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FACT:
Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape
Selectable:
Bounds: 72,48
Valued:
Cost: 3500
Tooltip:
Name: Construction Yard
Building:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Health:
HP: 210000
Armor:
Type: Wood
RevealsShroud:
Range: 10c0
WithBuildingBib:
Production:
Produces: Building.GDI, Building.Nod, Defence.GDI, Defence.Nod
Transforms:
IntoActor: mcv
Offset: 1,1
Facing: 108
RequiresCondition: factundeploy
GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
Condition: factundeploy
Prerequisites: global-factundeploy
ProductionQueue@GDIBuilding:
Type: Building.GDI
Factions: gdi
Group: Building
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
ProductionQueue@NodBuilding:
Type: Building.Nod
Factions: nod
Group: Building
LowPowerSlowdown: 2
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
ProductionQueue@GDIDefense:
Type: Defence.GDI
Factions: gdi
Group: Defence
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
ProductionQueue@NodDefense:
Type: Defence.Nod
Factions: nod
Group: Defence
LowPowerSlowdown: 3
QueuedAudio: Building
ReadyAudio: ConstructionComplete
LimitedAudio: BuildingInProgress
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:
Buildable:
Description: Builds structures
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
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
TargetableOffsets: 630,299,0
Valued:
Cost: 500
Tooltip:
Name: Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 10
Prerequisites: fact
Queue: Building.GDI, Building.Nod
BuildDuration: 330
Description: Generates power
Building:
Footprint: xX xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 55000
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 100
ScalePowerWithHealth:
NUK2:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
TargetableOffsets: 630,299,0
Valued:
Cost: 800
Tooltip:
Name: Advanced Power Plant
ProvidesPrerequisite:
Prerequisite: anypower
Buildable:
BuildPaletteOrder: 80
Prerequisites: anyhq, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides more power, cheaper than the\nstandard Power Plant
Building:
Footprint: xX xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 70000
RevealsShroud:
Range: 4c0
WithBuildingBib:
Power:
Amount: 200
ScalePowerWithHealth:
PROC:
Inherits: ^BaseBuilding
HitShape:
Type: Rectangle
TopLeft: -1536, -512
BottomRight: 1536, 853
HitShape@TOP:
Type: Rectangle
TopLeft: -512, -1450
BottomRight: 896, -512
Valued:
Cost: 1500
Tooltip:
Name: Tiberium Refinery
Buildable:
BuildPaletteOrder: 20
Prerequisites: anypower
Queue: Building.GDI, Building.Nod
Description: Processes raw Tiberium\ninto useable resources
Building:
Footprint: _x_ xxx === ===
Dimensions: 3,4
LocalCenterOffset: 0,-512,0
Health:
HP: 100000
RevealsShroud:
Range: 6c0
WithBuildingBib:
Refinery:
DockAngle: 112
DockOffset: 0,2
IsDragRequired: True
DragOffset: -554,512,0
DragLength: 12
TickRate: 15
StoresResources:
PipColor: Green
PipCount: 10
Capacity: 700
Selectable:
Bounds: 72,56
DecorationBounds: 73,72
CustomSellValue:
Value: 500
FreeActor:
Actor: HARV
SpawnOffset: 1,2
Facing: 64
WithResources:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
SelectionDecorations:
SILO:
Inherits: ^BaseBuilding
Inherits@shape: ^2x1Shape
Valued:
Cost: 300
Tooltip:
Name: Tiberium Silo
Buildable:
BuildPaletteOrder: 35
Prerequisites: proc
Queue: Defence.GDI, Defence.Nod
Description: Stores processed Tiberium
Building:
Footprint: xx
Dimensions: 2,1
-GivesBuildableArea:
Health:
HP: 50000
RevealsShroud:
Range: 4c0
WithBuildingBib:
HasMinibib: Yes
RenderSprites:
WithSpriteBody:
WithSiloAnimation:
StoresResources:
PipCount: 10
PipColor: Green
Capacity: 3000
-SpawnActorsOnSell:
Power:
Amount: -10
MustBeDestroyed:
RequiredForShortGame: false
SelectionDecorations:
-AcceptsDeliveredCash:
Selectable:
Bounds: 48,24
DecorationBounds: 49,30
PYLE:
Inherits: ^BaseBuilding
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 840,-256,0, 840,512,0, 210,-512,0, -71,512,0
Type: Rectangle
TopLeft: -1024, -1024
BottomRight: 1024, 640
Valued:
Cost: 500
Tooltip:
Name: Barracks
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.GDI
Description: Trains infantry
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
RevealsShroud:
Range: 5c0
WithBuildingBib:
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
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,42,0,-5
HAND:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 630,-512,0, 355,512,0, -281,-512,0, -630,512,0
Valued:
Cost: 500
Tooltip:
Name: Hand of Nod
ProvidesPrerequisite:
Prerequisite: barracks
Buildable:
BuildPaletteOrder: 30
Prerequisites: anypower
Queue: Building.Nod
Description: Trains infantry
Building:
Footprint: xx xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Health:
HP: 60000
RevealsShroud:
Range: 5c0
WithBuildingBib:
RallyPoint:
Offset: 1,2
Exit@1:
SpawnOffset: 512,1024,0
ExitCell: 1,2
Production:
Produces: Infantry.Nod
ProductionQueue:
Type: Infantry.Nod
Group: Infantry
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
Selectable:
Bounds: 48,48
DecorationBounds: 48,68,0,-10
SelectionDecorations:
AFLD:
Inherits: ^BaseBuilding
Selectable:
Bounds: 96,48
HitShape:
TargetableOffsets: 0,0,0, 0,-512,256, 0,-1451,384, 0,512,128, 0,1536,85
Type: Rectangle
TopLeft: -2048, -1024
BottomRight: 2048, 1024
Valued:
Cost: 2000
Tooltip:
Name: Airstrip
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.Nod
Description: Provides a dropzone\nfor vehicle reinforcements
Building:
Footprint: XXXX xxxx ====
Dimensions: 4,3
LocalCenterOffset: 0,-512,0
Health:
HP: 110000
RevealsShroud:
Range: 7c0
WithBuildingBib:
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
LowPowerSlowdown: 3
ReadyAudio:
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
WEAP:
Inherits: ^BaseBuilding
Inherits@shape: ^3x2Shape
HitShape:
TargetableOffsets: 0,0,0, 0,1024,0, 0,-1024,0
Type: Rectangle
TopLeft: -1536, -1024
BottomRight: 1536, 512
Valued:
Cost: 2000
Tooltip:
Name: Weapons Factory
ProvidesPrerequisite:
Prerequisite: vehicleproduction
Buildable:
BuildPaletteOrder: 40
Prerequisites: proc
Queue: Building.GDI
Description: Produces vehicles
Building:
Footprint: xxx === ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,48
DecorationBounds: 72,64,0,-16
SelectionDecorations:
Health:
HP: 110000
RevealsShroud:
Range: 4c0
WithBuildingBib:
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
Group: Vehicle
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar:
Power:
Amount: -40
ProvidesPrerequisite@buildingname:
HPAD:
Inherits: ^BaseBuilding
Inherits@shape: ^2x2Shape
Selectable:
Bounds: 48,48
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 768,-512,0, 768,512,0, -281,-512,0, -630,512,0
Valued:
Cost: 1000
Tooltip:
Name: Helipad
Buildable:
BuildPaletteOrder: 50
Prerequisites: proc
Queue: Building.GDI, Building.Nod
Description: Produces, rearms and\nrepairs helicopters
Building:
Footprint: xx xx
Dimensions: 2,2
Health:
HP: 60000
RevealsShroud:
Range: 5c0
Exit@1:
SpawnOffset: 0,-256,0
