
^BaseWorld:
	Faction@0:
		Name: Allies
		InternalName: allies
		Side: Allies
		Selectable: true
	Faction@4:
		Name: Soviet
		InternalName: soviet
		Side: Soviet
		Selectable: true
	Faction@randomallies:
		Name: GDI
		InternalName: RandomAllies
		RandomFactionMembers: allies
		Side: Tiberium Dawn
		Description: GDI
	Faction@randomsoviet:
		Name: NOD
		InternalName: RandomSoviet
		RandomFactionMembers: soviet
		Side: Tiberium Dawn
		Description: The Brotherhood of NOD
	Faction@random:
		Name: Any
		InternalName: Random
		RandomFactionMembers: allies, england, france, germany, soviet, russia, ukraine

World:
	MissionData:
		Briefing: Defend your bases against the incoming forces.\nWinnerteam is wich first kill the enemy bases.\nRA+TD anyallies = GDI anysoviet = NOD!\n\nCheck Settings!\nChoose how many units should attack the players and density of sneakattacks!\nNow with attackdensitytoggle for all 4 factions!\nNo 2nd team needed you can play this alone ;D
	SpawnStartingUnits:
		Factions: allies, england, france, germany, soviet, russia, ukraine, Random, RandomAllies, RandomSoviet
	StartingUnits@mcvonly:
		Class: none
		ClassName: MCV Only
		Factions: england, france, germany, russia, ukraine
		BaseActor: mcv
	StartingUnits@gdi:
		Class: none
		ClassName: MCV Only
		Factions: allies
		BaseActor: mcvgdi
	StartingUnits@nod:
		Class: none
		ClassName: MCV Only
		Factions: soviet
		BaseActor: mcvnod
	StartingUnits@lightallies:
		Class: light
		ClassName: Light Support
		Factions: england, france, germany
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,jeep,1tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@lightsoviet:
		Class: light
		ClassName: Light Support
		Factions: russia, ukraine
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,apc,ftrk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@lightGDI:
		Class: light
		ClassName: Light Support
		Factions: allies
		BaseActor: mcvgdi
		SupportActors: e1cnc,e1cnc,e1cnc,e1cnc,e1cnc,e3cnc,e3cnc,humv
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@lightNOD:
		Class: light
		ClassName: Light Support
		Factions: soviet
		BaseActor: mcvnod
		SupportActors: e1cnc,e1cnc,e1cnc,e1cnc,e1cnc,e1cnc,e3cnc,e3cnc,bggy
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@heavyallies:
		Class: heavy
		ClassName: Heavy Support
		Factions: england, france, germany
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,jeep,1tnk,2tnk,2tnk,2tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@heavysoviet:
		Class: heavy
		ClassName: Heavy Support
		Factions: russia, ukraine
		BaseActor: mcv
		SupportActors: e1,e1,e1,e3,e3,apc,ftrk,3tnk,3tnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@heavyGDI:
		Class: heavy
		ClassName: Heavy Support
		Factions: allies
		BaseActor: mcvgdi
		SupportActors: e1cnc,e1cnc,e1cnc,e1cnc,e3cnc,e3cnc,humv,mtnk,mtnk
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	StartingUnits@heavyNOD:
		Class: heavy
		ClassName: Heavy Support
		Factions: soviet
		BaseActor: mcvnod
		SupportActors: e1cnc,e1cnc,e1cnc,e1cnc,e3cnc,e3cnc,ltnk,ltnk,ftnkcnc
		InnerSupportRadius: 3
		OuterSupportRadius: 5
	# ai


Player:
	ClassicProductionQueue@Building:
		Factions: england, france, germany, russia, ukraine
	ClassicProductionQueue@Defense:
		Factions: england, france, germany, russia, ukraine
	ClassicProductionQueue@Buildingtd:
		Factions: allies, soviet
		Type: Building
		DisplayOrder: 0
		LowPowerModifier: 300
		ReadyAudio: ConstructionCompletetd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 66, 44, 30, 20, 13, 9, 6, 4, 3
	ClassicProductionQueue@Defensetd:
		Factions: allies, soviet
		Type: Defense
		DisplayOrder: 0
		LowPowerModifier: 300
		ReadyAudio: ConstructionCompletetd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
		SpeedUp: True
		BuildTimeSpeedReduction: 100, 66, 44, 30, 20, 13, 9, 6, 4, 3
	ClassicProductionQueue@Infantrytd:
		Type: Infantry.td
		SpeedUp: False
		LowPowerModifier: 300
		Factions: allies, soviet
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ClassicProductionQueue@Vehicletd:
		Type: Vehicle.td
		SpeedUp: False
		LowPowerModifier: 300
		Factions: allies, soviet
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ClassicProductionQueue@Aircrafttd:
		Type: Aircraft.td
		SpeedUp: False
		LowPowerModifier: 300
		Factions: allies, soviet
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
		
	LobbyPrerequisiteCheckbox@visibledamage:
		ID: visibledamage
		Label: Mark dmgd TDunits
		Description: Marks damaged TD units blue to see nerfed units easier :D
		Enabled: false
		Locked: false
		DisplayOrder: 8
		Prerequisites: showdamage
		
	# tddefaults

^SelectableEconomicUnit:
	Selectable:
		Priority: 6
		PriorityModifiers: Ctrl, Alt
^DisabledOverlay:
	GrantConditionOnPowerState@LOWPOWER:
		Condition: lowpower
		ValidPowerStates: Low, Critical
	WithColoredOverlay@IDISABLE:
		RequiresCondition: lowpower
^FACTcnc:
	Inherits: ^BaseBuilding.cnc
	Inherits@shape: ^3x2Shape
	Selectable:
		Bounds: 3072, 2048
	Valued:
		Cost: 2000
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	OwnerLostAction:
		Action: Kill
	Health:
		HP: 210000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 7c0
	WithBuildingBib:
	Production:
		Produces: Building,Defense
	BaseBuilding:
	ProductionBar@Building:
		ProductionType: Building
	ProductionBar@Defense:
		ProductionType: Defense
		Color: 8A8A8A
	BaseProvider:
		Cooldown: 75
		Range: 14c0
	WithBuildingPlacedAnimation:
		RequiresCondition: !build-incomplete
	Power:
		Amount: 0
	ProvidesPrerequisite@FACT:
		Prerequisite: factcnc
	RenderSprites:
		PlayerPalette: cncplayer
		Image: FACTcnc

^MCVcnc:
	Inherits@TDnerf: ^TDnerf
	Valued:
		Cost: 3500
	Selectable:
		Priority: 4
	Mobile:
		Speed: 71
		Crushes: crate, infantry
	Health:
		HP: 120000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
		RevealGeneratedShroud: False
	RevealsShroud@GAPGEN:
		Range: 6c0
	Mobile:
		Speed: 71
		Locomotor: heavywheeled
	MustBeDestroyed:
		RequiredForShortGame: true
	BaseBuilding:
	SelectionDecorations:
		VisualBounds: 36,36
	Repairable:
		RepairActors: fixcnc

^Vehiclecnc:
	Inherits@veh: ^Vehicle
	Repairable:
		RepairActors: fixcnc
^NeutralPlane:
	Aircraft:
		RepairBuildings: fix
^Helicoptercnc:
	Inherits: ^Helicopter
	Inherits@TDnerf: ^TDnerf
	Aircraft:
		RearmBuildings: hpad, hpadgdi, hpadnod
	Inherits@Auto: ^AutoTargetAllAssaultMove
^SelectableCombatUnit:
	Selectable:
		Priority: 10
		PriorityModifiers: Ctrl
^SelectableBuilding:
	Selectable:
		Priority: 2
^Building.cnc:
	Inherits@1: ^ExistsInWorld
	Inherits@2: ^IronCurtainable
	Inherits@3: ^SpriteActor
	Inherits@shape: ^1x1Shape
	Inherits@handicaps: ^PlayerHandicaps
	Inherits@selection: ^SelectableBuilding
	Huntable:
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	OwnerLostAction:
		Action: Kill
	Selectable:
		Priority: 3
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure
	Armor:
		Type: Wood
	Building:
		Dimensions: 1,1
		Footprint: x
	SoundOnDamageTransition:
		DamagedSounds: xplostd.aud
		DestroyedSounds: crumbletd.aud
	WithSpriteBody:
	Explodes:
		Type: Footprint
		Weapon: BuildingExplodetd
		EmptyWeapon: BuildingExplodetd
	CaptureNotification:
		Notification: BuildingCaptured
		NewOwnerVoice: false
	ActorLostNotification:
		Notification: BuildingLost
	ShakeOnDeath:
	Guardable:
		Range: 3c0
	Tooltip:
		GenericName: Structure
	FrozenUnderFog:
	Demolishable:
	MapEditorData:
		Categories: Building
	CommandBarBlacklist:
^BaseBuilding.cnc:
	Inherits: ^Building.cnc
	RequiresBuildableArea:
		AreaTypes: building
		Adjacent: 4
	Building:
		Adjacent: 4
		RequiresBaseProvider: true
		BuildSounds: constru2.aud, hvydoor1.aud
		TerrainTypes: Clear,Road
	MustBeDestroyed:
		RequiredForShortGame: true
	RepairableBuilding:
		RepairPercent: 40
		RepairStep: 1400
		PlayerExperience: 15
		RepairingNotification: Repairingtd
	WithDeathAnimation:
		DeathSequence: dead
		DeathSequencePalette: cncplayer
		UseDeathTypeSuffix: false
	GivesBuildableArea:
		AreaTypes: building
	SpawnActorsOnSell:
		ActorTypes: e6cnc,e1cnc,e1cnc,e1cnc
	InstantlyRepairable:
	AcceptsDeliveredCash:
	WithMakeAnimation:
		Condition: build-incomplete
	CaptureManager:
		BeingCapturedCondition: being-captured
	Capturable:
		RequiresCondition: !build-incomplete
		Types: building
	CapturableProgressBar:
	CapturableProgressBlink:
	Sellable:
		SellSounds: cashturn.aud
		RequiresCondition: !build-incomplete && !being-captured && !being-demolished
	Capturable:
		Types: building
	WithMakeAnimation:
	WithBuildingRepairDecoration:
		Image: allyrepair
		Sequence: repair
		Position: Center
		Palette: player
		IsPlayerPalette: True
	ActorPreviewPlaceBuildingPreview:
^Defense.cnc:
	Inherits@TDnerf: ^TDnerf
	Inherits: ^BaseBuilding.cnc
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, Defense
	AutoTarget:
	RenderRangeCircle:
	RenderDetectionCircle:
	-GivesBuildableArea:
	-AcceptsDeliveredCash:
	MustBeDestroyed:
		RequiredForShortGame: false
	DrawLineToTarget:
	MapEditorData:
		Categories: Defense
	-CommandBarBlacklist:
^TibTree:
	Inherits@1: ^SpriteActor
	Tooltip:
		Name: Blossom Tree
		ShowOwnerRow: false
	RenderSprites:
		Palette: staticterrain
	WithSpriteBody:
	Building:
		Footprint: x
		Dimensions: 1,1
	AppearsOnRadar:
	RadarColorFromTerrain:
		Terrain: Ore
	HiddenUnderShroud:
	WithMakeAnimation:

SPLIT2:
	Inherits: ^TibTree
	RenderSprites:
		PlayerPalette: cncplayer
		Image: split2
	SeedsResource:
		ResourceType: Tiberium
	WithIdleAnimation:

SPLIT3:
	Inherits: ^TibTree
	RenderSprites:
		PlayerPalette: cncplayer
		Image: split2
	SeedsResource:
		ResourceType: Tiberium
	WithIdleAnimation:

SPLITBLUE:
	Inherits: ^TibTree
	RenderSprites:
		PlayerPalette: cncplayer
		Image: split3
	SeedsResource:
		ResourceType: BlueTiberium
		Interval: 100
	WithIdleAnimation:
	Tooltip:
		Name: Blossom Tree (blue)
	RadarColorFromTerrain:
		Terrain: Gems
^TDnerf:
	GrantConditionOnDamageState@LIGHTDAMAGE:
		Condition: LightDamage
		ValidDamageStates: Light
	GrantConditionOnDamageState@CRITICALSPEED:
		Condition: MediumDamage
		ValidDamageStates: Medium
	GrantConditionOnDamageState@HEAVYDAMAGE:
		Condition: HeavyDamage
		ValidDamageStates: Heavy
	GrantConditionOnDamageState@CRITICALDAMAGE:
		Condition: CriticalDamage
		ValidDamageStates: Critical
	SpeedMultiplier@LIGHT:
		RequiresCondition: LightDamage
		Modifier: 95
	SpeedMultiplier@MEDIUM:
		RequiresCondition: MediumDamage
		Modifier: 90
	SpeedMultiplier@HEAVY:
		RequiresCondition: HeavyDamage
		Modifier: 85
	SpeedMultiplier@CRITICAL:
		RequiresCondition: CriticalDamage
		Modifier: 80
	DamageMultiplier@LIGHT:
		RequiresCondition: LightDamage
		Modifier: 105
	DamageMultiplier@MEDIUM:
		RequiresCondition: MediumDamage
		Modifier: 110
	DamageMultiplier@HEAVY:
		RequiresCondition: HeavyDamage
		Modifier: 115
	DamageMultiplier@CRITICAL:
		RequiresCondition: CriticalDamage
		Modifier: 120
	FirepowerMultiplier@LIGHT:
		RequiresCondition: LightDamage
		Modifier: 90
	FirepowerMultiplier@MEDIUM:
		RequiresCondition: MediumDamage
		Modifier: 80
	FirepowerMultiplier@HEAVY:
		RequiresCondition: HeavyDamage
		Modifier: 70
	FirepowerMultiplier@CRITICAL:
		RequiresCondition: CriticalDamage
		Modifier: 60
	ReloadDelayMultiplier@LIGHT:
		RequiresCondition: LightDamage
		Modifier: 110
	ReloadDelayMultiplier@MEDIUM:
		RequiresCondition: MediumDamage
		Modifier: 120
	ReloadDelayMultiplier@HEAVY:
		RequiresCondition: HeavyDamage
		Modifier: 130
	ReloadDelayMultiplier@CRITICAL:
		RequiresCondition: CriticalDamage
		Modifier: 140
	InaccuracyMultiplier@LIGHT:
		RequiresCondition: LightDamage
		Modifier: 110
	InaccuracyMultiplier@MEDIUM:
		RequiresCondition: MediumDamage
		Modifier: 120
	InaccuracyMultiplier@HEAVY:
		RequiresCondition: HeavyDamage
		Modifier: 130
	InaccuracyMultiplier@CRITICAL:
		RequiresCondition: CriticalDamage
		Modifier: 140
	GrantConditionOnPrerequisite@visibledamage:
		Condition: showdamage
		Prerequisites: showdamage
		
	WithColoredOverlay@lightdamage:
		RequiresCondition: LightDamage && showdamage
	WithColoredOverlay@mediumdamage:
		RequiresCondition: MediumDamage && showdamage
	WithColoredOverlay@heavydamage:
		RequiresCondition: HeavyDamage && showdamage
	WithColoredOverlay@criticaldamage:
		RequiresCondition: CriticalDamage && showdamage






^Infantry.cnc:
	Inherits@1: ^ExistsInWorld
	Inherits@3: ^SpriteActor
	Inherits@selection: ^SelectableCombatUnit
	Inherits@7: ^GainsExperience
	Inherits@8: ^InfantryExperienceHospitalOverrides
	Inherits@handicaps: ^PlayerHandicaps
	Inherits@TDnerf: ^TDnerf
	Huntable:
	OwnerLostAction:
		Action: Kill
		DeathTypes: DefaultDeath
	Health:
		Shape: Circle
			Radius: 128
	Armor:
		Type: None
	RevealsShroud:
		Range: 5c0
	Mobile:
		Locomotor: foot
		Crushes: crate
		SharesCell: true
		TerrainSpeeds:
			Clear: 90
			Rough: 80
			Road: 100
			Bridge: 100
			Ore: 80
			Gems: 80
			Beach: 80
	SelectionDecorations:
	WithSpriteControlGroupDecoration:
	Selectable:
		Bounds: 768, 768, 0, -256
		DecorationBounds: 512, 725, 0, -256
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	QuantizeFacingsFromSequence:
		Sequence: stand
	WithInfantryBody:
	WithDeathAnimation:
		DeathSequencePalette: cncplayer
		CrushedSequencePalette: cncplayer
		CrushedPaletteIsPlayerPalette: True
		DeathTypes:
			DefaultDeath: 1
			BulletDeath: 2
			SmallExplosionDeath: 3
			ExplosionDeath: 4
			FireDeath: 5
		CrushedSequence: die-crushed
	WithDeathAnimation@Palette:
		DeathTypes:
			ElectricityDeath: 6
	DrawLineToTarget:
	Passenger:
		CargoType: Infantry
	HiddenUnderFog:
	ActorLostNotification:
	Crushable:
		WarnProbability: 75
		CrushSound: squishy2.aud
	Guardable:
	ChangesHealth@HOSPITAL:
		Step: 5
		Delay: 100
		StartIfBelow: 100
		DamageCooldown: 125
		RequiresCondition: hospitalheal
	GrantConditionOnPrerequisite@HOSPITAL:
		Condition: hospitalheal
		Prerequisites: hosp
	DetectCloaked:
		Range: 2c0
	DeathSounds@NORMAL:
		Voice: Die
		DeathTypes: DefaultDeath, BulletDeath, SmallExplosionDeath, ExplosionDeath
	DeathSounds@BURNED:
		Voice: Burned
		DeathTypes: FireDeath
	DeathSounds@ZAPPED:
		Voice: Zapped
		DeathTypes: ElectricityDeath
	Voiced:
		VoiceSet: GenericVoiceCNC
	HitShape:
		Type: Circle
			Radius: 128
	MapEditorData:
		Categories: Infantry
	GrantConditionOnPrerequisite@Blood:
		Condition: blood_on
		Prerequisites: blood_on
	Explodes:
		Weapon: Blood
		EmptyWeapon: Blood
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood1:
		Probability: 5
		Actor: bloodspot1
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood2:
		Probability: 5
		Actor: bloodspot2
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood3:
		Probability: 5
		Actor: bloodspot3
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood4:
		Probability: 5
		Actor: bloodspot4
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood5:
		Probability: 5
		Actor: bloodspot5
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood6:
		Probability: 5
		Actor: bloodspot6
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood7:
		Probability: 5
		Actor: bloodspot7
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood8:
		Probability: 5
		Actor: bloodspot8
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood9:
		Probability: 5
		Actor: bloodspot9
		RequiresCondition: blood_on
	SpawnActorOnDeath@blood10:
		Probability: 5
		Actor: bloodspot10
		RequiresCondition: blood_on
^Soldier.cnc:
	Inherits: ^Infantry.cnc
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	MustBeDestroyed:
	Tooltip:
		GenericName: Soldier
	Guard:
	AutoTarget:
	TakeCover:
		SpeedModifier: 60
		DamageModifiers:
			Prone50Percent: 50
			Prone80Percent: 80
		DamageTriggers: TriggerProne
		ProneOffset: 400,0,0
	WithInfantryBody:
		IdleSequences: idle1, idle2
		StandSequences: stand, stand2
	AttackFrontal:
		FacingTolerance: 0
	AttackMove:
	# defaults

^Tank:
	Inherits@Veh: ^Vehiclecnc
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@handicaps: ^PlayerHandicaps
	Inherits@TDnerf: ^TDnerf
	Buildable:
		BuildAtProductionType: Vehicle.td
		Queue: Vehicle.td
	Mobile:
		Locomotor: tracked
		TurnSpeed: 20
	Tooltip:
		GenericName: Tank
	AutoTarget:
	# palettes

^Palettes:
	PaletteFromFile@cnc:
		Name: cnc
		Filename: temperatcnc.pal
		ShadowIndex: 4
	PlayerColorPalette@cnc:
		BaseName: cncplayer
		BasePalette: cnc
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	PaletteFromFile@beaconposter:
		Name: beaconposter
		Filename: temperatcnc.pal
		ShadowIndex: 3
	PaletteFromFile@static:
		Name: staticterrain
		Filename: temperatcnc.pal
		ShadowIndex: 4
	FixedColorPalette@BlueTiberium:
		Base: staticterrain
		Name: bluetiberium
		Color: 89BAFF
		RemapIndex: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
	PaletteFromPlayerPaletteWithAlpha@placebuildingb:
		BaseName: cncplayerb
		Alpha: 0.65
		BasePalette: cncplayer
	PaletteFromRGBA@cloak:
		Name: cloak
		R: 0
		G: 0
		B: 0
		A: 140
	PaletteFromFile@egopall:
		Name: egopall
		Filename: egopal.pal
	PaletteFromRGBA@bluelightdamage:
		Name: bluelight
		R: 0
		G: 0
		B: 128
		A: 62
	PaletteFromRGBA@bluemediumdamage:
		Name: bluemedium
		R: 0
		G: 0
		B: 128
		A: 91
	PaletteFromRGBA@blueheavydamage:
		Name: blueheavy
		R: 0
		G: 0
		B: 128
		A: 118
	PaletteFromRGBA@bluecriticaldamage:
		Name: bluecritical
		R: 0
		G: 0
		B: 128
		A: 135
	# misc
CAMERA.small:
	Interactable:
	EditorOnlyTooltip:
		Name: (reveals small area to owner)
	AlwaysVisible:
	WithSpriteBody:
	RenderSpritesEditorOnly:
		Image: camera
	BodyOrientation:
		QuantizedFacings: 1
	Immobile:
		OccupiesSpace: false
	Health:
		HP: 100000
	HitShape:
	RevealsShroud:
		Range: 6c0
		Type: CenterPosition
	MapEditorData:
		Categories: System
	# infantry
RMBO:
	Inherits: ^Soldier.cnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 2000
	Tooltip:
		Name: Commando
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 125
		Prerequisites: ~pyle, eye, ~techlevel.high
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		BuildDuration: 2000
		BuildDurationModifier: 40
		Description: Elite sniper infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Vehicles
		IconPalette: cnc
	Mobile:
		Speed: 71
		Voice: Move
	Guard:
		Voice: Move
	Health:
		HP: 15000
	Passenger:
		CustomPipType: red
		Voice: Move
	RevealsShroud:
		Range: 6c0
	AutoTarget:
		ScanRadius: 8
	Demolition:
		DetonationDelay: 45
		Voice: Demolish
	Armament:
		Weapon: Sniper.cnc
	AttackFrontal:
		Voice: Attack
		FacingTolerance: 0
	AttackMove:
		Voice: Attack
	WithInfantryBody:
		DefaultAttackSequence: shoot
		IdleSequences: idle1,idle2,idle3
	ExternalCondition@PRODUCED:
		Condition: produced
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	VoiceAnnouncement:
		RequiresCondition: produced
		Voice: Build
	AnnounceOnKill:
	Voiced:
		VoiceSet: CommandoVoice
	RenderSprites:
		PlayerPalette: cncplayer
		Image: rmbo
E1cnc:
	Inherits: ^Soldier.cnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 100
	Tooltip:
		Name: Minigunner
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 10
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		Prerequisites: ~barrackscnc
		Description: General-purpose infantry.\n  Strong vs Infantry\n  Weak vs Vehicles
		IconPalette: cnc
	Mobile:
		Speed: 56
	Health:
		HP: 5000
	AutoTarget:
		ScanRadius: 4
	Armament:
		Weapon: M16
	AttackFrontal:
		FacingTolerance: 0
	WithInfantryBody:
		IdleSequences: idle1,idle2,idle3,idle4
		DefaultAttackSequence: shoot
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	RenderSprites:
		PlayerPalette: cncplayer
		Image: e1cnc

