Files
OpenRA/mods/ts/rules/structures.yaml
Taryn Hill 4ed53c5952 Simplify return statements.
Remove redundant ‘this’.
Remove unused using directives.
Simplify LINQ chains.
Add some trait property descriptions.
Add readonly where viable.
Add fullstops to some yaml descriptions.
2015-04-01 12:33:17 -05:00

1437 lines
26 KiB
YAML

GACNST:
Inherits: ^Building
Building:
Footprint: xxx xxx xxx
BuildSounds: facbld1.aud
Dimensions: 3,3
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
Production:
Produces: Building,Defense
Valued:
Cost: 2500
Tooltip:
Name: Construction Yard
Description: Builds base structures.
CustomSellValue:
Value: 2500
BaseBuilding:
Transforms:
IntoActor: mcv
Offset: 1,1
Facing: 96
ProductionBar@Building:
ProductionType: Building
ProductionBar@Defense:
ProductionType: Defense
WithIdleOverlay@TOP:
Sequence: idle-top
WithIdleOverlay@SIDE:
Sequence: idle-side
WithIdleOverlay@FRONT:
Sequence: idle-front
WithBuildingPlacedOverlay:
Power:
Amount: 0
Selectable:
Bounds: 144, 80, 0, -12
ProvidesCustomPrerequisite@gdi:
Race: gdi
Prerequisite: structures.gdi
ProvidesCustomPrerequisite@nod:
Race: nod
Prerequisite: structures.nod
GAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Prerequisites: ~structures.gdi
Valued:
Cost: 300
Tooltip:
Name: GDI Power Plant
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@PLUG:
Sequence: idle-plug
Selectable:
Bounds: 90, 84, 0, -12
Power:
Amount: 100
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
Pluggable@pluga:
Offset: 0,1
Upgrades:
powrup: powrup.a
Power@pluga:
UpgradeTypes: powrup.a
UpgradeMinEnabledLevel: 1
Amount: 50
WithIdleOverlay@pluga:
UpgradeTypes: powrup.a
UpgradeMinEnabledLevel: 1
Sequence: idle-powrupa
Pluggable@plugb:
Offset: 1,1
Upgrades:
powrup: powrup.b
WithIdleOverlay@plugb:
UpgradeTypes: powrup.b
UpgradeMinEnabledLevel: 1
Sequence: idle-powrupb
Power@plugb:
UpgradeTypes: powrup.b
UpgradeMinEnabledLevel: 1
Amount: 50
GAPOWRUP:
Inherits: ^BuildingPlug
Valued:
Cost: 150
Tooltip:
Name: Power Turbine
Description: Provides extra power generation.
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Prerequisites: gapowr, ~structures.gdi
Plug:
Type: powrup
Power:
Amount: 50
GAPILE:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower, ~structures.gdi
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
Description: Produces infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 88, 56, 0, -8
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
RallyPoint:
RallyPoint: 2,3
Exit@1:
SpawnOffset: -256,1024,0
ExitCell: 2,2
Production:
Produces: Infantry
PrimaryBuilding:
ProductionBar:
WithProductionOverlay@LIGHTS:
Sequence: production-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@FLAG:
Sequence: idle-flag
Power:
Amount: -20
PROC:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Tiberium Refinery
Description: Processes raw Tiberium\ninto useable resources
Buildable:
Queue: Building
BuildPaletteOrder: 20
Prerequisites: anypower
Building:
Footprint: xxx= xx== xxx=
Dimensions: 4,3
Selectable:
Bounds: 134, 122, 0, -18
Health:
HP: 900
RevealsShroud:
Range: 6c0
TiberianSunRefinery:
DockAngle: 160
DockOffset: 2,1
StoresResources:
PipColor: Green
PipCount: 15
Capacity: 3000
CustomSellValue:
Value: 600
FreeActor:
Actor: HARV
InitialActivity: FindResources
SpawnOffset: 3,1
Facing: 160
WithIdleOverlay@REDLIGHTS:
Sequence: idle-redlights
WithIdleOverlay@BIB:
Sequence: bib
Power:
Amount: -30
GASILO:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 70
Prerequisites: proc
Valued:
Cost: 150
Tooltip:
Name: Silo
Description: Stores excess Tiberium.
