Files
OpenRA/mods/cnc-classic/rules/structures.yaml
psydev 7a1ce8441c minor fixes
Silo moved to build queue. Last I checked, GivesBuildableArea didn't work with stuff produced from the support queue.
For whatever reason, you can build FIX in C&C Gold right away.
2013-04-06 03:25:47 -07:00

820 lines
16 KiB
YAML

FACT:
Inherits: ^Building
-Buildable:
Valued:
Cost: 5000
Tooltip:
Name: Construction Yard
Icon: mcvicnh
Description: Builds structures
Building:
Power: 15
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Production:
Produces: Building,Defense
Transforms:
IntoActor: mcv
Offset:1,1
Facing: 108
BaseBuilding:
ProductionBar:
Bib:
NUKE:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Power Plant
Icon: nukeicnh
Description: Provides power for other structures
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Owner: gdi,nod
Building:
Power: 100
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 400
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
PROC:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Tiberium Refinery
Icon: procicnh
Description: Processes raw Tiberium to sell it for cash.
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Owner: gdi,nod
Building:
Power: -30
Footprint: _x_ xxx ===
Dimensions: 3,3
Health:
HP: 900
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
TiberiumRefinery:
DockOffset: 0,2
TickLifetime: 30
TickVelocity: 1
TickRate: 125
StoresOre:
PipColor: Green
PipCount: 10
Capacity: 1000
Selectable:
Bounds: 73,72
CustomSellValue:
Value: 600
CustomBuildTimeValue:
Value: 900
FreeActor:
Actor: HARV
InitialActivity: FindResources
SpawnOffset: 1,2
Facing: 64
-RenderBuilding:
RenderBuildingRefinery:
NUK2:
Inherits: ^Building
Valued:
Cost: 700
Tooltip:
Name: Advanced Power Plant
Icon:nuk2icnh
Description: Provides more power, cheaper than the \nstandard Power Plant
ProvidesCustomPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 30
Prerequisites: nuke
Owner: gdi,nod
Building:
Power: 200
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 600
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
SILO:
Inherits: ^Building
Valued:
Cost: 150
Tooltip:
Name: Tiberium Silo
Icon: siloicnh
Description: Stores processed Tiberium
Buildable:
Queue: Building
BuildPaletteOrder: 200
Prerequisites: proc
Owner: gdi,nod
Building:
Power: -10
Footprint: xx
Dimensions: 2,1
GivesBuildableArea:
Health:
HP: 300
RevealsShroud:
Range: 4
# Range: 2
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
RenderBuildingSilo:
StoresOre:
PipCount: 15
PipColor: Green
Capacity: 1500
Selectable:
Bounds: 49,24
-RenderBuilding:
-EmitInfantryOnSell:
Bib:
PYLE:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Barracks
Icon: pyleicnh
Description: Trains infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 40
Prerequisites: anypower
Owner: gdi
Building:
Power: -20
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
Exit@1:
SpawnOffset: -10,2
ExitCell: 0,1
Exit@2:
SpawnOffset: 7,7
ExitCell: 1,1
Production:
Produces: Infantry
ProductionBar:
HAND:
Inherits: ^Building
Valued:
Cost: 300
Tooltip:
Name: Hand of Nod
Icon: handicnh
Description: Trains infantry
ProvidesCustomPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 40
Prerequisites: anypower
Owner: nod
Building:
Power: -20
Footprint: __ xx xx
Dimensions: 2,3
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
Exit@1:
SpawnOffset: 12,24
ExitCell: 1,2
Production:
Produces: Infantry
ProductionBar:
AFLD:
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
Icon: afldicnh
Description: Provides a dropzone for vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Owner: nod
Building:
Power: -30
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1000
Armor:
Type: Heavy
RevealsShroud:
Range: 7
# Range: 5
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
RallyPoint:
RallyPoint: 4,2
BelowUnits:
Exit@1:
SpawnOffset: -24,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle
ProductionBar:
WEAP:
#light
Inherits: ^Building
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
Icon: weapicnh
Description: Assembly point for vehicle reinforcements
ProvidesCustomPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Owner: gdi
Building:
Power: -30
Footprint: ___ xxx ===
Dimensions: 3,3
Health:
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
-RenderBuilding:
RenderBuildingWarFactory:
RallyPoint:
RallyPoint: 0,3
Exit@1:
SpawnOffset: -8,-8
ExitCell: 0,2
Production:
Produces: Vehicle
ProductionBar:
HPAD.GDI:
Inherits: ^Building
Valued:
Cost: 1500
CustomSellValue:
Value: 300
Tooltip:
Name: Helipad (GDI)
Icon:hpadicnh
Description: Produces and reloads helicopters
ProvidesCustomPrerequisite:
Prerequisite: hpad
RenderBuilding:
Image: hpad
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: gdi
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
FreeActor:
Actor: ORCA
Facing: 3
SpawnOffset: 1,2
Exit@1:
# SpawnOffset: 0,0
SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionBar:
Bib:
HPAD.NOD:
Inherits: ^Building
Valued:
Cost: 1500
CustomSellValue:
Value: 300
Tooltip:
Name: Helipad (Nod)
Icon:hpadicnh
Description: Produces and reloads helicopters
ProvidesCustomPrerequisite:
Prerequisite: hpad
RenderBuilding:
Image: hpad
Buildable:
BuildPaletteOrder: 60
Prerequisites: barracks
Owner: nod
Building:
Power: -10
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
FreeActor:
Actor: HELI
SpawnOffset: 1,1
Exit@1:
SpawnOffset: 0,0
# SpawnOffset: 0,-6
Production:
Produces: Aircraft
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
ProductionBar:
Bib:
HQ:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
Icon: hqicnh
Description: Provides an overview of the battlefield.\n Requires power to operate.
