BIGFť„+ÔŐ*Data\English\generals.csf+VcëData\INI\CommandButton.iniA5ćData\INI\CommandSet.iniĹ'|ţData\INI\Object\AmericaVehicle.iniB%B–Data\INI\Object\CivilianBuilding.iniL225 FSC LBLGUI:GameOptions RTS ¸˙ž˙˛˙ş˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:SinglePlayer RTS Ź˙°˙ł˙°˙ß˙Ż˙ł˙ž˙Ś˙ LBL GUI:Network RTSą˙ş˙Ť˙¨˙°˙­˙´˙ LBL GUI:Options RTS°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBL GUI:Skirmish RTSŹ˙´˙ś˙­˙˛˙ś˙Ź˙ˇ˙ LBLGUI:Back RTS˝˙ž˙ź˙´˙ LBL GUI:StartGame RTS Ż˙ł˙ž˙Ś˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:Color RTSź˙˙“˙˙˙ LBL GUI:Slower RTSŹ˙“˙˙ˆ˙š˙˙ LBL GUI:Faster RTSš˙ž˙Œ˙‹˙š˙˙ LBLGUI:Low RTSł˙˙ˆ˙ LBL GUI:Medium RTS˛˙š˙›˙–˙Š˙’˙ LBLGUI:High RTSˇ˙–˙˜˙—˙ LBLGUI:None RTSą˙˙‘˙š˙ LBL GUI:Random RTS­˙ž˙‘˙›˙˙’˙ LBL GUI:Cancel RTSź˙ž˙ą˙ź˙ş˙ł˙ LBLGUI:Ok RTS°˙´˙ LBL GUI:Delete RTS­˙š˙’˙˙‰˙š˙ LBLGUI:Description RTS ť˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ LBLGUI:Load RTSł˙°˙ž˙ť˙ LBL GUI:Progress RTSŻ˙˙˙˜˙˙š˙Œ˙Œ˙ LBL GUI:Assign RTSž˙Œ˙Œ˙–˙˜˙‘˙ LBLGUI:CustomizeKeyboard RTSź˙Š˙Œ˙‹˙˙’˙–˙…˙š˙ß˙´˙š˙†˙˙˙ž˙˙›˙ LBL GUI:Category RTSź˙ž˙‹˙š˙˜˙˙˙†˙ LBL GUI:Commands RTSź˙˙’˙’˙ž˙‘˙›˙Œ˙ LBL GUI:ResetAll RTS ­˙š˙Œ˙š˙‹˙ß˙ž˙“˙“˙ LBLGUI:DisplayOptions RTSť˙ś˙Ź˙Ż˙ł˙ž˙Ś˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:KeyboardOptions RTS´˙š˙†˙˙˙ž˙˙›˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ LBL GUI:MainMenu RTSş˙§˙ś˙Ť˙ LBL GUI:Units RTSŞ˙‘˙–˙‹˙Œ˙ LBL GUI:Buildings RTS ˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL GUI:Players RTSŻ˙“˙ž˙†˙š˙˙Œ˙ LBL GUI:Preview RTS ˛˙ž˙˙ß˙Ż˙˙š˙‰˙–˙š˙ˆ˙ LBLGUI:Save RTSŹ˙ž˙‰˙š˙ LBLGUI:Side RTSž˙˙’˙†˙ LBL GUI:Accept RTSž˙ź˙ź˙ş˙Ż˙Ť˙ LBL GUI:Games RTS¸˙ž˙’˙š˙Œ˙ LBLGUI:Join RTS ľ˙°˙ś˙ą˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:LoadGame RTS ł˙°˙ž˙ť˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:SaveGame RTS Ź˙ž˙Š˙ş˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:Score RTSŹ˙œ˙˙˙š˙ LBLGUI:Add RTSž˙›˙›˙ LBLGUI:MusicVolume RTS ˛˙Š˙Œ˙–˙œ˙ß˙Š˙˙“˙Š˙’˙š˙ LBLGUI:VoiceVolume RTS Š˙˙–˙œ˙š˙ß˙Š˙˙“˙Š˙’˙š˙ LBLGUI:Play RTS Ż˙“˙ž˙†˙ß˙¸˙ž˙’˙š˙ LBLGUI:Stop RTSŹ˙Ť˙°˙Ż˙ LBL GUI:Continue RTSź˙°˙ą˙Ť˙ś˙ą˙Ş˙ş˙ LBL GUI:MaxPing RTS˛˙ž˙‡˙ß˙Ż˙–˙‘˙˜˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ LBL GUI:Ladder RTSł˙ž˙›˙›˙š˙˙ LBL GUI:Close RTSź˙“˙˙Œ˙š˙ LBLGUI:Help RTSˇ˙š˙“˙˙ LBLGUI:Rank RTS­˙ž˙‘˙”˙ LBL GUI:Password RTSŻ˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:Disconnect RTS ť˙ś˙Ź˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ LBLGUI:No RTSą˙°˙ LBLGUI:Yes RTSŚ˙ş˙Ź˙ LBL GUI:Blank RTSŃ˙ LBLGUI:Open RTS°˙˙š˙‘˙ LBL GUI:Closed RTSź˙“˙˙Œ˙š˙›˙ LBL GUI:Login RTSł˙°˙¸˙ś˙ą˙ LBLGUI:WOLWelcome RTS¨˙š˙“˙œ˙˙’˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙Ú˙—˙Œ˙ LBLGUI:QuickMatch RTS Ž˙Ş˙ś˙ź˙´˙˛˙ž˙Ť˙ź˙ˇ˙ LBLGUI:CustomMatch RTS ź˙Ş˙Ź˙Ť˙°˙˛˙ß˙˛˙ž˙Ť˙ź˙ˇ˙ LBLGUI:LadderRank RTS ł˙ž˙›˙›˙š˙˙ß˙­˙ž˙‘˙”˙ LBLGUI:Disconnects RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:CreateGame RTS ź˙­˙ş˙ž˙Ť˙ş˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:AutoLogin RTSž˙Š˙‹˙˙ß˙ł˙˙˜˙–˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙š˙Š˙‹˙Š˙˙š˙ LBL GUI:AddBuddy RTS ž˙›˙›˙ß˙˝˙Š˙›˙›˙†˙ LBLGUI:RemoveBuddy RTS ­˙š˙’˙˙‰˙š˙ß˙˝˙Š˙›˙›˙†˙ LBLGUI:AudioOptions RTS ž˙Ş˙ť˙ś˙°˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:LadderWins RTS ł˙ž˙›˙›˙š˙˙ß˙¨˙–˙‘˙Œ˙ LBLGUI:LadderLosses RTS ł˙ž˙›˙›˙š˙˙ß˙ł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:LadderPoints RTS ł˙ž˙›˙›˙š˙˙ß˙Ż˙˙–˙‘˙‹˙Œ˙ LBLWOL:BuddyOffline RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙™˙™˙“˙–˙‘˙š˙ LBL WOL:Locale00 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBL WOL:Locale01 RTS°˙‹˙—˙š˙˙ß˙ł˙˙œ˙ž˙‹˙–˙˙‘˙ LBL WOL:Locale02 RTS Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ LBL WOL:Locale03 RTSź˙ž˙‘˙ž˙›˙ž˙ LBL WOL:Locale04 RTSŞ˙‘˙–˙‹˙š˙›˙ß˙´˙–˙‘˙˜˙›˙˙’˙ LBL WOL:Locale05 RTS¸˙š˙˙’˙ž˙‘˙†˙ LBL WOL:Locale06 RTSš˙˙ž˙‘˙œ˙š˙ LBL WOL:Locale07 RTSŹ˙˙ž˙–˙‘˙ LBL WOL:Locale08 RTS ą˙š˙‹˙—˙š˙˙“˙ž˙‘˙›˙Œ˙ LBL WOL:Locale09 RTS˝˙š˙“˙˜˙–˙Š˙’˙ LBL WOL:Locale10 RTSž˙Š˙Œ˙‹˙˙–˙ž˙ LBL WOL:Locale11 RTS Ź˙ˆ˙–˙‹˙…˙š˙˙“˙ž˙‘˙›˙ LBL WOL:Locale12 RTSś˙‹˙ž˙“˙†˙ LBL WOL:Locale13 RTSť˙š˙‘˙’˙ž˙˙”˙ LBL WOL:Locale14 RTSŹ˙ˆ˙š˙›˙š˙‘˙ LBL WOL:Locale15 RTSą˙˙˙ˆ˙ž˙†˙ LBL WOL:Locale16 RTSš˙–˙‘˙“˙ž˙‘˙›˙ LBL WOL:Locale17 RTSś˙Œ˙˙ž˙š˙“˙ LBL WOL:Locale18 RTS Ź˙˙Š˙‹˙—˙ß˙ž˙™˙˙–˙œ˙ž˙ LBL WOL:Locale19 RTSľ˙ž˙˙ž˙‘˙ LBL WOL:Locale20 RTS´˙˙˙š˙ž˙ LBL WOL:Locale21 RTSź˙—˙–˙‘˙ž˙ LBL WOL:Locale22 RTS Ź˙–˙‘˙˜˙ž˙˙˙˙š˙ LBL WOL:Locale23 RTSŤ˙ž˙–˙ˆ˙ž˙‘˙ LBL WOL:Locale24 RTS˛˙ž˙“˙ž˙†˙Œ˙–˙ž˙ LBL WOL:Locale25 RTS ž˙Š˙Œ˙‹˙˙ž˙“˙–˙ž˙ LBL WOL:Locale26 RTS ą˙š˙ˆ˙ß˙Ľ˙š˙ž˙“˙ž˙‘˙›˙ LBL WOL:Locale27 RTS˝˙˙ž˙…˙–˙“˙ LBL WOL:Locale28 RTSŤ˙—˙ž˙–˙“˙ž˙‘˙›˙ LBL WOL:Locale29 RTS ž˙˙˜˙š˙‘˙‹˙–˙‘˙ž˙ LBL WOL:Locale30 RTS Ż˙—˙–˙“˙–˙˙˙–˙‘˙š˙Œ˙ LBL WOL:Locale31 RTS¸˙˙š˙š˙œ˙š˙ LBL WOL:Locale32 RTSś˙˙š˙“˙ž˙‘˙›˙ LBL WOL:Locale33 RTSŻ˙˙“˙ž˙‘˙›˙ LBL WOL:Locale34 RTSŻ˙˙˙‹˙Š˙˜˙ž˙“˙ LBL WOL:Locale35 RTS˛˙š˙‡˙–˙œ˙˙ LBL WOL:Locale36 RTS­˙Š˙Œ˙Œ˙–˙ž˙ LBL WOL:Locale37 RTSŤ˙Š˙˙”˙š˙†˙ LBL GUI:Observer RTS°˙˙Œ˙š˙˙‰˙š˙˙ LBLGUI:Team RTSŤ˙š˙ž˙’˙ LBLLETTER:G RTS¸˙ LBLLETTER:L RTSł˙ LBLLETTER:M RTS˛˙ LBLLETTER:S RTSŹ˙ LBLLETTER:O RTS°˙ LBLNUMBER:1 RTSÎ˙ LBLNUMBER:2 RTSÍ˙ LBLNUMBER:3 RTSĚ˙ LBLNUMBER:4 RTSË˙ LBLNUMBER:5 RTSĘ˙ LBLNUMBER:6 RTSÉ˙ LBLNUMBER:7 RTSČ˙ LBLNUMBER:8 RTSÇ˙ LBLNUMBER:9 RTSĆ˙ LBLNUMBER:0 RTSĎ˙ LBL Color:Gold RTS¸˙˙“˙›˙ LBL Color:Red RTS­˙š˙›˙ LBL Color:Blue RTS˝˙“˙Š˙š˙ LBL Color:Green RTS¸˙˙š˙š˙‘˙ LBL Color:Orange RTS°˙˙ž˙‘˙˜˙š˙ LBL Color:SkyBlue RTSź˙†˙ž˙‘˙ LBL Color:Purple RTSŻ˙Š˙˙˙“˙š˙ LBL Color:Pink RTSŻ˙–˙‘˙”˙ LBL MSG:Testing RTS4˛˙ž˙˙†˙ß˙—˙ž˙›˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙“˙ž˙’˙˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙™˙“˙š˙š˙œ˙š˙ß˙ž˙Œ˙ß˙ˆ˙—˙–˙‹˙š˙ß˙ž˙Œ˙ß˙Œ˙‘˙˙ˆ˙ LBL MSG:Test2 RTS6ž˙‘˙›˙ß˙š˙‰˙š˙˙†˙ˆ˙—˙š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˛˙ž˙˙†˙ß˙ˆ˙—˙š˙‘˙Ó˙ß˙‹˙—˙š˙ß˙“˙ž˙’˙˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙˜˙˙ LBLGUI:ShowBehindBuildings RTS"ˇ˙š˙ž˙‹˙ß˙Œ˙–˙˜˙‘˙ž˙‹˙Š˙˙š˙ß˙˙š˙—˙–˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙°˙ą˙ LBLGUI:HideBehindBuildings RTS#ˇ˙š˙ž˙‹˙ß˙Œ˙–˙˜˙‘˙ž˙‹˙Š˙˙š˙ß˙˙š˙—˙–˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙°˙š˙š˙ LBLGUI:DetailsSetToLowest RTSł˙˙ˆ˙ß˙˜˙˙ž˙˙—˙–˙œ˙Œ˙ß˙›˙š˙‹˙ž˙–˙“˙ LBL$GUI:ReturnGraphicsToPreviousSettings RTS7Ź˙š˙‹˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙˙—˙–˙œ˙ß˙›˙š˙‹˙ž˙–˙“˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙Œ˙ LBLGUI:BeaconLabel RTS Ť˙†˙˙š˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Ĺ˙ LBL GUI:Beacon RTS˝˙š˙ž˙œ˙˙‘˙ LBLGUI:EACopyright RTS/V˙ß˙Í˙Ď˙Ď˙Ě˙ß˙ş˙ł˙ş˙ź˙Ť˙­˙°˙ą˙ś˙ź˙ß˙ž˙­˙Ť˙Ź˙ß˙ś˙ą˙ź˙Ń˙ß˙ž˙ł˙ł˙ß˙­˙ś˙¸˙ˇ˙Ť˙Ź˙ß˙­˙ş˙Ź˙ş˙­˙Š˙ş˙ť˙ LBLGUI:DeleteBeacon RTSť˙š˙“˙š˙‹˙š˙ß˙ő˙ß˙˝˙š˙ž˙œ˙˙‘˙ LBLGUI:BeaconPlaced RTSž˙ß˙˝˙š˙ž˙œ˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙“˙ž˙œ˙š˙›˙ß˙˙†˙ß˙Ú˙“˙Œ˙ LBLGUI:BeaconPlacementFailed RTSź˙ž˙‘˙‘˙˙‹˙ß˙˙“˙ž˙œ˙š˙ß˙˝˙š˙ž˙œ˙˙‘˙ß˙—˙š˙˙š˙ LBLGUI:TooManyBeacons RTS'Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˝˙š˙ž˙œ˙˙‘˙Œ˙ LBLGUI:EA RTSş˙ž˙ LBLGUI:TestBrowser RTS Ť˙š˙Œ˙‹˙ß˙˝˙˙˙ˆ˙Œ˙š˙˙ LBLGUI:Multiplayer RTS ˛˙Ş˙ł˙Ť˙ś˙Ż˙ł˙ž˙Ś˙ş˙­˙ LBL GUI:GameName RTS ¸˙ž˙’˙š˙ß˙ą˙ž˙’˙š˙Ĺ˙ LBLGUI:NoFileSelected RTSŻ˙ł˙ş˙ž˙Ź˙ş˙ß˙Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙ž˙ß˙š˙ś˙ł˙ş˙ LBLGUI:PleaseSelectAFile RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙™˙–˙“˙š˙ LBLGUI:DeleteFile RTS ť˙ş˙ł˙ş˙Ť˙ş˙ß˙š˙ś˙ł˙ş˙Ŕ˙ LBLGUI:AreYouSureDelete RTS8ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙›˙š˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙™˙–˙“˙š˙Ŕ˙ LBLGUI:CopyFileToDesktop RTSź˙°˙Ż˙Ś˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ß˙Ť˙°˙ß˙ť˙ş˙Ź˙´˙Ť˙°˙Ż˙Ŕ˙ LBLGUI:AreYouSureCopy RTSgž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙˙˙†˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙“˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ť˙š˙Œ˙”˙‹˙˙˙Ŕ˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙ž˙‘˙†˙ß˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ LBLGUI:ErrorCopyingFile RTS#Ť˙ˇ˙ş˙­˙ş˙ß˙¨˙ž˙Ź˙ß˙ž˙ą˙ß˙ş˙­˙­˙°˙­˙ß˙ź˙°˙Ż˙Ś˙ś˙ą˙¸˙ß˙Ť˙ˇ˙ş˙ß˙š˙ś˙ł˙ş˙ LBLGUI:LoadReplay RTS ł˙°˙ž˙ť˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:DeleteReplay RTS ť˙ş˙ł˙ş˙Ť˙ş˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:CopyReplay RTS ź˙°˙Ż˙Ś˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:ErrorDeletingFile RTS$Ť˙ˇ˙ş˙­˙ş˙ß˙¨˙ž˙Ź˙ß˙ž˙ą˙ß˙ş˙­˙­˙°˙­˙ß˙ť˙ş˙ł˙ş˙Ť˙ś˙ą˙¸˙ß˙Ť˙ˇ˙ş˙ß˙š˙ś˙ł˙ş˙ LBLGUI:ShortDescription RTSŹ˙—˙˙˙‹˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙Ĺ˙ LBLGUI:LadderName RTS ł˙ž˙›˙›˙š˙˙ß˙ą˙ž˙’˙š˙Ĺ˙ LBLGUI:LadderPassword RTSł˙ž˙›˙›˙š˙˙ß˙Ż˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBL GUI:LadderURL RTS ˇ˙˙’˙š˙˙ž˙˜˙š˙Ĺ˙ß˙Ú˙—˙Œ˙ LBLGUI:LadderHasPassword RTS!Ť˙—˙–˙Œ˙ß˙ł˙ž˙›˙›˙š˙˙ß˙–˙Œ˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙ LBLGUI:LadderMinWins RTS˛˙–˙‘˙–˙’˙Š˙’˙ß˙ˆ˙–˙‘˙Œ˙ß˙˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ú˙›˙ LBLGUI:LadderMaxWins RTS˛˙ž˙‡˙–˙’˙Š˙’˙ß˙ˆ˙–˙‘˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ß˙Ú˙›˙ LBLGUI:LadderFactions RTSž˙“˙“˙˙ˆ˙š˙›˙ß˙ž˙˙’˙†˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙Ĺ˙ LBLGUI:LadderRandomFactions RTS­˙ž˙‘˙›˙˙’˙ß˙ž˙˙’˙†˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙Ĺ˙ LBLGUI:LadderMaps RTS ž˙“˙“˙˙ˆ˙š˙›˙ß˙’˙ž˙˙Œ˙Ĺ˙ LBLGUI:LadderRandomMaps RTS ­˙ž˙‘˙›˙˙’˙ß˙’˙ž˙˙Œ˙Ĺ˙ LBLGUI:AllowObservers RTSž˙“˙“˙˙ˆ˙ß˙°˙˙Œ˙š˙˙‰˙š˙˙Œ˙ LBLGUI:USA RTSŞ˙Ź˙ž˙ LBL GUI:China RTSź˙—˙–˙‘˙ž˙ LBLGUI:GLA RTS¸˙ł˙ž˙ LBLGUI:AmericaAllies RTS Ş˙Ź˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBLGUI:ChinaAllies RTS ź˙—˙–˙‘˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBL GUI:GLAAllies RTS ¸˙ł˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBLGUI:AmericaEnemies RTS Ş˙Ź˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:ChinaEnemies RTS ź˙—˙–˙‘˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:GLAEnemies RTS ¸˙ł˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:EndCampaign RTS ş˙ą˙ť˙ß˙ź˙ž˙˛˙Ż˙ž˙ś˙¸˙ą˙ LBL GUI:Retry RTS Ż˙ł˙ž˙Ś˙ß˙ž˙¸˙ž˙ś˙ą˙Ŕ˙ LBLGUI:RecentSave RTS ­˙š˙œ˙š˙‘˙‹˙ß˙Ź˙ž˙‰˙š˙ LBL GUI:GetUpdate RTS ¸˙š˙‹˙ß˙Ş˙˙›˙ž˙‹˙š˙ LBLGUI:DirectConnect RTSť˙ś˙­˙ş˙ź˙Ť˙ß˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ LBLGUI:WorldBuilder RTS ¨˙°˙­˙ł˙ť˙ß˙˝˙Ş˙ś˙ł˙ť˙ş˙­˙ LBLGUI:WorldBuilderLoadFailed RTS¨˙˙˙“˙›˙ß˙˝˙Š˙–˙“˙›˙š˙˙ß˙™˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙“˙˙ž˙›˙ LBLGUI:DontUseAccount RTSť˙˙‘˙Ř˙‹˙ß˙Ş˙Œ˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:UseAccount RTS Ş˙Œ˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:ScoreScreen RTS Ź˙œ˙˙˙š˙ß˙Ź˙œ˙˙š˙š˙‘˙ LBL GUI:Rehost RTS Ż˙ł˙ž˙Ś˙ß˙ž˙¸˙ž˙ś˙ą˙Ŕ˙ LBLGUI:UnitsBuilt RTSŞ˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ź˙˙š˙ž˙‹˙š˙›˙ LBL GUI:UnitsLost RTS Ş˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ł˙˙Œ˙‹˙ LBLGUI:UnitsKilled RTSŞ˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLGUI:BuildingsBuilt RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ LBLGUI:BuildingsLost RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ł˙˙Œ˙‹˙ LBLGUI:BuildingsKilled RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLGUI:ResourcesCollected RTSŹ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙š˙›˙ LBLGUI:QuitPopupTitle RTSş˙§˙ś˙Ť˙Ŕ˙ LBLGUI:QuitPopupMessage RTSž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙Ŕ˙ LBLGUI:MaxSelectionSize RTS(Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙‘˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙Ú˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‹˙ß˙˙‘˙š˙ß˙‹˙–˙’˙š˙ LBLGUI:MessagesOn RTS˛˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙ş˙‘˙ž˙˙“˙š˙›˙ LBLGUI:MissionDescription RTS˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙ť˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ LBLGUI:MOTD RTS˛˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙°˙™˙ß˙Ť˙—˙š˙ß˙ť˙ž˙†˙ LBLGUI:DesyncTitle RTS °˙Š˙‹˙ß˙˙™˙ß˙Ź˙†˙‘˙œ˙—˙ LBLGUI:DesyncText RTS9ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙—˙ž˙Œ˙ß˙˜˙˙‘˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙Œ˙†˙‘˙œ˙—˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙‹˙—˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙ž˙‘˙†˙ß˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ÜOne new addition is the "Alternate Mouse Interface" option located in the Options Menu. If you are used to commanding armies using right click as your action button then this may help you get a better handle on your army–˙.ACADEMY:AlternateMouseInterface.ACADEMY:AlternateMouseInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropi LBLGUI:LadderDetails RTS ł˙ž˙›˙›˙š˙˙ß˙ś˙‘˙™˙˙ LBLGUI:SystemMaps RTS °˙™˙™˙–˙œ˙–˙ž˙“˙ß˙˛˙ž˙˙Œ˙ LBL GUI:UserMaps RTSŞ˙‘˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙˛˙ž˙˙Œ˙ LBLGUI:WaitingToBeginConnection RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ LBLGUI:NetgearDelay RTS Ź˙š˙‘˙›˙ß˙ť˙š˙“˙ž˙†˙ LBLGUI:WaitingForManglerResponse RTS/¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙š˙‡˙‹˙š˙˙‘˙ž˙“˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙Ż˙˙˙‰˙–˙›˙š˙˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ LBLGUI:WaitingForMangledPort RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙‹˙ß˙‘˙Š˙’˙˙š˙˙ LBLGUI:WaitingForResponse RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙˙š˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ LBLGUI:ConnectionDone RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ LBLGUI:ConnectionFailed RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙™˙ž˙–˙“˙š˙›˙ LBLGUI:UnknownConnectionState RTS!Ź˙‹˙ž˙‹˙Š˙Œ˙ß˙˙™˙ß˙ą˙ž˙Ť˙Đ˙š˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙–˙Œ˙ß˙Š˙‘˙”˙‘˙˙ˆ˙‘˙ LBL GUI:Logout RTS ˛˙ž˙ś˙ą˙ß˙˛˙ş˙ą˙Ş˙ LBLGUI:CancelMapSelect RTSź˙ž˙ą˙ź˙ş˙ł˙ LBLGUI:Deny RTS­˙š˙•˙š˙œ˙‹˙ LBL GUI:Victory RTSŠ˙–˙œ˙‹˙˙˙†˙ LBL GUI:Ignore RTSś˙¸˙ą˙°˙­˙ş˙ LBL GUI:Unignore RTSŞ˙‘˙–˙˜˙‘˙˙˙š˙ LBL GUI:Stats RTSŻ˙š˙˙Œ˙˙‘˙ž˙ LBLGUI:GetMapPack RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙˛˙ž˙˙ß˙Ż˙ž˙œ˙”˙ LBL GUI:Defeat RTSť˙š˙™˙š˙ž˙‹˙ LBLGUI:YouAreVictorious RTSŚ˙˙Š˙ß˙ž˙˙š˙ß˙Š˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙Ţ˙ LBLGUI:YouHaveBeenDefeated RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ť˙š˙™˙š˙ž˙‹˙š˙›˙ LBLGUI:PlayerAlive RTSŻ˙“˙ž˙†˙–˙‘˙˜˙ LBLGUI:PlayerDead RTSť˙š˙™˙š˙ž˙‹˙š˙›˙ LBLGUI:PlayerObserver RTS °˙˙Œ˙š˙˙‰˙–˙‘˙˜˙ LBLGUI:PlayerObserverGone RTSž˙¨˙°˙ł˙ LBLGUI:PlayerGone RTSž˙¨˙°˙ł˙ LBLGUI:PlayerName RTS Ż˙“˙ž˙†˙š˙˙ß˙ą˙ž˙’˙š˙ LBLGUI:Info RTS Ż˙“˙ž˙†˙š˙˙ß˙ś˙‘˙™˙˙ LBL GUI:Players: RTSŻ˙“˙ž˙†˙š˙˙Œ˙Ĺ˙ LBLGUI:GameOptions: RTS ¸˙ž˙’˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙Ĺ˙ LBL GUI:GameName: RTS¸˙ž˙’˙š˙Ĺ˙ LBL GUI:MapName: RTS˛˙ž˙˙Ĺ˙ LBL GUI:SelectMap RTS Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙˛˙ž˙Ż˙ LBLGUI:SelectAMap RTS Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙˛˙ž˙Ż˙ LBLGUI:SelectAGame RTS Ź˙ş˙ł˙ş˙ź˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:Start RTS Ż˙ł˙ž˙Ś˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:Host RTS ź˙­˙ş˙ž˙Ť˙ş˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:LocaleSelect RTSŹ˙ş˙ł˙ş˙ź˙Ť˙ß˙Ś˙°˙Ş˙­˙ß˙ł˙°˙ź˙ž˙ł˙ş˙ LBLGUI:Command&ConquerGenerals RTS)ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ LBLGUI:Command&Conquer RTSź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ LBL GUI:Generals RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ LBLGUI:GeneralsOnline RTS°˙ą˙ł˙ś˙ą˙ş˙ LBL GUI:SendDelay RTS Ź˙š˙‘˙›˙ß˙ť˙š˙“˙ž˙†˙ LBLGUI:FirewallRefresh RTS ­˙š˙™˙˙š˙Œ˙—˙ß˙ą˙ž˙Ť˙ LBLGUI:Exit RTS ş˙§˙ś˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:X RTS§˙ LBL GUI:Campaign RTSź˙ž˙˛˙Ż˙ž˙ś˙¸˙ą˙ LBLGUI:WestwoodPacific RTS ş˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ LBLGUI:ClickToDisplayGameInfo RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙›˙–˙Œ˙˙“˙ž˙†˙ß˙˜˙ž˙’˙š˙ß˙–˙‘˙™˙˙ LBL GUI:GameInfo RTS ¸˙ž˙’˙š˙ß˙ś˙‘˙™˙˙ LBLGUI:OptionsDescription RTSť˙–˙Œ˙˙“˙ž˙†˙ß˙¸˙ž˙’˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙ť˙–˙ž˙“˙˙˜˙ LBL GUI:SFXVolume RTSŹ˙˙Š˙‘˙›˙ß˙š˙§˙ß˙Š˙˙“˙Š˙’˙š˙ LBL GUI:3DSound RTSĚ˙ť˙ß˙Ź˙˙Š˙‘˙›˙ LBLGUI:ScrollSpeed RTS Ź˙œ˙˙˙“˙“˙ß˙Ź˙˙š˙š˙›˙ LBLGUI:Resolution RTS ­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ LBLGUI:Resolution0 RTSÎ˙Ď˙Í˙Ë˙‡˙Č˙É˙Ç˙ LBLGUI:Resolution1 RTSÇ˙Ď˙Ď˙‡˙É˙Ď˙Ď˙ LBLGUI:Resolution2 RTSÉ˙Ë˙Ď˙‡˙Ë˙Ç˙Ď˙ LBL GUI:Detail RTSť˙š˙‹˙ž˙–˙“˙ LBLGUI:??? RTSŔ˙Ŕ˙Ŕ˙ LBL GUI:Faction RTSž˙˙’˙†˙ LBLGUI:AntiAliasing0 RTS°˙™˙™˙ LBLGUI:AntiAliasing1 RTSł˙˙ˆ˙ LBLGUI:AntiAliasing2 RTSˇ˙–˙˜˙—˙ LBLGUI:IPAddresses RTSł˙ž˙ą˙ß˙ś˙Ż˙Ĺ˙ LBLGUI:MinPointPercent RTS˛˙–˙‘˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ LBLGUI:MaxPointPercent RTS˛˙ž˙‡˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ LBLGUI:NumPlayers RTSŻ˙“˙ž˙†˙š˙˙Œ˙Ĺ˙ LBLGUI:PlayersVersusPlayers RTSÚ˙›˙‰˙Ú˙›˙ LBLGUI:TimeInMilliseconds RTSÚ˙›˙ß˙’˙Œ˙ LBLGUI:MaxDisconnects RTS˛˙ž˙‡˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ĺ˙ LBL GUI:Confirm RTS ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙Ŕ˙ LBLGUI:NothingSelected RTSą˙˙‹˙—˙–˙‘˙˜˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ LBLGUI:SelectedAcrossScreen RTSŹ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙Œ˙œ˙˙š˙š˙‘˙ LBLGUI:SelectedAcrossMap RTSŹ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙’˙ž˙˙ LBLKEYBOARD:Shift+ RTSŹ˙—˙–˙™˙‹˙Ô˙ LBL KEYBOARD:Alt+ RTSž˙“˙‹˙Ô˙ LBLKEYBOARD:Ctrl+ RTSź˙‹˙˙“˙Ô˙ LBLTOOLTIP:ScienceCost RTSź˙˙Œ˙‹˙Ĺ˙ß˙Ú˙›˙ LBL TOOLTIP:Cost RTSź˙˙Œ˙‹˙Ĺ˙ß˙Ú˙›˙ LBLTOOLTIP:SupplyWarehouse RTS ő˙ß˙Ű˙Ú˙›˙ß˙˙š˙’˙ž˙–˙‘˙ LBLTOOLTIP:LobbyPlayers RTS#Ż˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙¸˙ž˙’˙š˙ß˙ł˙˙˙˙†˙ LBLTOOLTIP:StartWorldBuilder RTSŹ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙¨˙˙˙“˙›˙ß˙˝˙Š˙–˙“˙›˙š˙˙ß˙š˙›˙–˙‹˙˙˙ LBLTOOLTIP:GetUpdate RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙˜˙ž˙’˙š˙ß˙Š˙˙›˙ž˙‹˙š˙ LBLTOOLTIP:GetMapPack RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‘˙š˙ˆ˙ß˙’˙ž˙˙ß˙˙ž˙œ˙”˙ LBLTOOLTIP:Skirmish RTSş˙‘˙‹˙š˙˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙Œ˙š˙‹˙Š˙˙ß˙’˙š˙‘˙Š˙ LBLTOOLTIP:Online RTSfź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ť˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙”˙–˙“˙“˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙™˙˙˙’˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙Ţ˙ LBLTOOLTIP:Network RTS`ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙ľ˙˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ł˙˙˙˙†˙Ń˙ß˙Ť˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‹˙‹˙“˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙˙‰˙š˙˙ß˙ž˙ß˙ł˙˙œ˙ž˙“˙ß˙ž˙˙š˙ž˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBLTOOLTIP:Options RTSWź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙’˙˙›˙–˙™˙†˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙˙˙‹˙–˙˙‘˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙ž˙›˙•˙Š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙‰˙–˙›˙š˙˙Ó˙ß˙ž˙Š˙›˙–˙˙ß˙ž˙‘˙›˙ß˙˜˙ž˙’˙š˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙ LBL TOOLTIP:Exit RTS>ş˙‡˙–˙‹˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ LBLTOOLTIP:ExitGame RTS>ş˙‡˙–˙‹˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ LBLTOOLTIP:LoadGame RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:MapPreviewWindow RTS›˛˙ž˙˙ß˙˙˙š˙‰˙–˙š˙ˆ˙Œ˙ß˙œ˙ž˙‘˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙“˙š˙˜˙ß˙Š˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙‹˙˙ß˙œ˙˙’˙š˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙Œ˙ß˙Ů˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙ž˙“˙Œ˙˙ß˙œ˙—˙˙˙Œ˙š˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙˙˙–˙‘˙‹˙ LBLTOOLTIP:SaveGame RTS#ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙ß˙–˙‘˙ß˙˙˙˙˜˙˙š˙Œ˙Œ˙ LBLTOOLTIP:AcceptButton RTSž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙œ˙—˙˙–˙œ˙š˙ LBLTOOLTIP:CopyReplayToDesktop RTS)ź˙˙˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙­˙š˙˙“˙ž˙†˙ß˙™˙–˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ť˙š˙Œ˙”˙‹˙˙˙ LBLTOOLTIP:ProviderType RTSŹ˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙ž˙Š˙›˙–˙˙ß˙Ż˙˙˙‰˙–˙›˙š˙˙ LBLTOOLTIP:SpeakerType RTS!Ź˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙Ź˙˙š˙ž˙”˙š˙˙ß˙ź˙˙‘˙™˙–˙˜˙Š˙˙ž˙‹˙–˙˙‘˙ LBLTOOLTIP:LANPlayer RTSÚ˙“˙Œ˙ż˙Ú˙“˙Œ˙ LBLTOOLTIP:Resolution RTSiŻ˙–˙œ˙”˙ß˙ž˙ß˙Œ˙œ˙˙š˙š˙‘˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙ß˙—˙–˙˜˙—˙š˙˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙Ó˙ß˙‹˙—˙š˙ß˙Œ˙“˙˙ˆ˙š˙˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙“˙–˙”˙š˙“˙†˙ß˙‹˙˙ß˙˙“˙ž˙†˙ LBLTOOLTIP:CommandCategory RTS#Ż˙–˙œ˙”˙ß˙ž˙ß˙œ˙ž˙‹˙š˙˜˙˙˙†˙ß˙˙™˙ß˙”˙š˙†˙˙˙ž˙˙›˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:CommandDescription RTS(Ť˙—˙š˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:StartPosition RTSŹ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙Ż˙˙Œ˙–˙‹˙–˙˙‘˙ LBLTOOLTIP:SelectMap RTS,Ź˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ LBL TOOLTIP:Vote RTS=ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙‰˙˙‹˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˜˙ž˙’˙š˙ß˙–˙‘˙ß˙˙˙›˙š˙˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBLTOOLTIP:NumberOfVotes RTSŠ˙˙‹˙š˙Œ˙ß˙œ˙ž˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙˙“˙ž˙†˙š˙˙ LBLTOOLTIP:QuitMultiplayerGame RTSş˙‡˙–˙‹˙ß˙‹˙˙ß˙˜˙ž˙’˙š˙ß˙’˙š˙‘˙Š˙Œ˙ LBLTOOLTIP:RestartGame RTS"­˙š˙Œ˙‹˙ž˙˙‹˙ß˙˜˙ž˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙ž˙’˙š˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙ LBL TOOLTIP:Help RTSŃ˙ LBLTOOLTIP:StartLocation RTSŹ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ LBLTOOLTIP:ReturnToGame RTS­˙ş˙Ť˙Ş˙­˙ą˙ß˙Ť˙°˙ß˙¸˙ž˙˛˙ş˙ LBLTOOLTIP:CommandList RTS+ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙œ˙ž˙‹˙š˙˜˙˙˙†˙ LBLTOOLTIP:CurrentHotkey RTS,ť˙–˙Œ˙˙“˙ž˙†˙Œ˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:AssignHotkey RTS"ş˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙—˙š˙˙š˙ LBLTOOLTIP:AssignHotkeyCurrent RTS0Ť˙—˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙Œ˙Œ˙–˙˜˙‘˙š˙›˙ß˙‹˙˙ LBLTOOLTIP:AssignButton RTS"ž˙Œ˙Œ˙–˙˜˙‘˙Œ˙ß˙†˙˙Š˙˙ß˙œ˙—˙˙Œ˙š˙‘˙ß˙ˇ˙˙‹˙”˙š˙†˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBLTOOLTIP:ResetAll RTS.­˙š˙Œ˙š˙‹˙Œ˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙”˙š˙†˙˙˙ž˙˙›˙ß˙ˇ˙˙‹˙”˙š˙†˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙ž˙Š˙“˙‹˙ LBLTOOLTIP:BackButton RTS­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙’˙š˙‘˙Š˙ LBLTOOLTIP:ProviderSelect RTSxŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Ě˙Ň˙ť˙ß˙ž˙Š˙›˙–˙˙ß˙Ż˙˙˙‰˙–˙›˙š˙˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙œ˙—˙˙Œ˙š˙‘˙ß˙†˙˙Š˙˙ß˙˙˙‹˙–˙’˙ž˙“˙ß˙Œ˙š˙‹˙ß˙Š˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙’˙ž˙‘˙Š˙ž˙“˙“˙†˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙˙˙š˙™˙š˙˙ LBLTOOLTIP:SpeakerSelect RTStŹ˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙˙š˙ž˙”˙š˙˙ß˙Œ˙š˙‹˙Š˙˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙œ˙—˙˙Œ˙š˙‘˙ß˙†˙˙Š˙˙ß˙˙˙‹˙–˙’˙ž˙“˙ß˙Œ˙š˙‹˙ß˙Š˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙’˙ž˙‘˙Š˙ž˙“˙“˙†˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙˙˙š˙™˙š˙˙ LBLTOOLTIP:DontUseAccount RTSƒł˙˙˜˙ß˙–˙‘˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙Œ˙Œ˙ß˙†˙˙Š˙˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙Ż˙š˙˙Œ˙˙‘˙ž˙ß˙˙˙ß˙ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ LBLTOOLTIP:CommunicatorButton RTSź˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙˙ß˙˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:NameButton RTSŹ˙˙˙‹˙ß˙˙†˙ß˙˜˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ LBLTOOLTIP:PingButton RTS Ź˙˙˙‹˙ß˙˙†˙ß˙Ż˙–˙‘˙˜˙ LBLTOOLTIP:UseAccount RTS"ľ˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBL TOOLTIP:Login RTS"ľ˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLTOOLTIP:CreateAccount RTS2ź˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBL TOOLTIP:TOS RTS Š˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ß˙ž˙˜˙˙š˙š˙’˙š˙‘˙‹˙ LBLTOOLTIP:RememberInfo RTSF­˙š˙’˙š˙’˙˙š˙˙ß˙“˙˙˜˙–˙‘˙ß˙–˙‘˙™˙˙Ń˙ß˙ą˙˙‹˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙š˙›˙ß˙™˙˙˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙Š˙Œ˙š˙˙Œ˙ LBL TOOLTIP:Back RTS­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙Œ˙œ˙˙š˙š˙‘˙ LBLTOOLTIP:BattleHonors RTSoŤ˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ß˙ž˙ß˙˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙ő˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙‘˙ß˙˙†˙ß˙ž˙œ˙—˙–˙š˙‰˙–˙‘˙˜˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙ß˙˜˙˙ž˙“˙Œ˙ß˙–˙‘˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙ LBLTOOLTIP:BattleHonorStreak3 RTSzŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ě˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorStreak10 RTS{Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorLoyaltyUSA RTSCŞ˙Ź˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ LBLTOOLTIP:BattleHonorLoyaltyChina RTSCź˙—˙–˙‘˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ LBLTOOLTIP:BattleHonorLoyaltyGLA RTSC¸˙ł˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLTOOLTIP:BattleHonorBattleTank RTSS˝˙ž˙‹˙‹˙“˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙Ę˙Ď˙Ô˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:BattleHonorAirWing RTSSž˙–˙˙ß˙¨˙–˙‘˙˜˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙Í˙Ď˙Ô˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:BattleHonorEndurance RTSHş˙‘˙›˙Š˙˙ž˙‘˙œ˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙’˙ž˙˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙ž˙ß˙˝˙˙˙‘˙…˙š˙Ó˙ß˙Ź˙–˙“˙‰˙š˙˙Ó˙ß˙˙˙ß˙¸˙˙“˙›˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorCampaignUSA RTS…Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL TOOLTIP:BattleHonorCampaignChina RTS‰ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBLTOOLTIP:BattleHonorCampaignGLA RTS…¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBLTOOLTIP:BattleHonorChallenge RTS>ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙ž˙ß˙ˇ˙ž˙˙›˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ LBLTOOLTIP:ProgressToNextRank RTS(Ż˙˙˙˜˙˙š˙Œ˙Œ˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙œ˙—˙š˙–˙‰˙š˙›˙ LBLTOOLTIP:SetLocale RTS$ź˙—˙ž˙‘˙˜˙š˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ł˙˙œ˙ž˙“˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙–˙˙‘˙ LBLTOOLTIP:DeleteAccount RTSť˙š˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLTOOLTIP:AsianText RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙‹˙˙˜˙˜˙“˙š˙ß˙ž˙Œ˙–˙ž˙‘˙ß˙œ˙—˙ž˙‹˙Ó˙ß˙š˙‹˙œ˙ LBLTOOLTIP:NonAsianText RTS#ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙‹˙˙˜˙˜˙“˙š˙ß˙ą˙˙‘˙ß˙ž˙Œ˙–˙ž˙‘˙ß˙œ˙—˙ž˙‹˙Ó˙ß˙š˙‹˙œ˙ LBLGUI:AreYouSureDeleteAccount RTSWž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙˙’˙ž˙‘˙š˙‘˙‹˙“˙†˙ß˙›˙š˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙Œ˙ž˙‰˙š˙›˙ß˙Œ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙Ŕ˙ LBLGUI:NonAsianText RTSą˙˙‘˙Ň˙ž˙Œ˙–˙ž˙‘˙ß˙Ť˙š˙‡˙‹˙ LBL GUI:AsianText RTS ž˙Œ˙–˙ž˙‘˙ß˙Ť˙š˙‡˙‹˙ LBLGUI:DeleteAccount RTSť˙ş˙ł˙ş˙Ť˙ş˙ß˙ž˙ź˙ź˙°˙Ş˙ą˙Ť˙ LBL GUI:SetLocale RTS Ź˙ş˙Ť˙ß˙ł˙°˙ź˙ž˙ł˙ş˙ LBL GUI:WinLoss RTS¨˙–˙‘˙Đ˙ł˙˙Œ˙Œ˙ LBL GUI:FavSide RTS š˙ž˙‰˙˙˙–˙‹˙š˙ß˙ž˙˙’˙†˙ LBL GUI:Discons RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:BattleHonors RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ LBLGUI:TotalBuddys RTS Ť˙˙‹˙ž˙“˙ß˙˝˙Š˙›˙›˙†˙Œ˙ LBLGUI:PlayerStatistics RTS Ú˙—˙Œ˙Ó˙ß˙™˙˙˙’˙ß˙Ú˙“˙Œ˙ LBLGUI:TotalBuilt RTS Ť˙˙‹˙ž˙“˙ß˙˝˙Š˙–˙“˙‹˙ LBLGUI:TotalDeaths RTS Ť˙˙‹˙ž˙“˙ß˙ť˙š˙ž˙‹˙—˙Œ˙ LBLGUI:TotalKills RTS Ť˙˙‹˙ž˙“˙ß˙´˙–˙“˙“˙Œ˙ LBLGUI:FavoriteUnit RTS š˙ž˙‰˙˙˙–˙‹˙š˙ß˙Ş˙‘˙–˙‹˙ LBLGUI:FavoriteSide RTS š˙ž˙‰˙˙˙–˙‹˙š˙ß˙ž˙˙’˙†˙ LBL GUI:Loses RTSł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:Wins RTS¨˙–˙‘˙Œ˙ LBLGUI:TotalDesyncs RTSť˙š˙Œ˙†˙‘˙œ˙Œ˙ LBLGUI:TotalDisconnects RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:GamesPlayed RTS ¸˙ž˙’˙š˙Œ˙ß˙Ż˙“˙ž˙†˙š˙›˙ LBLGUI:TOS RTS Ź˙ş˙­˙Š˙ś˙ź˙ş˙ß˙Ť˙ş˙­˙˛˙Ź˙ LBLGUI:RememberInfo RTS­˙š˙’˙š˙’˙˙š˙˙ß˙’˙†˙ß˙ś˙‘˙™˙˙ LBLGUI:HostWantsToStart RTS0Ť˙—˙š˙ß˙ˇ˙˙Œ˙‹˙ß˙ˆ˙ž˙‘˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙Ń˙ß˙Ż˙˙š˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ LBLGUI:PlayerNoMap RTSÚ˙“˙Œ˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙ LBLGUI:LocalPlayerNoMap RTSŚ˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙ LBLGUI:NeedMorePlayers RTS)Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙˙“˙ž˙†˙š˙˙×˙Œ˙Ö˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLGUI:NotifiedStartIntent RTSDŤ˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙‘˙˙‹˙–˙™˙–˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBL GUI:HostLeft RTS?Ť˙—˙š˙ß˙—˙˙Œ˙‹˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙˙Š˙‹˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBLGUI:HostLeftTitle RTS ˇ˙°˙Ź˙Ť˙ß˙ˇ˙ž˙Ź˙ß˙ł˙ş˙š˙Ť˙ LBLGUI:WidenSearch RTS ¨˙ś˙ť˙ş˙ą˙ß˙Ź˙ş˙ž˙­˙ź˙ˇ˙ LBL GUI:QMAborted RTS˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙ž˙˙˙˙‹˙š˙›˙ LBLGUI:DrawScrollAnchor RTSť˙˙ž˙ˆ˙ß˙Œ˙œ˙˙˙“˙“˙ß˙ž˙‘˙œ˙—˙˙˙ LBLGUI:MoveScrollAnchor RTS˛˙˙‰˙š˙ß˙Œ˙œ˙˙˙“˙“˙ß˙ž˙‘˙œ˙—˙˙˙ LBLGUI:GroupRoom1 RTSÎ˙ß˙‰˙Œ˙ß˙Î˙ LBLGUI:GroupRoom2 RTSÍ˙ß˙‰˙Œ˙ß˙Í˙ LBLGUI:GroupRoom3 RTSĚ˙ß˙‰˙Œ˙ß˙Ě˙ LBL GUI:Email RTSş˙’˙ž˙–˙“˙ LBL GUI:NoLadder RTS ą˙˙ß˙ł˙ž˙›˙›˙š˙˙ LBLGUI:ChooseLadder RTSź˙ˇ˙°˙°˙Ź˙ş˙ß˙ž˙ß˙ł˙ž˙ť˙ť˙ş˙­˙ LBLGUI:UnknownLadder RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙ł˙ž˙›˙›˙š˙˙ LBL GUI:WOLLogin RTS¸˙ş˙ą˙ş˙­˙ž˙ł˙Ź˙ß˙°˙ą˙ł˙ś˙ą˙ş˙ß˙ł˙°˙¸˙ß˙ś˙ą˙ LBLGUI:PleaseEnterWOLInfo RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙–˙‘˙™˙˙ LBL GUI:Username RTSą˙–˙œ˙”˙‘˙ž˙’˙š˙ LBL GUI:Server RTSŹ˙š˙˙‰˙š˙˙ LBLGUI:RememberPassword RTS­˙š˙’˙š˙’˙˙š˙˙ß˙˛˙†˙ß˙Ż˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:CreateAccount RTSź˙­˙ş˙ž˙Ť˙ş˙ß˙ž˙ź˙ź˙°˙Ş˙ą˙Ť˙ LBL GUI:TryAgain RTS Ť˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙ LBLGUI:NetworkOptions RTSą˙ş˙Ť˙¨˙°˙­˙´˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:GammaAdjustment RTS ˝˙˙–˙˜˙—˙‹˙‘˙š˙Œ˙Œ˙ LBLGUI:HelpDescription RTSť˙–˙Œ˙˙“˙ž˙†˙ß˙—˙š˙“˙˙ß˙›˙–˙ž˙“˙˙˜˙ LBLGUI:ReturnToGame RTS­˙ş˙Ť˙Ş˙­˙ą˙ß˙Ť˙°˙ß˙¸˙ž˙˛˙ş˙ LBL GUI:NewGame RTSą˙š˙ˆ˙ß˙¸˙ž˙’˙š˙ LBLGUI:RestartGame RTS ­˙ş˙Ź˙Ť˙ž˙­˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:MatchingProgress RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙Ż˙˙˙˜˙˙š˙Œ˙Œ˙ LBLGUI:Player'sName RTS°˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ą˙ž˙’˙š˙ LBLGUI:AllTimeWins RTS ž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙¨˙–˙‘˙Œ˙ LBLGUI:AllTimeLosses RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙ł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:AllTimePoints RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙­˙ž˙‘˙”˙ß˙Ż˙˙–˙‘˙‹˙Œ˙ LBLGUI:AllTimeDisconnects RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLGUI:HighestRank RTSž˙“˙“˙Ň˙Ť˙–˙’˙š˙ß˙ˇ˙–˙˜˙—˙š˙Œ˙‹˙ß˙­˙ž˙‘˙”˙ LBL GUI:Honor RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙ LBLGUI:LastUpdated RTSŻ˙“˙ž˙†˙š˙˙ß˙Ż˙˙˙™˙–˙“˙š˙ß˙ł˙ž˙Œ˙‹˙ß˙Ş˙˙›˙ž˙‹˙š˙›˙ LBLGUI:WOLIconKey RTSś˙œ˙˙‘˙ß˙´˙š˙†˙ LBL GUI:MyInfo RTS ˛˙Ś˙ß˙Ż˙ş˙­˙Ź˙°˙ą˙ž˙ LBL GUI:Buddies RTS ź˙°˙˛˙˛˙Ş˙ą˙ś˙ź˙ž˙Ť˙°˙­˙ LBL GUI:Community RTSť˙ž˙–˙“˙†˙ß˙ž˙˙’˙†˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ž˙˜˙š˙Œ˙ LBL GUI:SortAlpha RTSą˙ž˙’˙š˙ LBL GUI:SortPing RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLGUI:SortBuddies RTS˝˙Š˙›˙›˙–˙š˙Œ˙ LBL GUI:GSRank0 RTSŻ˙˙–˙‰˙ž˙‹˙š˙ LBL GUI:GSRank1 RTSź˙˙˙˙˙˙ž˙“˙ LBL GUI:GSRank2 RTSŹ˙š˙˙˜˙š˙ž˙‘˙‹˙ LBL GUI:GSRank3 RTS ł˙–˙š˙Š˙‹˙š˙‘˙ž˙‘˙‹˙ LBL GUI:GSRank4 RTSź˙ž˙˙‹˙ž˙–˙‘˙ LBL GUI:GSRank5 RTS˛˙ž˙•˙˙˙ LBL GUI:GSRank6 RTSź˙˙“˙˙‘˙š˙“˙ LBL GUI:GSRank7 RTS˝˙˙–˙˜˙ž˙›˙–˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL GUI:GSRank8 RTS¸˙š˙‘˙š˙˙ž˙“˙ LBL GUI:GSRank9 RTSź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙–˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLGUI:GSErrorTitle RTS ą˙˙‹˙–˙™˙–˙œ˙ž˙‹˙–˙˙‘˙ LBLGUI:GSDisconnected RTS/Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‹˙ß˙Œ˙š˙˙‰˙š˙˙ LBLGUI:GSDisconReason1 RTS;Ť˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙š˙š˙‘˙ß˙‹˙ž˙”˙š˙‘˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙˙˙Œ˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBLGUI:GSDisconReason2 RTS/Ť˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙˙˙Œ˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBLGUI:GSDisconReason3 RTS0ł˙˙Œ˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLGUI:GSDisconReason4 RTS2ź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLGUI:GSDisconReason5 RTSBł˙˙˜˙–˙‘˙ß˙˙˙˙œ˙š˙Œ˙Œ˙ß˙—˙ž˙Œ˙ß˙‹˙–˙’˙š˙›˙ß˙˙Š˙‹˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLGUI:GSDisconReason6 RTScŤ˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Đ˙š˙’˙ž˙–˙“˙ß˙œ˙˙’˙˙˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙š˙‡˙–˙Œ˙‹˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙‘˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSDisconReason7 RTSŤ˙—˙ž˙‹˙ß˙š˙’˙ž˙–˙“˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙ LBLGUI:GSDisconReason8 RTS,Ť˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙–˙Œ˙ß˙–˙‘˙œ˙˙˙˙š˙œ˙‹˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙ LBLGUI:GSDisconReason9 RTS ˝˙ž˙›˙ß˙˙˙˙™˙–˙“˙š˙ LBLGUI:GSDisconReason10 RTSŻ˙˙˙™˙–˙“˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙“˙š˙‹˙š˙›˙ LBLGUI:GSDisconReason11 RTS#˝˙Š˙›˙›˙†˙ß˙Œ˙š˙˙‰˙š˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙š˙™˙Š˙Œ˙š˙›˙ LBLGUI:GSDisconReason12 RTS!˝˙Š˙›˙›˙†˙ß˙Œ˙š˙˙‰˙š˙˙ß˙ž˙Š˙‹˙—˙˙˙–˙…˙ž˙‹˙–˙˙‘˙ß˙™˙ž˙–˙“˙š˙›˙ LBLGUI:GSDisconReason13 RTS,Ź˙š˙˙–˙ž˙“˙ß˙‘˙Š˙’˙˙š˙˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBLGUI:GSDisconReason14 RTS(­˙š˙˜˙–˙Œ˙‹˙˙†˙ß˙–˙Œ˙ß˙œ˙˙˙˙Š˙˙‹˙ß˙ž˙‘˙›˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙“˙‹˙š˙˙š˙›˙ LBLGUI:GSDisconReason15 RTSŹ˙š˙˙–˙ž˙“˙ß˙‘˙Š˙’˙˙š˙˙ß˙–˙Œ˙ß˙˙ž˙‘˙‘˙š˙›˙ LBLGUI:GSGroupRoomJoinFail RTSš˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙œ˙—˙ž˙‹˙ß˙˙˙˙’˙ LBLGUI:JoinFailedRoomFull RTS!š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLGUI:JoinFailedInviteOnly RTS,š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ß˙–˙Œ˙ß˙–˙‘˙‰˙–˙‹˙ž˙‹˙–˙˙‘˙ß˙˙‘˙“˙†˙ LBLGUI:JoinFailedBannedFromRoom RTS3š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ LBLGUI:JoinFailedBadPassword RTS#š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙–˙‘˙œ˙˙˙˙š˙œ˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:JoinFailedAlreadyInRoom RTS*š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙ž˙ß˙˙˙˙’˙ LBLGUI:JoinFailedNoConnection RTS-š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‘˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙˙ß˙œ˙—˙ž˙‹˙ß˙Œ˙š˙˙‰˙š˙˙ LBLGUI:JoinFailedCRCMismatch RTS0š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙ž˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ LBLGUI:JoinFailedUnknownLadder RTS4š˙ž˙–˙“˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙Ň˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙ß˙Š˙‘˙”˙‘˙˙ˆ˙‘˙ß˙“˙ž˙›˙›˙š˙˙ LBLGUI:JoinFailedDefault RTSš˙ž˙ś˙ł˙ş˙ť˙ß˙Ť˙°˙ß˙ľ˙°˙ś˙ą˙ß˙­˙°˙°˙˛˙ LBL GUI:GSKicked RTSŚ˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙”˙–˙œ˙”˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙˙˙’˙ LBLGUI:NATNegotiationFailed RTS$Ş˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙×˙Œ˙Ö˙ LBLGUI:GPErrorTitle RTS ˝˙Ş˙ť˙ť˙Ś˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:GPDisconnected RTSNŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙Š˙›˙›˙†˙ß˙Œ˙š˙˙‰˙š˙˙Ń˙ß˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙˙š˙œ˙˙‘˙‘˙š˙œ˙‹˙Ŕ˙ LBLGUI:GPNoProfile RTSEŚ˙˙Š˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙“˙˙˜˙ß˙–˙‘˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙Ż˙˙˙™˙–˙“˙š˙Ń˙ß˙ą˙˙ß˙˝˙Š˙›˙›˙†˙ß˙–˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBLGUI:PSErrorTitle RTSŻ˙ş˙­˙Ź˙ś˙Ź˙Ť˙ş˙ą˙Ť˙ß˙Ź˙Ť˙°˙­˙ž˙¸˙ş˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:PSCannotConnect RTS2ź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙˙Œ˙–˙Œ˙‹˙š˙‘˙‹˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙Œ˙š˙˙‰˙š˙˙ LBL Buddy:Offline RTS°˙™˙™˙“˙–˙‘˙š˙ LBL Buddy:Online RTS°˙‘˙“˙–˙‘˙š˙ LBLBuddy:Chatting RTSź˙—˙ž˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBL Buddy:Staging RTSŹ˙‹˙ž˙˜˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBL Buddy:Loading RTSł˙˙ž˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBL Buddy:Playing RTSŻ˙“˙ž˙†˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBLBuddy:Matching RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ LBLBuddy:OnlineNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙‘˙“˙–˙‘˙š˙ LBLBuddy:OfflineNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙™˙™˙“˙–˙‘˙š˙ LBLBuddy:AddNotification RTSž˙›˙›˙ß˙˝˙Š˙›˙›˙†˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙ß˙™˙˙˙’˙ß˙Ú˙—˙Œ˙ LBLBuddy:MessageNotification RTSÚ˙—˙Œ˙ß˙Œ˙ž˙†˙Œ˙Ĺ˙ß˙ő˙ß˙Ř˙Ú˙Œ˙Ń˙Ń˙Ń˙Ř˙ LBL GUI:Com/Tac RTSź˙˙’˙Đ˙Ť˙ž˙œ˙ LBLGUI:MoneySymbol RTSŰ˙ LBLGUI:$$$ RTSŰ˙Ű˙Ű˙ LBLGUI:OverchargeExhausted RTS°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙ LBLGUI:NotEnoughMoneyToBuild RTS)Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙˙‘˙š˙†˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ LBLGUI:NotEnoughMoneyToUpgrade RTS+Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙˙‘˙š˙†˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ LBL GUI:Level RTSł˙š˙‰˙š˙“˙ LBLGUI:Tac RTSŤ˙ž˙œ˙ LBL GUI:Strat RTSŹ˙‹˙˙ž˙‹˙ LBL GUI:Struct RTSŹ˙‹˙˙Š˙œ˙‹˙ LBL GUI:Waypt RTS¨˙ž˙†˙˙‹˙ LBL GUI:WOLStatus RTS$ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙ LBLGUI:AIDifficulty RTSź˙˙’˙˙Š˙‹˙š˙˙ß˙ť˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ LBL GUI:EasyAI RTS ş˙ž˙Œ˙†˙ß˙ž˙˙’˙†˙ LBL GUI:MediumAI RTS ˛˙š˙›˙–˙Š˙’˙ß˙ž˙˙’˙†˙ LBL GUI:HardAI RTS ˇ˙ž˙˙›˙ß˙ž˙˙’˙†˙ LBLGUI:Hide RTS˝˙ž˙ź˙´˙ LBL GUI:Pause RTSŻ˙ž˙Š˙Œ˙š˙ LBL GUI:NextFrame RTS ą˙š˙‡˙‹˙ß˙š˙˙ž˙’˙š˙ LBLGUI:ReplayMenu RTSł˙°˙ž˙ť˙ LBLGUI:AntiAliasing RTS ž˙‘˙‹˙–˙Ň˙ž˙“˙–˙ž˙Œ˙–˙‘˙˜˙ LBLGUI:ScreenCapture RTSŹ˙œ˙˙š˙š˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙›˙ß˙‹˙˙ß˙Ř˙Ú˙Œ˙Ř˙ LBLGUI:ScreenshotCapture RTSŹ˙œ˙˙š˙š˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ LBL GUI:ScreenshotCaptureDescription RTS"Ť˙ž˙”˙š˙ß˙ž˙ß˙Œ˙‘˙ž˙˙Œ˙—˙˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙Œ˙œ˙˙š˙š˙‘˙ LBLGUI:Null RTSŃ˙ LBLGUI:CRCMismatch RTSo¸˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙ß˙’˙–˙Œ˙’˙ž˙‹˙œ˙—˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙š˙ž˙‘˙Œ˙ß˙‹˙—˙š˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙“˙˙Œ˙‹˙ß˙Œ˙†˙‘˙œ˙—˙˙˙‘˙–˙…˙ž˙‹˙–˙˙‘˙ß˙›˙ž˙‹˙ž˙ß˙˙š˙‹˙ˆ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLGUI:CurrentHotkey RTSź˙Š˙˙˙š˙‘˙‹˙ß˙ˇ˙˙‹˙”˙š˙†˙ LBLGUI:AssignNewHotkey RTSž˙Œ˙Œ˙–˙˜˙‘˙ß˙ą˙š˙ˆ˙ß˙ˇ˙˙‹˙”˙š˙†˙ LBLGUI:CurrentlyAssignedTo RTSź˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙Œ˙Œ˙–˙˜˙‘˙š˙›˙ß˙Ť˙˙ LBL GUI:Reset RTS­˙š˙Œ˙š˙‹˙ LBLQM:JOININGQMCHANNEL RTSľ˙˙–˙‘˙–˙‘˙˜˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙Ń˙Ń˙Ń˙ LBL QM:WORKING RTS5Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙Ń˙Ń˙Ń˙ LBL QM:POOLSIZE RTS5Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙Ń˙Ń˙Ń˙ LBLQM:LOOKINGFORBOT RTS;ł˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙Ń˙Ń˙Ń˙ LBL QM:SENTINFO RTS¸˙ž˙’˙š˙ß˙–˙‘˙™˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙‘˙‹˙Ń˙Ń˙Ń˙ LBLQM:WIDENINGSEARCH RTS<¨˙–˙›˙š˙‘˙–˙‘˙˜˙ß˙Œ˙š˙ž˙˙œ˙—˙ß˙™˙˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙œ˙“˙˙Œ˙š˙Œ˙‹˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙Ń˙Ń˙Ń˙ LBL QM:MATCHED RTS$ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙ž˙ß˙’˙ž˙‹˙œ˙—˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙™˙˙Š˙‘˙›˙Ń˙Ń˙Ń˙ LBL QM:INCHANNEL RTS ś˙‘˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙Ń˙Ń˙Ń˙ LBLQM:NEGOTIATINGFIREWALLS RTSą˙š˙˜˙˙‹˙–˙ž˙‹˙–˙‘˙˜˙ß˙™˙–˙˙š˙ˆ˙ž˙“˙“˙Œ˙Ń˙Ń˙Ń˙ LBLQM:STARTINGGAME RTSŹ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙Ń˙Ń˙Ń˙ LBLQM:COULDNOTFINDBOT RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙ LBLQM:COULDNOTFINDCHANNEL RTS!ź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLQM:COULDNOTNEGOTIATEFIREWALLS RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙‘˙š˙˜˙˙‹˙–˙ž˙‹˙š˙ß˙™˙–˙˙š˙ˆ˙ž˙“˙“˙Œ˙ LBL QM:STOPPED RTSŽ˙Š˙–˙œ˙”˙’˙ž˙‹˙œ˙—˙ß˙ž˙˙˙˙‹˙š˙›˙ LBLQM:WaitingForPlayerToJoin RTS¨˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙‹˙˙ß˙•˙˙–˙‘˙ LBLQM:FindingGameChannel RTSš˙–˙‘˙›˙–˙‘˙˜˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙˜˙ž˙’˙š˙ LBLQM:JoinedGameChannel RTSľ˙˙–˙‘˙š˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙˜˙ž˙’˙š˙ LBLQM:PlayerJoined RTS°˙˙˙˙‘˙š˙‘˙‹˙ß˙•˙˙–˙‘˙š˙›˙ LBLQM:LookingForMatchChannel RTSł˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLQM:NoMatchChannel RTS!ą˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙™˙˙Š˙‘˙›˙ LBLQM:JoinedMatchChannel RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙•˙˙–˙‘˙š˙›˙ LBLQM:NoMatchingBot RTS˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙ß˙‘˙˙‹˙ß˙™˙˙Š˙‘˙›˙ LBLQM:GameNotFound RTS8Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙œ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙˜˙ž˙’˙š˙ß˙‘˙˙‹˙ß˙™˙˙Š˙‘˙›˙ LBLQM:TimeoutOtherPlayer RTS:Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙‹˙–˙’˙š˙›˙ß˙˙Š˙‹˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLVersion:Format4 RTSÚ˙›˙Ń˙Ú˙Ď˙Í˙›˙Ń˙Ú˙›˙ß˙˝˙Š˙–˙“˙›˙ß˙Ú˙›˙ß˙Ú˙œ˙Ú˙œ˙ LBLVersion:Format3 RTSŠ˙š˙˙Œ˙–˙˙‘˙ß˙Ú˙›˙Ń˙Ú˙Ď˙Í˙›˙Ń˙Ú˙›˙ LBLVersion:Format2 RTSŠ˙š˙˙Œ˙–˙˙‘˙ß˙Ú˙›˙Ń˙Ú˙Ď˙Í˙›˙ LBLVersion:BuildTime RTSÚ˙“˙Œ˙ß˙Ú˙“˙Œ˙ LBLVersion:BuildMachine RTS˝˙Š˙–˙“˙›˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙Ĺ˙ß˙Ú˙“˙Œ˙ LBLVersion:BuildUser RTS˝˙†˙ß˙Ú˙“˙Œ˙ LBLGUI:SuperweaponDaisyCutter RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLGUI:SuperweaponParadropAmerica RTSŻ˙ž˙˙ž˙›˙˙˙˙ LBLGUI:SuperweaponClusterMines RTS ź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBLGUI:SuperweaponEMPPulse RTS ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ LBL*GUI:SuperweaponA10ThunderboltMissileStrike RTSž˙Î˙Ď˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLGUI:SuperweaponCrateDrop RTS ź˙˙ž˙‹˙š˙ß˙ť˙˙˙˙ LBLGUI:SuperweaponCarpetBomb RTS ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ LBLGUI:SuperweaponNapalmStrike RTS ą˙ž˙˙ž˙“˙’˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLGUI:SuperweaponCashHack RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ LBLGUI:SuperweaponNeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLGUI:SuperweaponScudStorm RTS Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBLGUI:SuperweaponTerrorCell RTS Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ LBLGUI:SuperweaponRebelAmbush RTSž˙’˙˙Š˙Œ˙—˙ LBLGUI:SuperweaponBlackMarketNuke RTS˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ą˙Š˙”˙š˙ LBLGUI:SuperweaponAnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLGUI:SuperweaponDemoralize RTS ť˙š˙’˙˙˙ž˙“˙–˙…˙š˙ LBL GUI:SpecialAbilityGuidedMissiles RTSł˙ž˙Œ˙š˙˙ß˙¸˙Š˙–˙›˙š˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL!GUI:SpecialAbilityDetonateCharges RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ź˙—˙ž˙˙˜˙š˙Œ˙ LBL#GUI:SuperweaponParticleUplinkCannon RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙Ş˙˙“˙–˙‘˙”˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLGUI:PatchAvailable RTSŞ˙Ż˙ť˙ž˙Ť˙ş˙ß˙ž˙Š˙ž˙ś˙ł˙ž˙˝˙ł˙ş˙ LBLGUI:MustPatchForOnline RTSBŚ˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLGUI:CanPatchForOnline RTS&¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙Ŕ˙ LBLGUI:CheckingForPatches RTSź˙—˙š˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙Ş˙˙›˙ž˙‹˙š˙Œ˙ LBLGUI:DownloadErrorTitle RTSť˙°˙¨˙ą˙ł˙°˙ž˙ť˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:DownloadSuccessTitle RTSť˙°˙¨˙ą˙ł˙°˙ž˙ť˙ß˙Ź˙Ş˙ź˙ź˙ş˙Ź˙Ź˙ LBLGUI:DownloadSuccess RTS!