Files
OpenRA/mods/ts/rules/structures.yaml

493 lines
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YAML

GACNST:
Inherits: ^Building
Building:
Power: 0
Footprint: xxx xxx xxx
Dimensions: 3,3
Buildable:
Queue: Building
BuildPaletteOrder: 1000
Owner: None
Health:
HP: 1500
Armor:
Type: Wood
RevealsShroud:
Range: 5
Production:
Produces: Building,Defense
Valued:
Cost: 2500
Tooltip:
Name: Construction Yard
Description: Builds base structures.
CustomSellValue:
Value: 2500
BaseBuilding:
Transforms:
IntoActor: mcv
Offset:1,1
Facing: 96
ProductionBar:
-Sellable:
WithIdleOverlay@TOP:
Sequence: idle-top
WithIdleOverlay@SIDE:
Sequence: idle-side
WithIdleOverlay@FRONT:
Sequence: idle-front
GAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Owner: gdi
Hotkey: p
Valued:
Cost: 300
Tooltip:
Name: GDI Power Plant
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Power: 100
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@PLUG:
Sequence: idle-plug
GAPILE:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower
Owner: gdi
Hotkey: b
Valued:
Cost: 300
Tooltip:
Name: GDI Barracks
Description: Produces infantry
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5
# RallyPoint: #TODO: setup sequences
Exit@1:
SpawnOffset: -64,64,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
WithIdleOverlay@FLAG:
Sequence: idle-flag
GAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: GDI War Factory
Description: Assembly point for\nvehicle reinforcements
# ProvidesCustomPrerequisite:
# Prerequisite: VehicleProduction
Buildable:
Queue: Building
BuildPaletteOrder: 50
Owner: gdi
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint: # TODO: setup sequences/palettes
RallyPoint: 6,5
# IndicatorPalettePrefix: effect
Exit@1:
SpawnOffset: -4,24
ExitCell: 3,3
Production:
Produces: Vehicle
ProductionBar:
NAPOWR:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 0
Owner: nod
Hotkey: p
Valued:
Cost: 300
Tooltip:
Name: Nod Power Plant
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Building:
Power: 100
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 750
Armor:
Type: Wood
RevealsShroud:
Range: 4
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
NAHAND:
Inherits: ^Building
Buildable:
Queue: Building
BuildPaletteOrder: 30
Prerequisites: anypower
Owner: nod
Hotkey: b
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Description: Produces infantry
Building:
Power: -20
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 800
Armor:
Type: Wood
RevealsShroud:
Range: 5
# RallyPoint: #TODO: setup sequences
Exit@1:
SpawnOffset: -64,64,0
ExitCell: 0,2
Production:
Produces: Infantry
PrimaryBuilding:
IronCurtainable:
ProductionBar:
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
WithIdleOverlay@LIGHT:
Sequence: idle-light
NAWEAP:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Nod War Factory
Description: Assembly point for\nvehicle reinforcements
# ProvidesCustomPrerequisite:
# Prerequisite: VehicleProduction
Buildable:
Queue: Building
BuildPaletteOrder: 50
Owner: nod
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 1000
RevealsShroud:
Range: 4
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint: # TODO: setup sequences/palettes
RallyPoint: 6,5
# IndicatorPalettePrefix: effect
Exit@1:
SpawnOffset: -4,24
ExitCell: 3,3
Production:
Produces: Vehicle
ProductionBar:
GASAND:
Inherits: ^Wall
Buildable:
Queue: Defense
BuildPaletteOrder: 1000
Prerequisites: gacnst
Owner: gdi
Hotkey: b
SoundOnDamageTransition:
DamagedSound: sandbag1.aud
DestroyedSound: sandbag1.aud
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbags
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Health:
HP: 250
Armor:
Type: Light
GATICK:
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed Tick Tank
Building:
Footprint: x
Dimensions: 1,1
-GivesBuildableArea:
Health:
HP: 350
Armor:
Type: Concrete
RevealsShroud:
Range: 5
Turreted:
ROT: 6
InitialFacing: 128
Armament:
Weapon: 90mm
AttackTurreted:
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
Image: ttnk
WithVoxelBarrel: # TODO: offsets
WithVoxelTurret: # TODO: offsets
Transforms:
IntoActor: ttnk
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GAICBM: # TODO: does not launch anything yet
Inherits: ^Building
Valued:
Cost: 800
-AcceptsSupplies:
Tooltip:
Name: Deployed ICBM
Building:
Footprint: _ x # TODO
Dimensions: 1,2 # TODO
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 5
Transforms:
IntoActor: icbm
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GADPSA:
Inherits: ^Building
Valued:
Cost: 950
-AcceptsSupplies:
Tooltip:
Name: Deployed Sensor Array
Building:
Footprint: _ x # TODO
Dimensions: 1,2 # TODO
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Wood
RevealsShroud:
Range: 8
Transforms:
IntoActor: lpst
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
RenderDetectionCircle:
DetectCloaked:
Range: 6
GAARTY:
Inherits: ^Building
Valued:
Cost: 975
-AcceptsSupplies:
Tooltip:
Name: Deployed Artillery
Building:
Footprint: x
Dimensions: 1,1
-GivesBuildableArea:
Health:
HP: 300
Armor:
Type: Light
RevealsShroud:
Range: 9
Selectable:
Voice: Vehicle
Turreted:
ROT: 5
InitialFacing: 128
Armament:
Weapon: 155mm
AttackTurreted:
AutoTarget:
RenderRangeCircle:
DrawLineToTarget:
RenderBuilding:
RenderVoxels:
Image: art2
WithVoxelBarrel: # TODO: offsets
WithVoxelTurret: # TODO: offsets
Transforms:
IntoActor: art2
Offset: 1,1 # TODO
Facing: 96 # TODO
TransformSounds: # TODO
NoTransformSounds: # TODO
GASPOT: # TODO: has moving spotlights
Inherits: ^Building
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Owner: gdi, nod
Valued:
Cost: 300
Tooltip:
Name: Light Tower
Building:
Power: -10
Footprint: x
Dimensions: 1,1
Health:
HP: 400
Armor:
Type: Wood
RevealsShroud:
Range: 4
RenderDetectionCircle:
DetectCloaked:
Range: 3
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
GAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
# Prerequisites: garadr
Owner: gdi
Queue: Building
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Air
BelowUnits:
Reservable:
RepairsUnits:
# RallyPoint:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
NAHPAD:
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Nod Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 60
# Prerequisites: naradr
Owner: nod
Queue: Building
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 5
Exit@1:
SpawnOffset: 0,-6
Production:
Produces: Air
BelowUnits:
Reservable:
RepairsUnits:
# RallyPoint:
ProductionBar:
WithIdleOverlay@PLATFORM:
Sequence: idle-platform
WithIdleOverlay@LIGHTS:
Sequence: idle-lights
# custom prerequisites:
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production