Production:
Produces: Aircraft.GDI, Aircraft.Nod
Reservable:
RepairsUnits:
HpPerStep: 1000
PlayerExperience: 25
WithRepairAnimation:
RallyPoint:
ProductionQueue@GDI:
Type: Aircraft.GDI
Factions: gdi
Group: Aircraft
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionQueue@Nod:
Type: Aircraft.Nod
Factions: nod
Group: Aircraft
LowPowerSlowdown: 3
LimitedAudio: BuildingInProgress
ProductionBar@GDI:
ProductionType: Aircraft.GDI
ProductionBar@Nod:
ProductionType: Aircraft.Nod
Power:
Amount: -10
ProvidesPrerequisite@buildingname:
HQ:
Inherits: ^BaseBuilding
Inherits@IDISABLE: ^DisabledOverlay
HitShape:
TargetableOffsets: 0,0,0, 0,512,0, 420,-598,256
Type: Rectangle
TopLeft: -1024, -384
BottomRight: 1024, 1024
Valued:
Cost: 1000
Tooltip:
Name: Communications Center
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 70
Prerequisites: proc, ~techlevel.medium
Queue: Building.GDI, Building.Nod
Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
Building:
Footprint: X_ xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 48,40,0,9
DecorationBounds: 48,53,0,-4
SelectionDecorations:
WithSpriteBody:
PauseOnCondition: lowpower
Health:
HP: 80000
RevealsShroud:
Range: 10c0
WithBuildingBib:
ProvidesRadar:
RequiresCondition: !lowpower
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
AirstrikePower:
PauseOnCondition: lowpower
Prerequisites: ~techlevel.superweapons
Icon: airstrike
ChargeInterval: 6000
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
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
SupportPowerChargeBar:
Power:
Amount: -50
FIX:
Inherits: ^BaseBuilding
HitShape:
TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
Type: Polygon
Points: -1536,-256, -341,-940, 341,-940, 1536,-256, 1536,341, 341,1110, -341,1110, -1536,341
Valued:
Cost: 500
Tooltip:
Name: Repair Facility
Buildable:
BuildPaletteOrder: 60
Prerequisites: vehicleproduction
Queue: Building.GDI, Building.Nod
Description: Repairs vehicles
Building:
Footprint: _X_ xxx _X_
Dimensions: 3,3
Selectable:
Bounds: 64,34,0,3
DecorationBounds: 72,48
SelectionDecorations:
Health:
HP: 80000
RevealsShroud:
Range: 5c0
WithBuildingBib:
HasMinibib: Yes
Reservable:
RepairsUnits:
HpPerStep: 1000
Interval: 15
PlayerExperience: 25
RallyPoint:
WithRepairAnimation:
Power:
Amount: -20
ProvidesPrerequisite@buildingname:
EYE:
Inherits: ^BaseBuilding
Inherits@IDISABLE: ^DisabledOverlay
HitShape:
TargetableOffsets: 0,0,0, 0,512,128, 420,-598,213
Type: Rectangle
TopLeft: -1024, -384
BottomRight: 1024, 1024
Valued:
Cost: 1800
Tooltip:
Name: Advanced Communications Center
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.GDI
Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
Building:
Footprint: X_ xx ==
Dimensions: 2,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 48,40,0,9
DecorationBounds: 48,53,0,-4
SelectionDecorations:
WithSpriteBody:
PauseOnCondition: lowpower
Health:
HP: 130000
RevealsShroud:
Range: 10c0
WithBuildingBib:
ProvidesRadar:
RequiresCondition: !lowpower
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
IonCannonPower:
PauseOnCondition: lowpower
Prerequisites: ~techlevel.superweapons
Icon: ioncannon
Cursor: ioncannon
ChargeInterval: 6750
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
BeginChargeSpeechNotification: IonCannonCharging
EndChargeSpeechNotification: IonCannonReady
SelectTargetSpeechNotification: SelectTarget
InsufficientPowerSpeechNotification: InsufficientPower
OnFireSound: ion1.aud
DisplayRadarPing: True
CameraActor: camera.small