Building:
Footprint: xx xx
Dimensions: 2, 2
Selectable:
Bounds: 80, 48, -5, 0
-GivesBuildableArea:
Health:
HP: 300
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingSilo:
WithIdleOverlay@UNDERLAY:
Sequence: idle-underlay
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
StoresResources:
PipCount: 5
Capacity: 1500
Power:
Amount: -10
GAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: GDI War Factory
Description: Assembly point for\nvehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: factory
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: proc, ~structures.gdi
Building:
Footprint: xxx= xxx= xxx=
Dimensions: 4,3
Selectable:
Bounds: 154, 100, -2, -12
Health:
HP: 1000
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 6,1
Exit@1:
SpawnOffset: 0,0,0
ExitCell: 4,1
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithProductionOverlay@WHITELIGHTS:
Sequence: production-lights-white
WithProductionOverlay@REDLIGHTS:
Sequence: production-lights-red
WithIdleOverlay@TURBINES:
Sequence: idle-turbines
WithIdleOverlay@BIB:
Sequence: bib
Power:
Amount: -30
NAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Prerequisites: ~structures.nod
Valued:
Cost: 300
Tooltip:
Name: Nod Power Plant
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 88, 80, 2, -12
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: 100
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
NAAPWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 5
Prerequisites: factory, ~structures.nod
Valued:
Cost: 600
Tooltip:
Name: Advanced Power Plant
Description: Provides more power for structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Footprint: xxx xxx
Dimensions: 2,3
Selectable:
Bounds: 100, 74, 0, -12
Health:
HP: 900
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: 200
InfiltrateForPowerOutage:
AffectedByPowerOutage:
TargetableBuilding:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
NAHAND:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower, ~structures.nod
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Description: Produces infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Building:
Footprint: xxx xxx
Dimensions: 3,2
Selectable:
Bounds: 116, 78, 3, -8
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 384,768,0
ExitCell: 3,2
RallyPoint:
RallyPoint: 3,3
Production:
Produces: Infantry
PrimaryBuilding:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithProductionOverlay@LIGHT:
Sequence: production-light
Power:
Amount: -20
NAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Nod War Factory
Description: Assembly point for\nvehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: factory
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: proc, ~structures.nod
Building:
Footprint: xxx= xxx= xxx=
Dimensions: 4,3
Selectable:
Bounds: 149, 116, -3, -20
Health:
HP: 1000
RevealsShroud:
Range: 4c0
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 6,1
Exit@1:
SpawnOffset: 0,0,0
ExitCell: 4,1
Production:
Produces: Vehicle
PrimaryBuilding:
ProductionBar:
WithProductionOverlay@LIGHTS:
Sequence: production-lights
WithIdleOverlay@BIB:
Sequence: bib
Power:
Amount: -30
GASAND:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: ~structures.gdi
SoundOnDamageTransition:
DamagedSounds: sandbag1.aud
DestroyedSounds: sandbag1.aud
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbags
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Health:
HP: 250
Armor:
Type: Light
LineBuild:
NodeTypes: sandbags
LineBuildNode:
Types: sandbags
RenderBuildingWall:
Type: sandbags
GAWALL:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: ~structures.gdi
SoundOnDamageTransition:
DamagedSounds:
DestroyedSounds:
Valued:
Cost: 50
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Wall
Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
Health:
HP: 300
Armor:
Type: Concrete
Crushable:
CrushClasses: heavywall
LineBuild:
NodeTypes: wall, turret
NAWALL:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1001
Prerequisites: ~structures.nod
SoundOnDamageTransition:
DamagedSounds:
DestroyedSounds:
Valued:
Cost: 50
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Wall
Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
Health:
HP: 300
Armor:
Type: Concrete
Crushable:
CrushClasses: heavywall
LineBuild:
NodeTypes: wall, turret
GATICK:
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed Tick Tank
-GivesBuildableArea:
Health:
HP: 350
Armor:
Type: Concrete
RevealsShroud:
Range: 5c0
Turreted:
ROT: 6
InitialFacing: 128
Offset: 170,0,213
Armament@PRIMARY:
Weapon: 90mm
LocalOffset: 384,0,128
UpgradeTypes: eliteweapon
UpgradeMaxEnabledLevel: 0
UpgradeMaxAcceptedLevel: 1
MuzzleSequence: muzzle
Armament@ELITE:
Weapon: 120mmx
LocalOffset: 384,0,128
UpgradeTypes: eliteweapon
UpgradeMinEnabledLevel: 1
MuzzleSequence: muzzle
AttackTurreted:
BodyOrientation:
QuantizedFacings: 32
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
WithVoxelBarrel:
LocalOffset: 170,0,0
WithVoxelTurret:
Transforms:
IntoActor: ttnk
Offset: 1,1
Facing: 96
TransformSounds: place2.aud
NoTransformSounds:
WithMuzzleFlash:
-WithDeathAnimation:
GAICBM:
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed ICBM
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
Transforms:
IntoActor: icbm
Offset: 1,1
Facing: 96
TransformSounds: place2.aud
NoTransformSounds:
-WithDeathAnimation:
GADPSA:
Inherits: ^Building
Valued:
Cost: 950
-AcceptsSupplies:
Tooltip:
Name: Deployed Sensor Array
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 8c0
Transforms:
IntoActor: lpst
Offset: 1,1
Facing: 96
TransformSounds: place2.aud
NoTransformSounds:
RenderDetectionCircle:
DetectCloaked:
Range: 6
-WithDeathAnimation:
GAARTY:
Inherits: ^Building
Valued:
Cost: 975
-AcceptsSupplies:
Tooltip:
Name: Deployed Artillery
-GivesBuildableArea:
Health:
HP: 300
Armor:
Type: Light
RevealsShroud:
Range: 9c0
Selectable:
Voice: Vehicle
Turreted:
ROT: 5
InitialFacing: 128
Offset: 0,0,171
Armament:
Weapon: 155mm
LocalOffset: 811,0,0
MuzzleSequence: muzzle
AttackTurreted:
BodyOrientation:
QuantizedFacings: 32
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
WithVoxelBarrel:
LocalOffset: 0,0,-512
WithVoxelTurret:
Transforms:
IntoActor: art2
Offset: 1,1
Facing: 96
TransformSounds: place2.aud
NoTransformSounds:
WithMuzzleFlash:
-WithDeathAnimation:
GARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Prerequisites: proc, ~structures.gdi
Valued:
Cost: 1000
Tooltip:
Name: GDI Radar
Description: Provides radar screen
ProvidesCustomPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 116, 0, -28
Health:
HP: 800
Armor:
Type: Wood
RequiresPower:
CanPowerDown:
ProvidesRadar:
InfiltrateForExploration:
DetectCloaked:
Range: 10
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
TargetableBuilding:
TargetTypes: Ground, C4, SpyInfiltrate
Power:
Amount: -50
NARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Prerequisites: proc, ~structures.nod
Valued:
Cost: 1000
Tooltip:
Name: Nod Radar
Description: Provides radar screen
ProvidesCustomPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 82, 0, -17
Health:
HP: 800
Armor:
Type: Wood
RequiresPower:
CanPowerDown:
ProvidesRadar:
InfiltrateForExploration:
DetectCloaked:
Range: 10
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
TargetableBuilding:
TargetTypes: Ground, C4, SpyInfiltrate
Power:
Amount: -50
