Files
OpenRA/mods/cnc/rules/structures.yaml
reaperrr be310ab6a6 Streamline resource anim traits
- Replaces WithSiloAnimation with
  WithResourceLevelSpriteBody.

PlayFetchIndex on a With*Animation trait conflicts
with the animation concept, as it's bound to conflict
with pretty much all 'normal' animation traits and
blocks progress on the animation priority system.

We also already have multiple similar SpriteBody traits,
like WithGateSpriteBody and WithWallSpriteBody.

- Rename WithResources to WithResourceLevelOverlay

Make name more accurate and consistent with sprite body
equivalent.
Also fix TS silo yaml setup (bleed setup stems from times
before WithResources was introduced).
2018-12-24 21:29:42 +13:00

1144 lines
24 KiB
YAML

FACT:
Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape
Selectable:
Bounds: 72,48
Valued:
Cost: 3500
Tooltip:
Name: Construction Yard
Building:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Health:
HP: 210000
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
Production:
Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
Transforms:
RequiresCondition: factundeploy && !build-incomplete
PauseOnCondition: being-demolished
IntoActor: mcv
Offset: 1,1
Facing: 108
GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
Condition: factundeploy
Prerequisites: global-factundeploy
ProductionQueue@GDIBuilding:
Type: Building.GDI
Factions: gdi
Group: Building
LowPowerModifier: 200
ReadyAudio: ConstructionComplete
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Building
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionQueue@NodBuilding:
Type: Building.Nod
Factions: nod
Group: Building
LowPowerModifier: 200
ReadyAudio: ConstructionComplete
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Building
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionQueue@GDIDefense:
Type: Defence.GDI
Factions: gdi
Group: Defence
LowPowerModifier: 300
ReadyAudio: ConstructionComplete
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Building
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionQueue@NodDefense:
Type: Defence.Nod
Factions: nod
Group: Defence
LowPowerModifier: 300
ReadyAudio: ConstructionComplete
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Building
OnHoldAudio: OnHold
CancelledAudio: Cancelled
BaseBuilding:
ProductionBar@BuildingGDI:
ProductionType: Building.GDI
ProductionBar@BuildingNod:
ProductionType: Building.Nod
ProductionBar@DefenceGDI:
ProductionType: Defence.GDI
ProductionBar@DefenceNod:
ProductionType: Defence.Nod
BaseProvider:
Cooldown: 75
Range: 14c0
WithBuildingBib:
WithBuildingPlacedAnimation:
RequiresCondition: !build-incomplete
Power:
Amount: 0
ProvidesPrerequisite@buildingname:
Buildable:
Description: Builds structures
FACT.GDI:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: gdi
Tooltip:
Name: Construction Yard (GDI)
FACT.NOD:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: nod
Tooltip:
Name: Construction Yard (Nod)
NUKE:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
TargetableOffsets: 630,299,0
Valued:
Cost: 500
Tooltip:
Name: Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Prerequisites: fact
Queue: Building.GDI, Building.Nod
BuildDuration: 330
Description: Generates power
Building:
Footprint: xX xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 55000
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 100
ScalePowerWithHealth:
NUK2:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
TargetableOffsets: 630,299,0
Valued:
Cost: 800
Tooltip:
Name: Advanced Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 80
Prerequisites: anyhq, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides more power, cheaper than the\nstandard Power Plant
Building:
Footprint: xX xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 70000
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 200
ScalePowerWithHealth:
PROC:
Inherits: ^BaseBuilding
HitShape:
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 853
HitShape@TOP:
Type: Rectangle
TopLeft: -512, -1450
BottomRight: 896, -512
Valued:
Cost: 1500
Tooltip:
Name: Tiberium Refinery
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Queue: Building.GDI, Building.Nod
Description: Processes raw Tiberium\ninto useable resources
Building:
Footprint: _x_ xxx === ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Health:
HP: 100000
RevealsShroud:
Range: 6c0
Refinery:
DockAngle: 112
DockOffset: 0,2
IsDragRequired: True
DragOffset: -554,512,0
DragLength: 12
TickRate: 15
StoresResources:
PipColor: Green
PipCount: 10
Capacity: 700
Selectable:
Bounds: 72,56
DecorationBounds: 73,72
CustomSellValue:
Value: 500
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
WithBuildingBib:
WithResourceLevelOverlay:
RequiresCondition: !build-incomplete
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
SelectionDecorations:
SILO:
Inherits: ^BaseBuilding
Inherits@shape: ^2x1Shape
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Buildable:
BuildPaletteOrder: 35
Prerequisites: proc
Queue: Defence.GDI, Defence.Nod
Description: Stores processed Tiberium
Building:
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 50000
RevealsShroud:
Range: 4c0
WithBuildingBib:
HasMinibib: Yes
-WithSpriteBody:
WithResourceLevelSpriteBody:
Sequence: stages
StoresResources:
PipCount: 10
PipColor: Green
Capacity: 3000
-SpawnActorsOnSell:
Power:
Amount: -10
MustBeDestroyed:
RequiredForShortGame: false
SelectionDecorations:
-AcceptsDeliveredCash:
Selectable:
Bounds: 48,24
DecorationBounds: 49,30
PYLE:
Inherits: ^BaseBuilding
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 840,-256,0, 840,512,0, 210,-512,0, -71,512,0
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 640
Valued:
Cost: 500
Tooltip:
Name: Barracks
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.GDI
Description: Trains infantry
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
RevealsShroud:
Range: 5c0
WithBuildingBib:
RallyPoint:
Exit@1:
SpawnOffset: -426,85,0
ExitCell: 0,1
Exit@2:
SpawnOffset: 298,298,0
ExitCell: 1,1
Production:
Produces: Infantry.GDI
GrantExternalConditionToProduced:
Condition: produced
ProductionQueue:
Type: Infantry.GDI
Group: Infantry
LowPowerModifier: 300
ReadyAudio: UnitReady
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Training
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionBar:
ProductionType: Infantry.GDI
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,42,0,-5
HAND:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
Valued:
Cost: 500
Tooltip:
Name: Hand of Nod
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.Nod
Description: Trains infantry
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
RevealsShroud:
Range: 5c0
WithBuildingBib:
RallyPoint:
Offset: 1,2
Exit@1:
SpawnOffset: 512,1024,0
ExitCell: 1,2
Production:
Produces: Infantry.Nod
ProductionQueue:
Type: Infantry.Nod
Group: Infantry
LowPowerModifier: 300
ReadyAudio: UnitReady
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Training
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionBar:
ProductionType: Infantry.Nod
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,48
DecorationBounds: 48,68,0,-10
SelectionDecorations:
AFLD:
Inherits: ^BaseBuilding
Selectable:
Bounds: 96,48
HitShape:
TargetableOffsets: 0,0,0, 0,-512,256, 0,-1451,384, 0,512,128, 0,1536,85
Type: Rectangle
TopLeft: -2048, -1024
BottomRight: 2048, 1024
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.Nod
Description: Provides a dropzone\nfor vehicle reinforcements
Building:
Footprint: XXXX xxxx ====
Dimensions: 4,3
LocalCenterOffset: 0,-512,0
Health:
HP: 110000
RevealsShroud:
Range: 7c0
RallyPoint:
Offset: 4,2
Exit@1:
SpawnOffset: -1024,0,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle.Nod
WithBuildingBib:
WithIdleOverlay@DISH:
RequiresCondition: !build-incomplete
Sequence: idle-dish
WithDeliveryAnimation:
RequiresCondition: !build-incomplete
ProductionQueue:
Type: Vehicle.Nod
Group: Vehicle
LowPowerModifier: 300
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Training
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionBar:
ProductionType: Vehicle.Nod