E2cnc:
	Inherits: ^Soldier.cnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 160
	Tooltip:
		Name: Grenadier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: ~pyle, anyhq, ~techlevel.medium
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		Description: Fast infantry armed with grenades. \n  Strong vs Buildings, slow-moving targets
		IconPalette: cnc
	Mobile:
		Speed: 71
	Health:
		HP: 5000
	AutoTarget:
		ScanRadius: 4
	Armament:
		Weapon: Grenade.cnc
		LocalOffset: 0,0,427
		FireDelay: 15
	TakeCover:
		ProneOffset: 300,0,-227
	AttackFrontal:
		FacingTolerance: 0
	WithInfantryBody:
		DefaultAttackSequence: throw
	Explodes:
		Weapon: GrenadierExplode
		EmptyWeapon: GrenadierExplode
		Chance: 50
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	RenderSprites:
		PlayerPalette: cncplayer
		Image: e2cnc
E3cnc:
	Inherits: ^Soldier.cnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 300
	Tooltip:
		Name: Rocket Soldier
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 20
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		Prerequisites: ~barrackscnc
		Description: Anti-tank/Anti-aircraft infantry. \n  Strong vs Tanks, Aircraft\n  Weak vs Infantry
		IconPalette: cnc
	Mobile:
		Speed: 42
	Health:
		HP: 4500
	AutoTarget:
		ScanRadius: 6
	Armament:
		Weapon: Rockets
		LocalOffset: 256,43,341
		FireDelay: 5
	TakeCover:
		ProneOffset: 180,0,-200
	AttackFrontal:
		FacingTolerance: 0
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	RenderSprites:
		PlayerPalette: cncplayer
		Image: e3cnc
E4cnc:
	Inherits: ^Soldier.cnc
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Inherits@EXPERIENCE: ^GainsExperience
	Valued:
		Cost: 200
	Tooltip:
		Name: Flamethrower
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: ~hand, anyhq, ~techlevel.medium
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		Description: Advanced Anti-infantry unit.\n  Strong vs Infantry, Buildings\n  Weak vs Tanks
		IconPalette: cnc
	Mobile:
		Speed: 56
	Health:
		HP: 9000
	Armament:
		Weapon: Flamethrower.cnc
		LocalOffset: 341,0,256
		FireDelay: 3
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	TakeCover:
		ProneOffset: 190,0,-198
	AttackFrontal:
		FacingTolerance: 0
	WithMuzzleOverlay:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	RenderSprites:
		PlayerPalette: cncplayer
		Image: e4cnc
E5cnc:
	Inherits: ^Soldier.cnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 300
	Tooltip:
		Name: Chemical Warrior
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: ~hand, tmpl, ~techlevel.high
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		Description: Advanced general-purpose infantry.\n  Strong vs all Ground units
		IconPalette: cnc
	Mobile:
		Speed: 56
	Health:
		HP: 9000
	AutoTarget:
		ScanRadius: 4
	Armament:
		Weapon: Chemspray
		LocalOffset: 341,0,256
		FireDelay: 3
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	TakeCover:
		ProneOffset: 190,0,-190
	AttackFrontal:
		FacingTolerance: 0
	WithMuzzleOverlay:
	WithInfantryBody:
		DefaultAttackSequence: shoot
	Targetable:
		TargetTypes: GroundActor, Infantry, Disguise
	RenderSprites:
		PlayerPalette: cncplayer
		Image: e5cnc
E6cnc:
	Inherits: ^Infantry.cnc
	Valued:
		Cost: 500
	Tooltip:
		Name: Engineer
	Buildable:
		BuildPaletteOrder: 30
		BuildAtProductionType: Infantry.td
		Queue: Infantry.td
		Prerequisites: ~barrackscnc
		Description: Damages and captures enemy structures.\n  Unarmed
		IconPalette: cnc
	Mobile:
		Speed: 48
	Health:
		HP: 3000
	Valued:
		Cost: 400
	Tooltip:
		Name: Engineer
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	WithInfantryBody:
		RequiresCondition: !parachute
	WithInfantryBody@PARACHUTE:
		StandSequences: parachute
		RequiresCondition: parachute
	Passenger:
		CustomPipType: yellow
	InstantlyRepairs:
	RepairsBridges:
	CaptureManager:
	Infiltrates:
		Types: Husk
		ValidRelationships: Ally
		EnterCursor: goldwrench
	GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER:
		Condition: global-reusable-engineers
		Prerequisites: global-reusable-engineers
	Captures:
		RequiresCondition: !global-reusable-engineers
		CaptureTypes: building
		PlayerExperience: 25
		CaptureDelay: 200
	Captures@HUSK:
		CaptureTypes: husk
		PlayerExperience: 25
	Captures@REUSABLE:
		RequiresCondition: global-reusable-engineers
		CaptureTypes: building
		PlayerExperience: 25
		CaptureDelay: 375
		ConsumedByCapture: False
		EnterCursor: ability
		EnterBlockedCursor: move-blocked
	RenderSprites:
		PlayerPalette: cncplayer
		Image: e6cnc
	# tdstructures


FACTgdi:
	Inherits@1: ^FACTcnc
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		Description: Produces GDI structures.
		IconPalette: cnc
	Tooltip:
		Name: Construction Yard (GDI)
	ProvidesPrerequisite@gdi:
		Factions: allies
		Prerequisite: structures.gdi
	Transforms:
		RequiresCondition: factundeploy
		PauseOnCondition: chrono-vortex || being-captured || being-demolished || build-incomplete
		IntoActor: mcvgdi
		Offset: 1,1
		Facing: 432
	ProvidesPrerequisite@buildingname:
	TransformsIntoMobile:
		RequiresCondition: factundeploy
		Locomotor: heavywheeled
		RequiresForceMove: true
	TransformsIntoPassenger:
		RequiresCondition: factundeploy
		CargoType: Vehicle
		RequiresForceMove: true
	TransformsIntoRepairable:
		RequiresCondition: factundeploy
		RepairActors: fixcnc
		RequiresForceMove: true
	Sellable:
		RequiresCondition: !build-incomplete && !chrono-vortex && !being-captured && !being-demolished
	GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
		Condition: factundeploy
		Prerequisites: global-factundeploy
	ProductionBar@Building:
		ProductionType: Building
	ProductionBar@Defense:
		ProductionType: Defense
		Color: 8A8A8A
	BaseProvider:
		PauseOnCondition: being-captured
		Range: 16c0

FACTnod:
	Inherits@1: ^FACTcnc
	Buildable:
		Queue: Building
		BuildPaletteOrder: 1000
		Prerequisites: ~disabled
		Description: Produces NOD structures.
		IconPalette: cnc
	Tooltip:
		Name: Construction Yard (NOD)
	ProvidesPrerequisite@nod:
		Factions: soviet
		Prerequisite: structures.nod
	Transforms:
		RequiresCondition: factundeploy
		PauseOnCondition: chrono-vortex || being-captured || being-demolished || build-incomplete
		IntoActor: mcvnod
		Offset: 1,1
		Facing: 432
	ProvidesPrerequisite@buildingname:
	TransformsIntoMobile:
		RequiresCondition: factundeploy
		Locomotor: heavywheeled
		RequiresForceMove: true
	TransformsIntoPassenger:
		RequiresCondition: factundeploy
		CargoType: Vehicle
		RequiresForceMove: true
	TransformsIntoRepairable:
		RequiresCondition: factundeploy
		RepairActors: fixcnc
		RequiresForceMove: true
	Sellable:
		RequiresCondition: !build-incomplete && !chrono-vortex && !being-captured && !being-demolished
	GrantConditionOnPrerequisite@GLOBALFACTUNDEPLOY:
		Condition: factundeploy
		Prerequisites: global-factundeploy
	ProductionBar@Building:
		ProductionType: Building
	ProductionBar@Defense:
		ProductionType: Defense
		Color: 8A8A8A
	BaseProvider:
		PauseOnCondition: being-captured
		Range: 16c0
NUKE:
	Inherits: ^BaseBuilding.cnc
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 2048, 2048
	HitShape:
		TargetableOffsets: 630,299,0
	Valued:
		Cost: 500
	Tooltip:
		Name: Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypowercnc
	Buildable:
		BuildPaletteOrder: 10
		Prerequisites: ~factcnc
		Queue: Building
		Description: Generates power
		IconPalette: cnc
	Building:
		Footprint: xX xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 55000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: 100
	ScalePowerWithHealth:
	Targetable:
		TargetTypes: GroundActor, Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: nuke

NUK2:
	Inherits: ^BaseBuilding.cnc
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 2048, 2048
	HitShape:
		TargetableOffsets: 630,299,0
	Valued:
		Cost: 800
	Tooltip:
		Name: Advanced Power Plant
	ProvidesPrerequisite:
		Prerequisite: anypowercnc
	Buildable:
		BuildPaletteOrder: 80
		Prerequisites: anyhq, ~techlevel.medium, ~factcnc
		Queue: Building
		Description: Provides more power, cheaper than the\nstandard Power Plant
		IconPalette: cnc
	Building:
		Footprint: xX xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 70000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	Power:
		Amount: 200
	ScalePowerWithHealth:
	Targetable:
		TargetTypes: GroundActor, Ground, Structure, C4, DetonateAttack, SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: nuk2

PROCcnc:
	Inherits: ^BaseBuilding.cnc
	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: anypowercnc, ~factcnc
		Queue: Building
		Description: Processes raw Tiberium\ninto useable resources
		IconPalette: cnc
	Building:
		Footprint: _x_ xxx === ===
		Dimensions: 3,4
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 100000
	RevealsShroud:
		Range: 6c0
	WithBuildingBib:
	Refinery:
		DockAngle: 448
		DockOffset: 0,2
		IsDragRequired: True
		DragOffset: -554,512,0
		DragLength: 12
		TickRate: 15
	StoresResources:
		Capacity: 1000
	Selectable:
		Bounds: 3072, 2389, 0, 512
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForCash:
		Percentage: 50
		Types: SpyInfiltrate, ThiefInfiltrate
		InfiltratedNotification: CreditsStolen
	CustomSellValue:
		Value: 500
	FreeActor:
		Actor: HARVcnc
		SpawnOffset: 1,2
		Facing: 256
	WithResourceLevelOverlay:
		RequiresCondition: !build-incomplete
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
	SelectionDecorations:
		VisualBounds: 73,72
	RenderSprites:
		PlayerPalette: cncplayer
		Image: proccnc
	WithResourceStoragePipsDecoration:
		Position: BottomLeft
		RequiresSelection: true
		PipCount: 10

EYE:
	Inherits: ^BaseBuilding.cnc
	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
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: anyhq, ~techlevel.high, ~factgdi
		Queue: Building
		Description: Provides radar and Orbital Ion Cannon support power.\nUnlocks Mammoth Tank and Commando.\nRequires power to operate.
		IconPalette: cnc
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 2048, 1706, 0, 384
		DecorationBounds: 2048, 2261, 0, -170
	SelectionDecorations:
	WithSpriteBody:
		PauseAnimationWhenDisabled: true
	Health:
		HP: 130000
	Armor:
		Type: Wood
	RevealsShroud:
		Range: 10c0
		RequiresCondition: !disabled
		RevealGeneratedShroud: False
	RevealsShroud@Offline:
		Range: 5c0
		RequiresCondition: disabled
	RevealsShroud@GAPGEN:
		Range: 6c0
		RequiresCondition: !disabled
	WithBuildingBib:
	ProvidesRadar:
		RequiresCondition: !disabled
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	IonCannonPower:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.high
		Icon: ioncannon
		Cursor: ability
		IconPalette: cnc
		EffectPalette: cnc
		ChargeInterval: 6750
		Name: Ion Cannon
		Description: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
		BeginChargeSpeechNotification: IonCannonCharging
		EndChargeSpeechNotification: IonCannonReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPowertd
		OnFireSound: ion1.aud
		DisplayRadarPing: True
		CameraActor: camera.small
		SupportPowerPaletteOrder: 20
	SupportPowerChargeBar:
	Power:
		Amount: -200
	ProvidesPrerequisite@buildingname:
	ProvidesPrerequisite:
		Prerequisite: anyhq
	RenderSprites:
		PlayerPalette: cncplayer
		Image: eye

WEAPcnc:
	Inherits: ^BaseBuilding.cnc
	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: ~factgdi, proccnc
		Queue: Building
		Description: Produces vehicles
		IconPalette: cnc
	Building:
		Footprint: xxx === ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 3072, 2048
		DecorationBounds: 3072, 2730, 0, -682
	SelectionDecorations:
	Health:
		HP: 110000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
	WithProductionDoorOverlay:
		RequiresCondition: !build-incomplete
		Sequence: build-top
	RallyPoint:
		Path: 0,2
	Exit@1:
		RequiresCondition: !being-captured
		ProductionTypes: Vehicle.td
		SpawnOffset: -512,-512,0
		ExitCell: 0,1
		ExitDelay: 3
	ExitsDebugOverlay:
	Production:
		Produces: Vehicle.td
	ProductionQueue:
		Type: Vehicle.td
		DisplayOrder: 3
		SpeedUp: False
		LowPowerModifier: 300
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ProductionBar:
		ProductionType: Vehicle.td
		Color: 83FCF6
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
	PrimaryBuilding:
		PrimaryCondition: primary
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		Position: Top
		RequiresCondition: primary
	InfiltrateForSupportPower:
		Proxy: vehicles.upgraded
		Types: SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: weapcnc

PYLE:
	Inherits: ^BaseBuilding.cnc
	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: barrackscnc
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: ~factgdi, anypowercnc
		Queue: Building
		Description: Trains infantry
		IconPalette: cnc
	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
	GrantExternalConditionToProduced:
		Condition: produced
	Production:
		Produces: Infantry.td
	ProductionQueue:
		Type: Infantry.td
		DisplayOrder: 2
		Group: Infantry
		SpeedUp: False
		LowPowerModifier: 300
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ProductionBar:
		ProductionType: Infantry.td
		Color: 83FCF6
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 2048, 1792, 0, -213
	PrimaryBuilding:
		PrimaryCondition: primary
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		Position: Top
		RequiresCondition: primary
	InfiltrateForSupportPower:
		Proxy: barracks.upgraded
		Types: SpyInfiltrate
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: pyle

HAND:
	Inherits: ^BaseBuilding.cnc
	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: barrackscnc
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: ~factnod, anypowercnc
		Queue: Building
		Description: Trains infantry
		IconPalette: cnc
	Building:
		Footprint: xx xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 60000
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
	RallyPoint:
		Path: 1,2
	Exit@1:
		SpawnOffset: 512,1024,0
		ExitCell: 1,2
	Production:
		Produces: Infantry.td
	ProductionQueue:
		Type: Infantry.td
		DisplayOrder: 2
		Group: Infantry
		SpeedUp: False
		LowPowerModifier: 300
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ProductionBar:
		ProductionType: Infantry.td
		Color: 83FCF6
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
	Selectable:
		Bounds: 2048, 2048
		DecorationBounds: 2048, 2901, 0, -426
	SelectionDecorations:
	PrimaryBuilding:
		PrimaryCondition: primary
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		Position: Top
		RequiresCondition: primary
	InfiltrateForSupportPower:
		Proxy: barracks.upgraded
		Types: SpyInfiltrate
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: hand

AFLDcnc:
	Inherits: ^BaseBuilding.cnc
	Selectable:
		Bounds: 4096, 2048
	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: ~factnod, proccnc
		Queue: Building
		Description: Provides a dropzone\nfor vehicle reinforcements
		IconPalette: cnc
	Building:
		Footprint: XXXX xxxx ====
		Dimensions: 4,3
		LocalCenterOffset: 0,-512,0
	Health:
		HP: 110000
	RevealsShroud:
		Range: 7c0
	RallyPoint:
		Path: 4,2
	Exit@1:
		SpawnOffset: -1024,0,0
		ExitCell: 3,1
	ProductionAirdrop:
		Produces: Vehicle.td
		ActorType: c17
	WithBuildingBib:
	WithIdleOverlay@DISH:
		RequiresCondition: !build-incomplete
		Sequence: idle-dish
	WithDeliveryAnimation:
		RequiresCondition: !build-incomplete
	Production:
		Produces: Vehicle.td
	ProductionQueue:
		Type: Vehicle.td
		DisplayOrder: 3
		SpeedUp: False
		LowPowerModifier: 300
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ProductionBar:
		ProductionType: Vehicle.td
		Color: 83FCF6
	Power:
		Amount: -40
	ProvidesPrerequisite@buildingname:
	InfiltrateForSupportPower:
		Proxy: vehicles.upgraded
		Types: SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: afldcnc
HQ:
	Inherits: ^BaseBuilding.cnc
	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: ~factcnc, proccnc, ~techlevel.medium
		Queue: Building
		Description: Provides radar and Air Strike support power.\nUnlocks higher-tech units and buildings.\nRequires power to operate.
		IconPalette: cnc
	Building:
		Footprint: X_ xx ==
		Dimensions: 2,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 2048, 1706, 0, 384
		DecorationBounds: 2048, 2261, 0, -170
	SelectionDecorations:
	WithSpriteBody:
		PauseOnCondition: lowpower
	Health:
		HP: 80000
	RevealsShroud:
		Range: 10c0
	WithBuildingBib:
	ProvidesRadar:
		RequiresCondition: !jammed && !lowpower
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	AirstrikePower@AIRSTRIKECNC:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.high
		Icon: airstrike
		ChargeInterval: 6000
		SquadSize: 3
		QuantizedFacings: 8
		Name: Air Strike
		Description: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
		EndChargeSpeechNotification: AirstrikeReady
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPowertd
		IncomingSpeechNotification: EnemyPlanesApproachingtd
		UnitType: a10
		DisplayBeacon: True
		BeaconPoster: airstrike
		BeaconPosterPalette: beaconposter
		IconPalette: cnc
		Cursor: ability
		EffectPalette: cnc
		DisplayRadarPing: True
		CameraActor: camera
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		UseDirectionalTarget: True
		DirectionArrowAnimation: airstrikedirection
		SupportPowerPaletteOrder: 10
	SupportPowerChargeBar:
	Power:
		Amount: -50
	InfiltrateForExploration:
		Types: SpyInfiltrate
	ExternalCondition@JAMMED:
		Condition: jammed
	RenderSprites:
		PlayerPalette: cncplayer
		Image: hq

TMPL:
	Inherits: ^BaseBuilding.cnc
	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: ~factnod, anyhq, ~techlevel.high
		Queue: Building
		Description: Provides Nuclear Strike support power.\nUnlocks Stealth Tank, Chem. Warrior and Obelisk of Light.\nRequires power to operate.
		IconPalette: cnc
	Building:
		Footprint: xxx xxx ===
		Dimensions: 3,3
		LocalCenterOffset: 0,-512,0
	Selectable:
		Bounds: 3072, 2048
		DecorationBounds: 3072, 2901, 0, -512
	SelectionDecorations:
	Health:
		HP: 210000
	RevealsShroud:
		Range: 6c0
	WithBuildingBib:
	RenderDetectionCircle:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	NukePower@TD:
		PauseOnCondition: lowpower
		Prerequisites: ~techlevel.high
		Icon: abombcnc
		IconPalette: cnc
		Cursor: nuke
		ChargeInterval: 9000
		Name: Nuclear Strike
		Description: Launch a tactical nuclear warhead.\nApplies heavy damage over a large area.
		EndChargeSpeechNotification: NuclearWeaponAvailable
		SelectTargetSpeechNotification: SelectTarget
		InsufficientPowerSpeechNotification: InsufficientPowertd
		LaunchSpeechNotification: NuclearWeaponLaunched
		IncomingSpeechNotification: NuclearWarheadApproaching
		MissileWeapon: atomic.cnc
		MissileDelay: 11
		SpawnOffset: 3c0,0,-1c512
		DisplayBeacon: True
		BeaconPoster: atomic
		BeaconPosterPalette: beaconposter
		EffectPalette: cnc
		DisplayRadarPing: True
		CameraRange: 10c0
		ArrowSequence: arrow
		ClockSequence: clock
		CircleSequence: circles
		SupportPowerPaletteOrder: 30
		MissileImage: atomic.cnc
	SupportPowerChargeBar:
	WithSupportPowerActivationAnimation:
		RequiresCondition: !build-incomplete
	WithSupportPowerActivationOverlay:
		RequiresCondition: !build-incomplete
		Sequence: smoke
	Power:
		Amount: -150
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: tmpl

hpadgdi:
	Inherits: ^BaseBuilding.cnc
	Inherits@shape: ^2x2Shape
	Selectable:
		Bounds: 2048, 2048
	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: ~factgdi, proccnc
		Queue: Building
		Description: Produces, rearms and\nrepairs helicopters
		IconPalette: cnc
	Building:
		Footprint: xx xx
		Dimensions: 2,2
	Health:
		HP: 60000
	RevealsShroud:
		Range: 5c0
	Exit@1:
		SpawnOffset: 0,-256,0
	Production:
		Produces: Aircraft.td
	ProductionQueue:
		Type: Aircraft.td
		DisplayOrder: 2
		SpeedUp: False
		LowPowerModifier: 300
		ReadyAudio: UnitReadytd
		BlockedAudio: NoBuildtd
		LimitedAudio: BuildingInProgresstd
		QueuedAudio: Buildingtd
		OnHoldAudio: OnHoldtd
		CancelledAudio: Cancelledtd
	ProductionBar:
		ProductionType: Aircraft.td
		Color: 83FCF6
	Reservable:
	RepairsUnits:
		HpPerStep: 1000
		PlayerExperience: 25
		StartRepairingNotification: Repairingtd
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	RallyPoint:
	Power:
		Amount: -10
	ProvidesPrerequisite@buildingname:
	ProvidesPrerequisite:
		Prerequisite: hpadcnc
	PrimaryBuilding:
		PrimaryCondition: primary
	WithDecoration@primary:
		RequiresSelection: true
		Image: pips
		Sequence: tag-primary
		Position: Top
		RequiresCondition: primary
	Targetable:
		TargetTypes: GroundActor, C4, DetonateAttack, Structure, SpyInfiltrate
	InfiltrateForSupportPower:
		Proxy: aircraft.upgraded
		Types: SpyInfiltrate
	RenderSprites:
		PlayerPalette: cncplayer
		Image: hpadcnc

