This is combined with slightly reducing the amount of tiberium stored in Refineries. Part of the reason for this is that refineries are targeted lots by ion cannons (one-shot kill) and nukes. Whenever this happens, you lose the money that's in them. By making a silo that stores more, you can store the tib farther away and keep a bit more of it safe. The other part of the reason is to bring silos into the game as a somewhat strategic structure. By having more money, they are more capturable, because you can steal what's in them. It might also make sense to maybe airstrike them so that the opponent loses what money is in them. The way to counteract this problem is to build more silos. They cost a bit more though (double) so that you have to think about how many you want.
792 lines
14 KiB
YAML
792 lines
14 KiB
YAML
# Arranged structures in order, from basic to advanced: Buildings, Defenses, Walls, Misc.
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FACT:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 1000
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Owner: None
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Valued:
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Cost: 2000
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Tooltip:
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Name: Construction Yard
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Description: Builds structures
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Icon: facticnh
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Building:
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Power: 15
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Footprint: xxx xxx
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Dimensions: 3,2
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Health:
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HP: 1400
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 10
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Bib:
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Production:
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Produces: Building,Defense
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Transforms:
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IntoActor: mcv
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Offset:1,1
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Facing: 108
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ProductionQueue@Building:
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Type: Building
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Group: Building
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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ProductionQueue@Defense:
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Type: Defense
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Group: Defense
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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BaseBuilding:
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ProductionBar:
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BaseProvider:
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Cooldown: 100
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Range: 14
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NUKE:
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Inherits: ^Building
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Valued:
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Cost: 300
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Tooltip:
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Name: Power Plant
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Icon: nukeicnh
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Description: Generates power
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ProvidesCustomPrerequisite:
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Prerequisite: anypower
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Buildable:
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BuildPaletteOrder: 10
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Owner: gdi,nod
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Prerequisites: fact
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Building:
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Power: 100
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Footprint: x_ xx
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Dimensions: 2,2
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Health:
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HP: 400
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RevealsShroud:
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Range: 4
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Bib:
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NUK2:
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Inherits: ^Building
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Valued:
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Cost: 500
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Tooltip:
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Name: Advanced Power Plant
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Icon:nuk2icnh
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Description: Provides more power, cheaper than the \nstandard Power Plant
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ProvidesCustomPrerequisite:
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Prerequisite: anypower
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: anyhq
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Owner: gdi,nod
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Building:
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Power: 200
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 650
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RevealsShroud:
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Range: 4
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Bib:
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PROC:
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Inherits: ^Building
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Valued:
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Cost: 1500
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Tooltip:
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Name: Tiberium Refinery
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Icon: procicnh
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Description: Processes raw Tiberium\ninto useable resources
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Buildable:
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BuildPaletteOrder: 20
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Prerequisites: anypower
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Owner: gdi,nod
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Building:
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Power: -30
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Footprint: _x_ xxx ===
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Dimensions: 3,3
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Health:
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HP: 900
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RevealsShroud:
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Range: 6
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Bib:
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TiberiumRefinery:
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DockOffset: 0,2
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TickRate: 15
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StoresOre:
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PipColor: Green
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PipCount: 15
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Capacity: 1500
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Selectable:
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Bounds: 73,72
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CustomSellValue:
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Value: 300
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FreeActor:
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Actor: HARV
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InitialActivity: FindResources
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SpawnOffset: 1,2
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Facing: 64
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-RenderBuilding:
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RenderBuildingRefinery:
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SILO:
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Inherits: ^Building
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Valued:
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Cost: 300
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Tooltip:
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Name: Tiberium Silo
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Icon: siloicnh
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Description: Stores processed Tiberium
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 35
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Prerequisites: proc
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Owner: gdi,nod
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Building:
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Power: -10
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Footprint: xx
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Dimensions: 2,1
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-GivesBuildableArea:
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Health:
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HP: 400
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RevealsShroud:
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Range: 4
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RenderBuildingSilo:
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StoresOre:
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PipCount: 24
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PipColor: Green
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Capacity: 2400
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Selectable:
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Bounds: 49,30
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-RenderBuilding:
