1409 lines
26 KiB
YAML
1409 lines
26 KiB
YAML
GACNST:
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Inherits: ^Building
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Building:
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Footprint: xxx xxx xxx
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BuildSounds: facbld1.aud
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Dimensions: 3,3
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Buildable:
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Queue: Building
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BuildPaletteOrder: 1000
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Prerequisites: ~disabled
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Health:
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HP: 1500
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 5c0
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Production:
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Produces: Building,Defense
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Valued:
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Cost: 2500
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Tooltip:
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Name: Construction Yard
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Description: Builds base structures.
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CustomSellValue:
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Value: 2500
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BaseBuilding:
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Transforms:
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IntoActor: mcv
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Offset: 1,1
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Facing: 96
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ProductionBar@Building:
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ProductionType: Building
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ProductionBar@Defense:
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ProductionType: Defense
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WithIdleOverlay@TOP:
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Sequence: idle-top
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WithIdleOverlay@SIDE:
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Sequence: idle-side
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WithIdleOverlay@FRONT:
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Sequence: idle-front
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WithBuildingPlacedOverlay:
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Power:
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Amount: 0
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Selectable:
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Bounds: 144, 80, 0, -12
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ProvidesCustomPrerequisite@gdi:
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Race: gdi
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Prerequisite: structures.gdi
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ProvidesCustomPrerequisite@nod:
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Race: nod
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Prerequisite: structures.nod
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GAPOWR:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 0
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Prerequisites: ~structures.gdi
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Valued:
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Cost: 300
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Tooltip:
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Name: GDI Power Plant
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Description: Provides power for other structures
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ProvidesCustomPrerequisite:
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Prerequisite: anypower
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Health:
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HP: 750
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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WithIdleOverlay@PLUG:
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Sequence: idle-plug
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Selectable:
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Bounds: 90, 84, 0, -12
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Power:
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Amount: 100
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InfiltrateForPowerOutage:
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AffectedByPowerOutage:
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TargetableBuilding:
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TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
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ScalePowerWithHealth:
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DisabledOverlay:
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Pluggable@pluga:
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Offset: 0,1
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Upgrades:
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powrup: powrup.a
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Power@pluga:
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UpgradeTypes: powrup.a
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UpgradeMinEnabledLevel: 1
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Amount: 50
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WithIdleOverlay@pluga:
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UpgradeTypes: powrup.a
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UpgradeMinEnabledLevel: 1
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Sequence: idle-powrupa
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Pluggable@plugb:
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Offset: 1,1
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Upgrades:
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powrup: powrup.b
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WithIdleOverlay@plugb:
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UpgradeTypes: powrup.b
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UpgradeMinEnabledLevel: 1
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Sequence: idle-powrupb
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Power@plugb:
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UpgradeTypes: powrup.b
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UpgradeMinEnabledLevel: 1
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Amount: 50
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GAPOWRUP:
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Inherits: ^BuildingPlug
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Valued:
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Cost: 150
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Tooltip:
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Name: Power Turbine
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Description: Provides extra power generation.