hpadnod:
	Inherits: hpadgdi
	Buildable:
		Prerequisites: ~factnod, proccnc
	RenderSprites:
		PlayerPalette: cncplayer
		Image: hpadcnc

fixcnc:
	Inherits: ^BaseBuilding.cnc
	HitShape:
		TargetableOffsets: 840,0,0, 598,-640,0, 598,640,0, -1060,0,0, -768,-640,0, -768,640,0
		Type: Polygon
			Points: -1536,-300, -640,-811, 640,-811, 1536,-300, 1536,555, 640,1110, -640,1110, -1536,555
	Valued:
		Cost: 500
	Tooltip:
		Name: Repair Facility
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: ~factcnc, vehicleproduction
		Queue: Building
		Description: Repairs vehicles
		IconPalette: cnc
	Building:
		Footprint: _+_ +++ _+_
		Dimensions: 3,3
	Selectable:
		Bounds: 2730, 1450, 0, 128
	Targetable:
		TargetTypes: GroundActor, Ground, Vehicle, C4, DetonateAttack, Structure
	SelectionDecorations:
		VisualBounds: 72,48
	Health:
		HP: 80000
	RevealsShroud:
		Range: 5c0
	WithBuildingBib:
		HasMinibib: True
	WithResupplyAnimation:
		RequiresCondition: !build-incomplete
	Reservable:
	RepairsUnits:
		HpPerStep: 1000
		Interval: 15
		PlayerExperience: 25
		StartRepairingNotification: Repairingtd
	RallyPoint:
	WithBuildingBib:
		HasMinibib: true
	Power:
		Amount: -20
	ProvidesPrerequisite@buildingname:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: fixcnc

GTWR:
	Inherits: ^Defense.cnc
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 1024, 1024
	Valued:
		Cost: 600
	Tooltip:
		Name: Guard Tower
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: ~factcnc, barrackscnc
		Queue: Defense
		BuildDuration: 1440
		BuildDurationModifier: 40
		Description: Basic defensive structure.\n  Strong vs Infantry\n  Weak vs Tanks
		IconPalette: cnc
	Building:
	Health:
		HP: 40000
	RevealsShroud:
		Range: 7c0
	WithBuildingBib:
		HasMinibib: true
		Palette: cnc
	Armament:
		Weapon: HighV
		LocalOffset: 256,0,256
		MuzzleSequence: muzzle
	AttackTurreted:
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 3c0
	WithMuzzleOverlay:
	Turreted:
		TurnSpeed: 1023
	Power:
		Amount: -10
	RenderSprites:
		PlayerPalette: cncplayer
		Image: gtwr

ATWR:
	Inherits: ^Defense.cnc
	Inherits@AUTOTARGET: ^AutoTargetAll
	Inherits@IDISABLE: ^DisabledOverlay
	Valued:
		Cost: 1000
	Tooltip:
		Name: Advanced Guard Tower
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: ~factgdi, anyhq, ~techlevel.medium
		Queue: Defense
		BuildDuration: 2880
		BuildDurationModifier: 40
		Description: All-purpose defensive structure.\n  Strong vs Aircraft, Tanks\n  Weak vs Infantry
		IconPalette: cnc
	Selectable:
		Bounds: 1024, 1024
	SelectionDecorations:
		VisualBounds: 22,48,0,-12
	Health:
		HP: 55000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	WithBuildingBib:
		HasMinibib: true
		Palette: cnc
	Turreted:
		TurnSpeed: 1023
		Offset: 128,128,384
	Armament@PRIMARY:
		Weapon: TowerMissle
		LocalOffset: 256,128,0, 256,-128,0
		LocalYaw: -100,100
	Armament@SECONDARY:
		Weapon: SAMMissile
		LocalOffset: 256,128,0, 256,-128,0
		LocalYaw: -100,100
	AttackTurreted:
		RequiresCondition: !build-incomplete
		PauseOnCondition: lowpower
	BodyOrientation:
		QuantizedFacings: 8
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	Power:
		Amount: -50
	RenderSprites:
		PlayerPalette: cncplayer
		Image: atwr

GUNcnc:
	Inherits: ^Defense.cnc
	Inherits@AUTOTARGET: ^AutoTargetGround
	Selectable:
		Bounds: 1024, 1024
	Valued:
		Cost: 600
	Tooltip:
		Name: Turret
	Buildable:
		BuildPaletteOrder: 45
		Prerequisites: ~factcnc, barrackscnc
		Queue: Defense
		BuildDuration: 1440
		BuildDurationModifier: 40
		Description: Basic Anti-Tank base defense.\n  Strong vs Tanks, vehicles\n  Weak vs Infantry
		IconPalette: cnc
	Building:
	Health:
		HP: 41000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	WithBuildingBib:
		HasMinibib: true
	Turreted:
		TurnSpeed: 48
		InitialFacing: 224
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: TurretGun.cnc
		LocalOffset: 512,0,112
		MuzzleSequence: muzzle
	AttackTurreted:
		RequiresCondition: !build-incomplete
	WithMuzzleOverlay:
	-WithDeathAnimation:
	DetectCloaked:
		Range: 3c0
	Power:
		Amount: -20
	-BodyOrientation:
	ClassicFacingBodyOrientation:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: guncnc

SAMcnc:
	Inherits: ^Defense.cnc
	Inherits@IDISABLE: ^DisabledOverlay
	Inherits@AUTOTARGET: ^AutoTargetAir
	Inherits@shape: ^2x1Shape
	Selectable:
		Bounds: 2048, 1024
	HitShape:
		Type: Rectangle
			TopLeft: -768,-512
			BottomRight: 768,512
	Valued:
		Cost: 650
	Tooltip:
		Name: SAM Site
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: ~factnod, hand
		Queue: Defense
		BuildDuration: 1700
		BuildDurationModifier: 40
		Description: Anti-Aircraft base defense.\n  Strong vs Aircraft\n  Cannot target Ground units.
		IconPalette: cnc
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 40000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 40
		InitialFacing: 0
		RealignDelay: -1
	-WithSpriteBody:
	WithEmbeddedTurretSpriteBody:
	Armament:
		Weapon: SAMMissile
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	AttackPopupTurreted:
		RequiresCondition: !build-incomplete
		PauseOnCondition: lowpower
	WithMuzzleOverlay:
	-RenderDetectionCircle:
	Power:
		Amount: -20
	-BodyOrientation:
	ClassicFacingBodyOrientation:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: samcnc

OBLI:
	Inherits: ^Defense.cnc
	Inherits@AUTOTARGET: ^AutoTargetGround
	Valued:
		Cost: 1500
	Tooltip:
		Name: Obelisk of Light
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: ~factnod, tmpl, ~techlevel.high
		Queue: Defense
		BuildDuration: 3120
		BuildDurationModifier: 40
		Description: Advanced base defense.\nRequires power to operate.\n  Strong vs all Ground units\n  Cannot target Aircraft
		IconPalette: cnc
	Selectable:
		Bounds: 1024, 1024
	SelectionDecorations:
		VisualBounds: 22,44,0,-10
	Health:
		HP: 75000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 8c0
	WithBuildingBib:
		HasMinibib: true
		Palette: cnc
	-WithSpriteBody:
	WithChargeSpriteBody:
		Sequence: active
	Armament:
		Weapon: Laser
		LocalOffset: 0,-85,1280
	AttackCharges:
		RequiresCondition: !build-incomplete
		PauseOnCondition: lowpower
		ChargeLevel: 50
		ChargingCondition: charging
	AmbientSound:
		RequiresCondition: charging
		SoundFiles: obelpowr.aud
		Interval: 30, 40
	-SpawnActorsOnSell:
	DetectCloaked:
		Range: 5c0
		RequiresCondition: !lowpower
	Power:
		Amount: -90
	RenderSprites:
		PlayerPalette: cncplayer
		Image: obli

SILOcnc:
	Inherits: SILO
	Inherits@shape: ^2x1Shape
	Valued:
		Cost: 100
	Tooltip:
		Name: Tiberium Silo
	Buildable:
		BuildPaletteOrder: 35
		Prerequisites: ~factcnc, proccnc
		Queue: Defense
		Description: Stores processed Tiberium
		IconPalette: cnc
	Building:
		Footprint: xx
		Dimensions: 2,1
	Health:
		HP: 50000
	RevealsShroud:
		Range: 4c0
	WithBuildingBib:
		HasMinibib: true
		Palette: cnc
	WithResourceLevelSpriteBody:
		Sequence: stages
	StoresResources:
		Capacity: 3000
	SelectionDecorations:
	Selectable:
		Bounds: 2048, 1024
		DecorationBounds: 2090, 1280
	Targetable:
		TargetTypes: GroundActor, Ground, Structure, C4, DetonateAttack, ThiefInfiltrate
	InfiltrateForCash:
		Percentage: 50
		Types: ThiefInfiltrate
		InfiltratedNotification: CreditsStolen
	RenderSprites:
		PlayerPalette: cncplayer
		Image: silocnc
	WithResourceStoragePipsDecoration:
		Position: BottomLeft
		RequiresSelection: true
		PipCount: 10

CYCL:
	Inherits: ^Wall
	Valued:
		Cost: 25
	CustomSellValue:
		Value: 0
	Tooltip:
		Name: Chain Link Barrier
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~factnod
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
		IconPalette: cnc
	Armor:
		Type: Light
	LineBuild:
		Range: 8
		NodeTypes: chain
	LineBuildNode:
		Types: chain
	WithWallSpriteBody:
		Type: chain

SBAGcnc:
	Inherits: SBAG
	Valued:
		Cost: 25
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~factgdi
		Queue: Defense
		Description: Stops infantry and light vehicles.\nCan be crushed by tanks.
	Armor:
		Type: Light
	WithWallSpriteBody:
		Type: sandbag
	RenderSprites:
		Image: sbag

BRIKcnc:
	Inherits: BRIK
	Valued:
		Cost: 150
	Tooltip:
		Name: Concrete Barrier
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: ~factcnc, vehicleproduction
		Queue: Defense
		BuildDuration: 500
		BuildDurationModifier: 40
		Description: Stops infantry and most tanks.\nBlocks some projectiles.
	Health:
		HP: 25000
	Armor:
		Type: Heavy
	BlocksProjectiles:
	Crushable:
		CrushClasses: heavywall
	SoundOnDamageTransition:
		DestroyedSounds: kaboom30.aud
	RenderSprites:
		Image: brik
	# structures
MSLO:
	Buildable:
		Prerequisites: ~fact, techcenter, ~techlevel.unrestricted

GAP:
	Buildable:
		Prerequisites: ~fact, atek, ~structures.allies, ~techlevel.high

