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OpenRA/mods/ts/rules/gdi-structures.yaml

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GAPOWR:
Inherits: ^Building
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 10
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: 75000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
WithIdleOverlay@PLUG:
RequiresCondition: !build-incomplete
PauseOnCondition: empdisable
Sequence: idle-plug
WithMakeOverlay@MAKE-BRIGHT:
Sequence: make-bright
Palette: bright
Power:
Amount: 100
RequiresCondition: !empdisable
PowerTooltip:
Targetable:
TargetTypes: Ground, Building, C4, SpyInfiltrate
ScalePowerWithHealth:
Pluggable@pluga:
Offset: 0,1
Conditions:
powrup: powrup.a
Requirements:
powrup: !build-incomplete && !powrup.a
EditorOptions:
powrup: Power Turbine
Power@pluga:
RequiresCondition: !empdisable && powrup.a
Amount: 50
WithIdleOverlay@pluga:
RequiresCondition: !build-incomplete && powrup.a
PauseOnCondition: empdisable
Sequence: idle-powrupa
Pluggable@plugb:
Offset: 1,1
Conditions:
powrup: powrup.b
Requirements:
powrup: !build-incomplete && !powrup.b
EditorOptions:
powrup: Power Turbine
WithIdleOverlay@plugb:
RequiresCondition: !build-incomplete && powrup.b
PauseOnCondition: empdisable
Sequence: idle-powrupb
Power@plugb:
RequiresCondition: !empdisable && powrup.b
Amount: 50
ProvidesPrerequisite@buildingname:
ProvidesPrerequisite@pluggable:
RequiresCondition: !powrup.a || !powrup.b
Prerequisite: gapowr.socket
IsometricSelectable:
Height: 48
GAPOWR.SOCKET:
AlwaysVisible:
Interactable:
Tooltip:
Name: GDI Power Plant socket
GAPOWRUP:
Inherits: ^BuildingPlug
Valued:
Cost: 150
Tooltip:
Name: Power Turbine
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: gapowr.socket, ~structures.gdi, ~techlevel.medium
Description: Provides extra power generation.
Plug:
Type: powrup
Power:
Amount: 50
GAPILE:
Inherits: ^Building
Inherits@SHAPE: ^2x2Shape
Inherits@PRIMARY: ^PrimaryBuilding
Buildable:
Queue: Building
BuildPaletteOrder: 20
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
Health:
HP: 80000
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
ForceSetType: Infantry
CommandBarBlacklist:
DisableStop: false
Exit@1:
SpawnOffset: -512,768,0
ExitCell: 1,2
Priority: 2
Exit@2:
SpawnOffset: -512,768,0
ExitCell: 0,2
Priority: 2
Exit@fallback1:
SpawnOffset: 0,724,0
ExitCell: 2,2
Exit@fallback2:
SpawnOffset: 0,724,0
ExitCell: 2,1
Exit@fallback3:
SpawnOffset: 724,0,0
ExitCell: 2,0
Exit@fallback4:
SpawnOffset: 724,0,0
ExitCell: 2,-1
Exit@fallback5:
SpawnOffset: 724,0,0
ExitCell: 1,-1
Exit@fallback6:
SpawnOffset: 0,-724,0
ExitCell: 0,-1
Exit@fallback7:
SpawnOffset: 0,-724,0
ExitCell: -1,-1
Exit@fallback8:
SpawnOffset: 0,-724,0
ExitCell: -1,0
Exit@fallback9:
SpawnOffset: -724,0,0
ExitCell: -1,1
Exit@fallback10:
SpawnOffset: -724,0,0
ExitCell: -1,2
ExitsDebugOverlay:
Production:
Produces: Infantry
PauseOnCondition: empdisable
ProductionBar:
ProductionType: Infantry
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete
Sequence: idle-lights-bright
Palette: bright
WithIdleOverlay@LIGHT-BRIGHT:
RequiresCondition: !build-incomplete
Sequence: idle-light-bright
Palette: bright
WithIdleOverlay@FLAG:
RequiresCondition: !build-incomplete
Sequence: idle-flag
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
GAWEAP:
Inherits: ^Building
Inherits@SHAPE: ^4x3FactoryWithBibShape
Inherits@PRIMARY: ^PrimaryBuilding
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
Health:
HP: 100000
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
Armor:
Type: Heavy
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
ForceSetType: Vehicle
CommandBarBlacklist:
DisableStop: false
Exit@1:
SpawnOffset: -384,-384,0
ExitCell: 3,1
ExitDelay: 5
ExitsDebugOverlay:
Production:
Produces: Vehicle
PauseOnCondition: empdisable
ProductionBar:
ProductionType: Vehicle
WithIdleOverlay@ROOF:
RequiresCondition: !build-incomplete
Sequence: idle-roof
WithProductionDoorOverlay@DOOR:
RequiresCondition: !build-incomplete
WithIdleOverlay@WHITELIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights-white
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@WHITELIGHTS-BRIGHT:
RequiresCondition: !build-incomplete
Sequence: idle-lights-white-bright
Palette: bright
WithIdleOverlay@REDLIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights-red
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@REDLIGHTS-BRIGHT:
RequiresCondition: !build-incomplete
Sequence: idle-lights-red-bright
Palette: bright
WithIdleOverlay@TURBINES:
RequiresCondition: !build-incomplete
Sequence: idle-turbines
WithMakeOverlay@MAKE-BRIGHT:
Sequence: make-bright
Palette: bright
