Files
OpenRA/mods/ts/rules/nod-support.yaml

436 lines
9.8 KiB
YAML

NAWALL:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: ~structures.nod, ~techlevel.low
Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
-SoundOnDamageTransition:
Tooltip:
Name: Concrete Wall
Health:
HP: 22500
Armor:
Type: Concrete
Crushable:
CrushClasses: heavywall
LineBuild:
NodeTypes: wall, turret
Replaceable:
Types: NodGate
NAGATE_A:
Inherits: ^Gate_A
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: nahand, ~structures.nod, ~techlevel.low
Tooltip:
Name: Nod Gate
Replacement:
ReplaceableTypes: NodGate
NAGATE_B:
Inherits: ^Gate_B
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: nahand, ~structures.nod, ~techlevel.low
Tooltip:
Name: Nod Gate
Replacement:
ReplaceableTypes: NodGate
NAPOST:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Buildable:
Queue: Defense
BuildPaletteOrder: 150
Prerequisites: naapwr, ~structures.nod
Description: Stops infantry and blocks enemy fire.\nCan NOT be crushed by tanks.
Valued:
Cost: 200
Tooltip:
Name: Laser Fence
Health:
HP: 30000
Armor:
Type: Concrete
-Capturable:
LineBuild:
Range: 10
NodeTypes: laserfencenode
SegmentType: nafnce
SegmentsRequireNode: true
Selectable:
Bounds: 42, 44, 0, -12
LineBuildNode:
Types: laserfencenode
Power:
Amount: -25
RevealsShroud:
Range: 4c0
WithMakeAnimation:
Condition: build-incomplete
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: lights
WithIdleOverlay@CHAINOFLIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: chainoflights
LineBuildSegmentExternalCondition:
RequiresCondition: !build-incomplete && !disabled
Condition: active-posts
NAFNCE:
Inherits: ^Wall
Tooltip:
Name: Laser Fence
LineBuild:
NodeTypes: laserfence
LineBuildNode:
Types: laserfence
-Crushable:
-Sellable:
-Targetable:
-Building:
EnergyWall:
ActiveCondition: active-posts == 2
Weapon: LaserFence
GrantConditionOnLineBuildDirection@X:
Direction: X
Condition: laserfence-direction-x
GrantConditionOnLineBuildDirection@Y:
Direction: Y
Condition: laserfence-direction-y
-WithWallSpriteBody:
ExternalCondition@ACTIVE:
Condition: active-posts
WithWallSpriteBody@XENABLED:
RequiresCondition: laserfence-direction-x && active-posts == 2
Type: laserfence
Sequence: enabled-x
Name: x-enabled
WithWallSpriteBody@YENABLED:
RequiresCondition: laserfence-direction-y && active-posts == 2
Type: laserfence
Sequence: enabled-y
Name: y-enabled
WithSpriteBody@XDISABLED:
RequiresCondition: laserfence-direction-x && active-posts < 2
Sequence: disabled-x
Name: x-disabled
WithSpriteBody@YDISABLED:
RequiresCondition: laserfence-direction-y && active-posts < 2
Sequence: disabled-y
Name: y-disabled
BlocksProjectiles:
RequiresCondition: active-posts == 2
DamageMultiplier: # Prevent all normal damage, but still allows direct kills from the post
Modifier: 0
Explodes:
Weapon: BuildingExplosions
EmptyWeapon: BuildingExplosions
Type: Footprint
ThrowsShrapnel@SMALL:
Weapons: SmallDebris
Pieces: 0, 1
Range: 2c0, 5c0
Interactable:
Bounds: 48, 24
NALASR:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnPowerDown
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 300
Tooltip:
Name: Laser Turret
Buildable:
Queue: Defense
Prerequisites: nahand, ~structures.nod, ~techlevel.low
BuildPaletteOrder: 90
Description: Basic base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft
Selectable:
Bounds: 40, 30, -8, -6
DecorationBounds: 40, 36, -8, -8
Health:
HP: 50000
Armor:
Type: Wood
RevealsShroud:
Range: 7c0
DetectCloaked:
Range: 3c0
Turreted:
TurnSpeed: 10
InitialFacing: 224
Offset: 298,-171,288
AttackTurreted:
PauseOnCondition: empdisable || disabled
Armament:
Weapon: TurretLaserFire
LocalOffset: 498,0,317
WithMakeAnimation:
Condition: build-incomplete
RenderVoxels:
WithVoxelTurret:
RequiresCondition: !build-incomplete
Power:
Amount: -40
SelectionDecorations:
BodyOrientation:
QuantizedFacings: 0
NAOBEL:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetGround
Inherits@SHAPE: ^2x2Shape
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Buildable:
Queue: Defense
BuildPaletteOrder: 160
Prerequisites: natech, ~structures.nod, ~techlevel.high
Description: Advanced base defense.\nRequires power to operate.\n Strong vs Ground units\n Weak vs Aircraft
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 88, 42, 0, -6
DecorationBounds: 88, 72, 0, -12
Health:
HP: 72500
Armor:
Type: Wood
RevealsShroud:
Range: 8c0
Armament:
Weapon: ObeliskLaserFire
LocalOffset: 1980,297,1131
AttackCharges:
PauseOnCondition: empdisable || disabled
ChargeLevel: 65
ChargingCondition: charging
AmbientSound:
RequiresCondition: charging && !disabled
SoundFiles: obelpowr.aud
Interval: 30, 40
WithMakeAnimation:
Condition: build-incomplete
WithChargeOverlay:
RequiresCondition: !build-incomplete
Palette: player
IsPlayerPalette: true
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Power:
Amount: -150
SelectionDecorations:
NASAM:
Inherits: ^Defense
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@AUTOTARGET: ^AutoTargetAir
Valued:
Cost: 500
Tooltip:
Name: S.A.M. Site
Buildable:
Queue: Defense
Prerequisites: naradr, ~structures.nod, ~techlevel.medium
BuildPaletteOrder: 100
Description: Nod Anti-Air base defense.\nRequires power to operate.\n Strong vs Aircraft\n Weak vs Ground units
Selectable:
Bounds: 40, 30, -3, -8
DecorationBounds: 40, 36, -3, -8
Health:
HP: 60000
Armor:
Type: Wood
BodyOrientation:
QuantizedFacings: 32
RenderRangeCircle:
RangeCircleType: aa
Turreted:
TurnSpeed: 10
InitialFacing: 224
AttackTurreted:
PauseOnCondition: empdisable || disabled
WithMakeAnimation:
Condition: build-incomplete
WithSpriteTurret:
RequiresCondition: !build-incomplete
Recoils: false
Armament:
Weapon: RedEye2
LocalOffset: 543,0,815
Power:
Amount: -30
SelectionDecorations:
NASTLH:
Inherits: ^Building
Inherits@IDISABLED: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^3x2Shape
HitShape:
TargetableOffsets: 250,0,0, 600,-864,0
Valued:
Cost: 2500
Tooltip:
Name: Stealth Generator
Buildable:
Queue: Defense
BuildPaletteOrder: 170
Prerequisites: proc, natech, ~structures.nod, ~techlevel.high
Description: Generates a cloaking field\nto hide your forces from the enemy.
