- 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).
223 lines
4.4 KiB
YAML
223 lines
4.4 KiB
YAML
GACNST:
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Inherits: ^Building
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Inherits@SHAPE: ^3x3Shape
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Building:
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Footprint: xxx xxx xxx
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BuildSounds: facbld1.aud
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Dimensions: 3,3
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Buildable:
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Queue: Building
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BuildPaletteOrder: 1000
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Prerequisites: ~disabled
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Description: Builds base structures.
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Health:
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HP: 150000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 5c0
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MaxHeightDelta: 3
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Production:
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Produces: Building,Defense
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PauseOnCondition: empdisable
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Valued:
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Cost: 2500
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Tooltip:
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Name: Construction Yard
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CustomSellValue:
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Value: 2500
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BaseBuilding:
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Transforms:
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RequiresCondition: factundeploy && !build-incomplete
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PauseOnCondition: being-demolished
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IntoActor: mcv
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Offset: 1,1
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Facing: 96
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DeployCursor: undeploy
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GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
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Condition: factundeploy
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Prerequisites: global-factundeploy
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ProductionBar@Building:
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ProductionType: Building
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ProductionBar@Defense:
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ProductionType: Defense
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WithIdleOverlay@TOP:
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RequiresCondition: !build-incomplete
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Sequence: idle-top
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WithIdleOverlay@SIDE:
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RequiresCondition: !build-incomplete
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Sequence: idle-side
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WithIdleOverlay@FRONT:
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RequiresCondition: !build-incomplete
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Sequence: idle-front
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WithBuildingPlacedOverlay:
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RequiresCondition: !build-incomplete
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Power:
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Amount: 0
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Selectable:
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Bounds: 144, 60, 0, -6
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DecorationBounds: 144, 80, 0, -12
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ProvidesPrerequisite@gdi:
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Factions: gdi
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Prerequisite: structures.gdi
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ProvidesPrerequisite@nod:
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Factions: nod
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Prerequisite: structures.nod
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SelectionDecorations:
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PROC:
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Inherits: ^Building
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Inherits@SHAPE: ^4x3FactoryWithBibShape
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Valued:
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Cost: 2000
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Tooltip:
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Name: Tiberium Refinery
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Buildable:
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Queue: Building
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BuildPaletteOrder: 50
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Prerequisites: anypower, ~techlevel.low
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Description: Processes raw Tiberium\ninto useable resources.
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Building:
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Footprint: xxX= xx== xxX=
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Dimensions: 4,3
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Selectable:
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Bounds: 134, 96, 0, -12
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DecorationBounds: 134, 122, 0, -18
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Health:
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HP: 90000
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RevealsShroud:
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Range: 6c0
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MaxHeightDelta: 3
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TiberianSunRefinery:
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DockAngle: 160
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DockOffset: 2,1
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DiscardExcessResources: true
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StoresResources:
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PipColor: Green
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PipCount: 10
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Capacity: 2000
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CustomSellValue:
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Value: 600
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FreeActor:
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Actor: HARV
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SpawnOffset: 2,1
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Facing: 160
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WithIdleOverlay@REDLIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-redlights
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WithIdleOverlay@BIB:
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RequiresCondition: !build-incomplete
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Sequence: bib
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WithDockedOverlay@FLAME:
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RequiresCondition: !build-incomplete
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Sequence: flame
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Palette: effect
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WithDockingOverlay@UNLOAD:
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RequiresCondition: !build-incomplete
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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RenderSprites:
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Image: proc.gdi
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FactionImages:
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gdi: proc.gdi
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nod: proc.nod
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GrantConditionOnPlayerResources:
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Condition: contains-tiberium
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Explodes:
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RequiresCondition: contains-tiberium
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Weapon: TiberiumExplosion
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GASILO:
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Inherits: ^Building
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Inherits@SHAPE: ^2x2Shape
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Buildable:
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Queue: Building
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BuildPaletteOrder: 100
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Prerequisites: proc, ~techlevel.low
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Description: Stores excess Tiberium.
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Valued:
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Cost: 150
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Tooltip:
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Name: Silo
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Building:
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Footprint: xx xx
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Dimensions: 2, 2
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Selectable:
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Bounds: 80, 48, -5, 0
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DecorationBounds: 80, 48, -5, 0
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-GivesBuildableArea:
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Health:
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HP: 30000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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MaxHeightDelta: 3
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RenderSprites:
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Image: gasilo.gdi
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FactionImages:
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gdi: gasilo.gdi
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nod: gasilo.nod
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WithResourceLevelOverlay@FILLSTAGE:
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RequiresCondition: !build-incomplete
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Sequence: stages
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WithSpriteBody:
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Sequence: idle-underlay
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights
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StoresResources:
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PipColor: Green
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PipCount: 5
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Capacity: 1500
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Power:
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Amount: -10
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SelectionDecorations:
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GrantConditionOnPlayerResources:
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Condition: contains-tiberium
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Explodes:
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RequiresCondition: contains-tiberium
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Weapon: TiberiumExplosion
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ANYPOWER:
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AlwaysVisible:
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Interactable:
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Tooltip:
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Name: Power Plant
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Buildable:
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Description: Power Plant
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BARRACKS:
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AlwaysVisible:
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Interactable:
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Tooltip:
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Name: Infantry Production
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Buildable:
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Description: Infantry Production
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FACTORY:
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AlwaysVisible:
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Interactable:
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Tooltip:
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Name: Vehicle Production
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Buildable:
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Description: Vehicle Production
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RADAR:
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AlwaysVisible:
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Interactable:
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Tooltip:
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Name: Radar
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Buildable:
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Description: Radar
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TECH:
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AlwaysVisible:
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Interactable:
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Tooltip:
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Name: Tech Center
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Buildable:
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Description: Tech Center
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