User:EightyOne/RA2 - Building stats


 * ******* building types *******

[GATECH] UIName=Name:GATECH Name=Allied Battle Lab BuildCat=Tech Prerequisite=GAWEAP,RADAR,GACNST Strength=500 Armor=wood TechLevel=8 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=85 Power=-100 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG MaxDebris=12 MinDebris=6 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=1500, 1055, 815 AIBuildThis=yes TogglePower=no Spyable=yes ProtectWithWall=yes
 * advanced tech center
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[GAWEAP] UIName=Name:GAWEAP Name=Allied War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=PROC,GAPILE,GACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=2 Sight=4 Adjacent=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-25 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=384,96,0 ;gs dude, logically this should be 512,256,0 because 96 is not the center of a cell Spyable=yes
 * Allied weapons factory
 * Image=NAWEAP
 * The 96 is messing up the CMiner, but fixing it breaks the CMiner even more ;corection to make blimps/jumpjets work
 * WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

[NAWEAP] UIName=Name:NAWEAP Name=Soviet War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=PROC,NAHAND,NACNST Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=2 Armor=wood TechLevel=2 Sight=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-25 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 NaturalSmokeLocation=-12,0,370 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=395,750,410 AIBuildThis=yes ExitCoord=384,96,0 ;gs dude, logically this should be 512,256,0 because 96 is not the center of a cell Spyable=yes
 * Soviet weapons factory
 * ExitCoord = 1280,256,0
 * ExitCoord = 610,188,0 ;above - 670 and 68
 * The 96 is messing up the CMiner, but fixing it breaks the CMiner even more ;corection to make blimps/jumpjets work
 * WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

[GACNST] UIName=Name:GACNST Name=Allied Construction Yard ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=AMCV Sight=8 Owner=British,French,Germans,Americans,Alliance Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=15 MinDebris=7 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=1470, 1060, 1078 AIBuildThis=yes TogglePower=no ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
 * construction yard
 * DestroyAnim=GACNSTDM
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[NACNST] UIName=Name:NACNST Name=Soviet Construction Yard ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=SMCV Sight=8 Owner=Russians,Confederation,Africans,Arabs Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1470,1060,1078 AIBuildThis=yes TogglePower=no ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
 * construction yard
 * DestroyAnim=NACNSTD

[GAREFN] UIName=Name:GAREFN Name=Allied Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes NumberOfDocks=1 Bib=yes Prerequisite=POWER,GACNST Strength=1000 Adjacent=2 Armor=wood TechLevel=1 FreeUnit=CMIN Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Soylent=300 Points=80 Power=-50 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=10 MinDebris=5 PipScale=Tiberium ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=410, 100, 165 AIBuildThis=yes TogglePower=no RefnSmokeOffsetOne=-92, -208, 312 RefnSmokeOffsetTwo=-92, 208, 312 Spyable=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
 * Ore Refinery
 * //gs revertNumberOfWaitingPoints=8
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
 * WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

[NAREFN] UIName=Name:NAREFN Name=Soviet Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes NumberOfDocks=1 Bib=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west Prerequisite=POWER,NACNST Strength=1000 Adjacent=2 Armor=wood TechLevel=1 FreeUnit=HARV Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Soylent=300 Points=80 Power=-50 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 MaxDebris=8 PipScale=Tiberium ThreatPosed=0	; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 AIBuildThis=yes TogglePower=no RefnSmokeOffsetOne=-80, -232, 372 RefnSmokeOffsetTwo=-80, 232, 372 Spyable=yes
 * Ore Refinery
 * //gs revertNumberOfWaitingPoints=8
 * WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

[GAOREP] Name=Allied Ore Processor UIName=Name:GAOREP;Needs its own UINAME eventually BuildCat=Resource Prerequisite=GATECH,PROC,GACNST TechLevel=10 Strength=900 Adjacent=2 Points=30 Power=-200 Sight=5 Armor=wood Cost=2500 Soylent=1250 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG Maxdebris=12 MinDebris=6 HalfDamageSmokeLocation1=0,0,0 DamageSmokeOffset=410, 100, 165 ThreatPosed=0	; This value MUST be 0 for all building addons Capturable=false Crewed=yes OrePurifier=yes AIBuildThis=yes TogglePower=no Powered=true BuildLimit=1
 * Allied Ore Purifier
 * Image=NANRCT
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
 * Explodes=yes
 * DeathWeapon=OilExplosion
 * ProduceCashAmount=50 ; Amount every Delay
 * ProduceCashDelay=100 ; Frame delay between Amounts

[GAYARD] UIName=Name:GAYARD Name=Allied Shipyard BuildCat=Tech Prerequisite=PROC,POWER,GACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=4 Adjacent=12 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-25 Powered=true BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=12 MinDebris=6 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west TargetCoordOffset=300,200,0
 * Navy shipyard
 * DamageParticleSystems=SparkSys,LGSparkSys

[NAYARD] UIName=Name:NAYARD Name=Soviet Shipyard BuildCat=Tech Prerequisite=PROC,POWER,NACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=2 Adjacent=12 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-20 Powered=true BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG MaxDebris=12 MinDebris=6 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west TargetCoordOffset=256,256,0
 * Soviet shipyard
 * DamageParticleSystems=SparkSys,LGSparkSys

[GAAIRC] UIName=Name:GAAIRC Name=Airforce Command Headquarters BuildCat=Tech Prerequisite=GAREFN,GACNST Strength=600 Armor=steel Adjacent=2 TechLevel=3 Sight=5 UnitReload=yes Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs ForbiddenHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=70 Power=-50 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=8 MinDebris=4 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes
 * airforce command
 * UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[AMRADR] UIName=Name:GAAIRC Name=American Airforce Command Headquarters Image=GAAIRC BuildCat=Tech Prerequisite=GAREFN,GACNST Strength=600 Armor=steel Adjacent=2 TechLevel=3 Sight=5 UnitReload=yes Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs RequiredHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=70 Power=-50 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=4 ThreatPosed=0	; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes SuperWeapon=AmericanParaDropSpecial
 * UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)

[GASPYSAT] UIName=Name:GASPYSAT Name=SpySat Uplink Image=GASPST BuildCat=Combat Prerequisite=GATECH,GACNST Strength=1000 Radar=yes SpySat=yes Armor=wood TechLevel=9 Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=0 Power=-100 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG MaxDebris=8 MinDebris=4 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=800, 550, 400 AIBuildThis=no ;taken out to remove usless things from AI list - DB SpecialThreatValue=1
 * Allied SpySat
 * Upgrades=2 ;GEF
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
 * IsPlug=true ;GEF

[GAGAP] UIName=Name:GAGAP Name=Gap Generator BuildCat=Combat Prerequisite=GATECH,GACNST GapGenerator=yes GapRadiusInCells=10 SuperGapRadiusInCells=10 TechLevel=7 Adjacent=2 HasRadialIndicator=true Strength=600 Armor=wood Sight=5 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Power=-100 ExtraPower=-9000 Powered=true Capturable=false Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=4 MinDebris=2 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=450, 200, 150 AIBuildThis=yes ; commented out so that it's easier to debug base building
 * Allied Gap Generator
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[GAPOWR] UIName=Name:GAPOWR Name=Power Plant BuildCat=Power Prerequisite=GACNST Strength=750 Armor=wood TechLevel=1 Adjacent=2 Sight=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=800 Points=40 Power=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp Upgrades=2 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=6 MinDebris=4 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=300, 300, 450 TogglePower=no Spyable=yes ; A spy can do something to this, works like captureable DieSound=PowerPlantDie
 * Allied power plant
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[NAPOWR] UIName=Name:NAPOWR Name=Tesla Reactor BuildCat=Power Prerequisite=NACNST Strength=750 Armor=wood TechLevel=1 Sight=4 Adjacent=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=600 Points=40 Power=150 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,tstlexp MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 300 TogglePower=no Spyable=yes ; A spy can do something to this, works like captureable DieSound=PowerPlantDie
 * Soviet power plant

[NATECH] UIName=Name:NATECH Name=Soviet Battle Lab BuildCat=Tech Prerequisite=NAWEAP,RADAR,NACNST Strength=500 Armor=wood TechLevel=7 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=85 Power=-100 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LGDBRS10LG MaxDebris=10 MinDebris=5 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=200, 325, 200 AIBuildThis=yes TogglePower=no Spyable=yes ProtectWithWall=yes
 * Soviet Tech Center
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[NAHAND] UIName=Name:NAHAND Name=Soviet Barracks BuildCat=Tech Prerequisite=POWER,NACNST Strength=500 Armor=steel TechLevel=2 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=500 Points=30 Power=-10 Factory=InfantryType Crewed=yes Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG MaxDebris=8 MinDebris=4 ThreatPosed=0	; This value MUST be 0 for all building addons ExitCoord=0,0,0 NODBarracks=yes DamageSmokeOffset=480,96,125 AIBuildThis=yes Spyable=yes
 * Soviet Barracks
 * DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
 * WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

