Files
OpenRA/mods/ts/rules/nod-support.yaml
2022-03-11 22:32:08 +01:00

288 lines
6.7 KiB
YAML

NAWALL:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: ~structures.nod, ~techlevel.low
Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
-SoundOnDamageTransition:
Tooltip:
Name: Concrete Wall
Health:
HP: 22500
Armor:
Type: Concrete
Crushable:
CrushClasses: heavywall
LineBuild:
NodeTypes: wall, turret
Replaceable:
Types: NodGate
NAGATE_A:
Inherits: ^Gate_A
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: nahand, ~structures.nod, ~techlevel.low
Tooltip:
Name: Nod Gate
Replacement:
ReplaceableTypes: NodGate
NAGATE_B:
Inherits: ^Gate_B
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: nahand, ~structures.nod, ~techlevel.low
Tooltip:
Name: Nod Gate
Replacement:
ReplaceableTypes: NodGate
NAPOST:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Buildable:
Queue: Defense
BuildPaletteOrder: 150
Prerequisites: naapwr, ~structures.nod
Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
Valued:
Cost: 200
Tooltip:
Name: Laser Fence
Health:
HP: 30000
Armor:
Type: Concrete
-Capturable:
LineBuild:
Range: 10
NodeTypes: laserfencenode
SegmentType: nafnce
SegmentsRequireNode: true
LineBuildNode:
Types: laserfencenode
Power:
Amount: -25
RevealsShroud:
Range: 4c0
GrantCondition@IDISABLE:
RequiresCondition: lowpower || powerdown || empdisable
Condition: disabled
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !disabled
Sequence: lights-bright
Palette: bright
WithIdleOverlay@CHAINOFLIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: chainoflights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@CHAINOFLIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !disabled
Sequence: chainoflights-bright
Palette: bright
LineBuildSegmentExternalCondition:
RequiresCondition: !build-incomplete && !disabled
Condition: active-posts
NAFNCE:
Inherits: ^Wall
Tooltip:
Name: Laser Fence
LineBuild:
NodeTypes: laserfence
LineBuildNode:
Types: laserfence
-Crushable:
-Sellable:
Demolishable:
-Condition:
-Targetable:
-Building:
EnergyWall:
ActiveCondition: active-posts == 2
Weapon: LaserFence
TerrainTypes: Clear, Rough, Road, DirtRoad, Green, Sand, Pavement
RequiresBuildableArea:
Adjacent: 4
GrantConditionOnLineBuildDirection@X:
Direction: X
Condition: laserfence-direction-x
GrantConditionOnLineBuildDirection@Y:
Direction: Y
Condition: laserfence-direction-y
-WithWallSpriteBody:
ExternalCondition@ACTIVE:
Condition: active-posts
WithWallSpriteBody@XENABLED:
RequiresCondition: laserfence-direction-x && active-posts == 2
Type: laserfence
Sequence: enabled-x
Name: x-enabled
Palette: player-nobright
IsPlayerPalette: True
WithWallSpriteBody@XENABLED-BRIGHT:
RequiresCondition: laserfence-direction-x && active-posts == 2
Type: laserfence
Sequence: enabled-x-bright
Name: x-enabled-bright
Palette: bright
WithWallSpriteBody@YENABLED:
RequiresCondition: laserfence-direction-y && active-posts == 2
Type: laserfence
Sequence: enabled-y
Name: y-enabled
Palette: player-nobright
IsPlayerPalette: True
WithWallSpriteBody@YENABLED-BRIGHT:
RequiresCondition: laserfence-direction-y && active-posts == 2
Type: laserfence
Sequence: enabled-y-bright
Name: y-enabled-bright
Palette: bright
WithSpriteBody@XDISABLED:
RequiresCondition: laserfence-direction-x && active-posts < 2
Sequence: disabled-x
Name: x-disabled
WithSpriteBody@YDISABLED:
RequiresCondition: laserfence-direction-y && active-posts < 2
Sequence: disabled-y
Name: y-disabled
BlocksProjectiles:
RequiresCondition: active-posts == 2
DamageMultiplier: # Prevent all normal damage, but still allows direct kills from the post
Modifier: 0
Explodes:
Weapon: BuildingExplosions
EmptyWeapon: BuildingExplosions
Type: Footprint
ThrowsShrapnel@SMALL:
Weapons: SmallDebris
Pieces: 0, 1
Range: 2c0, 5c0
Interactable:
Bounds: 1448, 1448
NALASR:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnPowerDown
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 300
Tooltip:
Name: Laser Turret
Buildable:
Queue: Defense
Prerequisites: nahand, ~structures.nod, ~techlevel.low
BuildPaletteOrder: 90
Description: Basic base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft
Health:
HP: 50000
Armor:
Type: Wood
RevealsShroud:
Range: 7c0
DetectCloaked:
Range: 3c0
Turreted:
TurnSpeed: 40
InitialFacing: 896
Offset: 298,-171,288
RealignDelay: -1
AttackTurreted:
PauseOnCondition: empdisable || disabled || build-incomplete
Armament:
Weapon: TurretLaserFire
LocalOffset: 498,0,317
RenderVoxels:
WithVoxelTurret:
RequiresCondition: !build-incomplete
Power:
Amount: -40
BodyOrientation:
QuantizedFacings: 0
NAOBEL:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetGround
Inherits@SHAPE: ^2x2Shape
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Buildable:
Queue: Defense
BuildPaletteOrder: 160
Prerequisites: natech, ~structures.nod, ~techlevel.high
Description: Advanced base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 72500
Armor:
Type: Wood
RevealsShroud:
Range: 8c0
Armament:
Weapon: ObeliskLaserFire
LocalOffset: 1980,297,1131
AttackCharges:
PauseOnCondition: empdisable || disabled || build-incomplete
ChargeLevel: 65
ChargingCondition: charging
AmbientSound:
RequiresCondition: charging && !disabled
SoundFiles: obelpowr.aud
Interval: 30, 40
WithChargeOverlay:
RequiresCondition: !build-incomplete
Palette: player
IsPlayerPalette: true
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Power:
Amount: -150
NASAM:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetAir
Valued:
Cost: 500
Tooltip:
Name: S.A.M. Site
Buildable:
Queue: Defense
Prerequisites: naradr, ~structures.nod, ~techlevel.medium
BuildPaletteOrder: 100
Description: Nod Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units
Health:
HP: 60000
Armor:
Type: Wood
BodyOrientation:
QuantizedFacings: 32
RenderRangeCircle:
RangeCircleType: aa
Turreted:
TurnSpeed: 40
InitialFacing: 896
RealignDelay: -1
AttackTurreted:
PauseOnCondition: empdisable || disabled || build-incomplete
WithSpriteTurret:
RequiresCondition: !build-incomplete
Recoils: false
Armament:
Weapon: RedEye2
LocalOffset: 543,0,815
Power:
Amount: -30