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc
Owner: gdi,nod
Building:
Power: -40
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 1000
RevealsShroud:
Range: 12
# Range: 10
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
ProvidesRadar:
FIX:
Inherits: ^Building
Valued:
Cost: 1200
Tooltip:
Name: Repair Facility
Icon: fixicnh
Description: Repairs vehicles and allows the\nconstruction of additional bases.
Buildable:
BuildPaletteOrder: 80
Prerequisites: anypower
Owner: gdi,nod
Building:
Power: -30
Footprint: _x_ xxx _x_
Dimensions: 3,3
Health:
HP: 800
RevealsShroud:
Range: 5
# Range: 3
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
BelowUnits:
Reservable:
RepairsUnits:
RallyPoint:
EYE:
#wood
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 2800
Tooltip:
Name: Advanced Communications Center
Icon: eyeicnh
Description: Provides access to the Ion Cannon.\n Requires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: techbuilding
Buildable:
BuildPaletteOrder: 100
Prerequisites: hq
Owner: gdi
Building:
Power: -200
Footprint: x_ xx
Dimensions: 2,2
Health:
HP: 1000
RevealsShroud:
Range: 12
# Range: 10
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
ProvidesRadar:
IonCannonPower:
Image: ionicnh
ChargeTime: 280
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
SupportPowerChargeBar:
TMPL:
RequiresPower:
CanPowerDown:
Inherits: ^Building
Valued:
Cost: 3000
Tooltip:
Name: Temple of Nod
Icon: tmplicnh
Description: Place of worship and secret missile silo.\nRequires power to operate.
ProvidesCustomPrerequisite:
Prerequisite: techbuilding
Buildable:
BuildPaletteOrder: 100
Prerequisites: hq
Owner: nod
Building:
Power: -150
Footprint: ___ xxx xxx
Dimensions: 3,3
Health:
HP: 2000
Armor:
Type: Light
RevealsShroud:
Range: 6
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from what we want for now, to properly emulate
Bib:
NukePower:
Image: atomicnh
ChargeTime: 405
Description: Nuclear Strike
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
BeginChargeSound:
EndChargeSound: nukavail.aud
SelectTargetSound: select1.aud
LaunchSound: nukemisl.aud
MissileWeapon: atomic
SupportPowerChargeBar:
OBLI:
RequiresPower:
Inherits: ^Building
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Icon:obliicnh
Description: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: hq
Owner: nod
Building:
Power: -150
Footprint: _ x
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Light
RevealsShroud:
Range: 9
# Range: 5
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA).