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape
HitShape:
TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 512
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.GDI
Description: Produces vehicles
Building:
Footprint: xxx === ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,48
DecorationBounds: 72,64,0,-16
SelectionDecorations:
Health:
HP: 110000
RevealsShroud:
Range: 4c0
WithBuildingBib:
WithProductionDoorOverlay:
RequiresCondition: !build-incomplete
Sequence: build-top
RallyPoint:
Offset: 0,2
Exit@1:
SpawnOffset: -512,-512,0
ExitCell: 0,1
ExitDelay: 3
Production:
Produces: Vehicle.GDI
ProductionQueue:
Type: Vehicle.GDI
Group: Vehicle
LowPowerModifier: 300
ReadyAudio: UnitReady
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Training
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionBar:
ProductionType: Vehicle.GDI
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
HPAD:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Queue: Building.GDI, Building.Nod
Description: Produces, rearms and\nrepairs helicopters
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 60000
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Aircraft.GDI, Aircraft.Nod
Reservable:
RepairsUnits:
HpPerStep: 1000
PlayerExperience: 25
StartRepairingNotification: Repairing
WithResupplyAnimation:
RequiresCondition: !build-incomplete
RallyPoint:
ProductionQueue@GDI:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
LowPowerModifier: 300
ReadyAudio: UnitReady
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Training
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionQueue@Nod:
Type: Aircraft.Nod
Factions: nod
Group: Aircraft
LowPowerModifier: 300
ReadyAudio: UnitReady
BlockedAudio: NoBuild
LimitedAudio: BuildingInProgress
QueuedAudio: Training
OnHoldAudio: OnHold
CancelledAudio: Cancelled
ProductionBar@GDI:
ProductionType: Aircraft.GDI
ProductionBar@Nod:
ProductionType: Aircraft.Nod
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
HQ:
Inherits: ^BaseBuilding
Inherits@IDISABLE: ^DisabledOverlay
HitShape:
TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
Type: Rectangle
TopLeft: -1024, -384
BottomRight: 1024, 1024
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
Building:
Footprint: X_ xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 48,40,0,9
DecorationBounds: 48,53,0,-4
SelectionDecorations:
WithSpriteBody:
PauseOnCondition: lowpower
Health:
HP: 80000
RevealsShroud:
Range: 10c0
WithBuildingBib:
ProvidesRadar:
RequiresCondition: !lowpower
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
AirstrikePower:
PauseOnCondition: lowpower
Prerequisites: ~techlevel.superweapons
Icon: airstrike
ChargeInterval: 6000
SquadSize: 3
QuantizedFacings: 8
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSpeechNotification: AirstrikeReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
IncomingSpeechNotification: EnemyPlanesApproaching
UnitType: a10
DisplayBeacon: True
BeaconPoster: airstrike
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
SupportPowerChargeBar:
Power:
Amount: -50
FIX:
Inherits: ^BaseBuilding
HitShape:
TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
Type: Polygon
Points: -1536,-256, -341,-940, 341,-940, 1536,-256, 1536,341, 341,1110, -341,1110, -1536,341
Valued:
Cost: 500
Tooltip:
Name: Repair Facility
Buildable:
BuildPaletteOrder: 60
Prerequisites: vehicleproduction
Queue: Building.GDI, Building.Nod
Description: Repairs vehicles
Building:
Footprint: _X_ xxx _X_
Dimensions: 3,3
Selectable:
Bounds: 64,34,0,3
DecorationBounds: 72,48
SelectionDecorations:
Health:
HP: 80000
RevealsShroud:
Range: 5c0
WithBuildingBib:
HasMinibib: Yes
WithResupplyAnimation:
RequiresCondition: !build-incomplete
Reservable:
RepairsUnits:
HpPerStep: 1000
Interval: 15
PlayerExperience: 25
StartRepairingNotification: Repairing
RallyPoint:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
EYE:
Inherits: ^BaseBuilding
Inherits@IDISABLE: ^DisabledOverlay
HitShape:
TargetableOffsets: 0,0,0, 0,512,128, 420,-598,213
Type: Rectangle
TopLeft: -1024, -384
BottomRight: 1024, 1024