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 48
GAHPAD:
Inherits: ^Building
Inherits@SHAPE: ^2x2Shape
Inherits@PRIMARY: ^PrimaryBuilding
Valued:
Cost: 500
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 80
Queue: Building
Prerequisites: garadr, ~structures.gdi, ~techlevel.medium
Description: Produces, rearms and\nrepairs helicopters.
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 60000
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Exit@1:
SpawnOffset: 0,-256,0
Facing: 896
ExitsDebugOverlay:
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
ForceSetType: Air
CommandBarBlacklist:
DisableStop: false
Production:
Produces: Air
PauseOnCondition: empdisable
Reservable:
RepairsUnits:
HpPerStep: 1000
PauseOnCondition: empdisable
PlayerExperience: 15
StartRepairingNotification: Repairing
StartRepairingTextNotification: Repairing.
FinishRepairingNotification: UnitRepaired
FinishRepairingTextNotification: Unit repaired.
ProductionBar:
ProductionType: Air
WithIdleOverlay@PLATFORM:
RequiresCondition: !build-incomplete
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-lights-bright
Palette: bright
WithDeathAnimation@BIB:
DeathSequence: dead-platform
UseDeathTypeSuffix: false
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
GADEPT:
Inherits: ^Building
Inherits@SHAPE: ^3x3Shape
Valued:
Cost: 1200
Tooltip:
Name: Service Depot
Buildable:
BuildPaletteOrder: 70
Prerequisites: factory, ~structures.gdi, ~techlevel.medium
Queue: Building
Description: Repairs vehicles.
Building:
Footprint: =+= x++ x+=
Dimensions: 3,3
Health:
HP: 110000
RevealsShroud:
Range: 5c0
MaxHeightDelta: 3
Reservable:
RepairsUnits:
HpPerStep: 1000
PauseOnCondition: empdisable
PlayerExperience: 15
StartRepairingNotification: Repairing
StartRepairingTextNotification: Repairing.
FinishRepairingNotification: UnitRepaired
FinishRepairingTextNotification: Unit repaired.
RallyPoint:
Palette: mouse
IsPlayerPalette: false
LineWidth: 2
CommandBarBlacklist:
DisableStop: false
WithIdleOverlay@LIGHT:
RequiresCondition: !build-incomplete
Sequence: idle-light
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHT-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: idle-light-bright
Palette: bright
WithIdleOverlay@GROUND:
RequiresCondition: !build-incomplete
Sequence: ground
WithIdleOverlay@CIRCUITS:
RequiresCondition: !build-incomplete
Sequence: circuits
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@CIRCUITS-BRIGHT:
RequiresCondition: !build-incomplete && !empdisable
Sequence: circuits-bright
Palette: bright
WithRepairOverlay@CRANE:
RequiresCondition: !build-incomplete
PauseOnCondition: empdisable
StartSequence: crane-start
Sequence: crane-loop
EndSequence: crane-end
Palette: player-nobright
IsPlayerPalette: True
WithRepairOverlay@CRANE-BRIGHT:
RequiresCondition: !build-incomplete
PauseOnCondition: empdisable
StartSequence: crane-start
Sequence: crane-loop-bright
EndSequence: crane-end
Palette: bright
WithRepairOverlay@PLATFORM:
RequiresCondition: !build-incomplete && !empdisable
Sequence: platform
WithDeathAnimation@BIB:
DeathSequence: dead-ground
UseDeathTypeSuffix: false
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
RenderSprites:
Image: gadept.gdi
FactionImages:
gdi: gadept.gdi
nod: gadept.nod
GARADR:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 40
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
Health:
HP: 100000
Armor:
Type: Wood
ProvidesRadar:
RequiresCondition: !disabled && !empdisable
InfiltrateForExploration:
DetectCloaked:
Range: 10c0
RenderDetectionCircle:
RevealsShroud:
Range: 10c0
MaxHeightDelta: 3
WithIdleOverlay@DISH:
RequiresCondition: !build-incomplete
PauseOnCondition: disabled || empdisable
Sequence: idle-dish
Targetable:
TargetTypes: Ground, Building, C4, SpyInfiltrate
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 72
GATECH:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPower
Inherits@SHAPE: ^3x2Shape
Buildable:
Queue: Building
BuildPaletteOrder: 90
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
Health:
HP: 50000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
MaxHeightDelta: 3
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@LIGHTS-BRIGHT:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights-bright
Palette: bright
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
IsometricSelectable:
Height: 48
GAPLUG:
Inherits: ^Building
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^2x3Shape
Valued:
Cost: 1000
Tooltip:
Name: GDI Upgrade Center
Buildable:
BuildPaletteOrder: 110
Prerequisites: proc, gatech, ~structures.gdi, ~techlevel.superweapons
Queue: Building
Description: Can be upgraded for additional technology.