SupportPowerChargeBar:
Power:
Amount: -200
ProvidesPrerequisite@buildingname:
TMPL:
Inherits: ^BaseBuilding
Inherits@IDISABLE: ^DisabledOverlay
Inherits@shape: ^3x2Shape
HitShape:
UseTargetableCellsOffsets: false
TargetableOffsets: 0,0,0, 0,-896,0, 0,896,0, 840,0,0, -706,0,0, -706,-768,0, -706,640,0
Valued:
Cost: 2000
Tooltip:
Name: Temple of Nod
ProvidesPrerequisite:
Prerequisite: anyhq
Buildable:
BuildPaletteOrder: 100
Prerequisites: anyhq, ~techlevel.high
Queue: Building.Nod
Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
Building:
Footprint: xxx xxx ===
Dimensions: 3,3
LocalCenterOffset: 0,-512,0
Selectable:
Bounds: 72,48
DecorationBounds: 72,68,0,-12
SelectionDecorations:
Health:
HP: 210000
RevealsShroud:
Range: 6c0
WithBuildingBib:
RenderDetectionCircle:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
NukePower:
PauseOnCondition: lowpower
Prerequisites: ~techlevel.superweapons
Icon: abomb
Cursor: nuke
ChargeInterval: 9000
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
MissileDelay: 11
SpawnOffset: 3c0,0,-1c512
DisplayBeacon: True
BeaconPoster: atomic
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraRange: 10c0
ArrowSequence: arrow
ClockSequence: clock
CircleSequence: circles
WithNukeLaunchAnimation:
WithNukeLaunchOverlay:
Sequence: smoke
SupportPowerChargeBar:
Power:
Amount: -150
ProvidesPrerequisite@buildingname:
GUN:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetGround
Selectable:
Bounds: 24,24
Valued:
Cost: 600
Tooltip:
Name: Turret
Buildable:
BuildPaletteOrder: 45
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
BuildDuration: 1440
BuildDurationModifier: 40
Description: Basic Anti-Tank base defense.\n Strong vs Tanks, vehicles\n Weak vs Infantry
Building:
Health:
HP: 41000
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
WithBuildingBib:
HasMinibib: Yes
Turreted:
TurnSpeed: 12
InitialFacing: 56
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: TurretGun
LocalOffset: 512,0,112
MuzzleSequence: muzzle
AttackTurreted:
WithMuzzleOverlay:
-WithDeathAnimation:
DetectCloaked:
Range: 3c0
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
SAM:
Inherits: ^Defense
Inherits@IDISABLE: ^DisabledOverlay
Inherits@AUTOTARGET: ^AutoTargetAir
Inherits@shape: ^2x1Shape
Selectable:
Bounds: 48,24
HitShape:
Type: Rectangle
TopLeft: -768,-512
BottomRight: 768,512
Valued:
Cost: 650
Tooltip:
Name: SAM Site
Buildable:
BuildPaletteOrder: 50
Prerequisites: hand
Queue: Defence.Nod
BuildDuration: 1700
BuildDurationModifier: 40
Description: Anti-Aircraft base defense.\n Strong vs Aircraft\n Cannot target Ground units.
Building:
Footprint: xx
Dimensions: 2,1
Health:
HP: 40000
Armor:
Type: Heavy
RevealsShroud:
Range: 6c0
Turreted:
TurnSpeed: 10
InitialFacing: 0
RealignDelay: -1
-WithSpriteBody:
WithEmbeddedTurretSpriteBody:
Armament:
Weapon: Dragon
MuzzleSequence: muzzle
AttackPopupTurreted:
PauseOnCondition: lowpower
WithMuzzleOverlay:
-RenderDetectionCircle:
Power:
Amount: -20
BodyOrientation:
UseClassicFacingFudge: True
OBLI:
Inherits: ^Defense
Inherits@IDISABLE: ^DisabledOverlay
Inherits@AUTOTARGET: ^AutoTargetGround
Valued:
Cost: 1500
Tooltip:
Name: Obelisk of Light
Buildable:
BuildPaletteOrder: 60
Prerequisites: tmpl, ~techlevel.high
Queue: Defence.Nod
BuildDuration: 3120
BuildDurationModifier: 40
Description: Advanced base defense.\nRequires power to operate.\n Strong vs all Ground units\n Cannot target Aircraft
Selectable:
Bounds: 24,24
DecorationBounds: 22,44,0,-10
SelectionDecorations:
Health:
HP: 75000
