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structures.yaml
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structures.yaml
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FACT:
Inherits: ^BaseBuilding
Valued:
Cost: 4000
Tooltip:
Name: Construction Yard
Description: Builds structures
Building:
Footprint: xxx xxx
Dimensions: 3,2
Health:
HP: 2000
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
Bib:
Production:
Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
Transforms:
IntoActor: mcv
Offset: 1,1
Facing: 108
ProductionQueue@GDIBuilding:
Type: Building.GDI
Factions: gdi
Group: Building
BuildSpeed: 40
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@NodBuilding:
Type: Building.Nod
Factions: nod
Group: Building
BuildSpeed: 40
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@GDIDefense:
Type: Defence.GDI
Factions: gdi
Group: Defence
BuildSpeed: 40
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
ProductionQueue@NodDefense:
Type: Defence.Nod
Factions: nod
Group: Defence
BuildSpeed: 40
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
BaseBuilding:
ProductionBar@BuildingGDI:
ProductionType: Building.GDI
ProductionBar@BuildingNod:
ProductionType: Building.Nod
ProductionBar@DefenceGDI:
ProductionType: Defence.GDI
ProductionBar@DefenceNod:
ProductionType: Defence.Nod
BaseProvider:
Cooldown: 75
Range: 14c0
WithBuildingPlacedAnimation:
Power:
Amount: 0
ProvidesPrerequisite@buildingname:
FACT.GDI:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: gdi
Tooltip:
Name: Construction Yard (GDI)
FACT.NOD:
Inherits: FACT
RenderSprites:
Image: fact
Buildable:
Queue: Building.GDI, Building.Nod
BuildPaletteOrder: 1000
Prerequisites: ~disabled
ForceFaction: nod
Tooltip:
Name: Construction Yard (Nod)
NUKE:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Power Plant
Description: Generates power
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Prerequisites: fact
Queue: Building.GDI, Building.Nod
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 4c0
Bib:
Power:
Amount: 100
ScalePowerWithHealth:
NUK2:
Inherits: ^BaseBuilding
Valued:
Cost: 800
Tooltip:
Name: Advanced Power Plant
Description: Provides more power, cheaper than the\nstandard Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 80
Prerequisites: anyhq, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 700
RevealsShroud:
Range: 4c0
Bib:
Power:
Amount: 200
ScalePowerWithHealth:
PROC:
Inherits: ^BaseBuilding
Valued:
Cost: 1500
Tooltip:
Name: Tiberium Refinery
Description: Processes raw Tiberium\ninto useable resources
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Queue: Building.GDI, Building.Nod
Building:
Footprint: _x_ xxx ===
Dimensions: 3,3
Health:
HP: 900
RevealsShroud:
Range: 6c0
Bib:
Refinery:
DockAngle: 112
DockOffset: 0,2
IsDragRequired: True
DragOffset: -554,512,0
DragLength: 12
TickRate: 15
StoresResources:
PipColor: Green
PipCount: 10
Capacity: 2000
Selectable:
Bounds: 72,56,0,12
CustomSellValue:
Value: 500
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
WithResources:
Power:
Amount: -50
ProvidesPrerequisite@buildingname:
SelectionDecorations:
VisualBounds: 73,72
SILO:
Inherits: ^BaseBuilding
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Description: Stores processed Tiberium
Buildable:
BuildPaletteOrder: 35
Prerequisites: proc
Queue: Defence.GDI, Defence.Nod
Building:
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 400
RevealsShroud:
Range: 4c0
Bib:
HasMinibib: Yes
RenderSprites:
WithSpriteBody:
AutoSelectionSize:
WithSiloAnimation:
StoresResources:
PipCount: 10
PipColor: Green
Capacity: 2000
-EmitInfantryOnSell:
Power:
Amount: -10
MustBeDestroyed:
RequiredForShortGame: false
SelectionDecorations:
VisualBounds: 49,30
PYLE:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Barracks
Description: Trains infantry
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.GDI
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 5c0
Bib:
RallyPoint:
Exit@1:
SpawnOffset: -426,85,0
ExitCell: 0,1
Exit@2:
SpawnOffset: 298,298,0
ExitCell: 1,1
Production:
Produces: Infantry.GDI
ProductionQueue:
Type: Infantry.GDI
Group: Infantry
RequireOwner: false
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,42,0,-5
HAND:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Hand of Nod