SPEN:
	Buildable:
		Prerequisites: ~fact, anypower, ~structures.soviet, ~techlevel.low

SYRD:
	Buildable:
		Prerequisites: ~fact, anypower, ~structures.allies, ~techlevel.low

IRON:
	Buildable:
		Prerequisites: ~fact, stek, ~structures.soviet, ~techlevel.unrestricted

PDOX:
	Buildable:
		Prerequisites: ~fact, atek, ~structures.allies, ~techlevel.unrestricted

TSLA:
	Buildable:
		Prerequisites: ~fact, weap, ~structures.soviet, ~techlevel.medium

AGUN:
	Buildable:
		Prerequisites: ~fact, dome, ~structures.allies, ~techlevel.medium

DOME:
	Buildable:
		Prerequisites: ~fact, proc, ~techlevel.medium

PBOX:
	Buildable:
		Prerequisites: ~fact, tent, ~structures.allies, ~techlevel.low

HBOX:
	Buildable:
		Prerequisites: ~fact, tent, ~structures.allies, ~techlevel.medium

GUN:
	Buildable:
		Prerequisites: ~fact, tent, ~structures.allies, ~techlevel.medium

FTUR:
	Buildable:
		Prerequisites: ~fact, barr, ~structures.soviet, ~techlevel.low

SAM:
	Buildable:
		Prerequisites: ~fact, dome, ~structures.soviet, ~techlevel.medium

ATEK:
	Buildable:
		Prerequisites: ~fact, weap, dome, ~structures.allies, ~techlevel.high

PROC:
	Buildable:
		Prerequisites: ~fact, anypower, ~techlevel.infonly

SILO:
	Buildable:
		Prerequisites: ~fact, proc, ~techlevel.infonly

HPAD:
	Buildable:
		Prerequisites: ~fact, dome, ~structures.allies, ~techlevel.medium

AFLD:
	Buildable:
		Prerequisites: ~fact, dome, ~structures.soviet, ~techlevel.medium, ~!structures.ukraine

POWR:
	Buildable:
		Prerequisites: ~fact, ~techlevel.infonly

APWR:
	Buildable:
		Prerequisites: ~fact, dome, ~techlevel.medium

STEK:
	Buildable:
		Prerequisites: ~fact, weap, dome, ~structures.soviet, ~techlevel.high

BARR:
	Buildable:
		Prerequisites: ~fact, anypower, ~structures.soviet, ~techlevel.infonly

KENN:
	Buildable:
		Prerequisites: ~fact, anypower, ~structures.soviet, ~techlevel.infonly

TENT:
	Buildable:
		Prerequisites: ~fact, anypower, ~structures.allies, ~techlevel.infonly

FIX:
	Buildable:
		Prerequisites: ~fact, weap, ~techlevel.medium

SBAG:
	Buildable:
		Prerequisites: ~fact, ~structures.allies, ~techlevel.low

FENC:
	Buildable:
		Prerequisites: ~fact, ~structures.soviet, ~techlevel.low

BRIK:
	Buildable:
		Prerequisites: ~fact, ~techlevel.medium

FACT:
	ProvidesPrerequisite@allies:
		Factions: england, france, germany
		Prerequisite: structures.allies
	-ProvidesPrerequisite@alliesvanilla:
	ProvidesPrerequisite@soviet:
		Factions: russia, ukraine
		Prerequisite: structures.soviet
	-ProvidesPrerequisite@sovietvanilla:

WEAP:
	Buildable:
		Prerequisites: ~fact, proc, ~techlevel.low
	ProvidesPrerequisite@allies:
		Factions: england, france, germany
		Prerequisite: vehicles.allies
	ProvidesPrerequisite@soviet:
		Factions: russia, ukraine
		Prerequisite: vehicles.soviet
	ProvidesPrerequisite@ra:
		Factions: allies, soviet, england, france, germany, russia, ukraine
		Prerequisite: vehicles.ra
	# tdvehicles
mcvgdi:
	Inherits: ^Vehicle
	Inherits@1: ^MCVcnc
	Tooltip:
		Name: Mobile Construction Vehicle (GDI)
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: ~weapcnc, anyhq, ~techlevel.medium, fixcnc
		Queue: Vehicle.td
		Description: Deploys into another Construction Yard.\n  Unarmed
		IconPalette: cnc
	Transforms:
		IntoActor: factgdi
		Offset: -1,-1
		Facing: 432
		TransformSounds: constru2.aud, hvydoor1.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	SpawnActorOnDeath:
		Actor: MCV.Huskgdi
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mcvcnc
	Voiced:
		VoiceSet: VehicleVoiceCNC

mcvnod:
	Inherits: ^Vehicle
	Inherits@1: ^MCVcnc
	Tooltip:
		Name: Mobile Construction Vehicle (NOD)
	Buildable:
		BuildPaletteOrder: 100
		Prerequisites: ~afldcnc, anyhq, ~techlevel.medium, fixcnc
		Queue: Vehicle.td
		Description: Deploys into another Construction Yard.\n  Unarmed
		IconPalette: cnc
	Transforms:
		IntoActor: factnod
		Offset: -1,-1
		Facing: 432
		TransformSounds: constru2.aud, hvydoor1.aud
		NoTransformNotification: BuildingCannotPlaceAudio
	SpawnActorOnDeath:
		Actor: MCV.Husknod
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mcvcnc
	Voiced:
		VoiceSet: VehicleVoiceCNC

HARVcnc:
	Inherits: ^Vehicle
	Inherits@selection: ^SelectableEconomicUnit
	Valued:
		Cost: 1000
	Tooltip:
		Name: Harvester
		GenericName: Harvester
	Buildable:
		BuildPaletteOrder: 10
		Prerequisites: ~proccnc
		Queue: Vehicle.td
		BuildDuration: 1680
		BuildDurationModifier: 40
		Description: Collects Tiberium for processing.\n  Unarmed
		IconPalette: cnc
	Selectable:
		DecorationBounds: 1536, 1536
	Harvester:
		Resources: Ore, Gems
		DeliveryBuildings: proccnc
		Capacity: 25
		BaleLoadDelay: 8
		BaleUnloadDelay: 5
		SearchFromProcRadius: 15
		SearchFromHarvesterRadius: 8
		EmptyCondition: no-tiberium
	Mobile:
		Speed: 93
		Locomotor: heavywheeled
	Health:
		HP: 62500
	Repairable:
		RepairActors: fixcnc
		HpPerStep: 2537
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 4c0
	SpawnActorOnDeath:
		Actor: HARV.Huskcnc
	WithHarvestAnimation:
	WithDockingAnimation:
	Explodes:
		RequiresCondition: !no-ore
		Weapon: OreExplosion
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	SelectionDecorations:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: harvcnc
	Voiced:
		VoiceSet: VehicleVoiceCNC
	WithHarvesterPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true
		PipCount: 7

HUMV:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 400
	Tooltip:
		Name: Hum-Vee
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~weapcnc
		Queue: Vehicle.td
		Description: Fast scout and anti-infantry vehicle.\n  Strong vs Infantry\n  Weak vs Tanks
		IconPalette: cnc
	Mobile:
		Locomotor: wheeled
		TurnSpeed: 40
		Speed: 156
	Health:
		HP: 16000
	Repairable:
		HpPerStep: 1819
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 40
		Offset: -85,0,128
	Armament:
		Weapon: MachineGun
		LocalOffset: 171,0,85
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: HUMV.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: humv
	Voiced:
		VoiceSet: VehicleVoiceCNC

MSAM:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 900
	Tooltip:
		Name: Rocket Launcher
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 85
		Prerequisites: ~weapcnc, anyhq, ~techlevel.medium
		Queue: Vehicle.td
		Description: Long range rocket artillery.\n  Strong vs all Ground units.
		IconPalette: cnc
	Mobile:
		Speed: 85
		TurnSpeed: 16
	Repairable:
		HpPerStep: 546
	Health:
		HP: 12000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 5c0
	Turreted:
		TurnSpeed: 1023
		Offset: -256,0,128
	Armament@PRIMARY:
		Weapon: 227mm
		LocalOffset: 213,128,0, 213,-128,0
	Armament@SECONDARY:
		Weapon: 227mm
		LocalOffset: 213,-128,0, 213,128,0
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		FacingTolerance: 0
	WithSpriteTurret:
		AimSequence: aim
	AutoTarget:
	SpawnActorOnDeath:
		Actor: MSAM.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: msam
	Voiced:
		VoiceSet: VehicleVoiceCNC

LTNK:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 650
	Tooltip:
		Name: Light Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: ~afldcnc, anyhq, ~techlevel.medium
		Queue: Vehicle.td
		BuildDuration: 1020
		BuildDurationModifier: 40
		Description: Fast, light tank.\n  Strong vs Vehicles, Tanks\n  Weak vs Infantry
		IconPalette: cnc
	Mobile:
		TurnSpeed: 28
		Speed: 110
		Crushes: wall, mine, crate, infantry
	Health:
		HP: 34000
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 28
	Armament:
		Weapon: 70mmtd
		Recoil: 85
		RecoilRecovery: 17
		LocalOffset: 720,0,90
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: LTNK.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: ltnk
	Voiced:
		VoiceSet: VehicleVoiceCNC

MTNK:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 800
	Tooltip:
		Name: Medium Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 40
		Prerequisites: ~weapcnc, anyhq, ~techlevel.medium
		Queue: Vehicle.td
		Description: General-Purpose GDI Tank.\n  Strong vs Tanks, Vehicles\n  Weak vs Infantry
		IconPalette: cnc
	Mobile:
		Speed: 85
		TurnSpeed: 20
		Crushes: wall, mine, crate, infantry
	Health:
		HP: 45000
	Repairable:
		HpPerStep: 2557
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 20
	Armament:
		Weapon: 120mm.cnc
		Recoil: 128
		RecoilRecovery: 26
		LocalOffset: 768,0,90
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	AutoTarget:
	SpawnActorOnDeath:
		Actor: MTNK.Husk
	SelectionDecorations:
	Selectable:
		DecorationBounds: 1194, 1194
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mtnk
	Voiced:
		VoiceSet: VehicleVoiceCNC

HTNK:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 1500
	Tooltip:
		Name: Mammoth Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: ~weapcnc, eye, ~techlevel.high
		Queue: Vehicle.td
		Description: Heavily armored GDI Tank.\nCan attack Aircraft.\n  Strong vs Everything
		IconPalette: cnc
	Mobile:
		Locomotor: heavytracked
		Speed: 56
		TurnSpeed: 12
	Health:
		HP: 87000
	Repairable:
		HpPerStep: 2637
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	WithSpriteTurret:
	Turreted:
		TurnSpeed: 12
	Armament@PRIMARY:
		Weapon: 120mmDual
		LocalOffset: 900,180,340, 900,-180,340
		Recoil: 170
		RecoilRecovery: 42
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	Armament@SECONDARY:
		Name: secondary
		Weapon: MammothMissiles
		LocalOffset: -85,384,340, -85,-384,340
		LocalYaw: -100, 100
		Recoil: 10
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	AttackTurreted:
	WithMuzzleOverlay:
	AutoTarget:
	ChangesHealth:
		Step: 500
		Delay: 10
		StartIfBelow: 50
		DamageCooldown: 200
	SpawnActorOnDeath:
		Actor: HTNK.Husk
	SelectionDecorations:
		VisualBounds: 34,34,0,-3
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: htnk
	Voiced:
		VoiceSet: VehicleVoiceCNC

