Files
OpenRA/mods/ra/rules/structures.yaml

2168 lines
50 KiB
YAML

MSLO:
Inherits: ^ScienceBuilding
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@shape: ^2x1Shape
Selectable:
Bounds: 48,24
Valued:
Cost: 2500
Tooltip:
Name: Missile Silo
Buildable:
Queue: Defense
BuildPaletteOrder: 140
Prerequisites: techcenter, ~techlevel.unrestricted
BuildLimit: 1
Description: Provides an atomic bomb.\nRequires power to operate.\nMaximum 1 can be built.\n Special Ability: Atom Bomb
Building:
Footprint: xx
Dimensions: 2,1
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 5c0
Range: 6c0
RequiresCondition: !disabled
RevealGeneratedShroud: False
RevealsShroud@Offline:
Range: 5c0
RequiresCondition: disabled
RevealsShroud@GAPGEN:
Range: 5c0
RequiresCondition: !disabled
NukePower:
PauseOnCondition: disabled
Cursor: nuke
Icon: abomb
ChargeInterval: 13500
Description: Atom Bomb
LongDesc: Launches a devastating atomic bomb\nat a target location.
BeginChargeSpeechNotification: AbombPrepping
EndChargeSpeechNotification: AbombReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
IncomingSpeechNotification: AbombLaunchDetected
MissileWeapon: atomic
MissileDelay: 5
SpawnOffset: 1c0,427,0
DisplayTimerStances: Ally, Neutral, Enemy
DisplayBeacon: True
DisplayRadarPing: True
BeaconPoster: atomicon
FlashType: Nuke
CameraRange: 10c0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
SupportPowerPaletteOrder: 70
SupportPowerChargeBar:
Power:
Amount: -150
MustBeDestroyed:
RequiredForShortGame: false
WithNukeLaunchAnimation:
RequiresCondition: !build-incomplete
GAP:
Inherits: ^ScienceBuilding
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Valued:
Cost: 800
Tooltip:
Name: Gap Generator
Buildable:
Queue: Defense
BuildPaletteOrder: 110
Prerequisites: atek, ~structures.allies, ~techlevel.high
Description: Obscures the enemy's view with shroud.\nRequires power to operate.
Selectable:
Bounds: 24,24
DecorationBounds: 24,48,0,-12
SelectionDecorations:
WithSpriteBody:
PauseOnCondition: disabled
Health:
HP: 50000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
WithBuildingBib:
HasMinibib: true
CreatesShroud:
Range: 6c0
RequiresCondition: !disabled
RenderShroudCircle:
Power:
Amount: -60
MustBeDestroyed:
RequiredForShortGame: false
-AcceptsDeliveredCash:
Explodes:
Weapon: SmallBuildingExplode
EmptyWeapon: SmallBuildingExplode
HitShape:
Type: Rectangle
TopLeft: -512, -512
BottomRight: 512, 512
SPEN:
Inherits: ^Building
Selectable:
Bounds: 72,48
InfiltrateForSupportPower:
Proxy: powerproxy.sonarpulse
Types: SpyInfiltrate
Valued:
Cost: 800
Tooltip:
Name: Sub Pen
Buildable:
Queue: Building
BuildPaletteOrder: 50
Prerequisites: anypower, ~structures.soviet, ~techlevel.low
Description: Produces and repairs\nsubmarines and transports.
Targetable:
TargetTypes: Ground, Water, Structure, WaterStructure, C4, DetonateAttack, SpyInfiltrate
Building:
Footprint: XXX xxx XXX
Dimensions: 3,3
TerrainTypes: Water
RequiresBuildableArea:
AreaTypes: building
Adjacent: 8
-GivesBuildableArea:
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: 0,-213,0
Facing: 96
ExitCell: -1,2
ProductionTypes: Submarine
Exit@2:
RequiresCondition: !being-captured
SpawnOffset: 0,-213,0
Facing: 160
ExitCell: 3,2
ProductionTypes: Submarine
Exit@3:
RequiresCondition: !being-captured
SpawnOffset: 0,0,0
Facing: 32
ExitCell: 0,0
ProductionTypes: Submarine
Exit@4:
RequiresCondition: !being-captured
SpawnOffset: 0,0,0
Facing: 224
ExitCell: 2,0
ProductionTypes: Submarine
Exit@b1:
RequiresCondition: !being-captured
SpawnOffset: -1024,1024,0
Facing: 160
ExitCell: 0,2
ProductionTypes: Ship
Exit@b2:
RequiresCondition: !being-captured
SpawnOffset: 1024,1024,0
Facing: 224
ExitCell: 2,2
ProductionTypes: Ship
Exit@b3:
RequiresCondition: !being-captured
SpawnOffset: -1024,-1024,0
Facing: 96
ExitCell: 0,0
ProductionTypes: Ship
Exit@b4:
RequiresCondition: !being-captured
SpawnOffset: 1024,-1024,0
Facing: 32
ExitCell: 2,0
ProductionTypes: Ship
Production:
Produces: Ship, Submarine
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
-SpawnActorsOnSell:
RepairsUnits:
HpPerStep: 1000
StartRepairingNotification: Repairing
FinishRepairingNotification: UnitRepaired
PlayerExperience: 15
RallyPoint:
ProductionBar:
ProductionType: Ship
Power:
Amount: -30
DetectCloaked:
CloakTypes: Underwater
Range: 10c0
RenderDetectionCircle:
ProvidesPrerequisite@soviet:
Factions: soviet, russia, ukraine
Prerequisite: ships.soviet
ProvidesPrerequisite@sovietvanilla:
Factions: soviet
Prerequisite: ships.sovietvanilla
ProvidesPrerequisite@russia:
Factions: russia
Prerequisite: ships.russia
ProvidesPrerequisite@ukraine:
Factions: ukraine
Prerequisite: ships.ukraine
ProvidesPrerequisite@sovietstructure:
RequiresPrerequisites: structures.soviet
Prerequisite: ships.soviet
ProvidesPrerequisite@sovietvanillastructure:
RequiresPrerequisites: structures.sovietvanilla
Prerequisite: ships.sovietvanilla
ProvidesPrerequisite@russianstructure:
RequiresPrerequisites: structures.russia
Prerequisite: ships.russia
ProvidesPrerequisite@ukrainianstructure:
RequiresPrerequisites: structures.ukraine
Prerequisite: ships.ukraine
ProvidesPrerequisite@buildingname:
MapEditorData:
ExcludeTilesets: INTERIOR
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
HitShape:
Type: Rectangle
TopLeft: -1536, -598
BottomRight: 1536, 598
HitShape@TOPANDBOTTOM:
TargetableOffsets: 811,0,0, -811,0,0
Type: Rectangle
TopLeft: -555, -1110
BottomRight: 555, 1110
SYRD:
Inherits: ^Building
Selectable:
Bounds: 72,48
InfiltrateForSupportPower:
Proxy: powerproxy.sonarpulse
Types: SpyInfiltrate
Buildable:
Queue: Building
BuildPaletteOrder: 40
Prerequisites: anypower, ~structures.allies, ~techlevel.low
Description: Produces and repairs\nships and transports.
