Its just plain RA2 but it should work in YR to. 

Here is my code: 

art.ini entries 
; nod laser fence section 
[NAFNCE2] 
Image=NAFNCE2 
Remapable=yes 
Foundation=1x1 
NewTheater=yes 

; nod laser fence post 
[NAPOST2] 
Cameo=LASR2ICON 
Image=NAPOST2 
Remapable=yes 
Foundation=1x1 
Buildup=NAPOST2MK 
DemandLoadBuildup=true 
FreeBuildup=true 
NewTheater=yes 
ActiveAnim=NAPOST2_A 
;ActiveAnimDestroyed=NAPOST2_AD 
ActiveAnimZAdjust=-100 
ActiveAnimTwo=NAPOST2_B 
ActiveAnimTwoZAdjust=-100 

; Active animation for nod laser fence post 
[NAPOST2_A] 
Image=NAPOST2_A 
Normalized=yes 
LoopStart=0 
LoopEnd=11 
LoopCount=-1 
Rate=220 
Surface=yes 
NewTheater=yes 
DetailLevel=1 

; Damaged active animation for nod lase fence post 
[NAPOST2_AD] 
Image=NAPOST2_A 
Normalized=yes 
LoopStart=12 
LoopEnd=23 
LoopCount=-1 
Rate=150 
Surface=yes 
;NewTheater=yes 
DetailLevel=1 

; Second active animation for nod laser fence post 
[NAPOST2_B] 
Image=NAPOST2_B 
Normalized=yes 
LoopStart=0 
LoopEnd=13 
LoopCount=-1 
Rate=220 
Surface=yes 
NewTheater=yes 
DetailLevel=1 


rules.ini entries 

In the buildings list: 
315=NAPOST2 ; nod laser fence post 
316=NAFNCE2 ; nod laser fence section 

In the animations list: 
986=NAPOST2_A 
987=NAPOST2_AD 
988=NAPOST2_B 

In the buildings section: 
; nod laser fence section 
[NAFNCE2] 
UIName=Name:NAFNCE2 
Name=Laser Fence Section 
BuildCat=Combat 
Strength=800 
Armor=concrete 
TechLevel=-1 
Prerequisite=GACNST2 
Sight=1 
Owner=British,French,Germans,Americans,Alliance,Ru
ssians,Confederation,Africans,Arabs 
AIBasePlanningSide=0 
Cost=0 
BaseNormal=no 
Points=00 
Power=0 
Selectable=no 
Crewed=no 
Capturable=false 
LaserFence=yes 
ThreatPosed=10 
LegalTarget=false 

; nod laser fence post 
[NAPOST2] 
UIName=Name:NAPOST2 
Name=Laser Fence Post 
BuildCat=Combat 
Strength=300 
Armor=concrete 
TechLevel=8 
Prerequisite=GACNST2 
Adjacent=3 
Sight=4 
Owner=British,French,Germans,Americans,Alliance,Ru
ssians,Confederation,Africans,Arabs 
AIBasePlanningSide=0 
Cost=2 ; 200 
BaseNormal=no 
Points=30 
Power=-25 
Crewed=no 
Capturable=false 
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM
U60 
LaserFencePost=yes 
Maxdebris=2 
ThreatPosed=0 
Powered=yes 
GuardRange=10 ; Used to set max. intra-post distance 



On a side note I removed the explosions from the laser fence section becoues I removed the graphics of the rail that went undernieth the lasers so you my want to put that back in.