BIKE:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 500
	Tooltip:
		Name: Recon Bike
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: ~afldcnc
		Queue: Vehicle.td
		Description: Fast scout vehicle, armed with\nrockets.\nCan attack Aircraft.\n  Strong vs Vehicles, Tanks\n  Weak vs Infantry
		IconPalette: cnc
	Mobile:
		Locomotor: wheeled
		TurnSpeed: 40
		Speed: 213
		TerrainSpeeds:
			Clear: 70
			Rough: 35
			Road: 100
			Beach: 35
	Health:
		HP: 11000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Armament:
		Weapon: BikeRockets
		LocalOffset: -128, -170, 170, -128, 170, 170
		LocalYaw: 100, -100
	AttackFrontal:
		FacingTolerance: 0
	AutoTarget:
	SpawnActorOnDeath:
		Actor: BIKE.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: bike
	Voiced:
		VoiceSet: VehicleVoiceCNC

FTNKcnc:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 600
	Tooltip:
		Name: Flame Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 50
		Prerequisites: ~afldcnc, anyhq, ~techlevel.medium
		Queue: Vehicle.td
		Description: Heavily armored flame-throwing vehicle.\n  Strong vs Infantry, Buildings and Vehicles\n  Weak vs Tanks
		IconPalette: cnc
	Mobile:
		TurnSpeed: 28
		Speed: 99
	Health:
		HP: 27000
	Repairable:
		HpPerStep: 2046
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 5c0
	Armament:
		Weapon: BigFlamer
		LocalOffset: 512,128,42, 512,-128,42
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	AttackFrontal:
		FacingTolerance: 0
	AutoTarget:
	WithMuzzleOverlay:
	Explodes:
		Weapon: FlametankExplode
		EmptyWeapon: FlametankExplode
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	SpawnActorOnDeath:
		Actor: FTNKcnc.Husk
	RenderSprites:
		PlayerPalette: cncplayer
		Image: ftnkcnc
	Voiced:
		VoiceSet: VehicleVoiceCNC

BGGY:
	Inherits: ^Tank
	Inherits@@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 300
	Tooltip:
		Name: Nod Buggy
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~afldcnc
		Queue: Vehicle.td
		Description: Fast scout and anti-infantry vehicle.\n  Strong vs Infantry\n  Weak vs Tanks
		IconPalette: cnc
	Mobile:
		Locomotor: wheeled
		TurnSpeed: 40
		Speed: 170
	Health:
		HP: 12000
	Repairable:
		HpPerStep: 1819
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 40
		Offset: -43,0,128
	Armament:
		Weapon: MachineGun
		LocalOffset: 171,0,43
		MuzzleSequence: muzzle
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	SpawnActorOnDeath:
		Actor: BGGY.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: bggy
	Voiced:
		VoiceSet: VehicleVoiceCNC

MLRS:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAir
	Valued:
		Cost: 600
	Tooltip:
		Name: Mobile S.A.M.
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 70
		Prerequisites: ~afldcnc, anyhq, ~techlevel.medium
		Queue: Vehicle.td
		Description: Powerful anti-air unit.\nCannot attack Ground units.
		IconPalette: cnc
	Mobile:
		Speed: 99
		TurnSpeed: 28
		Crushes: wall, mine, crate, infantry
	Health:
		HP: 18000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 8c0
	Turreted:
		TurnSpeed: 32
		Offset: -128,0,128
		RealignDelay: 0
	Armament:
		Weapon: Patriot
		LocalOffset: 0,-171,0, 0,171,0
	AmmoPool:
		Ammo: 2
		AmmoCondition: ammo
	AttackTurreted:
	WithSpriteTurret:
		RequiresCondition: ammo > 1
	WithSpriteTurret@OneMissile:
		RequiresCondition: ammo == 1
		Sequence: turret1
	WithSpriteTurret@NoMissiles:
		RequiresCondition: !ammo
		Sequence: turret0
	AutoTarget:
		InitialStanceAI: Defend
	RenderRangeCircle:
	SpawnActorOnDeath:
		Actor: MLRS.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	ReloadAmmoPool:
		Delay: 45
		Count: 1
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mlrs
	Voiced:
		VoiceSet: VehicleVoiceCNC


STNKcnc:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 900
	Tooltip:
		Name: Stealth Tank
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 90
		Prerequisites: ~afldcnc, tmpl, ~techlevel.high
		Queue: Vehicle.td
		Description: Long-range missile tank that can cloak.\nCan attack Aircraft.\nHas weak armor. Can be spotted by infantry and defense structures.\n  Strong vs Vehicles, Tanks\n  Weak vs Infantry.
		IconPalette: cnc
	Mobile:
		Locomotor: heavywheeled
		TurnSpeed: 40
		Speed: 142
	Health:
		HP: 15000
	Repairable:
		HpPerStep: 758
	Armor:
		Type: Light
	RevealsShroud:
		Range: 7c0
	Cargo:
		Types: Infantry
		MaxWeight: 4
		LoadingCondition: notmobile
	Cloak:
		InitialDelay: 90
		CloakDelay: 90
		CloakSound: appear1td.aud
		UncloakSound: trans1td.aud
		IsPlayerPalette: true
		PauseOnCondition: cloak-force-disabled
	GrantConditionOnDamageState@UNCLOAK:
		Condition: cloak-force-disabled
		ValidDamageStates: Critical
	Armament:
		Weapon: 227mm.stnk
		LocalOffset: 213,43,128, 213,-43,128
	AttackFrontal:
		FacingTolerance: 0
	AutoTarget:
		InitialStance: Defend
		InitialStanceAI: Defend
	Targetable:
	SpawnActorOnDeath:
		Actor: STNKcnc.Husk
	-MustBeDestroyed:
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: stnkcnc
	Voiced:
		VoiceSet: VehicleVoiceCNC
	WithCargoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true

APCcnc:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 600
	Tooltip:
		Name: APC
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 30
		Prerequisites: ~weapcnc, pyle
		Queue: Vehicle.td
		BuildDuration: 938
		BuildDurationModifier: 40
		Description: Armed infantry transport.\nCan attack Aircraft.\n  Strong vs Vehicles\n  Weak vs Infantry
		IconPalette: cnc
	Mobile:
		TurnSpeed: 20
		Speed: 132
		PauseOnCondition: notmobile
	Health:
		HP: 19000
	Repairable:
		HpPerStep: 1440
	Armor:
		Type: Heavy
	RevealsShroud:
		Range: 6c0
	Turreted:
		TurnSpeed: 40
	Armament@PRIMARY:
		Weapon: APCGun
		Recoil: 96
		RecoilRecovery: 18
		LocalOffset: 85,85,299, 85,-85,299
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	Armament@SECONDARY:
		Name: secondary
		Weapon: APCGun.AA
		Recoil: 96
		RecoilRecovery: 18
		LocalOffset: 85,85,299, 85,-85,299
		MuzzleSequence: muzzle
		MuzzlePalette: cnc
	AttackTurreted:
	WithMuzzleOverlay:
	WithSpriteTurret:
	AutoTarget:
	Cargo:
		Types: Infantry
		MaxWeight: 5
		LoadingCondition: notmobile
	SpawnActorOnDeath:
		Actor: APCcnc.Husk
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: apccnc
	Voiced:
		VoiceSet: VehicleVoiceCNC
	WithCargoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		CustomPipSequences:
			gray: pip-gray
			yellow: pip-yellow
			blue: pip-blue
			red: pip-red

ARTYcnc:
	Inherits: ^Tank
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove
	Valued:
		Cost: 600
	Tooltip:
		Name: Artillery
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 60
		Prerequisites: ~afldcnc, anyhq, ~techlevel.medium
		Queue: Vehicle.td
		Description: Long-range artillery.\n  Strong vs Infantry, Vehicles and Buildings
		IconPalette: cnc
	Mobile:
		TurnSpeed: 16
		Speed: 85
	Health:
		HP: 7500
	Armor:
		Type: Light
	RevealsShroud:
		Range: 5c0
	Armament:
		Weapon: ArtilleryShell
		LocalOffset: 624,0,208
		MuzzleSequence: muzzle
	AttackFrontal:
		TargetFrozenActors: True
		ForceFireIgnoresActors: True
		FacingTolerance: 0
	WithMuzzleOverlay:
	AutoTarget:
		InitialStanceAI: Defend
	SpawnActorOnDeath:
		Actor: ARTYcnc.Husk
	Explodes:
		Weapon: ArtilleryShell
		EmptyWeapon: UnitExplode
		LoadedChance: 75
	WithDamageOverlay:
		Image: smoke_m2
	-GivesBounty:
	-GpsDot:
	RenderSprites:
		PlayerPalette: cncplayer
		Image: artycnc
	Voiced:
		VoiceSet: VehicleVoiceCNC
	# vehicles


TRUK:
	Buildable:
		Queue: Vehicle, Vehicle.td

HARV:
	Buildable:
		Prerequisites: ~weap, proc, ~techlevel.infonly, ~vehicles.ra
	Harvester:
		DeliveryBuildings: proc
		Resources: Ore, Gems
	WithHarvesterPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true
		PipCount: 7

MNLY:
	Buildable:
		Prerequisites: ~weap, fix, ~techlevel.medium, ~vehicles.ra

MCV:
	Buildable:
		Prerequisites: ~weap, fix, ~techlevel.medium, ~vehicles.ra
	# husks

MCV.Huskgdi:
	Inherits: ^Husk
	Tooltip:
		Name: Mobile Construction Vehicle (Destroyed)
	TransformOnCapture:
		IntoActor: mcvgdi
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mcvcnc.destroyed
	InfiltrateForTransform:
		IntoActor: mcvgdi
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

MCV.Husknod:
	Inherits: ^Husk
	Tooltip:
		Name: Mobile Construction Vehicle (Destroyed)
	TransformOnCapture:
		IntoActor: mcvnod
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mcvcnc.destroyed
	InfiltrateForTransform:
		IntoActor: mcvnod
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

HARV.Huskcnc:
	Inherits: ^Husk
	Tooltip:
		Name: Harvester (Destroyed)
	TransformOnCapture:
		IntoActor: harvcnc
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: harvcnc.destroyed
	InfiltrateForTransform:
		IntoActor: harvcnc
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

BIKE.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Recon Bike (Destroyed)
	TransformOnCapture:
		IntoActor: bike
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: bike.destroyed
	InfiltrateForTransform:
		IntoActor: bike
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

HUMV.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Hum-Vee (Destroyed)
	TransformOnCapture:
		IntoActor: humv
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: humv.destroyed
	InfiltrateForTransform:
		IntoActor: humv
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

MSAM.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Rocket Launcher (Destroyed)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: msam
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: msam.destroyed
	InfiltrateForTransform:
		IntoActor: msam
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

LTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Light Tank (Destroyed)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: ltnk
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: ltnk.destroyed
	InfiltrateForTransform:
		IntoActor: ltnk
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

MTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Medium Tank (Destroyed)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: mtnk
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mtnk.destroyed
	InfiltrateForTransform:
		IntoActor: mtnk
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

HTNK.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Mammoth Tank (Destroyed)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: htnk
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: htnk.destroyed
	InfiltrateForTransform:
		IntoActor: htnk
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

FTNKcnc.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Flame Tank (Destroyed)
	TransformOnCapture:
		IntoActor: ftnkcnc
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: ftnkcnc.destroyed
	InfiltrateForTransform:
		IntoActor: ftnkcnc
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