Valued:
Cost: 1000
Tooltip:
Name: Naval Yard
Targetable:
TargetTypes: Ground, Water, Structure, WaterStructure, C4, DetonateAttack, SpyInfiltrate
Building:
Footprint: XXX xxx XXX
Dimensions: 3,3
TerrainTypes: Water
RequiresBuildableArea:
Adjacent: 8
-GivesBuildableArea:
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: -1024,1024,0
Facing: 160
ExitCell: 0,2
ProductionTypes: Ship, Boat
Exit@2:
RequiresCondition: !being-captured
SpawnOffset: 1024,1024,0
Facing: 224
ExitCell: 2,2
ProductionTypes: Ship, Boat
Exit@3:
RequiresCondition: !being-captured
SpawnOffset: -1024,-1024,0
Facing: 96
ExitCell: 0,0
ProductionTypes: Ship, Boat
Exit@4:
RequiresCondition: !being-captured
SpawnOffset: 1024,-1024,0
Facing: 32
ExitCell: 2,0
ProductionTypes: Ship, Boat
Production:
Produces: Ship, Boat
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
-SpawnActorsOnSell:
RepairsUnits:
HpPerStep: 1000
StartRepairingNotification: Repairing
FinishRepairingNotification: UnitRepaired
PlayerExperience: 15
RallyPoint:
ProductionBar:
ProductionType: Ship
Power:
Amount: -30
DetectCloaked:
CloakTypes: Underwater
Range: 10c0
RenderDetectionCircle:
ProvidesPrerequisite@allies:
Factions: allies, england, france, germany
Prerequisite: ships.allies
ProvidesPrerequisite@alliesvanilla:
Factions: allies
Prerequisite: ships.alliesvanilla
ProvidesPrerequisite@england:
Factions: england
Prerequisite: ships.england
ProvidesPrerequisite@france:
Factions: france
Prerequisite: ships.france
ProvidesPrerequisite@germany:
Factions: germany
Prerequisite: ships.germany
ProvidesPrerequisite@alliedstructure:
RequiresPrerequisites: structures.allies
Prerequisite: ships.allies
ProvidesPrerequisite@alliedvanillastructure:
RequiresPrerequisites: structures.alliesvanilla
Prerequisite: ships.alliesvanilla
ProvidesPrerequisite@englishstructure:
RequiresPrerequisites: structures.england
Prerequisite: ships.england
ProvidesPrerequisite@frenchstructure:
RequiresPrerequisites: structures.france
Prerequisite: ships.france
ProvidesPrerequisite@germanstructure:
RequiresPrerequisites: structures.germany
Prerequisite: ships.germany
ProvidesPrerequisite@buildingname:
MapEditorData:
ExcludeTilesets: INTERIOR
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
HitShape:
TargetableOffsets: 768,0,0, 768,-1024,0, 768,1024,0
Type: Rectangle
TopLeft: -1536, -1152
BottomRight: 1536, 598
HitShape@BOTTOM:
TargetableOffsets: -768,0,0
Type: Rectangle
TopLeft: -512, 598
BottomRight: 512, 1110
IRON:
Inherits: ^ScienceBuilding
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@shape: ^2x1Shape
Buildable:
Queue: Defense
BuildPaletteOrder: 130
Prerequisites: stek, ~structures.soviet, ~techlevel.unrestricted
BuildLimit: 1
Description: Makes a group of units invulnerable\nfor a short time.\nRequires power to operate.\nMaximum 1 can be built.\n Special Ability: Invulnerability
Valued:
Cost: 1500
Tooltip:
Name: Iron Curtain
Building:
Footprint: xx
Dimensions: 2,1
Selectable:
Bounds: 48,28,0,2
DecorationBounds: 50,50,0,-12
SelectionDecorations:
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 5c0
Range: 6c0
RequiresCondition: !disabled
RevealGeneratedShroud: False
RevealsShroud@Offline:
Range: 5c0
RequiresCondition: disabled
RevealsShroud@GAPGEN:
Range: 5c0
RequiresCondition: !disabled
WithBuildingBib:
HasMinibib: true
GrantExternalConditionPower@IRONCURTAIN:
PauseOnCondition: disabled
Icon: invuln
ChargeInterval: 3000
Description: Invulnerability
LongDesc: Makes a group of units invulnerable\nfor 20 seconds.
