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- Object GLAInfantryHijacker
- Buildable = No
- END
- Object GLAVehicleBombTruck
- Buildable = No
- END
- Object GLAScudStorm
- Buildable = No
- END
- Object GLABlackMarket
- Buildable = No
- END
- ; Prisons are cut. sorry. (srj)
- ;Object GLAPrison
- ;Buildable = No
- ;END
- AIData
- StructureSeconds = 6.6 ; Ai tries to build a new structure every N seconds.
- TeamSeconds = 50 ; Ai tries to build a new team every N seconds.
- Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy
- Poor = 2000 ; Number of resources for the AI to consider itself poor
- StructuresWealthyRate = 2.0 ; (2=twice as fast) Rate modifier for structure building when wealthy.
- StructuresPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for structures when poor.
- TeamsWealthyRate = 1.5 ; (2=twice as fast) Rate modifier for teams building when wealthy.
- TeamsPoorRate = 1.0 ; (0.5=half as fast) Rate modifier for teams when poor.
- TeamResourcesToStart = 0.80 ; (1.0=100%) Amount of resources required to start building a team.
- GuardInnerModifierAI = 1.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack
- GuardOuterModifierAI = 2.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after
- ; GuardInnerModifierHuman = 0.67 ;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack
- ; GuardOuterModifierHuman = 1.0 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after
- GuardChaseUnitsDuration = 10000 ;The number of msec for which a guarding unit will chase attackers before giving up
- AttackPriorityDistanceModifier = 100.0; The distance required to reduce attack priority by 1.
- MaxRecruitRadius = 1500.0; The maximum distance a unit will be from a unit that recruits it.
- End
- ;hostile build
- Object AmericaParticleCannonUplink
- Buildable = No
- End
- Object AmericaDetentionCamp
- Buildable = No
- End
- Object AmericaVehicleTomahawk
- Buildable = No
- End
- ;Object AmericaVehicleChinook
- ;Buildable = No
- ;End
- Object AmericaVehicleMedic
- Buildable = No
- End
- ;Object AmericaTankCrusader
- ;Buildable = No
- ;End
- Object AmericaTankPaladin
- Buildable = No
- End
- ;Object AmericaVehicleDozer
- ;Buildable = No
- ;End
- Object AmericaInfantryColonelBurton
- Buildable = No
- End
- WaterTransparency
- TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
- TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
- End
- SpecialPower SuperweaponDaisyCutter
- Enum = SPECIAL_DAISY_CUTTER
- ReloadTime = 480000 ; in milliseconds
- RequiredScience = SCIENCE_DaisyCutter
- PublicTimer = Yes
- SharedSyncedTimer = Yes
- ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
- ViewObjectRange = 250 ; And how far it can see
- RadiusCursorRadius = 100
- End
- SpecialPower SuperweaponCarpetBomb
- Enum = SPECIAL_CARPET_BOMB
- ReloadTime = 600000 ; in milliseconds
- RequiredScience = SCIENCE_CarpetBomb
- PublicTimer = Yes
- ViewObjectDuration = 30000
- ViewObjectRange = 250
- RadiusCursorRadius = 100
- End
- CommandSet SCIENCE_GLA_CommandSetRank1
- 1 = Command_PurchaseScienceTechnicalTraining
- 2 = Command_PurchaseScienceMarauderTank
- 3 = Command_PurchaseScienceEmergencyRepair1
- END
- ; Rank 3 assign buttons to position like so:
- ; 1 4 7 10
- ; 2 5 8 11
- ; 3 6 9 12
- CommandSet SCIENCE_GLA_CommandSetRank3
- 1 = Command_PurchaseScienceScudLauncher
- 4 = Command_PurchaseScienceCashBounty1
- 5 = Command_PurchaseScienceCashBounty2
- 6 = Command_PurchaseScienceCashBounty3
- 7 = Command_PurchaseScienceRebelAmbush1
- 8 = Command_PurchaseScienceRebelAmbush2
- 9 = Command_PurchaseScienceRebelAmbush3
- 10 = Command_PurchaseScienceHijacker
- END
- ;; -------------------------------------
- ;; GLA Sciences
- ;; -------------------------------------
- ; --- LEVEL 1 POWERS ---
- Science SCIENCE_ScudLauncher
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLASCUDLauncher
- Description = CONTROLBAR:ToolTipGLAScienceSCUDLauncher
- End
- Science SCIENCE_MarauderTank
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAMaruaderTank
- Description = CONTROLBAR:ToolTipGLaScienceMarauderTank
- End
- Science SCIENCE_TechnicalTraining
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLATechnicalTraining
- Description = CONTROLBAR:ToolTipGLAScienceTechnicalTraining
- End
- ; --- LEVEL 3 POWERS ---
- Science SCIENCE_Hijacker
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAHijacker
- Description = CONTROLBAR:ToolTipGLAScienceHijacker
- End
- Science SCIENCE_RebelAmbush1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush1
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush2
- PrerequisiteSciences = SCIENCE_RebelAmbush1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush2
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush3
- PrerequisiteSciences = SCIENCE_RebelAmbush2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush3
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_CashBounty1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty1
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty2
- PrerequisiteSciences = SCIENCE_CashBounty1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty2
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty3
- PrerequisiteSciences = SCIENCE_CashBounty2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty3
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- ; --- LEVEL 8 POWERS ---
- Science SCIENCE_AnthraxBomb
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAAnthraxBomb
- Description = CONTROLBAR:ToolTipGLAScienceAnthraxBomb
- End
- ; --- LEVEL 3, Common to all sides ---
- Science SCIENCE_EmergencyRepair1
- PrerequisiteSciences = SCIENCE_Rank1 ;No country Science requirement
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair1
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair2
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair2
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair3
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair3
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Object Object ChineeseSpyPost
- AddModule
- Behavior = CreateCrateDie ModuleTag_MapOverride01
- CrateData = GLA02_Always2500DollarCrate
- End
- End
- END
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