Files
OpenRA/mods/ts/rules/structures.yaml
reaperrr 271dc3b4d4 Adding Nod buildings matching current GDI tech tree (power plant, production facilities).
Improving Weapons Factory exit, enabling RallyPoint (so you don't have to move units out of the way manually).
2013-08-28 00:10:02 +02:00

497 lines
8.3 KiB
YAML

GACNST:
Inherits: ^Building
Building:
Power: 0
Footprint: xxx xxx xxx
Dimensions: 3,3
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Owner: None
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 5
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:
-Sellable:
WithIdleOverlay@TOP:
Sequence: idle-top
WithIdleOverlay@SIDE:
Sequence: idle-side
WithIdleOverlay@FRONT:
Sequence: idle-front
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: 4
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
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5
# RallyPoint: #TODO: setup sequences
Exit@1:
SpawnOffset: -64,64,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@FLAG:
Sequence: idle-flag
GAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: GDI War Factory
Description: Assembly point for\nvehicle reinforcements
# ProvidesCustomPrerequisite:
# Prerequisite: VehicleProduction
Buildable:
Queue: Building
BuildPaletteOrder: 50
Owner: gdi
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint: # TODO: setup sequences/palettes
RallyPoint: 6,5
# IndicatorPalettePrefix: effect
Exit@1:
SpawnOffset: -4,24
ExitCell: 3,3
Production:
Produces: Vehicle
ProductionBar:
NAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Owner: nod
Hotkey: p
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: 4
# WithIdleOverlay@LIGHTS:
# Sequence: idle-lights
# WithIdleOverlay@PLUG:
# Sequence: idle-plug
NAHAND:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower
Owner: nod
Hotkey: b
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Description: Produces infantry
Building:
Power: -20
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5
# RallyPoint: #TODO: setup sequences
Exit@1:
SpawnOffset: -64,64,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
# WithIdleOverlay@LIGHTS:
# Sequence: idle-lights
# WithIdleOverlay@LIGHT:
# Sequence: idle-light
# WithIdleOverlay@FLAG:
# Sequence: idle-flag
NAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Nod War Factory
Description: Assembly point for\nvehicle reinforcements
# ProvidesCustomPrerequisite:
# Prerequisite: VehicleProduction
Buildable:
Queue: Building
BuildPaletteOrder: 50
Owner: nod
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint: # TODO: setup sequences/palettes
RallyPoint: 6,5
# IndicatorPalettePrefix: effect
Exit@1:
SpawnOffset: -4,24
ExitCell: 3,3
Production:
Produces: Vehicle
ProductionBar:
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
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: 5
Turreted:
ROT: 6
InitialFacing: 128
Armament:
Weapon: 90mm
AttackTurreted:
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
Image: ttnk
WithVoxelBarrel: # TODO: offsets
WithVoxelTurret: # TODO: offsets
Transforms:
IntoActor: ttnk
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GAICBM: # TODO: does not launch anything yet
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed ICBM
Building:
Footprint: _ x # TODO
Dimensions: 1,2 # TODO
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 5
Transforms:
IntoActor: icbm
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GADPSA:
Inherits: ^Building
Valued:
Cost: 950
-AcceptsSupplies:
Tooltip:
Name: Deployed Sensor Array
Building:
Footprint: _ x # TODO
Dimensions: 1,2 # TODO
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 8
Transforms:
IntoActor: lpst
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
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: 9
Selectable:
Voice: Vehicle
Turreted:
ROT: 5
InitialFacing: 128
Armament:
Weapon: 155mm
AttackTurreted:
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
Image: art2
WithVoxelBarrel: # TODO: offsets
WithVoxelTurret: # TODO: offsets
Transforms:
IntoActor: art2
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GASPOT: # TODO: has moving spotlights
Inherits: ^Building
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Owner: gdi, nod
Valued:
Cost: 300
Tooltip:
Name: Light Tower
Building:
Power: -10
Footprint: x
Dimensions: 1,1
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 4
RenderDetectionCircle:
DetectCloaked:
Range: 3
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
GAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
# Prerequisites: garadr
Owner: gdi
Queue: Building
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Air
BelowUnits:
Reservable:
RepairsUnits:
# RallyPoint:
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
# Prerequisites: naradr
Owner: nod
Queue: Building
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Air
BelowUnits:
Reservable:
RepairsUnits:
# RallyPoint:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
# custom prerequisites:
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production