Files
OpenRA/mods/ts/rules/gdi-structures.yaml
reaperrr fd717041ae Fix TS factory/barracks lights
In TS,
-GDI Factory lights were all idle and didn't have a damaged state
-GDI Barracks lights were all idle, and flag anim played more slowly
-Hand of Nod lights were all idle
-Nod Factory lights were idle
2017-04-01 16:30:20 +02:00

473 lines
10 KiB
YAML

GAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Prerequisites: ~structures.gdi, ~techlevel.low
Description: Provides power for other structures.
Valued:
Cost: 300
Tooltip:
Name: GDI Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@PLUG:
Sequence: idle-plug
Selectable:
Bounds: 90, 48, 0, -6
Power:
Amount: 100
InfiltrateForPowerOutage:
AffectedByPowerOutage:
PowerTooltip:
Targetable:
TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
DisabledOverlay:
Pluggable@pluga:
Offset: 0,1
Conditions:
powrup: powrup.a
Power@pluga:
RequiresCondition: powrup.a
Amount: 50
WithIdleOverlay@pluga:
RequiresCondition: powrup.a
Sequence: idle-powrupa
Pluggable@plugb:
Offset: 1,1
Conditions:
powrup: powrup.b
WithIdleOverlay@plugb:
RequiresCondition: powrup.b
Sequence: idle-powrupb
Power@plugb:
RequiresCondition: powrup.b
Amount: 50
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 90, 84, 0, -12
GAPILE:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower, ~structures.gdi, ~techlevel.low
Description: Produces infantry.
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
ProvidesPrerequisite:
Prerequisite: barracks
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 88, 48, 0, -8
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
RallyPoint:
Offset: 2,3
Palette: mouse
IsPlayerPalette: false
Exit@1:
SpawnOffset: -256,1024,0
ExitCell: 2,2
ExitsDebugOverlay:
Production:
Produces: Infantry
PrimaryBuilding:
PrimaryCondition: primary
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@FLAG:
Sequence: idle-flag
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 88, 56, 0, -8
WithTextDecoration@primary:
RequiresSelection: true
Text: PRIMARY
ReferencePoint: Top
Color: E0D048
ZOffset: 256
RequiresCondition: primary
GAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: GDI War Factory
ProvidesPrerequisite:
Prerequisite: factory
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: proc, ~structures.gdi, ~techlevel.low
Description: Produces vehicles.
Building:
Footprint: xxx= xxx= xxx=
Dimensions: 4,3
Selectable:
Bounds: 154, 96, -2, -12
Health:
HP: 1000
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
Armor:
Type: Heavy
RallyPoint:
Offset: 4,1
Palette: mouse
IsPlayerPalette: false
Exit@1:
SpawnOffset: -384,-384,0
ExitCell: 3,1
ExitDelay: 5
ExitsDebugOverlay:
Production:
Produces: Vehicle
PrimaryBuilding:
PrimaryCondition: primary
ProductionBar:
WithIdleOverlay@ROOF:
Sequence: idle-roof
WithProductionDoorOverlay@DOOR:
WithIdleOverlay@WHITELIGHTS:
Sequence: idle-lights-white
WithIdleOverlay@REDLIGHTS:
Sequence: idle-lights-red
WithIdleOverlay@TURBINES:
Sequence: idle-turbines
WithIdleOverlay@BIB:
Sequence: bib
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 154, 100, -2, -12
WithTextDecoration@primary:
RequiresSelection: true
Text: PRIMARY
ReferencePoint: Top
Color: E0D048
ZOffset: 256
RequiresCondition: primary
GAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 60
Queue: Building
Prerequisites: garadr, ~structures.gdi, ~techlevel.medium
Description: Produces, rearms and\nrepairs helicopters.
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Exit@1:
SpawnOffset: 0,-256,0
ExitsDebugOverlay:
RallyPoint:
Palette: mouse
IsPlayerPalette: false
Production:
Produces: Air
PrimaryBuilding:
PrimaryCondition: primary
Reservable:
RepairsUnits:
PlayerExperience: 15
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
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 88, 66, 0, -5
WithTextDecoration@primary:
RequiresSelection: true
Text: PRIMARY
ReferencePoint: Top
Color: E0D048
ZOffset: 256
RequiresCondition: primary
GADEPT:
Inherits: ^Building
Valued:
Cost: 1200
Tooltip:
Name: Service Depot
Buildable:
BuildPaletteOrder: 80
Prerequisites: factory, ~structures.gdi, ~techlevel.medium
Queue: Building
Description: Repairs vehicles.