ť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙š˙˙˙˙˙Œ˙ LBLGUI:DownloadSuccessMustQuit RTSJź˙“˙–˙œ˙”˙ß˙°˙´˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ž˙‘˙›˙ß˙ž˙˙˙“˙†˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙ LBLGUI:DownloadBytesRatio RTS Ú˙›˙ß˙Đ˙ß˙Ú˙›˙ß˙˙†˙‹˙š˙Œ˙ LBLGUI:DownloadTimeLeft RTSÚ˙›˙Ĺ˙Ú˙Ď˙Í˙›˙Ĺ˙Ú˙Ď˙Í˙›˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBLGUI:DownloadUnknownTime RTSŔ˙Ŕ˙Ŕ˙ LBLFTP:StatusIdle RTSś˙›˙“˙š˙ LBLFTP:UnknownError RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙ş˙˙˙˙˙ LBLFTP:NoSuchServer RTSą˙˙ß˙Ź˙Š˙œ˙—˙ß˙Ź˙š˙˙‰˙š˙˙ LBLFTP:CouldNotConnect RTSź˙˙Š˙“˙›˙ß˙ą˙˙‹˙ß˙ź˙˙‘˙‘˙š˙œ˙‹˙ LBLFTP:LoginFailed RTS ł˙˙˜˙–˙‘˙ß˙š˙ž˙–˙“˙š˙›˙ LBLFTP:NoSuchFile RTS ą˙˙ß˙Ź˙Š˙œ˙—˙ß˙š˙–˙“˙š˙ LBLFTP:LocalFileOpenFailed RTSł˙˙œ˙ž˙“˙ß˙š˙–˙“˙š˙ß˙°˙˙š˙‘˙ß˙š˙ž˙–˙“˙š˙›˙ LBL FTP:TCPError RTS Ť˙ź˙Ż˙ß˙ş˙˙˙˙˙ LBLFTP:DisconnectError RTSť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙ş˙˙˙˙˙ LBLFTP:StatusConnecting RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙‘˙˜˙ LBLFTP:StatusLoggingIn RTS ł˙˙˜˙˜˙–˙‘˙˜˙ß˙ś˙‘˙ LBLFTP:StatusFindingFile RTS š˙–˙‘˙›˙–˙‘˙˜˙ß˙š˙–˙“˙š˙ LBLFTP:StatusQueryingResume RTSŽ˙Š˙š˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙­˙š˙Œ˙Š˙’˙š˙ß˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙ LBLFTP:StatusDownloading RTS ť˙˙ˆ˙‘˙“˙˙ž˙›˙–˙‘˙˜˙ LBLFTP:StatusDisconnecting RTS ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙‘˙˜˙ LBLFTP:StatusFinishing RTS š˙–˙‘˙–˙Œ˙—˙–˙‘˙˜˙ LBLFTP:StatusDone RTSť˙˙‘˙š˙ LBLFTP:StatusNone RTSą˙˙‘˙š˙ LBLWOL:InternalError RTS,ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙“˙ß˙ş˙˙˙˙˙ LBL WOL:ServerBan RTS]Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBLWOL:DisconnectedError RTS]Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBL WOL:NoServers RTS'ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙‘˙˙‹˙ß˙™˙˙Š˙‘˙›˙ LBLWOL:LoginTimeout RTS7Ť˙–˙’˙š˙›˙ß˙˙Š˙‹˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLWOL:NoMatchChannel RTSą˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙™˙˙Š˙‘˙›˙ LBLWOL:NoMatchbot RTSą˙˙ß˙˛˙ž˙‹˙œ˙—˙˛˙ž˙”˙š˙˙ß˙™˙˙Š˙‘˙›˙ LBLWOL:BadMatchParams RTS˝˙ž˙›˙ß˙’˙ž˙‹˙œ˙—˙ß˙˙ž˙˙ž˙’˙š˙‹˙š˙˙Œ˙ LBLWOL:ChatErrorNickInUse RTSŤ˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙–˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙Š˙Œ˙š˙ LBLWOL:ChatErrorBadPass RTS ś˙‘˙œ˙˙˙˙š˙œ˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙™˙˙˙ß˙‹˙—˙ž˙‹˙ß˙‘˙ž˙’˙š˙ LBLWOL:ChatErrorNoneSuch RTSą˙˙ß˙Œ˙Š˙œ˙—˙ß˙Š˙Œ˙š˙˙ß˙˙˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:ChatErrorConNetDown RTSą˙š˙‹˙ˆ˙˙˙”˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙ LBLWOL:ChatErrorConLookupFailed RTSť˙ą˙Ź˙ß˙“˙˙˙”˙Š˙˙ß˙™˙ž˙–˙“˙š˙›˙ LBLWOL:ChatErrorConError RTSš˙ž˙‹˙ž˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙š˙˙˙˙˙ß˙˙œ˙œ˙Š˙˙˙š˙›˙ LBLWOL:ChatErrorTimeout RTSŤ˙–˙’˙š˙˙Š˙‹˙ß˙˙œ˙œ˙Š˙˙˙š˙›˙ LBLWOL:ChatErrorMustPatch RTSKŚ˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙ß˙“˙ž˙‹˙š˙Œ˙‹˙ß˙Ş˙˙›˙ž˙‹˙š˙ß˙˙š˙™˙˙˙š˙ß˙•˙˙–˙‘˙–˙‘˙˜˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLWOL:ChatErrorStatusError RTSś˙‘˙‹˙š˙˙‘˙ž˙“˙ß˙Œ˙‹˙ž˙‹˙Š˙Œ˙ß˙š˙˙˙˙˙ LBLWOL:ChatErrorUnknownResponse RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ LBLWOL:ChatErrorChannelFull RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLWOL:ChatErrorChannelExists RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBL WOL:ChatErrorChannelDoesNotExist RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙š˙‡˙–˙Œ˙‹˙ LBLWOL:ChatErrorBadChannelPassword RTS˝˙ž˙›˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLWOL:ChatErrorBanned RTS]Ź˙˙˙˙†˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBLWOL:ChatErrorNotOper RTSź˙ž˙‘˙‘˙˙‹˙ß˙˙š˙˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBLWOL:ChatErrorAccountDisabled RTSŚ˙˙Š˙˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ LBLWOL:ChatErrorSerialBanned RTSCŚ˙˙Š˙˙ß˙Œ˙š˙˙–˙ž˙“˙ß˙‘˙Š˙’˙˙š˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙˙š˙‰˙–˙š˙ˆ˙ß˙‹˙—˙š˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙ß˙Ť˙š˙˙’˙Œ˙ LBLWOL:ChatErrorSerialDup RTSŚ˙˙Š˙˙ß˙Œ˙š˙˙–˙ž˙“˙ß˙–˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙Š˙Œ˙š˙ LBLWOL:ChatErrorSerialUnknown RTSŚ˙˙Š˙˙ß˙Œ˙š˙˙–˙ž˙“˙ß˙–˙Œ˙ß˙–˙‘˙‰˙ž˙“˙–˙›˙ LBLWOL:NetUtilErrorGeneric RTS¸˙š˙‘˙š˙˙–˙œ˙ß˙ą˙š˙‹˙Ş˙‹˙–˙“˙ß˙š˙˙˙˙˙ LBLWOL:NetUtilErrorBusy RTS˝˙Š˙Œ˙†˙ LBLWOL:NetUtilErrorTimeout RTSŤ˙–˙’˙š˙˙Š˙‹˙ LBLWOL:NetUtilErrorInvalidField RTS ś˙‘˙‰˙ž˙“˙–˙›˙ß˙™˙–˙š˙“˙›˙ LBLWOL:NetUtilErrorCantVerify RTS ź˙ž˙‘˙Ř˙‹˙ß˙‰˙š˙˙–˙™˙†˙ LBLWOL:NetUtilFinished RTSš˙–˙‘˙–˙Œ˙—˙š˙›˙ LBLWOL:UnknownError RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙š˙˙˙˙˙ LBLWOL:CouldNotCreateChannel RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:ErrorTitle RTS#ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙ş˙˙˙˙˙ LBLWOL:LoginErrorTitle RTS ł˙˙˜˙–˙‘˙ß˙ş˙˙˙˙˙ LBLWOL:CreatingChannel RTSź˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:ChannelClosed RTSź˙—˙ž˙‘˙‘˙š˙“˙ß˙—˙ž˙Œ˙ß˙œ˙“˙˙Œ˙š˙›˙ LBLWOL:BadChannelPassword RTS˝˙ž˙›˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLWOL:ChannelFull RTS ź˙—˙ž˙‘˙‘˙š˙“˙ß˙™˙Š˙“˙“˙ LBLWOL:BannedFromChannel RTS#Ś˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙ž˙‘˙‘˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:CannotJoinChannel RTSź˙ž˙‘˙‘˙˙‹˙ß˙•˙˙–˙‘˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBL WOL:NoWOLAPI RTS2Ź˙—˙ž˙˙š˙›˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙˙’˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙ß˙˙š˙š˙‘˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙š˙›˙ LBL WOL:OldWOLAPI RTSbŹ˙—˙ž˙˙š˙›˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙˙’˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙Š˙˙›˙ž˙‹˙š˙›˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙›˙–˙Œ˙œ˙ LBLWOL:BadRegistry RTS*ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙­˙š˙˜˙–˙Œ˙‹˙˙†˙ß˙–˙Œ˙ß˙œ˙˙˙˙Š˙˙‹˙ LBL WOL:GotPing RTSD­˙š˙œ˙š˙–˙‰˙š˙›˙ß˙˙–˙‘˙˜˙ß˙˙™˙ß˙Ú˙›˙’˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙‹˙—˙š˙ß˙˙–˙‘˙˜˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLWOL:ServerListAndVersion RTSš˙š˙‹˙œ˙—˙–˙‘˙˜˙ß˙Œ˙š˙˙‰˙š˙˙ß˙“˙–˙Œ˙‹˙ LBLWOL:GettingPings RTS<¸˙š˙‹˙‹˙–˙‘˙˜˙ß˙˙–˙‘˙˜˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙‹˙—˙š˙ß˙˙–˙‘˙˜˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLWOL:Connecting RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙‘˙˜˙ LBLWOL:JoinedChannel RTSŚ˙˙Š˙ß˙•˙˙–˙‘˙š˙›˙ß˙Ú˙“˙Œ˙ LBLWOL:LeftChannel RTS Ś˙˙Š˙ß˙“˙š˙™˙‹˙ß˙Ú˙“˙Œ˙ LBLWOL:UserKicked RTSÚ˙“˙Œ˙ß˙”˙–˙œ˙”˙š˙›˙ß˙Ú˙“˙Œ˙ß˙˙Š˙‹˙ß˙˙™˙ß˙Ú˙“˙Œ˙ LBLWOL:BeginIgnoreList RTS˝˙š˙˜˙–˙‘˙ß˙ś˙˜˙‘˙˙˙š˙ß˙ł˙–˙Œ˙‹˙ LBLWOL:IgnoredUser RTSÚ˙“˙Œ˙ LBLWOL:EndIgnoreList RTSş˙‘˙›˙ß˙ś˙˜˙‘˙˙˙š˙ß˙ł˙–˙Œ˙‹˙ LBLWOL:DownloadPatchNow RTS3¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ş˙˙›˙ž˙‹˙š˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ŕ˙ LBLWOL:FindInChannel RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙Œ˙ LBLWOL:FindInChannelOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙Œ˙ß˙˙‘˙ß˙Ú˙Œ˙ LBLWOL:FindOffline RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙“˙˙˜˙˜˙š˙›˙ß˙–˙‘˙ LBLWOL:FindHiding RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙˙š˙Œ˙˙˙‘˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙š˙ž˙˙œ˙—˙ LBLWOL:FindNotInChannel RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙–˙‘˙ß˙ž˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:FindNotInChannelOtherServer RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙˙‘˙ß˙Ú˙Œ˙ LBL WOL:Lob_49_0 RTS ˛˙ž˙–˙‘˙ß˙ł˙˙˙˙†˙ LBL WOL:Lob_49_1 RTS ž˙“˙‹˙š˙˙‘˙ž˙‹˙š˙ LBL WOL:Lob_49_2 RTS­˙š˙ž˙“˙–˙‹˙†˙ LBL WOL:Lob_41_0 RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ LBLWOL:UnknownServer RTSŠ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙Œ˙š˙˙‰˙š˙˙ LBLWOL:UnknownChannel RTSŠ˙‘˙”˙‘˙˙ˆ˙‘˙ß˙œ˙—˙ž˙‘˙‘˙š˙“˙ LBLWOL:BuddyMatching RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ LBLWOL:BuddyNotInChan RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙ LBLWOL:BuddyInGame RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLWOL:BuddyInChat RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙œ˙—˙ž˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyGameSetup RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyMatchingOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyNotInChanOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyInGameOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyInChatOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙œ˙—˙ž˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyGameSetupOtherServer RTSÚ˙“˙Œ˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Ú˙“˙Œ˙ß˙˙‘˙ß˙Ú˙“˙Œ˙ LBLWOL:BuddyHiding RTS Ú˙“˙Œ˙ß˙–˙Œ˙ß˙—˙–˙›˙–˙‘˙˜˙ LBL Chat:Everyone RTSş˙‰˙š˙˙†˙˙‘˙š˙ß˙Š˙–˙š˙ˆ˙Œ˙ LBL Chat:Allies RTS°˙‘˙“˙†˙ß˙ž˙“˙“˙–˙š˙Œ˙ß˙Š˙–˙š˙ˆ˙ LBL GUI:Clear RTSź˙ł˙ş˙ž˙­˙ LBLLAN:GameStartTimerPlural RTS¸˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙˙‹˙ß˙–˙‘˙ß˙Ú˙›˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ LBLLAN:GameStartTimerSingular RTS¸˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙˙‹˙ß˙–˙‘˙ß˙Ú˙›˙ß˙Œ˙š˙œ˙˙‘˙›˙ LBLLAN:HostNotResponding RTS(¸˙ž˙’˙š˙ß˙š˙‡˙–˙‹˙š˙›˙Ä˙ß˙‹˙—˙š˙ß˙—˙˙Œ˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙˙š˙Œ˙˙˙‘˙›˙–˙‘˙˜˙ LBLLAN:PlayerDropped RTS&Ú˙“˙Œ˙ß˙›˙˙˙˙˙š˙›˙Ä˙ß˙˙“˙ž˙†˙š˙˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙˙š˙Œ˙˙˙‘˙›˙–˙‘˙˜˙ LBLLAN:NeedMorePlayers RTS/Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙×˙Œ˙Ö˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLLAN:NeedMoreTeams RTS)Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙Î˙ß˙‹˙š˙ž˙’˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLLAN:TooManyPlayers RTS'Ť˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙˙‘˙“˙†˙ß˙Œ˙Š˙˙˙˙˙‹˙Œ˙ß˙Š˙˙ß˙‹˙˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLLAN:OK RTS°˙´˙ LBLLAN:ErrorNoGameSelected RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ß˙™˙–˙˙Œ˙‹˙ LBLLAN:ErrorTimeout RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙–˙’˙š˙›˙ß˙˙Š˙‹˙ LBLLAN:ErrorGameFull RTSŤ˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLLAN:ErrorDuplicateName RTSť˙Š˙˙“˙–˙œ˙ž˙‹˙š˙ß˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙ LBLLAN:ErrorCRCMismatch RTS߸˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙ß˙’˙–˙Œ˙’˙ž˙‹˙œ˙—˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙š˙ž˙‘˙Œ˙ß˙‹˙—˙š˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙“˙˙Œ˙‹˙ß˙Œ˙†˙‘˙œ˙—˙˙˙‘˙–˙…˙ž˙‹˙–˙˙‘˙ß˙›˙ž˙‹˙ž˙ß˙˙š˙‹˙ˆ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙Œ˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙’˙˙›˙–˙™˙–˙š˙›˙ß˙—˙–˙Œ˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙ß˙—˙–˙’˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙ś˙˜˙‘˙˙˙š˙ß˙ł˙–˙Œ˙‹˙ LBLLAN:ErrorGameStarted RTS$Ź˙˙˙˙†˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ LBLLAN:ErrorGameExists RTS&ž˙ß˙˜˙ž˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLLAN:ErrorGameGone RTS¸˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙›˙–˙Œ˙Œ˙ž˙˙˙š˙ž˙˙š˙›˙ LBL LAN:ErrorBusy RTSž˙‘˙˙‹˙—˙š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙‘˙›˙–˙‘˙˜˙ LBLLAN:ErrorUnknown RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙š˙˙˙˙˙ LBLLAN:JoinFailed RTS ľ˙°˙ś˙ą˙ß˙š˙ž˙ś˙ł˙ş˙ť˙ LBLNetwork:PlayerLeft RTSÚ˙“˙Œ˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLINI:MissingDisplayName RTS#˛˙ś˙Ź˙Ź˙ś˙ą˙¸˙ß˙ť˙–˙Œ˙˙“˙ž˙†˙ą˙ž˙’˙š˙ß˙™˙˙˙ß˙°˙˙•˙š˙œ˙‹˙ß˙Ř˙Ú˙Ź˙Ř˙ LBLINI:FactionDefault RTS ť˙š˙™˙ž˙Š˙“˙‹˙ß˙ž˙˙’˙†˙ LBLINI:FactionObserver RTS°˙˙Œ˙š˙˙‰˙š˙˙ LBLINI:FactionCivilian RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLINI:FactionAmerica RTSŞ˙Ź˙ž˙ LBLINI:FactionChina RTSź˙—˙–˙‘˙ž˙ LBLINI:FactionGLA RTS¸˙ł˙ž˙ LBLINI:FactionChinaHacker RTSź˙—˙–˙‘˙š˙Œ˙š˙ß˙ˇ˙ž˙œ˙”˙š˙˙ LBL SIDE:America RTSŞ˙Ź˙ž˙ LBL SIDE:China RTSź˙—˙–˙‘˙ž˙ LBLSIDE:GLA RTS¸˙ł˙ž˙ LBLINI:RankLevel1 RTSÎ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel2 RTSÍ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel3 RTSĚ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel4 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel5 RTSĘ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:RankLevel6 RTS˛˙˙Ń˙ß˙˝˙ž˙›˙ß˙ť˙Š˙›˙š˙ß˙×˙­˙ž˙‘˙”˙ß˙É˙Ö˙ LBLINI:RankLevel7 RTSť˙˙Ń˙ß˙ť˙š˙ž˙‹˙—˙ß˙×˙­˙ž˙‘˙”˙ß˙Č˙Ö˙ LBLINI:RankLevel8 RTSŞ˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙ť˙š˙ž˙›˙“˙†˙ß˙ť˙Š˙›˙š˙ß˙×˙­˙ž˙‘˙”˙ß˙Ç˙Ö˙ LBLTOOLTIP:MyInfo RTSkź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙˙š˙ß˙†˙˙Š˙˙ß˙Ż˙š˙˙Œ˙˙‘˙ž˙ß˙ś˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‰˙–˙š˙ˆ˙ß˙†˙˙Š˙˙ß˙˙ž˙‘˙”˙Ó˙ß˙˙˙–˙‘˙‹˙Œ˙Ó˙ß˙ˆ˙–˙‘˙Œ˙Ó˙ß˙“˙˙Œ˙Œ˙š˙Œ˙Ó˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙ˇ˙˙‘˙˙˙Œ˙Ó˙ß˙š˙‹˙œ˙ LBLTOOLTIP:CustomMatch RTSHź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙ź˙Š˙Œ˙‹˙˙’˙ß˙˛˙ž˙‹˙œ˙—˙ß˙ł˙˙˙˙†˙ß˙‹˙˙ß˙’˙š˙š˙‹˙ß˙ž˙‘˙›˙ß˙œ˙—˙ž˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLTOOLTIP:SelectAll RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙’˙ž˙˙Œ˙ LBLTOOLTIP:SelectNone RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙˙‘˙ß˙‘˙˙ß˙’˙ž˙˙Œ˙ LBLTOOLTIP:EnterPassword RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙ž˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLTOOLTIP:Quickmatch RTS{ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙Ń˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙ß˙‹˙˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙’˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙œ˙“˙˙Œ˙š˙Œ˙‹˙ß˙Œ˙”˙–˙“˙“˙ß˙“˙š˙‰˙š˙“˙ß˙ž˙‘˙›˙ß˙˙˙š˙™˙š˙˙š˙‘˙œ˙š˙Œ˙ LBLTOOLTIP:GameLobbys RTSŃ˙ LBLTOOLTIP:ClearButton RTSź˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‹˙ß˙‹˙š˙‡˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ LBLTOOLTIP:Disconnectbutton RTS`ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˜˙ž˙’˙š˙Ń˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙Š˙‘˙‹˙š˙›˙ß˙‹˙˙ˆ˙ž˙˙›˙ß˙†˙˙Š˙˙ß˙˙‰˙š˙˙ž˙“˙“˙ß˙‹˙˙‹˙ž˙“˙ LBLTOOLTIP:playersonline RTS:ł˙–˙Œ˙‹˙ß˙˙™˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙˙‘˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLTOOLTIP:WidenSearch RTS‚ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙ˆ˙–˙›˙š˙‘˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙Œ˙š˙ž˙˙œ˙—˙ß˙œ˙˙–˙‹˙š˙˙–˙ž˙Ń˙ß˙Ť˙—˙š˙ß˙’˙˙˙š˙ß˙Œ˙˙š˙œ˙–˙™˙–˙œ˙ß˙†˙˙Š˙˙ß˙œ˙˙–˙‹˙š˙˙–˙ž˙ß˙–˙Œ˙Ó˙ß˙‹˙—˙š˙ß˙’˙˙˙š˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙ž˙‘˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ LBL TOOLTIP:Emote RTSŃ˙ LBLTOOLTIP:JoinGame RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:BuddyButton RTSŹ˙˙˙‹˙ß˙˜˙ž˙’˙š˙ß˙“˙–˙Œ˙‹˙ß˙˙†˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:matchingprogress RTSTŚ˙˙Š˙ß˙œ˙ž˙‘˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙ž˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙Œ˙š˙ž˙˙œ˙—˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙’˙ž˙‹˙œ˙—˙Ń˙ß˙´˙š˙š˙˙ß˙†˙˙Š˙˙ß˙™˙–˙‘˙˜˙š˙˙Œ˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙Ţ˙ LBLTOOLTIP:CancelButton RTS%ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙œ˙ž˙‘˙œ˙š˙“˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBLTOOLTIP:resizewindows RTSZź˙“˙–˙œ˙”˙ß˙ž˙‘˙›˙ß˙›˙˙ž˙˜˙ß˙‰˙š˙˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙‹˙˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙‹˙—˙š˙ß˙Œ˙–˙…˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙¸˙ž˙’˙š˙ß˙ł˙–˙Œ˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ß˙‰˙Œ˙Ń˙ß˙†˙˙Š˙˙ß˙ź˙—˙ž˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ LBLTOOLTIP:CreateGame RTS_ź˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙›˙–˙Œ˙˙“˙ž˙†˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙¸˙ž˙’˙š˙ß˙ł˙–˙Œ˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ß˙™˙˙˙ß˙˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙‹˙˙ß˙•˙˙–˙‘˙ LBLTOOLTIP:ChatWindow RTSyŤ˙†˙˙š˙ß˙ž˙‘˙›˙ß˙˙˙š˙Œ˙Œ˙ß˙ş˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ť˙š˙‡˙‹˙ß˙ş˙‘˙‹˙˙†˙ß˙˙˙‡˙ß˙˙š˙“˙˙ˆ˙ß˙‹˙˙ß˙Œ˙š˙‘˙›˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙ź˙—˙ž˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙Ń˙ß˙°˙‹˙—˙š˙˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙›˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙˙‘˙›˙ LBLTOOLTIP:StopSearch RTSž˙˙˙˙‹˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙Œ˙š˙ž˙˙œ˙—˙ LBLTOOLTIP:StartSearch RTS˝˙š˙˜˙–˙‘˙ß˙Œ˙š˙ž˙˙œ˙—˙–˙‘˙˜˙ LBLTOOLTIP:UnknownGame RTS Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:textentrybox RTSUŤ˙†˙˙š˙ß˙ž˙‘˙›˙ß˙˙˙š˙Œ˙Œ˙ß˙ş˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Ť˙š˙‡˙‹˙ß˙ş˙‘˙‹˙˙†˙ß˙˙˙‡˙ß˙‹˙˙ß˙Œ˙š˙‘˙›˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙—˙ž˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙ß˙ž˙˙˙‰˙š˙ LBLTOOLTIP:PlayersInLobby RTSź˙Š˙˙˙š˙‘˙‹˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙“˙˙˙˙†˙ LBLTOOLTIP:LocalPlayer RTSź˙Š˙˙˙š˙‘˙‹˙ß˙˙“˙ž˙†˙š˙˙ß˙Ú˙Œ˙ LBLTOOLTIP:BuddyPlayer RTS Ś˙˙Š˙˙ß˙˙Š˙›˙›˙†˙ß˙Ú˙Œ˙ LBLTOOLTIP:ProfiledPlayer RTSÚ˙Œ˙ LBLTOOLTIP:GenericPlayer RTSÚ˙Œ˙ LBLTOOLTIP:IgnoredModifier RTS ×˙–˙˜˙‘˙˙˙š˙›˙Ö˙ LBLTOOLTIP:PlayerInfo RTS ő˙ß˙­˙š˙˜˙–˙˙‘˙Ĺ˙ß˙Ú˙Œ˙ß˙ő˙ß˙Ú˙›˙ß˙ˆ˙–˙‘˙Œ˙Đ˙Ú˙›˙ß˙“˙˙Œ˙Œ˙š˙Œ˙ LBLTOOLTIP:GameInfoGameName RTS ¸˙ž˙’˙š˙ß˙ą˙ž˙’˙š˙Ĺ˙ß˙Ú˙Œ˙ LBLTOOLTIP:GameInfoLadderName RTS ő˙ß˙ł˙ž˙›˙›˙š˙˙Ĺ˙ß˙Ú˙Œ˙ LBLTOOLTIP:LadderName RTS ł˙ž˙›˙›˙š˙˙Ĺ˙ß˙Ú˙Œ˙ LBLTOOLTIP:UnknownLadder RTSő˙ß˙Ş˙‘˙”˙‘˙˙ˆ˙‘˙ß˙“˙ž˙›˙›˙š˙˙ LBLTOOLTIP:NoLadder RTS ő˙ß˙ą˙˙ß˙“˙ž˙›˙›˙š˙˙ LBL$TOOLTIP:InvalidGameVersionSingleLine RTSŤ˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ LBLTOOLTIP:InvalidGameVersion LBLTOOLTIP:GameInfoMap RTSő˙ß˙˛˙ž˙˙Ĺ˙ß˙Ú˙Œ˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙Œ˙Ĺ˙ LBLTOOLTIP:GameInfoPlayer RTS ő˙ß˙Ú˙Œ˙ß˙×˙Ú˙›˙Đ˙Ú˙›˙Ö˙ LBLTOOLTIP:FreeForAll RTS%š˙˙š˙š˙ß˙š˙˙˙ß˙ž˙“˙“˙Ń˙ß˙ą˙˙ß˙‹˙š˙ž˙’˙Œ˙Đ˙ž˙“˙“˙–˙š˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ LBLTOOLTIP:ListOfPlayers RTSŻ˙“˙ž˙†˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:MapName RTSź˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙’˙ž˙˙ LBLTOOLTIP:GameName RTSą˙ž˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:StartGame RTS˝˙š˙˜˙–˙‘˙ß˙ž˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:IgnoreButton RTS ś˙˜˙‘˙˙˙š˙ß˙˙“˙ž˙†˙š˙˙ LBLTOOLTIP:closeButton RTSŃ˙ LBLTOOLTIP:GameOptions RTS%°˙˙‹˙–˙˙‘˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙š˙‘˙ž˙˙“˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:Crates RTS ˝˙˙‘˙Š˙Œ˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLTOOLTIP:SuperWeapons RTS4Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Ó˙ß˙š˙‹˙œ˙ LBLDOZER:ConstructionComplete RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙Ú˙Œ˙ LBLDOZER:RepairComplete RTS­˙š˙˙ž˙–˙˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ LBLUPGRADE:UpgradeComplete RTSŞ˙˙˜˙˙ž˙›˙š˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙Ú˙Œ˙ LBLGUI:CantBuildRestrictedTerrain RTS+Ť˙—˙š˙ß˙‹˙š˙˙˙ž˙–˙‘˙ß˙˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙—˙š˙˙š˙ LBLGUI:CantBuildNotFlatEnough RTS,Ť˙—˙š˙ß˙‹˙š˙˙˙ž˙–˙‘˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙™˙“˙ž˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙—˙š˙˙š˙ LBLGUI:CantBuildObjectsInTheWay RTS=Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙˙˙Œ˙‹˙ž˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ LBLGUI:CantBuildNoClearPath RTS#Ş˙‘˙–˙‹˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Œ˙–˙‹˙š˙ LBLGUI:CantBuildShroud RTS&Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙‡˙˙“˙˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙™˙˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLGUI:CantBuildThere RTSŚ˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙Š˙–˙“˙›˙ß˙—˙š˙˙š˙ LBLGUI:RallyPointObjectsInTheWay RTSFŞ˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙š˙‹˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙Ó˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙ LBLGUI:RallyPointNoPath RTSŞ˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙š˙‹˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ LBLGUI:RallyPointSet RTSÚ˙Œ˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ß˙Œ˙š˙‹˙ LBL GUI:MouseType RTS ˛˙˙Š˙Œ˙š˙ß˙Ť˙†˙˙š˙ LBLGUI:Com RTSş˙ž˙Ż˙ś˙˛˙ LBL GUI:CONTROL RTSź˙˙‘˙‹˙˙˙“˙ LBLGUI:INFORMATION RTS ś˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ LBL GUI:INTERFACE RTS ś˙‘˙‹˙š˙˙™˙ž˙œ˙š˙ LBL GUI:SELECTION RTS Ź˙š˙“˙š˙œ˙‹˙–˙˙‘˙ LBL GUI:TAUNT RTSŤ˙ž˙Š˙‘˙‹˙ LBLGUI:MISC RTS˛˙–˙Œ˙œ˙ LBL GUI:DEBUG RTSť˙š˙˙Š˙˜˙ LBL GUI:Cheer RTSź˙—˙š˙š˙˙ LBLGUI:CheerDescription RTS3ź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙Š˙“˙‹˙ß˙˙‰˙š˙˙ß˙†˙˙Š˙˙ß˙˜˙˙š˙ž˙‹˙ß˙›˙š˙š˙›˙Œ˙ LBL GUI:Deploy RTS ť˙š˙˙“˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:DeployDescription RTSť˙š˙˙“˙˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBL GUI:Guard RTS¸˙Š˙ž˙˙›˙ LBLGUI:GuardDescription RTS1Ź˙š˙‹˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙‹˙˙ß˙Ř˙˜˙Š˙ž˙˙›˙ß˙ž˙˙š˙ž˙Ř˙ß˙’˙˙›˙š˙ LBLGUI:CreateFormation RTSź˙˙š˙ž˙‹˙š˙ß˙š˙˙˙’˙ž˙‹˙–˙˙‘˙ LBL GUI:Follow RTSš˙˙“˙“˙˙ˆ˙ LBLGUI:FollowDescription RTS)Ť˙˙˜˙˜˙“˙š˙ß˙™˙˙“˙“˙˙ˆ˙ß˙Œ˙‹˙ž˙‹˙š˙ß˙˙™˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBLGUI:ToggleControlBar RTSŤ˙˙˜˙˜˙“˙š˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙˝˙ž˙˙ LBLGUI:ToggleControlBarDescription RTS&Ť˙˙˜˙˜˙“˙š˙Œ˙ß˙‹˙—˙š˙ß˙ś˙‘˙ß˙¸˙ž˙’˙š˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙˝˙ž˙˙ß˙˙‘˙Đ˙˙™˙™˙ LBLGUI:ToggleLetterbox RTSŤ˙˙˜˙˜˙“˙š˙ß˙ł˙š˙‹˙‹˙š˙˙ß˙˝˙˙‡˙ LBLGUI:ToggleLetterboxDescription RTSŤ˙˙˜˙˜˙“˙š˙Œ˙ß˙ł˙š˙‹˙‹˙š˙˙˙˙‡˙ß˙˛˙˙›˙š˙ß˙˙‘˙Đ˙˙™˙™˙ LBL GUI:Scatter RTSŹ˙œ˙ž˙‹˙‹˙š˙˙ LBLGUI:StopObject RTS Ź˙‹˙˙˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:StopObjectDescription RTSŹ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBLGUI:GoToRadarEvent RTS¸˙˙ß˙‹˙˙ß˙­˙ž˙›˙ž˙˙ß˙ş˙‰˙š˙‘˙‹˙ LBLGUI:GoToRadarEventDescription RTS0ź˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‰˙–˙š˙ˆ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙ž˙˙ß˙š˙‰˙š˙‘˙‹˙ LBL GUI:SaveView1 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Î˙ LBLGUI:SaveView1Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Î˙ LBL GUI:SaveView2 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Í˙ LBLGUI:SaveView2Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Í˙ LBL GUI:SaveView3 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ě˙ LBLGUI:SaveView3Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ě˙ LBL GUI:SaveView4 RTSŹ˙š˙‹˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ë˙ LBLGUI:SaveView4Description RTS Ź˙š˙‹˙ß˙‰˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ë˙ LBL GUI:ViewView1 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Î˙ LBLGUI:ViewView1Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Î˙ LBL GUI:ViewView2 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Í˙ LBLGUI:ViewView2Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Í˙ LBL GUI:ViewView3 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ě˙ LBLGUI:ViewView3Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ě˙ LBL GUI:ViewView4 RTSŠ˙–˙š˙ˆ˙ß˙˝˙˙˙”˙’˙ž˙˙”˙ß˙Ë˙ LBLGUI:ViewView4Description RTSŠ˙–˙š˙ˆ˙ß˙˙˙˙”˙’˙ž˙˙”˙š˙›˙ß˙’˙ž˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Ë˙ LBLGUI:CenterBase RTS ź˙š˙‘˙‹˙š˙˙ß˙˝˙ž˙Œ˙š˙ LBLGUI:CenterBaseDescription RTS'ź˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙Ř˙Œ˙ß˙˙ž˙Œ˙š˙ LBLGUI:SelectNone RTS Ź˙š˙“˙š˙œ˙‹˙ß˙ą˙˙‘˙š˙ LBL GUI:SelectAll RTS Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ LBLGUI:SelectAllDescription RTSŹ˙š˙“˙š˙œ˙‹˙Œ˙ß˙ž˙“˙“˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:SelectNextUnit RTS ą˙š˙‡˙‹˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:SelectNextUnitDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙˙˙•˙š˙œ˙‹˙ LBLGUI:SelectPrevUnit RTSŻ˙˙š˙‰˙–˙˙Š˙Œ˙ß˙°˙˙•˙š˙œ˙‹˙ LBLGUI:SelectPrevUnitDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙Š˙‘˙–˙‹˙ LBLGUI:SelectNextWorker RTS ą˙š˙‡˙‹˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:SelectNextWorkerDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:SelectPrevWorker RTSŻ˙˙š˙‰˙–˙˙Š˙Œ˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:SelectPrevWorkerDescription RTSŹ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙š˙‰˙–˙˙Š˙Œ˙ß˙¨˙˙˙”˙š˙˙ LBLGUI:TypeSelect RTS Ť˙†˙˙š˙ß˙Ź˙š˙“˙š˙œ˙‹˙ LBLGUI:TypeSelectDescription RTSNŹ˙š˙“˙š˙œ˙‹˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙†˙ß˙‹˙†˙˙š˙Ń˙ß˙ť˙˙Š˙˙“˙š˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙‹˙†˙˙š˙ LBLGUI:CreateTeam0 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ď˙ LBLGUI:CreateTeam0Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ď˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam1 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ LBLGUI:CreateTeam1Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Î˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam2 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Í˙ LBLGUI:CreateTeam2Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Í˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam3 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ě˙ LBLGUI:CreateTeam3Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ě˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam4 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ë˙ LBLGUI:CreateTeam4Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ë˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam5 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ę˙ LBLGUI:CreateTeam5Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ę˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam6 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙É˙ LBLGUI:CreateTeam6Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙É˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam7 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Č˙ LBLGUI:CreateTeam7Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Č˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam8 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ç˙ LBLGUI:CreateTeam8Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ç˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:CreateTeam9 RTS ź˙˙š˙ž˙‹˙š˙ß˙Ť˙š˙ž˙’˙ß˙Ć˙ LBLGUI:CreateTeam9Description RTS,ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙š˙ž˙’˙ß˙Ć˙ß˙™˙˙˙’˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:SelectTeam0 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ď˙ LBLGUI:SelectTeam0Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ď˙ LBLGUI:SelectTeam1 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ LBLGUI:SelectTeam1Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Î˙ LBLGUI:SelectTeam2 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Í˙ LBLGUI:SelectTeam2Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Í˙ LBLGUI:SelectTeam3 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ě˙ LBLGUI:SelectTeam3Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ě˙ LBLGUI:SelectTeam4 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ë˙ LBLGUI:SelectTeam4Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ë˙ LBLGUI:SelectTeam5 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ę˙ LBLGUI:SelectTeam5Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ę˙ LBLGUI:SelectTeam6 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙É˙ LBLGUI:SelectTeam6Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙É˙ LBLGUI:SelectTeam7 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Č˙ LBLGUI:SelectTeam7Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Č˙ LBLGUI:SelectTeam8 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ç˙ LBLGUI:SelectTeam8Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ç˙ LBLGUI:SelectTeam9 RTS Ź˙š˙“˙š˙œ˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Ć˙ LBLGUI:SelectTeam9Description RTSŹ˙š˙“˙š˙œ˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙š˙ž˙’˙ß˙Ć˙ LBL GUI:ViewTeam0 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ď˙ LBLGUI:ViewTeam0Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ď˙ LBL GUI:ViewTeam1 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ LBLGUI:ViewTeam1Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Î˙ LBL GUI:ViewTeam2 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Í˙ LBLGUI:ViewTeam2Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Í˙ LBL GUI:ViewTeam3 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ě˙ LBLGUI:ViewTeam3Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ě˙ LBL GUI:ViewTeam4 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ë˙ LBLGUI:ViewTeam4Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ë˙ LBL GUI:ViewTeam5 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ę˙ LBLGUI:ViewTeam5Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ę˙ LBL GUI:ViewTeam6 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙É˙ LBLGUI:ViewTeam6Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙É˙ LBL GUI:ViewTeam7 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Č˙ LBLGUI:ViewTeam7Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Č˙ LBL GUI:ViewTeam8 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ç˙ LBLGUI:ViewTeam8Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ç˙ LBL GUI:ViewTeam9 RTS ź˙š˙‘˙‹˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙Ć˙ LBLGUI:ViewTeam9Description RTS#Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‰˙–˙š˙ˆ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙Ć˙ LBLGUI:LocalIPDesc RTSł˙˙œ˙ž˙“˙ß˙ś˙Ż˙ LBLGUI:RemoteIPDesc RTS ­˙š˙’˙˙‹˙š˙ß˙ś˙Ż˙ LBLGUI:SaveCamera RTSŹ˙ž˙‰˙š˙ß˙œ˙ž˙’˙š˙˙ž˙ß˙–˙‘˙ß˙˙š˙˙“˙ž˙†˙Œ˙ LBL GUI:UseCamera RTSŞ˙Œ˙š˙ß˙Œ˙ž˙‰˙š˙›˙ß˙œ˙ž˙’˙š˙˙ž˙ß˙–˙‘˙ß˙˙š˙˙“˙ž˙†˙Œ˙ LBL Mouse:Windows RTS¨˙–˙‘˙›˙˙ˆ˙Œ˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:W3D RTS ¨˙Ě˙ť˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:Poly RTSŻ˙˙“˙†˙˜˙˙‘˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:DX8 RTS ť˙§˙Ç˙ß˙ź˙Š˙˙Œ˙˙˙ LBL Mouse:Heal RTS ¸˙š˙‹˙ß˙ˇ˙š˙ž˙“˙š˙›˙ LBLMouse:GetRepaired RTS ¸˙š˙‹˙ß˙­˙š˙˙ž˙–˙˙š˙›˙ LBL Mouse:Dock RTSť˙˙œ˙”˙ LBLMouse:DoRepair RTS­˙š˙˙ž˙–˙˙ LBLMouse:ResumeConstruction RTS­˙š˙Œ˙Š˙’˙š˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBL Mouse:Enter RTSş˙‘˙‹˙š˙˙ LBLMouse:SetRallyPoint RTSŹ˙š˙‹˙ß˙­˙ž˙“˙“˙†˙ß˙Ż˙˙–˙‘˙‹˙ LBLMouse:DisguiseAsVehicle RTSť˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙ž˙Œ˙ß˙Ť˙—˙–˙Œ˙Ţ˙ LBL Mouse:Invalid RTSś˙ą˙Š˙ž˙ł˙ś˙ť˙ LBLMouse:FireFlame RTS˝˙Š˙˙‘˙ LBLMouse:FireFlashBang RTS š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙ LBLMouse:FireTranqDarts RTS Ť˙˙ž˙‘˙Ž˙ß˙ť˙ž˙˙‹˙Œ˙ LBLMouse:FireStunBullets RTS Ź˙‹˙Š˙‘˙ß˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLMouse:MakeCarBomb RTS ˛˙ž˙”˙š˙ß˙ź˙ž˙˙˙˙’˙˙ LBL Mouse:Hijack RTSˇ˙–˙•˙ž˙œ˙”˙ LBLMouse:FireBomb RTS š˙–˙˙š˙ß˙ő˙ß˙˝˙˙’˙˙ LBLMouse:Defector RTS˛˙ž˙”˙š˙ß˙ő˙ß˙ť˙š˙™˙š˙œ˙‹˙˙˙ LBLMouse:CaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLMouse:DisableVehicleHack RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBLMouse:StealCashHack RTS Ź˙‹˙š˙ž˙“˙ß˙ź˙ž˙Œ˙—˙ LBLMouse:SnipeVehicle RTS Ź˙‘˙–˙˙š˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBLMouse:DisableBuildingHack RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLMouse:LaserGuidedMissiles RTSł˙ž˙Œ˙š˙˙ß˙¸˙Š˙–˙›˙š˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLMouse:TankHunterTNTAttack RTS Ť˙ą˙Ť˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLMouse:A10ThunderboltStrike RTSž˙Î˙Ď˙Ň˙Ź˙‹˙˙–˙”˙š˙ß˙ł˙˙œ˙ž˙‹˙–˙˙‘˙ LBLMouse:StabAttack RTSŹ˙‹˙ž˙˙ LBLMouse:PlaceRemoteCharge RTSŻ˙“˙ž˙œ˙š˙ß˙­˙š˙’˙˙‹˙š˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLMouse:PlaceTimedCharge RTSŻ˙“˙ž˙œ˙š˙ß˙Ť˙–˙’˙š˙›˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLMouse:RepairVehicles RTSŮ˙ş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ LBLMouse:Demoralize RTS ť˙š˙’˙˙˙ž˙“˙–˙…˙š˙ LBLMouse:PickUpPrisoner RTSŻ˙–˙œ˙”˙ß˙Ş˙˙ß˙Ż˙˙–˙Œ˙˙‘˙š˙˙ LBL Mouse:Return RTS­˙š˙‹˙Š˙˙‘˙ LBLMouse:PlaceBeacon RTS Ż˙“˙ž˙œ˙š˙ß˙˝˙š˙ž˙œ˙˙‘˙ LBLSCRIPT:TestString RTS Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‹˙š˙Œ˙‹˙ß˙Œ˙‹˙˙–˙‘˙˜˙Ó˙ß˙›˙Š˙›˙š˙ LBLSCRIPT:LongTestString RTSdŤ˙—˙–˙Œ˙ß˙–˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙š˙ž˙“˙“˙†˙ß˙“˙˙‘˙˜˙ß˙‹˙š˙Œ˙‹˙ß˙Œ˙‹˙˙–˙‘˙˜˙Ó˙ß˙›˙Š˙›˙š˙Ń˙ß˙ś˙‹˙ß˙’˙ž˙”˙š˙Œ˙ß˙Œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙›˙ß˙ˆ˙˙ž˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙Œ˙˙ž˙œ˙–˙‘˙˜˙ß˙ˆ˙˙˙”˙Œ˙ LBLSCIENCE:GeneralName RTS Ă˙ş˙‘˙‹˙š˙˙ß˙ą˙ž˙’˙š˙Á˙ LBLSCIENCE:SkillPoints RTSŹ˙”˙–˙“˙“˙ß˙Ż˙˙–˙‘˙‹˙Œ˙Ĺ˙ß˙Ú˙›˙ LBL SCIENCE:Rank RTSł˙š˙‰˙š˙“˙ß˙Ú˙›˙ LBLSCIENCE:TempName RTS¸˙–˙‰˙š˙ß˙˛˙†˙ß˙Ź˙œ˙–˙š˙‘˙œ˙š˙ß˙ž˙ß˙ą˙ž˙’˙š˙ LBLSCIENCE:TempDescription RTSVŻ˙“˙š˙ž˙Œ˙š˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙™˙–˙“˙“˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙Ź˙œ˙–˙š˙‘˙œ˙š˙Ń˙–˙‘˙–˙Ţ˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙ž˙ß˙˙Š˙‘˙œ˙—˙ LBLSCIENCE:USAPaladin RTS Ż˙ž˙“˙ž˙›˙–˙‘˙ß˙Ť˙ž˙‘˙”˙ LBLSCIENCE:USAPathFinder RTS Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ LBLSCIENCE:USAStealthFighter RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ LBLSCIENCE:USASpyDrone RTS Ź˙˙†˙ß˙ť˙˙˙‘˙š˙ LBLSCIENCE:USAParaDrop1 RTS Ż˙ž˙˙ž˙ß˙ť˙˙˙˙ß˙Î˙ LBLSCIENCE:USAParaDrop2 RTS Ż˙ž˙˙ž˙ß˙ť˙˙˙˙ß˙Í˙ LBLSCIENCE:USAParaDrop3 RTS Ż˙ž˙˙ž˙ß˙ť˙˙˙˙ß˙Ě˙ LBLSCIENCE:USAA10Strike1 RTS ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Î˙ LBLSCIENCE:USAA10Strike2 RTS ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Í˙ LBLSCIENCE:USAA10Strike3 RTS ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Ě˙ LBLSCIENCE:USADaisyCutter RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLSCIENCE:ChinaNukeLauncher RTS ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLSCIENCE:ChinaRedGuardTraining RTS­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaClusterMines RTS ź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBLSCIENCE:ChinaArtilleryTraining RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaArtilleryBarrage RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ß˙Î˙ LBLSCIENCE:ChinaArtilleryBarrage2 RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ß˙Í˙ LBLSCIENCE:ChinaArtilleryBarrage3 RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ß˙Ě˙ LBLSCIENCE:ChinaCashHack1 RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ß˙Î˙ LBLSCIENCE:ChinaCashHack2 RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ß˙Í˙ LBLSCIENCE:ChinaCashHack3 RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ß˙Ě˙ LBLSCIENCE:ChinaEMPPulse RTS ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ LBLSCIENCE:GLAHijacker RTSˇ˙–˙•˙ž˙œ˙”˙š˙˙ LBLSCIENCE:GLASCUDLauncher RTS Ź˙ź˙Ş˙ť˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBLSCIENCE:GLAMaruaderTank RTS ˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBLSCIENCE:GLATechnicalTraining RTSŤ˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:GLARebelAmbush1 RTS­˙š˙˙š˙“˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙Î˙ LBLSCIENCE:GLARebelAmbush2 RTS­˙š˙˙š˙“˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙Í˙ LBLSCIENCE:GLARebelAmbush3 RTS­˙š˙˙š˙“˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙Ě˙ LBLSCIENCE:GLACashBounty1 RTS ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙Î˙ LBLSCIENCE:GLACashBounty2 RTS ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙Í˙ LBLSCIENCE:GLACashBounty3 RTS ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙Ě˙ LBLSCIENCE:GLAAnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:Demoralize RTS ť˙š˙’˙˙˙ž˙“˙–˙…˙š˙ LBLCONTROLBAR:CIAIntelligence RTS ś˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙Ů˙œ˙š˙ LBLCONTROLBAR:CombatDrop RTS Ů˙ź˙˙’˙˙ž˙‹˙ß˙ť˙˙˙˙ LBLCONTROLBAR:Guard RTSŮ˙¸˙Š˙ž˙˙›˙ LBLCONTROLBAR:GuardWithoutPursuit RTS ¸˙Š˙ž˙˙›˙ß˙Ů˙ź˙“˙˙Œ˙š˙ LBLCONTROLBAR:GuardFlyingUnitsOnly RTS ¸˙Š˙ž˙˙›˙ß˙ž˙–˙Ů˙˙ LBLCONTROLBAR:AttackMove RTS Ů˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˛˙˙‰˙š˙ LBLCONTROLBAR:Stop RTSŮ˙Ź˙‹˙˙˙ LBLCONTROLBAR:Waypoints RTS ¨˙ž˙†˙˙˙–˙‘˙Ů˙‹˙ LBLCONTROLBAR:CancelBuild RTS Ů˙ź˙ž˙‘˙œ˙š˙“˙ß˙˝˙Š˙–˙“˙›˙ LBLCONTROLBAR:Contaminate RTS Ů˙ź˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙š˙ LBLCONTROLBAR:FireWall RTS Ů˙š˙–˙˙š˙ß˙¨˙ž˙“˙“˙ LBLCONTROLBAR:UpgradeGLAArmTheMob RTS ž˙˙’˙ß˙‹˙—˙š˙ß˙Ů˙˛˙˙˙ LBL-CONTROLBAR:UpgradeChinaOverlordGattlingCannon RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ů˙ź˙ž˙‘˙‘˙˙‘˙ LBL.CONTROLBAR:UpgradeChinaOverlordPropagandaTower RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ů˙Ť˙˙ˆ˙š˙˙ LBL+CONTROLBAR:UpgradeChinaOverlordBattleBunker RTS˝˙ž˙‹˙‹˙“˙š˙ß˙Ů˙˝˙Š˙‘˙”˙š˙˙ LBLCONTROLBAR:FireBomb RTS Ů˙š˙–˙˙š˙ß˙˝˙˙’˙˙ LBL CONTROLBAR:UnderConstructionDesc RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ĺ˙ß˙Ú˙Ń˙Ď˙™˙Ú˙Ú˙ LBLCONTROLBAR:OCLTimerDesc RTSŤ˙–˙’˙š˙ß˙Ş˙‘˙‹˙–˙“˙ß˙ą˙š˙‡˙‹˙ß˙ť˙˙˙˙Ĺ˙ß˙Ú˙›˙Ĺ˙Ú˙›˙ LBL"CONTROLBAR:OCLTimerDescWithPadding RTSŤ˙–˙’˙š˙ß˙Ş˙‘˙‹˙–˙“˙ß˙ą˙š˙‡˙‹˙ß˙ť˙˙˙˙Ĺ˙ß˙Ú˙›˙Ĺ˙Ď˙Ú˙›˙ LBL(CONTROLBAR:InitiateBattlePlanBombardment RTSŮ˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Ż˙“˙ž˙‘˙ LBL(CONTROLBAR:InitiateBattlePlanHoldTheLine RTSˇ˙Ů˙˙“˙›˙ß˙Ť˙—˙š˙ß˙ł˙–˙‘˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Ż˙“˙ž˙‘˙ LBL-CONTROLBAR:InitiateBattlePlanSearchAndDestroy RTSŹ˙š˙ž˙˙œ˙—˙ß˙ž˙‘˙›˙ß˙Ů˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ż˙“˙ž˙‘˙ LBLCONTROLBAR:TempDescription RTS\Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙™˙–˙“˙“˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙ź˙˙’˙’˙ž˙‘˙›˙˝˙Š˙‹˙‹˙˙‘˙Ń˙–˙‘˙–˙Ţ˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙ž˙ß˙˙Š˙‘˙œ˙—˙ LBL!CONTROLBAR:CleanupAreaDescription RTSTž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙œ˙“˙š˙ž˙‘˙Œ˙ß˙Š˙˙ß˙˙–˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙ž˙˙š˙ž˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBL(CONTROLBAR:ConstructAmericaCommandCenter RTSŮ˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ConstructAmericaPowerPlant RTSź˙˙“˙›˙ß˙š˙Š˙Œ˙–˙˙‘˙ß˙Ů˙­˙š˙ž˙œ˙‹˙˙˙ LBL#CONTROLBAR:ConstructAmericaBarracks RTS Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL'CONTROLBAR:ConstructAmericaSupplyCenter RTSŹ˙Ů˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:ConstructAmericaWall RTSŹ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙Ů˙š˙š˙‘˙œ˙š˙ LBL%CONTROLBAR:ConstructAmericaWarFactory RTS ¨˙Ů˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBL0CONTROLBAR:ConstructAmericaGuardianControlCenter RTS¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ő˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:ConstructAmericaPatriotBattery RTSŻ˙ž˙‹˙˙–˙˙‹˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBL/CONTROLBAR:ConstructAmericaParticleCannonUplink RTSŮ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL)CONTROLBAR:ConstructAmericaStrategyCenter RTSŹ˙‹˙˙ž˙‹˙š˙˜˙Ů˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:ConstructAmericaSupplyDropZone RTSŹ˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ů˙Ľ˙˙‘˙š˙ LBL(CONTROLBAR:ConstructAmericaDetentionCamp RTSŮ˙ť˙š˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙ž˙’˙˙ LBL'CONTROLBAR:ConstructAmericaTankCrusader RTS Ů˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ LBL&CONTROLBAR:ConstructAmericaTankPaladin RTSŮ˙Ż˙ž˙“˙ž˙›˙–˙‘˙ LBL)CONTROLBAR:ConstructAmericaInfantryRanger RTS­˙ž˙‘˙Ů˙˜˙š˙˙ LBLCONTROLBAR:Evacuate RTS ş˙Ů˙‰˙ž˙œ˙Š˙ž˙‹˙š˙ LBL!CONTROLBAR:ExecuteRailedTransport RTS Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLCONTROLBAR:TransportExit RTSş˙‡˙–˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBL$CONTROLBAR:ConstructGLACommandCenter RTSŮ˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:ConstructGLADemoTrap RTS Ů˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBLCONTROLBAR:ConstructGLABarracks RTS Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL"CONTROLBAR:ConstructGLASupplyStash RTS Ź˙Ů˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL'CONTROLBAR:ConstructGLABurningBarricade RTSŮ˙˝˙Š˙˙‘˙–˙‘˙˜˙ß˙˝˙ž˙˙˙–˙œ˙ž˙›˙š˙ LBL!CONTROLBAR:ConstructGLAArmsDealer RTS Ů˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL&CONTROLBAR:ConstructChinaCommandCenter RTSŮ˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL#CONTROLBAR:ConstructChinaPowerPlant RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙­˙š˙ž˙œ˙‹˙˙˙ LBL!CONTROLBAR:ConstructChinaBarracks RTS Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL%CONTROLBAR:ConstructChinaSupplyCenter RTSŹ˙Ů˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ConstructChinaConcreteWall RTSź˙˙‘˙œ˙˙š˙‹˙š˙ß˙¨˙ž˙Ů˙“˙“˙ LBL#CONTROLBAR:ConstructChinaWarFactory RTS ¨˙Ů˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBL CONTROLBAR:ConstructAmericaDozer RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Ů˙ť˙˙…˙š˙˙ LBLCONTROLBAR:ConstructGLAWorker RTS¨˙˙˙Ů˙”˙š˙˙ LBLCONTROLBAR:ConstructChinaDozer RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Ů˙ť˙˙…˙š˙˙ LBL#CONTROLBAR:ConstructGLATankScorpion RTS Ů˙Ź˙œ˙˙˙˙–˙˙‘˙ LBL#CONTROLBAR:ConstructGLATankMarauder RTSŮ˙˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBL)CONTROLBAR:ConstructGLAVehicleRocketBuggy RTS ­˙˙œ˙”˙š˙‹˙ß˙Ů˙˝˙Š˙˜˙˜˙†˙ LBL&CONTROLBAR:ConstructGLAVehicleRadarVan RTS ­˙ž˙›˙ž˙˙ß˙Ů˙Š˙ž˙‘˙ LBL%CONTROLBAR:ConstructChinaTankOverlord RTS Ů˙°˙‰˙š˙˙“˙˙˙›˙ LBL%CONTROLBAR:ConstructChinaTankGattling RTSŮ˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ LBL$CONTROLBAR:ConstructGLAInfantryRebel RTS­˙š˙Ů˙˙š˙“˙ LBL)CONTROLBAR:ConstructChinaInfantryRedguard RTS ­˙š˙›˙ß˙Ů˙¸˙Š˙ž˙˙›˙ LBL)CONTROLBAR:ConstructAmericaVehicleChinook RTSŮ˙ź˙—˙–˙‘˙˙˙”˙ LBL)CONTROLBAR:ConstructGLAVehicleSupplyTruck RTS Ź˙Š˙˙˙“˙†˙ß˙Ů˙Ť˙˙Š˙œ˙”˙ LBL+CONTROLBAR:ConstructChinaVehicleSupplyTruck RTS Ź˙Š˙˙˙“˙†˙ß˙Ů˙Ť˙˙Š˙œ˙”˙ LBL$CONTROLBAR:ConstructAmericaJetRaptor RTS­˙ž˙˙Ů˙‹˙˙˙ LBL$CONTROLBAR:ConstructAmericaJetAurora RTSž˙Š˙˙˙˙ž˙ß˙Ů˙˝˙˙’˙˙š˙˙ LBL,CONTROLBAR:ConstructAmericaJetStealthFighter RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙Ů˙š˙–˙˜˙—˙‹˙š˙˙ LBL,CONTROLBAR:ConstructAmericaVehicleStarlifter RTS Ź˙‹˙ž˙˙“˙–˙™˙‹˙š˙˙ LBL*CONTROLBAR:ConstructAmericaVehicleComanche RTS Ů˙ź˙˙’˙ž˙‘˙œ˙—˙š˙ LBL2CONTROLBAR:ConstructAmericaInfantryMissileDefender RTSŮ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙ LBL-CONTROLBAR:ConstructAmericaInfantryPathfinder RTS Ů˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ LBL0CONTROLBAR:ConstructAmericaInfantryColonelBurton RTSź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙Ů˙‘˙ LBL0CONTROLBAR:ConstructAmericaInfantryBiohazardTech RTS˝˙–˙˙—˙ž˙…˙ž˙˙›˙ß˙Ť˙š˙œ˙—˙ LBL*CONTROLBAR:ConstructAmericaVehicleTomahawk RTS Ů˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ LBL'CONTROLBAR:ConstructAmericaVehicleMedic RTS Ů˙ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ LBL(CONTROLBAR:ConstructAmericaVehicleHumvee RTSˇ˙Š˙’˙Ů˙‰˙š˙š˙ LBL-CONTROLBAR:ConstructAmericaVehicleBattleDrone RTS Ů˙˝˙ž˙‹˙‹˙“˙š˙ß˙ť˙˙˙‘˙š˙ LBL,CONTROLBAR:ConstructAmericaVehicleScoutDrone RTS Ź˙œ˙˙Š˙‹˙ß˙Ů˙ť˙˙˙‘˙š˙ LBLCONTROLBAR:ConstructChinaJetMIG RTS˛˙–˙Ů˙¸˙ LBL+CONTROLBAR:ConstructChinaInfantryBlackLotus RTS Ů˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL+CONTROLBAR:ConstructChinaInfantryTankHunter RTS Ů˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBL-CONTROLBAR:ConstructChinaInfantrySecretPolice RTSŹ˙š˙œ˙˙š˙‹˙ß˙ő˙ß˙Ż˙˙“˙–˙œ˙š˙ LBL'CONTROLBAR:ConstructChinaInfantryHacker RTSˇ˙Ů˙ž˙œ˙”˙š˙˙ LBLCONTROLBAR:ConstructChinaBunker RTS˝˙Š˙‘˙Ů˙”˙š˙˙ LBL)CONTROLBAR:ConstructChinaPropagandaCenter RTSŮ˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL!CONTROLBAR:ConstructChinaAirfield RTS ž˙–˙˙ß˙Ů˙š˙–˙š˙“˙›˙ LBL#CONTROLBAR:ConstructAmericaAirfield RTS ž˙–˙˙ß˙Ů˙š˙–˙š˙“˙›˙ LBL'CONTROLBAR:ConstructChinaGattlingCannon RTSŮ˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL/CONTROLBAR:ConstructChinaNuclearMissileLauncher RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL%CONTROLBAR:ConstructChinaSpeakerTower RTSŹ˙˙š˙ž˙”˙š˙˙ß˙Ů˙Ť˙˙ˆ˙š˙˙ LBL-CONTROLBAR:ConstructChinaVehicleInfernoCannon RTSŮ˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL,CONTROLBAR:ConstructChinaVehicleNukeLauncher RTS ą˙Ů˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL,CONTROLBAR:ConstructChinaVehicleTroopCrawler RTSŮ˙Ť˙˙˙˙˙ß˙ź˙˙ž˙ˆ˙“˙š˙˙ LBL$CONTROLBAR:ConstructChinaTankSeismic RTSŹ˙š˙–˙Œ˙’˙–˙œ˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙ LBL#CONTROLBAR:ConstructChinaTankDragon RTS Ů˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ LBL/CONTROLBAR:ConstructChinaVehiclePropagandaBlimp RTS Ż˙˙˙˙ß˙ő˙ß˙˝˙“˙–˙’˙˙ LBL(CONTROLBAR:ConstructGLAInfantryTerrorist RTS Ů˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL)CONTROLBAR:ConstructGLAInfantryRPGTrooper RTS ­˙Ż˙Ů˙¸˙ß˙Ť˙˙˙˙˙š˙˙ LBL$CONTROLBAR:ConstructGLATunnelNetwork RTSŤ˙Š˙‘˙‘˙š˙“˙ß˙Ů˙ą˙š˙‹˙ˆ˙˙˙”˙ LBLCONTROLBAR:ConstructGLAPalace RTSŮ˙Ż˙ž˙“˙ž˙œ˙š˙ LBL"CONTROLBAR:ConstructGLABlackMarket RTS ˝˙“˙ž˙œ˙”˙ß˙Ů˙˛˙ž˙˙”˙š˙‹˙ LBL"CONTROLBAR:ConstructGLAStingerSite RTS Ź˙Ů˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙ LBL CONTROLBAR:ConstructGLAScudStorm RTS Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙Ů˙˙˙’˙ LBLCONTROLBAR:ConstructGLAPrison RTSŻ˙Ů˙˙–˙Œ˙˙‘˙ LBL(CONTROLBAR:ConstructGLAVehicleToxinTruck RTSŤ˙˙‡˙–˙‘˙ß˙Ť˙˙Ů˙ž˙œ˙‹˙˙˙ LBL'CONTROLBAR:ConstructGLATankBattleMaster RTS Ů˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ LBL'CONTROLBAR:ConstructGLAVehicleTechnical RTS Ů˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ LBL'CONTROLBAR:ConstructGLAInfantryHijacker RTS ˇ˙Ů˙–˙•˙ž˙œ˙”˙š˙˙ LBL)CONTROLBAR:ConstructGLAInfantryJarmenKell RTS Ů˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL'CONTROLBAR:ConstructGLAInfantryAngryMob RTS ž˙‘˙˜˙˙Ů˙†˙ß˙˛˙˙˙ LBL(CONTROLBAR:ConstructGLAVehicleQuadCannon RTS Ž˙Ů˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL'CONTROLBAR:ConstructGLAVehicleBombTruck RTS ˝˙Ů˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ LBL*CONTROLBAR:ConstructGLAVehicleScudLauncher RTSŹ˙ź˙Ş˙ť˙ß˙Ů˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBL)CONTROLBAR:UpgradeAmericaAdvancedTraining RTSŮ˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL#CONTROLBAR:UpgradeAmericaDroneArmor RTS ť˙Ů˙˙˙‘˙š˙ß˙ž˙˙’˙˙˙ LBLCONTROLBAR:UpgradeChinaMines RTS Ů˙ł˙ž˙‘˙›˙ß˙˛˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:UpgradeAmericaRadar RTSŮ˙­˙ž˙›˙ž˙˙ LBL$CONTROLBAR:UpgradeAmericaScoutDrones RTS Ź˙Ů˙œ˙˙Š˙‹˙ß˙ť˙˙˙‘˙š˙Œ˙ LBL,CONTROLBAR:UpgradeAmericaAdvancedControlRods RTS Ů˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBL&CONTROLBAR:UpgradeAmericaLaserMissiles RTSŮ˙ł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL"CONTROLBAR:UpgradeAmericaExtraFuel RTS ş˙‡˙‹˙˙ž˙ß˙Ů˙š˙Š˙š˙“˙ LBL)CONTROLBAR:UpgradeAmericaFlashBangGrenade RTSŮ˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL'CONTROLBAR:UpgradeAmericaCompositeArmor RTSź˙˙’˙Ů˙˙˙Œ˙–˙‹˙š˙ß˙ž˙˙’˙˙˙ LBL.CONTROLBAR:UpgradeAmericaTomahawkRemoteControl RTSź˙˙Š˙–˙Œ˙š˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL%CONTROLBAR:UpgradeAmericaAircraftFuel RTSž˙–˙˙ß˙š˙Š˙š˙“˙ LBL#CONTROLBAR:UpgradeAmericaTOWMissile RTS Ť˙°˙¨˙ß˙˛˙Ů˙–˙Œ˙Œ˙–˙“˙š˙ LBL$CONTROLBAR:UpgradeComancheRocketPods RTS ­˙˙œ˙”˙š˙‹˙ß˙Ů˙Ż˙˙›˙Œ˙ LBL CONTROLBAR:UpgradeAmericaRailGun RTS ­˙ž˙–˙“˙ß˙ő˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:UpgradeChinaRadar RTS­˙Ů˙ž˙›˙ž˙˙ LBL"CONTROLBAR:UpgradeChinaNationalism RTS Ů˙ą˙ž˙‹˙–˙˙‘˙ž˙“˙–˙Œ˙’˙ LBL&CONTROLBAR:UpgradeChinaAntiTankGrenade RTSŮ˙ž˙‘˙‹˙–˙Ň˙Ť˙ž˙‘˙”˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL"CONTROLBAR:UpgradeChinaVehicleHack RTS Ů˙Š˙š˙—˙–˙œ˙“˙š˙ß˙ˇ˙ž˙œ˙”˙ LBL CONTROLBAR:UpgradeChinaIRGoggles RTS Ů˙ś˙­˙ß˙¸˙˙˜˙˜˙“˙š˙Œ˙ LBL"CONTROLBAR:UpgradeChinaBlackNapalm RTS ˝˙“˙ž˙œ˙”˙ß˙Ů˙ą˙ž˙˙ž˙“˙’˙ LBL CONTROLBAR:UpgradeChinaChainGuns RTS Ů˙ź˙—˙ž˙–˙‘˙ß˙¸˙Š˙‘˙Œ˙ LBL*CONTROLBAR:UpgradeChinaSubliminalMessaging RTSŹ˙Š˙Ů˙˙“˙–˙’˙–˙‘˙ž˙“˙ß˙˛˙š˙Œ˙Œ˙ž˙˜˙–˙‘˙˜˙ LBL$CONTROLBAR:UpgradeChinaUraniumShells RTSŮ˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL#CONTROLBAR:UpgradeChinaNuclearTanks RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙Ť˙ž˙‘˙”˙Œ˙ LBL"CONTROLBAR:UpgradeChinaStunBullets RTS Ź˙‹˙Š˙‘˙ß˙Ů˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLCONTROLBAR:UpgradeGLARadar RTSŮ˙­˙ž˙›˙ž˙˙ LBL!CONTROLBAR:UpgradeGLARadarVanScan RTS ­˙ž˙›˙ž˙˙ß˙Ź˙Ů˙œ˙ž˙‘˙ LBL#CONTROLBAR:UpgradeGLAScorpionRocket RTSŹ˙œ˙˙˙˙–˙˙‘˙ß˙­˙˙œ˙Ů˙”˙š˙‹˙ LBLCONTROLBAR:UpgradeGLABuggyAmmo RTS ˝˙Š˙˜˙˜˙†˙ß˙Ů˙ž˙’˙’˙˙ LBL%CONTROLBAR:UpgradeGLABombTruckBioBomb RTS Ů˙˝˙–˙˙˝˙˙’˙˙Œ˙ LBLCONTROLBAR:DisguiseAsVehicle RTSŮ˙ť˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙ž˙Œ˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBL/CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb RTSˇ˙–˙˜˙—˙ß˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙˝˙Ů˙˙’˙˙ LBL CONTROLBAR:UpgradeGLAAnthraxBeta RTS Ů˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBL CONTROLBAR:UpgradeGLAToxinShells RTS Ů˙Ť˙˙‡˙–˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLCONTROLBAR:UpgradeGLAJunkRepair RTS Ů˙ľ˙Š˙‘˙”˙ß˙­˙š˙˙ž˙–˙˙ LBLCONTROLBAR:UpgradeGLAAPBullets RTS ž˙Ż˙ß˙Ů˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLCONTROLBAR:UpgradeGLAAPRockets RTS ž˙Ż˙ß˙Ů˙­˙˙œ˙”˙š˙‹˙Œ˙ LBLCONTROLBAR:UpgradeGLACamouflage RTS Ů˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBLCONTROLBAR:UpgradeGLATranqDarts RTS Ů˙Ť˙˙ž˙‘˙Ž˙ß˙ť˙ž˙˙‹˙Œ˙ LBLCONTROLBAR:SetRallyPoint RTS Ů˙­˙ž˙“˙“˙†˙ß˙Ż˙˙–˙‘˙‹˙ LBLCONTROLBAR:Sell RTSŹ˙š˙“˙“˙ LBLCONTROLBAR:Overcharge RTS Ů˙°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ LBLCONTROLBAR:DragonFlame RTSš˙Ů˙“˙ž˙’˙š˙ LBLCONTROLBAR:PickUpPrisoner RTSŮ˙Ż˙–˙œ˙”˙ß˙Ş˙˙ß˙ő˙ß˙Ż˙˙–˙Œ˙˙‘˙š˙˙ LBLCONTROLBAR:ReturnToPrison RTSŮ˙­˙š˙‹˙Š˙˙‘˙ LBLCONTROLBAR:FireRocket RTS Ů˙š˙–˙˙š˙ß˙­˙˙œ˙”˙š˙‹˙ LBLCONTROLBAR:AnthraxWarhead RTSž˙Ů˙‘˙‹˙—˙˙ž˙‡˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBLCONTROLBAR:ExplosiveWarhead RTSş˙‡˙Ů˙˙“˙˙Œ˙–˙‰˙š˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBLCONTROLBAR:Fire20mmCannon RTSŮ˙š˙–˙˙š˙ß˙Í˙Ď˙’˙’˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLCONTROLBAR:FireAntiTankMissiles RTSš˙–˙˙š˙ß˙Ů˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLCONTROLBAR:FireRocketPods RTS š˙–˙˙š˙ß˙Ů˙­˙˙œ˙”˙š˙‹˙Œ˙ LBLCONTROLBAR:FireNapalmMissile RTS š˙–˙˙š˙ß˙Ů˙ą˙ž˙˙ž˙“˙’˙ LBLCONTROLBAR:DaisyCutter RTSš˙Š˙š˙“˙ß˙ž˙–˙˙ß˙Ů˙˝˙˙’˙˙ LBLCONTROLBAR:NeutronMissile RTSŮ˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLCONTROLBAR:ScudStorm RTS Ź˙ź˙Ů˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLCONTROLBAR:NapalmStrike RTSŮ˙ą˙ž˙˙ž˙“˙’˙ß˙Ź˙‹˙˙–˙”˙š˙ LBL&CONTROLBAR:A10ThunderboltMissileStrike RTSŮ˙ž˙Î˙Ď˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLCONTROLBAR:CashHack RTS Ů˙ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙”˙ LBLCONTROLBAR:Ambush RTSŮ˙ž˙’˙˙Š˙Œ˙—˙ LBLCONTROLBAR:BlackMarketNuke RTS˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ő˙ß˙ą˙Š˙”˙š˙ LBLCONTROLBAR:AnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙Ů˙˝˙˙’˙˙ LBLCONTROLBAR:Paradrop RTS Ż˙ž˙˙ž˙›˙˙Ů˙˙˙ LBLCONTROLBAR:CarpetBomb RTS ź˙ž˙˙˙š˙Ů˙‹˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:ClusterMines RTSź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙Ů˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:EMPPulse RTS ş˙˛˙Ż˙ß˙Ż˙Ů˙Š˙“˙Œ˙š˙ LBLCONTROLBAR:ArtilleryBarrage RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ů˙˝˙ž˙˙˙ž˙˜˙š˙ LBLCONTROLBAR:CrateDrop RTS ź˙˙ž˙‹˙š˙ß˙ő˙ß˙ť˙˙˙˙ LBLCONTROLBAR:SpySatellite RTSŮ˙Ź˙˙†˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ LBLCONTROLBAR:SpyDrone RTS Ź˙˙Ů˙†˙ß˙ť˙˙˙‘˙š˙ LBLCONTROLBAR:RadarVanScan RTS ­˙ž˙›˙ž˙˙ß˙Ź˙Ů˙œ˙ž˙‘˙ LBLCONTROLBAR:Defector RTS Ů˙ť˙š˙™˙š˙œ˙‹˙˙˙ LBLCONTROLBAR:Bayonet RTSŮ˙˝˙ž˙†˙˙‘˙š˙‹˙ LBLCONTROLBAR:SniperAttack RTSŹ˙Ů˙‘˙–˙˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:CaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:DisableVehicleHack RTS Ů˙Š˙š˙—˙–˙œ˙“˙š˙ß˙ˇ˙ž˙œ˙”˙ LBLCONTROLBAR:StealCashHack RTS ź˙ž˙Œ˙—˙ß˙ˇ˙ž˙œ˙Ů˙”˙ LBLCONTROLBAR:InternetHack RTSˇ˙ž˙œ˙”˙ß˙Ů˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ LBLCONTROLBAR:DisableBuildingHack RTSŮ˙ť˙–˙Œ˙ž˙˙“˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:CarBomb RTS Ů˙ź˙ž˙˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:Hijack RTSˇ˙–˙Ů˙•˙ž˙œ˙”˙ LBLCONTROLBAR:TNTAttack RTS Ů˙Ť˙ą˙Ť˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:Requirements RTS ­˙š˙Ž˙Š˙–˙˙š˙Œ˙Ĺ˙ß˙Ú˙Œ˙ LBLCONTROLBAR:LaserMissileAttack RTSŮ˙ł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:KnifeAttack RTS Ů˙´˙‘˙–˙™˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:ClimbCliff RTS Ů˙ź˙“˙–˙’˙˙ß˙ź˙“˙–˙™˙™˙ LBLCONTROLBAR:TimedDemoCharge RTSŮ˙Ť˙–˙’˙š˙›˙ß˙ť˙š˙’˙˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLCONTROLBAR:RemoteDemoCharge RTSŮ˙­˙š˙’˙˙‹˙š˙ß˙ť˙š˙’˙˙ß˙ź˙—˙ž˙˙˜˙š˙ LBLCONTROLBAR:DetonateCharges RTSŮ˙ť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ź˙—˙ž˙˙˜˙š˙Œ˙ LBLCONTROLBAR:DetonateNuke RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙Ů˙ą˙Š˙”˙š˙ LBLCONTROLBAR:ManualControl RTSŮ˙˛˙ž˙‘˙Š˙ž˙“˙ß˙ź˙˙‘˙‹˙˙˙“˙ LBLCONTROLBAR:ProximityFuse RTSŮ˙Ż˙˙˙‡˙–˙’˙–˙‹˙†˙ß˙š˙Š˙Œ˙š˙ LBLCONTROLBAR:Detonate RTS Ů˙ť˙š˙‹˙˙‘˙ž˙‹˙š˙Ţ˙ LBLCONTROLBAR:EmergencyRepair RTSŮ˙ş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ LBL#CONTROLBAR:FireParticleUplinkCannon RTSŮ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLCONTROLBAR:Options RTS ś˙‘˙Ň˙¸˙ž˙’˙š˙ß˙˛˙š˙‘˙Š˙ LBLCONTROLBAR:OptionsDescription RTS"Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙‘˙ß˙Š˙˙ß˙‹˙—˙š˙ß˙ś˙‘˙Ň˙¸˙ž˙’˙š˙ß˙˛˙š˙‘˙Š˙ LBLCONTROLBAR:IdleWorker RTS ś˙›˙“˙š˙ß˙¨˙˙˙”˙š˙˙ LBL CONTROLBAR:IdleWorkerDescription RTS$ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙–˙›˙“˙š˙ß˙ˆ˙˙˙”˙š˙˙ LBLCONTROLBAR:Beacon RTS˝˙š˙ž˙œ˙˙‘˙ LBLCONTROLBAR:BeaconDescription RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙ß˙˙š˙ž˙œ˙˙‘˙ LBLCONTROLBAR:Communicator RTS ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ LBL"CONTROLBAR:CommunicatorDescription RTS'ź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙˙˙š˙‘˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ LBLCONTROLBAR:AmbulanceCleanupArea RTS Ů˙ź˙“˙š˙ž˙‘˙ß˙Ť˙˙‡˙–˙‘˙Œ˙ LBLRADAR:UnitUnderAttack RTSŞ˙‘˙–˙‹˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLRADAR:StructureUnderAttack RTSŹ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLRADAR:UnderAttack RTS Ş˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLRADAR:Infiltration RTSş˙‘˙š˙’˙†˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLUPGRADE:AdvancedTraining RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLUPGRADE:AmericaLaserMissiles RTSž˙’˙š˙˙–˙œ˙ž˙ß˙ł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL UPGRADE:Mines RTS ł˙ž˙‘˙›˙ß˙˛˙–˙‘˙š˙Œ˙ LBL UPGRADE:Radar RTS­˙ž˙›˙ž˙˙ LBLUPGRADE:OverlordGattlingCannon RTS°˙‰˙š˙˙“˙˙˙›˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:OverlordPropagandaTower RTS°˙‰˙š˙˙“˙˙˙›˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ LBLUPGRADE:OverlordBattleBunker RTS°˙‰˙š˙˙“˙˙˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ LBLUPGRADE:ControlRods RTS ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBLUPGRADE:ScoutDrone RTS Ź˙œ˙˙Š˙‹˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:BattleDrone RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:RangerFlashBangGrenade RTS­˙ž˙‘˙˜˙š˙˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBLUPGRADE:HoverTank RTS ˇ˙˙‰˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBLUPGRADE:TomahawkRemoteControl RTSź˙˙Š˙–˙Œ˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLUPGRADE:AircraftFuel RTS ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙š˙Š˙š˙“˙ LBLUPGRADE:LaserMissiles RTSł˙ž˙Œ˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLUPGRADE:TOWMissile RTS Ť˙°˙¨˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLUPGRADE:ComancheRocketPods RTSź˙˙’˙ž˙‘˙œ˙—˙š˙ß˙­˙˙œ˙”˙š˙‹˙ß˙Ż˙˙›˙Œ˙ LBLUPGRADE:RailGun RTS­˙ž˙–˙“˙ß˙¸˙Š˙‘˙ LBLUPGRADE:Nationalism RTS ą˙ž˙‹˙–˙˙‘˙ž˙“˙–˙Œ˙’˙ LBLUPGRADE:AntiTankGrenade RTSž˙‘˙‹˙–˙Ň˙Ť˙ž˙‘˙”˙ß˙¸˙˙š˙‘˙ž˙›˙š˙Œ˙ LBLUPGRADE:VehicleHack RTS Š˙š˙—˙–˙œ˙“˙š˙ß˙ˇ˙ž˙œ˙”˙ LBLUPGRADE:IRGoggles RTSś˙‘˙™˙˙ž˙˙š˙›˙ß˙¸˙˙˜˙˜˙“˙š˙Œ˙ LBLUPGRADE:BlackNapalm RTS ˝˙“˙ž˙œ˙”˙ß˙ą˙ž˙˙ž˙“˙’˙ LBLUPGRADE:ChainGuns RTS ź˙—˙ž˙–˙‘˙ß˙¸˙Š˙‘˙Œ˙ LBLUPGRADE:SubliminalMessaging RTSŹ˙Š˙˙“˙–˙’˙–˙‘˙ž˙“˙ß˙˛˙š˙Œ˙Œ˙ž˙˜˙–˙‘˙˜˙ LBLUPGRADE:UraniumShells RTSŞ˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLUPGRADE:NuclearTanks RTS ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ LBLUPGRADE:StunBullets RTS Ź˙‹˙Š˙‘˙ß˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLUPGRADE:TranqDarts RTS Ť˙˙ž˙‘˙Ž˙Ń˙ß˙ť˙ž˙˙‹˙Œ˙ LBLUPGRADE:APBullets RTS ž˙Ż˙ß˙˝˙Š˙“˙“˙š˙‹˙Œ˙ LBLUPGRADE:BioBomb RTS˝˙–˙˙Ň˙˝˙˙’˙˙ LBLUPGRADE:HighExplosiveBomb RTSˇ˙–˙˜˙—˙Ň˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙˝˙˙’˙˙ LBLUPGRADE:ArmTheMob RTS ž˙˙’˙ß˙Ť˙—˙š˙ß˙˛˙˙˙ LBLUPGRADE:ScorpionRocket RTSŹ˙œ˙˙˙˙–˙˙‘˙ß˙­˙˙œ˙”˙š˙‹˙ LBL$UPGRADE:SCUDLauncherExplosiveWarhead RTSş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBL"UPGRADE:SCUDLauncherAnthraxWarhead RTSž˙‘˙‹˙—˙˙ž˙‡˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ LBLUPGRADE:BuggyAmmo RTS­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙ž˙’˙’˙˙ LBLUPGRADE:AnthraxBeta RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBLUPGRADE:ToxinShells RTS Ť˙˙‡˙–˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLUPGRADE:JunkRepair RTS ľ˙Š˙‘˙”˙ß˙­˙š˙˙ž˙–˙˙ LBLUPGRADE:Camouflage RTS ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBLUPGRADE:CompositeArmor RTSź˙˙’˙˙˙Œ˙–˙‹˙š˙ß˙ž˙˙’˙˙˙ LBL OBJECT:Beacon RTS˝˙š˙ž˙œ˙˙‘˙ LBL OBJECT:Dam RTSť˙ž˙’˙ LBLOBJECT:CommandCenter RTSź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:ColdFusionReactor RTSź˙˙“˙›˙ß˙š˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLOBJECT:NuclearReactor RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLOBJECT:DemoTrap RTS ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBLOBJECT:PowerPlant RTS Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLOBJECT:DetentionCamp RTSť˙š˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙ž˙’˙˙ LBLOBJECT:StrategyCenter RTSŹ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:Airfield RTS ž˙–˙˙ß˙š˙–˙š˙“˙›˙ LBLOBJECT:SupplyCenter RTS Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:AmericaSupplyDropZone RTSŹ˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙ LBLOBJECT:SupplyStash RTS Ź˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBLOBJECT:Barracks RTS˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBLOBJECT:BlackMarket RTS ˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ LBLOBJECT:WarFactory RTS ¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLOBJECT:ArmsDealer RTS ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBLOBJECT:AmmoCache RTS ž˙’˙’˙˙ß˙ź˙ž˙œ˙—˙š˙ LBLOBJECT:AmphibiousTransport RTSž˙’˙˙—˙–˙˙–˙˙Š˙Œ˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLOBJECT:AutoFerry RTSž˙Š˙‹˙˙’˙˙˙–˙“˙š˙ß˙š˙š˙˙˙†˙ LBLOBJECT:TrainGuide RTS Ť˙˙ž˙–˙‘˙ß˙¸˙Š˙–˙›˙š˙ LBLOBJECT:AngryMob RTS ž˙‘˙˜˙˙†˙ß˙˛˙˙˙ LBLOBJECT:TankHunter RTS Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBLOBJECT:Apartment RTS ž˙˙ž˙˙‹˙’˙š˙‘˙‹˙ LBLOBJECT:ChemicalFactory RTSź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLOBJECT:GovBuilding RTS¸˙˙‰˙š˙˙‘˙’˙š˙‘˙‹˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:TechHospital RTS6ˇ˙˙Œ˙˙–˙‹˙ž˙“˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙ž˙“˙“˙˙ˆ˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙ž˙Š˙‹˙˙ß˙—˙š˙ž˙“˙ LBLOBJECT:ApartmentComplex RTSž˙˙ž˙˙‹˙’˙š˙‘˙‹˙ß˙ź˙˙’˙˙“˙š˙‡˙ LBLOBJECT:SpyPost RTSŹ˙˙†˙ß˙Ż˙˙Œ˙‹˙ LBLOBJECT:SupplyPile RTS Ź˙Š˙˙˙“˙†˙ß˙Ż˙–˙“˙š˙ LBLOBJECT:TrainStation RTS Ť˙˙ž˙–˙‘˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:TechRadioStation RTS ­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:TechOilDerrick RTS2°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙™˙Š˙‘˙›˙Œ˙ LBL OBJECT:Arcade RTSž˙˙œ˙ž˙›˙š˙ LBL OBJECT:Aurora RTS ž˙Š˙˙˙˙ž˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:A10Thunderbolt RTSž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙ LBLOBJECT:AVPOWTRUCK RTS Ż˙°˙¨˙ß˙Ť˙˙Š˙œ˙”˙ LBL OBJECT:B52 RTS˝˙Ę˙Í˙ LBL OBJECT:BMW RTSź˙ž˙˙ LBL OBJECT:Bank RTS˝˙ž˙‘˙”˙ LBLOBJECT:BarnCoop RTS ˝˙ž˙˙‘˙ß˙ź˙˙˙˙ LBLOBJECT:BarnShed RTS ˝˙ž˙˙‘˙ß˙Ź˙—˙š˙›˙ LBL OBJECT:Barrel RTS˝˙ž˙˙˙š˙“˙ LBLOBJECT:BattleDrone RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:BattleMaster RTS ˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ LBLOBJECT:Battleship RTS ˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ LBL OBJECT:BigRig RTS˝˙–˙˜˙ß˙­˙–˙˜˙ LBLOBJECT:BikeRack RTS ˝˙–˙”˙š˙ß˙­˙ž˙œ˙”˙ LBLOBJECT:Billboard RTS ˝˙–˙“˙“˙˙˙ž˙˙›˙ LBL OBJECT:Bird RTS˝˙–˙˙›˙ LBLOBJECT:BombTruck RTS ˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:Boulders RTS˝˙˙Š˙“˙›˙š˙˙Œ˙ LBL OBJECT:Boxes RTS˝˙˙‡˙š˙Œ˙ LBLOBJECT:BrickWall RTS ˝˙˙–˙œ˙”˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:BrokenWall RTS ˝˙˙˙”˙š˙‘˙ß˙¨˙ž˙“˙“˙ LBL OBJECT:Bunker RTS˝˙Š˙‘˙”˙š˙˙ LBLOBJECT:BurningBarricade RTS˝˙Š˙˙‘˙–˙‘˙˜˙ß˙˝˙ž˙˙˙–˙œ˙ž˙›˙š˙ LBLOBJECT:Checkpoint RTS ź˙—˙š˙œ˙”˙˙˙–˙‘˙‹˙ LBLOBJECT:BusStop RTS˝˙Š˙Œ˙ß˙Ź˙‹˙˙˙ LBL OBJECT:Bush RTS˝˙Š˙Œ˙—˙ LBL OBJECT:Camaro RTSź˙ž˙˙ LBL OBJECT:CarBug RTSź˙ž˙˙ LBLOBJECT:CarSwatchEuro RTSź˙ž˙˙ LBLOBJECT:CargoLoadingCranes RTSź˙ž˙˙˜˙˙ß˙ł˙˙ž˙›˙–˙‘˙˜˙ß˙ź˙˙ž˙‘˙š˙Œ˙ LBLOBJECT:CargoNet RTS ź˙ž˙˙˜˙˙ß˙ą˙š˙‹˙ LBL OBJECT:Cart RTSź˙ž˙˙‹˙ LBLOBJECT:ChainLinkFence RTSź˙—˙ž˙–˙‘˙Ň˙“˙–˙‘˙”˙ß˙š˙š˙‘˙œ˙š˙ LBL OBJECT:Chalet RTSź˙—˙ž˙“˙š˙‹˙ LBLOBJECT:CheckPointCrossingGuard RTS ź˙—˙š˙œ˙”˙˙˙–˙‘˙‹˙ LBLOBJECT:Chinook RTSź˙—˙–˙‘˙˙˙”˙ LBL OBJECT:Church RTSź˙—˙Š˙˙œ˙—˙ LBL OBJECT:Clete RTSź˙“˙š˙ž˙‹˙ LBLOBJECT:ClothesLine RTS ź˙“˙˙‹˙—˙š˙Œ˙“˙–˙‘˙š˙ LBLOBJECT:Comanche RTSź˙˙’˙ž˙‘˙œ˙—˙š˙ LBLOBJECT:ComancheHull RTS ź˙˙’˙ž˙‘˙œ˙—˙š˙ß˙ˇ˙Š˙“˙“˙ LBLOBJECT:CompactCar RTS ź˙˙’˙˙ž˙œ˙‹˙ß˙ź˙ž˙˙ LBLOBJECT:Ambassador RTS ž˙’˙˙ž˙Œ˙Œ˙ž˙›˙˙˙ LBLOBJECT:Redguard RTS ­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ LBLOBJECT:ConstructionBarricade RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˝˙ž˙˙˙–˙œ˙ž˙›˙š˙ LBLOBJECT:ConvenienceStore RTSź˙˙‘˙‰˙š˙‘˙–˙š˙‘˙œ˙š˙ß˙Ź˙‹˙˙˙š˙ LBLOBJECT:ConvoyTruck RTS ź˙˙‘˙‰˙˙†˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:Cottage RTSź˙˙‹˙‹˙ž˙˜˙š˙ LBL OBJECT:Crate RTSź˙˙ž˙‹˙š˙ LBLOBJECT:CrossingGuard RTSź˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙¸˙Š˙ž˙˙›˙ LBLOBJECT:Crusader RTSź˙˙Š˙Œ˙ž˙›˙š˙˙ LBLOBJECT:Paladin RTSŻ˙ž˙“˙ž˙›˙–˙‘˙ LBLOBJECT:DaisyCutterBomb RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLOBJECT:BlackMarketNuke RTS˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ą˙Š˙”˙š˙ LBLOBJECT:ToxinTank RTS Ť˙˙‡˙–˙‘˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:AnthraxBomb RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLOBJECT:CarpetBomb RTS ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ LBLOBJECT:ClusterMinesBomb RTS ź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBLOBJECT:EMPPulseBomb RTS ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ LBLOBJECT:NeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:Dealership RTS ť˙š˙ž˙“˙š˙˙Œ˙—˙–˙˙ LBL OBJECT:Dirt RTSť˙–˙˙‹˙ LBL OBJECT:Docks RTSť˙˙œ˙”˙Œ˙ LBLOBJECT:DogwoodTree RTSŤ˙˙š˙š˙ LBL OBJECT:Dozer RTSź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ť˙˙…˙š˙˙ LBL OBJECT:Dragon RTS ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:ElectricRetail RTSş˙“˙š˙œ˙‹˙˙–˙œ˙ß˙­˙š˙‹˙ž˙–˙“˙ LBLOBJECT:ElectricalTransformer RTSş˙“˙š˙œ˙‹˙˙–˙œ˙ž˙“˙ß˙Ť˙˙ž˙‘˙Œ˙™˙˙˙’˙š˙˙ LBLOBJECT:FireHydrant RTS š˙–˙˙š˙ß˙ˇ˙†˙›˙˙ž˙‘˙‹˙ LBLOBJECT:StructureMine RTS˛˙–˙‘˙š˙ LBLOBJECT:ClusterMine RTS˛˙–˙‘˙š˙ LBLOBJECT:FireStorm RTS š˙–˙˙š˙ß˙Ź˙‹˙˙˙’˙ LBLOBJECT:FlamingInfantry RTSš˙“˙ž˙’˙–˙‘˙˜˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLOBJECT:ToxicInfantry RTSŤ˙˙‡˙–˙œ˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLOBJECT:FoodCart RTS š˙˙˙›˙ß˙ź˙ž˙˙‹˙ LBLOBJECT:Fountain RTSš˙˙Š˙‘˙‹˙ž˙–˙‘˙ LBLOBJECT:FruitStand RTS š˙˙Š˙–˙‹˙ß˙Ź˙‹˙ž˙‘˙›˙ LBLOBJECT:Gargoyle RTS¸˙ž˙˙˜˙˙†˙“˙š˙ LBLOBJECT:GasStation RTS ¸˙ž˙Œ˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:GasStorageFacility RTS¸˙ž˙Œ˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLOBJECT:GattlingTank RTS ¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:GrassHut RTS ¸˙˙ž˙Œ˙Œ˙ß˙ˇ˙Š˙‹˙ LBL OBJECT:Gravel RTS¸˙˙ž˙‰˙š˙“˙ LBLOBJECT:FlashBangGrenade RTSš˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙ LBLOBJECT:TankShell RTS Ť˙ž˙‘˙”˙ß˙Ź˙—˙š˙“˙“˙ LBL OBJECT:Rebel RTS­˙š˙˙š˙“˙ LBLOBJECT:JarmenKell RTS ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBLOBJECT:GuardTower RTS ¸˙Š˙ž˙˙›˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:GuardianControlCenter RTS¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:GuardianDrone RTS¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:BlackLotus RTS ˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL OBJECT:Hanger RTSˇ˙ž˙‘˙˜˙ž˙˙ LBLOBJECT:HarvardsOffice RTS Ť˙˙ž˙Œ˙—˙ß˙˝˙–˙‘˙ LBL OBJECT:Hedge RTSˇ˙š˙›˙˜˙š˙ LBLOBJECT:HighwaySign RTS ˇ˙–˙˜˙—˙ˆ˙ž˙†˙ß˙Ź˙–˙˜˙‘˙ LBLOBJECT:Hijacker RTSˇ˙–˙•˙ž˙œ˙”˙š˙˙ LBLOBJECT:AngryMobNexus RTS Ă˙Ă˙ž˙ą˙¸˙­˙Ś˙ß˙˛˙Ď˙˝˙Á˙Á˙ LBL OBJECT:Hotel RTSˇ˙˙‹˙š˙“˙ LBL OBJECT:Humvee RTSˇ˙Š˙’˙‰˙š˙š˙ LBLOBJECT:POWTruck RTS Ż˙°˙¨˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:IndustrialBuilding RTSś˙‘˙›˙Š˙Œ˙‹˙˙–˙ž˙“˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:InfernoCannon RTSś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:JapaneseLantern RTSľ˙ž˙˙ž˙‘˙š˙Œ˙š˙ß˙ł˙ž˙‘˙‹˙š˙˙‘˙ LBLOBJECT:JunkCar RTSľ˙Š˙‘˙”˙ß˙ź˙ž˙˙ LBL OBJECT:Limo RTSł˙–˙’˙˙ LBL OBJECT:Lumber RTSł˙Š˙’˙˙š˙˙ LBL OBJECT:MIG RTS˛˙–˙¸˙ LBLOBJECT:MailBox RTS˛˙ž˙–˙“˙˝˙˙‡˙ LBLOBJECT:ManHoleCover RTS ˛˙ž˙‘˙ˇ˙˙“˙š˙ß˙ź˙˙‰˙š˙˙ LBLOBJECT:MapleTree RTSŤ˙˙š˙š˙ LBLOBJECT:MarketVendor RTS ˛˙ž˙˙”˙š˙‹˙ß˙Š˙š˙‘˙›˙˙˙ LBL OBJECT:Medic RTS ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ LBLOBJECT:MegaMall RTS ˛˙š˙˜˙ž˙ß˙˛˙ž˙“˙“˙ LBLOBJECT:Missile RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:MissileTeam RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙ LBL OBJECT:Moat RTS˛˙˙ž˙‹˙ LBLOBJECT:MogadishuHighrise RTSˇ˙–˙˜˙—˙˙–˙Œ˙š˙ LBLOBJECT:NewsStand RTS ą˙š˙ˆ˙Œ˙ß˙Ź˙‹˙ž˙‘˙›˙ LBLOBJECT:NightClub RTS ą˙–˙˜˙—˙‹˙ß˙ź˙“˙Š˙˙ LBLOBJECT:NotAMosque RTSť˙˙’˙š˙ LBLOBJECT:NuclearMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:NukeLauncher RTS ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:ParticleCannon RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:OakTree RTSŤ˙˙š˙š˙ LBL OBJECT:Office RTS°˙™˙™˙–˙œ˙š˙ LBLOBJECT:OilDepot RTS °˙–˙“˙ß˙ť˙š˙˙˙‹˙ LBLOBJECT:OilRefinery RTS °˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ LBLOBJECT:OilTank RTS°˙–˙“˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:OldWoodenTelephonePole RTSŤ˙š˙“˙š˙˙—˙˙‘˙š˙ß˙Ż˙˙“˙š˙ LBLOBJECT:Outpost RTS°˙Š˙‹˙˙˙Œ˙‹˙ LBLOBJECT:Overlord RTS°˙‰˙š˙˙“˙˙˙›˙ LBL OBJECT:Palace RTSŻ˙ž˙“˙ž˙œ˙š˙ LBLOBJECT:PalmTree RTSŤ˙˙š˙š˙ LBLOBJECT:ParkBench RTS Ż˙ž˙˙”˙ß˙˝˙š˙‘˙œ˙—˙ LBLOBJECT:ParkGazebo RTS Ż˙ž˙˙”˙ß˙¸˙ž˙…˙š˙˙˙ LBLOBJECT:ParkPavillion RTS Ż˙ž˙˙”˙ß˙Ż˙ž˙‰˙–˙“˙–˙˙‘˙ LBLOBJECT:ParkingGarage RTSŻ˙ž˙˙”˙–˙‘˙˜˙ß˙¸˙ž˙˙ž˙˜˙š˙ LBLOBJECT:ParkingMeter RTS Ż˙ž˙˙”˙–˙‘˙˜˙ß˙˛˙š˙‹˙š˙˙ LBLOBJECT:Pathfinder RTS Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ LBLOBJECT:PatriotBattery RTSŻ˙ž˙‹˙˙–˙˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBLOBJECT:GattlingCannon RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:PatriotMissile RTSŻ˙ž˙‹˙˙–˙˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBLOBJECT:PhoneBooth RTS Ż˙—˙˙‘˙š˙ß˙˝˙˙˙‹˙—˙ LBLOBJECT:PineTree RTSŤ˙˙š˙š˙ LBLOBJECT:PoliceCar RTS Ż˙˙“˙–˙œ˙š˙ß˙ź˙ž˙˙ LBL OBJECT:Prison RTSŻ˙˙–˙Œ˙˙‘˙ LBLOBJECT:PropagandaBlimp RTS Ż˙˙˙˙Ń˙ß˙˝˙“˙–˙’˙˙ LBLOBJECT:PropagandaCenter RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL OBJECT:Pub RTS ¨˙ž˙‹˙š˙˙–˙‘˙˜˙ß˙ˇ˙˙“˙š˙ LBLOBJECT:QuadCannon RTS Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:QuonsetHut RTS Ž˙Š˙˙‘˙Œ˙š˙‹˙ß˙ˇ˙Š˙‹˙ LBLOBJECT:RailTie RTS­˙ž˙–˙“˙ß˙Ť˙–˙š˙ LBL OBJECT:Ranger RTS­˙ž˙‘˙˜˙š˙˙ LBL OBJECT:Raptor RTS­˙ž˙˙‹˙˙˙ LBLOBJECT:RaptorPilot RTSŻ˙–˙“˙˙‹˙ LBLOBJECT:Restaurant RTS ­˙š˙Œ˙‹˙ž˙Š˙˙ž˙‘˙‹˙ LBLOBJECT:RetailStore RTS ­˙š˙‹˙ž˙–˙“˙ß˙Ź˙‹˙˙˙š˙ LBLOBJECT:RiverHouse RTS ­˙–˙‰˙š˙˙ß˙ˇ˙˙Š˙Œ˙š˙ LBLOBJECT:RoadCone RTS ­˙˙ž˙›˙ß˙ź˙˙‘˙š˙ LBLOBJECT:RocketBuggy RTS ­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ LBLOBJECT:RadarVan RTS ­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ LBLOBJECT:RocketBuggyDebris RTS­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙ť˙š˙˙˙–˙Œ˙ LBLOBJECT:RocketBuggyMissile RTS­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:TomahawkMissile RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:SCUDMissile RTS Ź˙ź˙Ş˙ť˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:RangerTeamMissile RTS­˙ž˙‘˙˜˙š˙˙ß˙Ť˙š˙ž˙’˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL OBJECT:Rocks RTS­˙˙œ˙”˙Œ˙ LBLOBJECT:RopeCoil RTS ­˙˙˙š˙ß˙ź˙˙–˙“˙ LBL OBJECT:Rubble RTS­˙Š˙˙˙“˙š˙ LBLOBJECT:ColonelBurton RTSź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ LBL OBJECT:SUV RTSŹ˙Ş˙Š˙ LBLOBJECT:Schoolhouse RTS Ź˙œ˙—˙˙˙“˙—˙˙Š˙Œ˙š˙ LBLOBJECT:Scorpion RTSŹ˙œ˙˙˙˙–˙˙‘˙ LBLOBJECT:Marauder RTS ˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:ScoutDrone RTS Ź˙œ˙˙Š˙‹˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:SpyDrone RTS Ź˙˙†˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:ScrapCar RTS Ź˙œ˙˙ž˙˙ß˙ź˙ž˙˙ LBLOBJECT:ScudLauncher RTS Ź˙ź˙Ş˙ť˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBLOBJECT:ScudStorm RTS Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLOBJECT:SecretLab RTS Ź˙š˙œ˙˙š˙‹˙ß˙ł˙ž˙˙ LBLOBJECT:SecretPolice RTS Ź˙š˙œ˙˙š˙‹˙ß˙Ż˙˙“˙–˙œ˙š˙ LBLOBJECT:SecurityFence RTSŹ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙š˙š˙‘˙œ˙š˙ LBL OBJECT:Hacker RTSˇ˙ž˙œ˙”˙š˙˙ LBLOBJECT:Officer RTS°˙™˙™˙–˙œ˙š˙˙ LBL OBJECT:Agent RTSž˙˜˙š˙‘˙‹˙ LBL OBJECT:Sedan RTSŹ˙š˙›˙ž˙‘˙ LBLOBJECT:SeismicTank RTS Ź˙š˙–˙Œ˙’˙–˙œ˙ß˙Ť˙ž˙‘˙”˙ LBL OBJECT:Shack RTSŹ˙—˙ž˙œ˙”˙ LBLOBJECT:ShippingContainer RTSŹ˙—˙–˙˙˙–˙‘˙˜˙ß˙ź˙˙‘˙‹˙ž˙–˙‘˙š˙˙ LBLOBJECT:ShippingCrate RTSŹ˙—˙–˙˙˙–˙‘˙˜˙ß˙ź˙˙ž˙‹˙š˙ LBLOBJECT:SignalLights RTS Ź˙–˙˜˙‘˙ž˙“˙ß˙ł˙–˙˜˙—˙‹˙Œ˙ LBL OBJECT:Slide RTSŹ˙“˙–˙›˙š˙ LBLOBJECT:SovietBuilding RTS°˙“˙›˙ß˙°˙™˙™˙–˙œ˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:SovietGovtBuildingSmall RTS°˙“˙›˙ß˙¸˙˙‰˙‹˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:SovietRadioBuilding RTS°˙“˙›˙ß˙­˙ž˙›˙–˙˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:SpeakerTower RTS Ź˙˙š˙ž˙”˙š˙˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:SportCar RTS Ź˙˙˙˙‹˙Œ˙ß˙ź˙ž˙˙ LBLOBJECT:Sprinkler RTS Ź˙˙˙–˙‘˙”˙“˙š˙˙ LBLOBJECT:SpruceTree RTSŤ˙˙š˙š˙ LBLOBJECT:StanTallTower RTS Ť˙ž˙“˙“˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:Starlifter RTS Ź˙‹˙ž˙˙“˙–˙™˙‹˙š˙˙Í˙ LBLOBJECT:StatueAngel RTS ž˙‘˙˜˙š˙“˙ß˙Ź˙‹˙ž˙‹˙Š˙š˙ LBLOBJECT:StatueLenin RTSŹ˙‹˙ž˙‹˙Š˙š˙ LBLOBJECT:StatueRoman RTS ­˙˙’˙ž˙‘˙ß˙Ź˙‹˙ž˙‹˙Š˙š˙ LBLOBJECT:StealthFighter RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ LBLOBJECT:StingerSite RTS Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙ LBLOBJECT:StoneArch RTS Ź˙‹˙˙‘˙š˙ß˙ž˙˙œ˙—˙ LBLOBJECT:StoneWall RTS Ź˙‹˙˙‘˙š˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:PicketFence RTS Ż˙–˙œ˙”˙š˙‹˙ß˙š˙š˙‘˙œ˙š˙ LBLOBJECT:StopLight RTS Ź˙‹˙˙˙ß˙ł˙–˙˜˙—˙‹˙ LBLOBJECT:StreetLamp RTS Ź˙‹˙˙š˙š˙‹˙ß˙ł˙ž˙’˙˙ LBLOBJECT:StreetLight RTS Ź˙‹˙˙š˙š˙‹˙ß˙ł˙–˙˜˙—˙‹˙ LBLOBJECT:StreetSign RTS Ź˙‹˙˙š˙š˙‹˙ß˙Ź˙–˙˜˙‘˙ LBLOBJECT:SupplyTruck RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:SupplyWarehouse RTS Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBL OBJECT:Swing RTSŹ˙ˆ˙–˙‘˙˜˙ LBLOBJECT:TVStation RTS Ť˙Š˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLOBJECT:TankTrap RTS Ť˙ž˙‘˙”˙ß˙Ť˙˙ž˙˙ LBLOBJECT:TankerTruck RTS Ť˙ž˙‘˙”˙š˙˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:TaxiCab RTSŤ˙ž˙‡˙–˙ß˙ź˙ž˙˙ LBLOBJECT:Technical RTS Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ LBL OBJECT:Tent RTSŤ˙š˙‘˙‹˙ LBLOBJECT:Terrorist RTS Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL OBJECT:Tire RTSŤ˙–˙˙š˙ LBLOBJECT:TireObstacle RTS Ť˙–˙˙š˙ß˙°˙˙Œ˙‹˙ž˙œ˙“˙š˙ LBLOBJECT:Tollbooth RTS Ť˙˙“˙“˙ß˙˙˙˙‹˙—˙ LBLOBJECT:Tomahawk RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ LBLOBJECT:TownHouse RTS Ť˙˙ˆ˙‘˙—˙˙Š˙Œ˙š˙ LBLOBJECT:ToxinTruck RTS Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ LBLOBJECT:TrashCan RTS Ť˙˙ž˙Œ˙—˙ß˙ź˙ž˙‘˙ LBLOBJECT:TrashDumpster RTS Ť˙˙ž˙Œ˙—˙ß˙˝˙–˙‘˙ LBLOBJECT:TrashPaper RTS Ť˙˙ž˙Œ˙—˙ß˙Ż˙ž˙˙š˙˙ LBLOBJECT:TrashPile RTS Ť˙˙ž˙Œ˙—˙ß˙Ż˙–˙“˙š˙ LBLOBJECT:TreeStump RTS Ť˙˙š˙š˙ß˙Ź˙‹˙Š˙’˙˙ LBLOBJECT:TroopCrawler RTS Ť˙˙˙˙˙ß˙ź˙˙ž˙ˆ˙“˙š˙˙ LBLOBJECT:TunnelDefender RTS ­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙ LBLOBJECT:TunnelNetwork RTSŤ˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL OBJECT:Cave RTSź˙ž˙‰˙š˙ LBLOBJECT:GLAHole RTS¸˙ł˙ž˙ß˙ˇ˙˙“˙š˙ LBLOBJECT:GLARock RTS¸˙ł˙ž˙ß˙­˙˙œ˙”˙ LBLOBJECT:UNHumvee RTS Ş˙ą˙ß˙ˇ˙Š˙’˙‰˙š˙š˙ LBLOBJECT:UNSoldier RTS Ş˙ą˙ß˙Ź˙˙“˙›˙–˙š˙˙ LBLOBJECT:VendingMachine RTSŠ˙š˙‘˙›˙–˙‘˙˜˙ß˙˛˙ž˙œ˙—˙–˙‘˙š˙ LBL OBJECT:Wall RTS¨˙ž˙“˙“˙ LBLOBJECT:ConcreteWall RTS ź˙˙‘˙œ˙˙š˙‹˙š˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:WatchTower RTS ¨˙ž˙‹˙œ˙—˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:WaterPlant RTS ¨˙ž˙‹˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLOBJECT:WindMill RTS ¨˙–˙‘˙›˙ß˙˛˙–˙“˙“˙ LBLOBJECT:WoodBeams RTS ¨˙˙˙›˙ß˙˝˙š˙ž˙’˙Œ˙ LBLOBJECT:WoodTower RTS ¨˙˙˙›˙ß˙Ť˙˙ˆ˙š˙˙ LBLOBJECT:WoodWall RTS ¨˙˙˙›˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:WoodenBarrels RTS¨˙˙˙›˙š˙‘˙ß˙˝˙ž˙˙˙š˙“˙Œ˙ LBL OBJECT:Worker RTS¨˙˙˙”˙š˙˙ LBL OBJECT:Birch RTSŤ˙˙š˙š˙ LBLOBJECT:Building RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:Cathedral RTS ź˙ž˙‹˙—˙š˙›˙˙ž˙“˙ LBLOBJECT:FarmHouse RTS š˙ž˙˙’˙ß˙ˇ˙˙Š˙Œ˙š˙ LBL OBJECT:Fir RTSŤ˙˙š˙š˙ LBL OBJECT:Garage RTS¸˙ž˙˙ž˙˜˙š˙ LBLOBJECT:OscarTheGrouch RTS ľ˙Š˙‘˙”˙ß˙ť˙š˙ž˙“˙š˙˙ LBL OBJECT:Pilot RTSŻ˙–˙“˙˙‹˙ LBL OBJECT:Pump RTSŻ˙Š˙’˙˙ LBL OBJECT:Shop RTSŹ˙—˙˙˙ LBLOBJECT:StingerMissile RTSŹ˙‹˙–˙‘˙˜˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLOBJECT:StingerSoldier RTSŹ˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙˙“˙›˙–˙š˙˙ LBLOBJECT:StorageTank RTS Ź˙‹˙˙˙ž˙˜˙š˙ß˙Ť˙ž˙‘˙”˙ LBL OBJECT:Well RTS¨˙š˙“˙“˙ LBLOBJECT:WineVat RTSŠ˙ž˙‹˙ LBLOBJECT:GenericMale RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLOBJECT:GenericFemale RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLOBJECT:MogadishuFemaleCivilian RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBLOBJECT:MogadishuMaleCivilian RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ LBL OBJECT:Crane RTSź˙˙ž˙‘˙š˙ LBLOBJECT:OceanCenter RTSź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:SoccerStadium RTSŹ˙˙œ˙œ˙š˙˙ß˙Ź˙‹˙ž˙›˙–˙Š˙’˙ LBLOBJECT:Ambulance RTS ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ LBLOBJECT:AsianCar RTSź˙ž˙˙ LBLOBJECT:Backhoe RTS˝˙ž˙œ˙”˙—˙˙š˙ LBLOBJECT:LargeForklift RTSł˙ž˙˙˜˙š˙ß˙š˙˙˙”˙“˙–˙™˙‹˙ LBLOBJECT:SmallForklift RTSš˙˙˙”˙“˙–˙™˙‹˙ LBLOBJECT:CropDuster RTS ź˙˙˙˙ß˙ť˙Š˙Œ˙‹˙š˙˙ LBL OBJECT:Cessna RTSŻ˙“˙ž˙‘˙š˙ LBLOBJECT:ChickenTruck RTS ź˙—˙–˙œ˙”˙š˙‘˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:Combine RTSź˙˙’˙˙–˙‘˙š˙ LBLOBJECT:Eurovan RTSŠ˙ž˙‘˙ LBLOBJECT:EuroPoliceVan RTS Ż˙˙“˙–˙œ˙š˙ß˙Š˙ž˙‘˙ LBLOBJECT:Firetruck RTS š˙–˙˙š˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:FarmerTruck RTS š˙ž˙˙’˙š˙˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:AsianFishingBoat RTS š˙–˙Œ˙—˙–˙‘˙˜˙ß˙˝˙˙ž˙‹˙ LBLOBJECT:TourBus RTSŤ˙˙Š˙˙ß˙˝˙Š˙Œ˙ LBLOBJECT:FishingTrowler RTSš˙–˙Œ˙—˙–˙‘˙˜˙ß˙Ť˙˙ž˙ˆ˙“˙š˙˙ LBLOBJECT:WorkTruck RTS ¨˙˙˙”˙ß˙Ť˙˙Š˙œ˙”˙ LBLOBJECT:TugBoat RTSŤ˙Š˙˜˙ß˙˝˙˙ž˙‹˙ LBLOBJECT:BioHazardTech RTS˝˙–˙˙Ň˙ˇ˙ž˙…˙ž˙˙›˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙–˙ž˙‘˙ LBLOBJECT:MilitiaTank RTS ˛˙–˙“˙–˙‹˙–˙ž˙ß˙Ť˙ž˙‘˙”˙ LBLNetwork:PlayerDisconnected RTSÚ˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ LBLNetwork:PlayerLeftGame RTSÚ˙Œ˙ß˙—˙ž˙Œ˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBL Network:Vote RTSŠ˙˙‹˙š˙ LBLNetwork:QuitGame RTS Ž˙Ş˙ś˙Ť˙ß˙¸˙ž˙˛˙ş˙ LBLMAP:AlpineAssault RTSž˙“˙˙–˙‘˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBLMAP:AustrianAmbush RTS ˛˙ž˙˙”˙š˙‹˙ß˙¸˙ž˙˙›˙š˙‘˙ LBL MAP:Badlands RTS ť˙š˙Œ˙š˙˙‹˙ß˙š˙Š˙˙†˙ LBLMAP:BridgeBusters RTS ś˙˙˙‘˙ß˙ť˙˙ž˙˜˙˙‘˙ LBLMAP:KashmarKlash RTS¨˙ž˙Œ˙‹˙š˙“˙ž˙‘˙›˙ß˙¨˙ž˙˙“˙˙˙›˙Œ˙ LBL MAP:Oasis RTS ¸˙˙“˙›˙š˙‘˙ß˙°˙ž˙Œ˙–˙Œ˙ LBLMAP:ScorchedEarth RTSŹ˙œ˙˙˙œ˙—˙š˙›˙ß˙ş˙ž˙˙‹˙—˙ LBLMAP:SleepyHollow RTSˇ˙š˙ž˙˙‹˙“˙ž˙‘˙›˙ß˙Ź˙—˙–˙š˙“˙›˙ LBLMAP:SmalltownUSA RTSˇ˙˙’˙š˙“˙ž˙‘˙›˙ß˙ž˙“˙“˙–˙ž˙‘˙œ˙š˙ LBLMAP:TampicoTrauma RTS Ź˙–˙“˙š˙‘˙‹˙ß˙­˙–˙‰˙š˙˙ LBLMAP:WoodcrestCircle RTSš˙–˙‘˙ž˙“˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ LBLMAP:XinjiangBang RTS ¨˙–˙‘˙‹˙š˙˙ß˙¨˙˙“˙™˙ LBLAudio:Speakers0 RTS Í˙ß˙Ź˙˙š˙ž˙”˙š˙˙Œ˙ LBLAudio:Speakers1 RTS ˇ˙š˙ž˙›˙˙—˙˙‘˙š˙Œ˙ LBLAudio:Speakers2 RTSŹ˙Š˙˙˙˙Š˙‘˙›˙ß˙Ź˙˙Š˙‘˙›˙ LBLAudio:Speakers3 RTS Ë˙ß˙Ź˙˙š˙ž˙”˙š˙˙ LBLAudio:Speakers4 RTS Ę˙Ń˙Î˙ß˙Ź˙Š˙˙˙˙Š˙‘˙›˙ LBLAudio:Speakers5 RTS Č˙Ń˙Î˙ß˙Ź˙Š˙˙˙˙Š˙‘˙›˙ LBLMAP:CHI01ObjectiveText RTS@˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙ž˙˙—˙š˙ž˙›˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL MAP:CHI02Open RTS#ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ß˙ź˙˙–˙Œ˙–˙Œ˙ LBLSCRIPT:CHI02AudioHolder01 RTSšĂ˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙“˙š˙™˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙™˙˙˙œ˙š˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ß˙Š˙˙ß˙‹˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙‘˙š˙ˆ˙ß˙˙˙›˙š˙˙Œ˙Ř˙ LBLSCRIPT:CHI02AudioHolder02 RTSˆĂ˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙ˆ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙Š˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙–˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙›˙ž˙˙Ř˙ LBLSCRIPT:CHI02AudioHolder03 RTS˜Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙ž˙“˙–˙‰˙š˙Ţ˙Ŕ˙Ţ˙ß˙¨˙š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙ˆ˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙ß˙ˆ˙š˙‘˙‹˙ß˙›˙˙ˆ˙‘˙Ń˙ß˙¨˙š˙“˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙›˙ž˙‘˙˜˙š˙˙ß˙†˙š˙‹˙Ó˙ß˙Œ˙˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙˜˙š˙‹˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙Ř˙ LBLSCRIPT:CHI02AudioHolder04 RTSíĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙š˙–˙˙Œ˙‹˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙š˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙˙š˙ž˙œ˙‹˙˙˙Ó˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙š˙Œ˙Œ˙š˙‘˙‹˙–˙ž˙“˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙‰˙–˙‰˙ž˙“˙Ó˙ß˙Œ˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙ LBLSCRIPT:CHI02AudioHolder05 RTSĽĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ó˙ß˙š˙‡˙œ˙š˙˙‹˙ß˙™˙˙˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙˙‘˙š˙ß˙‘˙˙ˆ˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙ß˙Œ˙Š˙˙˙“˙Š˙Œ˙ß˙˙ž˙Œ˙š˙Ň˙Ň˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ň˙Ň˙—˙š˙˙š˙Ř˙ LBLSCRIPT:CHI02AudioHolder06 RTSŤĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙œ˙˙‘˙›˙–˙‹˙–˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙–˙‘˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙˙’˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙˙ß˙™˙–˙˜˙—˙‹˙Ń˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder07 RTSĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ą˙˙ˆ˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙œ˙˙‘˙›˙–˙‹˙–˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙–˙‘˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙˙’˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙˙ß˙™˙–˙˜˙—˙‹˙Ń˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙š˙’˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙ace.ACADEMY:AlternateMouseInterface6424 String(s)t" LBLSCRIPT:CHI02AudioHolder08 RTS‚Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ś˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙˙˙š˙˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙‹˙˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder09 RTSĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙˙˙š˙˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙‹˙˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ń˙Ř˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙š˙’˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙ace.ACADEMY:AlternateMouseInterface6424 String(s)t" LBLSCRIPT:CHI02AudioHolder10 RTSŁĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ž˙‘˙˙‹˙—˙š˙˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙“˙š˙™˙‹˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ś˙Ř˙“˙“˙ß˙’˙ž˙˙”˙ß˙—˙–˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙˙š˙›˙Ń˙ß˙ˇ˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙’˙ž˙˙”˙š˙›˙ß˙–˙‘˙ß˙†˙š˙“˙“˙˙ˆ˙Ń˙ß˙Ź˙‹˙˙˙ß˙—˙–˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder11 RTSVĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙Ň˙Ň˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙–˙‹˙Ţ˙Ř˙ LBLSCRIPT:CHI02AudioHolder12 RTSËĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙‹˙ž˙”˙š˙‘˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙ß˙˙ž˙˙”˙–˙‘˙˜˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder13 RTSŞĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙Š˙Œ˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ˇ˙’˙’˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙’˙Š˙œ˙—˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙ž˙‹˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙’˙˙˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙‘˙š˙š˙›˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder14 RTSJĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙–˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙Ń˙ß˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder15 RTSĐĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙¸˙ł˙ž˙ß˙ž˙˙’˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙˙‰˙š˙Ń˙ß˙Ť˙—˙š˙†˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙Œ˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙Œ˙š˙ß˙Œ˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙–˙‘˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙Ń˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ţ˙Ř˙ LBLSCRIPT:CHI02AudioHolder16 RTSÚĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙—˙š˙–˙˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙š˙’˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˜˙˙š˙š˙‘˙ß˙˙˙…˙š˙ß˙‹˙—˙š˙†˙ß˙Œ˙˙˙ž˙†˙Ń˙ß˙´˙š˙š˙˙ß˙†˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder17 RTS†Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙š˙†˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder18 RTS|Ă˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙¨˙ž˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙˙˙œ˙š˙ß˙Š˙˙ß˙ž˙—˙š˙ž˙›˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙ž˙“˙“˙ß˙™˙˙˙ß˙ž˙‘˙ß˙ş˙˛˙Ż˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙Œ˙‹˙ž˙‘˙›˙˙†˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder19 RTSaĂ˙Ř˙ş˙Š˙ž˙Ř˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙ő˙ß˙Ř˙Ť˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙“˙š˙ž˙˙ß˙˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙ LBLSCRIPT:CHI02AudioHolder20 RTSĂ˙ž˙Š˙‹˙˙š˙š˙˙˙†˙ß˙ź˙ž˙˙‹˙Ń˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙˙Š˙“˙›˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙“˙š˙ž˙˙ß˙˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ř˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙Œ˙‹˙ž˙‘˙›˙˙†˙Ń˙Ř˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ń˙Ř˙†˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙Ń˙Ř˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ř˙ace.ACADEMY:AlternateMouseInterface6424 String(s)t"Lang LBLSCRIPT:CHI02Box01 RTSěŞ˙Œ˙š˙ß˙‹˙—˙š˙ß˙ť˙°˙Ľ˙ş˙­˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙ź˙°˙˛˙˛˙ž˙ą˙ť˙ß˙ź˙ş˙ą˙Ť˙ş˙­˙ß˙ő˙ß˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙ź˙°˙˛˙˛˙ž˙ą˙ť˙ß˙ź˙ş˙ą˙Ť˙ş˙­˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ó˙ß˙ő˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙—˙š˙ß˙­˙ž˙ť˙ž˙­˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙Ó˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙Œ˙œ˙˙š˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙š˙ž˙˙ß˙ő˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙Ň˙“˙š˙™˙‹˙Ň˙—˙ž˙‘˙›˙ß˙œ˙˙˙‘˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ś˙‘˙‹˙š˙˙™˙ž˙œ˙š˙ LBLSCRIPT:CHI02Box02 RTSœą˙ş˙¨˙ß˙Ş˙ą˙ś˙Ť˙Ĺ˙ß˙ť˙­˙ž˙¸˙°˙ą˙ß˙Ť˙ž˙ą˙´˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙­˙ž˙¸˙°˙ą˙ß˙Ť˙ž˙ą˙´˙ß˙˙˙š˙ž˙‹˙—˙š˙Œ˙ß˙™˙–˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ő˙ß˙š˙‰˙š˙‘˙ß˙–˙™˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLMAP:CHI02Obj01 RTSw˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙–˙‹˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙ß˙˙ž˙˙”˙–˙‘˙˜˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ő˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙ LBLMAP:CHI02Obj02 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:CHI02SecondaryObj01 RTSeŹ˙š˙œ˙˙‘˙›˙ž˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ĺ˙ß˙ő˙ß˙Ź˙‹˙˙˙ß˙¸˙ł˙ž˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙™˙˙˙’˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ő˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙–˙‘˙ß˙›˙˙ˆ˙‘˙‹˙˙ˆ˙‘˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ LBLMAP:CHI02SecondaryObj02 RTSDŹ˙š˙œ˙˙‘˙›˙ž˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL MAP:CHI03Open RTS>Ť˙—˙˙š˙š˙ß˙¸˙˙˙˜˙š˙Œ˙ß˙ť˙ž˙’˙Ń˙Ń˙Ń˙ˇ˙Š˙˙š˙–˙ß˙Ż˙˙˙‰˙–˙‘˙œ˙š˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙ž˙ß˙š˙“˙˙˙›˙ß˙˙™˙ß˙Š˙–˙˙“˙š˙‘˙œ˙š˙ LBL MAP:CHI03Obj1 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ť˙ž˙’˙ LBL MAP:CHI03Obj2 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL MAP:CHI03Obj3 RTS4˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙ž˙‹˙ß˙ž˙“˙“˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:CHI03AudioHolder01 RTS_Ă˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙Œ˙˙š˙ž˙”˙–˙‘˙˜˙Á˙ß˙Ř˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙‹˙š˙˙ß˙“˙š˙‰˙š˙“˙ß˙—˙ž˙Œ˙ß˙›˙˙˙˙˙š˙›˙Ţ˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ţ˙Ř˙ LBL MAP:CHI06Open RTS3˝˙–˙Œ˙—˙”˙š˙”˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ß˙Ź˙Š˙˙œ˙ž˙˙–˙‹˙ž˙“˙ß˙ő˙ß˙ť˙š˙ž˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙Ť˙˙ž˙œ˙”˙Œ˙ LBL MAP:CHI06Obj1 RTSF˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙¸˙š˙‹˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙˙˙–˙›˙˜˙š˙ LBL MAP:CHI07Open RTS0ť˙Š˙Œ˙—˙ž˙‘˙˙š˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ß˙ź˙ž˙˙–˙‹˙ž˙“˙ß˙ź˙–˙‹˙†˙ß˙ő˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙–˙‘˙‹˙š˙˙ LBLMAP:Demo58Open RTS&´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ť˙˛˙Ľ˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙˝˙“˙Š˙š˙ß˙ş˙ž˙˜˙“˙š˙ LBLMAP:Demo58End1 RTS˝˙ž˙‹˙‹˙“˙š˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙°˙™˙™˙Ň˙ł˙–˙‘˙š˙Ń˙Ń˙Ń˙ LBLMAP:Demo58End2 RTS5ź˙°˙˛˙˛˙ž˙ą˙ť˙ß˙ž˙ą˙ť˙ß˙ź˙°˙ą˙Ž˙Ş˙ş˙­˙ß˙¸˙ş˙ą˙ş˙­˙ž˙ł˙Ź˙ß˙ő˙ß˙ź˙°˙˛˙ś˙ą˙¸˙Ĺ˙ß˙ź˙ˇ˙­˙ś˙Ź˙Ť˙˛˙ž˙Ź˙ß˙Í˙Ď˙Ď˙Í˙ LBLMAP:Demo48Open RTS.˛˙ž˙…˙ž˙˙ß˙š˙˙š˙š˙ß˙š˙–˙˙š˙ß˙Ľ˙˙‘˙š˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙¨˙—˙–˙‹˙š˙ß˙´˙‘˙–˙˜˙—˙‹˙ LBLMAP:GLA02MapName RTSŻ˙–˙“˙“˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙Š˙–˙“˙“˙ž˙˜˙š˙ LBL MAP:GLA02Open RTS<Š˙–˙“˙“˙ž˙˜˙š˙Œ˙ß˙°˙Š˙‹˙Œ˙–˙›˙š˙ß˙ž˙“˙’˙ž˙‹˙†˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙ž˙–˙›˙ß˙Ź˙Š˙˙˙“˙–˙š˙Œ˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙ LBLMAP:GLA02ObjectiveText01 RTS6˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙–˙‘˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBLMAP:GLA021stThirdObjective RTS>š˙–˙˙Œ˙‹˙ß˙¸˙˙ž˙“˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Í˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙˙†˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ş˙ą˙ß˙ź˙˙‘˙‰˙˙†˙Œ˙Ř˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLMAP:GLA022ndThirdObjective RTSLŹ˙š˙œ˙˙‘˙›˙ß˙¸˙˙ž˙“˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Ě˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙˙†˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ß˙›˙˙˙˙˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙“˙ž˙‘˙š˙Œ˙ LBLMAP:GLA023rdThirdObjective RTS>š˙–˙‘˙ž˙“˙ß˙¸˙˙ž˙“˙Ĺ˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙–˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙˙†˙ß˙˙ž˙–˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ LBLMAP:GLA02CivBuildingHint RTSgŠ˙–˙“˙“˙ž˙˜˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙Œ˙‹˙˙˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙’˙š˙Œ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙’˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙‹˙—˙š˙˙š˙ LBLMAP:GLA02CivKillHint RTS0Ť˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙˙Š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙Ź˙Ť˙°˙Ż˙ß˙Ť˙ˇ˙ş˙˛˙ LBLMAP:GLA02QuadsArrival RTSL­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙˙ß˙˙˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLMAP:GLA02CrateReminder RTS%ź˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙“˙ LBLMAP:GLA02MonkeyReminder RTS7Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙˙Š˙˙ß˙˜˙˙ž˙“˙ß˙–˙™˙ß˙†˙˙Š˙ß˙Œ˙˙š˙‘˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ LBLMAP:GLA06MapName RTSž˙˙˙˙˙˙˙–˙ž˙‹˙š˙ß˙Ż˙˙–˙Œ˙˙‘˙Œ˙ LBL MAP:GLA06Open RTS[¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ź˙—˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ť˙˙‡˙–˙œ˙ß˙¨˙ž˙Œ˙‹˙š˙ß˙ź˙˙‘˙‹˙ž˙–˙‘˙’˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ť˙–˙Œ˙˙˙Œ˙ž˙“˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLMAP:GLA06MissionObjective RTSJ˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙Ë˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙¨˙–˙˙š˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙›˙š˙™˙š˙‘˙›˙š˙˙Œ˙ LBLMAP:GLA06BunkerWarning RTSL¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ž˙˙š˙ß˙™˙˙ž˙˜˙–˙“˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙‰˙–˙˙“˙š˙‘˙‹˙“˙†˙ß˙ˆ˙—˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:GLA06BunkerDestroyed RTSM¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙™˙˙˙“˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ß˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBLMAP:GLA06BunkerRetaken RTS7Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙‹˙ž˙”˙š˙‘˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙–˙‹˙ß˙˙ž˙œ˙”˙ß˙‘˙˙ˆ˙ LBLMAP:GLA06BunkerObjective RTS/Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙ˆ˙‘˙ß˙Ë˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBLMAP:GLA06KillEnemies RTSZŚ˙˙Š˙ß˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙˙š˙Ž˙Š˙–˙˙š˙›˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙ą˙˙ˆ˙ß˙ˆ˙–˙˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙†˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBLMAP:GLA06ScoutsInBase RTSBž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Š˙Œ˙ß˙ő˙ß˙˝˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBLMAP:GLA06Only8Bunkers RTSSŚ˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙’˙˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙ˆ˙‘˙ß˙Ë˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBLMAP:GLA06Only6Bunkers RTSF°˙‘˙“˙†˙ß˙É˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙ő˙ß˙ś˙™˙ß˙Ě˙ß˙’˙˙˙š˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙–˙“˙ LBLMAP:GLA06Only4Bunkers RTS@¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙Š˙‘˙”˙š˙˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙–˙“˙ LBLMAP:GLA07MapName RTS Ť˙˙˙•˙ž˙‘˙ß˙ˇ˙˙˙Œ˙š˙ LBL MAP:GLA07Open RTSCŹ˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙ą˙š˙ž˙˙ß˙ł˙š˙‘˙˜˙š˙˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙˙“˙–˙‘˙‹˙š˙˙ß˙ź˙š˙“˙“˙Ň˙ź˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙­˙š˙˜˙–˙˙‘˙ LBLSCRIPT:GLA07ChnTmr RTSź˙—˙–˙‘˙š˙Œ˙š˙ß˙š˙˙˙œ˙š˙Œ˙ß˙ž˙˙˙–˙‰˙š˙ß˙ś˙‘˙Ĺ˙ LBLMAP:GLA07ChineseArrival RTS-¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBLMAP:GLA07MissionObjective RTS*˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA07ConvoyHint01 RTSiŹ˙‘˙š˙ž˙”˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙Ř˙ß˙˙ž˙Œ˙š˙ß˙ő˙ß˙°˙‘˙œ˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA07ConvoyHint02 RTSa¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙š˙š˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙ő˙ß˙ˆ˙–˙“˙“˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙ LBLMAP:GLA07ConvoyHint03 RTSp¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙˙™˙™˙ß˙“˙–˙’˙–˙‹˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ő˙ß˙ś˙™˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙ß˙‹˙—˙š˙’˙ß˙—˙š˙˙š˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ LBLMAP:GLA07ConvoyHint04 RTSU°˙˙›˙š˙˙ß˙‹˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙Ř˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙™˙˙˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ LBLMAP:GLA07BaseKIACleanUp RTSXŤ˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙–˙˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙†˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBLMAP:GLA07ConvoyDetected RTSbž˙ł˙ş˙­˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙ő˙ß˙Ť˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙ˆ˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBL MAP:GLA03Open RTSCĽ˙—˙ž˙’˙˙Š˙“˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙Ň˙ź˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙ź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Ż˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL MAP:USA01Open RTS-˛˙ž˙…˙ž˙˙ß˙š˙˙š˙š˙ß˙š˙–˙˙š˙ß˙Ľ˙˙‘˙š˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙–˙“˙š˙‘˙‹˙ß˙ť˙ž˙ˆ˙‘˙ LBLSCRIPT:TrainingMove RTSßł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Œ˙Ń˙ß˙¨˙–˙‹˙—˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‹˙˙ß˙˜˙–˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙ß˙’˙˙‰˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙†˙˙Š˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLSCRIPT:TrainingCommand RTSŠŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙ž˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙ˇ˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ť˙˙ß˙œ˙—˙˙˙Œ˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙Œ˙—˙–˙‘˙˜˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙Š˙‹˙‹˙˙‘˙ LBLSCRIPT:TrainingExplor RTSçŤ˙—˙š˙ß˙š˙˙˜˙ß˙˙™˙ß˙¨˙ž˙˙ß˙ž˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙Œ˙—˙š˙›˙ß˙˙ž˙œ˙”˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‘˙š˙ˆ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙˙š˙ž˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙˙˜˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙Ń˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙ LBLSCRIPT:TrainingBarracks RTSŚ˙˙Š˙ß˙—˙˙˜˙ß˙˙™˙ß˙¨˙ž˙˙ß˙ž˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙Œ˙—˙š˙›˙ß˙˙ž˙œ˙”˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‘˙š˙ˆ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙˙š˙ž˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙˙˜˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙Ń˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙˙™˙ž˙œ˙š˙Ř˙ace.ACADEMY:AlternateMouseInterface LBLSCRIPT:TrainingPilots RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙š˙š˙›˙ß˙Œ˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙Œ˙—˙š˙›˙ß˙˙ž˙œ˙”˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‘˙š˙ˆ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙˙š˙ž˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙˙˜˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙Ń˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙˙™˙ž˙œ˙š˙Ř˙ace.ACADEMY:AlternateMouseInterface6424 Strin LBLSCRIPT:TrainingSupply RTSôŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙ž˙ß˙Ş˙Ź˙ž˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙˙˙˙‰˙–˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‘˙š˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ LBLSCRIPT:TrainingDozer RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙ž˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙‘˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙˙˙˙‰˙–˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‘˙š˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 String(s)t"Langua LBLSCRIPT:TrainingUnits RTSĘŚ˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ LBLSCRIPT:TrainingPower RTSŚ˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInte LBLSCRIPT:TrainingAbilities RTSYŹ˙˙’˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then this may help you get a better LBLSCRIPT:TrainingObjective RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 Str LBLSCRIPT:TrainingUrban RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙˙š˙œ˙–˙ž˙“˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 String( LBLSCRIPT:TrainingTech RTSKź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙†˙ß˙†˙˙Š˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙Ń˙ß˙ˇ˙˙“˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙–˙‹˙ß˙—˙ž˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙˙Š˙Œ˙ž˙›˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙˙ß˙˙˙›˙š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then th LBLSCRIPT:TrainingCrate RTSîź˙˙ž˙‹˙š˙Œ˙ß˙œ˙˙‘˙‹˙ž˙–˙‘˙ß˙˙˙‘˙Š˙Œ˙ß˙–˙‹˙š˙’˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙’˙’˙Š˙‘˙–˙‹˙–˙˙‘˙Ó˙ß˙ž˙˙’˙˙˙ß˙ž˙‘˙›˙ß˙˙‹˙—˙š˙˙ß˙–˙‹˙š˙’˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙™˙˙Š˙‘˙›˙ß˙–˙‘˙ß˙œ˙˙ž˙‹˙š˙Œ˙Ń˙ß˙°˙˙›˙š˙˙ß˙†˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙˙‘˙‹˙˙ß˙ž˙ß˙œ˙˙ž˙‹˙š˙ß˙‹˙˙ß˙˙˙š˙‘˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙š˙‘˙‹˙Œ˙ LBLSCRIPT:TrainingMissionObjective RTS3˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙˝˙–˙˙Ň˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLSCRIPT:TrainingOpeningObjective RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ł˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˝˙ž˙Œ˙š˙ LBLMAP:USA01Opening RTS)ś˙˙ž˙Ž˙–˙ß˙¨˙ž˙˙ß˙Ľ˙˙‘˙š˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙š˙–˙‘˙ž˙“˙ß˙ľ˙Š˙Œ˙‹˙–˙œ˙š˙ LBLMAP:USA01BahdadText RTSŹ˙–˙š˙˜˙š˙ß˙˙™˙ß˙˝˙ž˙˜˙—˙›˙ž˙›˙ß˙ő˙ß˙ť˙ž˙†˙ß˙Ě˙ LBLMAP:USA01ObjectiveText RTS*˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBL MAP:USA02Open RTS*ž˙“˙ß˙ˇ˙ž˙‘˙ž˙›˙Ó˙ß˙Ś˙š˙’˙š˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ť˙˙š˙ž˙Œ˙Š˙˙š˙ß˙ˇ˙Š˙‘˙‹˙ LBLMAP:USA02Objective1Text RTS*˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙ź˙ž˙˙‹˙Š˙˙š˙›˙ß˙Ż˙–˙“˙˙‹˙Œ˙ LBLMAP:USA02Objective2Text RTSA˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙­˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙‘˙ž˙“˙ß˙Ż˙–˙“˙˙‹˙ß˙‹˙˙ß˙˝˙ž˙Œ˙š˙ß˙™˙˙˙ß˙›˙š˙˙˙–˙š˙™˙–˙‘˙˜˙ LBLMAP:USA03Objective1Text RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ş˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙Œ˙œ˙ž˙˙š˙ß˙˙™˙ß˙Î˙Ď˙Ď˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙™˙˙˙œ˙š˙Œ˙ LBLSCRIPT:USA03RescueCounter RTSş˙Œ˙œ˙ž˙˙š˙›˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙š˙˙˙œ˙š˙Œ˙Ĺ˙ LBL MAP:USA04Open RTS6´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ź˙˙ž˙Œ˙‹˙Ó˙ß˙Î˙Ë˙Ď˙Ď˙ß˙ˇ˙˙Š˙˙Œ˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙‹˙˙˙’˙˙˙–˙‘˙˜˙š˙˙ LBLSCRIPT:USA04BomberTimer RTS˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙˙–˙‰˙–˙‘˙˜˙ß˙ś˙‘˙Ĺ˙ LBLMAP:USA06Objective1Text RTSG˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ż˙˙š˙‰˙š˙‘˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙˙–˙‰˙š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:USA06Objective2Text RTS0˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙˛˙ž˙–˙‘˙ß˙˝˙ž˙Œ˙š˙ LBLSCRIPT:GLA03CivCounter RTSŤ˙˙ž˙–˙‹˙˙˙Œ˙ß˙´˙–˙“˙“˙š˙›˙Ĺ˙ LBLSCRIPT:GLA03Objective01 RTSb˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ź˙Ĺ˙ß˙ő˙ß˙ź˙“˙ž˙–˙’˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙ő˙ß˙´˙–˙“˙“˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLSCRIPT:GLA03Objective02 RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLSCRIPT:GLA03Objective03 RTS/ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙ LBLMAP:GLA03Objective04 RTSš˙˙š˙š˙ß˙‹˙—˙š˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ LBLMAP:GLA03Objective05 RTS´˙–˙“˙“˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA03Objective06 RTS"ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ LBLSCRIPT:GLA04Objective01 RTSB˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ LBLSCRIPT:GLA04Objective02 RTSl¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ź˙˙š˙‘˙›˙–˙‘˙˜˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙™˙ž˙˙‹˙—˙š˙˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙“˙ß˙˙™˙ß˙Ű˙Ë˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙ő˙ß˙˝˙š˙ß˙Œ˙Š˙˙š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙‰˙š˙˙Œ˙˙š˙‘˙›˙ LBLSCRIPT:GLA04Objective03 RTSc¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙–˙˙˙˙˙‹˙ß˙ž˙Œ˙ß˙ž˙ß˙Œ˙‹˙ž˙˜˙–˙‘˙˜˙ß˙˙ž˙Œ˙š˙ß˙ő˙ß˙ź˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBLSCRIPT:GLA04Objective04 RTSq¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙š˙›˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙—˙š˙ž˙‰˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ž˙›˙‰˙–˙Œ˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙˜˙˙†˙ß˙˛˙˙˙Œ˙ß˙ž˙‘˙›˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙Œ˙ß˙˙‘˙“˙†˙ LBLSCRIPT:GLA05Objective01 RTS1˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙˙ž˙Œ˙š˙ LBLSCRIPT:GLA05Objective02 RTS=˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ LBL MAP:GLA01Open RTS$Ź˙—˙†˙’˙”˙š˙‘˙‹˙ß˙ť˙˛˙Ľ˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙˝˙“˙ž˙œ˙”˙ß˙­˙ž˙–˙‘˙ LBLMAP:GLA01ObjectiveText RTS"˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ť˙ž˙’˙ LBL MAP:USA07Open RTS4Ź˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ť˙š˙Œ˙˙š˙˙ž˙‹˙š˙ß˙Ş˙‘˙–˙˙‘˙ LBLMAP:USA07Objective1 RTS5˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:USA07General RTS¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙ž˙˙˙–˙‰˙ž˙“˙ LBLMAP:USA07Objective2 RTSV˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBL MAP:GLA08Temp RTS9¸˙ł˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ç˙ß˙Ň˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙ LBL MAP:CHI08Temp RTS9ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ç˙ß˙Ň˙ß˙ł˙ž˙Œ˙‹˙ß˙ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:CHI07Temp RTS2ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Č˙ß˙Ň˙ß˙ą˙Š˙”˙š˙Ň˙°˙Ň˙­˙ž˙’˙ž˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:CHI05Temp RTS3ź˙—˙–˙‘˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ę˙ß˙Ň˙ß˙š˙–˙˙š˙˙˙’˙˙ß˙¸˙ł˙ž˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:USA08Temp RTS2Ş˙Ź˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ç˙ß˙Ň˙ß˙ť˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙š˙ß˙¸˙ł˙ž˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:USA06Temp RTS.Ş˙Ź˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙É˙ß˙Ň˙ß˙ş˙Ě˙ß˙­˙š˙‰˙ž˙’˙˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:USA05Temp RTS/Ş˙Ź˙ž˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ę˙ß˙Ň˙ß˙­˙–˙‰˙š˙˙ß˙­˙ž˙–˙›˙ß˙ő˙ß˙Ź˙‹˙ž˙‹˙Š˙Œ˙Ĺ˙ß˙ś˙‘˙œ˙˙’˙˙“˙š˙‹˙š˙ LBLCONTROLBAR:TooltipDaisyCutter RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL*CONTROLBAR:TooltipFireParticleUplinkCannon RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipParaDrop RTS0ť˙˙˙˙Œ˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipClusterMines RTS.ť˙˙˙˙Œ˙ß˙’˙–˙‘˙š˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipEMPPulse RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipA10Strike RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipFireNukeMissile RTS/Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFireSCUDStorm RTS/Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL&CONTROLBAR:TooltipFireArtilleryBarrage RTSEŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ł˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL)CONTROLBAR:TooltipFireSuperWeaponCashHack RTS?Ź˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL CONTROLBAR:TooltipFireSpySatScan RTS?­˙š˙‰˙š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ź˙˙˙‹˙ß˙—˙–˙›˙›˙š˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Î˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFireSpyDrone RTS6ź˙˙š˙ž˙‹˙š˙ß˙Œ˙˙†˙ß˙›˙˙˙‘˙š˙ß˙˙‰˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Î˙Ĺ˙Ě˙Ď˙ LBL"CONTROLBAR:TooltipFireRadarVanScan RTSA­˙š˙‰˙š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ź˙˙˙‹˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ď˙Ĺ˙Ě˙Ď˙ LBLCONTROLBAR:TooltipFireRadioJam RTS1ź˙Š˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙–˙˙‘˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL%CONTROLBAR:TooltipFireEmergencyRepair RTS*ş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipFireRebelAmbush RTS(ź˙˙š˙ž˙‹˙š˙Œ˙ß˙˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipFireAnthraxBomb RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL!CONTROLBAR:TooltipCIAIntelligence RTS-Ź˙˙†˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipDemoTrapProxy RTSş˙‡˙˙“˙˙›˙š˙ß˙ˆ˙—˙š˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˜˙š˙‹˙Œ˙ß˙‘˙š˙ž˙˙ LBL CONTROLBAR:TooltipDemoTrapManual RTSş˙‡˙˙“˙˙›˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBL"CONTROLBAR:TooltipDemoTrapDetonate RTSş˙‡˙˙“˙˙›˙š˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙ LBL&CONTROLBAR:TooltipMissileDefenderLaser RTS(ł˙ž˙Œ˙š˙˙Ň˙“˙˙œ˙”˙ß˙–˙’˙˙˙˙‰˙š˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙˙ž˙‹˙š˙ß˙˙™˙ß˙™˙–˙˙š˙ LBL(CONTROLBAR:TooltipBattlePlansBombardment RTS.ť˙š˙˙“˙˙†˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙ő˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙Í˙Ď˙Ú˙ß˙š˙–˙˙š˙˙˙ˆ˙š˙˙ß˙˝˙˙‘˙Š˙Œ˙ LBL(CONTROLBAR:TooltipBattlePlansHoldTheLine RTS)ť˙š˙˙“˙˙†˙ß˙ˆ˙ž˙“˙“˙Œ˙ß˙ő˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙Î˙Ď˙Ú˙ß˙ž˙˙’˙˙˙ß˙˝˙˙‘˙Š˙Œ˙ LBL-CONTROLBAR:TooltipBattlePlansSearchAndDestroy RTS3ť˙š˙˙“˙˙†˙ß˙Œ˙œ˙ž˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙Í˙Ď˙Ú˙ß˙¨˙š˙ž˙˙˙‘˙ß˙­˙ž˙‘˙˜˙š˙ß˙˝˙˙‘˙Š˙Œ˙ LBLCONTROLBAR:TooltipSetRallyPoint RTS%Ź˙š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:TooltipSell RTS&Ź˙š˙“˙“˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙™˙˙˙ß˙Ę˙Ď˙Ú˙ß˙˙™˙ß˙–˙‹˙Œ˙ß˙‰˙ž˙“˙Š˙š˙ LBL'CONTROLBAR:TooltipNukeReactorOverCharge RTS+ť˙ž˙’˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙‹˙˙˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙Ę˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ LBLCONTROLBAR:TooltipCancelUpgrade RTSź˙ž˙‘˙œ˙š˙“˙ß˙‹˙—˙–˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ LBL,CONTROLBAR:TooltipUSAUpgradeAdvancedTraining RTS-Ş˙‘˙–˙‹˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙œ˙†˙ß˙ž˙‹˙ß˙‹˙ˆ˙–˙œ˙š˙ß˙‹˙—˙š˙ß˙Š˙Œ˙Š˙ž˙“˙ß˙Œ˙˙š˙š˙›˙ LBL&CONTROLBAR:TooltipUSAUpgradeDroneARmor RTSž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙˜˙š˙‹˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙ž˙˙’˙˙˙ LBL/CONTROLBAR:TooltipUSAUpgradeAdvancedControlRods RTS ­˙š˙ž˙œ˙‹˙˙˙ß˙˙˙˙‰˙–˙›˙š˙Œ˙ß˙Î˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ LBL-CONTROLBAR:TooltipUSAUpgradeFlashBangGrenades RTS=­˙ž˙‘˙˜˙š˙˙Œ˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL*CONTROLBAR:TooltipUSAUpgradeCompositeArmor RTSŤ˙ž˙‘˙”˙Œ˙ß˙˜˙š˙‹˙ß˙Ô˙Í˙Ę˙Ú˙ß˙ž˙˙’˙˙˙ LBL)CONTROLBAR:TooltipUSAUpgradeCruiseMissile RTS$Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙ž˙ß˙™˙“˙–˙˜˙—˙‹˙Ň˙˙ž˙‹˙—˙ LBLCONTROLBAR:TooltipUSAUpgradeTOW RTS=ž˙˙’˙ß˙ˇ˙Š˙’˙‰˙š˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙™˙–˙˙š˙ß˙ž˙‹˙ß˙˜˙˙˙Š˙‘˙›˙ß˙˙˙ß˙ž˙–˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ LBLCONTROLBAR:USAUpgradeRocketPods RTSź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙™˙–˙˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙˙ž˙˙˙ž˙˜˙š˙ LBL)CONTROLBAR:TooltipUSAUpgradeLaserMissiles RTS7­˙ž˙˙‹˙˙˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙˙ß˙Ô˙Í˙Ę˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL#CONTROLBAR:TooltipChinaUpgradeMines RTS!ź˙˙š˙ž˙‹˙š˙Œ˙ß˙’˙–˙‘˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL4CONTROLBAR:TooltipUpgradeChinaOverlordGattlingCannon RTS(˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL5CONTROLBAR:TooltipUpgradeChinaOverlordPropagandaTower RTS)˝˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL2CONTROLBAR:TooltipUpgradeChinaOverlordBattleBunker RTSH˝˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙Ń˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙œ˙œ˙Š˙˙–˙š˙›˙ß˙˙†˙ß˙†˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL#CONTROLBAR:TooltipChinaUpgradeRadar RTS%˝˙Š˙–˙“˙›˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:TooltipChinaUpgradeNationalism RTS?Ô˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙™˙˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ó˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ LBL)CONTROLBAR:TooltipChinaUpgradeBlackNapalm RTS Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙™˙“˙ž˙’˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL'CONTROLBAR:TooltipChinaUpgradeChainGuns RTS#Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙˜˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL(CONTROLBAR:TooltipUpgradeChinaSubliminal RTSÔ˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙Ź˙˙š˙ž˙”˙š˙˙ß˙Ť˙˙ˆ˙š˙˙ß˙˙˙‘˙Š˙Œ˙š˙Œ˙ LBL+CONTROLBAR:TooltipUpgradeChinaUraniumShells RTS-Ô˙Í˙Ę˙Ú˙ß˙Œ˙—˙˙‹˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙‘˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL*CONTROLBAR:TooltipUpgradeChinaNuclearTanks RTS(ś˙’˙˙˙˙‰˙š˙Œ˙ß˙°˙‰˙š˙˙“˙˙˙›˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Œ˙˙š˙š˙›˙ LBL)CONTROLBAR:TooltipUpgradeChinaStunBullets RTS+­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙’˙ž˙†˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL#CONTROLBAR:TooltipDisguiseAsVehicle RTS/ť˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙—˙š˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL#CONTROLBAR:TooltipGLAUpgradeBioBomb RTS"˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙˙š˙œ˙˙’˙š˙Œ˙ß˙ž˙ß˙˙–˙˙ˆ˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙ LBL"CONTROLBAR:ToolTipGLAUpgradeHEBomb RTS$Î˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ LBL(CONTROLBAR:ToolTipGLAUpgradeRadarVanScan RTS5­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ß˙œ˙ž˙‘˙ß˙Œ˙œ˙ž˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙‹˙˙ß˙Œ˙š˙ž˙˙œ˙—˙ß˙™˙˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL*CONTROLBAR:ToolTipGLAUpgradeScorpionRocket RTSŹ˙œ˙˙˙˙–˙˙‘˙ß˙˜˙ž˙–˙‘˙Œ˙ß˙ž˙ß˙˙˙œ˙”˙š˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL%CONTROLBAR:ToolTipGLAUpgradeAPRockets RTS'Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙­˙˙œ˙”˙š˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL'CONTROLBAR:ToolTipGLAUpgradeToxinShells RTS<Ź˙œ˙˙˙˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙œ˙ž˙˙˙†˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ LBL'CONTROLBAR:ToolTipGLAUpgradeAnthraxBeta RTS$Ô˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙‹˙˙‡˙–˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL%CONTROLBAR:ToolTipGLAUpgradeAPBullets RTSBÔ˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙‹˙˙ß˙­˙š˙˙š˙“˙Ó˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙Ó˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL&CONTROLBAR:ToolTipGLAUpgradeJunkRepair RTSž˙“˙“˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙Š˙‹˙˙Ň˙˙š˙˙ž˙–˙˙ LBL&CONTROLBAR:ToolTipGLAUpgradeCamouflage RTS4­˙š˙˙š˙“˙Œ˙ß˙ž˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙‘˙˙‹˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ LBL&CONTROLBAR:ToolTipGLAUpgradeTranqDarts RTS(­˙š˙˙š˙“˙Œ˙ß˙’˙ž˙†˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL%CONTROLBAR:ToolTipGLAUpgradeArmTheMob RTSž˙˙’˙ß˙ž˙“˙“˙ß˙ž˙‘˙˜˙˙†˙ß˙˛˙˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙´˙Ň˙Ë˙Č˙Œ˙ LBLCONTROLBAR:ToolTipStructureExit RTS°˙˙›˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ LBLCONTROLBAR:ToolTipTransportExit RTS°˙˙›˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ LBLCONTROLBAR:ToolTipEvacuate RTS°˙˙›˙š˙˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙š˙‡˙–˙‹˙ LBL!CONTROLBAR:ToolTipRailedTransport RTS¸˙˙ LBLCONTROLBAR:ToolTipUSACombatDrop RTSk°˙˙›˙š˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙ž˙˙˙š˙“˙ß˙›˙˙ˆ˙‘˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Ń˙ß˙Ş˙Œ˙š˙ß˙˙‘˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ LBLCONTROLBAR:ToolTipGuard RTSO°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙˜˙Š˙ž˙˙›˙ß˙ž˙ß˙Œ˙˙š˙œ˙–˙™˙–˙œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙˙Š˙˙Œ˙Š˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙–˙™˙ß˙‘˙š˙œ˙š˙Œ˙Œ˙ž˙˙†˙ LBL%CONTROLBAR:ToolTipGuardWithoutPursuit RTSZ°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙˜˙Š˙ž˙˙›˙ß˙ž˙ß˙Œ˙˙š˙œ˙–˙™˙–˙œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ó˙ß˙˙Š˙‹˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙Š˙˙Œ˙Š˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL&CONTROLBAR:ToolTipGuardFlyingUnitsOnly RTSO°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙–˙˙˙˙˙‘˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙˙’˙š˙ß˙‘˙š˙ž˙˙ß˙ž˙ß˙Œ˙˙š˙œ˙–˙™˙–˙š˙›˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBLCONTROLBAR:ToolTipAttackMove RTSK°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ LBLCONTROLBAR:ToolTipCommandStop RTS'°˙˙›˙š˙˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙ˆ˙—˙ž˙‹˙š˙‰˙š˙˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙˙–˙‘˙˜˙ LBLCONTROLBAR:ToolTipWayPoints RTS$ź˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‹˙˙ß˙Œ˙š˙‹˙ß˙ˆ˙ž˙†˙˙˙–˙‘˙‹˙Œ˙ LBL*CONTROLBAR:ToolTipUSARangerCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL#CONTROLBAR:ToolTipUSAFire20mmCannon RTSš˙–˙˙š˙ß˙Í˙Ď˙’˙’˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL)CONTROLBAR:ToolTipUSAFireAntiTankMissiles RTS$š˙–˙˙š˙ß˙ž˙‘˙‹˙–˙‹˙ž˙‘˙”˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL#CONTROLBAR:ToolTipUSAFireRocketPods RTS,š˙–˙˙š˙ß˙ž˙ß˙˙ž˙˙˙ž˙˜˙š˙ß˙˙™˙ß˙˙˙œ˙”˙š˙‹˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ LBL'CONTROLBAR:ToolTipGLAFireScorpionRocket RTS(š˙–˙˙š˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙œ˙”˙š˙‹˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL"CONTROLBAR:ToolTipGLASCUDHEWarhead RTS%ł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ź˙ź˙Ş˙ť˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ LBL'CONTROLBAR:ToolTipGLASCUDAnthraxWarhead RTS"ł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙Ź˙ź˙Ş˙ť˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ LBL*CONTROLBAR:ToolTipGLAFireToxinTractorSlime RTSŹ˙˙˙ž˙†˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBL)CONTROLBAR:ToolTipGLARebelCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL)CONTROLBAR:ToolTipGLATerroristMakeCarBomb RTS.ş˙‘˙‹˙š˙˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙œ˙ž˙˙ß˙ž˙‘˙›˙ß˙™˙–˙“˙“˙ß˙–˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ LBL!CONTROLBAR:ToolTipGLAFireFireBomb RTSŞ˙Œ˙š˙ß˙™˙–˙˙š˙ß˙˙˙’˙˙Œ˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL#CONTROLBAR:ToolTipGLAHijackerHijack RTSˇ˙–˙•˙ž˙œ˙”˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL/CONTROLBAR:ToolTipGLAFireJarmenKellVehicleSnipe RTS´˙–˙“˙“˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙œ˙˙š˙ˆ˙ LBLCONTROLBAR:ToolTipChinaFireMIG RTSš˙–˙˙š˙ LBL.CONTROLBAR:ToolTipChinaRedGuardCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL.CONTROLBAR:ToolTipChinaRedGuardFireStunBullets RTSź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙ LBL*CONTROLBAR:ToolTipChinaRedGuardFireBayonet RTS%Ş˙Œ˙š˙ß˙˝˙ž˙†˙˙‘˙š˙‹˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙ LBL0CONTROLBAR:ToolTipChinaFireBlackLotusCaptureHack RTSź˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL0CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL-CONTROLBAR:ToolTipChinaFireBlackLotusCashHack RTS,Ź˙‹˙š˙ž˙“˙ß˙œ˙ž˙Œ˙—˙ß˙™˙˙˙’˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL-CONTROLBAR:ToolTipChinaFireHackerInternetHack RTS%ˇ˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ LBL)CONTROLBAR:ToolTipChinaHackerBuildingHack RTS5ť˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ LBL%CONTROLBAR:ToolTipChinaDragonTankFire RTSš˙–˙˙š˙ LBLCONTROLBAR:TooltipFireWall RTS(ł˙ž˙†˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙ß˙ž˙˙œ˙ß˙˙™˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙ž˙˙š˙ž˙ LBL CONTROLBAR:ToolTipPickUpPrisoner RTS1Ż˙–˙œ˙”˙ß˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙–˙Œ˙˙‘˙š˙˙ß˙‹˙˙ß˙˙š˙‹˙Š˙˙‘˙ß˙—˙–˙’˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL CONTROLBAR:ToolTipReturnToPrison RTS#­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙˙–˙Œ˙˙‘˙š˙˙ß˙—˙˙“˙›˙–˙‘˙˜˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL.CONTROLBAR:ToolTipChinaFireTankHunterTNTAttack RTSŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙Ť˙ą˙Ť˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙œ˙—˙ž˙˙˜˙š˙ LBL*CONTROLBAR:ToolTipUSAFireBurtonKnifeAttack RTS;Ş˙Œ˙š˙ß˙”˙‘˙–˙™˙š˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙Œ˙–˙“˙š˙‘˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL(CONTROLBAR:ToolTipUSAFireBurtonTimedDemo RTSŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙‹˙–˙’˙š˙›˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙œ˙—˙ž˙˙˜˙š˙ LBL,CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge RTSHŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙˙š˙’˙˙‹˙š˙Ň˙œ˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙œ˙—˙ž˙˙˜˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙‹˙–˙’˙š˙ LBL*CONTROLBAR:ToolTipUSABurtonDetonateCharges RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙˙š˙’˙˙‹˙š˙ß˙œ˙—˙ž˙˙˜˙š˙Œ˙ LBL$CONTROLBAR:ToolTipCancelConstruction RTSź˙ž˙‘˙œ˙š˙“˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBL'CONTROLBAR:ToolTipUSABuildCommandCenter RTSEź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙ź˙˙š˙ž˙‹˙š˙Œ˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ť˙˙…˙š˙˙Œ˙Ń˙ß˙Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙ž˙›˙ž˙˙ LBL$CONTROLBAR:ToolTipUSABuildPowerPlant RTS2Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Ę˙ LBL"CONTROLBAR:ToolTipUSABuildBarracks RTS%Ť˙˙ž˙–˙‘˙Œ˙ß˙Ş˙Ź˙ž˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙™˙˙˙ß˙Š˙Œ˙š˙ß˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL&CONTROLBAR:ToolTipUSABuildSupplyCenter RTSEť˙˙˙˙Ň˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙Ş˙Ź˙ž˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBLCONTROLBAR:ToolTipUSABuildWall RTSoŞ˙Ź˙ž˙ß˙™˙š˙‘˙œ˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Ń˙ß˙ł˙ž˙Œ˙š˙˙Ň˙Œ˙š˙‘˙Œ˙˙˙Œ˙ß˙ž˙“˙š˙˙‹˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙™˙š˙‘˙œ˙š˙Ń˙ß˙š˙š˙‘˙œ˙š˙ß˙˙“˙˙œ˙”˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙’˙˙‰˙š˙’˙š˙‘˙‹˙ LBL$CONTROLBAR:ToolTipUSABuildWarFactory RTS4˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙Ş˙Ź˙ž˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL(CONTROLBAR:ToolTipUSABuildPatriotBattery RTS\¸˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙“˙ž˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ě˙ LBL"CONTROLBAR:ToolTipUSABuildAirField RTS)˝˙Š˙–˙“˙›˙Œ˙ß˙Ş˙Ź˙ž˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL(CONTROLBAR:ToolTipUSABuildParticleCannon RTS@š˙–˙˙š˙Œ˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL(CONTROLBAR:ToolTipUSABuildStrategyCenter RTSvž˙“˙“˙ß˙Ş˙Ź˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˙“˙ž˙‘˙ß˙ő˙ß˙ő˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙ő˙ß˙Ź˙š˙ž˙˙œ˙—˙ß˙ž˙‘˙›˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ő˙ß˙ˇ˙˙“˙›˙ß˙‹˙—˙š˙ß˙ł˙–˙‘˙š˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Í˙ LBL'CONTROLBAR:ToolTipUSABuildDetentionCamp RTS ¸˙˙ž˙‘˙‹˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙˙†˙ß˙˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL(CONTROLBAR:ToolTipUSABuildSupplyDropZone RTSEź˙ž˙“˙“˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙ž˙˙ž˙›˙˙˙˙ß˙˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙š˙‰˙š˙˙†˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ë˙ LBL'CONTROLBAR:ToolTipGLABuildCommandCenter RTS(ź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙Ť˙˙ž˙–˙‘˙Œ˙ß˙¨˙˙˙”˙š˙˙Œ˙ LBL"CONTROLBAR:ToolTipGLABUildDemoTrap RTSŹ˙‹˙š˙ž˙“˙‹˙—˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙›˙š˙‰˙–˙œ˙š˙ LBL"CONTROLBAR:ToolTipGLABuildBarracks RTSŤ˙˙ž˙–˙‘˙Œ˙ß˙¸˙ł˙ž˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL%CONTROLBAR:ToolTipGLABuildSupplyStash RTSź˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildArmsDealer RTS˝˙Š˙–˙“˙›˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL)CONTROLBAR:ToolTipChinaBuildCommandCenter RTS5ź˙˙’˙’˙ž˙‘˙›˙Œ˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙ź˙˙š˙ž˙‹˙š˙Œ˙ß˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ť˙˙…˙š˙˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildPowerPlant RTSSź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙˙‰˙š˙˙“˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙Ô˙Ę˙Ď˙Ú˙ß˙˙˙ˆ˙š˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL$CONTROLBAR:ToolTipChinaBuildBarracks RTSŤ˙˙ž˙–˙‘˙Œ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL(CONTROLBAR:ToolTipChinaBuildSupplyCenter RTS?ť˙˙˙˙Ň˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL&CONTROLBAR:ToolTipChinaBuildWarFactory RTS-˝˙Š˙–˙“˙›˙Œ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL"CONTROLBAR:ToolTipChinaBuildBunker RTSź˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Ę˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL,CONTROLBAR:ToolTipChinaBuildPropagandaCenter RTS;˝˙Š˙–˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Í˙ LBL$CONTROLBAR:ToolTipChinaBuildAirField RTS-˝˙Š˙–˙“˙›˙Œ˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL*CONTROLBAR:ToolTipChinaBuildGattlingCannon RTS4Ż˙˙ˆ˙š˙˙™˙Š˙“˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ě˙ LBL2CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher RTSTł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙˝˙Š˙–˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL(CONTROLBAR:ToolTipChinaBuildSpeakerTower RTSBˇ˙š˙ž˙“˙Œ˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙™˙–˙˙–˙‘˙˜˙ß˙Œ˙˙š˙š˙›˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL'CONTROLBAR:ToolTipGLABuildTunnelNetwork RTSl˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ń˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙›˙ß˙š˙‡˙–˙‹˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL CONTROLBAR:ToolTipGLABuildPalace RTSAˇ˙˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙¸˙ł˙ž˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙†˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙ LBL%CONTROLBAR:ToolTipGLABuildBlackMarket RTSJˇ˙˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙¸˙ł˙ž˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙Ń˙ß˙Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙™˙˙š˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙“˙ž˙†˙š˙˙ LBL%CONTROLBAR:ToolTipGLABuildStingerSite RTS#ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙ž˙‘˙‹˙–˙Ň˙‹˙ž˙‘˙”˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ LBL#CONTROLBAR:ToolTipGLABuildScudStorm RTS<ł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‰˙˙“˙“˙š˙†˙ß˙˙™˙ß˙Ź˙ź˙Ş˙ť˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL CONTROLBAR:ToolTipGLABuildPrison RTS$Ş˙Œ˙š˙›˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL CONTROLBAR:ToolTipUSABuildRanger RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLCONTROLBAR:ToolTipUSABuildDozer RTS/˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙Ş˙Ź˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL CONTROLBAR:ToolTipGLABuildWorker RTSB˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙­˙š˙˙ž˙–˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL!CONTROLBAR:ToolTipChinaBuildDozer RTS3˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙“˙“˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL"CONTROLBAR:ToolTipGLABuildScorpion RTS>Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL%CONTROLBAR:ToolTipGLABuildRocketBuggy RTS/Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipGLABuildRadarVan RTS+Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙­˙ž˙›˙ž˙˙Ń˙ß˙ź˙ž˙‘˙ß˙Œ˙˙˙‹˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL$CONTROLBAR:ToolTipChinaBuildOverlord RTSIŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL(CONTROLBAR:ToolTipChinaBuildGattlingTank RTS.Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLCONTROLBAR:ToolTipGLABuildRebel RTS4Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL$CONTROLBAR:ToolTipChinaBuildRedguard RTSX¸˙ž˙–˙‘˙Œ˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Ę˙ß˙˙˙ß˙’˙˙˙š˙ß˙ő˙ß˙ő˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"CONTROLBAR:ToolTipChinaBuildHacker RTS•ź˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ß˙˙˙ß˙œ˙ž˙‘˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL!CONTROLBAR:ToolTipUSABUildChinook RTSYŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙Ń˙ß˙ź˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙¨˙˙˙”˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙˙™˙˙˙’˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ť˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL'CONTROLBAR:ToolTipChinaBuildSupplyTruck RTS¸˙ž˙‹˙—˙š˙˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL!CONTROLBAR:ToolTipUSABuildPaladin RTStŞ˙Œ˙š˙Œ˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙˙œ˙”˙š˙‹˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL CONTROLBAR:ToolTipUSABuildRaptor RTS„ź˙ž˙‘˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙˙˙ß˙ž˙–˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL CONTROLBAR:ToolTipUSABuildAurora RTSŤŹ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙Œ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL(CONTROLBAR:ToolTipUSABuildStealthFighter RTSSŹ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙ LBL"CONTROLBAR:ToolTipUSABuildComanche RTS‘š˙–˙˙š˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙‘˙˙‘˙Ń˙ß˙­˙š˙Ň˙ž˙˙’˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL)CONTROLBAR:ToolTipUSABuildMissileDefender RTSiŞ˙Œ˙š˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙“˙ž˙Œ˙š˙˙Ň˙˜˙Š˙–˙›˙š˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˙ž˙˙–˙›˙Ň˙™˙–˙˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL$CONTROLBAR:ToolTipUSABuildPathFinder RTSxź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙‘˙˙‹˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙Ń˙ß˙Ź˙˙˙‹˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBL'CONTROLBAR:ToolTipUSABuildColonelBurton RTSwź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙Ń˙ß˙­˙š˙‰˙š˙ž˙“˙Œ˙ß˙—˙–˙’˙Œ˙š˙“˙™˙ß˙ˆ˙—˙š˙‘˙ß˙—˙š˙ß˙Œ˙—˙˙˙‹˙Œ˙ß˙˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙˙˙’˙˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ł˙–˙’˙–˙‹˙Ĺ˙ß˙Î˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙ LBL"CONTROLBAR:ToolTipUSABuildTomahawk RTSCŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL CONTROLBAR:ToolTipUSABuildHumvee RTSjŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙™˙–˙˙š˙Ň˙˙˙˙‹˙Œ˙ß˙‹˙˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLCONTROLBAR:ToolTipUSABuildMedic RTS;ˇ˙š˙ž˙“˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙ź˙“˙š˙ž˙‘˙Œ˙ß˙Š˙˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBL$CONTROLBAR:ToolTipUSABuildScoutDrone RTS.ş˙‡˙‹˙š˙‘˙›˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL%CONTROLBAR:ToolTipUSABuildBattleDrone RTSrš˙–˙˙š˙Œ˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙ž˙‘˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙–˙‹˙Œ˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLCONTROLBAR:ToolTipChinaBuildMIG RTS~ź˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙™˙–˙˙š˙Ň˙Œ˙‹˙˙˙’˙ß˙–˙‘˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildBlackLotus RTSşź˙ž˙˙‹˙Š˙˙š˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙Œ˙ß˙œ˙ž˙Œ˙—˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Œ˙œ˙˙Š˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildTankHunter RTSkŹ˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙ą˙Ť˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ő˙ß˙¸˙ž˙–˙‘˙Œ˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Ę˙ß˙˙˙ß˙’˙˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL)CONTROLBAR:ToolTipChinaBuildInfernoCannon RTSfź˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙™˙–˙˙š˙Ň˙Œ˙‹˙˙˙’˙ß˙–˙‘˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL(CONTROLBAR:ToolTipChinaBuildNukeLauncher RTS9Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL(CONTROLBAR:ToolTipChinaBuildTroopCrawler RTSvŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ç˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL&CONTROLBAR:ToolTipChinaBuildDragonTank RTS|ź˙ž˙‘˙ß˙˙Š˙˙‘˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙ź˙ž˙‘˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙ˆ˙ž˙“˙“˙ß˙˙™˙ß˙™˙“˙ž˙’˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL#CONTROLBAR:ToolTipGLABuildTerrorist RTSSŹ˙Š˙–˙œ˙–˙›˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildRPGTrooper RTS$Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL"CONTROLBAR:ToolTipGLABuildAngryMob RTSKŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙“˙ž˙’˙š˙Ó˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙™˙“˙ž˙Œ˙—˙Ň˙˙ž˙‘˙˜˙ß˙˜˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL"CONTROLBAR:ToolTipGLABuildHijacker RTSeź˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ń˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildJarmenKell RTSČś˙Œ˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙Ń˙ß˙ź˙ž˙‘˙ß˙—˙–˙›˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙Œ˙‘˙–˙˙š˙ß˙ž˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙ź˙ž˙‘˙ß˙”˙–˙“˙“˙ß˙‹˙—˙š˙ß˙œ˙˙š˙ˆ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙‰˙Š˙“˙‘˙š˙˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙ LBL$CONTROLBAR:ToolTipGLABuildToxinTruck RTSłź˙“˙š˙ž˙˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙ź˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙š˙Œ˙ß˙‹˙š˙˙˙ž˙–˙‘˙ß˙ő˙ß˙ź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL(CONTROLBAR:ToolTipChinaBuildBattlemaster RTSk¸˙ž˙–˙‘˙Œ˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙Ę˙ß˙˙˙ß˙’˙˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipGLABuildMarauder RTS†ź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL#CONTROLBAR:ToolTipGLABuildTechnical RTSkź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL$CONTROLBAR:ToolTipGLABuildQuadCannon RTSkź˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙›˙ß˙˙ž˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL#CONTROLBAR:ToolTipGLABuildBombTruck RTSiź˙ž˙‘˙ß˙›˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ó˙ß˙™˙˙–˙š˙‘˙›˙ß˙˙˙ß˙™˙˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙ LBL&CONTROLBAR:ToolTipGLABuildSCUDLauncher RTS|ź˙ž˙‘˙ß˙˙š˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙–˙‹˙—˙š˙˙ß˙ž˙‘˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙˙˙ß˙˙–˙˙“˙˙˜˙–˙œ˙ž˙“˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipUSABuildCrusader RTSJŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL#CONTROLBAR:ToolTipUSASciencePaladin RTShŻ˙ž˙“˙ž˙›˙–˙‘˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙“˙ž˙Œ˙š˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBL&CONTROLBAR:ToolTipUSASciencePathFinder RTS@Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙ß˙ž˙˙š˙ß˙š˙“˙–˙‹˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL*CONTROLBAR:ToolTipUSAScienceStealthFighter RTS.Ź˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ LBL$CONTROLBAR:ToolTipUSAScienceSpyDrone RTSsŹ˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙ž˙˙ß˙ž˙‘˙›˙ß˙˙š˙‰˙š˙ž˙“˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL$CONTROLBAR:ToolTipUSAScienceParaDrop RTSyť˙˙˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Í˙Ď˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ToolTipUSAScienceA10Strike RTS˛ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙ß˙ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙ß˙ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ě˙ß˙ž˙Î˙Ď˙ß˙Ť˙—˙Š˙‘˙›˙š˙˙˙˙“˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ToolTipUSAScienceDaisyCutter RTS_š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ToolTipChinaScienceNukeCannon RTSmą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙“˙˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙”˙š˙Œ˙ß˙˜˙˙š˙ž˙‹˙ß˙›˙–˙Œ˙‹˙ž˙‘˙œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙ő˙ß˙­˙š˙Ž˙Š˙–˙˙š˙Œ˙Ĺ˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL.CONTROLBAR:ToolTipChinaScienceRedGuardTraining RTS'ž˙“˙“˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL*CONTROLBAR:ToolTipChinaScienceClusterMines RTSAź˙“˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙˙“˙˙†˙š˙›˙ß˙˙†˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL/CONTROLBAR:ToolTipChinaScienceARtilleryTraining RTS6ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL.CONTROLBAR:ToolTipChinaScienceArtilleryBarrage RTSŠź˙ž˙“˙“˙ß˙˙™˙™˙Ň˙’˙ž˙˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙†˙˙Š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙Í˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙Ë˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ě˙É˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL&CONTROLBAR:ToolTipChinaScienceEMPPulse RTSž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙’˙˙š˙˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙‘˙ß˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙˙˙’˙˙Ń˙ß˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL$CONTROLBAR:ToolTipGLAScienceHijacker RTSMˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙š˙ž˙“˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL(CONTROLBAR:ToolTipGLAScienceSCUDLauncher RTSjš˙–˙˙š˙Œ˙ß˙ž˙ß˙“˙˙‘˙˜˙Ň˙˙ž˙‘˙˜˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙˙˙ß˙›˙š˙ž˙›˙“˙†˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL(CONTROLBAR:ToolTipGLaScienceMarauderTank RTS[˛˙ž˙˙ž˙Š˙›˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙œ˙ž˙‰˙š˙‘˙˜˙š˙ß˙š˙‘˙š˙’˙†˙ß˙”˙–˙“˙“˙Œ˙ß˙‹˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˜˙Š˙‘˙ß˙ő˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‹˙Ĺ˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL-CONTROLBAR:ToolTipGLAScienceTechnicalTraining RTS*ž˙“˙“˙ß˙Ť˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL'CONTROLBAR:ToolTipGLAScienceRebelAmbush RTS•ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙˙™˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ë˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Ç˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙É˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL&CONTROLBAR:ToolTipGLAScienceCashBounty RTS‹ş˙ž˙˙‘˙ß˙ž˙ß˙œ˙ž˙Œ˙—˙ß˙˙˙Š˙‘˙‹˙†˙ß˙™˙˙˙ß˙š˙‰˙š˙˙†˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙ß˙˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙”˙–˙“˙“˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙Ú˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙ž˙“˙Š˙š˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙Ú˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙ž˙“˙Š˙š˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Í˙Ď˙Ú˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙ž˙“˙Š˙š˙ LBL'CONTROLBAR:ToolTipGLAScienceAnthraxBomb RTSTž˙‘˙‹˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙›˙š˙ž˙›˙“˙†˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ToolTipUSABuildSecurityFence RTSk˝˙Š˙–˙“˙›˙ß˙Œ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙™˙š˙‘˙œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙™˙˙˙’˙ß˙˙ž˙Œ˙Œ˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙ž˙“˙š˙˙‹˙Œ˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙ LBL(CONTROLBAR:ToolTipChinaBuildConcreteWall RTSF˝˙Š˙–˙“˙›˙ß˙œ˙˙‘˙œ˙˙š˙‹˙š˙ß˙ˆ˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙ž˙‘˙†˙ß˙˜˙˙˙Š˙‘˙›˙ß˙Š˙‘˙–˙‹˙ß˙™˙˙˙’˙ß˙˙ž˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ LBL*CONTROLBAR:ToolTipGLABuildBurningBarricade RTS@˝˙Š˙–˙“˙›˙ß˙˙Š˙˙‘˙–˙‘˙˜˙ß˙˙ž˙˙˙–˙œ˙ž˙›˙š˙ß˙‹˙—˙š˙ß˙˙Š˙˙‘˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙˙†˙ß˙‹˙˙ß˙˙ž˙Œ˙Œ˙ß˙˙‰˙š˙˙ß˙–˙‹˙ LBLGUI:QuitToDesktop RTSŽ˙Ş˙ś˙Ť˙ß˙Ť˙°˙ß˙ť˙ş˙Ź˙´˙Ť˙°˙Ż˙ LBLGUI:QuitToDesktopConf RTS2ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Ž˙Š˙–˙‹˙ß˙˙ž˙œ˙”˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ť˙š˙Œ˙”˙‹˙˙˙Ŕ˙ LBLGUI:NewSaveGame RTSŐ˙Ő˙Ő˙Ő˙Ő˙ß˙ą˙ş˙¨˙ß˙¸˙ž˙˛˙ş˙ß˙Ő˙Ő˙Ő˙Ő˙Ő˙ LBL GUI:TimeAM RTSž˙’˙ LBL GUI:TimePM RTS˙’˙ LBLGUI:OverwriteSaveConfirmation RTS°˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙š˙‡˙–˙Œ˙‹˙–˙‘˙˜˙ß˙™˙–˙“˙š˙Ŕ˙ LBLGUI:LoadGameConfirmation RTS0ź˙Š˙˙˙š˙‘˙‹˙ß˙˜˙ž˙’˙š˙ß˙›˙ž˙‹˙ž˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙“˙˙Œ˙‹˙Ń˙ß˙ł˙˙ž˙›˙ß˙Œ˙ž˙‰˙š˙›˙ß˙˜˙ž˙’˙š˙Ŕ˙ LBLGUI:Rank1Required RTS­˙ž˙ą˙´˙ß˙­˙ş˙Ž˙Ş˙ś˙­˙ş˙ť˙ß˙Ň˙ß˙Î˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:Rank3Required RTS­˙ž˙ą˙´˙ß˙­˙ş˙Ž˙Ş˙ś˙­˙ş˙ť˙ß˙Ň˙ß˙Ě˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:Rank8Required RTS­˙ž˙ą˙´˙ß˙­˙ş˙Ž˙Ş˙ś˙­˙ş˙ť˙ß˙Ň˙ß˙Ę˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:Experience RTS ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBLGUI:RemainingSkillPoints RTSŻ˙˙–˙‘˙‹˙Œ˙ LBLTOOLTIP:ExperienceToLevel RTSş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙‹˙˙ß˙‘˙š˙‡˙‹˙ß˙“˙š˙‰˙š˙“˙ LBLGUI:SaveAndLoad RTS Ź˙ž˙Š˙ş˙Đ˙ł˙°˙ž˙ť˙ LBL GUI:SaveTime RTSŤ˙–˙’˙š˙ LBL GUI:SaveDate RTSť˙ž˙‹˙š˙ LBL SCIENCE:Rank1 RTSÎ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank2 RTSÍ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank3 RTSĚ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank4 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank5 RTSĘ˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank6 RTS ˛˙ž˙•˙˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank7 RTS ł˙‹˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SCIENCE:Rank8 RTS¸˙š˙‘˙š˙˙ž˙“˙ LBLCONTROLBAR:StructureExit RTSş˙‡˙–˙‹˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL$CONTROLBAR:UpgradeChinaAircraftArmor RTS ˛˙–˙¸˙ß˙Ů˙ž˙˙’˙˙˙ LBLCONTROLBAR:RangerMachineGun RTS Ů˙˛˙ž˙œ˙—˙–˙‘˙š˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:RedguardMachineGun RTS Ů˙˛˙ž˙œ˙—˙–˙‘˙š˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:RebelMachineGun RTS Ů˙˛˙ž˙œ˙—˙–˙‘˙š˙ß˙¸˙Š˙‘˙ LBLCONTROLBAR:FlashBangGrenadeMode RTSŮ˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙¸˙˙š˙‘˙ž˙›˙š˙ LBLCONTROLBAR:TranqDartsMode RTSŮ˙Ť˙˙ž˙‘˙Ž˙ß˙ť˙ž˙˙‹˙Œ˙ß˙˛˙˙›˙š˙ LBLCONTROLBAR:StunBulletsMode RTSŤ˙ž˙”˙š˙ß˙Ů˙Ż˙˙–˙Œ˙˙‘˙š˙˙ß˙˛˙˙›˙š˙ LBLUPGRADE:AircraftArmor RTSž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ž˙˙’˙˙˙ LBL MAP:USA03Open RTSLą˙˙˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙Ń˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙š˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙š˙Š˙“˙“˙ß˙­˙š˙‹˙˙š˙ž˙‹˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙¸˙Š˙ž˙˙›˙–˙ž˙‘˙ß˙ž˙‘˙˜˙š˙“˙ LBL+CONTROLBAR:TooltipChinaUpgradeAircraftArmor RTSÔ˙Í˙Ę˙Ú˙ß˙˛˙–˙¸˙ß˙—˙š˙ž˙“˙‹˙—˙ LBL*CONTROLBAR:ToolTipSwitchToRangerMachineGun RTS6Ź˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙’˙˙›˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙˙˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ LBL,CONTROLBAR:ToolTipSwitchToRedguardMachineGun RTS6Ź˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙’˙˙›˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙˙˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ LBL)CONTROLBAR:ToolTipSwitchToRebelMachineGun RTS6Ź˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ß˙’˙˙›˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙˙˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ LBL&CONTROLBAR:ToolTipSwitchToUSAFlashBang RTSŞ˙Œ˙š˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙˜˙˙š˙‘˙ž˙›˙š˙Œ˙ LBL*CONTROLBAR:ToolTipSwitchToChinaStunBullets RTSJŹ˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙™˙–˙˙–˙‘˙˜˙ß˙Œ˙‹˙Š˙‘˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙’˙˙›˙š˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙˙š˙‘˙ LBL'CONTROLBAR:ToolTipSwitchToGLATranqDarts RTSCŹ˙ˆ˙–˙‹˙œ˙—˙š˙Œ˙ß˙‹˙˙ß˙‹˙˙ž˙‘˙Ž˙Ň˙›˙ž˙˙‹˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙˙š˙‘˙ LBLGUI:ProductionQueueFull RTS#Ť˙—˙š˙ß˙Š˙‘˙–˙‹˙Ř˙Œ˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙Ž˙Š˙š˙Š˙š˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLGUI:ParkingPlacesFull RTSž˙“˙“˙ß˙˙ž˙˙”˙–˙‘˙˜˙ß˙˙“˙ž˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙œ˙œ˙Š˙˙–˙š˙›˙ LBLGUI:UnitMaxedOut RTS*Ś˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙Š˙‘˙–˙‹˙ LBL!CONTROLBAR:FireTomahawkAtPosition RTSŮ˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL(CONTROLBAR:ToolTipFireTomahawkAtPosition RTSš˙–˙˙š˙ß˙‹˙˙’˙ž˙—˙ž˙ˆ˙”˙Œ˙ß˙ž˙‹˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBLGUI:SurrenderConfirmation RTS#ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙Ŕ˙ LBL GUI:GameOver RTS ¸˙ž˙’˙š˙ß˙°˙‰˙š˙˙ LBLTOOLTIP:RefreshNat RTS*ź˙“˙–˙œ˙”˙ß˙ž˙™˙‹˙š˙˙ß˙œ˙—˙ž˙‘˙˜˙–˙‘˙˜˙ß˙™˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Œ˙š˙‹˙Š˙˙ß˙˙˙ß˙ś˙Ź˙Ż˙ LBL GUI:Surrender RTS Ź˙Ş˙­˙­˙ş˙ą˙ť˙ş˙­˙ LBLGUI:SuperweaponEmergencyRepair RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ LBL#CONTROLBAR:FireNukeCannonAtPosition RTSą˙Š˙”˙š˙ß˙Ů˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL&CONTROLBAR:FireInfernoCannonAtPosition RTSś˙‘˙™˙š˙˙‘˙˙ß˙Ů˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL&CONTROLBAR:FireScudExplosiveAtPosition RTSş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙Ů˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL$CONTROLBAR:FireScudAnthraxAtPosition RTSž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙Ů˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBLMAP:USA04Objective1Text RTS2˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙—˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:USA04Objective2Text RTS.˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBLMAP:USA04Objective3Text RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙Œ˙š˙ LBL*CONTROLBAR:ToolTipFireNukeCannonAtPosition RTS*˝˙˙’˙˙ž˙˙›˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‘˙Š˙”˙š˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙ LBL-CONTROLBAR:ToolTipFireInfernoCannonAtPosition RTS-˝˙˙’˙˙ž˙˙›˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙–˙‘˙™˙š˙˙‘˙˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙ LBL-CONTROLBAR:ToolTipFireScudExplosiveAtPosition RTS*˝˙˙’˙˙ž˙˙›˙ß˙ž˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ LBL+CONTROLBAR:ToolTipFireScudAnthraxAtPosition RTS0˝˙˙’˙˙ž˙˙›˙ß˙Œ˙˙š˙œ˙–˙™˙–˙š˙›˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ LBLTOOLTIP:Brightness RTS!ž˙›˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙–˙˜˙—˙‹˙‘˙š˙Œ˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:ScrollSpeed RTSž˙›˙•˙Š˙Œ˙‹˙ß˙’˙ž˙˙ß˙Œ˙œ˙˙˙“˙“˙ß˙Œ˙˙š˙š˙›˙ LBLTOOLTIP:SendDelay RTS4š˙˙˙ß˙š˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Ş˙Œ˙š˙˙Œ˙ß˙°˙‘˙“˙†˙Ń˙ß˙×˙Ż˙“˙š˙ž˙Œ˙š˙ß˙ź˙˙‘˙Œ˙Š˙“˙‹˙ß˙‹˙—˙š˙ß˙˛˙ž˙‘˙Š˙ž˙“˙Ö˙ LBLGUI:GSFailedToHost RTSź˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙—˙˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLBuddy:SelectBuddyToChat RTSŹ˙š˙“˙š˙œ˙‹˙ß˙˝˙Š˙›˙›˙†˙ß˙‹˙˙ß˙œ˙—˙ž˙‹˙ LBL GUI:CannotConnectToServservTitle RTSź˙ž˙ą˙ą˙°˙Ť˙ß˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ LBLGUI:CannotConnectToServserv RTS{Ş˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙š˙Œ˙‹˙ž˙˙“˙–˙Œ˙—˙ß˙ž˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ž˙‘˙›˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙Œ˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBL&MESSAGE:BattlePlanBombardmentInitiated RTS'˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙›˙ LBL&MESSAGE:BattlePlanHoldTheLineInitiated RTS)ˇ˙˙“˙›˙ß˙‹˙—˙š˙ß˙ł˙–˙‘˙š˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙›˙ LBL+MESSAGE:BattlePlanSearchAndDestroyInitiated RTS.