Building:
Footprint: xxx XXX
Dimensions: 3,2
Health:
HP: 60000
Armor:
Type: Wood
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
WithMakeAnimation:
Condition: build-incomplete
WithIdleOverlay@pulse:
RequiresCondition: !build-incomplete && !disabled
Sequence: pulse
WithRangeCircle:
Range: 12c0
Type: cloakgenerator
Power:
Amount: -350
ProximityExternalCondition:
RequiresCondition: !disabled
Condition: cloakgenerator
Range: 12c0
EnableSound: cloak5.aud
DisableSound: cloak5.aud
AffectsParent: true
Selectable:
Bounds: 106, 48, 8, -6
DecorationBounds: 106, 60, 8, -15
SelectionDecorations:
NAMISL:
Inherits: ^Building
Inherits@IDISABLE: ^DisableOnLowPowerOrPowerDown
Inherits@SHAPE: ^2x2Shape
Buildable:
Queue: Defense
BuildPaletteOrder: 180
Prerequisites: natech, ~structures.nod, ~techlevel.superweapons
BuildLimit: 1
Description: Launches a devastating missile\nat a target location.\nRequires power to operate.\nMaximum 1 can be built.
Valued:
Cost: 1300
Tooltip:
Name: Nod Missile Silo
ProvidesPrerequisite:
Prerequisite: tech
Building:
Footprint: xx xx
Dimensions: 2,2
Selectable:
Bounds: 75,48
DecorationBounds: 75,48
Health:
HP: 100000
Armor:
Type: Wood
RevealsShroud:
Range: 4c0
WithMakeAnimation:
Condition: build-incomplete
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete && !disabled
Sequence: idle-lights
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
SupportPowerChargeBar:
NukePower:
PauseOnCondition: empdisable || disabled
Cursor: nuke
Icon: clustermissile
ChargeInterval: 13500
Description: Cluster Missile
LongDesc: Launches a conventional warhead\nat a target location.
EndChargeSpeechNotification: ClusterMissileReady
SelectTargetSpeechNotification: SelectTarget
IncomingSpeechNotification: MissileLaunchDetected
LaunchSound: icbm1.aud
MissileWeapon: ClusterMissile
SpawnOffset: 0,427,0
DisplayTimerStances: None
DisplayBeacon: False
DisplayRadarPing: True
BeaconPoster:
CameraRange: 10c0
WithNukeLaunchOverlay:
SelectionDecorations:
NAWAST:
Inherits: ^Building
HitShape:
Type: Rectangle
TopLeft: -1536, -1536
BottomRight: 512, 1536
Valued:
Cost: 1600
Tooltip:
Name: Waste Refinery
Buildable:
Queue: Defense
BuildPaletteOrder: 190
Prerequisites: namisl, ~structures.nod, ~techlevel.superweapons
BuildLimit: 1
Description: Processes Veins\ninto useable resources.\nMaximum 1 can be built.
Building:
Footprint: Xx= xx= Xx=
Dimensions: 3,3
Selectable:
Bounds: 100, 60, 5, -5
DecorationBounds: 100, 60, 5, -5
Health:
HP: 40000
RevealsShroud:
Range: 6c0
MaxHeightDelta: 3
TiberianSunRefinery:
DockAngle: 160
DockOffset: 2,1
StoresResources:
PipColor: Red
PipCount: 15
Capacity: 56
Power:
Amount: -40
FreeActor:
Actor: WEED
SpawnOffset: 3,1
Facing: 160
WithMakeAnimation:
Condition: build-incomplete
WithIdleOverlay@GLOW:
RequiresCondition: !build-incomplete
Sequence: idle-glow
WithIdleOverlay@LIGHTS:
RequiresCondition: !build-incomplete
Sequence: idle-lights
WithIdleOverlay@BIB:
RequiresCondition: !build-incomplete
Sequence: bib
ProvidesPrerequisite@buildingname:
SelectionDecorations: