diff --git a/mods/ca/rules/allies/husks.yaml b/mods/ca/rules/allies/husks.yaml index b1566140..b9870c83 100644 --- a/mods/ca/rules/allies/husks.yaml +++ b/mods/ca/rules/allies/husks.yaml @@ -1,3 +1,71 @@ +# Vehicles + +BATF.Husk: + Inherits: ^Husk + Inherits: ^HighResShadow + RenderSprites: + Image: batf.bunker + Tooltip: + Name: Husk (Battle Fortress) + TransformOnCapture: + IntoActor: batf + InfiltrateForTransform: + IntoActor: batf + RenderSprites: + Image: batf.destroyed + +BATF.Bunker.Husk: + Inherits: ^Husk + Inherits: ^HighResShadow + RenderSprites: + Image: batf.bunker + Tooltip: + Name: Husk (Battle Fortress) + TransformOnCapture: + IntoActor: batf.bunker + InfiltrateForTransform: + IntoActor: batf.bunker + +BATF.Prism.Husk: + Inherits: ^Husk + Inherits: ^HighResShadow + RenderSprites: + Image: batf.prism + Tooltip: + Name: Husk (Battle Fortress) + TransformOnCapture: + IntoActor: batf.prism + InfiltrateForTransform: + IntoActor: batf.prism + +BATF.Support.Husk: + Inherits: ^Husk + Inherits: ^HighResShadow + RenderSprites: + Image: batf.support + Tooltip: + Name: Husk (Battle Fortress) + TransformOnCapture: + IntoActor: batf.support + InfiltrateForTransform: + IntoActor: batf.support + +CHPR.Husk: + Inherits: ^Husk + Inherits: ^HighResShadow + RenderSprites: + Image: chpr + Tooltip: + Name: Husk (Chrono Prison) + ThrowsParticle@turret: + Anim: turret + TransformOnCapture: + IntoActor: chpr + InfiltrateForTransform: + IntoActor: chpr + +# Aircraft + Seahawk.Husk: Inherits: ^VoxelHelicopterHusk RenderVoxels: diff --git a/mods/ca/rules/allies/vehicles.yaml b/mods/ca/rules/allies/vehicles.yaml index ddd4ee06..edd1692b 100644 --- a/mods/ca/rules/allies/vehicles.yaml +++ b/mods/ca/rules/allies/vehicles.yaml @@ -8,7 +8,7 @@ Prismtank: RenderSprites: Image: prismtank Inherits: ^BiologicalDriver - Inherits: ^PrioAntiLight + Inherits: ^PrioEnergyWeapon Buildable: Queue: Vehicle BuildPaletteOrder: 135 @@ -48,6 +48,8 @@ PBLASTER: RenderVoxels: Scale: 0.7 Image: prismblaster + RenderSprites: + Image: prismblaster Tooltip: Name: Prism Blaster Buildable: @@ -64,6 +66,8 @@ PCAN: RenderVoxels: Scale: 0.7 Image: prismcannon + RenderSprites: + Image: prismcannon Inherits: ^PrioAntiHeavy Inherits: ^FightingVehicle Buildable: @@ -86,6 +90,8 @@ PCAN: FireDelay: 10 LocalOffset: 600,0,300 PauseOnCondition: empdisable || being-warped + Voiced: + VoiceSet: PrismVoice CTNK: Inherits: ^Tank @@ -320,3 +326,404 @@ CHPR.AA: RequiresCondition: stance-attackanything || assault-move ValidTargets: TemporalAir, Temporal InvalidTargets: NoAutoTarget + +# this is actually not used but is the prototype BATF +BATF: + Inherits: ^Tank + Inherits: ^BigVehicle + Inherits: ^FightingVehicle + Inherits: ^BiologicalDriver + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~disabled, ~!filler.batf2 + Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft + Valued: + Cost: 2000 + Tooltip: + Name: Missile Fortress + Health: + HP: 100000 + Mobile: + Locomotor: sheavytracked + Speed: 48 + PauseOnCondition: notmobile || being-captured || empdisable || being-warped || driver-dead + Voice: Move + Passenger: + Voice: Move + AttackTurreted: + Turrets: primary, secondary, tertiary + Armaments: primary, secondary, tertiary + PauseOnCondition: empdisable || being-warped + Voice: Attack + Armament@PRIMARY: + Name: primary + Turret: primary + Weapon: BATFGun + LocalOffset: 200,0,300 + MuzzleSequence: muzzle + Armament@SECONDARY: + Name: secondary + Turret: secondary + Weapon: BATFGun + FireDelay: 8 + LocalOffset: 200,0,300 + MuzzleSequence: muzzle + Armament@TERTIARY: + Name: tertiary + Turret: tertiary + Weapon: BATFRockets + LocalOffset: -200,0,300 + MuzzleSequence: muzzle + Turreted@PRIMARY: + Turret: primary + Offset: 200,-300,0 + TurnSpeed: 24 + Turreted@SECONDARY: + Turret: secondary + Offset: 200,300,0 + TurnSpeed: 24 + Turreted@TERTIARY: + Turret: tertiary + Offset: -300,0,358 + TurnSpeed: 24 + WithMuzzleOverlay: + Carryable: + LocalOffset: 0,0,500 + -Crushable: + Voiced: + VoiceSet: BattleFortressVoice + WithSpriteTurret@PRIMARY: + Turret: primary + WithSpriteTurret@SECONDARY: + Turret: secondary + WithSpriteTurret@TERTIARY: + Turret: tertiary + Sequence: turret2 + SpawnActorOnDeath: + Actor: BATF.Husk + RequiresCondition: !being-warped + +BATF.Bunker: + Inherits: ^Tank + Inherits: ^BigVehicle + Inherits: ^FightingVehicle + Inherits: ^HighResShadow + Inherits: ^BiologicalDriver + Inherits: ^PrioAntiHeavyAA + Inherits: ^Transport + Inherits: ^AttackingCargo + RenderSprites: + Image: batf.bunker + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.bunker, ~!filler.batf2 + Description: Tough infantry transport\nwith weapon ports for infantry. \n Special Ability: Can crush enemy vehicles. + WithProductionIconOverlay@Missile: + Types: Missile + Valued: + Cost: 3000 + Tooltip: + Name: Battle Fortress (Bunker) + Health: + HP: 100000 + Mobile: + Locomotor: sheavytracked + Speed: 48 + PauseOnCondition: notmobile || being-captured || empdisable || being-warped + Voice: Move + Passenger: + Voice: Move + Cargo: + InitialUnits: rocket_infantry, rocket_infantry, rocket_infantry, rocket_infantry, rocket_infantry + Armament: + Weapon: ZSU-23 + LocalOffset: 624,0,208 + MuzzleSequence: muzzle + PauseOnCondition: empdisable || being-warped + AttackFrontal: + TargetFrozenActors: True + ForceFireIgnoresActors: True + PauseOnCondition: empdisable || being-warped + FacingTolerance: 0 + WithMuzzleOverlay: + Carryable: + LocalOffset: 0,0,500 + -Crushable: + Voiced: + VoiceSet: BattleFortressVoice + SpawnActorOnDeath: + Actor: BATF.Bunker.Husk + RequiresCondition: !being-warped + +BATF.Bunker.PDL: + Inherits: BATF.Bunker + Inherits@PDL: ^PointLaserDefenseSystem + -AttackTurreted: + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.bunker, ~commander_tree.battle_fortress.pdl + Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft + Tooltip: + Name: Battle Fortress (PDL) + Valued: + Cost: 3600 + WithProductionIconOverlay@PDL: + Types: PDL + +BATF.Bunker.Reflector: + Inherits: BATF.Bunker + Inherits: ^ReflectorArmor + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.bunker, ~commander_tree.battle_fortress.reflector + Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft + Tooltip: + Name: Battle Fortress (Reflector) + WithProductionIconOverlay@Reflector: + Types: Reflector + +BATF.Prism: + Inherits: ^FightingVehicle + Inherits: ^PrioEnergyWeapon + Inherits: ^BiologicalDriver + Inherits: ^HighResShadow + RenderSprites: + Image: batf.prism + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.prism, ~!filler.batf2 + Description: Tough prism tank.\n Fires Prism beam splitting up on target.\n Special Ability: Can crush enemy vehicles.\n Strong vs Point Defense Laser + WithProductionIconOverlay@Prism: + Types: Prism + Valued: + Cost: 2000 + Tooltip: + Name: Prism Fortress + Health: + HP: 100000 + Mobile: + Locomotor: sheavytracked + Speed: 48 + PauseOnCondition: notmobile || being-captured || empdisable || being-warped + Voice: Move + Passenger: + Voice: Move + Voiced: + VoiceSet: BattleFortressVoice + SpawnActorOnDeath: + Actor: BATF.Prism.Husk + RequiresCondition: !being-warped + AttackFrontal: + TargetFrozenActors: True + ForceFireIgnoresActors: True + PauseOnCondition: empdisable || being-warped + FacingTolerance: 0 + Armament@PRIMARY: + Weapon: BattlePrisLaser + LocalOffset: 350,0,450 + MuzzleSequence: muzzle + +BATF.Prism.PDL: + Inherits: BATF.Prism + Inherits@PDL: ^PointLaserDefenseSystem + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.prism, ~commander_tree.battle_fortress.pdl + Description: Tough prism tank.