Duration: 500
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
BeginChargeSpeechNotification: IronCurtainCharging
EndChargeSpeechNotification: IronCurtainReady
DisplayRadarPing: True
Condition: invulnerability
OnFireSound: ironcur9.aud
SupportPowerPaletteOrder: 10
SupportPowerChargeBar:
Power:
Amount: -200
MustBeDestroyed:
RequiredForShortGame: false
PDOX:
Inherits: ^ScienceBuilding
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
Buildable:
Queue: Defense
BuildPaletteOrder: 120
Prerequisites: atek, ~structures.allies, ~techlevel.unrestricted
BuildLimit: 1
Description: Teleports a group of units across the\nmap for a short time.\nRequires power to operate.\nMaximum 1 can be built.\n Special Ability: Chronoshift
Valued:
Cost: 1500
Tooltip:
Name: Chronosphere
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 5c0
Range: 6c0
RequiresCondition: !disabled
RevealGeneratedShroud: False
RevealsShroud@Offline:
Range: 5c0
RequiresCondition: disabled
RevealsShroud@GAPGEN:
Range: 5c0
RequiresCondition: !disabled
WithBuildingBib:
HasMinibib: true
ProvidesPrerequisite@germany:
Factions: germany
Prerequisite: pdox.germany
ProvidesPrerequisite@germanstructure:
RequiresPrerequisites: structures.germany
Prerequisite: pdox.germany
ChronoshiftPower@chronoshift:
OrderName: Chronoshift
PauseOnCondition: disabled
Prerequisites: !pdox.germany
Icon: chrono
ChargeInterval: 3000
Description: Chronoshift
LongDesc: Teleports a group of units across\nthe map for 20 seconds.
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
BeginChargeSpeechNotification: ChronosphereCharging
EndChargeSpeechNotification: ChronosphereReady
Duration: 400
KillCargo: true
DisplayRadarPing: True
SupportPowerPaletteOrder: 20
ChronoshiftPower@advancedchronoshift:
OrderName: AdvancedChronoshift
PauseOnCondition: disabled
Prerequisites: pdox.germany
Icon: chrono
ChargeInterval: 3000
Description: Advanced Chronoshift
LongDesc: Teleports a large group of units across\nthe map for 20 seconds.
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
BeginChargeSpeechNotification: ChronosphereCharging
EndChargeSpeechNotification: ChronosphereReady
Duration: 400
KillCargo: true
DisplayRadarPing: True
Range: 2
SupportPowerPaletteOrder: 30
SupportPowerChargeBar:
Power:
Amount: -200
MustBeDestroyed:
RequiredForShortGame: false
ProvidesPrerequisite@buildingname:
TSLA:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetGround
Buildable:
Queue: Defense
BuildPaletteOrder: 80
Prerequisites: weap, ~structures.soviet, ~techlevel.medium
Description: Advanced base defense.\nRequires power to operate.\nCan detect cloaked units.\n Strong vs Vehicles, Infantry\n Weak vs Aircraft
Valued:
Cost: 1200
Tooltip:
Name: Tesla Coil
Selectable:
Bounds: 24,24
DecorationBounds: 24,40,0,-8
SelectionDecorations:
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 6c0
Range: 8c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 6c0
WithBuildingBib:
HasMinibib: true
WithTeslaChargeAnimation:
Armament:
Weapon: TeslaZap
LocalOffset: 0,0,896
AttackTesla:
RequiresCondition: !build-incomplete
PauseOnCondition: disabled
ChargeAudio: tslachg2.aud
MaxCharges: 3
ReloadDelay: 120
Power:
Amount: -100
DetectCloaked:
Range: 6c0
RequiresCondition: !disabled
ProvidesPrerequisite@buildingname:
AGUN:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetAir
Buildable:
Queue: Defense
BuildPaletteOrder: 90
Prerequisites: dome, ~structures.allies, ~techlevel.medium
Description: Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units
Valued:
Cost: 800
Tooltip:
Name: AA Gun
Selectable:
Bounds: 24,24
DecorationBounds: 24,32,0,-4
SelectionDecorations:
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
WithBuildingBib:
HasMinibib: true
Turreted:
TurnSpeed: 15
InitialFacing: 224
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: ZSU-23
LocalOffset: 520,100,450, 520,-150,450
MuzzleSequence: muzzle
AttackTurreted:
RequiresCondition: !build-incomplete
PauseOnCondition: disabled
WithMuzzleOverlay:
RenderRangeCircle:
RangeCircleType: aa
Power:
Amount: -50
BodyOrientation:
UseClassicFacingFudge: True
DOME:
Inherits: ^Building
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 630,-384,0, 630,384,0, -700,-512,0, -700,512,0
Buildable:
Queue: Building
BuildPaletteOrder: 90
Prerequisites: proc, ~techlevel.medium
Description: Provides an overview\nof the battlefield.\nRequires power to operate.
Valued:
Cost: 1800
Tooltip:
Name: Radar Dome
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 6c0
Range: 10c0
RequiresCondition: !disabled
RevealGeneratedShroud: False
RevealsShroud@Offline:
Range: 5c0
RequiresCondition: disabled
RevealsShroud@GAPGEN:
Range: 6c0
RequiresCondition: !disabled
WithBuildingBib:
ProvidesRadar:
RequiresCondition: !jammed && !disabled
InfiltrateForExploration:
Types: SpyInfiltrate
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
ExternalCondition@JAMMED:
Condition: jammed
PBOX:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetAll
Tooltip:
Name: Pillbox
Building:
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: tent, ~structures.allies, ~techlevel.low
Description: Static defense with a fireport for\na garrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft
Valued:
Cost: 600
CustomSellValue:
Value: 400
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
WithBuildingBib:
HasMinibib: true
Turreted:
TurnSpeed: 255
-QuantizeFacingsFromSequence:
BodyOrientation:
QuantizedFacings: 8
Cargo:
Types: Infantry
MaxWeight: 1
PipCount: 1
InitialUnits: e1
-SpawnActorsOnSell:
AttackGarrisoned:
RequiresCondition: !build-incomplete
Armaments: garrisoned
PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
PortYaws: 0, 176, 341, 512, 682, 853
PortCones: 88, 88, 88, 88, 88, 88
RenderRangeCircle:
FallbackRange: 6c0
Power:
Amount: -20
DetectCloaked:
Range: 6c0
HBOX:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetAll
Tooltip:
Name: Camo Pillbox
Building:
Buildable:
Queue: Defense
BuildPaletteOrder: 50
Prerequisites: tent, ~structures.allies, ~techlevel.medium
Description: Camouflaged static defense with a fireport\nfor a garrisoned soldier.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft
Valued:
Cost: 750
CustomSellValue:
Value: 550
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
Cloak:
InitialDelay: 125
CloakDelay: 60
IsPlayerPalette: true
PauseOnCondition: cloak-force-disabled
GrantConditionOnDamageState@UNCLOAK:
Condition: cloak-force-disabled
ValidDamageStates: Critical
Turreted:
TurnSpeed: 255
-QuantizeFacingsFromSequence:
BodyOrientation:
QuantizedFacings: 8
Cargo:
Types: Infantry
MaxWeight: 1
PipCount: 1
InitialUnits: e1
-SpawnActorsOnSell:
DetectCloaked:
Range: 6c0
RenderRangeCircle:
FallbackRange: 6c0
AttackGarrisoned:
RequiresCondition: !build-incomplete
Armaments: garrisoned
PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
PortYaws: 0, 176, 341, 512, 682, 853
PortCones: 88, 88, 88, 88, 88, 88
Power:
Amount: -20
-MustBeDestroyed:
GUN:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetGround
Buildable:
Queue: Defense
BuildPaletteOrder: 70
Prerequisites: tent, ~structures.allies, ~techlevel.medium
Description: Anti-Armor base defense.\nCan detect cloaked units.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft
Valued:
Cost: 800
Tooltip:
Name: Turret
Building:
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 7c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
WithBuildingBib:
HasMinibib: true
Turreted:
TurnSpeed: 12
InitialFacing: 56
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: TurretGun
LocalOffset: 512,0,112
MuzzleSequence: muzzle
AttackTurreted:
RequiresCondition: !build-incomplete
WithMuzzleOverlay:
Power:
Amount: -40
DetectCloaked:
Range: 6c0
BodyOrientation:
UseClassicFacingFudge: True
FTUR:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetGround
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: barr, ~structures.soviet, ~techlevel.low
Description: Anti-Infantry base defense.\nCan detect cloaked units.\n Strong vs Infantry, Light armor\n Weak vs Tanks, Aircraft
Valued:
Cost: 600
Tooltip:
Name: Flame Tower
Building:
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 6c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
WithBuildingBib:
HasMinibib: true
Turreted:
TurnSpeed: 255
Offset: 0,0,112
Armament:
Weapon: FireballLauncher
LocalOffset: 512,0,0
AttackTurreted:
RequiresCondition: !build-incomplete
-QuantizeFacingsFromSequence:
BodyOrientation:
QuantizedFacings: 8
Power:
Amount: -20
DetectCloaked:
Range: 6c0
ProvidesPrerequisite@buildingname:
Explodes:
Weapon: BuildingExplode
EmptyWeapon: BuildingExplode
SAM:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetAir
Inherits@shape: ^2x1Shape
Selectable:
Bounds: 48,24
HitShape:
Type: Rectangle
TopLeft: -768,-512
BottomRight: 768,512
Buildable:
Queue: Defense
BuildPaletteOrder: 100
Prerequisites: dome, ~structures.soviet, ~techlevel.medium
Description: Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units
Valued:
Cost: 700
Tooltip:
Name: SAM Site
Building:
Footprint: xx
Dimensions: 2,1
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
MinRange: 5c0
Range: 8c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 5c0
WithBuildingBib:
HasMinibib: true
Turreted:
TurnSpeed: 30
InitialFacing: 0
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: Nike
LocalOffset: 0,0,320
MuzzleSequence: muzzle
AttackTurreted:
RequiresCondition: !build-incomplete
PauseOnCondition: disabled
WithMuzzleOverlay:
RenderRangeCircle:
RangeCircleType: aa
Power:
Amount: -40
BodyOrientation:
UseClassicFacingFudge: True
ATEK:
Inherits: ^ScienceBuilding
Inherits@IDISABLE: ^DisableOnLowPower
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
Buildable:
Queue: Building
BuildPaletteOrder: 140
Prerequisites: weap, dome, ~structures.allies, ~techlevel.high
Description: Provides Allied advanced technologies.\n Special Ability: GPS Satellite
Valued:
Cost: 1500
Tooltip:
Name: Allied Tech Center
ProvidesPrerequisite:
Prerequisite: techcenter
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
WithBuildingBib:
GpsPower:
PauseOnCondition: disabled
Icon: gps
OneShot: true
ChargeInterval: 12000
Description: GPS Satellite
LongDesc: Reveals map terrain and provides tactical\ninformation. Requires power and active radar.
RevealDelay: 375
LaunchSpeechNotification: SatelliteLaunched
DisplayTimerStances: Ally, Neutral, Enemy
SupportPowerPaletteOrder: 90
SupportPowerChargeBar:
Power:
Amount: -200
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^Building
Inherits@shape: ^3x2Shape
Selectable:
Bounds: 72,48
Buildable:
Queue: Building
BuildPaletteOrder: 80
Prerequisites: proc, ~techlevel.low
Description: Produces vehicles.