Description: Trains infantry
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.Nod
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 5c0
Bib:
RallyPoint:
Offset: 1,2
Exit@1:
SpawnOffset: 512,1024,0
ExitCell: 1,2
Production:
Produces: Infantry.Nod
ProductionQueue:
Type: Infantry.Nod
Group: Infantry
RequireOwner: false
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,48
SelectionDecorations:
VisualBounds: 48,68,0,-10
AFLD:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
Description: Provides a dropzone\nfor vehicle reinforcements
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.Nod
Building:
Footprint: xxxx xxxx
Dimensions: 4,2
Health:
HP: 1000
RevealsShroud:
Range: 7c0
Bib:
WithIdleOverlay@DISH:
Sequence: idle-dish
RallyPoint:
Offset: 4,2
Exit@1:
SpawnOffset: -1024,0,0
ExitCell: 3,1
ProductionAirdrop:
Produces: Vehicle.Nod
WithDeliveryAnimation:
ProductionQueue:
Type: Vehicle.Nod
Group: Vehicle
RequireOwner: false
BuildSpeed: 40
LowPowerSlowdown: 3
ReadyAudio:
ProductionBar:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^BaseBuilding
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
Description: Produces vehicles
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.GDI
Building:
Footprint: xxx ===
Dimensions: 3,2
Selectable:
Bounds: 72,48
SelectionDecorations:
VisualBounds: 72,64,0,-16
Health:
HP: 1000
RevealsShroud:
Range: 4c0
Bib:
WithProductionDoorOverlay:
Sequence: build-top
RallyPoint:
Offset: 0,2
Exit@1:
SpawnOffset: -512,-512,0
ExitCell: 0,1
ExitDelay: 3
Production:
Produces: Vehicle.GDI
ProductionQueue:
Type: Vehicle.GDI
RequireOwner: false
Group: Vehicle
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
HPAD:
Inherits: ^BaseBuilding
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Description: Produces, rearms and\nrepairs helicopters
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Queue: Building.GDI, Building.Nod
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 500
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Aircraft.GDI, Aircraft.Nod
Reservable:
RepairsUnits:
PlayerExperience: 25
WithRepairAnimation:
RallyPoint:
ProductionQueue@GDI:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionQueue@Nod:
Type: Aircraft.Nod
Factions: nod
Group: Aircraft
BuildSpeed: 40
LowPowerSlowdown: 3
ProductionBar@GDI:
ProductionType: Aircraft.GDI
ProductionBar@Nod:
ProductionType: Aircraft.Nod
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
HQ:
Inherits: ^BaseBuilding
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Building:
Footprint: x_ xx
Dimensions: 2,2
Selectable:
Bounds: 48,40,0,9
SelectionDecorations:
VisualBounds: 48,53,0,-4
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
WithSpriteBody:
PauseAnimationWhenDisabled: true
Health:
HP: 700
RevealsShroud:
Range: 10c0
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
AirstrikePower:
Prerequisites: ~techlevel.superweapons
Icon: airstrike
ChargeTime: 210
SquadSize: 3
QuantizedFacings: 8
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
EndChargeSpeechNotification: AirstrikeReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
IncomingSpeechNotification: EnemyPlanesApproaching
UnitType: a10
DisplayBeacon: True
BeaconPoster: airstrike
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
SupportPowerChargeBar:
Power:
Amount: -40
FIX:
Inherits: ^BaseBuilding
Valued:
Cost: 500
Tooltip:
Name: Repair Facility
Description: Repairs vehicles
Buildable:
BuildPaletteOrder: 60
Prerequisites: vehicleproduction
Queue: Building.GDI, Building.Nod
Building:
Footprint: _x_ xxx _x_
Dimensions: 3,3
Selectable:
Bounds: 64,34,0,3
SelectionDecorations:
VisualBounds: 72,48
Health:
HP: 700
RevealsShroud:
Range: 5c0
Bib:
HasMinibib: Yes
Reservable:
RepairsUnits:
Interval: 15
PlayerExperience: 25
RallyPoint:
WithRepairAnimation:
Power:
Amount: -30
ProvidesPrerequisite@buildingname:
EYE:
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: 48,40,0,9
SelectionDecorations:
VisualBounds: 48,53,0,-4
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
DisabledOverlay:
WithSpriteBody:
PauseAnimationWhenDisabled: true
Health:
HP: 1200
RevealsShroud:
Range: 10c0
Bib:
ProvidesRadar:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
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.