\n Fires Prism beam splitting up on target.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles.\n Strong vs Point Defense Laser, Projectile Weapons + Tooltip: + Name: Prism Fortress (PDL) + Valued: + Cost: 3000 + WithProductionIconOverlay@PDL: + Types: PDL + +BATF.Prism.Reflector: + Inherits: BATF.Prism + Inherits: ^ReflectorArmor + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.prism, ~commander_tree.battle_fortress.reflector + Description: Tough prism tank.\n Fires Prism beam splitting up on target.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles.\n Strong vs Point Defense Laser, Energy Weapons + Tooltip: + Name: Prism Fortress (Reflector) + WithProductionIconOverlay@Reflector: + Types: Reflector + +BATF.Support: + Inherits: BATF + Inherits: ^PrioRepair + Inherits: ^GroundSupportUnit + Inherits: ^HighResShadow + RenderSprites: + Image: batf.support + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.support, ~!filler.batf2 + Description: Tough support tank\nRepairs allied vehicles and aircraft.\n Special Ability: Can crush enemy vehicles. + WithProductionIconOverlay@Wrench: + Types: Wrench + Valued: + Cost: 2000 + Tooltip: + Name: Support Fortress + Turreted@PRIMARY: + Offset: -400,0,200 + TurnSpeed: 100 + Cargo: + Types: Infantry + MaxWeight: 5 + LoadingCondition: notmobile + LoadedCondition: cargo + -Turreted@SECONDARY: + -Turreted@TERTIARY: + -WithMuzzleOverlay: + -WithSpriteTurret@PRIMARY: + -WithSpriteTurret@SECONDARY: + -WithSpriteTurret@TERTIARY: + -Armament@SECONDARY: + -Armament@TERTIARY: + Armament@PRIMARY: + Weapon: BATF.Repair + LocalOffset: 0,0,-100 + Cursor: repair + OutsideRangeCursor: repair + TargetRelationships: Ally + ForceTargetRelationships: None + MuzzleSequence: emp-overlay + MuzzlePalette: tseffect-ignore-lighting-alpha75 + AutoTargetPriority@DEFAULTREPAIR: + ValidTargets: Vehicle, Ship + SpawnActorOnDeath: + Actor: BATF.Support.Husk + RequiresCondition: !being-warped + WithCargoPipsDecoration: + Position: BottomLeft + RequiresSelection: true + +BATF.Support.PDL: + Inherits: BATF.Support + Inherits: ^PointLaserDefenseSystem + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.support, ~commander_tree.battle_fortress.pdl + Description: Tough support tank\nRepairs allied vehicles and aircraft.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles. + Tooltip: + Name: Support Fortress (PDL) + Valued: + Cost: 2000 + WithProductionIconOverlay@PDL: + Types: PDL + +BATF.Support.Reflector: + Inherits: BATF.Support + Inherits: ^ReflectorArmor + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.support, ~commander_tree.battle_fortress.reflector + Description: Tough support tank\nRepairs allied vehicles and aircraft.