Ź˙š˙ž˙˙œ˙—˙ß˙ž˙‘˙›˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙›˙ LBLOBJECT:TechOilRefinery RTS6°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‹˙—˙š˙ß˙œ˙˙Œ˙‹˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLOBJECT:SupplyDock RTS Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBLGUI:InGameDiplomacy RTS ť˙–˙˙“˙˙’˙ž˙œ˙†˙ LBLGUI:MapPreview RTS ˛˙ž˙˙ß˙Ż˙˙š˙‰˙–˙š˙ˆ˙ LBL GUI:Error RTSş˙˙˙˙˙ LBLBuddy:Disconnected RTS0Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙ő˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙Š˙›˙›˙†˙ß˙“˙–˙Œ˙‹˙ LBLGUI:SandboxMode RTSş˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙Œ˙ž˙‘˙›˙˙˙‡˙ß˙’˙˙›˙š˙Ń˙Ń˙Ń˙ LBLGUI:BookmarkXSet RTS˝˙˙˙”˙’˙ž˙˙”˙ß˙Ü˙Ú˙›˙ß˙Œ˙š˙‹˙ LBLSCIENCE:EmergencyRepair1 RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙Î˙ LBLSCIENCE:EmergencyRepair2 RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙Í˙ LBLSCIENCE:EmergencyRepair3 RTSş˙’˙š˙˙˜˙š˙‘˙œ˙†˙ß˙­˙š˙˙ž˙–˙˙ß˙Ě˙ LBL MAP:CHI05Open RTS%˝˙ž˙“˙†˙”˙œ˙—˙†˙Ó˙ß˙´˙†˙˙˜˙†˙…˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙œ˙˙˙œ˙—˙š˙›˙ß˙ş˙ž˙˙‹˙—˙ LBL(CONTROLBAR:ToolTipScienceEmergencyRepair RTS…­˙š˙˙ž˙–˙˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙ł˙–˙˜˙—˙‹˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙˛˙š˙›˙–˙Š˙’˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ź˙š˙˙–˙˙Š˙Œ˙ß˙­˙š˙˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLGUI:MinSpecFailedTitle RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙ LBLGUI:MinSpecFailedMessage RTSˆŚ˙˙Š˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙’˙š˙š˙‹˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙–˙’˙Š˙’˙ß˙—˙ž˙˙›˙ˆ˙ž˙˙š˙ß˙˙š˙Ž˙Š˙–˙˙š˙’˙š˙‘˙‹˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙Œ˙“˙˙ˆ˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙™˙˙ž˙’˙š˙ß˙˙ž˙‹˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˜˙ž˙’˙š˙Œ˙ LBLTOOLTIP:AlreadyUpgradedDefault RTS'Ť˙—˙–˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙š˙š˙‘˙ß˙˙Š˙˙œ˙—˙ž˙Œ˙š˙›˙ LBL$TOOLTIP:HasConflictingUpgradeDefault RTS'ź˙˙‘˙™˙“˙–˙œ˙‹˙–˙‘˙˜˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙˙Š˙˙œ˙—˙ž˙Œ˙š˙›˙ LBLGUI:NoGameSelected RTSŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙ß˙˜˙ž˙’˙š˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙™˙–˙˙Œ˙‹˙ LBLGUI:CloseExpScreen RTSť˙˙‘˙š˙ LBLTOOLTIP:CloseExpScreen RTS­˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙¸˙ž˙’˙š˙ LBLGUI:GPNoCommunicator RTS=Ť˙—˙š˙ß˙ź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙˙˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ż˙“˙ž˙†˙‹˙š˙Œ˙‹˙ LBLGUI:GSKickedGameStarted RTSŤ˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ LBLGUI:GSKickedGameFull RTSŤ˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBLNetwork:PacketRouterTimeout RTSŻ˙ž˙œ˙”˙š˙‹˙ß˙­˙˙Š˙‹˙š˙˙ß˙Ť˙–˙’˙š˙˙Š˙‹˙ LBLGUI:EstablishingConnectionPaths RTSş˙Ź˙Ť˙ž˙˝˙ł˙ś˙Ź˙ˇ˙ś˙ą˙¸˙ß˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ś˙°˙ą˙ß˙Ż˙ž˙Ť˙ˇ˙Ź˙ LBLUPGRADE:RadarVanScan RTS­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ß˙Ź˙œ˙ž˙‘˙ LBL MAP:CHI04Open RTS,Ť˙ž˙‘˙˜˙˜˙Š˙“˙ž˙ß˙˛˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙˝˙˙˙”˙š˙‘˙ß˙ž˙“˙“˙–˙ž˙‘˙œ˙š˙Œ˙ LBL MAP:GLA04Open RTS4ž˙Œ˙‹˙ž˙‘˙ž˙ß˙ź˙–˙‹˙†˙ß˙ő˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙Ň˙°˙œ˙œ˙Š˙˙–˙š˙›˙ß˙ź˙ž˙˙–˙‹˙ž˙“˙ß˙˙™˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBLMAP:USA07NewObjective2 RTSZą˙ş˙¨˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBLMAP:USA07GotObjective1 RTS7°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ź˙°˙˛˙Ż˙ł˙ş˙Ť˙ş˙ť˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:USA07GotObjective2 RTSX°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ź˙°˙˛˙Ż˙ł˙ş˙Ť˙ş˙ť˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBL GUI:Defaults RTSť˙ş˙š˙ž˙Ş˙ł˙Ť˙Ź˙ LBLTOOLTIP:OptionsAccept RTS1ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ß˙’˙ž˙›˙š˙ß˙ž˙‘˙›˙ß˙š˙‡˙–˙‹˙ß˙‹˙—˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙ LBLTOOLTIP:OptionsCancel RTS1ş˙‡˙–˙‹˙ß˙‹˙—˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ LBLTOOLTIP:OptionsDefaults RTS)­˙š˙Œ˙š˙‹˙ß˙‹˙—˙š˙ß˙˙˙‹˙–˙˙‘˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙›˙š˙™˙ž˙Š˙“˙‹˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙Œ˙ LBLMESSAGE:StealthDiscovered RTSş˙‘˙š˙’˙†˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBLMESSAGE:StealthNeutralized RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙ LBLTOOLTIP:SortBuddies RTS(Ź˙˙˙‹˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙“˙–˙Œ˙‹˙ LBL!CONTROLBAR:GeneralsExperienceMenu RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙˛˙š˙‘˙Š˙ LBL,CONTROLBAR:GeneralsExperienceMenuDescription RTSlŹ˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙’˙š˙‘˙Š˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙˙š˙‘˙›˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙˙˙–˙‘˙‹˙Œ˙ß˙˜˙ž˙–˙‘˙š˙›˙ß˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙™˙˙˙ß˙‰˙ž˙˙–˙˙Š˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ LBLCONTROLBAR:UpDown RTSŹ˙—˙˙ˆ˙Đ˙ˇ˙–˙›˙š˙ß˙Ť˙˙˜˙˜˙“˙š˙ LBLCONTROLBAR:UpDownDescription RTS2Ť˙˙˜˙˜˙“˙š˙Œ˙ß˙ˆ˙—˙š˙‹˙—˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙ž˙˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙˙ß˙—˙–˙›˙›˙š˙‘˙ LBL CONTROLBAR:DisarmMinesAtPosition RTS ź˙Ů˙“˙š˙ž˙˙ß˙˛˙–˙‘˙š˙Œ˙ LBL'CONTROLBAR:ToolTipDisarmMinesAtPosition RTS2ź˙“˙š˙ž˙˙ß˙’˙–˙‘˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙’˙ž˙“˙“˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙ž˙˙š˙ž˙ LBLTOOLTIP:ScienceCostUnavailable RTSź˙˙Œ˙‹˙Ĺ˙ß˙Ş˙‘˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBLGUI:OnlineIPAddresses RTS °˙‘˙“˙–˙‘˙š˙ß˙ś˙Ż˙Ĺ˙ LBLGUI:GSDisconReason16 RTS+ž˙ß˙˙˙˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLGUI:GSDisconReason17 RTS,Ť˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙–˙Œ˙ß˙–˙‘˙œ˙˙˙˙š˙œ˙‹˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙ LBLGUI:GSDisconReason18 RTS+ž˙ß˙˙˙˙™˙–˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLGUI:GSDisconReason19 RTS$Ź˙š˙˙‰˙š˙˙ß˙š˙˙˙˙˙ß˙Ň˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLBuddy:MessageDisconnected RTS0Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙ő˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙Š˙›˙›˙†˙ß˙“˙–˙Œ˙‹˙ LBLGUI:PlayerHasBeenDefeated RTSÚ˙“˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ť˙š˙™˙š˙ž˙‹˙š˙›˙ LBL.CONTROLBAR:UpgradeAmericaRangerCaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL.CONTROLBAR:UpgradeChinaRedguardCaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL)CONTROLBAR:UpgradeGLARebelCaptureBuilding RTSŮ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLCONTROLBAR:DetonateBombTruck RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙Ů˙ą˙˙ˆ˙Ţ˙ LBLUPGRADE:RangerCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLUPGRADE:RedguardCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLUPGRADE:RebelCaptureBuilding RTSź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL#CONTROLBAR:TooltipDetonateBombTruck RTSE°˙˙›˙š˙˙Œ˙ß˙‹˙—˙š˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙‹˙˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ž˙‹˙ß˙—˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBL1CONTROLBAR:ToolTipUSAUpgradeRangerCaptureBuilding RTS3ş˙‘˙ž˙˙“˙š˙Œ˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL5CONTROLBAR:ToolTipChinaUpgradeRedGuardCaptureBuilding RTS6ş˙‘˙ž˙˙“˙š˙Œ˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL0CONTROLBAR:ToolTipGLAUpgradeRebelCaptureBuilding RTS2ş˙‘˙ž˙˙“˙š˙Œ˙ß˙­˙š˙˙š˙“˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL GUI:Loading RTSł˙°˙ž˙ť˙ś˙ą˙¸˙ LBLTOOLTIP:EmoteButton RTSş˙’˙˙‹˙š˙ LBLCONTROLBAR:Power RTSŻ˙˙ˆ˙š˙˙ LBLCONTROLBAR:PowerDescription RTS&ź˙Š˙˙˙š˙‘˙‹˙ß˙Ż˙˙ˆ˙š˙˙Ĺ˙ß˙Ú˙›˙ß˙ő˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙ß˙Ż˙˙ˆ˙š˙˙Ĺ˙ß˙Ú˙›˙ LBLCONTROLBAR:Money RTS˛˙˙‘˙š˙†˙ LBLCONTROLBAR:MoneyDescription RTS$Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙’˙˙‘˙š˙†˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ LBLMAP:TourneyArena RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ť˙š˙Œ˙š˙˙‹˙ LBLUPGRADE:AmericaDroneARmor RTS ť˙˙˙‘˙š˙ß˙ž˙˙’˙˙˙ LBLUPGRADE:APRockets RTSž˙˙’˙˙˙ß˙Ż˙–˙š˙˙œ˙–˙‘˙˜˙ß˙­˙˙œ˙”˙š˙‹˙Œ˙ LBL#ThingTemplate:EuropeanTowerBridge01 RTS˝˙˙–˙›˙˜˙š˙ LBL(ThingTemplate:BridgeTowerConcreteRight02 RTS˝˙˙–˙›˙˜˙š˙ LBLTeam:0 RTSą˙˙‘˙š˙ LBLTeam:1 RTSÎ˙ LBLTeam:2 RTSÍ˙ LBLTeam:3 RTSĚ˙ LBLTeam:4 RTSË˙ LBLTeam:AI RTSź˙Ż˙Ş˙ LBLGUI:RestartConfirmation RTS!ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙Œ˙‹˙ž˙˙‹˙Ŕ˙ LBLGUI:ErrorStartingGame RTSş˙­˙­˙°˙­˙ß˙Ź˙Ť˙ž˙­˙Ť˙ś˙ą˙¸˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:TooManyPlayers RTS!Ť˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙˙‘˙“˙†˙ß˙Œ˙Š˙˙˙˙˙‹˙Œ˙ß˙Ú˙›˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLGUI:SandboxWarning RTS.ź˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙Ź˙‹˙ž˙˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙ß˙Œ˙ž˙‘˙›˙˙˙‡˙ß˙˜˙ž˙’˙š˙ LBLGUI:CantFindMap RTS%ź˙ž˙‘˙‘˙˙‹˙ß˙™˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙’˙ž˙˙Ń˙ß˙ś˙Œ˙ß˙–˙‹˙ß˙œ˙˙˙˙Š˙˙‹˙š˙›˙Ŕ˙ LBLGUI:EnterSaveDesc RTSş˙‘˙‹˙š˙˙ß˙˜˙ž˙’˙š˙ß˙›˙š˙Œ˙œ˙˙–˙˙‹˙–˙˙‘˙ LBLGUI:MissionSave RTS˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙Ź˙‹˙ž˙˙‹˙ß˙Ň˙ß˙Ú˙Œ˙ß˙Ú˙›˙ LBLGUI:SaveReplay RTS Ź˙ž˙Š˙ş˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:OverwriteReplayTitle RTS°˙Š˙ş˙­˙¨˙­˙ś˙Ť˙ş˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:OverwriteReplay RTS°˙‰˙š˙˙ˆ˙˙–˙‹˙š˙ß˙­˙š˙˙“˙ž˙†˙Ŕ˙ LBLGUI:ConfirmDelete RTS*ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙›˙š˙“˙š˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙Ŕ˙ LBLGUI:DeleteGame RTSť˙ş˙ł˙ş˙Ť˙ş˙ LBLGUI:GameSaveComplete RTSŐ˙Ő˙Ő˙ß˙¸˙ž˙’˙š˙ß˙Ź˙ž˙‰˙š˙›˙ß˙Ő˙Ő˙Ő˙ LBL CAMPAIGN:USA RTSŞ˙Ź˙ž˙ LBL CAMPAIGN:GLA RTS¸˙ł˙ž˙ LBLCAMPAIGN:China RTSź˙—˙–˙‘˙ž˙ LBLGUI:Easy RTSş˙ž˙Œ˙†˙ LBLGUI:Hard RTSˇ˙ž˙˙›˙ LBLGUI:SelectDifficulty RTSŹ˙ş˙ł˙ş˙ź˙Ť˙ß˙ť˙ś˙š˙š˙ś˙ź˙Ş˙ł˙Ť˙Ś˙ LBLGUI:NumPlayersOnline RTSŤ˙˙‹˙ž˙“˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙Ĺ˙ß˙Ú˙›˙ LBLGUI:AllowableMaps RTSž˙“˙“˙˙ˆ˙ž˙˙“˙š˙ß˙˛˙ž˙˙Œ˙ LBLGUI:QuickMatchTitle RTS Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ LBLLOAD:TRAINING_1 RTS'Ň˙ß˙¸˙ł˙ž˙ß˙œ˙˙‘˙‹˙˙˙“˙Œ˙ß˙ž˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLLOAD:TRAINING_2 RTS$Ň˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙Ż˙“˙ž˙‘˙‹˙ LBLLOAD:TRAINING_3 RTSŇ˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL LOAD:USA01_1 RTSŇ˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBL LOAD:USA01_2 RTSŇ˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙ž˙Œ˙š˙›˙ß˙–˙‘˙ß˙˝˙ž˙˜˙—˙›˙ž˙›˙ LBL LOAD:USA01_3 RTSŇ˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL LOAD:USA02_1 RTSŇ˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙Œ˙ß˙‹˙˙ž˙œ˙”˙š˙›˙ß˙‹˙˙ß˙Ś˙š˙’˙š˙‘˙ LBL LOAD:USA02_2 RTS'Ň˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙š˙ž˙˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙ß˙œ˙˙–˙’˙–˙‘˙ž˙“˙Œ˙ LBL LOAD:USA02_3 RTSŇ˙ß˙Ź˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙–˙“˙˙‹˙Œ˙ LBL LOAD:USA03_1 RTS Ň˙ß˙Ş˙Ź˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙™˙Š˙“˙“˙ß˙˙š˙‹˙˙š˙ž˙‹˙ LBL LOAD:USA03_2 RTSŇ˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙–˙‘˙ß˙œ˙“˙˙Œ˙š˙ß˙˙Š˙˙Œ˙Š˙–˙‹˙ LBL LOAD:USA03_3 RTS%Ň˙ß˙Ż˙˙˙‰˙–˙›˙š˙ß˙œ˙˙‰˙š˙˙ß˙™˙˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ LBL LOAD:USA04_1 RTS'Ň˙ß˙¸˙ł˙ž˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL LOAD:USA04_2 RTSŇ˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL LOAD:USA06_1 RTS!Ň˙ß˙Ż˙š˙ž˙œ˙š˙ß˙œ˙˙‘˙™˙š˙˙š˙‘˙œ˙š˙ß˙–˙‘˙ß˙´˙ž˙˙ž˙˙ž˙ß˙ź˙–˙‹˙†˙ LBL LOAD:USA06_2 RTSŇ˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙‹˙˙Š˙Œ˙‹˙š˙›˙ LBL LOAD:USA06_3 RTS Ň˙ß˙˝˙š˙ß˙˙‘˙ß˙ž˙“˙š˙˙‹˙ LBL LOAD:USA07_1 RTS1Ň˙ß˙ž˙ß˙˙˙˜˙Š˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙—˙ž˙Œ˙ß˙•˙˙–˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL LOAD:USA07_2 RTS%Ň˙ß˙ş˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙˙š˙“˙†˙–˙‘˙˜˙ß˙˙‘˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ LBL LOAD:USA07_3 RTS%Ň˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ LBL LOAD:USA08_1 RTS+Ň˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙˙–˙‹˙ž˙“˙ LBL LOAD:USA08_2 RTSŇ˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙˙–˙˙“˙˙˜˙–˙œ˙ž˙“˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL LOAD:USA08_3 RTS*Ň˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙“˙š˙›˙˜˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙‹˙˙ß˙Ş˙Ź˙ LBL LOAD:USA08_4 RTSŇ˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBLLOAD:China01_1 RTSŇ˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙’˙–˙˜˙—˙‹˙ß˙–˙Œ˙ß˙˙‘˙ß˙˙ž˙˙ž˙›˙š˙ LBLLOAD:China01_2 RTS"Ň˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙›˙–˙Œ˙˙“˙ž˙†˙ LBLLOAD:China01_3 RTS&Ň˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙‘˙†˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙–˙‘˙ß˙˝˙š˙–˙•˙–˙‘˙˜˙ß˙ž˙˙š˙ž˙ LBLLOAD:China02_1 RTS+Ň˙ß˙¸˙ł˙ž˙ß˙œ˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙–˙‘˙ß˙ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ LBLLOAD:China02_2 RTS0Ň˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙œ˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙ž˙Œ˙ß˙˙ž˙Œ˙š˙ LBLLOAD:China02_3 RTSŇ˙ß˙ź˙š˙“˙“˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙š˙˙ž˙›˙–˙œ˙ž˙‹˙š˙›˙ LBLLOAD:China03_1 RTS,Ň˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙–˙‘˙™˙š˙Œ˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙Ť˙—˙˙š˙š˙ß˙¸˙˙˙˜˙š˙Œ˙ß˙ť˙ž˙’˙ß˙ž˙˙š˙ž˙ LBLLOAD:China03_2 RTS.Ň˙ß˙ş˙‘˙š˙’˙†˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙‘˙˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙š˙‘˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ LBLLOAD:China03_3 RTS#Ň˙ß˙ť˙˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙™˙˙˙œ˙š˙Œ˙ LBLLOAD:China04_1 RTS)Ň˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ß˙ž˙ß˙˝˙–˙˙Ň˙Ť˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙‹˙˙˙†˙ LBLLOAD:China04_2 RTS3Ň˙ß˙ł˙˙œ˙ž˙‹˙š˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙ˆ˙–˙‹˙—˙ß˙—˙š˙“˙˙ß˙˙™˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBLLOAD:China04_3 RTS(Ň˙ß˙ž˙–˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙–˙›˙ß˙–˙‘˙ß˙–˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBLLOAD:China05_1 RTSŇ˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙‹˙ž˙”˙š˙‘˙ß˙˙‰˙š˙˙ß˙˝˙ž˙“˙†˙”˙œ˙—˙†˙ LBLLOAD:China05_2 RTS$Ň˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙‰˙–˙›˙š˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLLOAD:China05_3 RTS*Ň˙ß˙ź˙ž˙“˙“˙ß˙–˙‘˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLLOAD:China06_1 RTS/Ň˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙š˙˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙­˙ž˙–˙“˙˙˙ž˙›˙Œ˙ LBLLOAD:China06_2 RTS'Ň˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙˝˙–˙Œ˙—˙”˙š˙”˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ LBLLOAD:China06_3 RTS-Ň˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙˙˙–˙›˙˜˙š˙ LBLLOAD:China07_1 RTS3Ň˙ß˙¸˙ł˙ž˙ß˙ž˙Œ˙–˙ž˙‘˙ß˙‹˙š˙˙˙˙˙–˙Œ˙‹˙ß˙œ˙š˙“˙“˙ß˙–˙›˙š˙‘˙‹˙–˙™˙–˙š˙›˙ß˙–˙‘˙ß˙Ť˙ž˙•˙–˙”˙–˙Œ˙‹˙ž˙‘˙ LBLLOAD:China07_2 RTS,Ň˙ß˙ž˙Š˙‹˙—˙˙˙–˙…˙š˙›˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙†˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ž˙˙Œ˙š˙‘˙ž˙“˙ LBL LOAD:GLA01_1 RTSŇ˙ß˙˛˙ž˙‘˙†˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙“˙˙Œ˙‹˙ LBL LOAD:GLA01_2 RTS"Ň˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙˙˙š˙ž˙›˙ß˙‹˙—˙–˙‘˙ LBL LOAD:GLA01_3 RTSŇ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙™˙˙˙œ˙š˙Œ˙ LBL LOAD:GLA02_1 RTS)Ň˙ß˙Ş˙Ń˙ą˙Ń˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙š˙‘˙ß˙˙˙Š˙‹˙š˙ß˙‹˙˙ß˙ž˙“˙’˙ž˙‹˙†˙ß˙˙š˙˜˙–˙˙‘˙ LBL LOAD:GLA02_2 RTS*Ň˙ß˙ś˙‘˙‹˙š˙˙œ˙š˙˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙š˙“˙–˙‰˙š˙˙–˙š˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL LOAD:GLA02_3 RTS/Ň˙ß˙ź˙˙“˙“˙š˙œ˙‹˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙™˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙™˙Š˙‘˙›˙Œ˙ LBL LOAD:GLA03_1 RTS1Ň˙ß˙°˙˙˙˙š˙Œ˙Œ˙˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙˙˙Š˙˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙™˙ß˙Ľ˙—˙ž˙’˙˙Š˙“˙ LBL LOAD:GLA03_2 RTS'Ň˙ß˙Ť˙—˙š˙–˙˙ß˙˙‘˙“˙†˙ß˙‹˙˙Š˙š˙ß˙™˙˙š˙š˙›˙˙’˙ß˙“˙–˙š˙Œ˙ß˙–˙‘˙ß˙›˙š˙ž˙‹˙—˙ LBL LOAD:GLA03_3 RTS&Ň˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙’˙ LBL LOAD:GLA04_1 RTS$Ň˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙‘˙š˙ˆ˙ß˙ž˙“˙“˙–˙š˙Œ˙ß˙–˙‘˙ß˙ž˙Œ˙‹˙ž˙‘˙ž˙ LBL LOAD:GLA04_2 RTS%Ň˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙—˙ž˙˙ž˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL LOAD:GLA04_3 RTS0Ň˙ß˙¨˙—˙–˙“˙š˙ß˙ž˙Œ˙‹˙ž˙‘˙ž˙ß˙˙Š˙˙‘˙Œ˙Ó˙ß˙“˙˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙™˙˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL LOAD:GLA05_1 RTS/Ň˙ß˙Ť˙—˙š˙ß˙ž˙˙˙˙˜˙ž˙‘˙œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˜˙˙ß˙Š˙‘˙ž˙‘˙Œ˙ˆ˙š˙˙š˙›˙ LBL LOAD:GLA05_2 RTS*Ň˙ß˙´˙š˙š˙˙ß˙˙š˙˜˙–˙˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙–˙’˙˙š˙˙–˙ž˙“˙–˙Œ˙‹˙ß˙˜˙˙ž˙Œ˙˙ LBL LOAD:GLA05_3 RTS$Ň˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙Ř˙Œ˙Š˙˙š˙˙–˙˙˙Ř˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙ LBL LOAD:GLA06_1 RTS(Ň˙ß˙­˙š˙˙˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙˜˙˙˙›˙ LBL LOAD:GLA06_2 RTS6Ň˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL LOAD:GLA06_3 RTSŇ˙ß˙­˙š˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL LOAD:GLA07_1 RTS&Ň˙ß˙¸˙ł˙ž˙ß˙›˙š˙™˙š˙œ˙‹˙˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙•˙˙–˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙—˙–˙‘˙ž˙ LBL LOAD:GLA07_2 RTS2Ň˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙‰˙š˙˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙“˙–˙‘˙š˙Œ˙ LBL LOAD:GLA07_3 RTS1Ň˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBL LOAD:GLA08_1 RTS Ň˙ß˙Ť˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙ LBL LOAD:GLA08_2 RTS=Ň˙ß˙Ť˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙‹˙—˙š˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙“˙–˙‰˙š˙˙ß˙›˙š˙ž˙›˙“˙†˙ß˙‹˙˙‡˙–˙‘˙ß˙‹˙˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL LOAD:GLA08_3 RTSŇ˙ß˙°˙Š˙˙ß˙›˙š˙Œ˙‹˙–˙‘˙†˙ß˙–˙Œ˙ß˙ž˙‹˙ß˙—˙ž˙‘˙›˙ LBLTOOLTIP:DownloadProgress RTSť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙Ż˙˙˙˜˙˙š˙Œ˙Œ˙ LBLTOOLTIP:BattleHonorBlitz10 RTSG˝˙“˙–˙‹˙…˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙˙˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorBlitz5 RTSF˝˙“˙–˙‹˙…˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙˙˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorLoyaltyUSADisabled RTSEŞ˙Ź˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙Ş˙Ź˙ž˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL'TOOLTIP:BattleHonorLoyaltyChinaDisabled RTSIź˙—˙–˙‘˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorLoyaltyGLADisabled RTSI¸˙ł˙ž˙ß˙ł˙˙†˙ž˙“˙‹˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙ß˙Í˙Ď˙Ô˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorBattleTankDisabled RTSS˝˙ž˙‹˙‹˙“˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙Ę˙Ď˙Ô˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL"TOOLTIP:BattleHonorAirWingDisabled RTSSž˙–˙˙ß˙¨˙–˙‘˙˜˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙Í˙Ď˙Ô˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL$TOOLTIP:BattleHonorEnduranceDisabled RTSHş˙‘˙›˙Š˙˙ž˙‘˙œ˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙’˙ž˙˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙ž˙ß˙˝˙˙˙‘˙…˙š˙Ó˙ß˙Ź˙–˙“˙‰˙š˙˙Ó˙ß˙˙˙ß˙¸˙˙“˙›˙ß˙’˙š˙›˙ž˙“˙ LBL&TOOLTIP:BattleHonorCampaignUSADisabled RTS…Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL(TOOLTIP:BattleHonorCampaignChinaDisabled RTS‰ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL&TOOLTIP:BattleHonorCampaignGLADisabled RTS…¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL$TOOLTIP:BattleHonorChallengeDisabled RTSGź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ť˙š˙™˙š˙ž˙‹˙ß˙Î˙Ň˙Č˙ß˙ˇ˙ž˙˙›˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLGUI:BuildingsKilledStat RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙´˙–˙“˙“˙š˙›˙ LBLGUI:BuildingsBuiltStat RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˝˙Š˙–˙“˙‹˙ LBLGUI:BuildingsLostStat RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ł˙˙Œ˙‹˙ LBLGUI:QMWinStreak RTSŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙‘˙ß˙Œ˙‹˙˙š˙ž˙”˙ LBLGUI:LastLadder RTS ł˙ž˙Œ˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ LBLGUI:LobbyJoined RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙•˙˙–˙‘˙š˙›˙ß˙Ú˙“˙Œ˙ LBLGUI:GSNoLoginInfoAll RTSWŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙Ó˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Ó˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoEmailNickname RTSLŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙ß˙ž˙‘˙›˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoEmailPassword RTSLŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:Any RTSž˙‘˙†˙ LBL!GUI:GSNoLoginInfoNicknamePassword RTSOŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoEmail RTS?Ż˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙š˙’˙ž˙–˙“˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoNickname RTSBŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙–˙œ˙”˙‘˙ž˙’˙š˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBLGUI:GSNoLoginInfoPassword RTSBŻ˙“˙š˙ž˙Œ˙š˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ń˙ß˙Ť˙—˙š˙‘˙Ó˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ł˙˙˜˙–˙‘˙ß˙˙˙ß˙ź˙˙š˙ž˙‹˙š˙ß˙ž˙œ˙œ˙˙Š˙‘˙‹˙ LBL Buddy:MultipleOnlineNotification RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙›˙›˙–˙š˙Œ˙ß˙˙‘˙“˙–˙‘˙š˙ LBLGUI:ResetHonors RTS ­˙š˙Œ˙š˙‹˙ß˙ˇ˙˙‘˙˙˙Œ˙ LBLChat:Observers RTS°˙˙Œ˙š˙˙‰˙š˙˙Œ˙ß˙Š˙–˙š˙ˆ˙ LBLTOOLTIP:buddies RTSŹ˙˙˙‹˙ß˙˜˙ž˙’˙š˙ß˙“˙–˙Œ˙‹˙ß˙˙†˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:AddToBuddies RTS$ž˙›˙›˙ß˙ž˙ß˙˙“˙ž˙†˙š˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙“˙–˙Œ˙‹˙ß˙˙™˙ß˙˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:StagingPlayerInfo RTSUő˙ß˙­˙š˙˜˙–˙˙‘˙Ĺ˙ß˙Ú˙“˙Œ˙ß˙ő˙ß˙Ż˙–˙‘˙˜˙Ĺ˙ß˙Ú˙›˙ß˙’˙Œ˙ß˙ő˙ß˙Ú˙›˙ß˙ˆ˙–˙‘˙Œ˙Đ˙Ú˙›˙ß˙“˙˙Œ˙Œ˙š˙Œ˙ß˙ő˙ß˙Ú˙›˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ß˙ő˙ß˙š˙ž˙‰˙˙˙–˙‹˙š˙ß˙ž˙˙’˙†˙Ĺ˙ß˙Ú˙“˙Œ˙ LBLGUI:CantBuildTooCloseToSupplies RTSFŚ˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙ž˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL OBJECT:Frosty RTSŹ˙‘˙˙ˆ˙’˙ž˙‘˙ LBL OBJECT:Prop RTSŃ˙ LBLOBJECT:BigGate RTS¸˙ž˙‹˙š˙ LBLOBJECT:TownHall RTS Ť˙˙ˆ˙‘˙ß˙ˇ˙ž˙“˙“˙ LBLOBJECT:RailroadBridge RTS­˙ž˙–˙“˙˙˙ž˙›˙ß˙˝˙˙–˙›˙˜˙š˙ LBL OBJECT:TheLoo RTS °˙Š˙‹˙ß˙ˇ˙˙Š˙Œ˙š˙ LBLOBJECT:TrainCar RTS Ť˙˙ž˙–˙‘˙ß˙ź˙ž˙˙ LBLOBJECT:SandBagWall RTS Ź˙ž˙‘˙›˙˙ž˙˜˙ß˙¨˙ž˙“˙“˙ LBLOBJECT:Structure RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLOBJECT:Airport RTSź˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙ž˙–˙˙˙˙˙‹˙ LBLOBJECT:Highrise RTSˇ˙–˙˜˙—˙˙–˙Œ˙š˙ LBLOBJECT:BridgeTower RTS ˝˙˙–˙›˙˜˙š˙ß˙Ť˙˙ˆ˙š˙˙ LBL OBJECT:Field RTSŻ˙–˙‹˙œ˙—˙ LBLOBJECT:SoccerStadiumGoal RTS¸˙˙ž˙“˙ LBLOBJECT:BigLightpost RTS ł˙–˙˜˙—˙‹˙ß˙Ż˙˙Œ˙‹˙ LBL MAP:BigRivers RTS ˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙š˙˙‡˙ LBL MAP:CHI01Open RTS4ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˛˙–˙“˙–˙‹˙ž˙˙†˙ß˙Ż˙ž˙˙ž˙›˙š˙Ó˙ß˙˝˙š˙–˙•˙–˙‘˙˜˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙ž˙ˆ˙ž˙”˙š˙Œ˙ LBLMAP:CHI03Obj1Done RTS˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ LBL MAP:CHI07Obj1 RTS:˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙Œ˙‹˙ž˙˙“˙–˙Œ˙—˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙“˙˙œ˙ž˙‹˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBL MAP:CHI07Obj2 RTS#˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLMAP:GLA02OpenAlt2 RTSNŠ˙–˙“˙“˙ž˙˜˙š˙Œ˙ß˙°˙Š˙‹˙Œ˙–˙›˙š˙ß˙ž˙“˙’˙ž˙‹˙†˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙š˙–˙…˙š˙ß˙‹˙—˙š˙ß˙™˙˙˙š˙–˙˜˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBLMAP:GLA02OpenAlt1 RTSDŠ˙–˙“˙“˙ž˙˜˙š˙Œ˙ß˙°˙Š˙‹˙Œ˙–˙›˙š˙ß˙ž˙“˙’˙ž˙‹˙†˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ż˙–˙“˙“˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙Š˙–˙“˙“˙ž˙˜˙š˙ LBLMAP:GLA06OpenAlt2 RTS]¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ź˙—˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙˙˙–˙Œ˙˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBLMAP:GLA06OpenAlt1 RTSJ¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ź˙—˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙“˙ß˙Ź˙š˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ž˙˙˙˙˙˙˙–˙ž˙‹˙š˙ß˙Ż˙˙–˙Œ˙˙‘˙Œ˙ LBLMAP:GLA07OpenAlt2 RTSKŹ˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙ą˙š˙ž˙˙ß˙ł˙š˙‘˙˜˙š˙˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙˙˙š˙‘˙Œ˙ß˙‹˙˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLMAP:GLA07OpenAlt RTS;Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙ą˙š˙ž˙˙ß˙ł˙š˙‘˙˜˙š˙˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ť˙˙˙•˙ž˙‘˙ß˙ˇ˙˙˙Œ˙š˙ LBLMAP:GLA03Open02 RTS@ź˙—˙–˙‘˙š˙Œ˙š˙Ň˙°˙œ˙œ˙Š˙˙–˙š˙›˙ß˙Ľ˙—˙ž˙’˙˙Š˙“˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙­˙–˙˜˙—˙‹˙š˙˙Š˙Œ˙ß˙š˙–˙˙š˙ LBLMAP:GLA03Directive RTSPś˙‘˙™˙˙˙’˙ž˙‘˙‹˙ß˙­˙š˙˙˙˙‹˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙‹˙˙ß˙˙˙‹˙ž˙–˙‘˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ LBLMAP:USA02Hint1Text RTS4Ş˙Œ˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙‹˙˙ß˙˜˙˙ž˙‘˙‹˙ß˙ž˙›˙›˙š˙›˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙œ˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:USA02Hint2Text RTSFŞ˙Œ˙š˙ß˙‹˙—˙š˙ß˙­˙ž˙‘˙˜˙š˙˙Ř˙Œ˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˝˙ž˙‘˙˜˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:USA03Hint1Text RTS1˝˙Š˙–˙“˙›˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:USA04Hint1Text RTS=Ş˙Œ˙š˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙Ň˙˙˙–˙‘˙‹˙Œ˙ LBLMAP:NVIDIATEXT RTS1ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ő˙ß˙ź˙˙’˙–˙‘˙˜˙ß˙š˙š˙˙˙Š˙ž˙˙†˙ß˙Í˙Ď˙Ď˙Ě˙ LBLMAP:USA06ObjHint2 RTSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:USA06ObjHint1 RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙š˙˙š˙ LBLMAP:GLA03Objective07 RTS-°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙ő˙ß˙Ě˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBLMAP:GLA03Objective08 RTS6°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙Ĺ˙ß˙ő˙ß˙Ż˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL MAP:GLA05Open RTS!ž˙›˙ž˙‘˙ž˙Ó˙ß˙Ť˙Š˙˙”˙š˙†˙ß˙ő˙ß˙ś˙‘˙œ˙–˙˙“˙–˙”˙ß˙ž˙–˙˙ß˙˝˙ž˙Œ˙š˙ LBLSCRIPT:GLA05Directive03 RTSP¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙˙˙Š˙‘˙›˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLSCRIPT:GLA05Directive04 RTS6Ź˙š˙œ˙˙‘˙›˙ž˙˙†˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙†˙ß˙˙Š˙‹˙˙˙Œ˙‹˙ LBLSCRIPT:GLA05Directive05 RTSh¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙˙˙Š˙‘˙›˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL MAP:GLA08Open RTSL˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙Ó˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ź˙˙‰˙–˙š˙‹˙Ň˙ş˙˙ž˙ß˙­˙˙œ˙”˙š˙‹˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:GLA08Open02 RTS)Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙ LBLSCRIPT:GLA08Objective01 RTS\˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ź˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙˜˙ž˙‘˙‹˙˙†˙ LBLSCRIPT:GLA08Objective02 RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLSCRIPT:GLA08Objective03 RTS5˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙˙œ˙”˙š˙‹˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙˜˙ž˙‘˙‹˙˙†˙ LBLSCRIPT:GLA08Directive04 RTS%¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ş˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ LBLMAP:USA07hint1 RTS ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙–˙Œ˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBLMAP:CHI05ObjInit RTSD˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ě˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙’˙˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL MAP:CHI05Obj4 RTSŤ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ë˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBL MAP:CHI05Obj3 RTSŤ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Ě˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBL MAP:CHI05Obj2 RTSŤ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Í˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBL MAP:CHI05Obj1 RTS Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙Î˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ LBLMAP:CHI05Objhint1 RTS ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙–˙Œ˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙œ˙”˙ LBLMAP:CHI05Objhint2 RTS ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLMAP:CHI05ObjCBReady RTS(ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ˆ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBLMAP:USA08MapName RTS ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBL MAP:USA08Open RTS1¸˙ł˙ž˙ß˙ź˙ž˙˙–˙‹˙ž˙“˙ß˙ź˙–˙‹˙†˙Ó˙ß˙ž˙“˙›˙ž˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBLMAP:USA08OpenAlt RTS)ž˙”˙’˙˙“˙ž˙Ó˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBLMAP:USA08Objective01 RTS:˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:USA08WallGarWarning RTSg¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙“˙“˙ß˙ő˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙Š˙Œ˙š˙ß˙š˙“˙ž˙Œ˙—˙Ň˙˙ž˙‘˙˜˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙ LBLMAP:USA08ChinaHint RTSVź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙œ˙˙’˙˙–˙‘˙š˙›˙ß˙Ş˙Ź˙ß˙ž˙‘˙›˙ß˙ź˙—˙–˙‘˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBLMAP:USA08SCUDStormWarn RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙š˙›˙ß˙ž˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLMAP:USA08MineWarn RTS"¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:USA08GLABaseKIA RTSOŤ˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ LBLCONTROLBAR:TooltipCarpetBomb RTS1ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Í˙Ĺ˙Ě˙Ď˙ LBLCONTROLBAR:TooltipCrateDrop RTSť˙˙˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLCONTROLBAR:TooltipDetonateNuke RTSş˙‡˙˙“˙˙›˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙›˙š˙‰˙–˙œ˙š˙ LBLMAP:GLA01Objective RTS#˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ť˙ž˙’˙ LBLMAP:GLA01Objective2 RTS,˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙ LBLMAP:TrainingGenerals RTSDł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙˙–˙˜˙—˙‹˙ß˙œ˙˙˙‘˙š˙˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙‹˙—˙š˙ß˙¸˙ł˙ž˙–˙Œ˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙‹˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙˙‘˙˙˙Š˙š˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙‹˙š˙ß˙‹˙˙ß˙˙˙š˙‘˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙š˙‘˙‹˙Œ˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action LBLMAP:TrainingSalvage RTSŚ˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙ž˙ß˙˙‘˙š˙˙ž˙“˙Œ˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙˙–˙˜˙—˙‹˙ß˙œ˙˙˙‘˙š˙˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙‹˙—˙š˙ß˙¸˙ł˙ž˙–˙Œ˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙˙˙Œ˙‹˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙˙‘˙˙˙Š˙š˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙Œ˙‹˙š˙ß˙‹˙˙ß˙˙˙š˙‘˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙š˙‘˙‹˙Œ˙˙˙ß˙†˙˙Š˙ACADEMY:AlternateMouseInterface6424 String(s)t" LBLMAP:TrainingUpgrade RTSŘŞ˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙Š˙˜˙—˙‹˙ß˙ž˙‹˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙š˙†˙ß˙–˙’˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙“˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙œ˙˙‘˙ß˙‹˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙†˙˙Š˙˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLGUI:SaveAndContinue RTSź˙°˙ą˙Ť˙ś˙ą˙Ş˙ş˙ LBLTOOLTIP:PlayerSetting RTS+ź˙—˙˙˙Œ˙š˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Î˙ß˙‰˙Œ˙Ń˙ß˙Î˙ß˙˙˙ß˙Ť˙š˙ž˙’˙ß˙¸˙ž˙’˙š˙ LBL TOOLTIP:Ping RTS:ź˙—˙˙˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙˙“˙š˙˙ž˙‘˙œ˙š˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Œ˙˙š˙š˙›˙ LBLTOOLTIP:Disconnect RTS4ź˙—˙˙˙Œ˙š˙ß˙†˙˙Š˙˙ß˙‹˙˙“˙š˙˙ž˙‘˙œ˙š˙ß˙™˙˙˙ß˙‹˙˙‹˙ž˙“˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙›˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙Œ˙ LBLTOOLTIP:Ladder RTS-ź˙—˙˙˙Œ˙š˙ß˙‹˙—˙š˙ß˙“˙ž˙›˙›˙š˙˙ß˙˙‘˙ß˙ˆ˙—˙–˙œ˙—˙ß˙†˙˙Š˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙˙“˙ž˙†˙ LBLTOOLTIP:QuickMatchStatus RTSGŽ˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙›˙ß˙˙‘˙ß˙Œ˙”˙–˙“˙“˙ß˙“˙š˙‰˙š˙“˙Ó˙ß˙Ż˙ź˙ß˙Œ˙˙š˙œ˙Ó˙ß˙š˙‹˙œ˙ LBLTOOLTIP:OnlineIP RTS;ś˙Ż˙ß˙ž˙›˙›˙˙š˙Œ˙Œ˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙‹˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBL TOOLTIP:LanIP RTS8ś˙Ż˙ß˙ž˙›˙›˙˙š˙Œ˙Œ˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙˜˙ž˙’˙š˙Œ˙ LBLTOOLTIP:GamesBeingformed RTS,Ś˙˙Š˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Œ˙˙š˙š˙›˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙Ř˙Œ˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLTOOLTIP:EmoteText RTSł˙š˙™˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙š˙‡˙‹˙ LBL&CONTROLBAR:ToolTipChinaScienceCashHack RTS§Ź˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙˙š˙ß˙’˙˙‘˙š˙†˙ß˙‹˙—˙ž˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ű˙Î˙Ď˙Ď˙Ď˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Ű˙Í˙Ď˙Ď˙Ď˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ű˙Ë˙Ď˙Ď˙Ď˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL GUI:TRAINING RTSŤ˙­˙ž˙ś˙ą˙ś˙ą˙¸˙ LBLGUI:CHINA_Caps RTSź˙ˇ˙ś˙ą˙ž˙ LBLTOOLTIP:SupplyDock RTSŹ˙Š˙˙˙“˙–˙š˙Œ˙ LBLTOOLTIP:TechBuilding RTS Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBLTOOLTIP:Mission1 RTSŃ˙ LBLTOOLTIP:Mission2_8 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙°˙‘˙š˙ LBLTOOLTIP:Mission9_16 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Ť˙ˆ˙˙ LBLTOOLTIP:Mission17_23 RTSź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Ť˙—˙˙š˙š˙ LBLTOOLTIP:ButtonClear RTS"ź˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙‘˙ž˙’˙š˙ß˙‹˙š˙‡˙‹˙ß˙˙˙‡˙ LBLGUI:Objectives: RTSŹ˙Š˙’˙’˙ž˙˙†˙Ĺ˙ LBL GUI:WinStreak RTS ¨˙–˙‘˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLGUI:LossStreak RTS ł˙˙Œ˙Œ˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLGUI:PlayerNoMapWillTransfer RTSCÚ˙“˙Œ˙ß˙›˙˙š˙Œ˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙ž˙‹˙ß˙˜˙ž˙’˙š˙ß˙Œ˙‹˙ž˙˙‹˙ LBL GUI:LocalPlayerNoMapWillTransfer RTSHŚ˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙Ú˙“˙Œ˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙ß˙ž˙‹˙ß˙˜˙ž˙’˙š˙ß˙Œ˙‹˙ž˙˙‹˙ LBLGUI:CouldNotTransferMap RTS1Ş˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙ß˙‹˙—˙š˙ß˙’˙ž˙˙Ń˙ß˙Ť˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙ž˙˙‹˙ LBL GUI:Status RTSŹ˙‹˙ž˙‹˙Š˙Œ˙ LBLMapTransfer:CurrentFile RTSź˙Š˙˙˙š˙‘˙‹˙ß˙™˙–˙“˙š˙Ĺ˙ß˙Ú˙“˙Œ˙ LBLMapTransfer:Timeout RTSž˙˙˙˙‹˙ß˙–˙‘˙ß˙Ú˙›˙Ĺ˙Ú˙Í˙Ń˙Í˙›˙ LBLMapTransfer:Preparing RTS Ż˙˙š˙˙ž˙˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBLMapTransfer:Sending RTS Ź˙š˙‘˙›˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBLMapTransfer:Recieving RTS ­˙š˙œ˙š˙–˙‰˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBLMapTransfer:Done RTSť˙˙‘˙š˙ LBLThingTemplate:SalvageCrate RTS Ź˙ž˙“˙‰˙ž˙˜˙š˙ß˙ź˙˙ž˙‹˙š˙ LBL%ThingTemplate:IndustrialBridgeTower01 RTS˝˙˙–˙›˙˜˙š˙ LBLThingTemplate:Crypt01 RTSź˙˙†˙˙‹˙ LBL#ThingTemplate:AsianAartmentSingle01 RTS ž˙˙ž˙˙‹˙’˙š˙‘˙‹˙ LBLCONTROLBAR:RadioJam RTS ­˙ž˙›˙–˙˙ß˙ľ˙ž˙’˙ LBLMAP:USA01OBJOpen RTS,˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:TrainingWarFactory RTS9˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙†˙˙Š˙˙ß˙ť˙°˙Ľ˙ş˙­˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¨˙ž˙­˙ß˙š˙ž˙ź˙Ť˙°˙­˙Ś˙ LBLTOOLTIP:MapNoSuccess RTS'˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙‘˙ß˙ş˙ž˙Œ˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ţ˙ LBLTOOLTIP:MapEasySuccess RTS(˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙ß˙˛˙š˙›˙–˙Š˙’˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ţ˙ LBLTOOLTIP:MapMediumSuccess RTS&˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ţ˙ LBLTOOLTIP:MapHardSuccess RTS;˝˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙Ţ˙ LBLBuddy:CantTalkToIngameBuddy RTSEŚ˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙š˙‘˙›˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙Œ˙ß˙‹˙˙ß˙˙Š˙›˙›˙–˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙˙Œ˙š˙˙‰˙–˙‘˙˜˙ LBL MAP:Bavarian RTS š˙–˙‘˙ž˙“˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙ LBL MAP:CLake RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙”˙š˙ LBL MAP:SBlast RTS Ź˙ž˙‘˙›˙ß˙Ź˙š˙˙˙š˙‘˙‹˙ LBLMAP:SleepingGiant RTS ť˙ž˙˙”˙ß˙˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ LBL MAP:SwissMP RTS ł˙˙‘˙š˙ß˙ş˙ž˙˜˙“˙š˙ LBLMAP:KandaharHighlands RTSŤ˙ˆ˙–˙“˙–˙˜˙—˙‹˙ß˙š˙“˙ž˙’˙š˙ LBL MAP:BoraBora RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ś˙Œ˙“˙ž˙‘˙›˙ LBLMAP:PrecipicePass RTSš˙˙˙‹˙˙š˙Œ˙Œ˙ß˙ž˙‰˙ž˙“˙ž˙‘˙œ˙—˙š˙ LBL MAP:TTourney RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ť˙Š˙‘˙›˙˙ž˙ LBL MAP:Gwall RTS š˙ž˙“˙“˙š˙‘˙ß˙ş˙’˙˙–˙˙š˙ LBL GUI:HTTPProxy RTS ˇ˙Ť˙Ť˙Ż˙ß˙Ż˙˙˙‡˙†˙Ĺ˙ LBLGUI:WinPercent RTSÚ˙›˙Ú˙Ú˙ LBLTOOLTIP:PlayerCreatedName RTS(ą˙ž˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:HTTPProxy RTS:Ź˙š˙‹˙ß˙ž˙‘˙ß˙ˇ˙Ť˙Ť˙Ż˙ß˙Ż˙˙˙‡˙†˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙™˙˙˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙ LBLCONTROLBAR:BriefingHistory RTS˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙˝˙˙–˙š˙™˙–˙‘˙˜˙Œ˙ LBL%CONTROLBAR:BriefingHistoryDescription RTSź˙“˙–˙œ˙”˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙˙˙–˙š˙™˙–˙‘˙˜˙Œ˙ LBLMAP:CHI04Objective1Text RTS3˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBLMAP:CHI04Objective2Text RTSF˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLMAP:CHI04Objective3Text RTSE˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLMAP:CHI04Hint1Text RTS/ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:CHI04Hint2Text RTS/ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙–˙‘˙œ˙˙’˙š˙ LBLMAP:CHI04Hint3Text RTS_ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Œ˙Š˙˙˙“˙†˙ß˙œ˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙Œ˙–˙˙—˙˙‘˙ß˙˙™˙™˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBLGUI:GotoMainMenu RTS ˛˙ž˙ś˙ą˙ß˙˛˙ş˙ą˙Ş˙ LBLTOOLTIP:BattleHonorFairPlay RTS{š˙ž˙–˙˙ß˙Ż˙“˙ž˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙Î˙Ď˙Ú˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙×˙ˆ˙–˙‹˙—˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙Î˙Ď˙ß˙˜˙ž˙’˙š˙Œ˙ß˙˙“˙ž˙†˙š˙›˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorApocalypse RTS}ž˙˙˙œ˙ž˙“˙†˙˙Œ˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Ó˙ß˙ž˙‘˙›˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙˙“˙˙ß˙˙˙ß˙’˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ LBL#TOOLTIP:BattleHonorFairPlayDisabled RTS{š˙ž˙–˙˙ß˙Ż˙“˙ž˙†˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙Î˙Ď˙Ú˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙×˙ˆ˙–˙‹˙—˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙Î˙Ď˙ß˙˜˙ž˙’˙š˙Œ˙ß˙˙“˙ž˙†˙š˙›˙Ö˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorApocalypseDisabled RTS`ž˙˙˙œ˙ž˙“˙†˙˙Œ˙š˙ß˙˛˙š˙›˙ž˙“˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Ó˙ß˙ž˙‘˙›˙ß˙Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLTOOLTIP:BattleHonorPreorder RTSK°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙’˙š˙’˙˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙œ˙˙’˙’˙Š˙‘˙–˙‹˙†˙ LBL#TOOLTIP:BattleHonorPreorderDisabled RTS6°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙ß˙˛˙š˙›˙ž˙“˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙˙˙š˙˙˙›˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ LBL GUI:Credits RTSź˙­˙ş˙ť˙ś˙Ť˙Ź˙ LBLERROR:D3DFailurePrompt RTS ť˙–˙˙š˙œ˙‹˙§˙ß˙ş˙˙˙˙˙ LBLERROR:D3DFailureMessage RTSzŻ˙“˙š˙ž˙Œ˙š˙ß˙’˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ť˙–˙˙š˙œ˙‹˙§˙ß˙Ç˙Ń˙Î˙ß˙˙˙ß˙—˙–˙˜˙—˙š˙˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙š˙›˙Ń˙ß˙ž˙“˙Œ˙˙ß˙‰˙š˙˙–˙™˙†˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙‰˙–˙›˙š˙˙ß˙œ˙ž˙˙›˙ß˙’˙š˙š˙‹˙Œ˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙–˙’˙Š˙’˙ß˙˙š˙Ž˙Š˙–˙˙š˙’˙š˙‘˙‹˙Œ˙ LBLGUI:AudioHardware RTSˇ˙ž˙˙›˙ˆ˙ž˙˙š˙ß˙ž˙œ˙œ˙š˙“˙š˙˙ž˙‹˙š˙›˙ß˙ž˙Š˙›˙–˙˙ LBLGUI:AudioSurround RTSŹ˙Š˙˙˙˙Š˙‘˙›˙ß˙Ź˙˙Š˙‘˙›˙ LBLTOOLTIP:CheckAudioHardware RTS8ź˙—˙š˙œ˙”˙ß˙‹˙—˙–˙Œ˙ß˙˙˙‡˙ß˙‹˙˙ß˙š˙‘˙ž˙˙“˙š˙ß˙—˙ž˙˙›˙ˆ˙ž˙˙š˙ß˙ž˙œ˙œ˙š˙“˙š˙˙ž˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙ž˙Š˙›˙–˙˙ LBLTOOLTIP:AudioSurround RTS2ź˙—˙š˙œ˙”˙ß˙‹˙—˙–˙Œ˙ß˙˙˙‡˙ß˙–˙™˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙ß˙Œ˙˙Š˙‘˙›˙ß˙Œ˙˙š˙ž˙”˙š˙˙Œ˙ LBLCAMPAIGN:TRAINING RTSŤ˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLGUI:WinPercentLabel RTS ¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ LBLGUI:BestWinStreak RTS˝˙š˙Œ˙‹˙ß˙¨˙–˙‘˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLBuddy:MatchingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙–˙‘˙˜˙ LBLBuddy:StagingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙ß˙Š˙˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLBuddy:LoadingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLBuddy:PlayingNotification RTSÚ˙—˙Œ˙ß˙–˙Œ˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙ß˙˜˙ž˙’˙š˙ LBLCONTROLBAR:GeneralsPromotion RTS¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙Ż˙˙˙’˙˙‹˙–˙˙‘˙ LBLCONTROLBAR:GeneralsExp RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBL!CONTROLBAR:GeneralsExpDescription RTSFŤ˙—˙–˙Œ˙ß˙’˙š˙‹˙š˙˙ß˙Œ˙—˙˙ˆ˙Œ˙ß˙—˙˙ˆ˙ß˙œ˙“˙˙Œ˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙“˙š˙‰˙š˙“˙ LBL(TOOLTIP:TooltipNukeReactorOverChargeIsOn RTS°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ß˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙°˙ą˙ LBL)TOOLTIP:TooltipNukeReactorOverChargeIsOff RTS°˙‰˙š˙˙œ˙—˙ž˙˙˜˙š˙ß˙–˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙°˙š˙š˙ LBL GUI:ESRB_Top RTS ş˙Ź˙­˙˝˙ß˙ą˙˙‹˙–˙œ˙š˙Ĺ˙ LBLGUI:ESRB_Bottom RTS/¸˙ž˙’˙š˙ß˙ş˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ß˙˛˙ž˙†˙ß˙ő˙ß˙ź˙—˙ž˙‘˙˜˙š˙ß˙ť˙Š˙˙–˙‘˙˜˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙Ż˙“˙ž˙†˙ LBLGUI:ReplaySaved RTS ­˙š˙˙“˙ž˙†˙ß˙Ź˙ž˙‰˙š˙›˙ LBLOBJECT:Monument RTS˛˙˙‘˙Š˙’˙š˙‘˙‹˙ LBL$TOOLTIP:TooltipNotEnoughMoneyToBuild RTSś˙‘˙Œ˙Š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙ß˙™˙Š˙‘˙›˙Œ˙ LBL-TOOLTIP:TooltipCannotPurchaseBecauseQueueFull RTS˝˙Š˙–˙“˙›˙ß˙Ž˙Š˙š˙Š˙š˙ß˙™˙Š˙“˙“˙ LBL0TOOLTIP:TooltipCannotBuildUnitBecauseParkingFull RTS ž˙–˙˙™˙–˙š˙“˙›˙ß˙™˙Š˙“˙“˙ LBL2TOOLTIP:TooltipCannotBuildUnitBecauseMaximumNumber RTSŞ˙‘˙–˙‹˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙š˙‡˙–˙Œ˙‹˙Œ˙ LBLGUI:SocketError RTSDš˙ž˙–˙“˙š˙›˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙Ó˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ LBLGUI:NetworkError RTS ą˙ş˙Ť˙¨˙°˙­˙´˙ß˙ş˙­˙­˙°˙­˙ LBLGUI:BuddiesTab RTS˝˙Š˙›˙›˙–˙š˙Œ˙ LBLTOOLTIP:BattleHonorOfficersClub RTS?