Files
OpenRA/mods/ts/rules/structures.yaml
reaperrr 4fe72d95c3 Rename civilian.yaml to civilian-structures.yaml
Move Sandbags to civilian structures.
Remove GAGREEN.
2015-04-12 18:59:54 +02:00

1409 lines
26 KiB
YAML

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