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles. + Tooltip: + Name: Support Fortress (Reflector) + WithProductionIconOverlay@Reflector: + Types: Reflector + +BATF.Artillery: + Inherits: BATF + Inherits: ^PrioArtillery + RenderSprites: + Image: batf.artillery + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.arty, ~!filler.batf2 + Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft + Valued: + Cost: 2000 + Tooltip: + Name: Artillery Fortress + Armament@PRIMARY: + Name: primary + Turret: primary + Weapon: BATFGun + LocalOffset: 300,0,350 + MuzzleSequence: muzzle + Armament@SECONDARY: + Name: secondary + Turret: secondary + Weapon: BATFGun + FireDelay: 8 + LocalOffset: 300,0,350 + MuzzleSequence: muzzle + Armament@TERTIARY: + Name: tertiary + Turret: tertiary + Weapon: 155mm + LocalOffset: 550,0,300 + MuzzleSequence: muzzle + RequiresCondition: cargo + Turreted@PRIMARY: + Turret: primary + Offset: 200,-300,0 + TurnSpeed: 24 + Turreted@SECONDARY: + Turret: secondary + Offset: 200,300,0 + TurnSpeed: 24 + Turreted@TERTIARY: + Turret: tertiary + Offset: -300,0,458 + TurnSpeed: 24 + PauseOnCondition: !cargo + WithSpriteTurret@PRIMARY: + Turret: primary + WithSpriteTurret@SECONDARY: + Turret: secondary + WithSpriteTurret@TERTIARY: + Turret: tertiary + Sequence: turret2 + +BATF.Artillery.PDL: + Inherits: BATF.Artillery + Inherits: ^PointLaserDefenseSystem + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.arty, ~commander_tree.battle_fortress.pdl + Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft + Tooltip: + Name: Artillery Fortress (PDL) + Valued: + Cost: 3000 + +BATF.Artillery.Reflector: + Inherits: BATF.Artillery + Inherits: ^ReflectorArmor + Buildable: + Queue: Vehicle + BuildPaletteOrder: 230 + Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.arty, ~commander_tree.battle_fortress.reflector + Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft + Tooltip: + Name: Artillery Fortress (Reflector) + WithProductionIconOverlay@Reflector: + Types: Reflector + +BATF.AI: + Inherits: BATF + Buildable: + Prerequisites: tent, radar, ~weap, ~vehicles.france, ~botplayer + RenderSprites: + Image: batf + Armament@TERTIARY: + Turreted@TERTIARY: + Mobile: + PauseOnCondition: being-captured || empdisable || being-warped diff --git a/mods/ca/rules/husks.yaml b/mods/ca/rules/husks.yaml index 50856a6b..667174b3 100644 --- a/mods/ca/rules/husks.yaml +++ b/mods/ca/rules/husks.yaml @@ -1062,30 +1062,6 @@ WTNK.Husk: Image: wtnk.destroyed PlayerPalette: overlayplayertd -BATF.Husk: - Inherits: ^Husk - Tooltip: - Name: Husk (Battle Fortress) - TransformOnCapture: - IntoActor: batf - InfiltrateForTransform: - IntoActor: batf - RenderSprites: - Image: batf.destroyed - -CHPR.Husk: - Inherits: ^Husk - Tooltip: - Name: Husk (Chrono Prison) - ThrowsParticle@turret: - Anim: turret - TransformOnCapture: - IntoActor: chpr - InfiltrateForTransform: - IntoActor: chpr - RenderSprites: - Image: chpr.destroyed - MISS.Husk: Inherits: ^TechHusk Building: @@ -1383,30 +1359,6 @@ LTNK.Husk: Image: ltnk.destroyed PlayerPalette: overlayplayertd -BATF.Husk: - Inherits: ^Husk - Tooltip: - Name: Husk (Battle Fortress) - TransformOnCapture: - IntoActor: batf - InfiltrateForTransform: - IntoActor: batf - RenderSprites: - Image: batf.destroyed - -CHPR.Husk: - Inherits: ^Husk - Tooltip: - Name: Husk (Chrono Prison) - ThrowsParticle@turret: - Anim: turret - TransformOnCapture: - IntoActor: chpr - InfiltrateForTransform: - IntoActor: chpr - RenderSprites: - Image: chpr.destroyed - 2S3.Husk: Inherits: ^Husk Tooltip: diff --git a/mods/ca/rules/vehicles.yaml b/mods/ca/rules/vehicles.yaml index d83cc311..532a81bd 100644 --- a/mods/ca/rules/vehicles.yaml +++ b/mods/ca/rules/vehicles.yaml @@ -2311,6 +2311,7 @@ IFV: IFV.AI: Inherits: ^FightingVehicle + Inherits: ^HighResShadow Inherits: ^BiologicalDriver Inherits: ^PrioAntiHeavyAA Buildable: @@ -3140,422 +3141,6 @@ WTNK: Voiced: VoiceSet: MWTnkVoice -#adjust offsets -BATF: - Inherits: ^Tank - Inherits: ^BigVehicle - Inherits: ^BiologicalDriver - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~disabled, ~!filler.batf2 - Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft - Valued: - Cost: 2000 - Tooltip: - Name: Missile Fortress - Health: - HP: 100000 - Mobile: - Locomotor: sheavytracked - Speed: 48 - PauseOnCondition: notmobile || being-captured || empdisable || being-warped || driver-dead - Voice: Move - Passenger: - Voice: Move - AttackTurreted: - Turrets: primary, secondary, tertiary - Armaments: primary, secondary, tertiary - PauseOnCondition: empdisable || being-warped - Voice: Attack - Armament@PRIMARY: - Name: primary - Turret: primary - Weapon: BATFGun - LocalOffset: 200,0,300 - MuzzleSequence: muzzle - Armament@SECONDARY: - Name: secondary - Turret: secondary - Weapon: BATFGun - FireDelay: 8 - LocalOffset: 200,0,300 - MuzzleSequence: muzzle - Armament@TERTIARY: - Name: tertiary - Turret: tertiary - Weapon: BATFRockets - LocalOffset: -200,0,300 - MuzzleSequence: muzzle - RequiresCondition: cargo - Turreted@PRIMARY: - Turret: primary - Offset: 200,-300,0 - TurnSpeed: 24 - Turreted@SECONDARY: - Turret: secondary - Offset: 200,300,0 - TurnSpeed: 24 - Turreted@TERTIARY: - Turret: tertiary - Offset: -300,0,358 - TurnSpeed: 24 - PauseOnCondition: !cargo - WithMuzzleOverlay: - Cargo: - Types: Infantry - MaxWeight: 5 - LoadingCondition: notmobile - LoadedCondition: cargo - InitialUnits: tecn - Carryable: - LocalOffset: 0,0,500 - -Crushable: - Voiced: - VoiceSet: BattleFortressVoice - WithSpriteTurret@PRIMARY: - Turret: primary - WithSpriteTurret@SECONDARY: - Turret: secondary - WithSpriteTurret@TERTIARY: - Turret: tertiary - Sequence: turret2 - SpawnActorOnDeath: - Actor: BATF.Husk - RequiresCondition: !being-warped - Capturable: - RequiresCondition: !being-warped && !cargo - Capturable@DRIVER_DEAD: - RequiresCondition: driver-dead && !cargo - Targetable@DRIVERKILL: - RequiresCondition: !driver-dead && !cargo - WithCargoPipsDecoration: - Position: BottomLeft - RequiresSelection: true - -BATF.Bunker: - Inherits: ^Tank - Inherits: ^BigVehicle - Inherits: ^HighResShadow - Inherits: ^BiologicalDriver - Inherits: ^PrioAntiHeavyAA - Inherits@TRANSPORT: ^Transport - Inherits@CARGO: ^AttackingCargo - RenderSprites: - Image: batf.bunker - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.bunker, ~!filler.batf2 - Description: Tough infantry transport\nwith weapon ports for infantry. \n Special Ability: Can crush enemy vehicles. - Valued: - Cost: 3000 - Tooltip: - Name: Battle Fortress (Bunker) - Health: - HP: 100000 - Mobile: - Locomotor: sheavytracked - Speed: 48 - PauseOnCondition: notmobile || being-captured || empdisable || being-warped - Voice: Move - Passenger: - Voice: Move - Cargo: - InitialUnits: rocket_infantry, rocket_infantry, rocket_infantry, rocket_infantry, rocket_infantry - Armament: - Weapon: ZSU-23 - LocalOffset: 624,0,208 - MuzzleSequence: muzzle - PauseOnCondition: empdisable || being-warped - AttackFrontal: - TargetFrozenActors: True - ForceFireIgnoresActors: True - PauseOnCondition: empdisable || being-warped - FacingTolerance: 0 - WithMuzzleOverlay: - Carryable: - LocalOffset: 0,0,500 - -Crushable: - AutoTargetPriority@DEFAULT: - RequiresCondition: !stance-attackanything && !assault-move && !loaded-air - AutoTargetPriority@ATTACKANYTHING: - RequiresCondition: (stance-attackanything || assault-move) && !loaded-air - AutoTargetPriority@DEFAULT_AIR: - RequiresCondition: !stance-attackanything && !assault-move && loaded-air - ValidTargets: Infantry, Vehicle, Water, Underwater, Air, Defense - InvalidTargets: NoAutoTarget, WaterStructure - AutoTargetPriority@ATTACKANYTHING_AIR: - RequiresCondition: (stance-attackanything || assault-move) && loaded-air - ValidTargets: Infantry, Vehicle, Water, Underwater, Air, Structure, Defense - InvalidTargets: NoAutoTarget - Voiced: - VoiceSet: BattleFortressVoice - WithProductionIconOverlay@Missile: - Types: Missile - -BATF.Bunker.PDL: - Inherits: BATF.Bunker - Inherits@PDL: ^PointLaserDefenseSystem - -AttackTurreted: - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.bunker, ~commander_tree.battle_fortress.pdl - Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft - Tooltip: - Name: Battle Fortress (PDL) - Valued: - Cost: 3600 - WithProductionIconOverlay@PDL: - Types: PDL - -BATF.Bunker.Reflector: - Inherits: BATF.Bunker - Inherits: ^ReflectorArmor - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.bunker, ~commander_tree.battle_fortress.reflector - Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft - Tooltip: - Name: Battle Fortress (Reflector) - WithProductionIconOverlay@Reflector: - Types: Reflector - -BATF.Prism: - Inherits: BATF - Inherits: ^PrioEnergyWeapon - Inherits: ^HighResShadow - RenderSprites: - Image: batf.prism - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.prism, ~!filler.batf2 - Description: Tough prism tank.\n Fires Prism beam splitting up on target.\n Special Ability: Can crush enemy vehicles.\n Strong vs Point Defense Laser - Valued: - Cost: 2000 - Tooltip: - Name: Prism Fortress - -AttackTurreted: - -Turreted@PRIMARY: - -Turreted@SECONDARY: - -Turreted@TERTIARY: - -WithMuzzleOverlay: - -WithSpriteTurret@PRIMARY: - -WithSpriteTurret@SECONDARY: - -WithSpriteTurret@TERTIARY: - -Armament@SECONDARY: - -Armament@TERTIARY: - AttackFrontal: - TargetFrozenActors: True - ForceFireIgnoresActors: True - PauseOnCondition: empdisable || being-warped - FacingTolerance: 0 - Armament@PRIMARY: - Weapon: BattlePrisLaser - LocalOffset: 350,0,450 - MuzzleSequence: muzzle - RequiresCondition: cargo - WithProductionIconOverlay@Prism: - Types: Prism - -BATF.Prism.PDL: - Inherits: BATF.Prism - Inherits@PDL: ^PointLaserDefenseSystem - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.prism, ~commander_tree.battle_fortress.pdl - Description: Tough prism tank.\n Fires Prism beam splitting up on target.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles.\n Strong vs Point Defense Laser, Projectile Weapons - Tooltip: - Name: Prism Fortress (PDL) - Valued: - Cost: 3000 - WithProductionIconOverlay@PDL: - Types: PDL - -BATF.Prism.Reflector: - Inherits: BATF.Prism - Inherits: ^ReflectorArmor - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.prism, ~commander_tree.battle_fortress.reflector - Description: Tough prism tank.\n Fires Prism beam splitting up on target.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles.\n Strong vs Point Defense Laser, Energy Weapons - Tooltip: - Name: Prism Fortress (Reflector) - WithProductionIconOverlay@Reflector: - Types: Reflector - -BATF.Support: - Inherits: BATF - Inherits: ^PrioRepair - Inherits: ^HighResShadow - RenderSprites: - Image: batf.support - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.support, ~!filler.batf2 - Description: Tough support tank\nRepairs allied vehicles and aircraft.