Reason 1: The art doesn't really look like that cell should be passable. Reason 2: This falls within Selectable Bounds and can therefore be exploited to protect turrets and towers, while making it impossible to collect crates or squish infantry on this cell.
960 lines
18 KiB
YAML
960 lines
18 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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Race: 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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Race: 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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Race: 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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Race: 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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ForceRace: 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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ForceRace: 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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InitialActivity: FindResources
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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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RenderBuildingSilo:
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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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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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RallyPoint: 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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RallyPoint: 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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Race: 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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Race: 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 & Air Strike support power. \nUnlocks higher-tech units & 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
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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
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CameraActor: camera
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SupportPowerChargeBar:
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Power:
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Amount: -40
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FIX:
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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: 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
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Queue: Building.GDI, Building.Nod
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Building:
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Footprint: _x_ xxx _x_
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Dimensions: 3,3
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Selectable:
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Bounds: 64,34,0,3
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SelectionDecorations:
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VisualBounds: 72,48
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Health:
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HP: 400
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|
RevealsShroud:
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Range: 5c0
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|
Bib:
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HasMinibib: Yes
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Reservable:
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RepairsUnits:
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RallyPoint:
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WithRepairAnimation:
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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EYE:
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Inherits: ^BaseBuilding
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Valued:
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Cost: 1800
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Tooltip:
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Name: Advanced Communications Center
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Description: Provides radar & Orbital Ion Cannon support power. \nUnlocks Mammoth Tank & Commando. \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: 100
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Prerequisites: anyhq, ~techlevel.high
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Queue: Building.GDI
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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: 1200
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|
RevealsShroud:
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|
Range: 10c0
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|
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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|
IonCannonPower:
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Prerequisites: ~techlevel.superweapons
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|
Icon: ioncannon
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Cursor: ioncannon
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ChargeTime: 180
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|
Description: Ion Cannon
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LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
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BeginChargeSound: ionchrg1.aud
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EndChargeSound: ionredy1.aud
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LaunchSound: ion1.aud
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SelectTargetSound: select1.aud
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|
InsufficientPowerSound: nopower1.aud
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DisplayRadarPing: True
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CameraActor: camera.small
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SupportPowerChargeBar:
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Power:
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Amount: -200
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ProvidesPrerequisite@buildingname:
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TMPL:
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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: Temple of Nod
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Description: Provides Nuclear Strike support power. \nUnlocks Stealth Tank, Chem. Warrior & Obelisk of Light. \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: 100
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|
Prerequisites: anyhq, ~techlevel.high
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Queue: Building.Nod
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|
Building:
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Footprint: ___ xxx xxx
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Dimensions: 3,3
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|
Selectable:
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|
Bounds: 72,48,0,16
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|
RequiresPower:
|
|
CanPowerDown:
|
|
DisabledOverlay:
|
|
Health:
|
|
HP: 2000
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|
RevealsShroud:
|
|
Range: 6c0
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|
Bib:
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|
NukePower:
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|
Prerequisites: ~techlevel.superweapons
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|
Icon: abomb
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Cursor: nuke
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ChargeTime: 300
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|
Description: Nuclear Strike
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|
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
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|
BeginChargeSound:
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EndChargeSound: nukavail.aud
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|
SelectTargetSound: select1.aud
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InsufficientPowerSound: nopower1.aud
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|
LaunchSound: nuklnch1.aud
|
|
IncomingSound: nuke1.aud
|
|
MissileWeapon: atomic
|
|
DisplayBeacon: True
|
|
BeaconPoster: atomic
|
|
BeaconPosterPalette: beaconposter
|
|
DisplayRadarPing: True
|
|
CameraActor: camera
|
|
SupportPowerChargeBar:
|
|
Power:
|
|
Amount: -150
|
|
ProvidesPrerequisite@buildingname:
|
|
|
|
GUN:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 600
|
|
CustomBuildTimeValue:
|
|
Value: 1440
|
|
Tooltip:
|
|
Name: Turret
|
|
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
|
|
Buildable:
|
|
BuildPaletteOrder: 45
|
|
Prerequisites: barracks
|
|
Queue: Defence.GDI, Defence.Nod
|
|
Building:
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 400
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 6c0
|
|
Bib:
|
|
HasMinibib: Yes
|
|
Turreted:
|
|
ROT: 12
|
|
InitialFacing: 50
|
|
RenderBuildingTurreted:
|
|
Armament:
|
|
Weapon: TurretGun
|
|
LocalOffset: 512,0,112
|
|
MuzzleSequence: muzzle
|
|
AttackTurreted:
|
|
WithMuzzleFlash:
|
|
AutoTarget:
|
|
-RenderBuilding:
|
|
-WithDeathAnimation:
|
|
RenderRangeCircle:
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 3
|
|
Power:
|
|
Amount: -20
|
|
MustBeDestroyed:
|
|
RequiredForShortGame: false
|
|
|
|
SAM:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 750
|
|
CustomBuildTimeValue:
|
|
Value: 2160
|
|
Tooltip:
|
|
Name: SAM Site
|
|
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
|
|
Buildable:
|
|
BuildPaletteOrder: 50
|
|
Prerequisites: hand
|
|
Queue: Defence.Nod
|
|
Building:
|
|
Footprint: xx
|
|
Dimensions: 2,1
|
|
RequiresPower:
|
|
DisabledOverlay:
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 400
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
