947 lines
17 KiB
YAML
947 lines
17 KiB
YAML
FACT:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 2000
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Tooltip:
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Name: Construction Yard
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Description: Builds structures
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Building:
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Footprint: xxx xxx
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Dimensions: 3,2
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Health:
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HP: 1400
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 10c0
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Bib:
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Production:
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Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
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Transforms:
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IntoActor: mcv
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Offset: 1,1
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Facing: 108
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ProductionQueue@GDIBuilding:
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Type: Building.GDI
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Factions: gdi
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Group: Building
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BuildSpeed: .4
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LowPowerSlowdown: 2
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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ProductionQueue@NodBuilding:
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Type: Building.Nod
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Factions: nod
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Group: Building
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BuildSpeed: .4
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LowPowerSlowdown: 2
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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ProductionQueue@GDIDefense:
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Type: Defence.GDI
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Factions: gdi
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Group: Defence
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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ProductionQueue@NodDefense:
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Type: Defence.Nod
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Factions: nod
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Group: Defence
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BuildSpeed: .4
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LowPowerSlowdown: 3
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QueuedAudio: Building
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ReadyAudio: ConstructionComplete
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BaseBuilding:
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ProductionBar@BuildingGDI:
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ProductionType: Building.GDI
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ProductionBar@BuildingNod:
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ProductionType: Building.Nod
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ProductionBar@DefenceGDI:
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ProductionType: Defence.GDI
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ProductionBar@DefenceNod:
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ProductionType: Defence.Nod
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BaseProvider:
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Cooldown: 75
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Range: 14
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WithBuildingPlacedAnimation:
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Power:
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Amount: 0
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ProvidesPrerequisite@buildingname:
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FACT.GDI:
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Inherits: FACT
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RenderBuilding:
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Image: fact
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Buildable:
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Queue: Building.GDI, Building.Nod
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BuildPaletteOrder: 1000
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Prerequisites: ~disabled
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ForceFaction: gdi
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Tooltip:
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Name: Construction Yard (GDI)
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FACT.NOD:
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Inherits: FACT
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RenderBuilding:
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Image: fact
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Buildable:
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Queue: Building.GDI, Building.Nod
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BuildPaletteOrder: 1000
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Prerequisites: ~disabled
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ForceFaction: nod
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Tooltip:
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Name: Construction Yard (Nod)
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NUKE:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 500
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Tooltip:
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Name: Power Plant
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Description: Generates power
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ProvidesPrerequisite:
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Prerequisite: anypower
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Buildable:
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BuildPaletteOrder: 10
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Prerequisites: fact
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Queue: Building.GDI, Building.Nod
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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: 500
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RevealsShroud:
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Range: 4c0
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Bib:
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Power:
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Amount: 100
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ScalePowerWithHealth:
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NUK2:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 800
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Tooltip:
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Name: Advanced Power Plant
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Description: Provides more power, cheaper than the\nstandard Power Plant
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ProvidesPrerequisite:
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Prerequisite: anypower
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Buildable:
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BuildPaletteOrder: 30
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Building.GDI, Building.Nod
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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: 700
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RevealsShroud:
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Range: 4c0
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Bib:
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Power:
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Amount: 200
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ScalePowerWithHealth:
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PROC:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 1500
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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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BuildPaletteOrder: 20
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Prerequisites: anypower
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Queue: Building.GDI, Building.Nod
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Building:
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Footprint: _x_ xxx ===
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Dimensions: 3,3
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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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Bib:
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Refinery:
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DockAngle: 112
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DockOffset: 0,2
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IsDragRequired: True
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DragOffset: -554,512,0
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DragLength: 12
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TickRate: 15
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StoresResources:
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PipColor: Green
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PipCount: 10
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Capacity: 2000
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Selectable:
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Bounds: 72,56,0,12
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CustomSellValue:
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Value: 500
