Files
OpenRA/mods/ts/rules/structures.yaml
2014-07-05 09:08:50 +02:00

1114 lines
19 KiB
YAML

GACNST:
Inherits: ^Building
Building:
Power: 0
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:
GAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Owner: gdi
Hotkey: p
Valued:
Cost: 300
Tooltip:
Name: GDI Power Plant
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Power: 100
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
GAPILE:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower
Owner: gdi
Hotkey: b
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
Description: Produces infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: -2730,2730,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
WithProductionOverlay@LIGHTS:
Sequence: production-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@FLAG:
Sequence: idle-flag
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
Hotkey: r
Building:
Power: -30
Footprint: xxx xxx x==
Dimensions: 3,3
Health:
HP: 900
RevealsShroud:
Range: 6
# Bib:
TiberianSunRefinery:
DockOffset: 4,3
StoresResources:
PipColor: Green
PipCount: 15
Capacity: 1500
CustomSellValue:
Value: 600
FreeActor:
Actor: HARV
InitialActivity: FindResources
SpawnOffset: 3,4
Facing: 64
WithIdleOverlay@REDLIGHTS:
Sequence: idle-redlights
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
Hotkey: w
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 6,5
Exit@1:
SpawnOffset: -170,1024,0
ExitCell: 3,3
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithProductionOverlay@WHITELIGHTS:
Sequence: production-lights-white
WithProductionOverlay@REDLIGHTS:
Sequence: production-lights-red
WithIdleOverlay@TURBINES:
Sequence: idle-turbines
NAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Owner: nod
Hotkey: q
Valued:
Cost: 300
Tooltip:
Name: Nod Power Plant
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Power: 100
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
NAAPWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 5
Prerequisites: factory
Owner: nod
Hotkey: a
Valued:
Cost: 600
Tooltip:
Name: Advanced Power Plant
Description: Provides more power for structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Power: 200
Footprint: xxx xxx
Dimensions: 2,3
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
NAHAND:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower
Owner: nod
Hotkey: h
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Description: Produces infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Building:
Power: -20
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: -2730,2730,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithProductionOverlay@LIGHT:
Sequence: production-light
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
Hotkey: f
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 6,5
Exit@1:
SpawnOffset: -170,1024,0
ExitCell: 3,3
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithProductionOverlay@LIGHTS:
Sequence: production-lights
GASAND:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: gacnst
Owner: gdi
Hotkey: b
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: gacnst
Owner: gdi
Hotkey: w
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
NAWALL:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1001
Prerequisites: gacnst
Owner: nod
Hotkey: n
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
GATICK:
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed Tick Tank
Building:
Footprint: x
Dimensions: 1,1
-GivesBuildableArea:
Health:
HP: 350
Armor:
Type: Concrete
RevealsShroud:
Range: 5c0
Turreted:
ROT: 6
InitialFacing: 128
Offset: 170,0,213
Armament:
Weapon: 90mm
LocalOffset: 384,0,128
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
Building:
Footprint: _ x
Dimensions: 1,2
-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
Building:
Footprint: _ x
Dimensions: 1,2
-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
Building:
Footprint: x
Dimensions: 1,1
-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
Hotkey: p
Valued:
Cost: 300
Tooltip:
Name: Light Tower
Building:
Power: -10
Footprint: x
Dimensions: 1,1
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
RenderDetectionCircle:
DetectCloaked:
Range: 3
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
GALITE:
Inherits: ^Building
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Owner: gdi, nod
Hotkey: m
Valued:
Cost: 200
Tooltip:
Name: Lamp
Building:
Power: 0
Footprint: x
Dimensions: 1,1
RenderBuilding:
HasMakeAnimation: no
Palette: terrain
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 0c0
# WithIdleOverlay@LIGHTING:
# Sequence: lighting
GARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Owner: gdi
Prerequisites: anypower, factory
Hotkey: d
Valued:
Cost: 1000
Tooltip:
Name: GDI Radar
Description: Provides radar screen
ProvidesCustomPrerequisite:
Prerequisite: radar
Building:
Power: -50
Footprint: ___ xxx xxx
Dimensions: 3,3
Health:
HP: 800
Armor:
Type: Wood
RequiresPower:
CanPowerDown:
ProvidesRadar:
Infiltratable:
Type: Exploration
InfiltrateForExploration:
DetectCloaked:
Range: 10
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
NARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Owner: nod
Prerequisites: anypower, factory
Hotkey: e
Valued:
Cost: 1000
Tooltip:
Name: Nod Radar
Description: Provides radar screen
ProvidesCustomPrerequisite:
Prerequisite: radar
Building:
Power: -50
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
Armor:
Type: Wood
RequiresPower:
CanPowerDown:
ProvidesRadar:
Infiltratable:
Type: Exploration
InfiltrateForExploration:
DetectCloaked:
Range: 10
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
GATECH:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Owner: gdi
Prerequisites: garadr
Hotkey: t
Valued:
Cost: 2000
Tooltip:
Name: GDI Tech Center
Description: Required for high-\ntech research
ProvidesCustomPrerequisite:
Prerequisite: tech
Building:
Power: -150
Footprint: xxx xxx xxx
Dimensions: 3,3
Health:
HP: 500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
NATECH:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Owner: nod
Prerequisites: naradr
Hotkey: x
Valued:
Cost: 2000
Tooltip:
Name: Nod Tech Center
Description: Required for high-\ntech research
ProvidesCustomPrerequisite:
Prerequisite: tech
Building:
Power: -150
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
GAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
Owner: gdi
Queue: Building
Hotkey: i
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Air
PrimaryBuilding:
BelowUnits:
Reservable:
RepairsUnits:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
NAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Nod Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
Owner: nod
Queue: Building
Hotkey: j
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Air
PrimaryBuilding:
BelowUnits:
Reservable:
RepairsUnits:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
GADEPT:
Inherits: ^Building
Valued:
Cost: 1200
Tooltip:
Name: Service Depot
Description: Repairs vehicles
Buildable:
BuildPaletteOrder: 80
Prerequisites: factory
Owner: gdi
Queue: Building
Hotkey: v
Building:
Power: -30
Footprint: _x_ xxx _x_
Dimensions: 3,3
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
#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
Owner: gdi
Hotkey: v
Building:
Power: -20
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
Recoil: 0
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
Armament@SECONDARY:
Name: secondary
Weapon: VulcanTower
LocalOffset: 768,-85,512
Recoil: 0
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
WithMuzzleFlash:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
#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
Owner: gdi
Hotkey: r
Building:
Power: -50
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
Recoil: 0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
#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
Owner: gdi
Hotkey: a
Building:
Power: -30
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
Recoil: 0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
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
BuildPaletteOrder: 60
Owner: nod
Hotkey: s
Building:
Power: -30
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
Recoil: 0
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
BuildPaletteOrder: 50
Owner: nod
Hotkey: l
Building:
Power: -40
RequiresPower:
DisabledOverlay:
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 5c0
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
Range: 3
Turreted:
ROT: 10
InitialFacing: 300
Offset: 298,-171,256
AttackTurreted:
Armament:
Weapon: TurretLaser
RenderVoxels:
WithVoxelTurret:
AutoTarget:
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: tech
Owner: nod
Hotkey: o
Building:
Power: -150
Footprint: xx xx
Dimensions: 2,2
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
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