Structures should now have same values C&C Gold now. Helipad is not perfect (unit does not spawn in the center) There may be issues with how the ion cannon does damage differently to weapons factory vs. airfield (also an issue in regular CNC fork). List of buildings has been organized from basic to advanced, and in-game build menu has been changed to be more logical.
808 lines
16 KiB
YAML
808 lines
16 KiB
YAML
FACT:
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Inherits: ^Building
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-Buildable:
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Valued:
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Cost: 5000
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Tooltip:
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Name: Construction Yard
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Icon: mcvicnh
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Description: Builds structures
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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: 800
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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: .5
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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: .5
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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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Bib:
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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: Provides power for other structures
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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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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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# Range: 2
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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: 2000
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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 into 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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# Range: 4
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Bib:
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TiberiumRefinery:
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DockOffset: 0,2
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TickLifetime: 30
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TickVelocity: 1
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TickRate: 125
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StoresOre:
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PipColor: Green
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PipCount: 10
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Capacity: 1000
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Selectable:
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Bounds: 73,72
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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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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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NUK2:
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Inherits: ^Building
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Valued:
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Cost: 700
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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: nuke
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Owner: gdi,nod
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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: 600
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RevealsShroud:
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Range: 4
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# Range: 2
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Bib:
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SILO:
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Inherits: ^Building
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Valued:
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Cost: 150
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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: 15
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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: 300
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RevealsShroud:
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Range: 4
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# Range: 2
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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RenderBuildingSilo:
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StoresOre:
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PipCount: 15
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PipColor: Green
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Capacity: 1500
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Selectable:
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Bounds: 49,24
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-RenderBuilding:
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-EmitInfantryOnSell:
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Bib:
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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: 800
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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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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: 800
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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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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 for 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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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 7
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# Range: 5
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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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ProductionBar:
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WEAP:
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#light
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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 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: 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: 400
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Armor:
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Type: Light
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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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ProductionBar:
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HPADGDI:
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Inherits: ^Building
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Valued:
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Cost: 1500
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CustomSellValue:
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Value: 300
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Tooltip:
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Name: Helipad (GDI)
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Icon:hpadicnh
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Description: Produces and reloads helicopters
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ProvidesCustomPrerequisite:
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Prerequisite: hpad
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: barracks
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Owner: gdi
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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: 800
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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FreeActor:
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Actor: ORCA
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Facing: 3
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Exit@1:
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# SpawnOffset: 0,0
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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: .5
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LowPowerSlowdown: 3
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ProductionBar:
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Bib:
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HPADNOD:
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Inherits: ^Building
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Valued:
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Cost: 1500
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CustomSellValue:
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Value: 300
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Tooltip:
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Name: Helipad (Nod)
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Icon:hpadicnh
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Description: Produces and reloads helicopters
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ProvidesCustomPrerequisite:
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Prerequisite: hpad
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: barracks
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Owner: 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: 800
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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FreeActor:
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Actor: HELI
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Exit@1:
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SpawnOffset: 0,0
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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: .5
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LowPowerSlowdown: 3
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ProductionBar:
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Bib:
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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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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: 1000
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RevealsShroud:
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Range: 12
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# Range: 10
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Bib:
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ProvidesRadar:
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FIX:
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Inherits: ^Building
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Valued:
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Cost: 1200
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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 and allows the\nconstruction of additional bases.
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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: 800
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RevealsShroud:
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Range: 5
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# Range: 3
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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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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#wood
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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: 2800
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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: techbuilding
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Buildable:
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BuildPaletteOrder: 100
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Prerequisites: hq
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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: 1000
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RevealsShroud:
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Range: 12
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# Range: 10
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Bib:
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ProvidesRadar:
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IonCannonPower:
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Image: ionicnh
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ChargeTime: 280
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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: 3000
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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.\nRequires power to operate.
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ProvidesCustomPrerequisite:
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Prerequisite: techbuilding
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Buildable:
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BuildPaletteOrder: 100
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Prerequisites: hq
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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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Armor:
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Type: Light
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RevealsShroud:
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Range: 6
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# Range: 4
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# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
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Bib:
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NukePower:
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Image: atomicnh
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ChargeTime: 405
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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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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. Requires power\nto 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: hq
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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: Light
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RevealsShroud:
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Range: 9
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# Range: 5
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# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA).