GATECH:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: gaweap, garadr, ~structures.gdi
Valued:
Cost: 2000
Tooltip:
Name: GDI Tech Center
Description: Required for high-\ntech research
ProvidesCustomPrerequisite:
Prerequisite: tech
Building:
Footprint: xxx xxx
Dimensions: 3,2
Selectable:
Bounds: 110, 60, 3, -8
Health:
HP: 500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -150
NATECH:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: naweap, naradr, ~structures.nod
Valued:
Cost: 2000
Tooltip:
Name: Nod Tech Center
Description: Required for high-\ntech research
ProvidesCustomPrerequisite:
Prerequisite: tech
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 86, 58, 0, -4
Health:
HP: 500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -150
GAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
Queue: Building
Prerequisites: garadr, ~structures.gdi
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
RallyPoint:
Production:
Produces: Air
PrimaryBuilding:
Reservable:
RepairsUnits:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithDeathAnimation@BIB:
DeathSequence: dead-platform
UseDeathTypeSuffix: false
Power:
Amount: -10
Selectable:
Bounds: 88, 66, 0, -5
NAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
Queue: Building
Prerequisites: naradr, ~structures.nod
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
RallyPoint:
Production:
Produces: Air
PrimaryBuilding:
Reservable:
RepairsUnits:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithDeathAnimation@BIB:
DeathSequence: dead-platform
UseDeathTypeSuffix: false
Power:
Amount: -10
Selectable:
Bounds: 78, 54, 0, -8
GADEPT:
Inherits: ^Building
Valued:
Cost: 1200
Tooltip:
Name: Service Depot
Description: Repairs vehicles
Buildable:
BuildPaletteOrder: 80
Prerequisites: factory, ~structures.gdi
Queue: Building
Building:
Footprint: =x= xxx =x=
Dimensions: 3,3
Selectable:
Bounds: 98, 68, -6, -6
Health:
HP: 1100
RevealsShroud:
Range: 5c0
Reservable:
RepairsUnits:
RallyPoint:
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@GROUND:
Sequence: ground
WithRepairOverlay@CIRCUITS:
Sequence: circuits
WithRepairOverlay@CRANE:
Sequence: crane
WithRepairOverlay@PLATFORM:
Sequence: platform
WithDeathAnimation@BIB:
DeathSequence: dead-ground
UseDeathTypeSuffix: false
Power:
Amount: -30
NASTLH:
Inherits: ^Building
Valued:
Cost: 2500
Tooltip:
Name: Stealth Generator
Description: Generates a cloaking field
Buildable:
BuildPaletteOrder: 80
Prerequisites: proc, natech, ~structures.nod
Queue: Building
Building:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
WithIdleOverlay@pulse:
Sequence: pulse
PauseOnLowPower: true
WithRangeCircle:
Range: 12c0
Type: cloakgenerator
Power:
Amount: -350
RequiresPower:
CanPowerDown:
UpgradeActorsNear:
Upgrades: cloakgenerator
Range: 12c0
EnableSound: cloak5.aud
DisableSound: cloak5.aud
AffectsParent: true
Selectable:
Bounds: 124, 64, 15, 13
GACTWR:
Inherits: ^Building
Valued:
Cost: 600
Tooltip:
Name: Component Tower
Description: Modular tower for base defenses.
Buildable:
Queue: Defense
BuildPaletteOrder: 30
Prerequisites: gapile, ~structures.gdi
Building:
Selectable:
Bounds: 48, 48, 0, -12
DisabledOverlay:
-GivesBuildableArea:
Health:
HP: 500
Armor:
Type: Light
RevealsShroud:
Range: 6c0
BodyOrientation:
QuantizedFacings: 32
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
UpgradeTypes: tower
UpgradeMinEnabledLevel: 1
Range: 5
AutoTarget:
Turreted:
ROT: 10
InitialFacing: 50
AttackTurreted:
UpgradeTypes: tower
UpgradeMinEnabledLevel: 1
CanPowerDown:
WithTurret@VULC:
UpgradeTypes: tower.vulcan
UpgradeMinEnabledLevel: 1
Recoils: no
Sequence: turret-vulcan
WithTurret@ROCKET:
UpgradeTypes: tower.rocket
UpgradeMinEnabledLevel: 1
Recoils: no
Sequence: turret-rocket