Valued:
Cost: 2000
Tooltip:
Name: War Factory
Building:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Health:
HP: 150000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
WithBuildingBib:
WithProductionDoorOverlay:
RequiresCondition: !build-incomplete
Sequence: build-top
RallyPoint:
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: 213,-128,0
ExitCell: 1,2
Production:
Produces: Vehicle
ProvidesPrerequisite@allies:
Factions: allies, england, france, germany
Prerequisite: vehicles.allies
ProvidesPrerequisite@alliesvanilla:
Factions: allies
Prerequisite: vehicles.alliesvanilla
ProvidesPrerequisite@england:
Factions: england
Prerequisite: vehicles.england
ProvidesPrerequisite@france:
Factions: france
Prerequisite: vehicles.france
ProvidesPrerequisite@germany:
Factions: germany
Prerequisite: vehicles.germany
ProvidesPrerequisite@soviet:
Factions: soviet, russia, ukraine
Prerequisite: vehicles.soviet
ProvidesPrerequisite@sovietvanilla:
Factions: soviet
Prerequisite: vehicles.sovietvanilla
ProvidesPrerequisite@russia:
Factions: russia
Prerequisite: vehicles.russia
ProvidesPrerequisite@ukraine:
Factions: ukraine
Prerequisite: vehicles.ukraine
ProvidesPrerequisite@alliedstructure:
RequiresPrerequisites: structures.allies
Prerequisite: vehicles.allies
ProvidesPrerequisite@alliedvanillastructure:
RequiresPrerequisites: structures.alliesvanilla
Prerequisite: vehicles.alliesvanilla
ProvidesPrerequisite@englishstructure:
RequiresPrerequisites: structures.england
Prerequisite: vehicles.england
ProvidesPrerequisite@frenchstructure:
RequiresPrerequisites: structures.france
Prerequisite: vehicles.france
ProvidesPrerequisite@germanstructure:
RequiresPrerequisites: structures.germany
Prerequisite: vehicles.germany
ProvidesPrerequisite@sovietstructure:
RequiresPrerequisites: structures.soviet
Prerequisite: vehicles.soviet
ProvidesPrerequisite@sovietvanillastructure:
RequiresPrerequisites: structures.sovietvanilla
Prerequisite: vehicles.sovietvanilla
ProvidesPrerequisite@russianstructure:
RequiresPrerequisites: structures.russia
Prerequisite: vehicles.russia
ProvidesPrerequisite@ukrainianstructure:
RequiresPrerequisites: structures.ukraine
Prerequisite: vehicles.ukraine
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Vehicle
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
InfiltrateForSupportPower:
Proxy: vehicles.upgraded
Types: SpyInfiltrate
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
-ActorPreviewPlaceBuildingPreview:
SequencePlaceBuildingPreview:
Sequence: place
SequencePalette: placebuilding
FACT:
Inherits: ^Building
Selectable:
Bounds: 72,72
Building:
Footprint: xxX xxx XxX ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Prerequisites: ~disabled
Description: Produces structures.
ProvidesPrerequisite@allies:
Factions: allies, england, france, germany
Prerequisite: structures.allies
ProvidesPrerequisite@alliesvanilla:
Factions: allies
Prerequisite: structures.alliesvanilla
ProvidesPrerequisite@england:
Factions: england
Prerequisite: structures.england
ProvidesPrerequisite@france:
Factions: france
Prerequisite: structures.france
ProvidesPrerequisite@germany:
Factions: germany
Prerequisite: structures.germany
ProvidesPrerequisite@soviet:
Factions: soviet, russia, ukraine
Prerequisite: structures.soviet
ProvidesPrerequisite@sovietvanilla:
Factions: soviet
Prerequisite: structures.sovietvanilla
ProvidesPrerequisite@russia:
Factions: russia
Prerequisite: structures.russia
ProvidesPrerequisite@ukraine:
Factions: ukraine
Prerequisite: structures.ukraine
Health:
HP: 150000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
Production:
Produces: Building, Defense
Valued:
Cost: 2000
Tooltip:
Name: Construction Yard
SpawnActorsOnSell:
ActorTypes: e1,e1,e1,tecn,tecn,e6
BaseBuilding:
Transforms:
RequiresCondition: factundeploy
PauseOnCondition: chrono-vortex || being-captured || being-demolished || build-incomplete
IntoActor: mcv
Offset: 1,1
Facing: 96
TransformsIntoMobile:
RequiresCondition: factundeploy
Locomotor: heavywheeled
RequiresForceMove: true
TransformsIntoPassenger:
RequiresCondition: factundeploy
CargoType: Vehicle
RequiresForceMove: true
TransformsIntoRepairable:
RequiresCondition: factundeploy
RepairActors: fix
RequiresForceMove: true
Sellable:
RequiresCondition: !build-incomplete && !chrono-vortex && !being-captured && !being-demolished
GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
Condition: factundeploy
Prerequisites: global-factundeploy
ProductionBar@Building:
ProductionType: Building
ProductionBar@Defense:
ProductionType: Defense
Color: 8A8A8A
BaseProvider:
PauseOnCondition: being-captured
Range: 16c0
WithBuildingBib:
WithBuildingPlacedAnimation:
RequiresCondition: !build-incomplete && !chrono-vortex
Power:
Amount: 0
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
ProvidesPrerequisite@buildingname:
HitShape:
TargetableOffsets: 1273,939,0, -980,-640,0, -980,640,0
Type: Rectangle
TopLeft: -1536, -1536
BottomRight: 1536, 1536
ConyardChronoReturn:
ReturnOriginalActorOnCondition: build-incomplete
Condition: chrono-vortex
Damage: 950
TransferTimedExternalConditionOnTransform:
Condition: invulnerability
PROC:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 60
Prerequisites: anypower, ~techlevel.infonly
Description: Refines Ore and Gems\ninto credits.
Valued:
Cost: 1400
Tooltip:
Name: Ore Refinery
Building:
Footprint: _X_ xxx X== ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,50,0,4
DecorationBounds: 72,70,0,-2
SelectionDecorations:
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, ThiefInfiltrate, SpyInfiltrate
Health:
HP: 90000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
Refinery:
DockAngle: 64
DockOffset: 1,2
StoresResources:
PipCount: 17
Capacity: 2000
DrawLineToTarget:
CustomSellValue:
Value: 300
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
InfiltrateForCash:
Percentage: 50
Types: SpyInfiltrate, ThiefInfiltrate
Notification: CreditsStolen
WithBuildingBib:
WithIdleOverlay@TOP:
RequiresCondition: !build-incomplete
Sequence: idle-top
Power:
Amount: -30
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
ProvidesPrerequisite@buildingname:
HitShape:
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 598
HitShape@TOP:
TargetableOffsets: 1680,0,0
Type: Rectangle
TopLeft: -512, -1536
BottomRight: 512, -512
HitShape@BOTTOMLEFT:
TargetableOffsets: -1260,-1024,0
Type: Rectangle
TopLeft: -1536, 598
BottomRight: -512, 1280
-ActorPreviewPlaceBuildingPreview:
SequencePlaceBuildingPreview:
Sequence: idle
SequencePalette: placebuilding
SILO:
Inherits: ^Building
Selectable:
Bounds: 24,24
Buildable:
Queue: Defense
BuildPaletteOrder: 35
Prerequisites: proc, ~techlevel.infonly
Description: Stores excess refined\nOre and Gems.