Turreted:
|
|
ROT: 10
|
|
InitialFacing: 0
|
|
RenderBuildingTurreted:
|
|
Armament:
|
|
Weapon: SAMMissile
|
|
MuzzleSequence: muzzle
|
|
AttackPopupTurreted:
|
|
WithMuzzleFlash:
|
|
AutoTarget:
|
|
-RenderBuilding:
|
|
RenderRangeCircle:
|
|
Power:
|
|
Amount: -20
|
|
MustBeDestroyed:
|
|
RequiredForShortGame: false
|
|
|
|
OBLI:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 1500
|
|
CustomBuildTimeValue:
|
|
Value: 3120
|
|
Tooltip:
|
|
Name: Obelisk of Light
|
|
Description: Advanced base defense. \nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: tmpl, ~techlevel.high
|
|
Queue: Defence.Nod
|
|
Building:
|
|
Footprint: _ x
|
|
Dimensions: 1,2
|
|
Selectable:
|
|
Bounds: 24,24,0,12
|
|
RequiresPower:
|
|
DisabledOverlay:
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 600
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
Bib:
|
|
HasMinibib: Yes
|
|
RenderBuildingCharge:
|
|
Armament:
|
|
Weapon: Laser
|
|
LocalOffset: 0,0,725
|
|
FireDelay: 0
|
|
AttackCharge:
|
|
ChargeAudio: obelpowr.aud
|
|
ReloadTime: 40
|
|
InitialChargeDelay: 50
|
|
AutoTarget:
|
|
-RenderBuilding:
|
|
RenderRangeCircle:
|
|
-EmitInfantryOnSell:
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5
|
|
Power:
|
|
Amount: -150
|
|
MustBeDestroyed:
|
|
RequiredForShortGame: false
|
|
|
|
GTWR:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 600
|
|
CustomBuildTimeValue:
|
|
Value: 1440
|
|
Tooltip:
|
|
Name: Guard Tower
|
|
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
|
|
Buildable:
|
|
BuildPaletteOrder: 40
|
|
Prerequisites: barracks
|
|
Queue: Defence.GDI, Defence.Nod
|
|
Building:
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 400
|
|
RevealsShroud:
|
|
Range: 7c0
|
|
Bib:
|
|
HasMinibib: Yes
|
|
Armament:
|
|
Weapon: HighV
|
|
LocalOffset: 256,0,256
|
|
MuzzleSequence: muzzle
|
|
AttackTurreted:
|
|
BodyOrientation:
|
|
QuantizedFacings: 8
|
|
AutoTarget:
|
|
DetectCloaked:
|
|
Range: 3
|
|
RenderDetectionCircle:
|
|
RenderRangeCircle:
|
|
WithMuzzleFlash:
|
|
Turreted:
|
|
ROT: 255
|
|
Power:
|
|
Amount: -10
|
|
MustBeDestroyed:
|
|
RequiredForShortGame: false
|
|
|
|
ATWR:
|
|
Inherits: ^BaseBuilding
|
|
Valued:
|
|
Cost: 1000
|
|
CustomBuildTimeValue:
|
|
Value: 2880
|
|
Tooltip:
|
|
Name: Advanced Guard Tower
|
|
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
|
|
Buildable:
|
|
BuildPaletteOrder: 60
|
|
Prerequisites: anyhq, ~techlevel.medium
|
|
Queue: Defence.GDI
|
|
Building:
|
|
Footprint: _ x
|
|
Dimensions: 1,2
|
|
Selectable:
|
|
Bounds: 24,24,0,12
|
|
RequiresPower:
|
|
DisabledOverlay:
|
|
-GivesBuildableArea:
|
|
Health:
|
|
HP: 600
|
|
Armor:
|
|
Type: Heavy
|
|
RevealsShroud:
|
|
Range: 8c0
|
|
Bib:
|
|
HasMinibib: Yes
|
|
Turreted:
|
|
ROT: 255
|
|
Offset: 128,128,-85
|
|
Armament@PRIMARY:
|
|
Weapon: TowerMissle
|
|
LocalOffset: 256,128,0, 256,-128,0
|
|
LocalYaw: -100,100
|
|
Armament@SECONDARY:
|
|
Weapon: SAMMissile
|
|
LocalOffset: 256,128,0, 256,-128,0
|
|
LocalYaw: -100,100
|
|
AttackTurreted:
|
|
AutoTarget:
|
|
BodyOrientation:
|
|
QuantizedFacings: 8
|
|
RenderDetectionCircle:
|
|
DetectCloaked:
|
|
Range: 5
|
|
RenderRangeCircle:
|
|
Power:
|
|
Amount: -40
|
|
MustBeDestroyed:
|
|
RequiredForShortGame: false
|
|
|
|
SBAG:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 25
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Sandbag Barrier
|
|
Description: Stops infantry & light vehicles. \nCan be crushed by tanks.
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: fact
|
|
Queue: Defence.GDI
|
|
Health:
|
|
HP: 100
|
|
Armor:
|
|
Type: Light
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: sandbag
|
|
LineBuildNode:
|
|
Types: sandbag
|
|
RenderBuildingWall:
|
|
Type: sandbag
|
|
|
|
CYCL:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 25
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Chain Link Barrier
|
|
Description: Stops infantry & light vehicles. \nCan be crushed by tanks.
|
|
Buildable:
|
|
BuildPaletteOrder: 20
|
|
Prerequisites: fact
|
|
Queue: Defence.Nod
|
|
Health:
|
|
HP: 100
|
|
Armor:
|
|
Type: Light
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: chain
|
|
LineBuildNode:
|
|
Types: chain
|
|
RenderBuildingWall:
|
|
Type: chain
|
|
|
|
BRIK:
|
|
Inherits: ^Wall
|
|
Valued:
|
|
Cost: 100
|
|
CustomSellValue:
|
|
Value: 0
|
|
Tooltip:
|
|
Name: Concrete Barrier
|
|
Description: Stop units.
|
|
Buildable:
|
|
BuildPaletteOrder: 30
|
|
Prerequisites: vehicleproduction
|
|
Queue: Defence.GDI, Defence.Nod
|
|
Health:
|
|
HP: 250
|
|
Armor:
|
|
Type: Heavy
|
|
Crushable:
|
|
CrushClasses: heavywall
|
|
-CrushSound:
|
|
SoundOnDamageTransition:
|
|
DestroyedSounds: crumble.aud
|
|
LineBuild:
|
|
Range: 8
|
|
NodeTypes: concrete
|
|
LineBuildNode:
|
|
Types: concrete
|
|
RenderBuildingWall:
|
|
Type: concrete
|
|
|
|
BARRACKS:
|
|
Tooltip:
|
|
Name: Infantry Production
|
|
Description: Infantry Production
|
|
|
|
VEHICLEPRODUCTION:
|
|
Tooltip:
|
|
Name: Vehicle Production
|
|
Description: Vehicle Production
|
|
|
|
ANYPOWER:
|
|
Tooltip:
|
|
Name: Power Plant
|
|
Description: Power Plant
|
|
|
|
ANYHQ:
|
|
Tooltip:
|
|
Name: a communications center
|
|
Description: a communications center
|
|
|