°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙š˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙’˙š˙’˙˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙˙’˙’˙Š˙‘˙–˙‹˙†˙ LBLGUI:CreateFormationDescription RTSMź˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙‹˙ž˙–˙‘˙ß˙–˙‹˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙’˙˙‰˙š˙ LBLGUI:ScatterDescription RTSŹ˙œ˙ž˙‹˙‹˙š˙˙ß˙Œ˙š˙“˙š˙œ˙‹˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙×˙Œ˙Ö˙ LBLOBJECT:TrainWreckBridge RTSŤ˙˙ž˙–˙‘˙ß˙¨˙˙š˙œ˙”˙ß˙˝˙˙–˙›˙˜˙š˙ LBLMAP:BarrenBadlands RTS˝˙ž˙˙˙š˙‘˙ß˙˝˙ž˙›˙“˙ž˙‘˙›˙Œ˙ LBLMAP:CraterCanyon RTS ź˙˙ž˙‹˙š˙˙ß˙ź˙ž˙‘˙†˙˙‘˙ LBL MAP:DustDevil RTS ť˙Š˙Œ˙‹˙ß˙ť˙š˙‰˙–˙“˙ LBLMAP:EasternEverglades RTSş˙ž˙Œ˙‹˙š˙˙‘˙ß˙ş˙‰˙š˙˙˜˙“˙ž˙›˙š˙Œ˙ LBLMAP:ForgottenForest RTSš˙˙˙˜˙˙‹˙‹˙š˙‘˙ß˙š˙˙˙š˙Œ˙‹˙ LBLMAP:InterstateInferno RTSś˙‘˙‹˙š˙˙Œ˙‹˙ž˙‹˙š˙ß˙ś˙‘˙™˙š˙˙‘˙˙ LBLMAP:MountainMayhem RTS˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙˛˙ž˙†˙—˙š˙’˙ LBLMAP:NoMansLand RTS ą˙˙ß˙˛˙ž˙‘˙Ř˙Œ˙ß˙ł˙ž˙‘˙›˙ LBLMAP:OverlandOffensive RTS°˙‰˙š˙˙“˙ž˙‘˙›˙ß˙°˙™˙™˙š˙‘˙Œ˙–˙‰˙š˙ LBLMAP:RockyRampage RTS ­˙˙œ˙”˙†˙ß˙­˙ž˙’˙˙ž˙˜˙š˙ LBLMAP:SnowblindStrike RTSŹ˙‘˙˙ˆ˙˙“˙–˙‘˙›˙ß˙Ź˙‹˙˙–˙”˙š˙ LBLMAP:UrbanUnderground RTSŞ˙˙˙ž˙‘˙ß˙Ş˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ LBLMAP:VictoryValley RTSŠ˙–˙œ˙‹˙˙˙†˙ß˙Š˙ž˙“˙“˙š˙†˙ LBLMAP:WastelandWarfare RTS¨˙ž˙Œ˙‹˙š˙“˙ž˙‘˙›˙ß˙¨˙ž˙˙™˙ž˙˙š˙ LBLMAP:RogueAgent RTS ­˙˙˜˙Š˙š˙ß˙ž˙˜˙š˙‘˙‹˙ LBLMAP:DesertEagle RTS ť˙š˙Œ˙š˙˙‹˙ß˙ş˙ž˙˜˙“˙š˙ LBL MAP:FlashFire RTS š˙“˙ž˙Œ˙—˙ß˙š˙–˙˙š˙ LBLMAP:MountainGuns RTS ˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙¸˙Š˙‘˙Œ˙ LBLMAP:FlashEffect RTS š˙“˙ž˙Œ˙—˙ß˙ş˙™˙™˙š˙œ˙‹˙ LBL MAP:LightsOut RTS ł˙–˙˜˙—˙‹˙Œ˙ß˙°˙Š˙‹˙ LBL MAP:SteelTrap RTS Ź˙‹˙š˙š˙“˙ß˙Ť˙˙ž˙˙ LBLMAP:ArmoredFury RTS ž˙˙’˙˙˙š˙›˙ß˙š˙Š˙˙†˙ LBLMAP:InfiniteJustice RTSź˙ž˙–˙˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙˙Œ˙ LBL MAP:Whiteout RTS¨˙—˙–˙‹˙š˙˙Š˙‹˙ LBLMAP:FalloutEffect RTSš˙ž˙“˙“˙˙Š˙‹˙ß˙ş˙™˙™˙š˙œ˙‹˙ LBLMAP:FloodedPlains RTSš˙“˙˙˙›˙š˙›˙ß˙Ż˙“˙ž˙–˙‘˙Œ˙ LBLMAP:TournamentContinent RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ź˙˙‘˙‹˙–˙‘˙š˙‘˙‹˙ LBLMAP:TournamentCity RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ź˙–˙‹˙†˙ LBLMAP:TournamentLadder01 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Î˙ LBLMAP:TournamentLadder02 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Í˙ LBLMAP:TournamentLadder03 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Ě˙ LBLMAP:TournamentLadder04 RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ł˙ž˙›˙›˙š˙˙ß˙Ď˙Ë˙ LBLMAP:TrainingGLAHole RTS˙¸˙ł˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙š˙˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙ž˙˙š˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙’˙ž˙–˙‘˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙ß˙—˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙“˙š˙™˙‹˙ß˙˙š˙—˙–˙‘˙›˙Ń˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙ LBLTOOLTIP:BattleHonorStreak25 RTS{Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Í˙Ę˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLGUI:InsertCDPrompt RTS ˛˙–˙Œ˙Œ˙–˙‘˙˜˙ß˙ź˙ť˙ LBLGUI:InsertCDMessage RTSŻ˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙Œ˙š˙˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙˜˙ž˙’˙š˙ß˙ź˙ť˙ LBLCONTROLBAR:OrRequirement RTS˙˙ LBLSCRIPT:USA02RescueCounter RTSŻ˙–˙“˙˙‹˙Œ˙ß˙­˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙Ĺ˙ LBL GUI:AddCash RTSŰ˙Ú˙›˙ LBL GUI:LoseCash RTSŇ˙Ű˙Ú˙›˙ LBLRADAR:HarvesterUnderAttack RTS­˙š˙Œ˙˙Š˙˙œ˙š˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLOBJECT:PharmaceuticalFactory RTSŻ˙—˙ž˙˙’˙ž˙œ˙š˙Š˙‹˙–˙œ˙ž˙“˙ß˙š˙ž˙œ˙‹˙˙˙†˙ LBLGUI:CareerWins RTS ź˙ž˙˙š˙š˙˙ß˙¨˙–˙‘˙Œ˙ LBLGUI:CareerLosses RTS ź˙ž˙˙š˙š˙˙ß˙ł˙˙Œ˙Œ˙š˙Œ˙ LBLGUI:CurrentWinStreak RTSź˙Š˙˙˙š˙‘˙‹˙ß˙¨˙–˙‘˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBLGUI:CarrerWinPercent RTSź˙ž˙˙š˙š˙˙ß˙¨˙–˙‘˙ß˙Ż˙š˙˙œ˙š˙‘˙‹˙ž˙˜˙š˙ LBLTOOLTIP:NumberOfPlayers RTS(ą˙Š˙’˙˙š˙˙ß˙˙™˙ß˙˙“˙ž˙†˙š˙˙Œ˙ß˙œ˙Š˙˙˙š˙‘˙‹˙“˙†˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ LBLTOOTIP:Password RTSŻ˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ß˙˙š˙Ž˙Š˙–˙˙š˙›˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙˜˙ž˙’˙š˙ LBLTOOLTIP:PingInfo RTS ź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Œ˙˙š˙š˙›˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙‹˙˙ß˙—˙˙Œ˙‹˙ LBLTOOLTIP:LobbyOfficersClub RTS8°˙™˙™˙–˙œ˙š˙˙Œ˙ß˙ź˙“˙Š˙˙Ĺ˙ß˙š˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙’˙š˙’˙˙š˙˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙˙’˙’˙Š˙‘˙–˙‹˙†˙ LBL GUI:Display RTS°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBL GUI:Audio RTSž˙Ş˙ť˙ś˙°˙ LBL GUI:LANLobby RTS ł˙ž˙ą˙ß˙ł˙°˙˝˙˝˙Ś˙ LBLGUI:Mute RTS˛˙Š˙‹˙š˙ LBLGUI:NeedHumanPlayers RTS6Ś˙˙Š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙‘˙˙‘˙Ň˙˙˙Œ˙š˙˙‰˙š˙˙ß˙—˙Š˙’˙ž˙‘˙ß˙˙“˙ž˙†˙š˙˙ß˙‹˙˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ LBLGUI:MediumDifficulty RTS˛˙š˙›˙–˙Š˙’˙ LBLCONTROLBAR:ObsPlayerLabel RTSÚ˙“˙Œ˙ß˙×˙Ť˙š˙ž˙’˙ß˙Ú˙“˙Œ˙Ö˙ LBLGUI:LowTextureDetail RTSł˙˙ˆ˙ß˙Ť˙š˙‡˙‹˙Š˙˙š˙ß˙ť˙š˙‹˙ž˙–˙“˙ LBLTOOLTIP:LowTextureDetail RTSŞ˙Œ˙š˙ß˙ł˙˙ˆ˙ß˙­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙Ť˙š˙‡˙‹˙Š˙˙š˙Œ˙ LBLGUI:QuickMatch800x600 RTSCŻ˙“˙š˙ž˙Œ˙š˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙†˙˙Š˙˙ß˙‰˙–˙›˙š˙˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙‹˙˙ß˙Ç˙Ď˙Ď˙ß˙‡˙ß˙É˙Ď˙Ď˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙Ž˙Š˙–˙œ˙”˙˛˙ž˙‹˙œ˙—˙ LBLOBJECT:CargoPlane RTS ź˙ž˙˙˜˙˙ß˙Ż˙“˙ž˙‘˙š˙ LBLOBJECT:HuNanProvince RTS˝˙š˙–˙•˙–˙‘˙˜˙ LBLOBJECT:HongKong RTS ˇ˙˙‘˙˜˙ß˙´˙˙‘˙˜˙ LBLOBJECT:HubeiProvince RTSŤ˙—˙˙š˙š˙ß˙¸˙˙˙˜˙š˙Œ˙ß˙ť˙ž˙’˙ LBLOBJECT:Tangula RTSŤ˙ž˙‘˙˜˙˜˙Š˙“˙ž˙ß˙˛˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙ LBLOBJECT:Balykchy RTS˝˙ž˙“˙†˙”˙œ˙—˙†˙ LBLOBJECT:Bishkek RTS˝˙–˙Œ˙—˙”˙š˙”˙ LBLOBJECT:Dushanbe RTSť˙Š˙Œ˙—˙ž˙‘˙˙š˙ LBLOBJECT:Shymkent RTSŹ˙—˙†˙’˙”˙š˙‘˙‹˙ LBL OBJECT:Almaty RTSž˙“˙’˙ž˙‹˙†˙ LBL OBJECT:Zambul RTSĽ˙—˙ž˙’˙˙Š˙“˙ LBL OBJECT:Astana RTSž˙Œ˙‹˙ž˙‘˙ž˙ LBLOBJECT:Incirlik RTSś˙‘˙œ˙–˙˙“˙–˙”˙ LBLOBJECT:AralSea RTSž˙˙ž˙“˙ß˙Ź˙š˙ž˙ LBL OBJECT:Lenger RTSł˙š˙‘˙˜˙š˙˙ LBLOBJECT:Baikonur RTS˝˙ž˙–˙”˙˙‘˙Š˙˙ LBL OBJECT:Mazar RTS˛˙ž˙…˙ž˙˙ LBLOBJECT:Baghdad RTS˝˙ž˙˜˙—˙›˙ž˙›˙ LBLOBJECT:AlHanad RTSž˙“˙ß˙ˇ˙ž˙‘˙ž˙›˙ LBLOBJECT:NorthKazakhstan RTSą˙˙˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBLOBJECT:KazakhstanCoast RTS´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ź˙˙ž˙Œ˙‹˙ LBLOBJECT:KazakhstanDMZ RTS´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ť˙˛˙Ľ˙ LBLOBJECT:SouthKazkahstan RTSŹ˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBL OBJECT:Akmola RTSž˙”˙’˙˙“˙ž˙ LBLSCRIPT:GLA03Objective01a RTSb˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ź˙Ĺ˙ß˙ő˙ß˙ź˙“˙ž˙–˙’˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙ő˙ß˙´˙–˙“˙“˙ß˙Í˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLSCRIPT:GLA03Objective02a RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙Í˙Ď˙Ď˙ß˙‹˙˙ž˙–˙‹˙˙˙Œ˙ LBLTOOLTIP:Campaign1 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Ě˙ LBLTOOLTIP:Campaign2 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Í˙ LBLTOOLTIP:Campaign3 RTS ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙Î˙ LBL GUI:Setup RTSŹ˙ş˙Ť˙Ş˙Ż˙ LBLGUI:PlayerInfo RTS Ż˙ł˙ž˙Ś˙ş˙­˙ß˙ś˙ą˙š˙°˙ LBL GUI:Persona RTSŻ˙ş˙­˙Ź˙°˙ą˙ž˙ LBLGUI:TextureHigh RTSˇ˙–˙˜˙—˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙×˙Œ˙“˙˙ˆ˙š˙˙Ö˙ LBLGUI:TextureMedium RTS˛˙š˙›˙–˙Š˙’˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ LBLGUI:TextureLow RTSł˙˙ˆ˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙×˙™˙ž˙Œ˙‹˙š˙˙Ö˙ LBL GUI:GameSpeed RTS ¸˙ž˙’˙š˙ß˙Ź˙˙š˙š˙›˙ LBLGUI:SlowGameSpeed RTSŹ˙“˙˙ˆ˙ LBLGUI:MediumGameSpeed RTS˛˙š˙›˙–˙Š˙’˙ LBLGUI:FastGameSpeed RTSš˙ž˙Œ˙‹˙ LBLGUI:RestartConfirmationTitle RTS­˙ş˙Ź˙Ť˙ž˙­˙Ť˙Ŕ˙ LBLGUI:SurrenderConfirmationTitle RTS Ź˙Ş˙­˙­˙ş˙ą˙ť˙ş˙­˙Ŕ˙ LBLTOOLTIP:StartPositionN RTSŹ˙‹˙ž˙˙‹˙ß˙Ż˙˙Œ˙–˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙˙“˙ž˙†˙š˙˙ß˙Ú˙›˙ LBLLABEL:FORMATION RTSš˙ LBL GUI:IgnoreSm RTSś˙˜˙‘˙˙˙š˙ LBL GUI:AcceptSm RTSž˙ź˙ź˙ş˙Ż˙Ť˙ LBL GUI:EasyCaps RTSş˙ž˙Ź˙Ś˙ LBLGUI:MediumDifficultyCaps RTS˛˙ş˙ť˙ś˙Ş˙˛˙ LBL GUI:HardCaps RTSˇ˙ž˙­˙ť˙ LBLTOOLTIP:AdvanceOptionsAccept RTS6ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ß˙’˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙ß˙ť˙–˙Œ˙˙“˙ž˙†˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ LBLTOOLTIP:AdvanceOptionsCancel RTSAş˙‡˙–˙‹˙ß˙‹˙—˙š˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙ß˙ť˙–˙Œ˙˙“˙ž˙†˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙œ˙—˙ž˙‘˙˜˙š˙Œ˙ LBLGUI:AdvanceDisplayOptions RTSž˙ť˙Š˙ž˙ą˙ź˙ş˙ť˙ß˙ť˙ś˙Ź˙Ż˙ł˙ž˙Ś˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBL GUI:Shadows RTSŹ˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:Shadows RTSAŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:BehindBuilding RTS˝˙š˙—˙–˙‘˙›˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLTOOLTIP:BehindBuilding RTSHŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBL GUI:ShowProps RTS Ź˙—˙˙ˆ˙ß˙Ż˙˙˙˙Œ˙ LBLTOOLTIP:ShowProps RTS?Ť˙˙˜˙˜˙“˙š˙ß˙›˙–˙Œ˙˙“˙ž˙†˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙ß˙˙˙˙˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:LowResSlider RTSŤ˙ş˙§˙Ť˙Ş˙­˙ş˙ß˙­˙ş˙Ź˙°˙ł˙Ş˙Ť˙ś˙°˙ą˙ LBLGUI:HighResSlower RTSˇ˙–˙˜˙—˙ß˙­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙×˙Ź˙“˙˙ˆ˙š˙˙Ö˙ LBLGUI:LowResFaster RTSł˙˙ˆ˙ß˙­˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙×˙š˙ž˙Œ˙‹˙š˙˙Ö˙ LBLTOOLTIP:LowResSlider RTS1ˇ˙–˙˜˙—˙š˙˙ß˙˙š˙Œ˙˙“˙Š˙‹˙–˙˙‘˙ß˙‹˙š˙‡˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙›˙˙ˆ˙‘˙ LBLGUI:ParticleCap RTS Ż˙ž˙­˙Ť˙ś˙ź˙ł˙ş˙ß˙ź˙ž˙Ż˙ LBLGUI:MoreParticlesSlower RTS˛˙ž˙‡˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙Œ˙ß˙×˙Ź˙“˙˙ˆ˙š˙˙Ö˙ LBLGUI:LessParticlesFaster RTS˛˙–˙‘˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙Œ˙ß˙×˙š˙ž˙Œ˙‹˙š˙˙Ö˙ LBLTOOLTIP:ParticleCapSlider RTS%˛˙˙˙š˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙›˙˙ˆ˙‘˙ LBLGUI:CurrentLossStreak RTSź˙Š˙˙˙š˙‘˙‹˙ß˙ł˙˙Œ˙Œ˙ß˙Ź˙‹˙˙š˙ž˙”˙ LBL GUI:Custom RTSź˙Š˙Œ˙‹˙˙’˙ LBLGUI:ToggleOnOff RTSŠ˙–˙Œ˙Š˙ž˙“˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ LBLGUI:RestartMission RTS­˙ş˙Ź˙Ť˙ž˙­˙Ť˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ LBLGUI:ExitMission RTS ş˙§˙ś˙Ť˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ LBLGUI:OlderReplayVersionTitle RTS°˙ł˙ť˙ş˙­˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ß˙Š˙ş˙­˙Ź˙ś˙°˙ą˙ LBLGUI:OlderReplayVersion RTS>ł˙˙ž˙›˙–˙‘˙˜˙ß˙’˙ž˙†˙ß˙‘˙˙‹˙ß˙›˙–˙Œ˙˙“˙ž˙†˙ß˙‹˙—˙š˙ß˙˙š˙˙“˙ž˙†˙ß˙˙˙˙˙š˙˙“˙†˙Ó˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙‹˙˙ß˙“˙˙ž˙›˙Ŕ˙ LBL GUI:Shadows2D RTS Í˙ť˙ß˙Ź˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:Shadows2D RTSDŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Í˙ť˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBL GUI:Shadows3D RTS Ě˙ť˙ß˙Ź˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:Shadows3D RTSDŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙Ě˙ť˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙–˙‘˙ß˙˜˙ž˙’˙š˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:CloudShadows RTS ź˙“˙˙Š˙›˙ß˙Ź˙—˙ž˙›˙˙ˆ˙Œ˙ LBLTOOLTIP:CloudShadows RTSJŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙œ˙“˙˙Š˙›˙ß˙Œ˙—˙ž˙›˙˙ˆ˙Œ˙ß˙˙‘˙ß˙‹˙š˙˙˙ž˙–˙‘˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:GroundLighting RTSş˙‡˙‹˙˙ž˙ß˙¸˙˙˙Š˙‘˙›˙ß˙ł˙–˙˜˙—˙‹˙–˙‘˙˜˙ LBLTOOLTIP:GroundLighting RTSNŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙›˙š˙‹˙ž˙–˙“˙š˙›˙ß˙“˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙‹˙š˙˙˙ž˙–˙‘˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:SmoothWater RTSŹ˙’˙˙˙‹˙—˙ß˙¨˙ž˙‹˙š˙˙ß˙˝˙˙˙›˙š˙˙Œ˙ LBLTOOLTIP:SmoothWater RTSDŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙’˙˙˙‹˙—˙–˙‘˙˜˙ß˙˙™˙ß˙ˆ˙ž˙‹˙š˙˙ß˙˙˙˙›˙š˙˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:ExtraAnimations RTSş˙‡˙‹˙˙ž˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ LBLTOOLTIP:ExtraAnimations RTSTŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙˙˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙˙š˙š˙ß˙Œ˙ˆ˙ž˙†˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:NoDynamicLOD RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙ť˙†˙‘˙ž˙’˙–˙œ˙ß˙ł˙š˙‰˙š˙“˙ß˙˙™˙ß˙ť˙š˙‹˙ž˙–˙“˙ LBLTOOLTIP:NoDynamicLOD RTSFť˙–˙Œ˙ž˙˙“˙š˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ß˙›˙š˙‹˙ž˙–˙“˙ß˙ž˙›˙•˙Š˙Œ˙‹˙’˙š˙‘˙‹˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:UnlockMaxFPS RTS Ş˙‘˙œ˙ž˙˙˙š˙›˙ß˙š˙Ż˙Ź˙ LBLTOOLTIP:UnlockMaxFPS RTSRž˙“˙“˙˙ˆ˙Œ˙ß˙™˙˙ž˙’˙š˙ß˙˙ž˙‹˙š˙Œ˙ß˙ž˙˙˙‰˙š˙ß˙Ě˙Ď˙Ń˙ß˙ž˙™˙™˙š˙œ˙‹˙Œ˙ß˙˜˙ž˙’˙š˙ß˙Œ˙˙š˙š˙›˙ß˙Œ˙˙ß˙˙‘˙“˙†˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙š˙›˙ß˙™˙˙˙ß˙˙š˙‘˙œ˙—˙’˙ž˙˙”˙Œ˙ LBL GUI:TreeSway RTSŤ˙˙š˙š˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙ LBLTOOLTIP:TreeSway RTS9Ť˙˙˜˙˜˙“˙š˙ß˙‹˙˙š˙š˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:TankTreads RTSŠ˙š˙—˙–˙œ˙“˙š˙ß˙Ť˙˙ž˙œ˙”˙Œ˙ LBLTOOLTIP:TankTreads RTS@Ť˙˙˜˙˜˙“˙š˙ß˙’˙ž˙˙”˙Œ˙ß˙“˙š˙™˙‹˙ß˙˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:WaterWaves RTS ¨˙ž˙‹˙š˙˙ß˙¨˙ž˙‰˙š˙Œ˙ LBLTOOLTIP:WaterWaves RTSGŤ˙˙˜˙˜˙“˙š˙ß˙ˆ˙ž˙‰˙š˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙‘˙ß˙Œ˙—˙˙˙š˙“˙–˙‘˙š˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:BuildupAnimations RTS˝˙Š˙–˙“˙›˙Š˙˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ LBLTOOLTIP:BuildupAnimations RTS[Ź˙—˙˙ˆ˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙‘˙–˙’˙ž˙‹˙–˙˙‘˙Œ˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:AdvancedOptionsToggleOnOff RTS*Ť˙˙˜˙˜˙“˙š˙ß˙°˙‘˙Đ˙°˙™˙™˙ß˙Ň˙ß˙°˙™˙™˙ß˙‹˙˙ß˙–˙’˙˙˙˙‰˙š˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:PerformanceTestingMessage RTSOŻ˙“˙š˙ž˙Œ˙š˙ß˙ˆ˙ž˙–˙‹˙ß˙ˆ˙—˙–˙“˙š˙ß˙ˆ˙š˙ß˙‹˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙˙˙‹˙–˙’˙ž˙“˙ß˙Œ˙š˙‹˙‹˙–˙‘˙˜˙Œ˙ LBLGUI:PerformanceTestingTitle RTSŤ˙š˙Œ˙‹˙–˙‘˙˜˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ß˙Ż˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:ReducedColor RTS Î˙É˙Ň˙˝˙–˙‹˙ß˙ź˙˙“˙˙˙ LBLTOOLTIP:ReducedColor RTS/ś˙’˙˙˙˙‰˙š˙Œ˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ß˙˙Š˙‹˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‰˙–˙Œ˙Š˙ž˙“˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ LBLGUI:SelectAMapLowerCase RTS Ź˙š˙“˙š˙œ˙‹˙ß˙˛˙ž˙˙ LBLGUI:SaveAndExit RTS Ź˙ž˙Š˙ş˙ß˙ž˙ą˙ť˙ß˙ş˙§˙ś˙Ť˙ LBLGUI:PerSideWinPercentage RTSÚ˙›˙Ú˙Ú˙ß˙Ú˙“˙Œ˙ LBLGUI:WinnersToday RTSŤ˙°˙ť˙ž˙Ś˙Ř˙Ź˙ß˙¨˙ś˙ą˙ą˙ş˙­˙Ź˙ LBLGUI:WinnersLastWeek RTSł˙ž˙Ź˙Ť˙ß˙¨˙ş˙ş˙´˙Ř˙Ź˙ß˙¨˙ś˙ą˙ą˙ş˙­˙Ź˙ LBLMOTD:NumPlayersHeading RTS%¨˙š˙“˙œ˙˙’˙š˙ß˙‹˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙°˙‘˙“˙–˙‘˙š˙Ń˙ LBLTOOLTIP:GameAcceptance RTS¸˙ž˙’˙š˙ß˙ž˙œ˙œ˙š˙˙‹˙ž˙‘˙œ˙š˙ LBLTOOLTIP:ConnectionSpeed RTSź˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙Ź˙˙š˙š˙›˙ LBL#CONTROLBAR:NoHotKeyArtilleryBarrage RTSž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˝˙ž˙˙˙ž˙˜˙š˙ LBLCONTROLBAR:NoHotKeySpySatellite RTS Ź˙˙†˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ LBLGUI:FetchingPlayerInfo RTS Ş˙˙›˙ž˙‹˙–˙‘˙˜˙Ń˙Ń˙Ń˙ LBL'CREDITS:EALosAngelesFieldRecordingsTeam RTS$ş˙ž˙ß˙ł˙˙Œ˙ß˙ž˙‘˙˜˙š˙“˙š˙Œ˙ß˙š˙–˙š˙“˙›˙ß˙­˙š˙œ˙˙˙›˙–˙‘˙˜˙Œ˙ß˙Ť˙š˙ž˙’˙ LBL)CREDITS:TiburonQualityAssuranceSeniorLead RTS(ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ź˙š˙‘˙–˙˙˙ß˙ł˙š˙ž˙›˙ LBL*CREDITS:TiburonQualityAssuranceProjectLead RTS)ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙ł˙š˙ž˙›˙ LBL-CREDITS:TiburonAssociateQualityAssuranceLeads RTS,ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙ž˙Œ˙Œ˙˙œ˙–˙ž˙‹˙š˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙ł˙š˙ž˙›˙Œ˙ LBL,CREDITS:TiburonQualityAssuranceSeniorTesters RTS+ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ź˙š˙‘˙–˙˙˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL&CREDITS:TiburonQualityAssuranceTesters RTS$ş˙ž˙ß˙Ť˙–˙˙Š˙˙˙‘˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL&CREDITS:EAUKAdditionalQualityAssurance RTS!ş˙ž˙Ş˙´˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBL#CREDITS:MultiplayerTestParticipants RTS˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙–˙˙ž˙‘˙‹˙Œ˙ LBLCREDITS:FocusTesters RTS š˙˙œ˙Š˙Œ˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL%CREDITS:NorthAmericaMarketingPartners RTS ą˙˙˙‹˙—˙ß˙ž˙’˙š˙˙–˙œ˙ž˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBLCREDITS:ManagingDirectorEurope RTS˛˙ž˙‘˙ž˙˜˙–˙‘˙˜˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙Ó˙ß˙ş˙Š˙˙˙˙š˙ LBL!CREDITS:EuropeanMarketingPartners RTSş˙Š˙˙˙˙š˙ž˙‘˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBL$CREDITS:AsiaPacificPresidentandCoach RTS$ş˙ž˙ß˙ž˙Œ˙–˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙Ó˙ß˙Ż˙˙š˙Œ˙–˙›˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ź˙˙ž˙œ˙—˙ LBL$CREDITS:AsiaPacificMarketingPartners RTS"ş˙ž˙ß˙ž˙Œ˙–˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBLCREDITS:GamingCommunityPartners RTS¸˙ž˙’˙–˙‘˙˜˙ß˙ź˙˙’˙’˙Š˙‘˙–˙‹˙†˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Œ˙ LBLCREDITS:EADevelopmentExecutives RTSş˙ž˙ß˙ť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙ş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙Œ˙ LBL#CREDITS:SpecialThankstotheMaxiscrew RTS Ź˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˛˙ž˙‡˙–˙Œ˙ß˙œ˙˙š˙ˆ˙ LBLCREDITS:VerySpecialThanks RTSŠ˙š˙˙†˙ß˙Ź˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ LBLCREDITS:DevelopmentTitle RTS7ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ˆ˙ž˙Œ˙ß˙›˙š˙‰˙š˙“˙˙˙š˙›˙ LBLCREDITS:EAPacificDevTeam RTSş˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙ž˙˙‹˙Œ˙ß˙ł˙˙Œ˙ß˙ž˙‘˙˜˙š˙“˙š˙Œ˙ LBLCREDITS:ExecutiveInCharge RTS!ş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙–˙‘˙ß˙ź˙—˙ž˙˙˜˙š˙ß˙˙™˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:Producer RTSŻ˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:LeadDesigner RTS ł˙š˙ž˙›˙ß˙ť˙š˙Œ˙–˙˜˙‘˙š˙˙ LBLCREDITS:TechnicalDirector RTSŤ˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:ArtDirector RTS ž˙˙‹˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:ArtProducer RTS ž˙˙‹˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:SeniorProducer RTSŹ˙š˙‘˙–˙˙˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:AssociateProducers RTSž˙Œ˙Œ˙˙œ˙–˙ž˙‹˙š˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:MultiplayerTestProducer RTS˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:SeniorEngineers RTSŹ˙š˙‘˙–˙˙˙ß˙ş˙‘˙˜˙–˙‘˙š˙š˙˙Œ˙ LBLCREDITS:Engineers RTS ş˙‘˙˜˙–˙‘˙š˙š˙˙Œ˙ LBLCREDITS:AdditionalEngineering RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ş˙‘˙˜˙–˙‘˙š˙š˙˙–˙‘˙˜˙ LBLCREDITS:Designers RTS ť˙š˙Œ˙–˙˜˙‘˙š˙˙Œ˙ LBL-CREDITS:AdditionalDesignInspirationandSupport RTS*ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ť˙š˙Œ˙–˙˜˙‘˙Ó˙ß˙ś˙‘˙Œ˙˙–˙˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙Ź˙Š˙˙˙˙˙‹˙ LBLCREDITS:AdditionalDesign RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ LBL$CREDITS:ExternalMultiplayMapCreators RTSş˙‡˙‹˙š˙˙‘˙ž˙“˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙ß˙˛˙ž˙˙ß˙ź˙˙š˙ž˙‹˙˙˙Œ˙ LBLCREDITS:Artists RTSž˙˙‹˙–˙Œ˙‹˙Œ˙ LBLCREDITS:AdditionalArt RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙˙‹˙ LBLCREDITS:DirectorofAudio RTSť˙–˙˙š˙œ˙‹˙˙˙ß˙˙™˙ß˙ž˙Š˙›˙–˙˙ LBL$CREDITS:SoundDesignandVoiceDirection RTS Ź˙˙Š˙‘˙›˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ß˙ž˙‘˙›˙ß˙Š˙˙–˙œ˙š˙ß˙ť˙–˙˙š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:Composers RTS ź˙˙’˙˙˙Œ˙š˙˙Œ˙ LBLCREDITS:Composer1 RTS˛˙Š˙Œ˙–˙œ˙ß˙ź˙˙’˙˙˙Œ˙š˙›˙ß˙ž˙‘˙›˙ß˙Ż˙˙˙›˙Š˙œ˙š˙›˙ß˙˙†˙ LBL-CREDITS:Additionalsoundsanddialogueprocessing RTS4ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ź˙˙Š˙‘˙›˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ť˙–˙ž˙“˙˙˜˙Š˙š˙ß˙Ż˙˙˙œ˙š˙Œ˙Œ˙–˙‘˙˜˙ LBLCREDITS:ScriptWriters RTSŹ˙œ˙˙–˙˙‹˙ß˙¨˙˙–˙‹˙š˙˙Œ˙ LBL#CREDITS:SoundEffectsFieldRecordings RTSŹ˙˙Š˙‘˙›˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ß˙š˙–˙š˙“˙›˙ß˙­˙š˙œ˙˙˙›˙–˙‘˙˜˙Œ˙ LBL$CREDITS:SoundEffectsFieldRecordings1 RTSBľ˙ž˙œ˙Ž˙Š˙š˙Œ˙ß˙ł˙–˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˛˙–˙“˙–˙‹˙ž˙˙†˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ß˙Ť˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙š˙˙Š˙‘˙›˙ž˙‹˙–˙˙‘˙ LBL$CREDITS:SoundEffectsFieldRecordings2 RTSŹ˙Ż˙ş˙ź˙ß˙Ź˙ž˙’˙Š˙š˙“˙ß˙ˇ˙Ń˙ß˙ź˙—˙˙ LBL$CREDITS:SoundEffectsFieldRecordings3 RTS0Ź˙‹˙ž˙™˙™˙ß˙Ź˙š˙˙˜˙š˙ž˙‘˙‹˙ß˙Ź˙œ˙˙‹˙‹˙ß˙˛˙œ˙ź˙“˙ž˙‘˙š˙ß˙˙™˙ß˙ź˙ß˙‹˙˙˙˙˙ß˙Î˙Đ˙Î˙Ç˙ß˙ź˙ž˙‰˙ LBL$CREDITS:SoundEffectsFieldRecordings4 RTSB˛˙ž˙˙†˙ß˙˝˙š˙‹˙—˙ß˙˛˙œ˙š˙ž˙›˙›˙š˙‘˙ß˙ž˙‘˙›˙ß˙š˙˙ž˙‘˙œ˙–˙Œ˙œ˙˙ß˙˛˙š˙‘˙›˙˙…˙˙ß˙ž˙‹˙ß˙ž˙›˙ž˙’˙Ř˙Œ˙ß˙Ź˙‹˙š˙š˙“˙ß˙Ň˙ß˙ž˙‘˙ž˙—˙š˙–˙’˙ LBL!CREDITS:CinematicCutSceneDirector RTSź˙–˙‘˙š˙’˙ž˙‹˙–˙œ˙ß˙ź˙Š˙‹˙ß˙Ź˙œ˙š˙‘˙š˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBL CREDITS:CinematicCutSceneArtists RTSź˙–˙‘˙š˙’˙ž˙‹˙–˙œ˙ß˙ź˙Š˙‹˙ß˙Ź˙œ˙š˙‘˙š˙ß˙ž˙˙‹˙–˙Œ˙‹˙Œ˙ LBLCREDITS:ProductionAssistance RTS ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙’˙š˙‘˙‹˙ LBL&CREDITS:AdditionalProductionManagement RTS ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙’˙š˙‘˙‹˙ LBLCREDITS:CameoProduction RTSź˙ž˙’˙š˙˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:Casting RTS!ź˙ž˙Œ˙‹˙–˙‘˙˜˙ß˙˙†˙ß˙ť˙š˙˙˙˙ž˙—˙ß˙¸˙š˙˙’˙ž˙‘˙ß˙ź˙ž˙Œ˙‹˙–˙‘˙˜˙ LBLCREDITS:Wardrobe RTS¨˙ž˙˙›˙˙˙˙š˙ß˙˙†˙ß˙ľ˙˙›˙–˙ß˙ť˙š˙˛˙ž˙˙œ˙˙ LBLCREDITS:HairandMakeUp RTS ˇ˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙˛˙ž˙”˙š˙Ň˙Ş˙˙ß˙˙†˙ß˙ľ˙˙›˙–˙ß˙ť˙š˙˛˙ž˙˙œ˙˙ LBLCREDITS:EngineeringInterns RTSş˙‘˙˜˙–˙‘˙š˙š˙˙–˙‘˙˜˙ß˙ś˙‘˙‹˙š˙˙‘˙Œ˙ LBLCREDITS:ArtIntern RTS ž˙˙‹˙ß˙ś˙‘˙‹˙š˙˙‘˙ LBL!CREDITS:EAPacificQualityAssurance RTSş˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:EAPacificOperations RTSş˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙ LBLCREDITS:VoiceActors RTS Š˙˙–˙œ˙š˙ß˙ž˙œ˙‹˙˙˙Œ˙ LBLCREDITS:CameoPhotos RTSź˙ž˙’˙š˙˙ß˙ž˙‘˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ř˙ß˙Ż˙—˙˙‹˙˙Œ˙ LBLCREDITS:AdditionalModels RTS#ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙˛˙˙›˙š˙“˙Œ˙ß˙˙†˙ß˙˛˙†˙‹˙—˙˙Œ˙ß˙Ź˙‹˙Š˙›˙–˙˙Œ˙ LBL%CREDITS:CinematicIntroandFinaleMovies RTSś˙‘˙‹˙˙˙ß˙˛˙˙‰˙–˙š˙ß˙˙†˙ß˙˛˙˙‘˙›˙˙ß˙˛˙š˙›˙–˙ž˙ LBLCREDITS:MotionCapture RTS¨˙š˙Œ˙‹˙ˆ˙˙˙›˙ß˙˛˙˙‹˙–˙˙‘˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ LBLCREDITS:MilitarypropsThanx RTS?˛˙–˙“˙–˙‹˙ž˙˙†˙ß˙˙˙˙˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙›˙ß˙˙†˙ß˙ť˙ž˙‰˙–˙›˙ß˙ˇ˙Œ˙Š˙ß˙Ů˙ß˙Ź˙˙š˙œ˙–˙ž˙“˙–˙…˙š˙›˙ß˙ť˙–˙Œ˙‹˙˙–˙˙Š˙‹˙–˙˙‘˙ LBLCREDITS:SpecialThanx1 RTSEŤ˙—˙ž˙‘˙”˙Œ˙ß˙Ů˙ß˙ł˙˙‰˙š˙ß˙‹˙˙ß˙ť˙ž˙–˙Œ˙†˙ß˙Ů˙ß˙š˙˙š˙š˙’˙ž˙‘˙ß˙¸˙Š˙Œ˙—˙š˙š˙Ó˙ß˙˛˙˙’˙ß˙Ů˙ß˙ť˙ž˙›˙ß˙ž˙‘˙›˙ß˙ś˙”˙š˙Ţ˙ß˙Ň˙ß˙ˇ˙ž˙˙‰˙ž˙˙›˙ LBLCREDITS:SpecialThanx2 RTS3ł˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ł˙ž˙Š˙˙ž˙Ó˙ß˙˝˙š˙‘˙Ó˙ß˙ľ˙ž˙œ˙”˙Ó˙ß˙Ź˙ž˙’˙ß˙ž˙‘˙›˙ß˙Ź˙˙˙—˙–˙š˙ LBLCREDITS:SpecialThanx3 RTSGŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˝˙˙˙ˆ˙‘˙ß˙š˙ž˙’˙–˙“˙†˙ß˙Ź˙Š˙˙˙˙˙‹˙ß˙Ť˙š˙ž˙’˙Ň˙ß˙­˙˙˙–˙‘˙Ó˙ß˙ľ˙˙Œ˙—˙Ó˙ß˙˝˙š˙‹˙—˙ß˙ž˙‘˙›˙ß˙˛˙š˙š˙Œ˙”˙–˙‹˙š˙ LBLCREDITS:SpecialThanx4 RTSHŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙Œ˙˙‘˙ß˙ź˙˙“˙–˙‘˙ß˙˛˙˙˙˙š˙ß˙™˙˙˙ß˙“˙š˙‹˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙˙“˙ž˙†˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ LBLCREDITS:SpecialThanx5 RTS?ž˙ß˙˙–˙˜˙ß˙—˙Š˙˜˙ß˙‹˙˙ß˙’˙†˙ß˙‘˙š˙ˆ˙ß˙—˙Š˙Œ˙˙ž˙‘˙›˙ß˙ľ˙˙•˙–˙ß˙™˙˙˙ß˙—˙–˙Œ˙ß˙“˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ľ˙–˙“˙“˙ LBLCREDITS:SpecialThanx7 RTS"Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ť˙˛˙Ż˙Ó˙ß˙ľ˙š˙‘˙‘˙†˙ß˙ž˙‘˙›˙ß˙ş˙“˙–˙…˙ž˙˙š˙‹˙—˙ LBLCREDITS:SpecialThanx8 RTS$Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙š˙ž˙‹˙—˙š˙˙Ń˙ß˙Ň˙ß˙˛˙ž˙˙”˙ß˙ł˙˙˙š˙‘˙…˙š˙‘˙ LBLCREDITS:SpecialThanx9 RTSLł˙˙‹˙Œ˙ß˙˙™˙ß˙“˙˙‰˙š˙ß˙‹˙˙ß˙˛˙ž˙›˙–˙Œ˙˙‘˙Ó˙ß˙­˙š˙š˙œ˙š˙Ó˙ß˙˛˙š˙“˙–˙Œ˙Œ˙ž˙Ó˙ß˙ť˙ž˙›˙Ó˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙˙˙˙Œ˙Ţ˙ß˙Ň˙ß˙­˙ž˙‘˙›˙†˙ß˙¸˙˙š˙š˙‘˙˙ž˙œ˙”˙ LBLCREDITS:SpecialThanx10 RTSMŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˛˙ž˙—˙ž˙Ó˙ß˙­˙ž˙’˙…˙–˙Ó˙ß˙Ů˙ß˙˝˙˙˙˙”˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙Ń˙ß˙Ż˙˙˙˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ë˙Î˙Ę˙ß˙”˙–˙›˙Œ˙Ň˙ž˙’˙š˙˙ LBLCREDITS:SpecialThanx11 RTSD˛˙˙’˙Ů˙ť˙ž˙›˙Ó˙ß˙˝˙˙†˙Ó˙´˙š˙‰˙Ó˙ť˙ž˙‘˙Ů˙˛˙š˙“˙Ó˙ž˙ž˙˙˙‘˙Ů˙´˙š˙“˙Œ˙š˙†˙Ó˙˛˙–˙”˙”˙–˙Ó˙ž˙›˙ž˙’˙Ó˙´˙š˙‰˙Ó˙ľ˙ž˙†˙Ó˙ľ˙ž˙’˙š˙Œ˙ß˙Ň˙ß˙Ź˙ź˙ź˙ LBLCREDITS:SpecialThanx12 RTS<Ť˙˙ß˙˝˙˙š˙‘˙›˙ž˙ß˙ž˙‘˙›˙ß˙ą˙š˙˙˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ß˙ş˙˙–˙œ˙ß˙´˙š˙ž˙˙‘˙Œ˙ LBLCREDITS:SpecialThanx13 RTS?Ť˙—˙ž˙‘˙”˙Œ˙ß˙¸˙–˙˙Œ˙˙‘˙Ó˙ß˙Š˙–˙‘˙˜˙š˙Ó˙ß˙˛˙–˙š˙‰˙–˙“˙“˙š˙Ó˙ß˙˝˙š˙ž˙˙Ó˙ß˙ˇ˙š˙˙š˙˙‹˙Ó˙ß˙ł˙š˙¸˙Š˙–˙‘˙ß˙Ň˙ß˙­˙ą˙ß˙Ź˙’˙–˙‹˙—˙ LBLCREDITS:SpecialThanx14 RTSMť˙š˙˙˙˙ž˙—˙Ó˙ß˙Ź˙‹˙š˙˙—˙š˙‘˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙“˙ž˙‘˙Ň˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙ß˙’˙š˙ß˙Ň˙ß˙ś˙ž˙‘˙ß˙˝˙ž˙˙”˙“˙š˙†˙Ň˙Ś˙š˙Š˙‘˙˜˙ LBLCREDITS:SpecialThanx15 RTS:Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ź˙˙–˙Œ˙‹˙–˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ß˙ľ˙˙—˙‘˙ LBLCREDITS:SpecialThanx16 RTS4Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙˙˙–˙“˙ß˙¨˙š˙Œ˙“˙š˙†˙ß˙´˙š˙“˙“˙†˙ß˙Ů˙ß˙ź˙—˙š˙“˙Œ˙–˙š˙ß˙Ň˙ß˙Ź˙œ˙˙‹˙‹˙ß˙˝˙˙ˆ˙š˙‘˙ LBLCREDITS:SpecialThanx17 RTSLŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙™˙˙–˙š˙‘˙›˙Œ˙Ó˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙ź˙—˙˙˙ß˙ź˙—˙˙˙ß˙˝˙š˙ž˙˙Ó˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙—˙ž˙˙›˙Ň˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙Ľ˙ˇ˙ß˙‹˙š˙ž˙’˙Ţ˙ß˙Ň˙ľ˙˝˙ LBLCREDITS:SpecialThanx18 RTS,Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ľ˙Š˙‘˙”˙˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙“˙˙‰˙š˙Ń˙ß˙Ň˙­˙˙˙š˙˙‹˙ß˙˛˙–˙‘˙Œ˙”˙ LBLCREDITS:SpecialThanx19 RTSJŤ˙—˙ž˙‘˙”˙Ň˙Ş˙ß˙ź˙ž˙˙–˙‘˙ž˙Ó˙ß˙´˙ž˙‹˙ß˙ž˙‘˙›˙ß˙˝˙˙ž˙‘˙›˙˙‘˙ß˙™˙˙˙ß˙˙š˙–˙‘˙˜˙ß˙Œ˙˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙Ň˙ť˙ž˙‰˙–˙›˙ß˙¨˙ž˙–˙‘˙Œ˙‹˙ž˙–˙‘˙ LBLCREDITS:SpecialThanx20 RTSIŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙ź˙—˙š˙˙†˙“˙ß˙ž˙‘˙›˙ß˙˝˙˙ž˙‘˙›˙˙‘˙ß˙˝˙Š˙˙‹˙–˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙“˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanx21 RTSIŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙ž˙‘˙›˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙š˙Œ˙˙š˙œ˙–˙ž˙“˙“˙†˙ß˙ľ˙š˙ž˙‘˙‘˙–˙š˙Ń˙ß˙ś˙ß˙“˙˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙“˙“˙ß˙Ň˙ß˙´˙ť˙Ź˙ LBLCREDITS:SpecialThanx22 RTS,Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙’˙†˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙—˙Š˙Œ˙˙ž˙‘˙›˙ß˙­˙˙’˙ž˙‘˙ß˙Ň˙ß˙Ź˙ž˙’˙’˙ LBLCREDITS:SpecialThanx23 RTS>Ť˙—˙ž˙‘˙”˙Œ˙ß˙ž˙˙–˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙“˙˙‰˙š˙Ó˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙ž˙‘˙›˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙Ň˙ß˙ľ˙˙Œ˙š˙ LBLCREDITS:SpecialThanx24 RTSBŤ˙˙ß˙­˙š˙˙š˙œ˙œ˙ž˙Ó˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙’˙ž˙‹˙‹˙š˙˙Œ˙Ó˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙Œ˙ LBLCREDITS:SpecialThanx25 RTSCŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙“˙˙‰˙–˙‘˙˜˙ß˙ˆ˙–˙™˙š˙ß˙™˙˙˙ß˙–˙‘˙Œ˙˙–˙˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Ň˙ß˙ź˙—˙˙–˙Œ˙ß˙­˙Š˙˙†˙˙˙ LBLCREDITS:SpecialThanx26 RTSGŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙ˆ˙–˙™˙š˙ß˙™˙˙˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙˙Š˙˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙’˙š˙Ń˙ß˙ś˙ß˙“˙˙‰˙š˙ß˙†˙˙Š˙Ń˙ß˙Ň˙ß˙ľ˙š˙™˙™˙ß˙Ź˙‹˙š˙ˆ˙ž˙˙‹˙ LBLCREDITS:SpecialThanx27 RTSFŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˛˙˙’˙ß˙˝˙˙Š˙œ˙š˙ł˙ž˙Š˙˙ž˙ť˙ž˙Œ˙’˙˙˛˙–˙”˙š˙†˙Ť˙š˙›˙˙Ť˙˙š˙‰˙˙˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙˙Š˙›˙Œ˙ß˙–˙‘˙ß˙Ť˙—˙š˙ß˙°˙ź˙ LBLCREDITS:SpecialThanx28 RTS/ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙—˙ž˙‘˙”˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙ß˙ž˙‘˙›˙ß˙ž˙’˙†˙ß˙­˙–˙‹˙œ˙—˙–˙š˙ LBLCREDITS:SpecialThanx29 RTSFą˙ž˙…˙˝˙˙‘˙–˙ž˙›˙–˙ž˙˙‹˙­˙ž˙Œ˙˙Š˙“˙Ľ˙˙—˙˙š˙­˙ž˙—˙–˙’˙–˙ž˙“˙–˙ł˙š˙–˙“˙ž˙Ť˙ž˙˙ž˙š˙ž˙’˙–˙“˙†˙Ż˙Ó˙Ť˙Ó˙´˙˛˙ł˙˙˝˙˙˙¨˙–˙‘˙›˙ť˙˙š˙˙˙Œ˙‹˙ LBLCREDITS:SpecialThanx31 RTS"Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˝˙š˙‘˙ß˙ź˙ž˙“˙’˙š˙˙ß˙Ů˙ß˙ł˙ž˙Š˙˙ž˙ß˙˛˙–˙š˙“˙š˙ LBLCREDITS:SpecialThanx33 RTS;Š˙š˙˙†˙ß˙Ź˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙™˙ž˙‘˙ß˙œ˙˙’˙’˙Š˙‘˙–˙‹˙†˙Ń˙ LBLCREDITS:SpecialThanx34 RTS/˛˙ž˙›˙ß˙˙˙˙˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙Œ˙ˆ˙š˙š˙‹˙–˙š˙ß˙ľ˙˙•˙–˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙˙ž˙˙†˙ß˙Ź˙˙ž˙˙”˙†˙ LBLCREDITS:SpecialThanx35 RTSIŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙Ó˙ß˙ź˙—˙š˙˙†˙“˙ß˙ž˙‘˙›˙ß˙˝˙˙ž˙‘˙›˙˙‘˙ß˙˝˙Š˙˙‹˙–˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙“˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanx36 RTS7ś˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙—˙ž˙‘˙”˙ß˙’˙†˙ß˙ˆ˙–˙™˙š˙ß˙™˙˙˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙’˙†˙ß˙˙Š˙Œ˙†˙‘˙š˙Œ˙Œ˙ LBLCREDITS:SpecialThanx37 RTS/˝˙•˙˙˙‘˙ß˙˛˙Š˙“˙“˙š˙˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙Ĺ˙ß˙˛˙˙’˙Ó˙ß˙ť˙ž˙›˙Ó˙ß˙™˙ž˙’˙–˙“˙†˙ß˙Ů˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ LBLCREDITS:SpecialThanx38 RTS;ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙—˙ž˙‘˙”˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙ß˙ž˙‘˙›˙ß˙ž˙’˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanx39 RTS@Ź˙˙š˙œ˙–˙ž˙“˙ß˙‹˙—˙ž˙‘˙”˙Œ˙Ĺ˙ß˙˛˙˙’˙Ó˙ß˙ť˙ž˙›˙Ó˙ß˙˝˙˙—˙›˙–˙Ó˙ß˙¨˙–˙“˙“˙–˙š˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙˙š˙ž˙›˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ LBLCREDITS:SpecialThanx40 RTSJŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙ž˙‘˙›˙ß˙™˙ž˙’˙–˙“˙†˙ß˙™˙˙˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙ź˙—˙˙–˙Œ˙‹˙’˙ž˙Œ˙ß˙–˙‘˙ß˙š˙š˙˙˙Š˙ž˙˙†˙ LBLCREDITS:SpecialThanx41 RTS0Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˝˙–˙‘˙˜˙Ó˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙ LBL GUI:GameSaved RTS ¸˙ž˙’˙š˙ß˙Ź˙ž˙‰˙š˙›˙ LBLGUI:ErrorSavingGame RTSş˙˙˙˙˙ß˙Œ˙ž˙‰˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙ß˙Ř˙Ú˙Œ˙Ř˙ LBLGUI:ErrorLoadingGame RTSş˙˙˙˙˙ß˙“˙˙ž˙›˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙ß˙Ř˙Ú˙Œ˙Ř˙ LBLCREDITS:InspiredByLine1 RTSFź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙Œ˙˙–˙˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˙˙–˙˜˙–˙‘˙ž˙“˙ LBLCREDITS:InspiredByLine2 RTS2ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙¨˙š˙Œ˙‹˙ˆ˙˙˙›˙ß˙Ź˙‹˙Š˙›˙–˙˙Œ˙ LBL3CREDITS:MultiplayerTestParticipantThanxMessageLine1 RTS<Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙™˙ž˙‘˙‹˙ž˙Œ˙‹˙–˙œ˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙˙ž˙˙‹˙–˙œ˙–˙˙ž˙‘˙‹˙Œ˙ LBL3CREDITS:MultiplayerTestParticipantThanxMessageLine2 RTS<‹˙—˙ž˙‹˙ß˙—˙š˙“˙˙š˙›˙ß˙Š˙Œ˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙–˙‹˙Œ˙ß˙˙ž˙œ˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙˙ß˙—˙š˙“˙˙ß˙—˙ž˙Œ˙ LBL3CREDITS:MultiplayerTestParticipantThanxMessageLine3 RTS6˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBLCREDITS:SpecialThanxKeyMessage1 RTSGž˙ß˙‰˙š˙˙†˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙‹˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙™˙ž˙’˙–˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙‹˙˙ß˙›˙˙ß˙ˆ˙—˙ž˙‹˙ LBLCREDITS:SpecialThanxKeyMessage2 RTSAˆ˙š˙ß˙“˙˙‰˙š˙Ĺ˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙˜˙ž˙’˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙‹˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLCREDITS:SpecialThanxKeyMessage3 RTS˝˙Š˙‹˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙‹˙˙†˙Ń˙Ń˙Ń˙ LBLCREDITS:SpecialThanx6Line1 RTSLŤ˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙‹˙˙ß˙’˙†˙ß˙™˙ž˙’˙–˙“˙†˙ß˙ž˙‘˙›˙ß˙™˙˙–˙š˙‘˙›˙Œ˙ß˙–˙‘˙ß˙ź˙—˙–˙“˙“˙–˙ˆ˙ž˙œ˙”˙Ó˙ß˙˝˙ź˙Ó˙ß˙ź˙ž˙‘˙ž˙›˙ž˙Ţ˙ß˙Ň˙ß˙´˙˙–˙Œ˙ß˙˛˙˙˙‘˙š˙Œ˙Œ˙ LBLCREDITS:SpecialThanx6Line2 RTS1Ů˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙Ń˙ß˙ś˙ß˙“˙˙‰˙š˙ß˙†˙˙Š˙ß˙›˙š˙ž˙˙“˙†˙ LBLCREDITS:SpecialThanx30Line1 RTSEŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙ľ˙ž˙‘˙š˙Ó˙¸˙š˙˙˙˜˙š˙Ó˙ť˙ž˙‰˙–˙›˙Ó˙Ź˙˙˙—˙–˙ž˙Ó˙ž˙Š˙›˙˙š˙†˙Ó˙Ź˙—˙ž˙‘˙‘˙˙‘˙Ó˙ľ˙˙—˙ž˙‘˙ß˙Ů˙ß˙ž˙˜˙ž˙‰˙š˙‘˙š˙œ˙‹˙ž˙˙ LBLCREDITS:SpecialThanx30Line2 RTS'™˙˙˙ß˙˙š˙–˙‘˙˜˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙š˙‰˙š˙‘˙ß˙‹˙—˙˙Š˙˜˙—˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙‘˙Ř˙‹˙ LBLCREDITS:SpecialThanx32Line1 RTSBŤ˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˝˙–˙‘˙˜˙ß˙¸˙˙˙›˙˙‘˙Ó˙ß˙†˙˙Š˙˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙Ń˙ LBLCREDITS:SpecialThanx32Line2 RTS*ˆ˙—˙˙Ř˙“˙“˙ß˙›˙˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙™˙˙˙ß˙ž˙ß˙›˙˙“˙“˙ž˙˙ LBLGUI:ControlBarBack RTS˝˙ž˙ź˙´˙ LBLGUI:MainMenuLoadGame RTS ł˙°˙ž˙ť˙ß˙¸˙ž˙˛˙ş˙ LBLGUI:MainMenuLoadReplay RTS ł˙°˙ž˙ť˙ß˙­˙ş˙Ż˙ł˙ž˙Ś˙ LBLGUI:LastReplay RTS ł˙ž˙Œ˙‹˙ß˙­˙š˙˙“˙ž˙†˙ LBLGUI:ControlBarMoneyDisplay RTSŰ˙ß˙Ú˙›˙ LBL GUI:Player RTSŻ˙“˙ž˙†˙š˙˙ LBLCREDITS:UliLachelet RTS Ş˙“˙–˙ß˙ł˙˙œ˙—˙š˙“˙‹˙ LBLCREDITS:JorgLindner RTS ľ˙ ˙˙˜˙ß˙ł˙–˙‘˙›˙‘˙š˙˙ LBLCREDITS:LOCALIZATION RTS ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ LBLCREDITS:EALocalisationManager RTS ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBL$CREDITS:EALocalisationProjectManager RTS(ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:EuropeanIntegrationTeam RTSş˙Š˙˙˙˙š˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˜˙˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙ž˙’˙ LBL"CREDITS:IntegrationEngineerManager RTSś˙‘˙‹˙š˙˜˙˙ž˙‹˙–˙˙‘˙ß˙ş˙‘˙˜˙–˙‘˙š˙š˙˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:IntegrationProgrammer RTSś˙‘˙‹˙š˙˜˙˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙˜˙˙ž˙’˙’˙š˙˙Œ˙ LBLCREDITS:AudioPostproduction RTSž˙Š˙›˙–˙˙ß˙Ż˙˙Œ˙‹˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:SpanishLocalizationTeam RTSŹ˙˙ž˙‘˙–˙Œ˙—˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙ž˙’˙ LBL#CREDITS:LocalizationManagerEAIberia RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ß˙ş˙ž˙ß˙ś˙˙š˙˙–˙ž˙ LBLCREDITS:QAnLTSupervisor RTSŽ˙ž˙ß˙Ů˙ß˙ł˙Ť˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:QALead RTSŽ˙ž˙ß˙ł˙š˙ž˙›˙ LBLCREDITS:QATesters RTS Ž˙ž˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBL&CREDITS:LocalizationSupervisorEAIberia RTS!ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ß˙ş˙ž˙ß˙ś˙˙š˙˙–˙ž˙ LBLCREDITS:LocalizationCoordinator RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:Translations RTS Ť˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙Œ˙ LBLCREDITS:DTPSupervisor RTSť˙Ť˙Ż˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:LayoutDesign RTS ł˙ž˙†˙˙Š˙‹˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ LBLCREDITS:Documentation RTS ť˙˙œ˙Š˙’˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ LBLCREDITS:JoseMaria RTSľ˙˙Œ˙˙ß˙˛˙ž˙˙˙ž˙ß˙¸˙ž˙˙œ˙˙ž˙ LBLCREDITS:AndresGine RTS ž˙‘˙›˙˙˙Œ˙ß˙¸˙–˙‘˙˙ LBLCREDITS:JoseRamon RTSľ˙˙Œ˙˙ß˙­˙ž˙’˙ ˙‘˙ß˙Ź˙ž˙˜˙ž˙˙‘˙ž˙ LBLCREDITS:DavidSuarez RTS ť˙ž˙‰˙–˙›˙ß˙Ź˙Š˙˙˙š˙…˙ LBLCREDITS:AlejandroGomez RTSž˙“˙š˙•˙ž˙‘˙›˙˙˙ß˙¸˙ ˙’˙š˙…˙ LBLCREDITS:IsmaeLDuran RTS ś˙Œ˙’˙ž˙š˙“˙ß˙ť˙Š˙˙˙‘˙ LBLCREDITS:JoseLuis RTSľ˙˙Œ˙˙ß˙ł˙Š˙–˙Œ˙ß˙­˙˙‰˙–˙˙ž˙ LBLCREDITS:JavierMartinez RTSľ˙ž˙‰˙–˙š˙˙ß˙˛˙ž˙˙‹˙˙‘˙š˙…˙ LBLCREDITS:LuisPines RTS ł˙Š˙–˙Œ˙ß˙Ż˙–˙‘˙˙Œ˙ LBLCREDITS:EAItalyLocalization RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙ś˙‹˙ž˙“˙†˙ LBLCREDITS:LocalisationManager RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:TranslationSupervisor RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:LTSupervisor RTS ł˙Ť˙ß˙Ź˙Š˙˙š˙˙‰˙–˙Œ˙˙˙ LBLCREDITS:LocalisationCoordinator RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:LocalisationGermany RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ LBLCREDITS:RobertBock RTS ­˙˙˙š˙˙‹˙ß˙˝˙ ˙œ˙”˙ LBLCREDITS:TestCoordination RTSŤ˙š˙Œ˙‹˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙–˙˙‘˙ LBLCREDITS:LanguageTester RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙Œ˙‹˙š˙˙ LBLCREDITS:LocalisationFrance RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:TestManager RTS Ť˙š˙Œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBL(CREDITS:FrenchLanguageTestingCoordinator RTSł˙ž˙‘˙˜˙Š˙ž˙˜˙š˙ß˙Ť˙š˙Œ˙‹˙–˙‘˙˜˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:StephaneTachon RTSŹ˙‹˙˙˙—˙ž˙‘˙š˙ß˙Ť˙ž˙œ˙—˙˙‘˙ LBLCREDITS:LanguageTesters RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙Œ˙‹˙š˙˙Œ˙ LBLCREDITS:LocalisationBrazil RTSş˙ž˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙˝˙˙ž˙…˙–˙“˙ LBLCREDITS:TranslationAndTesting RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙Ů˙ß˙Ť˙š˙Œ˙‹˙–˙‘˙˜˙ LBLCREDITS:LocalisationPoland RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ň˙ß˙Ż˙˙“˙ž˙‘˙›˙ LBLGUI:LadderNameAndSize RTS Ú˙“˙Œ˙ß˙×˙Ú˙›˙‰˙Ú˙›˙Ö˙ LBLGUI:InvalidLadderPassword RTSś˙‘˙‰˙ž˙“˙–˙›˙ß˙“˙ž˙›˙›˙š˙˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙ LBLGUI:EnterLadderPassword RTSş˙‘˙‹˙š˙˙ß˙“˙ž˙›˙›˙š˙˙ß˙˙ž˙Œ˙Œ˙ˆ˙˙˙›˙Ĺ˙ LBL#GUI:InternetDisconnectionMenuHeader RTSť˙–˙Œ˙œ˙˙‘˙‘˙š˙œ˙‹˙–˙˙‘˙ß˙˛˙š˙‘˙Š˙ LBL'GUI:InternetDisconnectionMenuHeaderCaps RTSť˙ś˙Ź˙ź˙°˙ą˙ą˙ş˙ź˙Ť˙ś˙°˙ą˙ß˙˛˙ş˙ą˙Ş˙ LBL"GUI:InternetDisconnectionMenuBody1 RTS °˙‘˙š˙ß˙˙˙ß˙’˙˙Ť˙ś˙°˙ą˙ß˙˛˙ş˙ą˙Ş˙˙˙›˙Ĺ˙›˙“˙ž˙‹˙˙˙˙š˙˙–˙ž˙˛˙ž˙‘˙ž˙˜˙š˙˙ž˙˙˙˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙–˙‘˙‰˙ž˙“˙Š˙ž˙˙“˙š˙Ń˙‹˙ž˙˙˛˙˙˙‘˙š˙Œ˙Œ˙˜˙˜˙Œ˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙˙ž˙–˙‹˙˙˙Œ˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙“˙š˙™˙‹˙ß˙˙š˙—˙–˙‘˙›˙Ń˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface LBL"GUI:InternetDisconnectionMenuBody2 RTSáś˙‹˙ß˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙š˙˙Œ˙˙‘˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙œ˙˙‘˙‘˙š˙œ˙‹˙ß˙Œ˙˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙œ˙—˙˙˙Œ˙š˙ß˙‹˙˙ß˙ˆ˙ž˙–˙‹˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙†˙š˙˙Ř˙Œ˙ß˙‹˙–˙’˙š˙˙ß˙—˙ž˙Œ˙ß˙š˙“˙ž˙˙Œ˙š˙›˙Ń˙ß˙¨˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙˙ß˙œ˙˙Š˙‘˙‹˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙‹˙˙ß˙Ď˙ß˙‹˙—˙ž˙‹˙ß˙˙š˙˙Œ˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙š˙’˙˙‰˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBLCREDITS:EAKoreaLocalisationTeam RTS ş˙ž˙ß˙´˙˙˙š˙ž˙ß˙Ť˙š˙ž˙’˙ LBL"CREDITS:BusinessDevelopmentManager RTS˝˙Š˙Œ˙–˙‘˙š˙Œ˙Œ˙ß˙ť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:LocalisationProducer RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:EAKoreaMarketingTeam RTSş˙ž˙ß˙´˙˙˙š˙ž˙ß˙˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙Ť˙š˙ž˙’˙ LBLCREDITS:MarketingManager RTS˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:ProductManager RTSŻ˙˙˙›˙Š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:PublicRelations RTSŻ˙Š˙˙“˙–˙œ˙ß˙­˙š˙“˙ž˙‹˙–˙˙‘˙Œ˙ LBLCREDITS:ProductPromotion RTSŻ˙˙˙›˙Š˙œ˙‹˙ß˙Ż˙˙˙’˙˙‹˙–˙˙‘˙ LBL CREDITS:EATaiwanLocalisationTeam RTSş˙ž˙ß˙Ť˙ž˙–˙ˆ˙ž˙‘˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ť˙š˙ž˙’˙ LBL/CREDITS:EAAsiaPacificLocalisationProjectManager RTS,ş˙ž˙ß˙ž˙Œ˙–˙ž˙ß˙Ż˙ž˙œ˙–˙™˙–˙œ˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBL"CREDITS:AdditionalStoryInspiration RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ź˙‹˙˙˙†˙ß˙ś˙‘˙Œ˙˙–˙˙ž˙‹˙–˙˙‘˙ LBLGUI:RandomSide RTS­˙ž˙‘˙›˙˙’˙ LBLGUI:Age RTSž˙˜˙š˙ LBL GUI:Month RTS ˛˙˙‘˙‹˙—˙ß˙×˙˛˙˛˙Ö˙ LBLGUI:Day RTSť˙ž˙†˙ß˙×˙ť˙ť˙Ö˙ LBLGUI:Year RTS Ś˙š˙ž˙˙ß˙×˙Ś˙Ś˙Ś˙Ś˙Ö˙ LBLCREDITS:DevelopmentTitle2 RTS˙†˙ß˙ş˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙ž˙˙‹˙Œ˙ß˙ł˙˙Œ˙ß˙ž˙‘˙˜˙š˙“˙š˙Œ˙ LBLCREDITS:EAPacificDevTeam2 RTS)ź˙˙’˙’˙ž˙‘˙›˙ß˙Ů˙ß˙ź˙˙‘˙Ž˙Š˙š˙˙ß˙×˙Ť˙˛˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ LBLGUI:MustHaveAdminRights RTS6Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙›˙’˙–˙‘˙–˙Œ˙‹˙˙ž˙‹˙–˙‰˙š˙ß˙˙–˙˜˙—˙‹˙Œ˙ß˙‹˙˙ß˙–˙‘˙Œ˙‹˙ž˙“˙“˙ß˙ž˙ß˙˙ž˙‹˙œ˙—˙ LBLGUI:BuddyAddReq RTSŞ˙Œ˙š˙˙ß˙ˆ˙ž˙‘˙‹˙Œ˙ß˙‹˙˙ß˙ž˙›˙›˙ß˙ž˙ß˙˙Š˙›˙›˙†˙ LBLGUI:AgeFailedTitle RTSž˙˜˙š˙ß˙­˙š˙Ž˙Š˙–˙˙š˙’˙š˙‘˙‹˙ß˙ą˙˙‹˙–˙œ˙š˙ LBL GUI:AgeFailed RTS=Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Î˙Ě˙ß˙†˙š˙ž˙˙Œ˙ß˙˙™˙ß˙ž˙˜˙š˙ß˙˙˙ß˙˙“˙›˙š˙˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙˙‘˙“˙–˙‘˙š˙ LBL$GUI:AdditionalLocalizationManagement RTS"ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˛˙ž˙‘˙ž˙˜˙š˙’˙š˙‘˙‹˙ LBLGUI:GroupRoom4 RTSË˙ß˙‰˙Œ˙ß˙Ë˙ LBLGUI:GroupRoom5 RTSž˙Œ˙–˙ž˙ LBLGUI:GroupRoom6 RTSş˙Š˙˙˙˙š˙ LBLGUI:GroupRoom7 RTS ą˙˙˙‹˙—˙ß˙ž˙’˙š˙˙–˙œ˙ž˙ LBLGUI:GroupRoom8 RTSŞ˙‘˙–˙‹˙š˙›˙ß˙´˙–˙‘˙˜˙›˙˙’˙ LBLGUI:GroupRoom9 RTS¸˙š˙˙’˙ž˙‘˙†˙ LBLGUI:GroupRoom10 RTS´˙˙˙š˙ž˙ LBLGUI:GroupRoom11 RTS š˙˙š˙š˙ß˙š˙˙˙ß˙ž˙“˙“˙ LBLGUI:GroupRoom12 RTSą˙˙ß˙Ź˙‹˙ž˙‹˙Œ˙ LBLGUI:GroupRoom13 RTS˛˙˙›˙ß˙˛˙ž˙˙Œ˙ LBLGUI:ControlOptions RTSź˙°˙ą˙Ť˙­˙°˙ł˙ß˙°˙Ż˙Ť˙ś˙°˙ą˙Ź˙ LBLGUI:ClassicMouse RTSź˙“˙ž˙Œ˙Œ˙–˙œ˙ LBLGUI:AlternateMouse RTSž˙“˙‹˙š˙˙‘˙ž˙‹˙š˙ß˙˛˙˙Š˙Œ˙š˙ß˙Ź˙š˙‹˙Š˙˙ LBLTOOLTIP:AlternateMouse RTSM­˙–˙˜˙—˙‹˙ß˙’˙˙Š˙Œ˙š˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙‘˙–˙‹˙–˙ž˙‹˙š˙Œ˙ß˙Š˙‘˙–˙‹˙ß˙ž˙œ˙‹˙–˙˙‘˙ß˙˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙™˙–˙š˙“˙›˙ß˙×˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙’˙˙‰˙š˙Ó˙ß˙š˙‹˙œ˙Ń˙Ö˙ LBLGUI:Generals_Challenge RTS ź˙ˇ˙ž˙ł˙ł˙ş˙ą˙¸˙ş˙ LBLGUI:Generals_Challenge_Title RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ř˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLGUI:DemoMD_USA01ButtonTitle RTSŞ˙Ź˙ž˙ß˙Ď˙Î˙ LBLGUI:DemoMD_USA02ButtonTitle RTSŞ˙Ź˙ž˙ß˙Ď˙Í˙ LBLGUI:DemoMD_GLA03ButtonTitle RTS¸˙ł˙ž˙ß˙Ď˙Ě˙ LBLGUI:DemoMD_CampEADemoTitle RTSť˙ş˙˛˙°˙ LBL6TOOLTIP:TooltipCannotBuildBuildingBecauseMaximumNumber RTS˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙Š˙–˙“˙‹˙ LBLTOOLTIP:MapMaxBrutalSuccess RTSWź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙Ţ˙ LBLGUI:LimitArmies RTS ł˙–˙’˙–˙‹˙ß˙ž˙˙’˙–˙š˙Œ˙ LBLTOOLTIP:LimitArmies RTSjź˙—˙š˙œ˙”˙ß˙‹˙˙ß˙“˙–˙’˙–˙‹˙ß˙ž˙˙’˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ş˙Ź˙ž˙Ó˙ß˙¸˙ł˙ž˙Ó˙ß˙ž˙‘˙›˙ß˙ź˙—˙–˙‘˙ž˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙“˙“˙˙ˆ˙ß˙˙˙˜˙Š˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ß˙ž˙˙’˙–˙š˙Œ˙ LBL GUI:UseStats RTS ­˙š˙œ˙˙˙›˙ß˙Ź˙‹˙ž˙‹˙Œ˙ LBLTOOLTIP:UseStats RTSkŹ˙š˙“˙š˙œ˙‹˙ß˙ˆ˙—˙š˙‹˙—˙š˙˙ß˙˙˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙Ř˙Œ˙ß˙Œ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙š˙œ˙˙˙›˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙ LBLTOOLTIP:UseStatsOn RTSXŹ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙¨˙ś˙ł˙ł˙ß˙˙š˙ß˙˙š˙œ˙˙˙›˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙ LBLTOOLTIP:UseStatsOff RTS\Ź˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙˜˙ž˙’˙š˙ß˙¨˙ś˙ł˙ł˙ß˙ą˙°˙Ť˙ß˙˙š˙ß˙˙š˙œ˙˙˙›˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙ź˙Ů˙ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ľ˙š˙˙˙ß˙ˇ˙˙Š˙˙ß˙Œ˙š˙˙‰˙š˙˙ LBLGUI:StartingMoney RTS Ź˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙ź˙ž˙Œ˙—˙ LBLGUI:StartingMoneyFormat RTSŰ˙Ú˙Š˙ LBLTOOLTIP:StartingMoney RTS)ž˙›˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙’˙˙‘˙š˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙“˙ž˙†˙š˙˙Œ˙ LBLGUI:LimitSuperweapons RTSł˙–˙’˙–˙‹˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBLTOOLTIP:LimitSuperweapons RTSDź˙—˙š˙œ˙”˙ß˙‹˙˙ß˙“˙–˙’˙–˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙Ó˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Œ˙Ó˙ß˙š˙‹˙œ˙Ń˙ß˙‹˙˙ß˙˙‘˙š˙ß˙˙š˙˙ß˙˙“˙ž˙†˙š˙˙ LBLTOOLTIP:BattleHonorStreak100 RTS|Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorStreak500 RTS|Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ę˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBLTOOLTIP:BattleHonorStreak1000 RTS:Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ LBL TOOLTIP:BattleHonorStreak3Online RTSxŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ě˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL!TOOLTIP:BattleHonorStreak10Online RTSyŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL!TOOLTIP:BattleHonorStreak25Online RTSyŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Í˙Ę˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL"TOOLTIP:BattleHonorStreak100Online RTSzŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL"TOOLTIP:BattleHonorStreak500Online RTSzŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Ę˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL#TOOLTIP:BattleHonorStreak1000Online RTS8Ź˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙Î˙Ď˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙˙˙ˆ˙ LBL TOOLTIP:BattleHonorDomination100 RTSwť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL TOOLTIP:BattleHonorDomination500 RTSwť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Ę˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL!TOOLTIP:BattleHonorDomination1000 RTSyť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ó˙Ď˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL"TOOLTIP:BattleHonorDomination10000 RTS<ť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙˜˙ž˙’˙š˙Œ˙ LBL&TOOLTIP:BattleHonorDomination100Online RTSuť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL&TOOLTIP:BattleHonorDomination500Online RTSuť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Ę˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL'TOOLTIP:BattleHonorDomination1000Online RTSwť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ó˙Ď˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL(TOOLTIP:BattleHonorDomination10000Online RTS:ť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙Ż˙“˙ž˙†˙š˙˙ß˙—˙ž˙Œ˙ß˙ˆ˙˙‘˙ß˙˙‰˙š˙˙ß˙Î˙Ď˙Ó˙Ď˙Ď˙Ď˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ LBL$TOOLTIP:BattleHonorCampaignChallenge RTS—ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBLTOOLTIP:BattleHonorUltimate RTShŞ˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL TOOLTIP:BattleHonorGlobalGeneral RTS[¸˙“˙˙˙ž˙“˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙¨˙–˙‘˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙˙‘˙š˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙Œ˙ß˙š˙ž˙œ˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙ž˙ß˙’˙š˙›˙ž˙“˙ LBL!TOOLTIP:BattleHonorStreakDisabled RTSOŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL'TOOLTIP:BattleHonorStreakOnlineDisabled RTSOŹ˙‹˙˙š˙ž˙”˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Ě˙Ó˙ß˙Î˙Ď˙Ó˙ß˙Í˙Ę˙Ó˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙ß˙Ů˙ß˙Î˙Ď˙Ď˙Ď˙ß˙œ˙˙‘˙Œ˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL,TOOLTIP:BattleHonorCampaignChallengeDisabled RTS—ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ź˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ź˙˙’˙˙“˙š˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙˙‘˙ß˙ˇ˙ž˙˙›˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙†˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙š˙ß˙—˙–˙˜˙—˙š˙Œ˙‹˙ß˙—˙˙‘˙˙˙ LBL#TOOLTIP:BattleHonorUltimateDisabled RTShŞ˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Ź˙”˙–˙˙’˙–˙Œ˙—˙ß˙’˙ž˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙ˇ˙ž˙˙›˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL%TOOLTIP:BattleHonorDominationDisabled RTSNť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL+TOOLTIP:BattleHonorDominationOnlineDisabled RTSNť˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙ş˙ž˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙’˙š˙›˙ž˙“˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙Ó˙ß˙Ę˙Ď˙Ď˙Ó˙ß˙Î˙Ď˙Ď˙Ď˙ß˙ž˙‘˙›˙ß˙Î˙Ď˙Ď˙Ď˙Ď˙ß˙“˙–˙™˙š˙‹˙–˙’˙š˙ß˙ˆ˙–˙‘˙Œ˙ LBL(TOOLTIP:BattleHonorGlobalGeneralDisabled RTS^¸˙“˙˙˙ž˙“˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙¨˙–˙‘˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙˙‘˙š˙ß˙°˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ž˙Œ˙ß˙š˙ž˙œ˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBL TOOLTIP:BattleHonorBlitzDisabled RTSG˝˙“˙–˙‹˙…˙ß˙ˇ˙˙‘˙˙˙ß˙ő˙ß˙˝˙š˙ž˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙˙˙ß˙“˙š˙Œ˙Œ˙ß˙‹˙˙ß˙š˙ž˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙š˙›˙ž˙“˙ LBLGUI:SuperweaponSpectreGunship RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBL"GUI:Nuke_SuperweaponNeutronMissile RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLGUI:SuperweaponGPSScrambler RTS ¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBL(GUI:SupW_SuperweaponParticleUplinkCannon RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙Ş˙˙“˙–˙‘˙”˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLGUI:SuperweaponTankParadrop RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ LBL!GUI:SupW_SuperweaponTomahawkStorm RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBL"GUI:SupW_SuperweaponNeutronMissile RTSś˙ź˙˝˙˛˙ LBL$INI:FactionAmericaSuperWeaponGeneral RTSŞ˙Ź˙ž˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionAmericaLaserGeneral RTSŞ˙Ź˙ž˙ß˙ł˙ž˙Œ˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL!INI:FactionAmericaAirForceGeneral RTSŞ˙Ź˙ž˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"INI:FactionAmericaCommanderInChief RTSŞ˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙ś˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLINI:FactionChinaTankGeneral RTSź˙—˙–˙‘˙ž˙ß˙Ť˙ž˙‘˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionChinaInfantryGeneral RTSź˙—˙–˙‘˙ž˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionChinaNukeGeneral RTSź˙—˙–˙‘˙ž˙ß˙ą˙Š˙”˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL INI:FactionChinaCommanderInChief RTSź˙—˙–˙‘˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙ś˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLINI:FactionGLAToxinGeneral RTS¸˙ł˙ž˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionGLADemolitionGeneral RTS¸˙ł˙ž˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionGLAStealthGeneral RTS¸˙ł˙ž˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLINI:FactionGLACommanderInChief RTS¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙ś˙‘˙ß˙ź˙—˙–˙š˙™˙ LBLINI:FactionBossGeneral RTS ˝˙˙Œ˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:AmericaSuperWeaponGeneral RTSŞ˙Ź˙ž˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:AmericaLaserGeneral RTSŞ˙Ź˙ž˙ß˙ł˙ž˙Œ˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:AmericaAirForceGeneral RTSŞ˙Ź˙ž˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:ChinaTankGeneral RTSź˙—˙–˙‘˙ž˙ß˙Ť˙ž˙‘˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:ChinaInfantryGeneral RTSź˙—˙–˙‘˙ž˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:ChinaNukeGeneral RTSź˙—˙–˙‘˙ž˙ß˙ą˙Š˙”˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:GLAToxinGeneral RTS¸˙ł˙ž˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:GLADemolitionGeneral RTS¸˙ł˙ž˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLSIDE:GLAStealthGeneral