Valued:
Cost: 150
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, ThiefInfiltrate
Tooltip:
Name: Silo
-GivesBuildableArea:
-MustBeDestroyed:
Health:
HP: 30000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
InfiltrateForCash:
Percentage: 50
Types: ThiefInfiltrate
Notification: CreditsStolen
WithBuildingBib:
HasMinibib: true
-WithSpriteBody:
WithResourceLevelSpriteBody:
Sequence: stages
StoresResources:
PipCount: 5
Capacity: 3000
-SpawnActorsOnSell:
Power:
Amount: -10
Explodes:
Weapon: SmallBuildingExplode
EmptyWeapon: SmallBuildingExplode
HPAD:
Inherits: ^Building
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
Buildable:
Queue: Building
BuildPaletteOrder: 120
Prerequisites: dome, ~structures.allies, ~techlevel.medium
Description: Produces and reloads\nhelicopters.
Valued:
Cost: 500
Tooltip:
Name: Helipad
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 80000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
WithBuildingBib:
WithResupplyAnimation:
RequiresCondition: !build-incomplete
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: 0,-256,0
ExitCell: 0,0
Facing: 224
RallyPoint:
Production:
Produces: Aircraft, Helicopter
Reservable:
ProductionBar:
ProductionType: Aircraft
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
Power:
Amount: -10
ProvidesPrerequisite@allies:
Factions: allies, england, france, germany
Prerequisite: aircraft.allies
ProvidesPrerequisite@alliesvanilla:
Factions: allies
Prerequisite: aircraft.alliesvanilla
ProvidesPrerequisite@england:
Factions: england
Prerequisite: aircraft.england
ProvidesPrerequisite@france:
Factions: france
Prerequisite: aircraft.france
ProvidesPrerequisite@germany:
Factions: germany
Prerequisite: aircraft.germany
ProvidesPrerequisite@alliedstructure:
RequiresPrerequisites: structures.allies
Prerequisite: aircraft.allies
ProvidesPrerequisite@alliedvanillastructure:
RequiresPrerequisites: structures.alliesvanilla
Prerequisite: aircraft.alliesvanilla
ProvidesPrerequisite@englishstructure:
RequiresPrerequisites: structures.england
Prerequisite: aircraft.england
ProvidesPrerequisite@frenchstructure:
RequiresPrerequisites: structures.france
Prerequisite: aircraft.france
ProvidesPrerequisite@germanstructure:
RequiresPrerequisites: structures.germany
Prerequisite: aircraft.germany
ProvidesPrerequisite@buildingname:
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
InfiltrateForSupportPower:
Proxy: aircraft.upgraded
Types: SpyInfiltrate
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
AFLD:
Inherits: ^Building
Inherits@shape: ^3x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 420,0,0, 420,-1024,0, 420,1024,0, -777,0,0, -777,-1024,0, -777,1024,0
Buildable:
Queue: Building
BuildPaletteOrder: 130
Prerequisites: dome, ~structures.soviet, ~techlevel.medium, ~!structures.ukraine
Description: Produces and reloads aircraft.\n Special Ability: Spy Plane\n Special Ability: Paratroopers
Valued:
Cost: 500
Tooltip:
Name: Airfield
Selectable:
Class: afld
Bounds: 72,48
Building:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
Exit@1:
RequiresCondition: !being-captured
ExitCell: 1,1
Facing: 192
RallyPoint:
Production:
Produces: Aircraft, Plane
Reservable:
ProvidesPrerequisite@soviet:
Factions: soviet, russia, ukraine
Prerequisite: aircraft.soviet
ProvidesPrerequisite@sovietvanilla:
Factions: soviet
Prerequisite: aircraft.sovietvanilla
ProvidesPrerequisite@russia:
Factions: russia
Prerequisite: aircraft.russia
ProvidesPrerequisite@ukraine:
Factions: ukraine
Prerequisite: aircraft.ukraine
ProvidesPrerequisite@sovietstructure:
RequiresPrerequisites: structures.soviet
Prerequisite: aircraft.soviet
ProvidesPrerequisite@sovietvanillastructure:
RequiresPrerequisites: structures.sovietvanilla
Prerequisite: aircraft.sovietvanilla
ProvidesPrerequisite@russianstructure:
RequiresPrerequisites: structures.russia
Prerequisite: aircraft.russia
ProvidesPrerequisite@ukrainianstructure:
RequiresPrerequisites: structures.ukraine
Prerequisite: aircraft.ukraine
AirstrikePower@spyplane:
OrderName: SovietSpyPlane
Prerequisites: aircraft.soviet
Icon: spyplane
ChargeInterval: 3750
Description: Spy Plane
LongDesc: Reveals an area of the map.
SelectTargetSpeechNotification: SelectTarget
EndChargeSpeechNotification: SpyPlaneReady
CameraActor: camera.spyplane
CameraRemoveDelay: 150
UnitType: u2
QuantizedFacings: 8
DisplayBeacon: true
BeaconPoster: camicon
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
UseDirectionalTarget: True
DirectionArrowAnimation: paradirection
SupportPowerPaletteOrder: 60
ParatroopersPower@paratroopers:
OrderName: SovietParatroopers
Prerequisites: aircraft.soviet
Icon: paratroopers
ChargeInterval: 7500
Description: Paratroopers
LongDesc: A Badger drops a squad of infantry\nanywhere on the map.
DropItems: E1R1,E1R1,E1R1,E3R1,E3R1
ReinforcementsArrivedSpeechNotification: ReinforcementsArrived
SelectTargetSpeechNotification: SelectTarget
AllowImpassableCells: false
QuantizedFacings: 8
CameraActor: camera.paradrop
DisplayBeacon: true
BeaconPoster: pinficon
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
UseDirectionalTarget: True
DirectionArrowAnimation: paradirection
SupportPowerPaletteOrder: 50
AirstrikePower@parabombs:
OrderName: UkraineParabombs
Prerequisites: aircraft.ukraine
Icon: parabombs
ChargeInterval: 7500
Description: Parabombs
LongDesc: A squad of Badgers drop parachuted\nbombs on your target.