WithTurret@SAM:
UpgradeTypes: tower.sam
UpgradeMinEnabledLevel: 1
Recoils: no
Sequence: turret-sam
Armament@VULCPRIMARY:
UpgradeTypes: tower.vulcan
UpgradeMinEnabledLevel: 1
Weapon: VulcanTower
LocalOffset: 768,85,512
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
Armament@VULCSECONDARY:
UpgradeTypes: tower.vulcan
UpgradeMinEnabledLevel: 1
Name: secondary
Weapon: VulcanTower
LocalOffset: 768,-85,512
MuzzleSequence: muzzle
MuzzleSplitFacings: 8
Armament@ROCKET:
UpgradeTypes: tower.rocket
UpgradeMinEnabledLevel: 1
Weapon: RPGTower
LocalOffset: 512,-128,512
Armament@SAM:
UpgradeTypes: tower.sam
UpgradeMinEnabledLevel: 1
Weapon: SAMTower
LocalOffset: 512,0,512
WithMuzzleFlash:
UpgradeTypes: tower.vulcan
UpgradeMinEnabledLevel: 1
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
LineBuildNode:
Types: turret
-RenderBuilding:
RenderBuildingWall:
Type: wall
Power@base:
Amount: -10
Power@turrets:
UpgradeTypes: tower
UpgradeMinEnabledLevel: 1
Amount: -20
Power@samextra:
UpgradeTypes: tower.sam
UpgradeMinEnabledLevel: 1
Amount: -10
Pluggable:
Upgrades:
tower.vulcan: tower, tower.vulcan
tower.rocket: tower, tower.rocket
tower.sam: tower, tower.sam
GAVULC:
Inherits: ^BuildingPlug
Valued:
Cost: 150
Tooltip:
Name: Vulcan Tower
Description: Basic base defense. \nRequires no power to operate.\n Strong vs infantry and light armor\n Cannot target Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: gactwr, gapile, ~structures.gdi
Plug:
Type: tower.vulcan
Power:
Amount: -20
GAROCK:
Inherits: ^BuildingPlug
Valued:
Cost: 600
Tooltip:
Name: RPG Upgrade
Description: GDI Advanced base defense.\nRequires power to operate.\n Strong vs armored ground units\n Cannot target Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: gactwr, gapile, ~structures.gdi
Plug:
Type: tower.rocket
Power:
Amount: -20
GACSAM:
Inherits: ^BuildingPlug
Valued:
Cost: 300
Tooltip:
Name: SAM. Upgrade
Description: GDI Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: gactwr, garadr, ~structures.gdi
Plug:
Type: tower.sam
Power:
Amount: -30
NASAM:
Inherits: ^Building
Valued:
Cost: 600
Tooltip:
Name: S.A.M. Site
Description: Nod Anti-Air base defense. \nRequires power to operate.\n Strong vs all Aircraft\n Cannot target ground units
Buildable:
Queue: Defense
Prerequisites: naradr, ~structures.nod
BuildPaletteOrder: 60
Building:
Selectable:
Bounds: 40, 36, -3, -8
RequiresPower:
DisabledOverlay:
-GivesBuildableArea:
Health:
HP: 500
Armor:
Type: Light
RevealsShroud:
Range: 6c0
BodyOrientation:
QuantizedFacings: 32
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
Range: 5
AutoTarget:
Turreted:
ROT: 10
InitialFacing: 50
AttackTurreted:
WithTurret:
Recoils: no
Armament:
Weapon: SAMTower
LocalOffset: 512,0,512
Power:
Amount: -30
NALASR:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Laser Turret
Description: Basic base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft
Buildable:
Queue: Defense
Prerequisites: nahand, ~structures.nod
BuildPaletteOrder: 50
Building:
Selectable:
Bounds: 40, 36, -8, -8
RequiresPower:
DisabledOverlay:
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 5c0
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
Range: 3
Turreted:
ROT: 10
InitialFacing: 300
Offset: 298,-171,0
AttackTurreted:
Armament:
Weapon: TurretLaser
RenderVoxels:
WithVoxelTurret:
AutoTarget:
Power:
Amount: -40
NAOBEL:
Inherits: ^Building
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Description: Advanced base defense. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 90
Prerequisites: natech, ~structures.nod
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 88, 74, 0, -14
RequiresPower:
DisabledOverlay:
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