Building:
Footprint: =x= xxx =x=
Dimensions: 3,3
Selectable:
Bounds: 96, 64, -6, -6
Health:
HP: 1100
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Reservable:
RepairsUnits:
PlayerExperience: 15
RallyPoint:
Palette: mouse
IsPlayerPalette: false
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@GROUND:
Sequence: ground
WithIdleOverlay@CIRCUITS:
Sequence: circuits
WithRepairOverlay@CRANE:
Sequence: crane
WithRepairOverlay@PLATFORM:
Sequence: platform
WithDeathAnimation@BIB:
DeathSequence: dead-ground
UseDeathTypeSuffix: false
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 98, 68, -6, -6
RenderSprites:
Image: gadept.gdi
FactionImages:
gdi: gadept.gdi
nod: gadept.nod
GARADR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 90
Prerequisites: proc, ~structures.gdi, ~techlevel.low
Description: Provides an overview of the battlefield.\nCan detect cloaked units.\nRequires power to operate.
Valued:
Cost: 1000
Tooltip:
Name: GDI Radar
ProvidesPrerequisite:
Prerequisite: radar
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 96, 48, 0, -6
Health:
HP: 1000
Armor:
Type: Wood
RequiresPower:
CanPowerDown:
IndicatorPalette: mouse
PowerupSpeech: EnablePower
PowerdownSpeech: DisablePower
ProvidesRadar:
RequiresCondition: !disabled
InfiltrateForExploration:
DetectCloaked:
Range: 10c0
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
MaxHeightDelta: 3
WithIdleOverlay@DISH:
Sequence: idle-dish
PauseOnLowPower: yes
Targetable:
TargetTypes: Ground, C4, SpyInfiltrate
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 96, 118, 0, -38
GrantConditionOnDisabled@IDISABLE:
Condition: disabled
GATECH:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: gaweap, garadr, ~structures.gdi, ~techlevel.medium
Description: Provides access to advanced GDI technologies.
Valued:
Cost: 1500
Tooltip:
Name: GDI Tech Center
ProvidesPrerequisite:
Prerequisite: tech
Building:
Footprint: xxx xxx
Dimensions: 3,2
Selectable:
Bounds: 110, 60, 3, -4
Health:
HP: 500
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 110, 60, 3, -4
GAPLUG:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: GDI Upgrade Center
Selectable:
Bounds: 115,72,0,-12
Buildable:
BuildPaletteOrder: 100
Prerequisites: proc, gatech, ~structures.gdi, ~techlevel.superweapons
Queue: Building
Description: Can be upgraded for additional technology.
Building:
Footprint: xxx xxx
Dimensions: 2,3
RequiresPower:
CanPowerDown:
IndicatorPalette: mouse
PowerupSpeech: EnablePower
PowerdownSpeech: DisablePower
DisabledOverlay:
WithIdleOverlay@DISH:
Sequence: idle-dish
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@STRIP:
Sequence: idle-strip
Health:
HP: 1000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
IonCannonPower:
Cursor: ioncannon
RequiresCondition: plug.ioncannona || plug.ioncannonb
Icon: ioncannon
Effect: explosion
EffectSequence: ionring
EffectPalette: effectalpha75
WeaponDelay: 0
ChargeTime: 510
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
EndChargeSpeechNotification: IonCannonReady
SelectTargetSpeechNotification: SelectTarget
DisplayRadarPing: True
CameraActor: camera
ProduceActorPower:
RequiresCondition: plug.hunterseekera || plug.hunterseekerb
Description: Hunter Seeker
LongDesc: Releases a drone that will acquire and destroy an enemy target.
Icon: hunterseeker
Actors: hunter
Type: HunterSeeker
ChargeTime: 720
Production:
Produces: HunterSeeker
Exit@1:
ExitsDebugOverlay:
SupportPowerChargeBar:
Power:
Amount: -150
Power@ioncannon:
RequiresCondition: plug.ioncannona || plug.ioncannonb
Amount: -100
Power@hunterseeker:
RequiresCondition: plug.hunterseekera || plug.hunterseekerb
Amount: -50
Pluggable@pluga:
Offset: 0,2
Conditions:
plug.ioncannon: plug.ioncannona
plug.hunterseeker: plug.hunterseekera
Requirements:
plug.ioncannon: !plug.ioncannonb && !plug.ioncannona && !plug.hunterseekera
plug.hunterseeker: !plug.hunterseekerb && !plug.ioncannona && !plug.hunterseekera
WithIdleOverlay@ioncannona:
RequiresCondition: plug.ioncannona
Sequence: idle-ioncannona
WithIdleOverlay@hunterseekera:
RequiresCondition: plug.hunterseekera
Sequence: idle-hunterseekera
Pluggable@plugb:
Offset: 1,2
Conditions:
plug.ioncannon: plug.ioncannonb
plug.hunterseeker: plug.hunterseekerb
Requirements:
plug.ioncannon: !plug.ioncannona && !plug.ioncannonb && !plug.hunterseekerb
plug.hunterseeker: !plug.hunterseekera && !plug.ioncannonb && !plug.hunterseekerb
WithIdleOverlay@ioncannonb:
RequiresCondition: plug.ioncannonb
Sequence: idle-ioncannonb
WithIdleOverlay@hunterseekerb:
RequiresCondition: plug.hunterseekerb
Sequence: idle-hunterseekerb
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 115,104,0,-24