Building:
Footprint: xxx xxx
Dimensions: 2,3
WithIdleOverlay@DISH:
RequiresCondition: !build-incomplete
PauseOnCondition: disabled || empdisable
Sequence: idle-dish
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled && !empdisable
Sequence: idle-lights-bright
Palette: bright
WithIdleOverlay@STRIP:
RequiresCondition: !build-incomplete && !disabled && !empdisable
Sequence: idle-strip
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
IonCannonPower:
Cursor: ioncannon
PauseOnCondition: disabled || empdisable
RequiresCondition: plug.ioncannona || plug.ioncannonb
Icon: ioncannon
Effect: explosion
EffectSequence: ionring
WeaponDelay: 0
ChargeInterval: 12750
Name: Ion Cannon
Description: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
EndChargeSpeechNotification: IonCannonReady
SelectTargetSpeechNotification: SelectTarget
EndChargeTextNotification: Ion cannon ready.
SelectTargetTextNotification: Select target.
DisplayRadarPing: True
CameraActor: camera
DropPodsPower:
Cursor: ioncannon
PauseOnCondition: disabled || empdisable
RequiresCondition: plug.droppoda || plug.droppodb
Icon: droppods
Name: Drop Pods
Description: Drop Pod reinforcements.\nSmall team of elite soldiers orbital drops\nto target location.
SelectTargetSpeechNotification: SelectTarget
SelectTargetTextNotification: Select target.
DisplayRadarPing: true
ChargeInterval: 10000
UnitTypes: DPOD2E1, DPOD2E2
CameraActor: camera
ProduceActorPower:
PauseOnCondition: disabled || empdisable
RequiresCondition: plug.hunterseekera || plug.hunterseekerb
Name: Hunter Seeker
Description: Releases a drone that will acquire and destroy an enemy target.
Icon: hunterseeker
Actors: hunter
Type: HunterSeeker
ChargeInterval: 18000
Production:
Produces: HunterSeeker
PauseOnCondition: empdisable
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
Power@droppod:
RequiresCondition: plug.droppoda || plug.droppodb
Amount: -20
Pluggable@pluga:
Offset: 0,2
Conditions:
plug.ioncannon: plug.ioncannona
plug.hunterseeker: plug.hunterseekera
plug.droppod: plug.droppoda
Requirements:
plug.ioncannon: !build-incomplete && !plug.ioncannonb && !plug.ioncannona && !plug.hunterseekera && !plug.droppoda
plug.hunterseeker: !build-incomplete && !plug.hunterseekerb && !plug.ioncannona && !plug.hunterseekera && !plug.droppoda
plug.droppod: !build-incomplete && !plug.droppodb && !plug.ioncannona && !plug.hunterseekera && !plug.droppoda
EditorOptions:
plug.ioncannon: Ion Cannon
plug.hunterseeker: Hunter Seeker
plug.droppod: Drop Pod Reinforcements
WithIdleOverlay@ioncannona:
RequiresCondition: !build-incomplete && plug.ioncannona
PauseOnCondition: disabled
Sequence: idle-ioncannona
WithIdleOverlay@hunterseekera:
RequiresCondition: !build-incomplete && plug.hunterseekera
PauseOnCondition: disabled
Sequence: idle-hunterseekera
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@hunterseekera-bright:
RequiresCondition: !build-incomplete && plug.hunterseekera
PauseOnCondition: disabled
Sequence: idle-hunterseekera-bright
Palette: bright
WithIdleOverlay@droppoda:
RequiresCondition: !build-incomplete && plug.droppoda
PauseOnCondition: disabled