SelectTargetSpeechNotification: SelectTarget
CameraActor: camera
CameraRemoveDelay: 150
UnitType: badr.bomber
QuantizedFacings: 8
DisplayBeacon: true
BeaconPoster: pbmbicon
SquadSize: 3
SquadOffset: 1792,1792,0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
UseDirectionalTarget: True
DirectionArrowAnimation: paradirection
SupportPowerPaletteOrder: 40
ProductionBar:
ProductionType: Aircraft
SupportPowerChargeBar:
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Prerequisite: afld
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
InfiltrateForSupportPower:
Proxy: aircraft.upgraded
Types: SpyInfiltrate
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
WithResupplyAnimation:
RequiresCondition: !build-incomplete
AFLD.Ukraine:
Inherits: AFLD
Buildable:
Prerequisites: dome, ~techlevel.medium, ~structures.ukraine
Description: Produces and reloads aircraft.\n Special Ability: Spy Plane\n Special Ability: Paratroopers\n Special Ability: Parabombs
RenderSprites:
Image: afld
POWR:
Inherits: ^Building
Inherits@POWER_OUTAGE: ^DisabledByPowerOutage
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 640,-384,0, 640,512,0, -710,-512,0, -710,512,0
Buildable:
Queue: Building
BuildPaletteOrder: 10
Prerequisites: ~techlevel.infonly
Description: Provides power for other structures.
Valued:
Cost: 300
Tooltip:
Name: Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 40000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 100
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
APWR:
Inherits: ^Building
Inherits@POWER_OUTAGE: ^DisabledByPowerOutage
Inherits@shape: ^3x2Shape
HitShape:
TargetableOffsets: -355,-1024,0
Buildable:
Queue: Building
BuildPaletteOrder: 110
Prerequisites: dome, ~techlevel.medium
Description: Provides double the power of\na standard Power Plant.
Valued:
Cost: 500
Tooltip:
Name: Advanced Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Building:
Footprint: xxx Xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,48
DecorationBounds: 72,68,0,-10
SelectionDecorations:
Health:
HP: 70000
Armor:
Type: Wood
RevealsShroud:
Range: 5c0
WithBuildingBib:
Power:
Amount: 200
Targetable:
TargetTypes: Ground, Structure, C4, DetonateAttack, SpyInfiltrate
ScalePowerWithHealth:
WithDeathAnimation:
DeathSequence: dead
UseDeathTypeSuffix: false
STEK:
Inherits: ^ScienceBuilding
Inherits@shape: ^3x2Shape
Selectable:
Bounds: 72,48
HitShape:
TargetableOffsets: 420,-768,0, 420,768,0, -770,-768,0, -770,768,0
Buildable:
Queue: Building
BuildPaletteOrder: 150
Prerequisites: weap, dome, ~structures.soviet, ~techlevel.high
Description: Provides Soviet advanced technologies.
Valued:
Cost: 1500
Tooltip:
Name: Soviet Tech Center
ProvidesPrerequisite:
Prerequisite: techcenter
Building:
Footprint: XxX XxX ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Health:
HP: 80000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
WithBuildingBib:
Power:
Amount: -100
ProvidesPrerequisite@buildingname:
BARR:
Inherits: ^Building
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 490,-470,0, 355,512,0, -355,-512,0, -630,512,0
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly
Description: Trains infantry.
Valued:
Cost: 500
Tooltip:
Name: Soviet Barracks
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
WithBuildingBib:
RallyPoint:
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: -170,810,0
ExitCell: 1,2
ProductionTypes: Soldier, Infantry
Exit@2:
RequiresCondition: !being-captured
SpawnOffset: -725,640,0
ExitCell: 0,2
ProductionTypes: Soldier, Infantry
Production:
Produces: Infantry, Soldier
GrantExternalConditionToProduced:
Condition: produced
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Infantry
ProvidesPrerequisite:
Prerequisite: barracks
ProvidesPrerequisite@soviet:
Factions: soviet, russia, ukraine
Prerequisite: infantry.soviet
ProvidesPrerequisite@sovietvanilla:
Factions: soviet
Prerequisite: infantry.sovietvanilla
ProvidesPrerequisite@russia:
Factions: russia
Prerequisite: infantry.russia
ProvidesPrerequisite@ukraine:
Factions: ukraine
Prerequisite: infantry.ukraine
ProvidesPrerequisite@sovietstructure:
RequiresPrerequisites: structures.soviet
Prerequisite: infantry.soviet
ProvidesPrerequisite@sovietvanillastructure:
RequiresPrerequisites: structures.sovietvanilla
Prerequisite: infantry.sovietvanilla
ProvidesPrerequisite@russianstructure:
RequiresPrerequisites: structures.russia
Prerequisite: infantry.russia
ProvidesPrerequisite@ukrainianstructure:
RequiresPrerequisites: structures.ukraine
Prerequisite: infantry.ukraine
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
InfiltrateForSupportPower:
Proxy: barracks.upgraded
Types: SpyInfiltrate
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
KENN:
Inherits: ^Building
Selectable:
Bounds: 24,24
Buildable:
Queue: Building
BuildPaletteOrder: 175
Prerequisites: anypower, ~structures.soviet, ~techlevel.infonly
Description: Trains Attack Dogs.
Valued:
Cost: 200
Tooltip:
Name: Kennel
-GivesBuildableArea:
Health:
HP: 30000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithBuildingBib:
HasMinibib: True
RallyPoint:
Path: 0,2
Exit@0:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: -1,1
ProductionTypes: Dog, Infantry
Priority: 3
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: 0,1
ProductionTypes: Dog, Infantry
Priority: 2
Exit@2:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: -1,0
ProductionTypes: Dog, Infantry
Priority: 2
Exit@fallback1:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: -1,-1
ProductionTypes: Dog, Infantry
Exit@fallback2:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: 0,-1
ProductionTypes: Dog, Infantry
Exit@fallback3:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: 1,-1
ProductionTypes: Dog, Infantry
Exit@fallback4:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: 1,0
ProductionTypes: Dog, Infantry
Exit@fallback5:
RequiresCondition: !being-captured
SpawnOffset: -280,400,0
ExitCell: 1,1
ProductionTypes: Dog, Infantry
Production:
Produces: Infantry, Dog
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Infantry
-SpawnActorsOnSell:
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
TENT:
Inherits: ^Building
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
Buildable:
Queue: Building
BuildPaletteOrder: 20
Prerequisites: anypower, ~structures.allies, ~techlevel.infonly
Description: Trains infantry.