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-EmitInfantryOnSell:
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PYLE:
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Inherits: ^Building
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Valued:
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Cost: 300
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Tooltip:
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Name: Barracks
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Icon: pyleicnh
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Description: Trains infantry
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ProvidesCustomPrerequisite:
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Prerequisite: barracks
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anypower
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Owner: gdi
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Building:
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Power: -20
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 500
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RevealsShroud:
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Range: 5
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Bib:
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RallyPoint:
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Exit@1:
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SpawnOffset: -10,2
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ExitCell: 0,1
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Exit@2:
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SpawnOffset: 7,7
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ExitCell: 1,1
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Production:
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Produces: Infantry
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ProductionQueue:
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Type: Infantry
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Group: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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HAND:
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Inherits: ^Building
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Valued:
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Cost: 300
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Tooltip:
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Name: Hand of Nod
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Icon: handicnh
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Description: Trains infantry
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ProvidesCustomPrerequisite:
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Prerequisite: barracks
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anypower
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Owner: nod
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Building:
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Power: -20
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Footprint: __ xx xx
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Dimensions: 2,3
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Health:
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HP: 500
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RevealsShroud:
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Range: 5
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Bib:
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RallyPoint:
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Exit@1:
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SpawnOffset: 12,24
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ExitCell: 1,2
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Production:
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Produces: Infantry
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ProductionQueue:
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Type: Infantry
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Group: Infantry
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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AFLD:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: Airstrip
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Icon: afldicnh
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Description: Provides a dropzone\nfor vehicle reinforcements
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ProvidesCustomPrerequisite:
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Prerequisite: vehicleproduction
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: proc
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Owner: nod
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Building:
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Power: -30
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Footprint: xxxx xxxx
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Dimensions: 4,2
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Health:
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HP: 1000
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RevealsShroud:
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Range: 7
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Bib:
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RallyPoint:
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RallyPoint: 4,2
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BelowUnits:
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Exit@1:
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SpawnOffset: -24,0
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ExitCell: 3,1
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ProductionAirdrop:
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Produces: Vehicle
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ProductionQueue:
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Type: Vehicle
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Group: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ReadyAudio:
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ProductionBar:
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WEAP:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: Weapons Factory
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Icon: weapicnh
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Description: Assembly point for\nvehicle reinforcements
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ProvidesCustomPrerequisite:
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Prerequisite: vehicleproduction
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: proc
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Owner: gdi
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Building:
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Power: -30
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Footprint: ___ xxx ===
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Dimensions: 3,3
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Health:
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HP: 1000
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RevealsShroud:
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Range: 4
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Bib:
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-RenderBuilding:
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RenderBuildingWarFactory:
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RallyPoint:
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RallyPoint: 0,3
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Exit@1:
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SpawnOffset: -8,-8
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ExitCell: 0,2
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Production:
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Produces: Vehicle
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ProductionQueue:
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Type: Vehicle
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Group: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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HPAD:
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Inherits: ^Building
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Valued:
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Cost: 1000
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Tooltip:
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Name: Helipad
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Icon:hpadicnh
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Description: Produces, rearms and\nrepairs helicopters
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: barracks
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Owner: gdi,nod
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Building:
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Power: -10
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 400
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RevealsShroud:
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Range: 5
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Exit@1:
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SpawnOffset: 0,-6
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Production:
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Produces: Aircraft
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BelowUnits:
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Reservable:
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RepairsUnits:
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RallyPoint:
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ProductionQueue:
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Type: Aircraft
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Group: Aircraft
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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HQ:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Valued:
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Cost: 1000
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Tooltip:
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Name: Communications Center
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Icon: hqicnh
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Description: Provides an overview of the battlefield.\n Requires power to operate.