Sequence: idle-droppoda
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@droppoda-bright:
RequiresCondition: !build-incomplete && plug.droppoda
PauseOnCondition: disabled
Sequence: idle-droppoda-bright
Palette: bright
Pluggable@plugb:
Offset: 1,2
Conditions:
plug.ioncannon: plug.ioncannonb
plug.hunterseeker: plug.hunterseekerb
plug.droppod: plug.droppodb
Requirements:
plug.ioncannon: !build-incomplete && !plug.ioncannona && !plug.ioncannonb && !plug.hunterseekerb && !plug.droppodb
plug.hunterseeker: !build-incomplete && !plug.hunterseekera && !plug.ioncannonb && !plug.hunterseekerb && !plug.droppodb
plug.droppod: !build-incomplete && !plug.droppoda && !plug.ioncannonb && !plug.hunterseekerb && !plug.droppodb
EditorOptions:
plug.ioncannon: Ion Cannon
plug.hunterseeker: Hunter Seeker
plug.droppod: Drop Pod Reinforcements
WithIdleOverlay@ioncannonb:
RequiresCondition: !build-incomplete && plug.ioncannonb
PauseOnCondition: disabled
Sequence: idle-ioncannonb
WithIdleOverlay@hunterseekerb:
RequiresCondition: !build-incomplete && plug.hunterseekerb
PauseOnCondition: disabled
Sequence: idle-hunterseekerb
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@hunterseekerb-bright:
RequiresCondition: !build-incomplete && plug.hunterseekerb
PauseOnCondition: disabled
Sequence: idle-hunterseekerb-bright
Palette: bright
WithIdleOverlay@droppodb:
RequiresCondition: plug.droppodb
PauseOnCondition: disabled
Sequence: idle-droppodb
Palette: player-nobright
IsPlayerPalette: True
WithIdleOverlay@droppodb-bright:
RequiresCondition: plug.droppodb
PauseOnCondition: disabled
Sequence: idle-droppodb-bright
Palette: bright
ProvidesPrerequisite@buildingname:
ProvidesPrerequisite@pluggableion:
RequiresCondition: !plug.ioncannona && !plug.ioncannonb
Prerequisite: gaplug.socket.ioncannon
ProvidesPrerequisite@pluggablehunter:
RequiresCondition: !plug.hunterseekera && !plug.hunterseekerb
Prerequisite: gaplug.socket.hunterseeker
IsometricSelectable:
Height: 48
GAPLUG.SOCKET.IONCANNON:
AlwaysVisible:
Interactable:
Tooltip:
Name: GDI Upgrade Center socket
GAPLUG.SOCKET.HUNTERSEEKER:
AlwaysVisible:
Interactable:
Tooltip:
Name: GDI Upgrade Center socket
GAPLUG2:
Inherits: ^BuildingPlug
Valued:
Cost: 1000
Tooltip:
Name: Seeker Control
Buildable:
Queue: Building
BuildPaletteOrder: 110
Prerequisites: gaplug.socket.hunterseeker, gatech, gaweap, ~structures.gdi, ~techlevel.superweapons
Description: Enables use of the hunter-seeker droid.
Plug:
Type: plug.hunterseeker
Power:
Amount: -50
GAPLUG3:
Inherits: ^BuildingPlug
Valued:
Cost: 1500
Tooltip:
Name: Ion Cannon Uplink
Buildable:
Queue: Building
BuildPaletteOrder: 120
Prerequisites: gaplug.socket.ioncannon, gatech, ~structures.gdi, ~techlevel.superweapons
Description: Enables use of the Ion Cannon.
Plug:
Type: plug.ioncannon
Power:
Amount: -100
GAPLUG4:
Inherits: ^BuildingPlug
Valued:
Cost: 1000
Tooltip:
Name: Drop Pod Node
Buildable:
Queue: Building
BuildPaletteOrder: 180
Prerequisites: gaplug, gatech, ~structures.gdi, ~techlevel.superweapons
Description: Enables use of the Drop Pod Reinforcements.
Plug:
Type: plug.droppod
Power:
Amount: -20