proc, gatech, ~structures.gdi
Queue: Building
Building:
Footprint: xxx xxx
Dimensions: 2,3
RequiresPower:
CanPowerDown:
IndicatorPalette: mouse
DisabledOverlay:
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:
Cursor: ioncannon
UpgradeTypes: plug.ioncannon
UpgradeMinEnabledLevel: 1
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
ProduceActorPower:
UpgradeTypes: plug.hunterseeker
UpgradeMinEnabledLevel: 1
Description: Hunter Seeker
LongDesc: Releases a drone that will acquire and destroy an enemy target.
Icon: hunterseeker
Actors: hunter
Type: HunterSeeker
ChargeTime: 720
Production:
Produces: HunterSeeker
Exit@1:
SupportPowerChargeBar:
Power:
Amount: -150
Power@ioncannon:
UpgradeTypes: plug.ioncannon
UpgradeMinEnabledLevel: 1
Amount: -100
Power@hunterseeker:
UpgradeTypes: plug.hunterseeker
UpgradeMinEnabledLevel: 1
Amount: -50
Pluggable@pluga:
Offset: 0,2
Upgrades:
plug.ioncannon: plug.ioncannon, plug.ioncannona
plug.hunterseeker: plug.hunterseeker, plug.hunterseekera
WithIdleOverlay@ioncannona:
UpgradeTypes: plug.ioncannona
UpgradeMinEnabledLevel: 1
Sequence: idle-ioncannona
WithIdleOverlay@hunterseekera:
UpgradeTypes: plug.hunterseekera
UpgradeMinEnabledLevel: 1
Sequence: idle-hunterseekera
Pluggable@plugb:
Offset: 1,2
Upgrades:
plug.ioncannon: plug.ioncannon, plug.ioncannonb
plug.hunterseeker: plug.hunterseeker, plug.hunterseekerb
WithIdleOverlay@ioncannonb:
UpgradeTypes: plug.ioncannonb
UpgradeMinEnabledLevel: 1
Sequence: idle-ioncannonb
WithIdleOverlay@hunterseekerb:
UpgradeTypes: plug.hunterseekerb
UpgradeMinEnabledLevel: 1
Sequence: idle-hunterseekerb
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 115,104,0,-24