BeginChargeSpeechNotification: IonCannonCharging
EndChargeSpeechNotification: IonCannonReady
LaunchSound: ion1.aud
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
DisplayRadarPing: True
CameraActor: camera.small
SupportPowerChargeBar:
Power:
Amount: -200
ProvidesPrerequisite@buildingname:
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: 3,2
Selectable:
Bounds: 72,48
SelectionDecorations:
VisualBounds: 72,68,0,-12
RequiresPower:
CanPowerDown:
PowerupSound: EnablePower
PowerdownSound: DisablePower
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.
EndChargeSpeechNotification: NuclearWeaponAvailable
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
LaunchSpeechNotification: NuclearWeaponLaunched
IncomingSpeechNotification: NuclearWarheadApproaching
MissileWeapon: atomic
DisplayBeacon: True
BeaconPoster: atomic
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
SupportPowerChargeBar:
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
GUN:
Inherits: ^Defense
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:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Bib:
HasMinibib: Yes
Turreted:
TurnSpeed: 12
InitialFacing: 56
-WithSpriteBody:
WithTurretedSpriteBody:
Armament:
Weapon: TurretGun
LocalOffset: 512,0,112
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
-WithDeathAnimation:
DetectCloaked:
Range: 3c0
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
SAM:
Inherits: ^Defense
Valued:
Cost: 650
CustomBuildTimeValue:
Value: 1700
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:
Health:
HP: 400
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Turreted:
TurnSpeed: 10
InitialFacing: 0
RealignDelay: -1
-WithSpriteBody:
WithTurretedSpriteBody:
AutoSelectionSize:
Armament:
Weapon: SAMMissile
MuzzleSequence: muzzle
AttackPopupTurreted:
WithMuzzleOverlay:
-RenderDetectionCircle:
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
OBLI:
Inherits: ^Defense
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
Selectable:
Bounds: 24,24
SelectionDecorations:
VisualBounds: 22,44,0,-10
RequiresPower:
DisabledOverlay:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Bib:
HasMinibib: Yes
WithChargeAnimation:
Armament:
Weapon: Laser
LocalOffset: 0,-85,1280
FireDelay: 0
AttackCharge:
ChargeAudio: obelpowr.aud
ReloadDelay: 40
InitialChargeDelay: 50
-EmitInfantryOnSell:
DetectCloaked:
Range: 5c0
Power:
Amount: -150
GTWR:
Inherits: ^Defense
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:
Health:
HP: 400
RevealsShroud:
Range: 7c0
Bib:
HasMinibib: Yes
Armament:
Weapon: HighV
LocalOffset: 256,0,256
MuzzleSequence: muzzle
AttackTurreted:
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 3c0
WithMuzzleOverlay:
Turreted:
TurnSpeed: 255
Power:
Amount: -10
ATWR:
Inherits: ^Defense
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
Selectable:
Bounds: 24,24
SelectionDecorations:
VisualBounds: 22,48,0,-12
RequiresPower:
DisabledOverlay:
Health:
HP: 600
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
Bib:
HasMinibib: Yes
Turreted:
TurnSpeed: 255
Offset: 128,128,384
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:
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 5c0
Power:
Amount: -50
SBAG:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbag Barrier
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.GDI
Armor:
Type: Light
LineBuild:
Range: 8
NodeTypes: sandbag
LineBuildNode:
Types: sandbag
WithWallSpriteBody:
Type: sandbag
CYCL:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Chain Link Barrier
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.Nod
Armor:
Type: Light
LineBuild:
Range: 8
NodeTypes: chain
LineBuildNode:
Types: chain
WithWallSpriteBody:
Type: chain
BRIK:
Inherits: ^Wall
Valued:
Cost: 150
CustomBuildTimeValue:
Value: 500
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Barrier
Description: Stops infantry and most tanks.\nBlocks some projectiles.
Buildable:
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Queue: Defence.GDI, Defence.Nod
Health:
HP: 250
Armor:
Type: Heavy
BlocksProjectiles:
Crushable:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSounds: crumble.aud
LineBuild:
Range: 8
NodeTypes: concrete
LineBuildNode:
Types: concrete
WithWallSpriteBody:
Type: concrete
BARRACKS:
AlwaysVisible:
Tooltip:
Name: Infantry Production
Description: Infantry Production
VEHICLEPRODUCTION:
AlwaysVisible:
Tooltip:
Name: Vehicle Production
Description: Vehicle Production
ANYPOWER:
AlwaysVisible:
Tooltip:
Name: Power Plant
Description: Power Plant
ANYHQ:
AlwaysVisible:
Tooltip:
Name: a communications center
Description: a communications center