Valued:
Cost: 1800
Tooltip:
Name: Advanced Communications Center
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.GDI
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
Building:
Footprint: X_ xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 48,40,0,9
DecorationBounds: 48,53,0,-4
SelectionDecorations:
WithSpriteBody:
PauseOnCondition: lowpower
Health:
HP: 130000
RevealsShroud:
Range: 10c0
WithBuildingBib:
ProvidesRadar:
RequiresCondition: !lowpower
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
IonCannonPower:
PauseOnCondition: lowpower
Prerequisites: ~techlevel.superweapons
Icon: ioncannon
Cursor: ioncannon
ChargeInterval: 6750
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSpeechNotification: IonCannonCharging
EndChargeSpeechNotification: IonCannonReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
OnFireSound: ion1.aud
DisplayRadarPing: True
CameraActor: camera.small
SupportPowerChargeBar:
Power:
Amount: -200
ProvidesPrerequisite@buildingname:
TMPL:
Inherits: ^BaseBuilding
Inherits@IDISABLE: ^DisabledOverlay
Inherits@shape: ^3x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 0,-896,0, 0,896,0, 840,0,0, -706,0,0, -706,-768,0, -706,640,0
Valued:
Cost: 2000
Tooltip:
Name: Temple of Nod
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.Nod
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
Building:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,48
DecorationBounds: 72,68,0,-12
SelectionDecorations:
Health:
HP: 210000
RevealsShroud:
Range: 6c0
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
NukePower:
PauseOnCondition: lowpower
Prerequisites: ~techlevel.superweapons
Icon: abomb
Cursor: nuke
ChargeInterval: 9000
Description: Nuclear Strike
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
EndChargeSpeechNotification: NuclearWeaponAvailable
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
LaunchSpeechNotification: NuclearWeaponLaunched
IncomingSpeechNotification: NuclearWarheadApproaching
MissileWeapon: atomic
MissileDelay: 11
SpawnOffset: 3c0,0,-1c512
DisplayBeacon: True
BeaconPoster: atomic
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraRange: 10c0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
WithBuildingBib:
WithNukeLaunchAnimation:
RequiresCondition: !build-incomplete
WithNukeLaunchOverlay:
RequiresCondition: !build-incomplete
Sequence: smoke
SupportPowerChargeBar:
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
GUN:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetGround
Selectable:
Bounds: 24,24
Valued:
Cost: 600
Tooltip:
Name: Turret
Buildable:
BuildPaletteOrder: 45
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
BuildDuration: 1440
BuildDurationModifier: 40
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
Building:
Health:
HP: 41000
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
WithBuildingBib:
HasMinibib: Yes
Turreted:
TurnSpeed: 12
InitialFacing: 56
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: TurretGun
LocalOffset: 512,0,112
MuzzleSequence: muzzle
AttackTurreted:
RequiresCondition: !build-incomplete
WithMuzzleOverlay:
-WithDeathAnimation:
DetectCloaked:
Range: 3c0
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
SAM:
Inherits: ^Defense
Inherits@IDISABLE: ^DisabledOverlay
Inherits@AUTOTARGET: ^AutoTargetAir
Inherits@shape: ^2x1Shape
Selectable:
Bounds: 48,24
HitShape:
Type: Rectangle
TopLeft: -768,-512
BottomRight: 768,512
Valued:
Cost: 650
Tooltip:
Name: SAM Site
Buildable:
BuildPaletteOrder: 50
Prerequisites: hand
Queue: Defence.Nod
BuildDuration: 1700
BuildDurationModifier: 40
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
Building:
Footprint: xx
Dimensions: 2,1
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
TurnSpeed: 10
InitialFacing: 0
RealignDelay: -1
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: Dragon
MuzzleSequence: muzzle
AttackPopupTurreted:
RequiresCondition: !build-incomplete
PauseOnCondition: lowpower
WithMuzzleOverlay:
-RenderDetectionCircle:
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
OBLI:
Inherits: ^Defense
Inherits@IDISABLE: ^DisabledOverlay
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Buildable:
BuildPaletteOrder: 60
Prerequisites: tmpl, ~techlevel.high
Queue: Defence.Nod
BuildDuration: 3120
BuildDurationModifier: 40
Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
Selectable:
Bounds: 24,24
DecorationBounds: 22,44,0,-10
SelectionDecorations:
Health:
HP: 75000
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
WithBuildingBib:
HasMinibib: Yes
-WithSpriteBody:
WithChargeSpriteBody:
Sequence: active
Armament:
Weapon: Laser
LocalOffset: 0,-85,1280
AttackCharges:
RequiresCondition: !build-incomplete
PauseOnCondition: lowpower
ChargeLevel: 50
ChargingCondition: charging
AmbientSound:
RequiresCondition: charging
SoundFiles: obelpowr.aud
Interval: 30, 40
-SpawnActorsOnSell:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
Power:
Amount: -90
GTWR:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetGround
Selectable:
Bounds: 24,24
Valued:
Cost: 600
Tooltip:
Name: Guard Tower
Buildable:
BuildPaletteOrder: 40
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
BuildDuration: 1440
BuildDurationModifier: 40
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
Building:
Health:
HP: 40000
RevealsShroud:
Range: 7c0
WithBuildingBib:
HasMinibib: Yes
Armament:
Weapon: HighV
LocalOffset: 256,0,256
MuzzleSequence: muzzle
AttackTurreted:
RequiresCondition: !build-incomplete
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 3c0
WithMuzzleOverlay:
Turreted:
TurnSpeed: 255
Power:
Amount: -10
ATWR:
Inherits: ^Defense
Inherits@IDISABLE: ^DisabledOverlay
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 1000
Tooltip:
Name: Advanced Guard Tower
Buildable:
BuildPaletteOrder: 60
Prerequisites: anyhq, ~techlevel.medium
Queue: Defence.GDI
BuildDuration: 2880
BuildDurationModifier: 40
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
Selectable:
Bounds: 24,24
DecorationBounds: 22,48,0,-12
SelectionDecorations:
Health:
HP: 55000
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
WithBuildingBib:
HasMinibib: Yes
Turreted:
TurnSpeed: 255
Offset: 128,128,384
Armament@PRIMARY:
Weapon: TowerMissile
LocalOffset: 256,128,0, 256,-128,0
LocalYaw: -100,100
Armament@SECONDARY:
Weapon: TowerAAMissile
LocalOffset: 256,128,0, 256,-128,0
LocalYaw: -100,100
AttackTurreted:
RequiresCondition: !build-incomplete
PauseOnCondition: lowpower
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
Power:
Amount: -50
SBAG:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbag Barrier
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.GDI
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Armor:
Type: Light
LineBuild:
NodeTypes: sandbag
LineBuildNode:
Types: sandbag
WithWallSpriteBody:
Type: sandbag
CYCL:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Chain Link Barrier
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.Nod
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Armor:
Type: Light
LineBuild:
NodeTypes: chain
LineBuildNode:
Types: chain
WithWallSpriteBody:
Type: chain
BRIK:
Inherits: ^Wall
Valued:
Cost: 150
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Barrier
Buildable:
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Queue: Defence.GDI, Defence.Nod
BuildDuration: 500
BuildDurationModifier: 40
Description: Stops infantry and most tanks.\nBlocks some projectiles.
Health:
HP: 25000
Armor:
Type: Heavy
BlocksProjectiles:
Crushable:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSounds: crumble.aud
LineBuild:
NodeTypes: concrete
LineBuildNode:
Types: concrete
WithWallSpriteBody:
Type: concrete
BARRACKS:
AlwaysVisible:
Interactable:
Tooltip:
Name: Infantry Production
Buildable:
Description: Infantry Production
VEHICLEPRODUCTION:
AlwaysVisible:
Interactable:
Tooltip:
Name: Vehicle Production
Buildable:
Description: Vehicle Production
ANYPOWER:
AlwaysVisible:
Interactable:
Tooltip:
Name: Power Plant
Buildable:
Description: Power Plant
ANYHQ:
AlwaysVisible:
Interactable:
Tooltip:
Name: a communications center
Buildable:
Description: a communications center