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 10
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Prerequisites: gapowr, ~structures.gdi
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Plug:
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Type: powrup
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Power:
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Amount: 50
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GAPILE:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 30
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Prerequisites: anypower, ~structures.gdi
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Valued:
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Cost: 300
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Tooltip:
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Name: GDI Barracks
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Description: Produces infantry
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ProvidesCustomPrerequisite:
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Prerequisite: barracks
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Selectable:
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Bounds: 88, 56, 0, -8
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Health:
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HP: 800
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 5c0
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RallyPoint:
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RallyPoint: 2,3
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Exit@1:
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SpawnOffset: -256,1024,0
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ExitCell: 2,2
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Production:
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Produces: Infantry
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PrimaryBuilding:
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ProductionBar:
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WithProductionOverlay@LIGHTS:
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Sequence: production-lights
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WithIdleOverlay@LIGHT:
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Sequence: idle-light
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WithIdleOverlay@FLAG:
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Sequence: idle-flag
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Power:
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Amount: -20
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PROC:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: Tiberium Refinery
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Description: Processes raw Tiberium\ninto useable resources
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Buildable:
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Queue: Building
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BuildPaletteOrder: 20
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Prerequisites: anypower
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Building:
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Footprint: xxx= xx== xxx=
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Dimensions: 4,3
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Selectable:
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Bounds: 134, 122, 0, -18
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Health:
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HP: 900
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RevealsShroud:
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Range: 6c0
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TiberianSunRefinery:
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DockAngle: 160
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DockOffset: 2,1
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StoresResources:
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PipColor: Green
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PipCount: 15
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Capacity: 3000
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CustomSellValue:
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Value: 600
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FreeActor:
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Actor: HARV
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InitialActivity: FindResources
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SpawnOffset: 3,1
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Facing: 160
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WithIdleOverlay@REDLIGHTS:
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Sequence: idle-redlights
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WithIdleOverlay@BIB:
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Sequence: bib
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Power:
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Amount: -30
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GASILO:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 70
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Prerequisites: proc
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Valued:
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Cost: 150
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Tooltip:
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Name: Silo
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Description: Stores excess Tiberium.
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Building:
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Footprint: xx xx
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Dimensions: 2, 2
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Selectable:
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Bounds: 80, 48, -5, 0
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-GivesBuildableArea:
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Health:
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HP: 300
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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-RenderBuilding:
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RenderBuildingSilo:
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WithIdleOverlay@UNDERLAY:
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Sequence: idle-underlay
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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StoresResources:
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PipCount: 5
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Capacity: 1500
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Power:
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Amount: -10
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GAWEAP:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: GDI War Factory
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Description: Assembly point for\nvehicle reinforcements
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ProvidesCustomPrerequisite:
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Prerequisite: factory
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Buildable:
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Queue: Building
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BuildPaletteOrder: 50
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Prerequisites: proc, ~structures.gdi
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Building:
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Footprint: xxx= xxx= xxx=
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Dimensions: 4,3
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Selectable:
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Bounds: 154, 100, -2, -12
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Health:
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HP: 1000
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RevealsShroud:
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Range: 4c0
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-RenderBuilding:
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RenderBuildingWarFactory:
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RallyPoint:
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RallyPoint: 6,1
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Exit@1:
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SpawnOffset: 0,0,0
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ExitCell: 4,1
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Production:
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Produces: Vehicle
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PrimaryBuilding:
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ProductionBar:
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WithProductionOverlay@WHITELIGHTS:
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Sequence: production-lights-white
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WithProductionOverlay@REDLIGHTS:
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Sequence: production-lights-red
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WithIdleOverlay@TURBINES:
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Sequence: idle-turbines
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WithIdleOverlay@BIB:
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Sequence: bib
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Power:
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Amount: -30
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NAPOWR:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 0
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Prerequisites: ~structures.nod