RenderBuildingCharge:
ChargeAudio: obelpowr.aud
Armament:
Weapon: ObeliskLaser
LocalOffset: 0,0,725
AttackCharge:
ReloadTime: 50
InitialChargeDelay: 50
AutoTarget:
-RenderBuilding:
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
Range: 5
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -150
NAPULS:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: EMP Cannon
Description: Disables vehicles. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 90
Prerequisites: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 78, 54, 0, -12
RequiresPower:
DisabledOverlay:
-GivesBuildableArea:
Health:
HP: 500
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Turreted:
ROT: 10
InitialFacing: 300
AttackTurreted:
Armament:
Weapon: EMPulseCannon
AutoTarget:
RenderRangeCircle:
RenderDetectionCircle:
DetectCloaked:
Range: 5
WithTurret:
Sequence: turret
Power:
Amount: -150
NAMISL:
Inherits: ^Building
Buildable:
Queue: Defense
BuildPaletteOrder: 100
Owner: nod
Prerequisites: natech
BuildLimit: 1
Valued:
Cost: 1300
Tooltip:
Name: Nod Missile Silo
Description: Launches a devastating missile\nat a target location.\nRequires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: tech
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 75,48
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -50
CanPowerDown:
RequiresPower:
DisabledOverlay:
SupportPowerChargeBar:
NukePower:
Icon: clustermissile
ChargeTime: 540
Description: Cluster Missile
LongDesc: Launches a conventional warhead\nat a target location.
BeginChargeSound:
EndChargeSound: 00-i154.aud
SelectTargetSound:
InsufficientPowerSound:
IncomingSound: 00-i150.aud
LaunchSound: icbm1.aud
MissileWeapon: ClusterMissile
SpawnOffset: 0,427,0
DisplayTimer: False
DisplayBeacon: False
DisplayRadarPing: True
BeaconPoster:
CameraActor: camera
GAPLUG:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: GDI Upgrade Center
Description: Can be upgraded for additional technology.
Selectable:
Bounds: 115,120,0,-20
Buildable:
BuildPaletteOrder: 100
Prerequisites: proc, gatech
Queue: Building
Building:
Footprint: xxx xxx
Dimensions: 2,3
RequiresPower:
CanPowerDown:
DisabledOverlay:
RenderBuilding:
WithIdleOverlay@DISH:
Sequence: idle-dish
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@STRIP:
Sequence: idle-strip
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
IonCannonPower:
UpgradeTypes: plug.ioncannon
UpgradeMinEnabledLevel: 1
Icon: ioncannon
Effect: ionbeam
ChargeTime: 180
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSound:
EndChargeSound: 00-i156.aud
LaunchSound:
SelectTargetSound:
InsufficientPowerSound:
DisplayRadarPing: True
CameraActor: camera
SupportPowerChargeBar:
Power:
Amount: -150
Power@ioncannon:
UpgradeTypes: plug.ioncannon
UpgradeMinEnabledLevel: 1
Amount: -100
Pluggable@pluga:
Offset: 0,2
Upgrades:
plug.ioncannon: plug.ioncannon, plug.ioncannona
WithIdleOverlay@ioncannona:
UpgradeTypes: plug.ioncannona
UpgradeMinEnabledLevel: 1
Sequence: idle-ioncannona
Pluggable@plugb:
Offset: 1,2
Upgrades:
plug.ioncannon: plug.ioncannon, plug.ioncannonb
WithIdleOverlay@ioncannonb:
UpgradeTypes: plug.ioncannonb
UpgradeMinEnabledLevel: 1
Sequence: idle-ioncannonb
GAPLUG3:
Inherits: ^BuildingPlug
Valued:
Cost: 1500
Tooltip:
Name: Ion Cannon Uplink
Description: Enables use of the Ion Cannon.
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: gaplug, gatech, ~structures.gdi
Plug:
Type: plug.ioncannon
Power:
Amount: -100
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production
FACTORY:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
RADAR:
Tooltip:
Name: Radar
Description: Radar
TECH:
Tooltip:
Name: Tech Center
Description: Tech Center