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# (Range of Obelisk laser is 7.5)
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RenderBuildingCharge:
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ChargeAudio: obelpowr.aud
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AttackTurreted:
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PrimaryWeapon: Laser
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PrimaryOffset: 0,0,-2,-17
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FireDelay: 8
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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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RenderRangeCircle:
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-EmitInfantryOnSell:
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# RenderDetectionCircle:
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DetectCloaked:
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Range: 5
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CYCL:
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Inherits: ^Wall
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Valued:
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Cost: 75
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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: gdi, nod
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Health:
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HP: 50
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Armor:
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Type: Wall
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SBAG:
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Inherits: ^Wall
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Valued:
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Cost: 50
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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, nod
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Health:
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HP: 25
|
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Armor:
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Type: Wall
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BRIK:
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Inherits: ^HeavyWall
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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: 200
|
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Armor:
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Type: Concrete
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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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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: 40
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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:
|
|
HP: 400
|
|
Armor:
|
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Type: Heavy
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RevealsShroud:
|
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Range: 7
|
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# Range: 5
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# RevealShroud range was set to equal 1 + its weapon range (6) (due to possible rendering issues with shroud for OpenRA)
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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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AttackTurreted:
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PrimaryWeapon: TurretGun
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PrimaryLocalOffset: 0,4,0,-2,0
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AutoTarget:
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-AutoTargetIgnore:
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|
-RenderBuilding:
|
|
-DeadBuildingState:
|
|
RenderRangeCircle:
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|
# RenderDetectionCircle:
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|
DetectCloaked:
|
|
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
|
|
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:
|
|
Power: -20
|
|
Footprint: xx
|
|
Dimensions: 2,1
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 400
|
|
Armor:
|
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Type: Heavy
|
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RevealsShroud:
|
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# Range: 3
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Range: 5
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# Range set to arbitrary length more in line with what you would expect from a guard tower. (SAM missile's range is 15)
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Turreted:
|
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ROT: 7
|
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InitialFacing: 0
|
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RenderBuildingTurreted:
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|
AttackPopupTurreted:
|
|
PrimaryWeapon: SAMMissile
|
|
WithMuzzleFlash:
|
|
AutoTarget:
|
|
-RenderBuilding:
|
|
RenderRangeCircle:
|
|
|
|
GTWR:
|
|
#wood
|
|
Inherits: ^Building
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
|
|
Name: Guard Tower
|
|
Icon: gtwricnh
|
|
Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
|
Buildable:
|
|
Queue: Defense
|
|
BuildPaletteOrder: 50
|
|
Prerequisites: barracks
|
|
Owner: gdi,nod
|
|
Building:
|
|
Power: -10
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 400
|
|
RevealsShroud:
|
|
Range: 6
|
|
# Range: 3
|
|
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA)
|
|
AttackTurreted:
|
|
PrimaryWeapon: HighV
|
|
PrimaryOffset: 0,0,0,-6
|
|
PrimaryLocalOffset: 0,-6,0,0,0
|
|
AutoTarget:
|
|
-AutoTargetIgnore:
|
|
DetectCloaked:
|
|
Range: 3
|
|
# RenderDetectionCircle:
|
|
RenderRangeCircle:
|
|
WithMuzzleFlash:
|
|
Turreted:
|
|
ROT:255
|
|
|
|
ATWR:
|
|
Inherits: ^Building
|
|
RequiresPower:
|
|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
|
Name: Advanced Guard Tower
|
|
Icon: atwricnh
|
|
Description: Anti-armor defensive structure.\n Strong vs Light Vehicles, Tanks\n Weak vs Infantry
|
|
Buildable:
|
|
Queue: Defense
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: hq
|
|
Owner: gdi
|
|
Building:
|
|
Power: -20
|
|
Footprint: _ x
|
|
Dimensions: 1,2
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 600
|
|
Armor:
|
|
Type: Light
|
|
RevealsShroud:
|
|
Range: 7
|
|
# Range: 4
|
|
# RevealShroud range was set to equal its weapon range +1 (due to possible rendering issues with shroud for OpenRA)
|
|
AttackTurreted:
|
|
PrimaryWeapon: TowerMissle
|
|
PrimaryOffset: 0,0,5,2
|
|
PrimaryLocalOffset: 7,-7,0,0,-25, -7,-7,0,0,25
|
|
Turreted:
|
|
ROT:255
|
|
AutoTarget:
|
|
-AutoTargetIgnore:
|
|
# RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 4
|
|
RenderRangeCircle:
|