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ProvidesCustomPrerequisite:
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Prerequisite: anyhq
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Buildable:
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BuildPaletteOrder: 70
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Prerequisites: proc
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Owner: gdi,nod
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Building:
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Power: -40
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Footprint: x_ xx
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Dimensions: 2,2
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Health:
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HP: 750
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RevealsShroud:
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Range: 10
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Bib:
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ProvidesRadar:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 8
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AirstrikePower:
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Image: bombicnh
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ChargeTime: 180
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Description: Air Strike
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LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
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EndChargeSound: airredy1.aud
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SelectTargetSound: select1.aud
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UnitType: a10
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SupportPowerChargeBar:
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FIX:
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Inherits: ^Building
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Valued:
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Cost: 500
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Tooltip:
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Name: Repair Facility
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Icon: fixicnh
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Description: Repairs vehicles
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Buildable:
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BuildPaletteOrder: 80
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Prerequisites: vehicleproduction
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Owner: gdi,nod
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Building:
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Power: -30
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Footprint: _x_ xxx _x_
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Dimensions: 3,3
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Health:
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HP: 400
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RevealsShroud:
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Range: 5
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BelowUnits:
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Reservable:
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RepairsUnits:
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RallyPoint:
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EYE:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Valued:
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Cost: 1800
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Tooltip:
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Name: Advanced Communications Center
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Icon: eyeicnh
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Description: Provides access to the Ion Cannon.\n Requires power to operate.
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ProvidesCustomPrerequisite:
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Prerequisite: anyhq
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Buildable:
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BuildPaletteOrder: 100
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Prerequisites: anyhq
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Owner: gdi
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Building:
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Power: -200
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Footprint: x_ xx
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Dimensions: 2,2
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Health:
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HP: 1200
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RevealsShroud:
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Range: 10
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Bib:
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ProvidesRadar:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 8
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IonCannonPower:
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Image: ionicnh
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ChargeTime: 180
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Description: Ion Cannon
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LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
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BeginChargeSound: ionchrg1.aud
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EndChargeSound: ionredy1.aud
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LaunchSound: ion1.aud
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SelectTargetSound: select1.aud
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SupportPowerChargeBar:
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TMPL:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: Temple of Nod
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Icon: tmplicnh
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Description: Place of worship and secret missile silo.\n Requires power to operate.
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ProvidesCustomPrerequisite:
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Prerequisite: anyhq
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Buildable:
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BuildPaletteOrder: 100
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Prerequisites: anyhq
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Owner: nod
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Building:
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Power: -150
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Footprint: ___ xxx xxx
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Dimensions: 3,3
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Health:
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HP: 2000
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RevealsShroud:
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Range: 6
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Bib:
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NukePower:
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Image: atomicnh
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ChargeTime: 300
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Description: Nuclear Strike
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LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
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BeginChargeSound:
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EndChargeSound: nukavail.aud
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SelectTargetSound: select1.aud
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LaunchSound: nukemisl.aud
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MissileWeapon: atomic
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SupportPowerChargeBar:
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GUN:
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Inherits: ^Building
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Valued:
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Cost: 600
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Tooltip:
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Name: Turret
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Icon: gunicnh
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Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 45
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Prerequisites: barracks
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Owner: gdi,nod
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Building:
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Power: -20
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-GivesBuildableArea:
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Health:
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HP: 400
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RevealsShroud:
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Range: 7
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Turreted:
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ROT: 12
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InitialFacing: 50
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RenderBuildingTurreted:
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Armament:
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Weapon: TurretGun
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LocalOffset: -71,0,85
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AttackTurreted:
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AutoTarget:
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DebugRetiliateAgainstAggressor:
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DebugNextAutoTargetScanTime:
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-AutoTargetIgnore:
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-RenderBuilding:
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-DeadBuildingState:
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RenderRangeCircle:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 5
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SAM:
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Inherits: ^Building
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RequiresPower:
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Valued:
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Cost: 750
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Tooltip:
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Name: SAM Site
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Icon: samicnh
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Description: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 50
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Prerequisites: hand
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Owner: nod
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Building:
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Power: -20
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Footprint: xx
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Dimensions: 2,1
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-GivesBuildableArea:
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Health:
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HP: 400
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 5
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Turreted:
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ROT: 10
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InitialFacing: 0
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RenderBuildingTurreted:
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Armament:
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Weapon: SAMMissile
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AttackPopupTurreted:
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WithMuzzleFlash:
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AutoTarget:
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DebugRetiliateAgainstAggressor:
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DebugNextAutoTargetScanTime:
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-RenderBuilding:
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RenderRangeCircle:
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OBLI:
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RequiresPower:
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Inherits: ^Building
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Valued:
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Cost: 1500
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Tooltip:
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Name: Obelisk of Light
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Icon:obliicnh
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Description: Advanced base defense.\n Requires power to operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 60
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Prerequisites: tmpl
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Owner: nod
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Building:
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Power: -150
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Footprint: _ x
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Dimensions: 1,2
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-GivesBuildableArea:
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Health:
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HP: 400
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 8
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RenderBuildingCharge:
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ChargeAudio: obelpowr.aud
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Armament:
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Weapon: Laser
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LocalOffset: 0,0,725
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FireDelay: 8
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AttackTurreted:
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Turreted:
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ROT:255
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AutoTarget:
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RenderBuilding:
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QuantizedFacings: 8
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DebugRetiliateAgainstAggressor:
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DebugNextAutoTargetScanTime:
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-AutoTargetIgnore:
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-RenderBuilding:
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RenderRangeCircle:
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-EmitInfantryOnSell:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 6
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GTWR:
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Inherits: ^Building
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Valued:
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Cost: 500
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Tooltip:
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Name: Guard Tower
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Icon: gtwricnh
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Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 40
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Prerequisites: barracks
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Owner: gdi,nod
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Building:
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Power: -10
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-GivesBuildableArea:
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Health:
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HP: 400
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RevealsShroud:
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Range: 7
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Armament:
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Weapon: HighV
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LocalOffset: 256,0,256
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AttackTurreted:
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RenderBuilding:
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QuantizedFacings: 8
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AutoTarget:
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DebugRetiliateAgainstAggressor:
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DebugNextAutoTargetScanTime:
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-AutoTargetIgnore:
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DetectCloaked:
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Range: 5
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RenderDetectionCircle:
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RenderRangeCircle:
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WithMuzzleFlash:
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Turreted:
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ROT:255
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ATWR:
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Inherits: ^Building
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RequiresPower:
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Valued:
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Cost: 1000
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Tooltip:
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Name: Advanced Guard Tower
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Icon: atwricnh
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Description: Anti-armor defensive structure.\n Strong vs Light Vehicles, Tanks\n Weak vs Infantry
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 60
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Prerequisites: anyhq
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Owner: gdi
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Building:
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Power: -40
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Footprint: _ x
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Dimensions: 1,2
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-GivesBuildableArea:
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Health:
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HP: 600
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 9
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Turreted:
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ROT:255
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Armament:
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Weapon: TowerMissle
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LocalOffset: 299,299,-85, 299,-299,-85
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LocalYaw: -100,100
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AttackTurreted:
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AutoTarget:
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RenderBuilding:
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QuantizedFacings: 8
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DebugRetiliateAgainstAggressor:
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DebugNextAutoTargetScanTime:
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-AutoTargetIgnore:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 6
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RenderRangeCircle:
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SBAG:
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Inherits: ^Wall
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Valued:
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Cost: 25
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CustomSellValue:
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Value: 0
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Tooltip:
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Name: Sandbag Barrier
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Icon:sbagicnh
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Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 20
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Prerequisites: fact
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Owner: gdi
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Health:
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HP: 100
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Armor:
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Type: Light
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CYCL:
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Inherits: ^Wall
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Valued:
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Cost: 25
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CustomSellValue:
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Value: 0
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Tooltip:
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Name: Chain Link Barrier
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Icon:cyclicnh
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Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 20
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Prerequisites: fact
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Owner: nod
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Health:
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HP: 100
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Armor:
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Type: Light
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BRIK:
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Inherits: ^Wall
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Valued:
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Cost: 100
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CustomSellValue:
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Value: 0
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Tooltip:
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Name: Concrete Barrier
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Icon:brikicnh
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Description: Stop units and blocks enemy fire.
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 30
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Prerequisites: vehicleproduction
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Owner: gdi,nod
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Health:
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HP: 250
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Armor:
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Type: Heavy
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Wall:
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CrushClasses: heavywall
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-CrushSound:
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SoundOnDamageTransition:
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DestroyedSound: crumble.aud
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# custom prerequisites:
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BARRACKS:
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Tooltip:
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Name: Infantry Production
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Description: Infantry Production
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VEHICLEPRODUCTION:
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Tooltip:
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Name: Vehicle Production
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Description: Vehicle Production
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ANYPOWER:
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Tooltip:
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Name: Power Plant
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Description: Power Plant
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ANYHQ:
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Tooltip:
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Name: a communications center
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Description: a communications center
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