Valued:
Cost: 500
Tooltip:
Name: Allied Barracks
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
WithBuildingBib:
RallyPoint:
Exit@1:
RequiresCondition: !being-captured
SpawnOffset: -42,810,0
ExitCell: 1,2
ProductionTypes: Soldier, Infantry
Exit@2:
RequiresCondition: !being-captured
SpawnOffset: -725,640,0
ExitCell: 0,2
ProductionTypes: Soldier, Infantry
Production:
Produces: Infantry, Soldier
GrantExternalConditionToProduced:
Condition: produced
PrimaryBuilding:
PrimaryCondition: primary
SelectionNotification: PrimaryBuildingSelected
ProductionBar:
ProductionType: Infantry
ProvidesPrerequisite@barracks:
Prerequisite: barracks
ProvidesPrerequisite@allies:
Factions: allies, england, france, germany
Prerequisite: infantry.allies
ProvidesPrerequisite@alliesvanilla:
Factions: allies
Prerequisite: infantry.alliesvanilla
ProvidesPrerequisite@england:
Factions: england
Prerequisite: infantry.england
ProvidesPrerequisite@france:
Factions: france
Prerequisite: infantry.france
ProvidesPrerequisite@germany:
Factions: germany
Prerequisite: infantry.germany
ProvidesPrerequisite@alliedstructure:
RequiresPrerequisites: structures.allies
Prerequisite: infantry.allies
ProvidesPrerequisite@alliedvanillastructure:
RequiresPrerequisites: structures.alliesvanilla
Prerequisite: infantry.alliesvanilla
ProvidesPrerequisite@englishstructure:
RequiresPrerequisites: structures.england
Prerequisite: infantry.england
ProvidesPrerequisite@frenchstructure:
RequiresPrerequisites: structures.france
Prerequisite: infantry.france
ProvidesPrerequisite@germanstructure:
RequiresPrerequisites: structures.germany
Prerequisite: infantry.germany
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
InfiltrateForSupportPower:
Proxy: barracks.upgraded
Types: SpyInfiltrate
Targetable:
TargetTypes: Ground, C4, DetonateAttack, Structure, SpyInfiltrate
WithDecoration@primary:
RequiresSelection: true
Image: pips
Sequence: tag-primary
ReferencePoint: Top
ZOffset: 256
RequiresCondition: primary
FIX:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 100
Prerequisites: weap, ~techlevel.medium
Description: Repairs vehicles for credits.
Valued:
Cost: 1200
Tooltip:
Name: Service Depot
Building:
Footprint: _+_ +++ _+_
Dimensions: 3,3
Selectable:
Bounds: 68,34,0,3
DecorationBounds: 72,48
SelectionDecorations:
Health:
HP: 80000
Armor:
Type: Wood
RevealsShroud:
MinRange: 4c0
Range: 5c0
RevealGeneratedShroud: False
RevealsShroud@GAPGEN:
Range: 4c0
Reservable:
RallyPoint:
RepairsUnits:
HpPerStep: 1000
Interval: 7
StartRepairingNotification: Repairing
FinishRepairingNotification: UnitRepaired
PlayerExperience: 15
WithBuildingBib:
HasMinibib: true
WithResupplyAnimation:
RequiresCondition: !build-incomplete
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
HitShape:
TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
Type: Polygon
Points: -1536,-300, -640,-811, 640,-811, 1536,-300, 1536,555, 640,1110, -640,1110, -1536,555
SBAG:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Prerequisites: fact, ~structures.allies, ~techlevel.low
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Valued:
Cost: 30
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbag Wall
Health:
HP: 15000
Armor:
Type: Wood
LineBuild:
NodeTypes: sandbag
LineBuildNode:
Types: sandbag
WithWallSpriteBody:
Type: sandbag
FENC:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact, ~structures.soviet, ~techlevel.low
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Valued:
Cost: 30
CustomSellValue:
Value: 0
Tooltip:
Name: Wire Fence
Health:
HP: 15000
Armor:
Type: Wood
LineBuild:
NodeTypes: fence
LineBuildNode:
Types: fence
WithWallSpriteBody:
Type: fence
BRIK:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 30
Prerequisites: fact, ~techlevel.medium
Description: Stop units and blocks enemy fire.
Valued:
Cost: 200
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Wall
SoundOnDamageTransition:
DamagedSounds: crmble2.aud
DestroyedSounds: kaboom30.aud
Health:
HP: 40000
Armor:
Type: Concrete
Crushable:
CrushClasses: heavywall
BlocksProjectiles:
LineBuild:
NodeTypes: concrete
LineBuildNode:
Types: concrete
WithWallSpriteBody:
Type: concrete
CYCL:
Inherits: ^Wall
Tooltip:
Name: Chain-Link Barrier
Armor:
Type: Wood
LineBuild:
NodeTypes: chain
LineBuildNode:
Types: chain
WithWallSpriteBody:
Type: chain
BARB:
Inherits: ^Wall
Tooltip:
Name: Barbed-Wire Fence
Armor:
Type: Wood
LineBuild:
NodeTypes: barbwire
LineBuildNode:
Types: barbwire
WithWallSpriteBody:
Type: barbwire
WOOD:
Inherits: ^Wall
Tooltip:
Name: Wooden Fence
Armor:
Type: Wood
LineBuild:
NodeTypes: woodfence
LineBuildNode:
Types: woodfence
WithWallSpriteBody:
Type: woodfence
BARRACKS:
AlwaysVisible:
Interactable:
Tooltip:
Name: Infantry Production
Buildable:
Description: Infantry Production
TECHCENTER:
AlwaysVisible:
Interactable:
Tooltip:
Name: Tech Center
Buildable:
Description: Tech Center
ANYPOWER:
AlwaysVisible:
Interactable:
Tooltip:
Name: Power Plant
Buildable:
Description: Power Plant