[NACLON] UIName=Name:NACLON Name=Cloning Vats BuildCat=Tech Prerequisite=NATECH,NACNST Strength=1000 Armor=wood TechLevel=9 Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Cloning=yes Crewed=yes Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 NODBarracks=yes DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes CreateUnitSound=CloningVatsCreate BuildLimit=1
 * Soviet Cloning Vats
 * Factory=CloningType

[GAPILE] UIName=Name:GAPILE Name=Allied Barracks ;needs different Given Name to avoid editor confusion BuildCat=Tech Prerequisite=POWER,GACNST Strength=500 Armor=steel Factory=InfantryType Adjacent=2 TechLevel=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=500 Points=30 Power=-10 Crewed=yes Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 GDIBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes
 * Allied Barracks
 * DestroyAnim=GAPILEDM
 * WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing

[GADEPT] UIName=Name:GADEPT Name=Allied Service Depot BuildCat=Tech Prerequisite=GAWEAP,GACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=2 Sight=5 UnitRepair=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=800 Points=80 Power=-25 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM Maxdebris=8 MinDebris=4 ThreatPosed=0	; This value MUST be 0 for all building addons DamageSmokeOffset=270, 580, 260 AIBuildThis=no ;taken out to remove useless building - DB HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
 * service depot
 * UnitReload=yes
 * DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

[GASAND] UIName=Name:GASAND Name=Sandbags BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushSandbag Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0	; This value MUST be 0 for all building addons BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no
 * sandbag wall
 * IsBase=no

[CAFNCB] UIName=Name:CAFNCB Name=Fence Black BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushBlack Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0	; This value MUST be 0 for all building addons BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no
 * sandbag wall
 * IsBase=no

[CAFNCW] UIName=Name:CAFNCW Name=Fence White BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushWhite Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0	; This value MUST be 0 for all building addons BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no [GAWALL] UIName=Name:GAWALL Name=Allied Wall BuildCat=Combat Strength=300 Prerequisite=GAPILE Armor=concrete TechLevel=1 Adjacent=8 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs Points=5 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0	; This value MUST be 0 for all building addons BaseNormal=no ;psst....IsBase isn't a Rules flag GuardRange=5
 * sandbag wall
 * IsBase=no
 * concrete wall
 * ForbiddenHouses=French ;GEF French get the normal wall now, just like everyone else
 * IsBase=no


 * concrete wall for French
 * [GAFWLL]
 * UIName=Name:GAFWLL
 * Name=French Wall
 * BuildCat=Combat
 * Strength=450
 * Prerequisite=GAPILE
 * Armor=concrete
 * TechLevel=-1 ;GEF taking this out for now
 * Adjacent=8
 * Wall=yes
 * Sight=1
 * Selectable=no
 * Insignificant=yes
 * Nominal=yes
 * Owner=British,French,Germans,Americans,Alliance
 * RequiredHouses=French
 * Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
 * Points=5
 * Repairable=false
 * Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
 * ThreatPosed=0	; This value MUST be 0 for all building addons
 * IsBase=no
 * BaseNormal=no ;psst....IsBase isn't a Rules flag
 * GuardRange=5

[GAGATE_A] UIName=Name:GATE1 Name=RA2 Guard Border Crossing BuildCat=Combat Strength=100 Prerequisite=GAPILE Armor=wood TechLevel=-1 Selectable=yes Capturable=false Insignificant=yes Adjacent=8 Owner=British,French,Germans,Americans,Alliance Cost=250 Points=50 Repairable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Gate=yes DeployTime=.044 GateCloseDelay=.2 ThreatPosed=0	; This value MUST be 0 for all building addons BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no
 * Border Gate crossing in wall
 * DamageParticleSystems=SparkSys,LGSparkSys
 * IsBase=no

[NAWALL] UIName=Name:NAWALL Name=Soviet Wall BuildCat=Combat Strength=300 Prerequisite=NAHAND Armor=concrete TechLevel=1 Adjacent=8 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs Points=5 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0	; This value MUST be 0 for all building addons BaseNormal=no ;psst....IsBase isn't a Rules flag GuardRange=5
 * soviet wall
 * IsBase=no