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FreeActor:
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Actor: HARV
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SpawnOffset: 1,2
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Facing: 64
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WithResources:
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Power:
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Amount: -50
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ProvidesPrerequisite@buildingname:
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SelectionDecorations:
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VisualBounds: 73,72
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SILO:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 300
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Tooltip:
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Name: Tiberium Silo
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Description: Stores processed Tiberium
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Buildable:
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BuildPaletteOrder: 35
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Prerequisites: proc
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Queue: Defence.GDI, Defence.Nod
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Building:
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Footprint: xx
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Dimensions: 2,1
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-GivesBuildableArea:
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Health:
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HP: 400
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RevealsShroud:
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Range: 4c0
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Bib:
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HasMinibib: Yes
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RenderSprites:
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WithSpriteBody:
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AutoSelectionSize:
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WithSiloAnimation:
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StoresResources:
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PipCount: 10
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PipColor: Green
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Capacity: 2000
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-RenderBuilding:
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-EmitInfantryOnSell:
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Power:
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Amount: -10
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MustBeDestroyed:
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RequiredForShortGame: false
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SelectionDecorations:
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VisualBounds: 49,30
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-WithMakeAnimation:
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PYLE:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 500
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Tooltip:
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Name: Barracks
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Description: Trains infantry
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ProvidesPrerequisite:
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Prerequisite: barracks
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anypower
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Queue: Building.GDI
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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: 500
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RevealsShroud:
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Range: 5c0
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Bib:
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RallyPoint:
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Exit@1:
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SpawnOffset: -426,85,0
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ExitCell: 0,1
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Exit@2:
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SpawnOffset: 298,298,0
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ExitCell: 1,1
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Production:
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Produces: Infantry.GDI
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ProductionQueue:
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Type: Infantry.GDI
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Group: Infantry
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RequireOwner: false
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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HAND:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 500
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Tooltip:
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Name: Hand of Nod
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Description: Trains infantry
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ProvidesPrerequisite:
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Prerequisite: barracks
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: anypower
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Queue: Building.Nod
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Building:
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Footprint: __ xx xx
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Dimensions: 2,3
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Health:
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HP: 500
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RevealsShroud:
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Range: 5c0
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Bib:
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RallyPoint:
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Exit@1:
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SpawnOffset: 512,1024,0
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ExitCell: 1,2
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Production:
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Produces: Infantry.Nod
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ProductionQueue:
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Type: Infantry.Nod
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Group: Infantry
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RequireOwner: false
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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Selectable:
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Bounds: 48,48,0,10
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AFLD:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 2000
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Tooltip:
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Name: Airstrip
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Description: Provides a dropzone\nfor vehicle reinforcements
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ProvidesPrerequisite:
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Prerequisite: vehicleproduction
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: proc
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Queue: Building.Nod
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Building:
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Footprint: xxxx xxxx
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Dimensions: 4,2
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Health:
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HP: 1000
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RevealsShroud:
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Range: 7c0
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Bib:
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WithIdleOverlay@DISH:
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Sequence: idle-dish
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RallyPoint:
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Offset: 4,2
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Exit@1:
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SpawnOffset: -1024,0,0
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ExitCell: 3,1
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ProductionAirdrop:
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Produces: Vehicle.Nod
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WithDeliveryAnimation:
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ProductionQueue:
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Type: Vehicle.Nod
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Group: Vehicle
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RequireOwner: false
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ReadyAudio:
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ProductionBar:
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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WEAP:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 2000
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Tooltip:
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Name: Weapons Factory
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Description: Produces vehicles
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ProvidesPrerequisite:
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Prerequisite: vehicleproduction
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: proc
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Queue: Building.GDI
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Building:
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Footprint: ___ xxx ===
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Dimensions: 3,3