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
WithBuildingBib:
HasMinibib: Yes
WithChargeAnimation:
Armament:
Weapon: Laser
LocalOffset: 0,-85,1280
AttackCharges:
PauseOnCondition: lowpower
ChargeLevel: 50
ChargingCondition: charging
AmbientSound:
RequiresCondition: charging
SoundFiles: obelpowr.aud
Interval: 30, 40
-SpawnActorsOnSell:
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
Power:
Amount: -90
GTWR:
Inherits: ^Defense
Inherits@AUTOTARGET: ^AutoTargetGround
Selectable:
Bounds: 24,24
Valued:
Cost: 600
Tooltip:
Name: Guard Tower
Buildable:
BuildPaletteOrder: 40
Prerequisites: barracks
Queue: Defence.GDI, Defence.Nod
BuildDuration: 1440
BuildDurationModifier: 40
Description: Basic defensive structure.\n Strong vs Infantry\n Weak vs Tanks
Building:
Health:
HP: 40000
RevealsShroud:
Range: 7c0
WithBuildingBib:
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
Inherits@IDISABLE: ^DisabledOverlay
Inherits@AUTOTARGET: ^AutoTargetAll
Valued:
Cost: 1000
Tooltip:
Name: Advanced Guard Tower
Buildable:
BuildPaletteOrder: 60
Prerequisites: anyhq, ~techlevel.medium
Queue: Defence.GDI
BuildDuration: 2880
BuildDurationModifier: 40
Description: All-purpose defensive structure.\n Strong vs Aircraft, Tanks\n Weak vs Infantry
Selectable:
Bounds: 24,24
DecorationBounds: 22,48,0,-12
SelectionDecorations:
Health:
HP: 55000
Armor:
Type: Heavy
RevealsShroud:
Range: 8c0
WithBuildingBib:
HasMinibib: Yes
Turreted:
TurnSpeed: 255
Offset: 128,128,384
Armament@PRIMARY:
Weapon: TowerMissile
LocalOffset: 256,128,0, 256,-128,0
LocalYaw: -100,100
Armament@SECONDARY:
Weapon: TowerAAMissile
LocalOffset: 256,128,0, 256,-128,0
LocalYaw: -100,100
AttackTurreted:
PauseOnCondition: lowpower
BodyOrientation:
QuantizedFacings: 8
DetectCloaked:
Range: 5c0
RequiresCondition: !lowpower
Power:
Amount: -50
SBAG:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Sandbag Barrier
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.GDI
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Armor:
Type: Light
LineBuild:
NodeTypes: sandbag
LineBuildNode:
Types: sandbag
WithWallSpriteBody:
Type: sandbag
CYCL:
Inherits: ^Wall
Valued:
Cost: 25
CustomSellValue:
Value: 0
Tooltip:
Name: Chain Link Barrier
Buildable:
BuildPaletteOrder: 20
Prerequisites: fact
Queue: Defence.Nod
Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
Armor:
Type: Light
LineBuild:
NodeTypes: chain
LineBuildNode:
Types: chain
WithWallSpriteBody:
Type: chain
BRIK:
Inherits: ^Wall
Valued:
Cost: 150
CustomSellValue:
Value: 0
Tooltip:
Name: Concrete Barrier
Buildable:
BuildPaletteOrder: 30
Prerequisites: vehicleproduction
Queue: Defence.GDI, Defence.Nod
BuildDuration: 500
BuildDurationModifier: 40
Description: Stops infantry and most tanks.\nBlocks some projectiles.
Health:
HP: 25000
Armor:
Type: Heavy
BlocksProjectiles:
Crushable:
CrushClasses: heavywall
-CrushSound:
SoundOnDamageTransition:
DestroyedSounds: crumble.aud
LineBuild:
NodeTypes: concrete
LineBuildNode:
Types: concrete
WithWallSpriteBody:
Type: concrete
BARRACKS:
AlwaysVisible:
Interactable:
Tooltip:
Name: Infantry Production
Buildable:
Description: Infantry Production
VEHICLEPRODUCTION:
AlwaysVisible:
Interactable:
Tooltip:
Name: Vehicle Production
Buildable:
Description: Vehicle Production
ANYPOWER:
AlwaysVisible:
Interactable:
Tooltip:
Name: Power Plant
Buildable:
Description: Power Plant
ANYHQ:
AlwaysVisible:
Interactable:
Tooltip:
Name: a communications center
Buildable:
Description: a communications center
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