# (Range of Obelisk laser is 7.5)
RenderBuildingCharge:
ChargeAudio: obelpowr.aud
QuantizedFacings: 8
Turreted:
ROT:255
Armament:
Weapon: Laser
LocalOffset: 0,0,725
FireDelay: 8
AttackTurreted:
AutoTarget:
-RenderBuilding:
RenderRangeCircle:
-EmitInfantryOnSell:
# RenderDetectionCircle:
DetectCloaked:
Range: 5
CYCL:
Inherits: ^Wall
Valued:
Cost: 75
# CustomSellValue:
# Value: 0
Tooltip:
Name: Chain Link Barrier
Icon:cyclicnh
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 20
Prerequisites: fact
Owner: gdi, nod
Health:
HP: 50
Armor:
Type: Wall
SBAG:
Inherits: ^Wall
Valued:
Cost: 50
# CustomSellValue:
# Value: 0
Tooltip:
Name: Sandbag Barrier
Icon:sbagicnh
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 10
Prerequisites: fact
Owner: gdi, nod
Health:
HP: 25
Armor:
Type: Wall
BRIK:
Inherits: ^HeavyWall
Valued:
Cost: 100
# CustomSellValue:
# Value: 0
Tooltip:
Name: Concrete Barrier
Icon:brikicnh
Description: Stop units and blocks enemy fire.
Buildable:
Queue: Defense
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Owner: gdi,nod
Health:
HP: 200
Armor:
Type: Concrete
Wall:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSound: crumble.aud
GUN:
Inherits: ^Building
Valued:
Cost: 600
Tooltip:
Name: Turret
Icon: gunicnh
Description: Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 40
Prerequisites: barracks
Owner: nod
Building:
Power: -20
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 7
# Range: 5
# RevealShroud range was set to equal 1 + its weapon range (6) (due to possible rendering issues with shroud for OpenRA)
Turreted:
ROT: 12
InitialFacing: 50
RenderBuildingTurreted:
Armament:
Weapon: TurretGun
LocalOffset: -71,0,85
AttackTurreted:
AutoTarget:
-AutoTargetIgnore:
-RenderBuilding:
-DeadBuildingState:
RenderRangeCircle:
# RenderDetectionCircle:
DetectCloaked:
Range: 5
SAM:
Inherits: ^Building
RequiresPower:
Valued:
Cost: 750
Tooltip:
Name: SAM Site
Icon: samicnh
Description: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
Buildable:
Queue: Defense
BuildPaletteOrder: 50
Prerequisites: hand
Owner: nod
Building:
Power: -20
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
# Range: 3
Range: 5
# Range set to arbitrary length more in line with what you would expect from a guard tower. (SAM missile's range is 15)
Turreted:
ROT: 7
InitialFacing: 0
RenderBuildingTurreted:
Armament:
Weapon: SAMMissile
AttackPopupTurreted:
WithMuzzleFlash:
AutoTarget:
-RenderBuilding:
RenderRangeCircle:
GTWR:
#wood
Inherits: ^Building
Valued:
Cost: 500
Tooltip:
Name: Guard Tower
Icon: gtwricnh
Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
Buildable:
Queue: Defense
BuildPaletteOrder: 50
Prerequisites: barracks
Owner: gdi
Building:
Power: -10
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 6
# Range: 3
# RevealShroud range was set to equal 1 + its weapon range (due to possible rendering issues with shroud for OpenRA)
Armament:
Weapon: HighV
LocalOffset: 256,0,256
AttackTurreted:
AutoTarget:
RenderBuilding:
QuantizedFacings: 8
-AutoTargetIgnore:
DetectCloaked:
Range: 3
# RenderDetectionCircle:
RenderRangeCircle:
WithMuzzleFlash:
Turreted:
ROT:255
ATWR:
Inherits: ^Building
RequiresPower:
Valued:
Cost: 1000
Tooltip:
Name: Advanced Guard Tower
Icon: atwricnh
Description: Anti-armor defensive structure.\n Strong vs Light Vehicles, Tanks\n Weak vs Infantry
Buildable:
Queue: Defense
BuildPaletteOrder: 60
Prerequisites: hq
Owner: gdi
Building:
Power: -20
Footprint: _ x
Dimensions: 1,2
-GivesBuildableArea:
Health:
HP: 600
Armor:
Type: Light
RevealsShroud:
Range: 7
# Range: 4
# RevealShroud range was set to equal its weapon range +1 (due to possible rendering issues with shroud for OpenRA)
Turreted:
ROT:255
Armament:
Weapon: TowerMissle
LocalOffset: 299,299,-85, 299,-299,-85
LocalYaw: -100,100
AttackTurreted:
AutoTarget:
RenderBuilding:
QuantizedFacings: 8
-AutoTargetIgnore:
DetectCloaked:
Range: 4
# custom prerequisites:
BARRACKS:
Tooltip:
Name: Infantry Production
Description: Infantry Production
VEHICLEPRODUCTION:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
ANYPOWER:
Tooltip:
Name: Power Plant
Description: Power Plant
HPAD:
Tooltip:
Name: Helipad
Description: Helipad