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Valued:
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Cost: 300
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Tooltip:
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Name: Nod Power Plant
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Description: Provides power for other structures
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ProvidesCustomPrerequisite:
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Prerequisite: anypower
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Selectable:
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Bounds: 88, 80, 2, -12
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Health:
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HP: 750
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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Power:
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Amount: 100
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InfiltrateForPowerOutage:
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AffectedByPowerOutage:
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TargetableBuilding:
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TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
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ScalePowerWithHealth:
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DisabledOverlay:
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NAAPWR:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 5
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Prerequisites: factory, ~structures.nod
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Valued:
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Cost: 600
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Tooltip:
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Name: Advanced Power Plant
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Description: Provides more power for structures
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ProvidesCustomPrerequisite:
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Prerequisite: anypower
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Building:
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Footprint: xxx xxx
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Dimensions: 2,3
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Selectable:
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Bounds: 100, 74, 0, -12
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Health:
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HP: 900
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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Power:
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Amount: 200
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InfiltrateForPowerOutage:
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AffectedByPowerOutage:
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TargetableBuilding:
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TargetTypes: Ground, C4, DetonateAttack, SpyInfiltrate
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ScalePowerWithHealth:
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DisabledOverlay:
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NAHAND:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 30
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Prerequisites: anypower, ~structures.nod
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Valued:
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Cost: 300
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Tooltip:
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Name: Hand of Nod
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Description: Produces infantry
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ProvidesCustomPrerequisite:
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Prerequisite: barracks
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Building:
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Footprint: xxx xxx
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Dimensions: 3,2
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Selectable:
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Bounds: 116, 78, 3, -8
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Health:
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HP: 800
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 5c0
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Exit@1:
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SpawnOffset: 384,768,0
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ExitCell: 3,2
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RallyPoint:
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RallyPoint: 3,3
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Production:
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Produces: Infantry
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PrimaryBuilding:
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ProductionBar:
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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WithProductionOverlay@LIGHT:
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Sequence: production-light
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Power:
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Amount: -20
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NAWEAP:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: Nod War Factory
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Description: Assembly point for\nvehicle reinforcements
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ProvidesCustomPrerequisite:
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Prerequisite: factory
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Buildable:
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Queue: Building
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BuildPaletteOrder: 50
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Prerequisites: proc, ~structures.nod
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Building:
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Footprint: xxx= xxx= xxx=
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Dimensions: 4,3
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Selectable:
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Bounds: 149, 116, -3, -20
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Health:
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HP: 1000
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RevealsShroud:
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Range: 4c0
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-RenderBuilding:
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RenderBuildingWarFactory:
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RallyPoint:
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RallyPoint: 6,1
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Exit@1:
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SpawnOffset: 0,0,0
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ExitCell: 4,1
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Production:
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Produces: Vehicle
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PrimaryBuilding:
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ProductionBar:
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WithProductionOverlay@LIGHTS:
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Sequence: production-lights
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WithIdleOverlay@BIB:
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Sequence: bib
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Power:
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Amount: -30
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GAWALL:
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Inherits: ^Wall
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 20
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Prerequisites: ~structures.gdi
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SoundOnDamageTransition:
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DamagedSounds:
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DestroyedSounds:
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Valued:
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Cost: 50
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CustomSellValue:
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Value: 0
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Tooltip:
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Name: Concrete Wall
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Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
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Health:
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HP: 300
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Armor:
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Type: Concrete
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Crushable:
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CrushClasses: heavywall
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LineBuild:
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NodeTypes: wall, turret
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NAWALL:
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Inherits: ^Wall
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 1001
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Prerequisites: ~structures.nod
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SoundOnDamageTransition:
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DamagedSounds:
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DestroyedSounds:
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Valued:
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Cost: 50
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CustomSellValue:
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Value: 0
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Tooltip:
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Name: Concrete Wall
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Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
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Health:
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HP: 300
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Armor:
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Type: Concrete
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Crushable:
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CrushClasses: heavywall
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LineBuild:
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NodeTypes: wall, turret
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GATICK:
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Inherits: ^Building
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Valued:
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Cost: 800
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-AcceptsSupplies:
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Tooltip:
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Name: Deployed Tick Tank
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-GivesBuildableArea:
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Health:
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HP: 350
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|
Armor:
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Type: Concrete
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RevealsShroud:
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Range: 5c0
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|
Turreted:
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ROT: 6
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|
InitialFacing: 128
|
|
Offset: 170,0,213
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Armament@PRIMARY:
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Weapon: 90mm
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LocalOffset: 384,0,128
|
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UpgradeTypes: eliteweapon
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UpgradeMaxEnabledLevel: 0
|
|
UpgradeMaxAcceptedLevel: 1
|
|
MuzzleSequence: muzzle
|
|
Armament@ELITE:
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Weapon: 120mmx
|
|
LocalOffset: 384,0,128
|
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UpgradeTypes: eliteweapon
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UpgradeMinEnabledLevel: 1
|
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MuzzleSequence: muzzle
|
|
AttackTurreted:
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BodyOrientation:
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|
QuantizedFacings: 32
|
|
AutoTarget:
|
|
RenderRangeCircle:
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|
DrawLineToTarget:
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|
RenderBuilding:
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|
RenderVoxels:
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|
WithVoxelBarrel:
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|
LocalOffset: 170,0,0
|
|
WithVoxelTurret:
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|
Transforms:
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|
IntoActor: ttnk
|
|
Offset: 1,1
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|
Facing: 96
|
|
TransformSounds: place2.aud
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|
NoTransformSounds:
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|
WithMuzzleFlash:
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|
-WithDeathAnimation:
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GAICBM:
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Inherits: ^Building
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|
Valued:
|
|
Cost: 800
|
|
-AcceptsSupplies:
|
|
Tooltip:
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|
Name: Deployed ICBM
|
|
-GivesBuildableArea:
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|
Health:
|
|
HP: 400
|
|
Armor:
|
|
Type: Wood
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
Transforms:
|
|
IntoActor: icbm
|
|
Offset: 1,1
|
|
Facing: 96
|
|
TransformSounds: place2.aud
|
|
NoTransformSounds:
|
|
-WithDeathAnimation:
|
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|
|
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:
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|
|
GAARTY:
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|
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: RedEye2
|
|
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: RedEye2
|
|
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: LaserFire2
|
|
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: LaserFire
|
|
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
|
|
Prerequisites: natech, ~structures.nod
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BuildLimit: 1
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Valued:
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Cost: 1300
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Tooltip:
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Name: Nod Missile Silo
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Description: Launches a devastating missile\nat a target location.\nRequires power to operate.
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ProvidesCustomPrerequisite:
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Prerequisite: tech
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Selectable:
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Bounds: 75,48
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Health:
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HP: 1000
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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Power:
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Amount: -50
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CanPowerDown:
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RequiresPower:
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DisabledOverlay:
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SupportPowerChargeBar:
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NukePower:
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Icon: clustermissile
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ChargeTime: 540
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Description: Cluster Missile
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LongDesc: Launches a conventional warhead\nat a target location.
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BeginChargeSound:
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EndChargeSound: 00-i154.aud
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SelectTargetSound:
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InsufficientPowerSound:
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IncomingSound: 00-i150.aud
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LaunchSound: icbm1.aud
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MissileWeapon: ClusterMissile
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SpawnOffset: 0,427,0
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DisplayTimer: False
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|
DisplayBeacon: False
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|
DisplayRadarPing: True
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|
BeaconPoster:
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CameraActor: camera
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GAPLUG:
|
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Inherits: ^Building
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|
Valued:
|
|
Cost: 1000
|
|
Tooltip:
|
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Name: GDI Upgrade Center
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|
Description: Can be upgraded for additional technology.
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|
Selectable:
|
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Bounds: 115,120,0,-20
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|
Buildable:
|
|
BuildPaletteOrder: 100
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|
Prerequisites: proc, gatech
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|
Queue: Building
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|
Building:
|
|
Footprint: xxx xxx
|
|
Dimensions: 2,3
|
|
RequiresPower:
|
|
CanPowerDown:
|
|
DisabledOverlay:
|
|
RenderBuilding:
|
|
WithIdleOverlay@DISH:
|
|
Sequence: idle-dish
|
|
WithIdleOverlay@LIGHTS:
|
|
Sequence: idle-lights
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|
WithIdleOverlay@STRIP:
|
|
Sequence: idle-strip
|
|
Health:
|
|
HP: 1000
|
|
Armor:
|
|
Type: Wood
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
IonCannonPower:
|
|
UpgradeTypes: plug.ioncannon
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|
UpgradeMinEnabledLevel: 1
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|
Icon: ioncannon
|
|
Effect: ionbeam
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|
ChargeTime: 180
|
|
Description: Ion Cannon
|
|
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
|
|
BeginChargeSound:
|
|
EndChargeSound: 00-i156.aud
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|
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
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|
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
|
|
|