APCcnc.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: APC (Destroyed)
	TransformOnCapture:
		IntoActor: apccnc
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: apccnc.destroyed
	InfiltrateForTransform:
		IntoActor: apccnc
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

ARTYcnc.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Artillery (Destroyed)
	TransformOnCapture:
		IntoActor: artycnc
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: artycnc.destroyed
	InfiltrateForTransform:
		IntoActor: artycnc
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

BGGY.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Nod Buggy (Destroyed)
	TransformOnCapture:
		IntoActor: bggy
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: bggy.destroyed
	InfiltrateForTransform:
		IntoActor: bggy
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

MLRS.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Mobile S.A.M. (Destroyed)
	ThrowsParticle@turret:
		Anim: turret
	TransformOnCapture:
		IntoActor: mlrs
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: mlrs.destroyed
	InfiltrateForTransform:
		IntoActor: mlrs
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6

STNKcnc.Husk:
	Inherits: ^Husk
	Tooltip:
		Name: Stealth Tank (Destroyed)
	TransformOnCapture:
		IntoActor: stnkcnc
	Explodes:
		Weapon: UnitExplodeSmalltd
		EmptyWeapon: UnitExplodeSmalltd
	RenderSprites:
		PlayerPalette: cncplayer
		Image: stnkcnc.destroyed
	InfiltrateForTransform:
		IntoActor: stnkcnc
	# Aircraft
	WithIdleOverlay@Burns:
		Image: fire
		Sequence: 5
		IsDecoration: True
	ChangesHealth:
		Step: -200
		StartIfBelow: 101
		Delay: 6


ORCA:
	Inherits: ^Helicoptercnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 1200
	Tooltip:
		Name: Orca
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		Queue: Aircraft.td
		BuildPaletteOrder: 15
		Prerequisites: ~hpadgdi, anyhq, ~techlevel.medium
		Description: Helicopter Gunship with AG Missiles.\n  Strong vs Buildings, Tanks\n  Weak vs Infantry
		BuildAtProductionType: Aircraft.td
		IconPalette: cnc
	Aircraft:
		TurnSpeed: 28
		Speed: 186
	Repairable:
		RepairActors: hpadgdi
	Health:
		HP: 9000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: OrcaAGMissiles
		LocalOffset: 427,-171,-213, 427,171,-213
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Weapon: OrcaAAMissiles
		LocalOffset: 427,-171,-213, 427,171,-213
		PauseOnCondition: !ammo
	AutoTarget:
		ScanRadius: 5
	AttackAircraft:
		FacingTolerance: 80
		OpportunityFire: false
		PersistentTargeting: false
		AttackType: Hover
	AmmoPool:
		Ammo: 6
		AmmoCondition: ammo
	SpawnActorOnDeath:
		Actor: ORCA.Husk
	WithMoveAnimation:
		MoveSequence: move
	SelectionDecorations:
	ReloadAmmoPool:
		Delay: 100
		Count: 2
	Selectable:
		DecorationBounds: 1280, 1024
	-GpsDot:
	-GivesBounty:
	Voiced:
		VoiceSet: VehicleVoiceCNC
	RenderSprites:
		PlayerPalette: cncplayer
		Image: orca
	-EjectOnDeath:
	WithAmmoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true

ORCA.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Orca
	Aircraft:
		TurnSpeed: 16
		Speed: 186
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	RenderSprites:
		PlayerPalette: cncplayer
		Image: orca

C17:
	Inherits: ^NeutralPlane
	Interactable:
	Tooltip:
		Name: Supply Aircraft
	Valued:
		Cost: 2000
	Aircraft:
		TurnSpeed: 20
		Speed: 326
		Repulsable: False
		MaximumPitch: 36
	RejectsOrders:
	-GpsDot:
	-GivesBounty:
	-Selectable:
	SelectionDecorations:
	-Voiced:
	-EjectOnDeath:
	Targetable@GROUND:
		TargetTypes: C17Ground
		RequiresCondition: !airborne
	Targetable@AIRBORNE:
		TargetTypes: C17Air
		RequiresCondition: airborne
	Health:
		HP: 2500
	Armor:
		Type: Heavy
	HiddenUnderFog:
		AlwaysVisibleRelationships: None
		Type: CenterPosition
	Cargo:
		MaxWeight: 10
	DamageMultiplier@INVULNERABLE:
		Modifier: 0
	Contrail@1:
		Offset: -261,-650,0
		TrailLength: 15
	Contrail@2:
		Offset: -85,-384,0
		TrailLength: 16
	Contrail@3:
		Offset: -85,384,0
		TrailLength: 16
	Contrail@4:
		Offset: -261,650,0
		TrailLength: 15
	Buildable:
		Description: Drops vehicle reinforcements on Airstrips
	RenderSprites:
		PlayerPalette: cncplayer
		Image: c17
	-SpawnActorOnDeath:
	WithCargoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true

A10:
	Inherits: ^Plane
	Interactable:
	Tooltip:
		Name: A10 Bomber
	Valued:
		Cost: 2000
	Health:
		HP: 80000
	Aircraft:
		TurnSpeed: 16
		Speed: 373
		Repulsable: False
	AttackBomber:
		Armaments: gun, bombs
		FacingTolerance: 8
	Armament@GUNS:
		Name: gun
		Weapon: Vulcan.cnc
		LocalOffset: 1024,0,-85
	WithMuzzleOverlay:
	Armament@BOMBS:
		Name: bombs
		Weapon: Napalm.cnc
		LocalOffset: 0,-256,-43, 0,256,-43
	Contrail@1:
		Offset: -640,171,0
		TrailLength: 15
	Contrail@2:
		Offset: -640,-171,0
		TrailLength: 15
	-Selectable:
	SelectionDecorations:
	-Voiced:
	-MapEditorData:
	-SpawnActorOnDeath:
	-EjectOnDeath:
	RejectsOrders:
	GivesExperience:
		Experience: 1500
	RenderSprites:
		PlayerPalette: cncplayer
		Image: a10

TRANcnc:
	Inherits: ^Helicopter
	Inherits@TDnerf: ^TDnerf
	Valued:
		Cost: 750
	Tooltip:
		Name: Chinook Transport
	Buildable:
		BuildPaletteOrder: 10
		Prerequisites: ~hpadcnc
		Queue: Aircraft.td
		Description: Fast Infantry Transport Helicopter.\n  Unarmed
		BuildAtProductionType: Aircraft.td
		IconPalette: cnc
	Aircraft:
		LandWhenIdle: true
		TurnSpeed: 20
		Speed: 150
		InitialFacing: 896
		LandableTerrainTypes: Clear,Rough,Road,Ore,Beach,Tiberium,BlueTiberium
		AltitudeVelocity: 0c100
		RearmBuildings: hpad, hpadgdi, hpadnod
	Repairable:
		RepairActors: hpadgdi, hpadnod
	EjectOnDeath:
		PilotActor: E1cnc
		SuccessRate: 0
	Health:
		HP: 9000
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	WithIdleOverlay@ROTOR1AIR:
		Offset: 597,0,85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR1GROUND:
		Offset: 597,0,85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithIdleOverlay@ROTOR2AIR:
		Offset: -597,0,171
		Sequence: rotor2
		RequiresCondition: airborne
	WithIdleOverlay@ROTOR2GROUND:
		Offset: -597,0,171
		Sequence: slow-rotor2
		RequiresCondition: !airborne
	Cargo:
		Types: Infantry
		MaxWeight: 10
		AfterUnloadDelay: 40
	SpawnActorOnDeath:
		Actor: TRANcnc.Husk
	-GpsDot:
	-GivesBounty:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	SelectionDecorations:
	Selectable:
		DecorationBounds: 1749, 1749
	RenderSprites:
		PlayerPalette: cncplayer
		Image: trancnc
	Voiced:
		VoiceSet: VehicleVoiceCNC
	-EjectOnDeath:
	WithCargoPipsDecoration:
		Position: BottomLeft
		Margin: 4, 3
		RequiresSelection: true
		CustomPipSequences:
			gray: pip-gray
			yellow: pip-yellow
			blue: pip-blue
			red: pip-red
APACHE:
	Inherits: ^Helicoptercnc
	Inherits@EXPERIENCE: ^GainsExperience
	Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove
	Valued:
		Cost: 1200
	Tooltip:
		Name: Apache Longbow
	UpdatesPlayerStatistics:
		AddToArmyValue: true
	Buildable:
		BuildPaletteOrder: 20
		Prerequisites: ~hpadnod, anyhq, ~techlevel.medium
		Queue: Aircraft.td
		Description: Helicopter Gunship with Chainguns.\n  Strong vs Infantry, Light Vehicles and\n  Aircraft\n  Weak vs Tanks
		BuildAtProductionType: Aircraft.td
		IconPalette: cnc
	EjectOnDeath:
		PilotActor: E1cnc
		SuccessRate: 0
	Aircraft:
		TurnSpeed: 28
		Speed: 180
	Repairable:
		RepairActors: hpadnod
	Health:
		HP: 12500
	Armor:
		Type: Light
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	Armament@PRIMARY:
		Weapon: HeliAGGun
		LocalOffset: 128,-213,-85, 128,213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	Armament@SECONDARY:
		Name: secondary
		Weapon: HeliAAGun
		LocalOffset: 128,-213,-85, 128,213,-85
		MuzzleSequence: muzzle
		PauseOnCondition: !ammo
	AutoTarget:
		ScanRadius: 4
	AttackAircraft:
		FacingTolerance: 80
		OpportunityFire: false
		PersistentTargeting: false
		AttackType: Hover
	AmmoPool:
		Ammo: 10
		AmmoCondition: ammo
	WithIdleOverlay@ROTORAIR:
		Offset: 0,0,85
		Sequence: rotor
		RequiresCondition: airborne
	WithIdleOverlay@ROTORGROUND:
		Offset: 0,0,85
		Sequence: slow-rotor
		RequiresCondition: !airborne
	WithMuzzleOverlay:
	SpawnActorOnDeath:
		Actor: APACHE.Husk
	SelectionDecorations:
	ReloadAmmoPool:
		Delay: 40
		Count: 1
	Selectable:
		DecorationBounds: 1280, 1024
	-GpsDot:
	-GivesBounty:
	Explodes:
		Weapon: HeliExplode
		EmptyWeapon: HeliExplode
	RenderSprites:
		PlayerPalette: cncplayer
		Image: apache
	Voiced:
		VoiceSet: VehicleVoiceCNC
	-EjectOnDeath:
	WithAmmoPipsDecoration:
		Position: BottomLeft
		RequiresSelection: true
		PipCount: 5

TRANcnc.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Chinook Transport
	Aircraft:
		TurnSpeed: 20
		Speed: 140
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	WithIdleOverlay@ROTOR1:
		Offset: 597,0,85
		Sequence: rotor
	WithIdleOverlay@ROTOR2:
		Offset: -597,0,171
		Sequence: rotor2
	RenderSprites:
		PlayerPalette: cncplayer
		Image: trancnc

APACHE.Husk:
	Inherits: ^HelicopterHusk
	Tooltip:
		Name: Apache Longbow
	Aircraft:
		TurnSpeed: 16
		Speed: 186
	RevealsShroud:
		Range: 10c0
		Type: GroundPosition
	WithIdleOverlay:
		Offset: 0,0,85
		Sequence: rotor
	RenderSprites:
		PlayerPalette: cncplayer
		Image: apache