[CABHUT] UIName=Name:CABHUT Name=Bridge repair hut Strength=2000 Immune=yes LegalTarget=yes;gsno Nominal=yes TechLevel=-1 RadarInvisible=yes Repairable=true Selectable=yes;gsno Insignificant=yes BridgeRepairHut=yes Adjacent=0 BaseNormal=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0	; This value MUST be 0 for all building addons
 * Bridge repair hut

[NAIRON] UIName=Name:NAIRON Name=Iron Curtain Device BuildCat=Combat Image=NAIRON Prerequisite=NATECH,NACNST TechLevel=10 Strength=750 Powered=true Adjacent=2 Armor=concrete Sight=4 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM SuperWeapon=IronCurtainSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1 BuildLimit=1
 * Iron Curtain

[GAWEAT] UIName=Name:GAWEAT Name=Weather Controller Image=GAWETH ;GEF we need to get this name straightened out BuildCat=Combat Prerequisite=GATECH,GACNST TechLevel=10 Strength=1000 Powered=true Adjacent=2 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=LightningStormSpecial Nominal=yes ThreatPosed=1	; This value MUST be 0 for all building addons AIBuildThis=yes Spyable=yes ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=14 MinDebris=7
 * Weather Control Device
 * Image=NTIRON

[GACSPH] UIName=Name:GACSPH Name=Chrono Sphere BuildCat=Combat Prerequisite=GATECH,GACNST TechLevel=10 Strength=750 Powered=true Adjacent=2 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=ChronoSphereSpecial Nominal=yes ThreatPosed=1	; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG MaxDebris=15 MinDebris=7
 * Chrono Sphere
 * Image=GACHRO ;GEF we need to get this name straightened out
 * Image=NTIRON
 * SuperWeapon2=ChronoWarpSpecial

[GADUMY] UIName=Name:GADUMY Name=Dummy ChronoSphere BuildCat=Tech Image=NTIRON Prerequisite=GATECH TechLevel=-1 Strength=1000 Powered=true Adjacent=2 Armor=wood Sight=5 Owner=British,French,Germans,Americans,Alliance Cost=2800 Points=30 Power=-150 Crewed=yes Capturable=no RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=ChronoWarpSpecial ThreatPosed=1	; This value MUST be 0 for all building addons AIBuildThis=no Spyable=yes
 * Dummy Building to hold Dummy special weapon

[NARADR] UIName=Name:NARADR Name=Radar Tower BuildCat=Tech Prerequisite=NAREFN,NACNST Strength=1000 Radar=yes Armor=wood TechLevel=3 Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=60 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=yes Spyable=yes ; A spy can do something to this, works like captureable
 * Soviet Radar Facility

[NAPSIS] UIName=Name:NAPSIS Name=Psychic Sensor BuildCat=Combat Prerequisite=NATECH,NACNST Strength=750 Armor=wood TechLevel=10 Adjacent=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=50 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. DetectDisguise=yes DetectDisguiseRange=15 SensorArray=yes SensorsSight=15
 * Psychic Sensor
 * Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble

[TESLA] UIName=Name:TESLA Name=Tesla Coil Image=NATSLA BuildCat=Combat Prerequisite=POWER,RADAR,NACNST Strength=600 Armor=steel TechLevel=5 Adjacent=2 Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=-75 Crewed=no Capturable=false Overpowerable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Primary=CoilBolt Secondary=OPCoilBolt Turret=no TurretAnimZAdjust=-100 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=96, 64, 112 IsBaseDefense=yes BaseNormal=no Powered=yes HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff
 * Soviet Tesla Coil
 * DestroyAnim=NATSLADM

[ATESLA] UIName=Name:ATESLA Name=Prism Cannon Image=GAPRIS BuildCat=Combat Prerequisite=POWER,RADAR,GACNST Strength=600 Armor=steel TechLevel=6 Adjacent=2 Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=-75 Crewed=no Capturable=false Overpowerable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Primary=PrismShot Secondary=PrismSupport Turret=no TurretAnimZAdjust=-100 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=96, 64, 112 IsBaseDefense=yes BaseNormal=no Powered=yes HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff
 * This existed
 * Allied Prism Tower
 * DestroyAnim=NATSLADM