\n Special Ability: Can crush enemy vehicles. - Valued: - Cost: 2000 - Tooltip: - Name: Support Fortress - Turreted@PRIMARY: - Offset: -400,0,200 - TurnSpeed: 100 - Cargo: - Types: Infantry - MaxWeight: 5 - LoadingCondition: notmobile - LoadedCondition: cargo - -Turreted@SECONDARY: - -Turreted@TERTIARY: - -WithMuzzleOverlay: - -WithSpriteTurret@PRIMARY: - -WithSpriteTurret@SECONDARY: - -WithSpriteTurret@TERTIARY: - -Armament@SECONDARY: - -Armament@TERTIARY: - Armament@PRIMARY: - Weapon: BATF.Repair - LocalOffset: 0,0,0 - Cursor: repair - OutsideRangeCursor: repair - TargetRelationships: Ally - ForceTargetRelationships: None - MuzzleSequence: emp-overlay - MuzzlePalette: tseffect-ignore-lighting-alpha75 - AutoTargetPriority@DEFAULTREPAIR: - ValidTargets: Vehicle, Ship - WithProductionIconOverlay@Wrench: - Types: Wrench - -BATF.Support.PDL: - Inherits: BATF.Support - Inherits: ^PointLaserDefenseSystem - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.support, ~commander_tree.battle_fortress.pdl - Description: Tough support tank\nRepairs allied vehicles and aircraft.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles. - Tooltip: - Name: Support Fortress (PDL) - Valued: - Cost: 2000 - WithProductionIconOverlay@PDL: - Types: PDL - -BATF.Support.Reflector: - Inherits: BATF.Support - Inherits: ^ReflectorArmor - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.support, ~commander_tree.battle_fortress.reflector - Description: Tough support tank\nRepairs allied vehicles and aircraft.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles. - Tooltip: - Name: Support Fortress (Reflector) - WithProductionIconOverlay@Reflector: - Types: Reflector - -BATF.Artillery: - Inherits: BATF - Inherits: ^PrioArtillery - RenderSprites: - Image: batf.artillery - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.arty, ~!filler.batf2 - Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft - Valued: - Cost: 2000 - Tooltip: - Name: Artillery Fortress - Armament@PRIMARY: - Name: primary - Turret: primary - Weapon: BATFGun - LocalOffset: 300,0,350 - MuzzleSequence: muzzle - Armament@SECONDARY: - Name: secondary - Turret: secondary - Weapon: BATFGun - FireDelay: 8 - LocalOffset: 300,0,350 - MuzzleSequence: muzzle - Armament@TERTIARY: - Name: tertiary - Turret: tertiary - Weapon: 155mm - LocalOffset: 550,0,300 - MuzzleSequence: muzzle - RequiresCondition: cargo - Turreted@PRIMARY: - Turret: primary - Offset: 200,-300,0 - TurnSpeed: 24 - Turreted@SECONDARY: - Turret: secondary - Offset: 200,300,0 - TurnSpeed: 24 - Turreted@TERTIARY: - Turret: tertiary - Offset: -300,0,458 - TurnSpeed: 24 - PauseOnCondition: !cargo - WithSpriteTurret@PRIMARY: - Turret: primary - WithSpriteTurret@SECONDARY: - Turret: secondary - WithSpriteTurret@TERTIARY: - Turret: tertiary - Sequence: turret2 - -BATF.Artillery.PDL: - Inherits: BATF.Artillery - Inherits@PDL: ^PointLaserDefenseSystem - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.arty, ~commander_tree.battle_fortress.pdl - Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Point Laser Defense System \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft - Tooltip: - Name: Artillery Fortress (PDL) - Valued: - Cost: 3000 - -BATF.Artillery.Reflector: - Inherits: BATF.Artillery - Inherits: ^ReflectorArmor - Buildable: - Queue: Vehicle - BuildPaletteOrder: 230 - Prerequisites: radar, ~weap, ~commander_tree.battle_fortress.arty, ~commander_tree.battle_fortress.reflector - Description: Tough infantry transport\nneeds infantry to operate its turrets.\n Has Reflector Armor. \n Special Ability: Can crush enemy vehicles.\n Strong vs Vehicles\n Weak vs Infantry, Aircraft - Tooltip: - Name: Artillery Fortress (Reflector) - WithProductionIconOverlay@Reflector: - Types: Reflector - -BATF.AI: - Inherits: BATF - Buildable: - Prerequisites: tent, radar, ~weap, ~vehicles.france, ~botplayer - RenderSprites: - Image: batf - Armament@TERTIARY: - -RequiresCondition: - Turreted@TERTIARY: - -PauseOnCondition: - Mobile: - PauseOnCondition: being-captured || empdisable || being-warped - MEMP: Inherits: ^Tank Inherits: ^HighResShadow