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Selectable:
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Bounds: 72,48,0,12
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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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|
Bib:
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WithProductionDoorOverlay:
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Sequence: build-top
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RallyPoint:
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Offset: 0,3
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Exit@1:
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SpawnOffset: -341,-341,0
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ExitCell: 0,2
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ExitDelay: 3
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Production:
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Produces: Vehicle.GDI
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ProductionQueue:
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Type: Vehicle.GDI
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RequireOwner: false
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Group: Vehicle
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar:
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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HPAD:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 1000
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|
Tooltip:
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Name: Helipad
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Description: Produces, rearms and\nrepairs helicopters
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: proc
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Queue: Building.GDI, Building.Nod
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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: 500
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RevealsShroud:
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Range: 5c0
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Exit@1:
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SpawnOffset: 0,-256,0
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Production:
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Produces: Aircraft.GDI, Aircraft.Nod
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Reservable:
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RepairsUnits:
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WithRepairAnimation:
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RallyPoint:
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ProductionQueue@GDI:
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Type: Aircraft.GDI
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Factions: gdi
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Group: Aircraft
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionQueue@Nod:
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Type: Aircraft.Nod
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Factions: nod
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Group: Aircraft
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BuildSpeed: .4
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LowPowerSlowdown: 3
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ProductionBar@GDI:
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ProductionType: Aircraft.GDI
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ProductionBar@Nod:
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ProductionType: Aircraft.Nod
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Power:
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Amount: -10
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ProvidesPrerequisite@buildingname:
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HQ:
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Inherits: ^BaseBuilding
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Valued:
|
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Cost: 1000
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Tooltip:
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Name: Communications Center
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Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
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ProvidesPrerequisite:
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Prerequisite: anyhq
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Buildable:
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BuildPaletteOrder: 70
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Prerequisites: proc, ~techlevel.medium
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Queue: Building.GDI, Building.Nod
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|
Building:
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Footprint: x_ xx
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Dimensions: 2,2
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Selectable:
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Bounds: 48,36,0,12
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RequiresPower:
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CanPowerDown:
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DisabledOverlay:
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RenderBuilding:
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PauseOnLowPower: yes
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Health:
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HP: 700
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RevealsShroud:
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Range: 10c0
|
|
Bib:
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ProvidesRadar:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 5
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AirstrikePower:
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Prerequisites: ~techlevel.superweapons
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Icon: airstrike
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ChargeTime: 180
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SquadSize: 3
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QuantizedFacings: 8
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Description: Air Strike
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LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
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EndChargeSound: airredy1.aud
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SelectTargetSound: select1.aud
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InsufficientPowerSound: nopower1.aud
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IncomingSound: enemya.aud
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UnitType: a10
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DisplayBeacon: True
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BeaconPoster: airstrike
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BeaconPosterPalette: beaconposter
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DisplayRadarPing: True
|
|
CameraActor: camera
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|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -40
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|
|
FIX:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 500
|
|
Tooltip:
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Name: Repair Facility
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Description: Repairs vehicles
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|
Buildable:
|
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BuildPaletteOrder: 80
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|
Prerequisites: vehicleproduction
|
|
Queue: Building.GDI, Building.Nod
|
|
Building:
|
|
Footprint: _x_ xxx _x_
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|
Dimensions: 3,3
|
|
Selectable:
|
|
Bounds: 64,34,0,3
|
|
SelectionDecorations:
|
|
VisualBounds: 72,48
|
|
Health:
|
|
HP: 400
|
|
RevealsShroud:
|
|
Range: 5c0
|
|
Bib:
|
|
HasMinibib: Yes
|
|
Reservable:
|
|
RepairsUnits:
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|
RallyPoint:
|
|
WithRepairAnimation:
|
|
Power:
|
|
Amount: -30
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
EYE:
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Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 1800
|
|
Tooltip:
|
|
Name: Advanced Communications Center
|
|
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 100
|
|
Prerequisites: anyhq, ~techlevel.high
|
|
Queue: Building.GDI
|
|
Building:
|
|
Footprint: x_ xx
|
|
Dimensions: 2,2
|
|
Selectable:
|
|
Bounds: 48,36,0,12
|
|
RequiresPower:
|
|
CanPowerDown:
|
|
DisabledOverlay:
|
|
RenderBuilding:
|
|
PauseOnLowPower: yes
|
|
Health:
|
|
HP: 1200
|
|
RevealsShroud:
|
|
Range: 10c0
|
|
Bib:
|
|
ProvidesRadar:
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5
|
|
IonCannonPower:
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: ioncannon
|
|
Cursor: ioncannon
|
|
ChargeTime: 180
|
|
Description: Ion Cannon
|
|
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
|
|
BeginChargeSound: ionchrg1.aud
|
|
EndChargeSound: ionredy1.aud
|
|
LaunchSound: ion1.aud
|
|
SelectTargetSound: select1.aud
|
|
InsufficientPowerSound: nopower1.aud
|
|
DisplayRadarPing: True
|
|
CameraActor: camera.small
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -200
|
|
ProvidesPrerequisite@buildingname:
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|
|
TMPL:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 2000
|
|
Tooltip:
|
|
Name: Temple of Nod
|
|
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
|
|
ProvidesPrerequisite:
|
|
Prerequisite: anyhq
|
|
Buildable:
|
|
BuildPaletteOrder: 100
|
|
Prerequisites: anyhq, ~techlevel.high
|
|
Queue: Building.Nod
|
|
Building:
|
|
Footprint: ___ xxx xxx
|
|
Dimensions: 3,3
|
|
Selectable:
|
|
Bounds: 72,48,0,16
|
|
RequiresPower:
|
|
CanPowerDown:
|
|
DisabledOverlay:
|
|
Health:
|
|
HP: 2000
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
Bib:
|
|
NukePower:
|
|
Prerequisites: ~techlevel.superweapons
|
|
Icon: abomb
|
|
Cursor: nuke
|
|
ChargeTime: 300
|
|
Description: Nuclear Strike
|
|
LongDesc: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
|
|
BeginChargeSound:
|
|
EndChargeSound: nukavail.aud
|
|
SelectTargetSound: select1.aud
|
|
InsufficientPowerSound: nopower1.aud
|
|
LaunchSound: nuklnch1.aud
|
|
IncomingSound: nuke1.aud
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MissileWeapon: atomic
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DisplayBeacon: True
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BeaconPoster: atomic
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BeaconPosterPalette: beaconposter
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DisplayRadarPing: True
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CameraActor: camera
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SupportPowerChargeBar:
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Power:
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Amount: -150
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ProvidesPrerequisite@buildingname:
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GUN:
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Inherits: ^Defense
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Valued:
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Cost: 600
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CustomBuildTimeValue:
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Value: 1440
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Tooltip:
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Name: Turret
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Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
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Buildable:
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BuildPaletteOrder: 45
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Prerequisites: barracks
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Queue: Defence.GDI, Defence.Nod
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Building:
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Health:
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HP: 400
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 6c0
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Bib:
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HasMinibib: Yes
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Turreted:
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ROT: 12
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InitialFacing: 50
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RenderSprites:
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WithTurretedSpriteBody:
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Armament:
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Weapon: TurretGun
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LocalOffset: 512,0,112
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MuzzleSequence: muzzle
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AttackTurreted:
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WithMuzzleFlash:
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-RenderBuilding:
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-WithDeathAnimation:
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DetectCloaked:
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Range: 3
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Power:
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Amount: -20
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-WithMakeAnimation:
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SAM:
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Inherits: ^Defense
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Valued:
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Cost: 750
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CustomBuildTimeValue:
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Value: 2160
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Tooltip:
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Name: SAM Site
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Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
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Buildable:
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BuildPaletteOrder: 50
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Prerequisites: hand
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Queue: Defence.Nod
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Building:
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Footprint: xx
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Dimensions: 2,1
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RequiresPower:
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DisabledOverlay:
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Health:
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HP: 400
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 8c0
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Turreted:
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ROT: 10
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InitialFacing: 0
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RenderSprites:
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WithTurretedSpriteBody:
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AutoSelectionSize:
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Armament:
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Weapon: SAMMissile
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MuzzleSequence: muzzle
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AttackPopupTurreted:
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WithMuzzleFlash:
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-RenderBuilding:
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-RenderDetectionCircle:
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Power:
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Amount: -20
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-WithMakeAnimation:
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OBLI:
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Inherits: ^Defense
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Valued:
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Cost: 1500
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CustomBuildTimeValue:
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Value: 3120
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Tooltip:
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Name: Obelisk of Light
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Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: tmpl, ~techlevel.high
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Queue: Defence.Nod
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Building:
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Footprint: _ x
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Dimensions: 1,2
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Selectable:
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Bounds: 24,24,0,12
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RequiresPower:
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DisabledOverlay:
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Health:
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HP: 600
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 8c0
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Bib:
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HasMinibib: Yes
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RenderSprites:
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WithSpriteBody:
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WithChargeAnimation:
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Armament:
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Weapon: Laser
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LocalOffset: 0,0,725
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FireDelay: 0
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AttackCharge:
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ChargeAudio: obelpowr.aud
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ReloadTime: 40
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InitialChargeDelay: 50
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-RenderBuilding:
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-EmitInfantryOnSell:
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DetectCloaked:
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Range: 5
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Power:
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Amount: -150
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-WithMakeAnimation:
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GTWR:
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Inherits: ^Defense
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Valued:
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Cost: 600
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CustomBuildTimeValue:
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Value: 1440
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Tooltip:
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Name: Guard Tower
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Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
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Buildable:
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BuildPaletteOrder: 40
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Prerequisites: barracks
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Queue: Defence.GDI, Defence.Nod
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Building:
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Health:
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HP: 400
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RevealsShroud:
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Range: 7c0
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Bib:
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HasMinibib: Yes
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Armament:
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Weapon: HighV
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LocalOffset: 256,0,256
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MuzzleSequence: muzzle
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AttackTurreted:
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BodyOrientation:
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QuantizedFacings: 8
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DetectCloaked:
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Range: 3
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WithMuzzleFlash:
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Turreted:
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ROT: 255
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Power:
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Amount: -10
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ATWR:
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Inherits: ^Defense
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Valued:
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Cost: 1000
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CustomBuildTimeValue:
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Value: 2880
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Tooltip:
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Name: Advanced Guard Tower
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Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
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Buildable:
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BuildPaletteOrder: 60
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Prerequisites: anyhq, ~techlevel.medium
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Queue: Defence.GDI
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Building:
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Footprint: _ x
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Dimensions: 1,2
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Selectable:
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Bounds: 24,24,0,12
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RequiresPower:
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DisabledOverlay:
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Health:
|
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HP: 600
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 8c0
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Bib:
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HasMinibib: Yes
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Turreted:
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ROT: 255
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Offset: 128,128,-85
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Armament@PRIMARY:
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Weapon: TowerMissle
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LocalOffset: 256,128,0, 256,-128,0
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LocalYaw: -100,100
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Armament@SECONDARY:
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Weapon: SAMMissile
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LocalOffset: 256,128,0, 256,-128,0
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LocalYaw: -100,100
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AttackTurreted:
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BodyOrientation:
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QuantizedFacings: 8
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DetectCloaked:
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Range: 5
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Power:
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Amount: -40
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SBAG:
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Inherits: ^Wall
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Valued:
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Cost: 25
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CustomSellValue:
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Value: 0
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Tooltip:
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Name: Sandbag Barrier
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Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
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Buildable:
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BuildPaletteOrder: 20
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Prerequisites: fact
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Queue: Defence.GDI
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Health:
|
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HP: 100
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Armor:
|
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Type: Light
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LineBuild:
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Range: 8
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NodeTypes: sandbag
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LineBuildNode:
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Types: sandbag
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WithWallSpriteBody:
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Type: sandbag
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CYCL:
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Inherits: ^Wall
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Valued:
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Cost: 25
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CustomSellValue:
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Value: 0
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Tooltip:
|
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Name: Chain Link Barrier
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Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
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|
Buildable:
|
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BuildPaletteOrder: 20
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Prerequisites: fact
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Queue: Defence.Nod
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Health:
|
|
HP: 100
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Armor:
|
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Type: Light
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LineBuild:
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Range: 8
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NodeTypes: chain
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LineBuildNode:
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Types: chain
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WithWallSpriteBody:
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Type: chain
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BRIK:
|
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Inherits: ^Wall
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|
Valued:
|
|
Cost: 100
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|
CustomSellValue:
|
|
Value: 0
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|
Tooltip:
|
|
Name: Concrete Barrier
|
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Description: Stops infantry and most tanks.
|
|
Buildable:
|
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BuildPaletteOrder: 30
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Prerequisites: vehicleproduction
|
|
Queue: Defence.GDI, Defence.Nod
|
|
Health:
|
|
HP: 250
|
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Armor:
|
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Type: Heavy
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Crushable:
|
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CrushClasses: heavywall
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-CrushSound:
|
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SoundOnDamageTransition:
|
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DestroyedSounds: crumble.aud
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LineBuild:
|
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Range: 8
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NodeTypes: concrete
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LineBuildNode:
|
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Types: concrete
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WithWallSpriteBody:
|
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Type: concrete
|
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|
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BARRACKS:
|
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AlwaysVisible:
|
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Tooltip:
|
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Name: Infantry Production
|
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Description: Infantry Production
|
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VEHICLEPRODUCTION:
|
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AlwaysVisible:
|
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Tooltip:
|
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Name: Vehicle Production
|
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Description: Vehicle Production
|
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|
|
ANYPOWER:
|
|
AlwaysVisible:
|
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Tooltip:
|
|
Name: Power Plant
|
|
Description: Power Plant
|
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|
|
ANYHQ:
|
|
AlwaysVisible:
|
|
Tooltip:
|
|
Name: a communications center
|
|
Description: a communications center
|
|
|