[NAMISL] UIName=Name:NAMISL Name=Nuclear Missile Silo BuildCat=Combat SuperWeapon=MultiSpecial Prerequisite=NATECH,NACNST Strength=1000 Armor=concrete TechLevel=10 Adjacent=2 Sight=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-200 Crewed=yes Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys SpecialThreatValue=1 NukeSilo=yes Nominal=yes RevealToAll=yes HasStupidGuardMode=false Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state  Geoff is god! AIBuildThis=yes ProtectWithWall=yes BuildLimit=1
 * Soviet Nuclear Missile
 * HY SuperWeapon2=ChemicalSpecial
 * DeathWeapon=NukePayload
 * Explodes=Yes

[NALASR] UIName=Name:NALASR Name=Sentry Gun BuildCat=Combat Strength=400 Armor=steel Prerequisite=BARRACKS,NACNST TechLevel=1 Adjacent=4 ROT=10 Sight=7 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=500 BaseNormal=no Points=30 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Primary=Vulcan Powered=yes Turret=yes TurretAnim=LASER TurretAnimIsVoxel=true TurretAnimY=10 TurretAnimZAdjust=-20 ThreatPosed=30 ; This value MUST be 0 for all building addons IsBaseDefense=yes HasStupidGuardMode=false
 * Sentry Gun
 * TurretAnimX=-8
 * DamageParticleSystems=SparkSys,LGSparkSys

[GAPILL] UIName=Name:GAPILL Name=Pill Box BuildCat=Combat Strength=400 Armor=steel Prerequisite=BARRACKS,GACNST TechLevel=1 Adjacent=4 ROT=10 Sight=7 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=500 BaseNormal=no Points=30 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 Primary=Vulcan2 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes HasStupidGuardMode=false
 * PillBox
 * Turret=yes
 * TurretAnim=LASER
 * TurretAnimIsVoxel=true
 * TurretAnimX=-8
 * TurretAnimY=16
 * TurretAnimZAdjust=-40

[NASAM] UIName=Name:NASAM Name=Patriot Missile BuildCat=Combat Strength=900 Armor=steel TechLevel=4 Prerequisite=BARRACKS,GACNST Adjacent=4 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=RedEye2 LandTargeting=1 NavalTargeting=6 Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM Maxdebris=3 MinDebris=2 ThreatPosed=0	; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values IsBaseDefense=yes Powered=yes Turret=yes TurretAnim=SAM TurretAnimIsVoxel=true TurretAnimZAdjust=-20 HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff VHPScan=Strong
 * SAM
 * DamageParticleSystems=SparkSys,LGSparkSys
 * TurretAnim=NASAM_A
 * TurretAnimIsVoxel=false
 * TurretAnimX=-2
 * TurretAnimY=10

[CAOUTP] UIName=Name:CAOUTP Name=Tech Outpost TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM Maxdebris=10 MinDebris=5 Primary=HoverMissile ;gs In getting the art to work, art told me this was more correct (They drew a missile turret when told the weapon would be missile) UnitRepair=yes IsBase=yes Turret=yes TurretAnim=OUTP TurretAnimX=-30 TurretAnimY=14 TurretAnimIsVoxel=true TurretAnimZAdjust=-140 FireAngle=0	; hopefully horizontal Capturable=yes NeedsEngineer=yes Unsellable=yes NumberOfDocks=1 LeaveRubble=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
 * DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

[NADEPT] UIName=Name:NADEPT Name=Soviet Service Depot BuildCat=Tech Prerequisite=NAWEAP,NACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=2 Sight=5 UnitRepair=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=800 Points=80 Power=-20 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=270, 580, 260 AIBuildThis=no ;gs DB is signed as removing the other one NumberOfDocks=1 HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
 * service depot
 * UnitReload=yes

[CATHOSP] UIName=Name:CAHOSP Name=Tech Hospital Image=CAHOSP TechLevel=-1 Strength=800 LegalTarget=no Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Hospital=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Maxdebris=2 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys IsBase=yes Capturable=yes NeedsEngineer=yes Unsellable=yes
 * ExitCoord=100,0,0

[CAHOSP] UIName=Name:CAHOSP Name=Civilian Hospital TechLevel=-1 Strength=800 LegalTarget=no Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Hospital=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm DamageParticleSystems=SmallGreySSys,BigGreySmokeSys BaseNormal=yes ;psst....IsBase isn't a Rules flag LeaveRubble=yes IsBase=yes Capturable=yes NeedsEngineer=yes Unsellable=yes
 * Use Ammo to specify the number of times to allow healing.
 * PipScale=Ammo
 * Ammo=5
 * IsBase=no
 * ExitCoord=100,0,0

[CAAIRP] UIName=Name:CAAIRP Name=Tech Airport TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes NeedsEngineer=yes Unsellable=yes Ammo=5 SuperWeapon=ParaDropSpecial LeaveRubble=yes
 * Use Ammo to specify the number of times to allow reinforcement.

[CAOILD] UIName=Name:CAOILD Name=Tech Oil Derrick TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes Sight=4 Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=8 MinDebris=4 Capturable=yes NeedsEngineer=yes Unsellable=yes Explodes=yes DeathWeapon=OilExplosion ProduceCashStartup=1000 ; credits when captured from the Neutral house ProduceCashAmount=20 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts WorkingSound=OilDerrickLoop LeaveRubble=yes
 * Image=CAHOSP
 * DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

[CAARMR] UIName=Name:CAARMR Name=Civilian Armory TechLevel=-1 Strength=800 Immune=no LegalTarget=no Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Armory=yes PipScale=Ammo Ammo=5 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Maxdebris=2 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys BaseNormal=no ;psst....IsBase isn't a Rules flag
 * Use Ammo to specify number of time the building can be used to upgrade infantry
 * IsBase=no

[CARUS03] Name=RA2 Russain Kremlin Palace UIName=Name:CARUS03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=10 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes [NAPSYB] UIName=Name:NAPSYB Name=RA2 Psychic Beacon BuildCat=Tech Prerequisite=NATECH Strength=750 Armor=wood TechLevel=-1 Adjacent=2 Sight=10 Owner=Russians,Confederation,Africans,Arabs Cost=1000 Points=50 Power=-100 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true DetectDisguise=yes BaseNormal=yes AmbientSound=PsychicAmplifierLoop DieSound=PsychicAmplifierDie
 * Russian Kremlin Palace
 * Selectable=no
 * IsBase=no
 * DistributedFire=yes
 * Psychic Beacon
 * PsychicDetectionRadius=15

[NAPSYA] UIName=Name:NAPSYA Name=RA2 Psychic Amplifier TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Power=-100 Powered=true Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no AmbientSound=PsychicAmplifierLoop DieSound=PsychicAmplifierDie
 * Psychic Amplifier
 * Selectable=no
 * IsBase=no

[CACOLO01] Name=RA2 Air Force Academy Chapel Colorado UIName=Name:CACOLO01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 CrateBeneath=true CrateBeneathIsMoney=true BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=yes
 * Air Force Academy Chapel
 * DestroyAnim=CARUS01D
 * Selectable=no
 * IsBase=no
 * MaxNumberOccupants=10
 * DistributedFire=yes
 * Primary=AlliedOccupyW
 * Secondary=SovietOccupyW

[GTGCAN] UIName=Name:GTGCAN Name=Grand Cannon BuildCat=Combat Strength=900 Armor=steel TechLevel=7 Prerequisite=RADAR,GACNST Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance Cost=2000 RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30				; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-100 Crewed=no ROT=1 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=8 MinDebris=4 Powered=yes Turret=yes TurretAnim=GTGCANTUR TurretAnimIsVoxel=true TurretAnimX=3 TurretAnimY=28 TurretAnimZAdjust=-60 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no AIBuildThis=yes
 * DamageParticleSystems=SparkSys,LGSparkSys

[NANRCT] UIName=Name:NANRCT Name=Nuclear Reactor BuildCat=Power Strength=1000 Armor=concrete TechLevel=9 Prerequisite=NATECH,NACNST Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=30 Power=2000 Crewed=yes Capturable=true DamageSmokeOffset=410, 100, 165 MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Powered=no IsImmuneToRadiation=yes Explodes=yes DeathWeapon=NukePayload ; NUKE DeathWeaponDamageModifier=0.5 Spyable=yes
 * Soviet Nuclear Reactor

[NAFLAK] UIName=Name:NAFLAK Name=Flak Cannon BuildCat=Combat Strength=900 Armor=steel TechLevel=4 Prerequisite=BARRACKS,NACNST Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=FlakWeapon LandTargeting=1 NavalTargeting=6 Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG Maxdebris=3 MinDebris=2 ThreatPosed=0	; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values IsBaseDefense=yes Powered=yes ROT=8 Turret=yes TurretAnim=FLAKTUR TurretAnimIsVoxel=true TurretAnimX=0 TurretAnimY=2 TurretAnimZAdjust=-40 HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff
 * DamageParticleSystems=SparkSys,LGSparkSys
 * FireAngle=32				; 45 degrees -- affects barrel, not turret