RTS¸˙ł˙ž˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL SIDE:Boss RTS ˝˙˙Œ˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:SelectAllAircraft RTSŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL GUI:SelectAllAircraftDescription RTSŹ˙š˙“˙š˙œ˙‹˙Œ˙ß˙ž˙“˙“˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLSCIENCE:USASpectreGunship1 RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBLSCIENCE:USALeafletDrop RTS ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ LBLSCIENCE:ChinaTankHunterTraining RTSŤ˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL!SCIENCE:ChinaBattleMasterTraining RTS˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaOverlordTraining RTS°˙‰˙š˙˙“˙˙˙›˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL!SCIENCE:ChinaGattlingTankTraining RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBLSCIENCE:ChinaNukeDrop RTS ą˙Š˙”˙š˙ß˙ť˙˙˙˙ LBLSCIENCE:ChinaFrenzy RTSš˙˙š˙‘˙…˙†˙ß˙Î˙ LBLSCIENCE:ChinaFrenzy2 RTSš˙˙š˙‘˙…˙†˙ß˙Í˙ LBLSCIENCE:ChinaFrenzy3 RTSš˙˙š˙‘˙…˙†˙ß˙Ě˙ LBLSCIENCE:ChinaCarpetBomb RTS ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙ LBLSCIENCE:GPSScrambler RTS ¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBLSCIENCE:GLASneakAttack RTS Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLSCIENCE:ChinaTankParadrop1 RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙Î˙ LBLSCIENCE:ChinaTankParadrop2 RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙Í˙ LBLSCIENCE:ChinaTankParadrop3 RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙Ě˙ LBLSCIENCE:ChinaInfantryParadrop1 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙Î˙ LBLSCIENCE:ChinaInfantryParadrop2 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙Í˙ LBLSCIENCE:ChinaInfantryParadrop3 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙Ě˙ LBLCONTROLBAR:NoHotKeyFrenzy RTSš˙˙š˙‘˙…˙†˙ LBL"CONTROLBAR:CIAIntelligenceShortcut RTS ś˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ LBL!CONTROLBAR:CommunicationsDownload RTSź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙–˙˙‘˙Œ˙Ů˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙ LBL)CONTROLBAR:CommunicationsDownloadShortcut RTSź˙˙’˙’˙Š˙‘˙–˙œ˙ž˙‹˙–˙˙‘˙Œ˙Ů˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙ LBL+CONTROLBAR:UpgradeChinaHelixPropagandaTower RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ů˙Ť˙˙ˆ˙š˙˙ LBL(CONTROLBAR:UpgradeChinaHelixBattleBunker RTS˝˙ž˙‹˙‹˙“˙š˙ß˙Ů˙˝˙Š˙‘˙”˙š˙˙ LBL*CONTROLBAR:UpgradeChinaHelixGattlingCannon RTS¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ů˙ź˙ž˙‘˙‘˙˙‘˙ LBLCONTROLBAR:UpgradeHelixNukeBomb RTS Ů˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ LBL#CONTROLBAR:ConstructAmericaFireBase RTS š˙Ů˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBL,CONTROLBAR:ConstructAmericaArtilleryPlatform RTSž˙Ů˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ LBL&CONTROLBAR:ConstructAmericaTankAvenger RTSž˙‰˙š˙‘˙Ů˙˜˙š˙˙ LBL(CONTROLBAR:ConstructAmericaTankMicrowave RTSŮ˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ LBLCONTROLBAR:BunkerExit RTS ş˙‡˙–˙‹˙ß˙˝˙Š˙‘˙”˙š˙˙ LBLCONTROLBAR:FireBaseExit RTSş˙‡˙–˙‹˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBL(CONTROLBAR:ConstructFakeGLACommandCenter RTSš˙ž˙”˙š˙ß˙Ů˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL#CONTROLBAR:ConstructFakeGLABarracks RTSš˙ž˙”˙š˙ß˙Ů˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL&CONTROLBAR:ConstructFakeGLASupplyStash RTSš˙ž˙”˙š˙ß˙Ź˙Ů˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL%CONTROLBAR:ConstructFakeGLAArmsDealer RTSš˙ž˙”˙š˙ß˙Ů˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL'CONTROLBAR:ConstructChinaInternetCenter RTSŮ˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ConstructGLAVehicleCombatBike RTS ź˙˙’˙˙ž˙‹˙ß˙ź˙Ů˙†˙œ˙“˙š˙ LBL$CONTROLBAR:ConstructChinaTankEmperor RTSş˙’˙˙š˙˙˙˙ß˙Ů˙°˙‰˙š˙˙“˙˙˙›˙ LBL'CONTROLBAR:ConstructGLAInfantrySaboteur RTS Ů˙Ź˙ž˙˙˙‹˙š˙Š˙˙ LBL2CONTROLBAR:ConstructChinaInfantryPropagandaTrooper RTSŮ˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙˙˙˙š˙˙ LBL+CONTROLBAR:ConstructChinaInfantryMiniGunner RTS ˛˙Ů˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ LBL(CONTROLBAR:ConstructAmericaJetKingRaptor RTS ´˙–˙‘˙˜˙ß˙­˙ž˙˙Ů˙‹˙˙˙ LBL+CONTROLBAR:ConstructAmericaJetFuelAirAurora RTSž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙Ů˙˝˙˙’˙˙š˙˙ LBL.CONTROLBAR:ConstructAmericaJetHypersonicAurora RTS Ů˙ž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ LBL%CONTROLBAR:ConstructGLAInfantrySniper RTSŮ˙Ź˙‘˙–˙˙š˙˙ LBL-CONTROLBAR:ConstructAmericaVehicleSentryDrone RTS Ů˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ LBL/CONTROLBAR:ConstructAmericaVehicleHellfireDrone RTSˇ˙š˙“˙“˙Ů˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ LBL3CONTROLBAR:ConstructAmericaVehiclePointDefenseDrone RTSŮ˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ť˙˙˙‘˙š˙ LBL%CONTROLBAR:ConstructChinaVehicleHelix RTSˇ˙š˙“˙–˙Ů˙‡˙ LBL+CONTROLBAR:ConstructChinaInfantryNukeHunter RTS ą˙Š˙”˙š˙ß˙ˇ˙Ů˙Š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ConstructAmericaICBMLauncher RTSŮ˙ś˙ź˙˝˙˛˙ LBL0CONTROLBAR:ConstructChinaVehicleListeningOutpost RTSł˙–˙Ů˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBL&CONTROLBAR:ConstructFakeGLABlackMarket RTSš˙ž˙”˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙Ů˙˛˙ž˙˙”˙š˙‹˙ LBL(CONTROLBAR:ConstructAmericaTomahawkStorm RTSŮ˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBL CONTROLBAR:ConstructChinaTankECM RTSŮ˙ş˙ź˙˛˙ LBL'CONTROLBAR:ConstructGLAVehicleBattleBus RTS ˝˙ž˙‹˙‹˙“˙Ů˙š˙ß˙˝˙Š˙Œ˙ LBL'CONTROLBAR:UpgradeAmericaSentryDroneGun RTSŹ˙š˙Ů˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙¸˙Š˙‘˙ LBL$CONTROLBAR:UpgradeGLAQuadCannonSnipe RTSŽ˙Š˙ž˙‘˙ß˙Ů˙ź˙ž˙‘˙‘˙˙‘˙ß˙Ź˙‘˙–˙˙–˙‘˙˜˙ LBL$CONTROLBAR:UpgradeAmericaSupplyLines RTS Ź˙Ů˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:UpgradeAmericaMOAB RTSŮ˙˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBL%CONTROLBAR:BecomeRealGLACommandCenter RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL CONTROLBAR:BecomeRealGLABarracks RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL"CONTROLBAR:BecomeRealGLAArmsDealer RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL#CONTROLBAR:BecomeRealGLASupplyStash RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL#CONTROLBAR:BecomeRealGLABlackMarket RTSŮ˙˝˙š˙œ˙˙’˙š˙ß˙­˙š˙ž˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ LBL&CONTROLBAR:UpgradeAmericaBunkerBusters RTS˝˙Ů˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙Œ˙ LBL(CONTROLBAR:UpgradeAmericaCountermeasures RTSź˙Ů˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ LBL&CONTROLBAR:UpgradeAmericaChemicalSuits RTSź˙—˙š˙’˙Ů˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙Œ˙ LBL'CONTROLBAR:UpgradeChinaSatelliteHackOne RTSŮ˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ LBL'CONTROLBAR:UpgradeChinaSatelliteHackTwo RTSŮ˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ LBL!CONTROLBAR:UpgradeChinaFanaticism RTS Ů˙Ż˙ž˙‹˙˙–˙˙‹˙–˙Œ˙’˙ LBL&CONTROLBAR:UpgradeChinaWGUraniumShells RTS¨˙š˙ž˙˙˙‘˙Œ˙ß˙¸˙˙ž˙›˙š˙ß˙Ů˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL%CONTROLBAR:UpgradeChinaTankAutoLoader RTS Ů˙ž˙Š˙‹˙˙“˙˙ž˙›˙š˙˙ LBL$CONTROLBAR:UpgradeChinaNeutronShells RTSą˙š˙Š˙‹˙˙˙‘˙ß˙Ů˙Ź˙—˙š˙“˙“˙Œ˙ LBL%CONTROLBAR:UpgradeChinaFusionReactors RTSŮ˙š˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙ LBL&CONTROLBAR:ChinaUpgradeHelixNapalmBomb RTS'ş˙‘˙ž˙˙“˙š˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ß˙‹˙˙ß˙›˙˙˙˙ß˙‘˙ž˙˙ž˙“˙’˙ß˙˙˙’˙˙Œ˙ LBL$CONTROLBAR:ChinaUpgradeHelixNukeBomb RTS%ş˙‘˙ž˙˙“˙š˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ß˙‹˙˙ß˙›˙˙˙˙ß˙‘˙Š˙”˙š˙ß˙˙˙’˙˙Œ˙ LBL!CONTROLBAR:UpgradeHelixNapalmBomb RTS Ů˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ LBL'CONTROLBAR:UpgradeGLAFortifiedStructure RTSš˙˙˙‹˙–˙™˙–˙Ů˙š˙›˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLCONTROLBAR:UpgradeGLABoobyTrap RTS ˝˙Ů˙˙˙˙†˙ß˙Ť˙˙ž˙˙ LBLCONTROLBAR:DetonateFakeBuilding RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙Ů˙ą˙˙ˆ˙Ţ˙ LBL)CONTROLBAR:UpgradeGLAWorkerFakeCommandSet RTSŹ˙ˆ˙–˙‹˙œ˙—˙ß˙‹˙˙ß˙Ů˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL)CONTROLBAR:UpgradeGLAWorkerRealCommandSet RTSŹ˙ˆ˙–˙‹˙œ˙—˙ß˙‹˙˙ß˙Ů˙­˙š˙ž˙“˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL+CONTROLBAR:UpgradeGLAHighExplosiveDemoTraps RTSˇ˙–˙˜˙—˙ß˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙Ů˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL CONTROLBAR:UpgradeGLACamoNetting RTS ź˙ž˙’˙˙ß˙Ů˙ą˙š˙‹˙‹˙–˙‘˙˜˙ LBL!CONTROLBAR:UpgradeGLAAnthraxGamma RTSž˙‘˙‹˙—˙˙ž˙Ů˙‡˙ß˙¸˙ž˙’˙’˙ž˙ LBL CONTROLBAR:UpgradeGLAWorkerShoes RTS ¨˙˙˙”˙š˙˙ß˙Ů˙Ź˙—˙˙š˙Œ˙ LBLCONTROLBAR:UpgradeEMPMines RTSą˙š˙Š˙‹˙˙˙‘˙ß˙Ů˙˛˙–˙‘˙š˙Œ˙ LBLCONTROLBAR:NukeWarhead RTSŮ˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙—˙š˙“˙“˙ LBLCONTROLBAR:NeutronWarhead RTSą˙Ů˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLCONTROLBAR:LeafletDrop RTS Ů˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ LBLCONTROLBAR:SuitcaseNuke RTSŹ˙Š˙–˙‹˙œ˙ž˙Œ˙š˙ß˙Ů˙ą˙Š˙”˙š˙ LBL!CONTROLBAR:NeutronMissileShortcut RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBLCONTROLBAR:ICBM RTSŮ˙ś˙ź˙˝˙˛˙ LBLCONTROLBAR:ICBMShortcut RTSś˙ź˙˝˙˛˙ LBLCONTROLBAR:ScudStormShortcut RTS Ź˙ź˙Ş˙ť˙ß˙Ź˙‹˙˙˙’˙ LBLCONTROLBAR:TomahawkStorm RTSŮ˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBL CONTROLBAR:TomahawkStormShortcut RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBLCONTROLBAR:SpectreGunship RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙Ů˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBL%CONTROLBAR:SpectreGunshipFromShortcut RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBLCONTROLBAR:SneakAttack RTS Ź˙‘˙š˙ž˙”˙ß˙ž˙Ů˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:TankParadrop RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙Ů˙˙ LBLCONTROLBAR:NukeDrop RTS ą˙Ů˙Š˙”˙š˙ß˙ť˙˙˙˙ LBLCONTROLBAR:Frenzy RTSš˙˙š˙‘˙…˙Ů˙†˙ LBLCONTROLBAR:RadarVanScanShortcut RTS ­˙ž˙›˙ž˙˙ß˙Ź˙œ˙ž˙‘˙ LBL-CONTROLBAR:SelectAircraftCarriersFromShortcut RTSŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Œ˙ LBL(CONTROLBAR:SelectBattleshipsFromShortcut RTS˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBLCONTROLBAR:BattleshipFire RTS˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBLCONTROLBAR:AircraftCarrierFire RTS#­˙ž˙˙‹˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙™˙˙˙’˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ LBLCONTROLBAR:ECMDisableVehicle RTSŮ˙ť˙–˙Œ˙ž˙˙“˙š˙ß˙Š˙š˙—˙–˙œ˙“˙š˙ LBLCONTROLBAR:BoobyTrapAttack RTSŮ˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:GPSScrambler RTSŮ˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBL+CONTROLBAR:FireParticleUplinkCannonShortcut RTSŻ˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:AmericaSentryDroneGun RTSŹ˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙¸˙Š˙‘˙ LBLUPGRADE:AmericaMOAB RTS˛˙°˙ž˙˝˙Ĺ˙ß˙˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBLUPGRADE:AmericaBunkerBusters RTS˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBLUPGRADE:SatelliteHackOne RTSŹ˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ LBLUPGRADE:SatelliteHackTwo RTSŹ˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ LBLUPGRADE:HelixGattlingCannon RTSˇ˙š˙“˙–˙‡˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:HelixPropagandaTower RTSˇ˙š˙“˙–˙‡˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ LBLUPGRADE:HelixBattleBunker RTSˇ˙š˙“˙–˙‡˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ LBLUPGRADE:SupplyLines RTS Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ LBLUPGRADE:PointDefenseDrone RTSŻ˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:QuadCannonSnipe RTSŽ˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙Ź˙‘˙–˙˙š˙˙ß˙­˙˙Š˙‘˙›˙Œ˙ LBLUPGRADE:HellfireDrone RTSˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ LBLUPGRADE:Fanaticism RTS Ż˙ž˙‹˙˙–˙˙‹˙–˙Œ˙’˙ LBLUPGRADE:EMPMine RTS ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ LBLUPGRADE:ChinaHelixNapalmBomb RTS ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ LBLUPGRADE:ChinaHelixNukeBomb RTS ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ LBLUPGRADE:WGUraniumShells RTS¨˙š˙ž˙˙˙‘˙Œ˙ß˙¸˙˙ž˙›˙š˙ß˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBLUPGRADE:TankAutoLoader RTS ž˙Š˙‹˙˙ß˙ł˙˙ž˙›˙š˙˙ LBLUPGRADE:NeutronShells RTSą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL"UPGRADE:BecomeRealGLACommandCenter RTS­˙š˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLUPGRADE:BecomeRealGLABarracks RTS ­˙š˙ž˙“˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBLUPGRADE:BecomeRealGLAArmsDealer RTS­˙š˙ž˙“˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL UPGRADE:BecomeRealGLASupplyStash RTS­˙š˙ž˙“˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ź˙‹˙ž˙Œ˙—˙ LBL UPGRADE:BecomeRealGLABlackMarket RTS­˙š˙ž˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ LBLUPGRADE:FusionReactors RTSš˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙ LBLUPGRADE:CamoNetting RTS ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ LBLUPGRADE:FortifiedStructure RTSš˙˙˙‹˙–˙™˙–˙š˙›˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLUPGRADE:BoobyTrap RTS ˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ LBLUPGRADE:AnthraxGamma RTS ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ LBLUPGRADE:WorkerShoes RTS ¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ LBLUPGRADE:ChemicalSuits RTSź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙Œ˙ LBLUPGRADE:AmericaCountermeasures RTSź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ LBL$UPGRADE:UpgradeChinaIsotopeStability RTSŮ˙ś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ LBL.CONTROLBAR:TooltipUpgradeChinaIsotopeStability RTSZŻ˙˙š˙‰˙š˙‘˙‹˙Œ˙ß˙’˙˙Œ˙‹˙ß˙œ˙˙“˙“˙ž˙‹˙š˙˙ž˙“˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙—˙ž˙˙’˙–˙‘˙˜˙ß˙™˙˙–˙š˙‘˙›˙“˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLOBJECT:SecretResearchLab RTSŹ˙š˙œ˙˙š˙‹˙ß˙­˙š˙Œ˙š˙ž˙˙œ˙—˙ß˙ł˙ž˙˙ LBLOBJECT:InternetCenter RTSś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:AircraftCarrier RTSž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ LBLOBJECT:TechArtilleryPlatform RTS;ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙˙’˙˙ž˙˙›˙ß˙“˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙›˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLOBJECT:NukeHunter RTS ą˙Š˙”˙š˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBLOBJECT:TechRepairPad RTSB­˙š˙˙ž˙–˙˙ß˙Ż˙ž˙›˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙ž˙“˙“˙˙ˆ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙˙ž˙–˙˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLOBJECT:AirF_Aurora RTSš˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙ž˙Š˙˙˙˙ž˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:SupW_Aurora RTSž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:BattleBus RTS ˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ LBL OBJECT:Helix RTSˇ˙š˙“˙–˙‡˙ LBLOBJECT:PropagandaTrooper RTSŻ˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙˙˙˙š˙˙ LBLOBJECT:HellfireDrone RTSˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:Avenger RTSž˙‰˙š˙‘˙˜˙š˙˙ LBLOBJECT:Microwave RTS˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ LBL OBJECT:MOAB RTS˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBLOBJECT:NukeDrop RTS ą˙Š˙”˙š˙ß˙ť˙˙˙˙ LBLOBJECT:SuitcaseNuke RTS Ź˙Š˙–˙‹˙œ˙ž˙Œ˙š˙ß˙ą˙Š˙”˙š˙ LBLOBJECT:StructureEMPMine RTS ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙ LBLOBJECT:ECMTank RTSş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ LBLOBJECT:Saboteur RTSŹ˙ž˙˙˙‹˙š˙Š˙˙ LBLOBJECT:TechRepairBay RTS@Ť˙š˙œ˙—˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ LBLOBJECT:TechReinforcementPad RTS;­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙Ň˙Ň˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL OBJECT:Sniper RTSŹ˙‘˙–˙˙š˙˙ LBLOBJECT:FireBase RTS š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBLOBJECT:KingRaptor RTS ´˙–˙‘˙˜˙ß˙­˙ž˙˙‹˙˙˙ LBLOBJECT:CombatBike RTS ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ LBLOBJECT:SentryDrone RTS Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:TomahawkStorm RTSŤ˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙Ź˙‹˙˙˙’˙ LBLOBJECT:ListeningOutpost RTSł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBLMap:LeipzigLowlands RTSł˙š˙–˙˙…˙–˙˜˙ß˙ł˙˙ˆ˙“˙ž˙‘˙›˙Œ˙ LBLMap:BombardmentBeach RTS˝˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙˝˙š˙ž˙œ˙—˙ LBLMap:BearTownBeatdown RTS˝˙š˙ž˙˙ß˙Ť˙˙ˆ˙‘˙ß˙˝˙š˙ž˙‹˙›˙˙ˆ˙‘˙ LBLMAP:RiverSnakes RTS ¨˙–˙‘˙›˙–˙‘˙˜˙ß˙­˙–˙‰˙š˙˙ LBLMAP:KillingFields RTS´˙–˙“˙“˙–˙‘˙˜˙ß˙š˙–˙š˙“˙›˙Œ˙ LBL MAP:ThinIce RTSŤ˙—˙–˙‘˙ß˙ś˙œ˙š˙ LBL MAP:ElScorcho RTS ş˙“˙ß˙Ź˙œ˙˙˙œ˙—˙˙ LBLMAP:GreenPastures RTS¸˙˙š˙š˙‘˙ß˙Ż˙ž˙Œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:FreeFireZone RTSš˙˙š˙š˙ß˙š˙–˙˙š˙ß˙Ľ˙˙‘˙š˙ LBLMAP:DestructionStation RTSť˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLMAP:PolarStorm RTS Ż˙˙“˙ž˙˙ß˙Ź˙‹˙˙˙’˙ LBLMAP:BitterWinter RTS ˝˙–˙‹˙‹˙š˙˙ß˙¨˙–˙‘˙‹˙š˙˙ LBL MAP:CitySweep RTS ź˙–˙‹˙†˙ß˙Ź˙ˆ˙š˙š˙˙ LBLMAP:FrozenPlains RTS š˙˙˙…˙š˙‘˙ß˙Ż˙“˙ž˙–˙‘˙Œ˙ LBL MAP:RoadRage RTS ­˙˙ž˙›˙ß˙­˙ž˙˜˙š˙ LBLHELP:SentryDrone-01 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:SentryDrone-02 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙Š˙˙œ˙—˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙‘˙š˙ß˙˜˙Š˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLHELP:MicrowaveTank-01 RTS1ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙œ˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLHELP:MicrowaveTank-02 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙Ř˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙Œ˙ß˙–˙‘˙•˙Š˙˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:Avenger-01 RTSdˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙“˙ž˙Œ˙š˙˙ß˙œ˙ž˙‘˙ß˙Ř˙˙ž˙–˙‘˙‹˙Ř˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ő˙ß˙š˙–˙˙–˙‘˙˜˙ß˙ž˙‹˙ß˙˙ž˙–˙‘˙‹˙š˙›˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙–˙‘˙™˙“˙–˙œ˙‹˙Œ˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBLHELP:Avenger-02 RTS@ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙ž˙“˙Œ˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLHELP:FireBase-01 RTSYˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙ž˙‘˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙Œ˙ß˙ő˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙˙˙‹˙—˙ß˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙˜˙˙˙Š˙‘˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ LBLHELP:SpectreGunship-01 RTSXˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙Ź˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ő˙ß˙‹˙—˙š˙‘˙ß˙’˙ž˙‘˙Š˙ž˙“˙“˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLHELP:LeafletDrop-01 RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL HELP:MOAB-01 RTSJˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙°˙ž˙˝˙Œ˙ß˙ž˙˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ő˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙Š˙‘˙ß˙ž˙‘˙†˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙ LBLHELP:Countermeasures-01 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙š˙‰˙ž˙›˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBLHELP:HellfireDrone-01 RTSeˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙†˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙ő˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙˙’˙˙˙š˙›˙ß˙™˙˙˙œ˙š˙Œ˙ LBLHELP:ChemicalSuit-01 RTS`ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙™˙˙˙’˙ß˙›˙š˙ž˙›˙“˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBLHELP:BunkerBuster-01 RTSRˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙˝˙˙’˙˙š˙˙Ř˙Œ˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙œ˙ž˙‘˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLHELP:BunkerBuster-02 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙”˙–˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙™˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ LBLHELP:SupplyLines-01 RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙’˙˙˙˙‰˙š˙Œ˙ß˙–˙‘˙œ˙˙’˙š˙ LBLHELP:SupplyLines-02 RTSEˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ő˙ß˙‹˙—˙š˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙˙™˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙ LBLHELP:ListeningOutpost-01 RTSLˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙ő˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:ListeningOutpost-02 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙‰˙š˙˙†˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL HELP:Helix-01 RTSVˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ß˙‹˙˙ß˙ő˙ß˙˙š˙˙ž˙–˙˙ß˙ž˙‘˙›˙ß˙—˙š˙ž˙“˙ß˙†˙˙Š˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL HELP:Helix-02 RTSjˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙›˙˙˙˙ß˙‘˙ž˙˙ž˙“˙’˙ß˙˙˙’˙˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙›˙˙˙˙˙š˙›˙ß˙˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙‹˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ LBL HELP:Helix-03 RTS\ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Ó˙ß˙ő˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙Ó˙ß˙˙˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLHELP:ECMTank-01 RTSAˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙‹˙˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙‘˙›˙ß˙˙˙œ˙”˙š˙‹˙ß˙™˙–˙˙š˙ LBLHELP:Frenzy-01 RTSYˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙š˙˙š˙‘˙…˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙ő˙ß˙™˙–˙˙š˙˙˙ˆ˙š˙˙ß˙ž˙‘˙›˙ß˙ž˙˙’˙˙˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:InternetCenter-01 RTSPˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙“˙ž˙œ˙š˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙’˙˙‘˙š˙†˙ß˙œ˙˙“˙“˙š˙œ˙‹˙–˙˙‘˙ß˙˙ž˙‹˙š˙ LBLHELP:InternetCenter-02 RTSHˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙ő˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙Î˙ß˙ž˙‘˙›˙ß˙Í˙ LBLHELP:SatelliteHack1-01 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙Î˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ LBLHELP:SatelliteHack2-01 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙Í˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ LBLHELP:EMPMines-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙–˙‘˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙Ó˙ß˙ˆ˙—˙–˙œ˙—˙ß˙ˆ˙–˙“˙“˙ß˙ő˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLHELP:NeutronShell-01 RTSoˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙ő˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBLHELP:CombatCycle-01 RTS,ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙•˙Š˙’˙˙ß˙˙™˙™˙ß˙˙™˙ß˙œ˙“˙–˙™˙™˙Œ˙ LBLHELP:CombatCycle-02 RTSOˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙“˙ž˙œ˙š˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ť˙š˙™˙š˙‘˙›˙š˙˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙‹˙˙ß˙ő˙ß˙ž˙“˙“˙˙ˆ˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙˙˙œ˙”˙š˙‹˙Œ˙ LBLHELP:CombatCycle-03 RTSGˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙“˙ž˙œ˙š˙ß˙ž˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙˙‘˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙‹˙˙ß˙ő˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙ž˙ß˙Ź˙Š˙–˙œ˙–˙›˙š˙ß˙˝˙–˙”˙š˙ LBLHELP:CombatCycle-04 RTS1ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙œ˙ž˙‘˙ß˙Œ˙‘˙–˙˙š˙ß˙™˙˙˙’˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ LBLHELP:CombatCycle-05 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBLHELP:Saboteur-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLHELP:Saboteur-02 RTS`ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ť˙–˙˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙‘˙‹˙˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙‹˙˙ß˙˙š˙Œ˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ß˙‹˙–˙’˙š˙˙Œ˙ LBLHELP:FakeStructures-01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙™˙˙˙“˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLHELP:SneakAttack-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙“˙†˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ő˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ LBLHELP:GPSScramble-01 RTSKˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙ő˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ß˙™˙˙–˙š˙‘˙›˙“˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:WorkerShoes-01 RTSZˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙Š˙˙œ˙—˙ž˙Œ˙š˙ß˙¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙š˙š˙›˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙ő˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙ž˙‘˙›˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBLHELP:CamoNetting-01 RTSIˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙Œ˙ß˙†˙˙Š˙˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ LBLHELP:FortifiedStructures-01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙—˙ž˙˙›˙š˙˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ LBLHELP:BoobyTrap-01 RTSdˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙ˆ˙—˙š˙‘˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙–˙š˙Œ˙ß˙ő˙ß˙‹˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙˙˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBLHELP:KingRaptor-01 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙´˙–˙‘˙˜˙ß˙­˙ž˙˙‹˙˙˙Œ˙ß˙œ˙ž˙˙˙†˙ß˙š˙‡˙‹˙˙ž˙ß˙ž˙’˙’˙˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙ž˙˙’˙˙˙ LBLHELP:CombatChinooks-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙™˙ß˙ž˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙–˙‘˙ß˙™˙“˙–˙˜˙—˙‹˙ LBLHELP:AuroraAlpha-01 RTSQˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙–˙Œ˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙ő˙ß˙˙Š˙‹˙ß˙›˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙–˙‘˙˜˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLHELP:MicrowavePatriot-01 RTSTˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ş˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Ř˙Œ˙ß˙­˙˙œ˙”˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ő˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙˙‹˙—˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:AdvancedRods-01 RTSAˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙­˙˙›˙Œ˙ß˙˙˙˙‰˙–˙›˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBLHELP:LaserTank-01 RTSdˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙š˙‡˙‹˙˙ž˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ł˙ž˙Œ˙š˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙’˙˙‰˙š˙ß˙˙˙ß˙™˙–˙˙š˙ß˙ˆ˙—˙š˙‘˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙“˙˙ˆ˙ LBLHELP:LaserDefenseTurret-01 RTS@ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ť˙Š˙˙˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙š˙‡˙‹˙˙ž˙ß˙˙˙ˆ˙š˙˙ LBLHELP:AssaultTroopTransport-01 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLHELP:AttackOutpost-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙š˙‡˙‹˙˙ž˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‘˙›˙ß˙ő˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:FortifiedBunkers-01 RTS^ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙œ˙˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ő˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙ß˙ž˙˙’˙˙˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙š˙‡˙‹˙˙ž˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:Mini-Gunner-01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙œ˙ž˙˙˙†˙ß˙ž˙ß˙˙š˙˙Œ˙˙‘˙ž˙“˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙¸˙Š˙‘˙ LBLHELP:InfantryBlackLotus-01 RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLHELP:InfantryBlackLotus-02 RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLHELP:InfantryHacker-01 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ř˙Œ˙ß˙ˇ˙ž˙œ˙”˙š˙˙ß˙—˙ž˙œ˙”˙ß˙’˙˙‘˙š˙†˙ß˙™˙ž˙Œ˙‹˙š˙˙ LBLHELP:ChineseParadrop-01 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙˙ž˙˙ž˙œ˙—˙Š˙‹˙š˙Œ˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ LBLHELP:EmperorTank-01 RTS[ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙Š˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙‹˙ž˙‘˙”˙Ó˙ß˙ő˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙˙‹˙—˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:EmperorTank-02 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLHELP:EmperorTank-03 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙œ˙˙’˙š˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙Œ˙ LBLHELP:TankDrop-01 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙ž˙˙ž˙œ˙—˙Š˙‹˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ LBLHELP:TacticalNuke-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˛˙–˙¸˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙˙†˙ß˙Ť˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙Œ˙ LBLHELP:IsotopeStability-01 RTSjˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‹˙—˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙›˙˙‘˙š˙ß˙‹˙˙ß˙™˙˙–˙š˙‘˙›˙“˙†˙ß˙ő˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLHELP:AdvancedNuclearPower-01 RTSSˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ż˙“˙ž˙‘˙Œ˙ LBLHELP:ToxinRebels-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙Œ˙—˙˙˙‹˙ß˙ž˙ß˙Œ˙‹˙˙š˙ž˙’˙ß˙˙™˙ß˙—˙–˙˜˙—˙“˙†˙ß˙˙˙–˙Œ˙˙‘˙˙Š˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBLHELP:ToxinRebels-02 RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ž˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBLHELP:ToxinRebels-03 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙‹˙˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLHELP:ToxinNetworks-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙™˙–˙˙š˙ß˙Œ˙‹˙˙š˙ž˙’˙Œ˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙œ˙ž˙‘˙‘˙˙‘˙Œ˙ LBLHELP:ToxinTerrorists-01 RTS4ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙–˙‘˙ß˙ž˙ß˙œ˙“˙˙Š˙›˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ LBLHELP:ToxinTerrorists-02 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLHELP:AnthraxGamma-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙™˙ß˙ž˙“˙“˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBLHELP:AnthraxGamma-02 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ß˙–˙Œ˙ß˙š˙‰˙š˙‘˙ß˙’˙˙˙š˙ß˙˙˙‹˙š˙‘˙‹˙ß˙‹˙—˙ž˙‘˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBLHELP:AdvancedTrap-01 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙‹˙—˙ž˙‘˙ß˙‘˙˙˙’˙ž˙“˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBLHELP:Demolitions-01 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˜˙–˙‰˙š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ LBL$GENERIC:MissionObjectiveCompleted-01 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-02 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-03 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ě˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-04 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ë˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL$GENERIC:MissionObjectiveCompleted-05 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ę˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL LOSE:AllUnits RTSiś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLLOSE:AllBuildings RTSmś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLLOSE:AllUnitsAndBuildings RTSwś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLHELP:OilRefinery-01 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙–˙š˙Œ˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‹˙—˙š˙ß˙œ˙˙Œ˙‹˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLHELP:ReinforcementPad-01 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙Œ˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙‹˙ž˙‘˙”˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBLHELP:OilDerrick-01 RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙š˙‡˙‹˙˙ž˙ß˙’˙˙‘˙š˙†˙ LBLHELP:RepairBay-01 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙Œ˙ß˙‹˙˙ß˙˙š˙˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ LBLHELP:ArtilleryPlatform-01 RTS:ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙”˙š˙†˙ß˙˙š˙˜˙–˙˙‘˙Œ˙ LBLMAP:MD_USA01Objective1 RTSL˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙›˙š˙˙˙‹˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_USA01Objective1a RTSO˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙›˙š˙˙˙‹˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL!MAP:MD_USA01ObjectiveAccomplished RTS˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙ž˙ź˙ź˙°˙˛˙Ż˙ł˙ś˙Ź˙ˇ˙ş˙ť˙ LBL"MAP:MD_USA01ObjectiveAccomplisheda RTS!˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBLMAP:MD_USA01Objective2 RTS7ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙œ˙ž˙˙Œ˙ LBLMAP:MD_USA01Objective2a RTS7ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙œ˙ž˙˙Œ˙ LBLMAP:MD_USA01Objective3 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_USA01Objective3a RTS,˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_USA01Hint1 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:MD_USA01Hint1a RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBLMAP:MD_USA01Hint2 RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙‹˙˙ß˙˙ž˙›˙–˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙Ň˙Î˙Ď˙Œ˙ LBLMAP:MD_USA01Hint2a RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙‹˙˙ß˙˙ž˙›˙–˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙Ň˙Î˙Ď˙Œ˙ LBLOBJECT:TrainDepot RTS Ť˙˙ž˙–˙‘˙ß˙ť˙š˙˙˙‹˙ LBLOBJECT:TrainLoading RTS˝˙˙ž˙˙›˙–˙‘˙˜˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ LBLMAP:MD_USA01Title RTSF˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ź˙˙Œ˙’˙˙›˙˙˙’˙š˙Ó˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙¸˙“˙˙˙ž˙“˙ß˙Ź˙š˙œ˙Š˙˙–˙‹˙†˙Ř˙ LBLMAP:MD_USA01CINELocation02 RTS!Ş˙Ń˙Ź˙Ń˙ß˙ą˙ž˙‰˙ž˙“˙ß˙˝˙ž˙Œ˙š˙ß˙ő˙ß˙ą˙˙˙‹˙—˙š˙˙‘˙ß˙ş˙Š˙˙˙˙š˙ LBLMAP:Intro_Breifing_01 RTS6Ş˙Ń˙Ź˙Ń˙ß˙­˙š˙œ˙˙‘˙ß˙˝˙ž˙Œ˙š˙ß˙˙Š˙‹˙Œ˙–˙›˙š˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ő˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ LBLMAP:MD_USA01CINELocation01 RTS7Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙–˙‘˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙´˙ž˙…˙ž˙”˙—˙Œ˙‹˙ž˙‘˙ß˙ő˙ß˙ş˙‘˙ß˙˙˙Š˙‹˙š˙ß˙‹˙˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ LBLMAP:USAX02MissionINtro RTS°˙™˙™˙ß˙‹˙—˙š˙ß˙œ˙˙ž˙Œ˙‹˙ß˙˙™˙ß˙Ź˙˙’˙ž˙“˙–˙ž˙ LBLMAP:USAX02MissionStart RTS,˝˙š˙˙˙š˙˙ž˙Ó˙ß˙Ź˙˙’˙ž˙“˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ˇ˙š˙“˙˙–˙‘˙˜˙ß˙ˇ˙ž˙‘˙›˙Ř˙ LBLMAP:USAX02NavyHint RTSCś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ą˙ž˙‰˙ž˙“˙ß˙™˙“˙š˙š˙‹˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ LBLMAP:USAX02ConvoyHint RTSMś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙˙‘˙‰˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙Î˙Ď˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02ConvoyArrived RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBLMAP:USAX02objectives3a RTS(˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙Œ˙š˙ LBLMAP:USAX02Objectives1 RTSR˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙¨˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02Objectives2 RTSa˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02Objectives3 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙›˙ß˙ž˙‘˙›˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙ LBLMAP:USAX02Ships RTS]ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙Ź˙Š˙˙˙˙˙‹˙Ĺ˙ß˙ő˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ó˙ß˙ź˙Š˙ą˙Ň˙Ç˙Ç˙ß˙ť˙ž˙š˙›˙ž˙“˙Š˙Œ˙ß˙ő˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙ş˙Œ˙œ˙˙˙‹˙ß˙¸˙˙˙Š˙˙Ó˙ß˙ť˙˙š˙ž˙›˙‘˙˙Š˙˜˙—˙‹˙ LBLMAP:USAX02Truck1Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Î˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck2Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Í˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck3Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ě˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck4Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ë˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck5Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ę˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck6Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙É˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck7Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Č˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck8Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ç˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck9Arrived RTS Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Ć˙ß˙˙™˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Truck10Arrived RTSQŹ˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙ß˙Î˙Ď˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙ő˙ß˙Ť˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙–˙Œ˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙›˙š˙˙ž˙˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02ConvoyToWarehouse RTS"ş˙Œ˙œ˙˙˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBLMAP:USAX02Dozer RTS=ž˙ß˙›˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙ő˙ß˙ź˙˙’˙’˙š˙‘˙œ˙š˙ß˙˙ž˙Œ˙š˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBLMAP:USAX02Dozerb RTSž˙ß˙ť˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:USAX02Dozer2 RTS$ž˙ß˙‘˙š˙ˆ˙ß˙›˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ LBLMAP:USA03xMapName RTS ł˙ž˙Œ˙‹˙ß˙ź˙ž˙“˙“˙ LBLMAP:USA03xOpen RTS.˛˙˙Š˙‘˙‹˙ß˙ş˙“˙˙˙Š˙Œ˙Ó˙ß˙¸˙š˙˙˙˜˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙‘˙˙ˆ˙ß˙š˙ž˙“˙“˙Ř˙ LBLMAP:USA03xOpenAlt RTS-˛˙˙Š˙‘˙‹˙ß˙ş˙“˙˙˙Š˙Œ˙Ó˙ß˙­˙Š˙Œ˙Œ˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙Ź˙‘˙˙ˆ˙ß˙š˙ž˙“˙“˙Ř˙ LBLMAP:USA03xObjective02 RTS_˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ő˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBLMAP:USA03xObjective03 RTS;˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙‹˙ LBLMAP:USA03xObjectiveCompleted RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBLMAP:USA03xTownHallHint RTS<ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ź˙š˙ž˙˙œ˙—˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙™˙˙˙ß˙˛˙ś˙ž˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBLMAP:USA03xToxinNetworksWarning RTS9¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBLMAP:USA03xPOWCamp02Hint RTS]ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙’˙˙ß˙ő˙ß˙‹˙˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ß˙—˙š˙“˙›˙ß˙—˙š˙˙š˙ LBLMAP:USA03xBurtonWarning RTSL¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙Œ˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙˙Š˙‘˙›˙š˙›˙ß˙ő˙ß˙ˇ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBLMAP:USA03xChemWarning02 RTSo¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙’˙˙›˙–˙™˙–˙š˙›˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙˜˙š˙‹˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙ LBLMAP:USA03xLoseReason01 RTSdś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙”˙–˙“˙“˙š˙›˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLMAP:MD-USA04_LOCALE RTS2ž˙’˙–˙Œ˙˙ž˙›˙ß˙°˙–˙“˙ß˙š˙–˙š˙“˙›˙Œ˙Ó˙ß˙ś˙˙ž˙‘˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙˝˙“˙ž˙œ˙”˙ß˙¸˙˙“˙›˙Ř˙ LBLMAP:MD-USA04_Start02 RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:MD-USA04_Objective01 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL!MAP:MD-USA04_Objective02_Reminder RTSWś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ LBLMAP:MD-USA04_Hint01 RTS)˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-USA04_Hint04 RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙Ě˙ß˙ź˙ś˙ž˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Œ˙ß˙‹˙˙ß˙Œ˙˙“˙–˙œ˙–˙‹˙ß˙‹˙—˙š˙–˙˙ß˙—˙š˙“˙˙ LBLMAP:MD-USA04_Hint05 RTSHś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙’˙˙‘˙š˙†˙ LBLMAP:MD-USA04_Hint06 RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙‰˙š˙ž˙“˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙ LBLMAP:MD-USA04_Hint07 RTS%ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ť˙˙…˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙’˙˙‰˙š˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙Œ˙ LBLMAP:MD-USA04_Reonforcements RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBLMAP:MD_USA06Open RTS-ž˙“˙ß˙ˇ˙ž˙˙ž˙›˙Ó˙ß˙Ź˙†˙˙–˙ž˙ß˙ő˙ß˙Ř˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ş˙ž˙˜˙“˙š˙Ř˙Œ˙ß˙Ź˙‹˙˙–˙”˙š˙Ř˙ LBLMAP:MD-USA06Objective01 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBLMAP:MD-USA06Objective02 RTS9ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙˙š˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙•˙˙–˙‘˙š˙›˙ß˙†˙˙Š˙ LBLMAP:MD-USA06Objective03 RTSQś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBLMAP:MD-USA06Objective04 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Ě˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective05 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Ë˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective06 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Î˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective07 RTS˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙Í˙ß˙˙™˙ß˙Ë˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBLMAP:MD-USA06Objective14 RTS[ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙Š˙‹˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙ LBLMAP:MD-USA06Objective15 RTSJ¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙Š˙‹˙–˙“˙–˙…˙–˙‘˙˜˙ß˙’˙˙˙š˙ß˙˙˙‹˙š˙‘˙‹˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBLMAP:MD-USA06Objective16 RTSiś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙–˙˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙ß˙”˙‘˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ LBLMAP:MD-USA06CivilianMessage01 RTSBś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙­˙š˙˙š˙“˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙’˙ž˙†˙ß˙ž˙–˙›˙ß˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙ LBLMAP:MD-USA06Hint01 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBLMAP:MD-USA06Hint02 RTSD¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-USA06Hint03 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLMAP:MD-USA06Warning01 RTS-¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙œ˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙˜˙Š˙‘˙ LBLMAP:MD-USA06Warning02 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning03 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ë˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning04 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ě˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning05 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning06 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙ß˙’˙–˙‘˙Š˙‹˙š˙ LBLMAP:MD-USA06Warning07 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ LBLMAP:MD-USA06Warning08 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ LBLMAP:MD-USA06Warning09 RTS3¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ę˙Ń˙Ń˙Ń˙ß˙Ë˙Ń˙Ń˙Ń˙ß˙Ě˙Ń˙Ń˙Ń˙ß˙Í˙Ń˙Ń˙Ń˙ß˙Î˙Ń˙Ń˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:MD-USA06Failure01 RTS4¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ś˙’˙˙ž˙œ˙‹˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLMAP:MD-USA06Imperative01 RTSA¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ LBLSCRIPT:MD-USA06MissileTimer RTSŤ˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙ś˙‘˙Ĺ˙ LBLMAP:MD-USA06Warning10 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Warning11 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:MD-USA06Intro1 RTS0ş˙ž˙˙‹˙—˙ß˙°˙˙˙–˙‹˙Ĺ˙ß˙ő˙ß˙Ş˙Ź˙ž˙ß˙Ź˙˙†˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ź˙˙›˙š˙‘˙ž˙’˙š˙Ĺ˙Ż˙˙ˆ˙š˙˙Œ˙ LBLMAP:MD-USA06Intro2 RTS+ť˙ž˙‹˙ž˙ß˙Ş˙˙“˙–˙‘˙”˙Ĺ˙ß˙ő˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBLMAP:MD-USA06Warning15 RTSˆś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙ő˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙˙š˙˙š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙ő˙ß˙—˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBLMAP:MD-USA06Warning16 RTSoś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙Œ˙—˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ő˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙†˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD_GLA01Objective6 RTSDˇ˙ś˙ą˙Ť˙Ĺ˙ß˙Ş˙Œ˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙’˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙›˙–˙˙š˙œ˙‹˙–˙˙‘˙ LBLMAP:MD_GLA01Message01 RTS¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ş˙Ź˙ž˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:MD_GLA01Message02 RTS!¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBLMAP:MD_GLA01Message03 RTS<ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙†˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˙‘˙‹˙˙ß˙Œ˙ž˙“˙‰˙ž˙˜˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ LBLOBJECT:GLALeader RTS ¸˙ł˙ž˙ß˙ł˙š˙ž˙›˙š˙˙ LBLMAP:Intro_Title RTSž˙“˙ß˙Ź˙ž˙™˙–˙˙Ó˙ß˙Ź˙†˙˙–˙ž˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙ş˙‡˙˙›˙Š˙Œ˙Ř˙ LBLMAP:Intro_Title2 RTS!ˇ˙ž˙“˙–˙˙Ó˙ß˙Ź˙Š˙›˙ž˙‘˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙¸˙˙š˙ž˙‹˙ß˙ş˙Œ˙œ˙ž˙˙š˙Ř˙ LBL MAP:Intro_Loc RTS°˙Š˙‹˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙Ń˙Ń˙ LBLMAP:Intro_MO_1 RTS3˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBLMAP:Intro_MO_2 RTSC˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ LBLMAP:Intro_MO_2b RTSNś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙˝˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBLMAP:Intro_MO_1a RTSL˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙Œ˙œ˙˙˙‹˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙“˙š˙ž˙›˙š˙˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBLMAP:Intro_MO_2a RTSLś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙‘˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙Ń˙ß˙­˙š˙œ˙“˙ž˙–˙’˙ß˙–˙‹˙ LBL MDGLA02:TITLE RTS-Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙‘˙š˙ž˙˙ß˙ź˙ž˙–˙˙˙Ó˙ß˙ş˙˜˙†˙˙‹˙ß˙ő˙ß˙Ř˙ˇ˙–˙›˙›˙š˙‘˙ß˙ž˙˜˙š˙‘˙›˙ž˙Ř˙ LBL MDGLA02:Hint1 RTS1¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ LBL MDGLA02:Hint2 RTSQˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙Ó˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙ő˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL MDGLA02:Hint3 RTS.ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙˙š˙ß˙Ź˙Š˙˙˙“˙–˙š˙Œ˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBL MDGLA02:OBJ1 RTS@ő˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ LBL MDGLA02:OBJ2 RTSEő˙ß˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBLMDGLA02:Expansion_2 RTS@ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙‹˙š˙‘˙‹˙–˙ž˙“˙ß˙š˙‡˙˙ž˙‘˙Œ˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBLMDGLA02:Oil_Well RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙–˙“˙ß˙ˆ˙š˙“˙“˙Œ˙ß˙‹˙˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙Œ˙‹˙š˙ž˙›˙†˙ß˙–˙‘˙œ˙˙’˙š˙ LBLMDGLA02:Bridge RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙–˙‹˙ß˙š˙ž˙Œ˙–˙š˙˙ß˙‹˙˙ß˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙˙˙–˙›˙˜˙š˙ LBLMDGLA02:Damage_warn RTS3ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLMDGLA02:Capture_CC_scram RTS?ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBLMDGLA02:Scram_captured RTS\ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˙˙‹˙ž˙–˙‘˙š˙›˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙–˙‹˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙˙ž˙”˙ß˙‹˙—˙š˙’˙ LBLMDGLA02:Capture_CC_sneak RTS@ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBLMDGLA02:Sneak_captured RTSoś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˙˙‹˙ž˙–˙‘˙š˙›˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ LBL MDGLA02:Final RTSG˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ě˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙’˙ž˙–˙‘˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLMDGLA03:Title-01 RTS<Ş˙Ź˙ž˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ß˙š˙“˙š˙š˙‹˙Ó˙ß˙˛˙ž˙‹˙ž˙“˙ž˙Ó˙ß˙ź˙˙š˙‹˙š˙ß˙ő˙ß˙Ř˙°˙‘˙ß˙‹˙—˙š˙ß˙¨˙ž˙‹˙š˙˙™˙˙˙‘˙‹˙Ř˙ LBLMDGLA03:InfoMissionObjective01 RTSC˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ LBL,MDGLA03:Info-MissionObjectiveAccomplished-01 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL MDGLA03:Info-MissionObjective-02 RTS4˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBL,MDGLA03:Info-MissionObjectiveAccomplished-02 RTS$˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙š˙›˙ LBL MDGLA03:Info-MissionObjective-03 RTSD˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Ě˙Ĺ˙ß˙ő˙ß˙ł˙˙œ˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙ LBL!MDGLA03:Info-GotParticleCannon-01 RTSeˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙ő˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Info-SneakAttack-01 RTSUś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙˙‘˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙ LBLMDGLA03:Info-GotPowerPlants-01 RTScś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙‘˙“˙–˙‘˙š˙ß˙ő˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙™˙š˙‘˙›˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙˙Š˙˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBLMDGLA03:Info-Goodies-01 RTS;ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ş˙‡˙˙“˙˙˙š˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙Œ˙ž˙“˙‰˙ž˙˜˙š˙ß˙œ˙˙ž˙‹˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL#MDGLA03:Lose-NoUnitsOrStructures-01 RTSyś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBL'MDGLA03:Lose-ParticleCannonDestroyed-01 RTSś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBL$MDGLA03:Lose-PowerPlantsDestroyed-01 RTSqś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBL!MDGLA03:Help-UseParticleCannon-01 RTSV¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙“˙˙˙”˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙’˙–˙˜˙—˙‹˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙˙š˙‘˙š˙‹˙˙ž˙‹˙š˙ LBLMDGLA03:Help-A10Warning-01 RTS'¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙Î˙Ď˙Œ˙ß˙ž˙˙š˙ß˙š˙‘˙ß˙˙˙Š˙‹˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙ LBLMDGLA03:Help-LeaveISLAND-01 RTSQˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ő˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙ž˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Help-LeaveISLAND-02 RTS[ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Œ˙œ˙˙Š˙‹˙ß˙˙Š˙‹˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙‘˙ß˙ž˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙Ó˙ß˙ő˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙˙š˙ LBL'MDGLA03:Info-DisabledSupplyDropZones-01 RTSuś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙Š˙‘˙ž˙˙“˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‘˙š˙ˆ˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL!MDGLA03:Help-FoundSupplyPlanes-01 RTSVś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙Œ˙ß˙‹˙˙ß˙œ˙˙–˙˙˙“˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ LBLMDGLA03:Help-FewPowerPlants-02 RTSt¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ő˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙˙‘˙š˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL'MDGLA03:Help-AttackingParticleCannon-01 RTSiś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙˙–˙š˙˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL"MDGLA03:Help-FindParticleCannon-01 RTS#ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLMDGLA03:Help-LostIsland-01 RTSYˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Help-ArmsDealer-01 RTSQś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ł˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBLMDGLA03:Help-JarmenKell-01 RTSjˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ř˙Œ˙ß˙Œ˙‘˙–˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙œ˙ž˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ő˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBLMAP:MD_GLA03_CINELocation01 RTS Ş˙Ź˙Ź˙ß˙­˙š˙ž˙˜˙ž˙‘˙ LBLMAP:MD_GLA04Objective1 RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Î˙Ĺ˙ß˙Ť˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙™˙š˙˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙—˙ LBLMAP:MD_GLA04Objective2 RTS/˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Í˙Ĺ˙ß˙°˙˙‹˙ž˙–˙‘˙ß˙ž˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙ LBLMAP:MD_GLA04Objective3 RTS7˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Í˙Ĺ˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙ß˙Š˙ž˙“˙‰˙š˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLMAP:MD_GLA04Objective4 RTS1˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Î˙Ĺ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ LBLMAP:MD_GLA04Objective5 RTS5˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙š˙ž˙’˙ß˙Í˙Ĺ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBLMAP:MD_GLA04Objective6 RTS/˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:MD_GLA04Objective7 RTS8˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙˙˙˙‹˙ LBLSCRIPT:MD_GLA04Toxin_Counter RTSŤ˙˙‡˙–˙‘˙Œ˙ß˙­˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙Ĺ˙ LBLMAP:MD_GLA04Title RTSH¨˙š˙Œ˙‹˙š˙˙‘˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙ž˙Œ˙‹˙ž˙“˙ß˙Ť˙˙‡˙–˙œ˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙ő˙ß˙Ř˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙š˙˙˙‹˙†˙ß˙Ť˙—˙–˙š˙‰˙š˙Œ˙Ř˙ LBL"MD_GLA05-MilitaryBriefing:String_2 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ş˙Ź˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBL"MD_GLA05-MilitaryBriefing:String_3 RTS|ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ž˙‘˙›˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ß˙—˙š˙˙š˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙ž˙ˆ˙ž˙”˙š˙‘˙ß˙‹˙˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ LBL"MD_GLA05-MilitaryBriefing:String_4 RTSMˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙ő˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙Š˙Œ˙ LBL"MD_GLA05-MilitaryBriefing:String_5 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙‹˙˙ß˙ő˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙œ˙ž˙˙‹˙˙˙Œ˙ LBL"MD_GLA05-MilitaryBriefing:String_6 RTSKś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙Š˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ LBL"MD_GLA05-MilitaryBriefing:String_7 RTS…ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙‹˙Š˙˙‘˙š˙›˙ß˙‹˙—˙š˙’˙ß˙—˙˙’˙š˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙ß˙ž˙‘˙›˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ LBL"MD_GLA05-MilitaryBriefing:String_8 RTSJˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙Ş˙Ź˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˙ž˙Œ˙š˙ß˙—˙š˙˙š˙ LBL"MD_GLA05-MilitaryBriefing:String_9 RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙–˙’˙š˙ß˙–˙Œ˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙Ń˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_10 RTS`¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙ő˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙‹˙˙˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ LBL#MD_GLA05-MilitaryBriefing:String_11 RTSdś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙ž˙‹˙—˙Œ˙ß˙˜˙˙ß˙Š˙‘˙˙Š˙‘˙–˙Œ˙—˙š˙›˙ LBL#MD_GLA05-MilitaryBriefing:String_12 RTSBś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ń˙ß˙Š˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙˙Š˙˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_13 RTSuś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙—˙˙“˙›˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙œ˙ž˙˙‹˙–˙‰˙š˙ß˙ő˙ß˙š˙˙š˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙Š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ LBL#MD_GLA05-MilitaryBriefing:String_14 RTStś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ś˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙˙˙˙‹˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙˙‰˙š˙›˙ß˙Œ˙˙˙‘˙ß˙ő˙ß˙ś˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ LBL#MD_GLA05-MilitaryBriefing:String_15 RTS3ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙›˙ž˙˙ LBL#MD_GLA05-MilitaryBriefing:String_16 RTSZś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙™˙˙˙’˙ß˙Ş˙Ź˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL#MD_GLA05-MilitaryBriefing:String_17 RTS>ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_18 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#MD_GLA05-MilitaryBriefing:String_19 RTS3¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙Ń˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙’˙ LBL#MD_GLA05-MilitaryBriefing:String_20 RTShś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙ß˙˙š˙š˙‘˙ß˙”˙–˙“˙“˙š˙›˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙•˙˙–˙‘˙Œ˙ß˙Š˙Œ˙ß˙‹˙˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙ž˙‹˙—˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_21 RTS|ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ő˙ß˙­˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙Œ˙š˙“˙‰˙š˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_22 RTSPˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙–˙‰˙š˙ß˙ő˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙ß˙–˙‹˙ LBL#MD_GLA05-MilitaryBriefing:String_23 RTSpś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙’˙ž˙“˙“˙ß˙˙ž˙Œ˙š˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙˙œ˙Š˙Œ˙ß˙˙‘˙ß˙ő˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_24 RTSoő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˙“˙ž˙‘˙Ń˙Ń˙Ń˙ß˙ő˙ß˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙’˙˙‰˙š˙ß˙–˙‘˙ß˙ž˙‘˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˝˙ž˙Œ˙š˙ß˙ő˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙–˙‰˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙Š˙‹˙ß˙˙™˙ß˙ş˙Š˙˙˙˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_25 RTS0Ť˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙ž˙“˙“˙ LBL#MD_GLA05-MilitaryBriefing:String_26 RTSeś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙š˙˙‘˙ß˙Ş˙Ź˙ß˙Ź˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_27 RTShś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ő˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙˙š˙˙Š˙“˙Œ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙™˙˙š˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_28 RTSqś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙ő˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙‹˙˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ LBL#MD_GLA05-MilitaryBriefing:String_29 RTSI˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙Ş˙Ź˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBL#MD_GLA05-MilitaryBriefing:String_30 RTSAŞ˙Ź˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ř˙ LBL#MD_GLA05-MilitaryBriefing:String_31 RTSAŞ˙Ź˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ř˙ LBL#MD_GLA05-MilitaryBriefing:String_32 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙­˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙‹˙—˙š˙‘˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_33 RTS+ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙š˙–˙‘˙–˙Œ˙—˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_34 RTSnˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙”˙š˙†˙ß˙ž˙˙š˙ž˙Œ˙ LBL#MD_GLA05-MilitaryBriefing:String_35 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙š˙ß˙ź˙ž˙Œ˙—˙ß˙˝˙˙Š˙‘˙‹˙†˙ß˙ő˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙–˙‘˙œ˙˙’˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_36 RTSNˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙ő˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ LBL#MD_GLA05-MilitaryBriefing:String_37 RTSsś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙’˙˙‰˙š˙›˙ß˙ž˙ˆ˙ž˙†˙ß˙ő˙ß˙ť˙š˙Œ˙˙–˙‹˙š˙ß˙˙Š˙˙ß˙™˙ž˙–˙“˙Š˙˙š˙Ó˙ß˙‹˙—˙š˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ß˙˙“˙š˙›˙˜˙š˙Œ˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBL#MD_GLA05-MilitaryBriefing:String_38 RTSAŞ˙Ź˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ř˙ LBLSCRIPT:POWCOUNTDOWN RTSŻ˙°˙¨˙Œ˙ß˙Ť˙˙ž˙‘˙Œ˙™˙š˙˙ß˙ś˙‘˙Ĺ˙ LBLMAP:CHI01xMapName RTSŤ˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ş˙‘˙“˙š˙ž˙Œ˙—˙š˙›˙ LBLMAP:CHI01xOpen RTS5Ź˙‹˙Š˙‹˙‹˙˜˙ž˙˙‹˙Ň˙Š˙ž˙–˙—˙–˙‘˙˜˙š˙‘˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ş˙‘˙“˙š˙ž˙Œ˙—˙š˙›˙Ř˙ LBLMAP:CHI01xOpenAlt RTS;­˙š˙’˙ž˙–˙‘˙Œ˙ß˙˙™˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ş˙‘˙“˙š˙ž˙Œ˙—˙š˙›˙ LBLMAP:CHI01xObjective01 RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI01xObjective01Alt RTS@˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI01xTechBldgHint RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLMAP:CHI01xOilDerrickHint RTS0ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙š˙‡˙‹˙˙ž˙ß˙’˙˙‘˙š˙†˙ LBLMAP:CHI01xOilRefineryHint RTS=ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙–˙š˙Œ˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙œ˙˙Œ˙‹˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:CHI01xGarrisonHint RTSeˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ž˙‘˙›˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙–˙˙ß˙™˙–˙˙š˙˙˙ˆ˙š˙˙ß˙ž˙‘˙›˙ß˙˙ž˙‘˙˜˙š˙ LBLMAP:CHI01xGarrisonClrHint01 RTSuˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙“˙†˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙–˙‹˙ß˙ž˙˙˙˙˙ž˙œ˙—˙ß˙†˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBLMAP:CHI01xGarrisonClrHint02 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLMAP:CHI01xPerimeterWarn01 RTS,¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:CHI01xPerimeterWarn02 RTS4¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:CHI02xMapName RTSť˙š˙™˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙ LBLMAP:CHI02xOpen RTS9¨˙š˙ž˙˙˙‘˙Œ˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ő˙ß˙Ř˙ť˙š˙™˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙Ř˙ LBLSCRIPT:CHI02xReinforcementTimer RTS­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙˙˙–˙‰˙š˙ß˙ś˙‘˙Ĺ˙ LBLMAP:CHI02xObjective01 RTSg˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Î˙Ĺ˙ß˙ő˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:CHI02xObjective02 RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI02xObjective02Alt RTS@˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙ß˙Ü˙Í˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ LBLMAP:CHI02xReactorKIAWarn RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLMAP:CHI02xReactorCaptureWarn RTSN¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ő˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ž˙‘˙›˙ß˙˙˙‹˙—˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBLMAP:CHI02xBunkerKIAWarn RTS4ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ LBLMAP:CHI02xBadPlayerReactorWarn RTSRś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:CHI02xBadPlayerBunkerWarn RTSUś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙Ź˙‹˙˙˙ž˙˜˙š˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:CHI02xSpyPostHint01 RTS6ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙†˙ß˙˙˙Œ˙‹˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙Œ˙ LBLMAP:CHI02xPerimeterWarn RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLMAP:CHI02xPerimeterEasyWarn RTS/¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLMAP:CHI02xNeutronHint01 RTSfˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˙™˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙ő˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‘˙›˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:CHI02xNeutronHint02 RTSCˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ž˙‘˙†˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBLMAP:CHI02xEMPMineHint01 RTSnˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙Ť˙—˙š˙‘˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙œ˙ž˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙‹˙—˙š˙’˙ LBLMAP:CHI02xCarpetBombReminder RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ LBLMAP:CHI02xInfo1 RTSAś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLMAP:CHI02xInfo2 RTS@ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBLSCRIPT:CHI02timer RTS­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙˙˙–˙‰˙š˙ß˙ś˙‘˙Ĺ˙ LBLMAP:MD_CHI03-Event-AngryMob-01 RTS7ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙–˙Œ˙š˙ß˙Š˙˙ß˙‹˙˙ß˙Œ˙š˙˙‰˙š˙ß˙Š˙Œ˙ LBLMAP:MD_CHI03-Help-IOLow-01 RTS]ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙œ˙˙’˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙’˙˙˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ LBLMAP:MD_CHI03-Help-IOVeryLow-01 RTSnś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙‰˙š˙˙†˙ß˙“˙˙ˆ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙™˙˙Š˙‘˙›˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ LBL#MAP:MD_CHI03-Help-IOExtremelyLow-01 RTS_ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙“˙˙ˆ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙ß˙˙˙ß˙ž˙“˙“˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙ LBL#SCRIPT:MD_CHI03InternationalOpinion RTSś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ĺ˙ LBLMAP:MD_CHI04Open RTS&ˇ˙ž˙“˙˙š˙˙Œ˙‹˙ž˙›˙‹˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙˝˙Š˙˙‘˙–˙‘˙˜˙ß˙Ź˙”˙–˙š˙Œ˙Ř˙ LBLMAP:MD_CHI04MissionState0 RTSA˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ş˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙ž˙“˙“˙ß˙ˆ˙ž˙‰˙š˙Œ˙ß˙˙™˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBLMAP:MD_CHI04MissionState1 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Î˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState2 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Í˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState3 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ě˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState4 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ë˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState5 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ę˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionState6 RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙É˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBLMAP:MD_CHI04MissionInfo1 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Î˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo2 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Í˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo3 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ě˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo4 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ë˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo5 RTSYś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙ž˙‰˙š˙ß˙Ę˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙‹˙—˙ß˙–˙Œ˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙›˙ž˙˙ LBLMAP:MD_CHI04MissionInfo6 RTS}ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙•˙ž˙’˙’˙š˙›˙Ń˙ß˙ą˙š˙ˆ˙ß˙ˆ˙ž˙‰˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙˙˙–˙‰˙–˙‘˙˜˙ß˙ő˙ß˙™˙˙˙’˙ß˙Í˙ß˙›˙–˙˙š˙œ˙‹˙–˙˙‘˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙Š˙‘˙”˙‘˙˙ˆ˙‘˙ LBLMAP:MD_CHI04MissionFinaleText RTSZś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙ß˙ő˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBLMAP:MD_CHI04MissionLoseText RTSnś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙š˙Œ˙œ˙ž˙˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ß˙ő˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ LBLMAP:MD-CHI05_LOCALE RTS.ą˙š˙ž˙˙ß˙ˇ˙ž˙’˙˙Š˙˙˜˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙ť˙˙ž˙˜˙˙‘˙Ř˙Œ˙ß˙ť˙š˙Œ˙‹˙–˙‘˙†˙Ř˙ LBL!MAP:MD-CHI05_USBaseDestroyedFirst RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL"MAP:MD-CHI05_GLABaseDestroyedFirst RTS<˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙ž˙œ˙—˙–˙š˙‰˙š˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL MAP:MD-CHI05_PartCannon_Detected RTS#¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBLMAP:MD-CHI05_Hint01 RTScˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙ő˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBLMAP:MD-CHI05_Hint02 RTSPś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙š˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBLMAP:MD-CHI05_Hint05 RTSKś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙´˙–˙“˙“˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:MD-CHI05_Hint08 RTSBś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙’˙ž˙†˙ß˙˙š˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ LBLMAP:MD-CHI05_Hint10 RTSHś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ż˙˙š˙‰˙š˙‘˙‹˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙˙š˙ž˙œ˙—˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-CHI05_Hint13 RTSFś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙Ń˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBLMAP:MD-CHI05_Hint15 RTS_ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙ő˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙™˙˙˙’˙ß˙Œ˙‘˙–˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:MD-CHI05_Hint16 RTSKś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ş˙Œ˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙˙š˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLMAP:MD-CHI05_InternetCenter02 RTSBˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙™˙˙˙ß˙š˙‡˙‹˙˙ž˙ß˙–˙‘˙œ˙˙’˙š˙ LBLMAP:ChemGeneral RTS ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBLGC_CHINABOSS:Loc RTS<Ź˙˙’˙š˙ˆ˙—˙š˙˙š˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙Đ˙ß˙Ť˙–˙˙š˙‹˙ß˙˙˙˙›˙š˙˙ß˙ő˙ß˙Ř˙Ť˙—˙š˙ß˙Ť˙–˙˜˙š˙˙Ř˙Œ˙ß˙ł˙ž˙–˙˙Ř˙ LBLGC_CHINABOSS:Hint RTSbś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙Œ˙š˙‹˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙˙Œ˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBLGC_CHINABOSS:Reset RTSő˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙–˙’˙š˙˙Œ˙ß˙˙š˙Œ˙š˙‹˙ LBLGC_CHINABOSS:Strike RTSő˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙ś˙’˙’˙–˙‘˙š˙‘˙‹˙ LBLGC_CHINABOSS:Resources RTSOˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙­˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙“˙–˙’˙–˙‹˙š˙›˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBLCONTROLBAR:TooltipMOAB RTSUŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙–˙“˙“˙ß˙Œ˙—˙˙œ˙”˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipLeafletDrop RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipTankParaDrop RTS6ť˙˙˙˙Œ˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipNukeDrop RTSCť˙˙˙˙Œ˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipSuitcaseNuke RTS-ˇ˙ž˙œ˙”˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙–˙‘˙ß˙—˙–˙Œ˙ß˙Œ˙Š˙–˙‹˙œ˙ž˙Œ˙š˙ß˙ő˙ LBL CONTROLBAR:TooltipSpectreGunship RTS-Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFireICBM RTS8Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL#CONTROLBAR:TooltipFireTomahawkStorm RTS8Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBLCONTROLBAR:TooltipFrenzy RTSWź˙ž˙Š˙Œ˙š˙Œ˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙›˙˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙ž˙ß˙“˙–˙’˙–˙‹˙š˙›˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙‹˙–˙’˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL"CONTROLBAR:TooltipFireGPSScrambler RTS$¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙š˙˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL(CONTROLBAR:TooltipCommunicationsDownload RTS1ť˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL*CONTROLBAR:TooltipUSAUpgradeSentryDroneGun RTS Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙ž˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙ LBL+CONTROLBAR:TooltipGLAUpgradeQuadCannonSnipe RTS?Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙Œ˙—˙˙‹˙ LBL'CONTROLBAR:TooltipUSAUpgradeSupplyLines RTS9­˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙’˙š˙œ˙—˙ž˙‘˙–˙Œ˙’˙Œ˙ß˙˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙ž˙‘˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Î˙Ď˙Ú˙ LBL CONTROLBAR:TooltipUSAUpgradeMOAB RTS4š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙˝˙˙’˙˙Œ˙ LBL$CONTROLBAR:TooltipBecomeRealBuilding RTS8Ş˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙ß˙™˙Š˙“˙“˙†˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙˙Œ˙–˙˙‘˙ LBL)CONTROLBAR:TooltipUSAUpgradeChemicalSuits RTSAś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙œ˙˙’˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL)CONTROLBAR:TooltipUSAUpgradeBunkerBusters RTS1Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙‹˙˙˙˙˙Œ˙ LBL+CONTROLBAR:TooltipUSAUpgradeCountermeasures RTS=ž˙“˙“˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙š˙‰˙ž˙›˙–˙‘˙˜˙ß˙Ę˙Ď˙Ú˙ß˙˙™˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙™˙–˙˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ LBL1CONTROLBAR:TooltipUpgradeChinaHelixGattlingCannon RTS%˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ LBL2CONTROLBAR:TooltipUpgradeChinaHelixPropagandaTower RTS&˝˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙Ť˙˙ˆ˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ LBL/CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker RTS_˝˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙Ń˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙œ˙œ˙Š˙˙–˙š˙›˙ß˙˙†˙ß˙‹˙˙˙˙˙Œ˙Ń˙ß˙Ť˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL.CONTROLBAR:TooltipChinaUpgradeSatelliteHackOne RTSLş˙‘˙ž˙˙“˙š˙ß˙‹˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙˙š˙‰˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙˙™˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ LBL.CONTROLBAR:TooltipChinaUpgradeSatelliteHackTwo RTSUş˙‘˙ž˙˙“˙š˙ß˙‹˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙–˙‘˙‹˙š˙˙’˙–˙‹˙‹˙š˙‘˙‹˙“˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙‹˙š˙˙˙–˙‹˙˙˙†˙ß˙˙™˙ß˙ž˙“˙“˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ LBL(CONTROLBAR:TooltipChinaUpgradeFanaticism RTSž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ô˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ LBL-CONTROLBAR:TooltipUpgradeChinaWGUraniumShells RTS-Ô˙Í˙Ę˙Ú˙ß˙Œ˙—˙˙‹˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙‘˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙°˙‰˙š˙˙“˙˙˙›˙ LBL,CONTROLBAR:TooltipUpgradeChinaTankAutoLoader RTS/˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙˙š˙œ˙š˙–˙‰˙š˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙›˙ß˙˙ž˙‹˙š˙ß˙˙™˙ß˙™˙–˙˙š˙ LBL+CONTROLBAR:TooltipUpgradeChinaNeutronShells RTS[Ş˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL&CONTROLBAR:ToolTipUpgradeChinaEMPMines RTS-˛˙–˙‘˙š˙Œ˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙ž˙‘˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˙“˙ž˙Œ˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙˙–˙˜˙˜˙š˙˙š˙›˙ LBL,CONTROLBAR:TooltipUpgradeChinaFusionReactors RTS'ś˙’˙˙˙˙‰˙š˙Œ˙ß˙ş˙’˙˙š˙˙˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Œ˙˙š˙š˙›˙ LBL&CONTROLBAR:TooltipDetonateFakebuilding RTS0°˙˙›˙š˙˙Œ˙ß˙‹˙—˙š˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ LBL0CONTROLBAR:ToolTipUpgradeGLAWorkerFakeCommandSet RTS*Ź˙ˆ˙–˙‹˙œ˙—˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL0CONTROLBAR:ToolTipUpgradeGLAWorkerRealCommandSet RTS*Ź˙ˆ˙–˙‹˙œ˙—˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙˙š˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL'CONTROLBAR:Demo_ToolTipGLAUpgradeHEBomb RTS#Î˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL CONTROLBAR:ToolTipGLACamoNetting RTSŤ˙—˙–˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙˜˙ž˙–˙‘˙Œ˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBL.CONTROLBAR:ToolTipGLAUpgradeFortifiedStructure RTS7˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˜˙ž˙–˙‘˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙ž˙˙’˙˙˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL%CONTROLBAR:ToolTipGLAUpgradeBoobyTrap RTS;­˙š˙˙š˙“˙Œ˙ß˙œ˙ž˙‘˙ß˙˙“˙ž˙œ˙š˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙Œ˙ß˙˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL'CONTROLBAR:ToolTipGLAUpgradeWorkerShoes RTSN¸˙–˙‰˙š˙Œ˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙—˙š˙ß˙‘˙š˙ˆ˙ß˙Œ˙—˙˙š˙Œ˙ß˙‹˙—˙š˙†˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ž˙Œ˙”˙–˙‘˙˜˙ß˙™˙˙˙Ó˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙’˙˙‰˙š˙’˙š˙‘˙‹˙ LBL(CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma RTS$Ô˙Ę˙Ď˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙‹˙˙‡˙–˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLCONTROLBAR:ToolTipSaboteur RTS-ť˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙­˙š˙Œ˙š˙‹˙Œ˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙–˙’˙š˙˙Œ˙ LBLCONTROLBAR:DropNapalmBomb RTSŮ˙ť˙˙˙˙ß˙ž˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:DropNukeBomb RTSŮ˙ť˙˙˙˙ß˙ž˙ß˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ LBLCONTROLBAR:ToolTipDropNukeBomb RTS(ť˙˙˙˙Œ˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙”˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ LBL CONTROLBAR:ToolTipDropNapalmBomb RTS@Ź˙‹˙˙˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙˙Œ˙‹˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙™˙“˙ž˙’˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"CONTROLBAR:ToolTipChinaNukeWarhead RTSł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL%CONTROLBAR:ToolTipChinaNeutronWarhead RTSł˙˙ž˙›˙ß˙‹˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ LBL CONTROLBAR:ToolTipFireBattleship RTS,ź˙ž˙“˙“˙ß˙–˙‘˙ß˙˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙™˙˙˙’˙ß˙˙™˙™˙Œ˙—˙˙˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ LBL%CONTROLBAR:ToolTipFireAircraftCarrier RTS-ł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ř˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙“˙ž˙‘˙š˙Œ˙ LBL#CONTROLBAR:ToolTipECMDisableVehicle RTSť˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL/CONTROLBAR:ToolTipChinaFireRebelBoobyTrapAttack RTSŻ˙“˙ž˙œ˙š˙ß˙ž˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙ LBL"CONTROLBAR:ToolTipUSABuildFireBase RTS-¸˙˙˙Š˙‘˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙¸˙ž˙˙˙–˙Œ˙˙‘˙ž˙˙“˙š˙ß˙˙†˙ß˙™˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL+CONTROLBAR:ToolTipUSABuildArtilleryPlatform RTSJ˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˙“˙ž˙‹˙™˙˙˙’˙ß˙™˙˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ë˙ LBL!CONTROLBAR:ToolTipFakeGLABuilding RTS=š˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙›˙ß˙˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙˙š˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL*CONTROLBAR:ToolTipChinaBuildInternetCenter RTSAˇ˙š˙“˙˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙’˙˙‘˙š˙†˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙Œ˙˙†˙ß˙˙‘˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ LBL%CONTROLBAR:ToolTipAmericaICBMLauncher RTSCł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙œ˙˙‘˙‹˙–˙‘˙š˙‘˙‹˙ž˙“˙ß˙˝˙ž˙“˙“˙–˙Œ˙‹˙–˙œ˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ LBL+CONTROLBAR:ToolTipAmericaBuildTomahawkStorm RTS@ł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‰˙˙“˙“˙š˙†˙ß˙˙™˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ę˙Ĺ˙Ď˙Ď˙ LBL$CONTROLBAR:ToolTipGLABuildCombatBike RTS-š˙ž˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙‰˙š˙˙Œ˙ž˙‹˙–˙“˙š˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"CONTROLBAR:ToolTipGLABuildSaboteur RTSEą˙˙‘˙Ň˙œ˙˙’˙˙ž˙‹˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙˙‘˙ß˙Š˙‘˙–˙‹˙Ń˙ß˙ź˙ž˙‘˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL-CONTROLBAR:ToolTipChinaBuildPropagandaTrooper RTS(Ż˙˙˙›˙Š˙œ˙š˙Œ˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙‹˙˙ß˙—˙š˙ž˙“˙ß˙‘˙š˙ž˙˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL&CONTROLBAR:ToolTipChinaBuildMiniGunner RTS)Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL!CONTROLBAR:ToolTipUSABuildAvenger RTSmŞ˙Œ˙š˙Œ˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL$CONTROLBAR:ToolTipUSABuildKingRaptor RTSËź˙ž˙‘˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙˙˙ß˙ž˙–˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ń˙ß˙ş˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ł˙ž˙Œ˙š˙˙ß˙ő˙ß˙ł˙ž˙˙˜˙š˙˙ß˙Ż˙ž˙†˙“˙˙ž˙›˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ň˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL'CONTROLBAR:ToolTipUSABuildFuelAirAurora RTSĐŹ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ˆ˙—˙–˙“˙š˙ß˙›˙˙˙˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙š˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙˝˙˙’˙˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙Œ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL)CONTROLBAR:ToolTipUSABuildHyersonicAurora RTSŤˇ˙†˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙ˇ˙†˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL CONTROLBAR:ToolTipGLABuildSniper RTSxź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙‘˙˙‹˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙Ń˙ß˙Ź˙˙˙‹˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBL#CONTROLBAR:ToolTipUSABuildMicrowave RTSCŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL%CONTROLBAR:ToolTipUSABuildSentryDrone RTS7ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ő˙ß˙ő˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL'CONTROLBAR:ToolTipUSABuildHellfireDrone RTSDš˙–˙˙š˙Œ˙ß˙ž˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL+CONTROLBAR:ToolTipUSABuildPointDefenseDrone RTSš˙–˙˙š˙Œ˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙–˙Ň˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Œ˙š˙˙ LBL!CONTROLBAR:ToolTipChinaBuildHelix RTSڎ˙š˙ž˙‰˙†˙ß˙“˙–˙™˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL,CONTROLBAR:ToolTipChinaBuildListeningOutpost RTS=Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBLCONTROLBAR:ToolTipChinaBuildECM RTS8Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL#CONTROLBAR:ToolTipGLABuildBattleBus RTSAź˙ž˙‘˙ß˙“˙˙ž˙›˙ß˙–˙‹˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL*CONTROLBAR:ToolTipUSAScienceSpectreGunship RTSƒŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙Œ˙ß˙œ˙–˙˙œ˙“˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙˙Š˙’˙’˙š˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙˙ˆ˙–˙‹˙…˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'CONTROLBAR:ToolTipUSAScienceLeafletDrop RTSmł˙š˙ž˙™˙“˙š˙‹˙Œ˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙ˆ˙—˙–˙“˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙‹˙—˙š˙–˙˙ß˙˙˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL0CONTROLBAR:ToolTipChinaScienceTankHunterTraining RTS*ž˙“˙“˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBL2CONTROLBAR:ToolTipChinaScienceBattlemasterTraining RTS(ž˙“˙“˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙š˙“˙–˙‹˙š˙ LBL.CONTROLBAR:ToolTipChinaScienceOverlordTraining RTS$ž˙“˙“˙ß˙°˙‰˙š˙˙“˙˙˙›˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙š˙“˙–˙‹˙š˙ LBL2CONTROLBAR:ToolTipChinaScienceGattlingTankTraining RTS)ž˙“˙“˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙š˙“˙–˙‹˙š˙ LBL&CONTROLBAR:ToolTipChinaScienceNukeDrop RTSJŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙–˙Œ˙ß˙›˙š˙˙“˙˙†˙š˙›˙ß˙˙†˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL$CONTROLBAR:ToolTipChinaScienceFrenzy RTSĘź˙ž˙Š˙Œ˙š˙Œ˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙›˙˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙™˙˙˙ß˙ž˙ß˙‹˙–˙’˙š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙Ď˙ß˙˙š˙˙œ˙š˙‘˙‹˙ß˙™˙˙˙ß˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙Ď˙ß˙˙š˙˙œ˙š˙‘˙‹˙ß˙™˙˙˙ß˙Í˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ě˙Ď˙ß˙˙š˙˙œ˙š˙‘˙‹˙ß˙™˙˙˙ß˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ToolTipChinaScienceCarpetBomb RTS[ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙’˙˙š˙˙ß˙‹˙˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL%CONTROLBAR:ToolTipScienceGPSScrambler RTSEź˙“˙˙ž˙”˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙ő˙ß˙ő˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL CONTROLBAR:ToolTipGLASneakAttack RTSNŤ˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL(CONTROLBAR:ToolTipSelectAircraftCarriers RTSBŹ˙š˙“˙š˙œ˙‹˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙ž˙˙˙–˙š˙˙×˙Œ˙Ö˙ß˙–˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙œ˙˙‘˙‰˙š˙‘˙–˙š˙‘˙‹˙“˙†˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL#CONTROLBAR:ToolTipSelectBattleships RTS,ź˙ž˙“˙“˙ß˙–˙‘˙ß˙˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ß˙™˙˙˙’˙ß˙˙™˙™˙Œ˙—˙˙˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ LBL*CONTROLBAR:ToolTipChinaScienceTankParadrop RTSŽť˙˙˙˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Î˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Í˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Ë˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL.CONTROLBAR:ToolTipChinaScienceInfantryParadrop RTSť˙˙˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙Ę˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLTOOLTIP:ChallengeButton RTS¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ř˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLGUI:GeneralsChallenge RTSź˙ˇ˙°˙°˙Ź˙ş˙ß˙Ś˙°˙Ş˙­˙ß˙¸˙ş˙ą˙ş˙­˙ž˙ł˙ LBL GUI:Biography RTS ˝˙–˙˙˜˙˙ž˙˙—˙†˙ LBL GUI:BioName RTSą˙ž˙’˙š˙Ĺ˙ LBL GUI:BioDOB RTSž˙˜˙š˙Ĺ˙ LBLGUI:BioBirthplace RTS Ź˙‹˙ž˙‹˙–˙˙‘˙š˙›˙Ĺ˙ LBLGUI:BioStrategy RTSŤ˙ž˙œ˙‹˙–˙œ˙Œ˙Ĺ˙ LBL GUI:BioRank RTS­˙ž˙‘˙”˙Ĺ˙ LBL GUI:BioBranch RTS˝˙˙ž˙‘˙œ˙—˙Ĺ˙ LBLGUI:BioNameEntry_Pos0 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙¸˙˙ž˙‘˙˜˙š˙˙ LBLGUI:BioDOBEntry_Pos0 RTSÉ˙Í˙ LBLGUI:BioBirthplaceEntry_Pos0 RTS!š˙˙˙‹˙ß˙˝˙š˙“˙’˙˙‘˙‹˙Ó˙ß˙ˇ˙˙Š˙Œ˙‹˙˙‘˙Ó˙ß˙Ť˙š˙‡˙ž˙Œ˙Ó˙ß˙Ş˙Ź˙ž˙ LBLGUI:BioStrategyEntry_Pos0 RTS ž˙–˙˙ß˙Ż˙˙ˆ˙š˙˙ LBLGUI:BioRankEntry_Pos0 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:BioBranchEntry_Pos0 RTS Ş˙Ź˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ LBLGUI:BioClassNumber_Pos0 RTS Ď˙Č˙Î˙Í˙Î˙Ć˙É˙Ć˙Ň˙ˇ˙˝˙ LBLTOOLTIP:BioStrategyLong_Pos0 RTSf¸˙š˙‘˙š˙˙ž˙“˙ß˙˛˙ž˙“˙œ˙˙“˙’˙ß˙Ý˙ž˙œ˙š˙Ý˙ß˙¸˙˙ž˙–˙‘˙˜˙š˙˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙‹˙—˙š˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙ž˙–˙˙˙˙ˆ˙š˙˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioDefeatedEntry_Pos0 RTS7ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙˜˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙˜˙˙˙›˙ß˙ž˙–˙˙“˙–˙‘˙š˙ß˙•˙˙˙Ń˙ LBLGUI:BioVictoriousEntry_Pos0 RTS+ś˙ß˙ˆ˙–˙‘˙Ó˙ß˙†˙˙Š˙ß˙“˙˙Œ˙š˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙’˙˙˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ŕ˙ LBLGUI:BioNameEntry_Pos1 RTS ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBLGUI:BioDOBEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioBirthplaceEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioStrategyEntry_Pos1 RTS Ť˙˙‡˙–˙œ˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioBranchEntry_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLTOOLTIP:BioStrategyLong_Pos1 RTS<ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙’˙–˙‡˙ß˙›˙š˙ž˙›˙“˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos1 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioDefeatedEntry_Pos1 RTSDŻ˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙’˙†˙ß˙›˙š˙˜˙˙š˙š˙ß˙™˙˙˙’˙ß˙ž˙ß˙’˙ž˙–˙“˙Ň˙˙˙›˙š˙˙ß˙œ˙˙“˙“˙š˙˜˙š˙Ń˙ LBLGUI:BioVictoriousEntry_Pos1 RTSVŚ˙˙Š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙“˙˙˙”˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ LBLGUI:BioNameEntry_Pos2 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙ž˙˙ LBLGUI:BioDOBEntry_Pos2 RTSĘ˙Ď˙ LBLGUI:BioBirthplaceEntry_Pos2 RTS˝˙ž˙Œ˙š˙ß˙°˙‡˙Ó˙ß˙ź˙—˙š˙‘˙˜˙›˙Š˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos2 RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos2 RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos2 RTSŻ˙ł˙ž˙ LBLTOOLTIP:BioStrategyLong_Pos2 RTSP¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙Œ˙–˙‘˙˜˙ß˙Ź˙—˙–˙ß˙Ť˙ž˙˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos2 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioDefeatedEntry_Pos2 RTS4ž˙‘˙˙‹˙—˙š˙˙ß˙’˙˙’˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙Ń˙ LBLGUI:BioVictoriousEntry_Pos2 RTSRŚ˙˙Š˙ß˙ž˙˙š˙ß˙“˙Š˙œ˙”˙†˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙‘˙‹˙ž˙œ˙‹˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙Ń˙ LBLGUI:BioNameEntry_Pos3 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙“˙š˙‡˙ž˙‘˙›˙š˙˙ LBLGUI:BioDOBEntry_Pos3 RTSË˙Í˙ LBLGUI:BioBirthplaceEntry_Pos3 RTS"ź˙ž˙’˙˙ß˙š˙˙ž˙‘˙”˙“˙–˙‘˙Ó˙ß˙˝˙š˙“˙™˙ž˙Œ˙‹˙Ó˙ß˙˛˙ž˙–˙‘˙š˙Ó˙ß˙Ş˙Ź˙ž˙ LBLGUI:BioStrategyEntry_Pos3 RTS¨˙š˙ž˙˙˙‘˙Œ˙ß˙˙™˙ß˙˛˙ž˙Œ˙Œ˙ß˙ť˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ LBLGUI:BioRankEntry_Pos3 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:BioBranchEntry_Pos3 RTS Ş˙Ź˙ß˙˛˙ž˙˙–˙‘˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_Pos3 RTSj¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙“˙š˙‡˙–˙Œ˙ß˙ž˙“˙š˙‡˙ž˙‘˙›˙š˙˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙—˙š˙ž˙‰˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos3 RTSÎ˙Č˙Ç˙Ć˙Í˙Ě˙Ë˙Č˙Ç˙Ň˙ˇ˙˝˙¸˙˝˙ LBLGUI:BioDefeatedEntry_Pos3 RTSjś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙˙Ţ˙ß˙°˙‘˙š˙ß˙’˙˙˙š˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙ś˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙Ń˙ LBLGUI:BioVictoriousEntry_Pos3 RTSIś˙ß˙‹˙˙“˙›˙ß˙†˙˙Š˙ß˙†˙˙Š˙Ř˙›˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙‹˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙ž˙˙š˙ß˙‹˙˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBLGUI:BioNameEntry_Pos4 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙´˙ˆ˙ž˙–˙ LBLGUI:BioDOBEntry_Pos4 RTSĘ˙Î˙ LBLGUI:BioBirthplaceEntry_Pos4 RTS˝˙ž˙Œ˙š˙ß˙­˙ž˙‹˙Ó˙ß˙ľ˙–˙‘˙ž˙‘˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos4 RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ť˙ž˙‘˙”˙ß˙ť˙–˙‰˙–˙Œ˙–˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos4 RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos4 RTSŻ˙ł˙ž˙ LBLTOOLTIP:BioStrategyLong_Pos4 RTSO¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙ž˙ß˙ˇ˙Š˙‘˙ß˙´˙ˆ˙ž˙–˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙ß˙ˆ˙š˙“˙“˙ß˙˙Š˙–˙“˙‹˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos4 RTSĆ˙Ć˙Ć˙Ć˙Ň˙Ě˙Í˙Í˙Ë˙Ę˙Ě˙É˙Ň˙Ę˙ LBLGUI:BioDefeatedEntry_Pos4 RTSWŚ˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ť˙–˙˜˙˙š˙Œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙–˙‘˙Œ˙š˙œ˙‹˙Ń˙ LBLGUI:BioVictoriousEntry_Pos4 RTS5Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙ž˙‘˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙Ń˙Ń˙Ń˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙š˙“˙“˙ß˙”˙‘˙˙ˆ˙Ń˙ LBLGUI:BioNameEntry_Pos5 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙˙ˆ˙‘˙š˙Œ˙ LBLGUI:BioDOBEntry_Pos5 RTSŤ˙˝˙ť˙ LBLGUI:BioBirthplaceEntry_Pos5 RTS+š˙˙˙‹˙ß˙Ş˙‘˙–˙˙‘˙Ó˙ß˙­˙š˙›˙ˆ˙˙˙›˙ß˙Ź˙—˙˙˙š˙Œ˙Ó˙ß˙ź˙ž˙“˙–˙™˙˙˙‘˙–˙ž˙Ó˙ß˙Ş˙Ź˙ž˙ LBLGUI:BioStrategyEntry_Pos5 RTSł˙ž˙Œ˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙˙†˙ LBLGUI:BioRankEntry_Pos5 RTSË˙ß˙Ź˙‹˙ž˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBLGUI:BioBranchEntry_Pos5 RTSŞ˙Ź˙ß˙ž˙˙’˙†˙ LBLTOOLTIP:BioStrategyLong_Pos5 RTSXÝ˙Ż˙–˙‘˙˙˙–˙‘˙‹˙Ý˙ß˙Ť˙˙ˆ˙‘˙š˙Œ˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙œ˙Š˙‹˙‹˙–˙‘˙˜˙ß˙š˙›˙˜˙š˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos5 RTSĎ˙Ď˙Ď˙Î˙Ď˙Í˙Ď˙Ë˙Ň˙Ď˙Î˙´˙ş˙Ď˙ LBLGUI:BioDefeatedEntry_Pos5 RTSVŚ˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙œ˙ž˙‘˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙‰˙–˙Œ˙š˙ß˙ž˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ń˙ LBLGUI:BioVictoriousEntry_Pos5 RTS;Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙š˙Œ˙ß˙˙š˙œ˙ž˙’˙š˙ß˙˙˙‰˙–˙˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ś˙ß˙Œ˙œ˙ž˙‘˙‘˙š˙›˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ń˙ LBLGUI:BioNameEntry_Pos6 RTS Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ LBLGUI:BioDOBEntry_Pos6 RTSĚ˙Ë˙ LBLGUI:BioBirthplaceEntry_Pos6 RTSŤ˙˙–˙˙˙“˙–˙Ó˙ß˙ł˙–˙˙†˙ž˙ LBLGUI:BioStrategyEntry_Pos6 RTSž˙’˙˙Š˙Œ˙—˙ß˙ž˙‘˙›˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ LBLGUI:BioRankEntry_Pos6 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioBranchEntry_Pos6 RTS¸˙ł˙ž˙ß˙ź˙˙˙˙ž˙ß˙œ˙š˙“˙“˙ LBLTOOLTIP:BioStrategyLong_Pos6 RTSLŻ˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ß˙ž˙‘˙›˙ß˙œ˙˙‰˙š˙˙‹˙ß˙˙˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos6 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioDefeatedEntry_Pos6 RTS}˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙“˙š˙ž˙›˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙–˙˜˙‘˙š˙›˙ß˙’˙†˙ß˙›˙š˙ž˙‹˙—˙ß˙ˆ˙ž˙˙˙ž˙‘˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ń˙Ń˙Ń˙ LBLGUI:BioVictoriousEntry_Pos6 RTSEž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙›˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ LBLGUI:BioNameEntry_Pos7 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙š˙ž˙–˙ LBLGUI:BioDOBEntry_Pos7 RTSĘ˙Č˙ LBLGUI:BioBirthplaceEntry_Pos7 RTS˝˙ž˙Œ˙š˙ß˙Ź˙‘˙ž˙”˙š˙Ó˙ß˙˝˙š˙–˙•˙–˙‘˙˜˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos7 RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ť˙–˙‰˙–˙Œ˙–˙˙‘˙Œ˙ LBLGUI:BioRankEntry_Pos7 RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos7 RTSŻ˙ł˙ž˙ LBLTOOLTIP:BioStrategyLong_Pos7 RTSX¸˙š˙‘˙š˙˙ž˙“˙ß˙Ý˙ž˙‘˙‰˙–˙“˙Ý˙ß˙Ź˙—˙–˙‘˙ß˙š˙ž˙–˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙š˙‘˙“˙–˙Œ˙‹˙ß˙—˙–˙˜˙—˙“˙†˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos7 RTS Í˙Ď˙Ě˙Ď˙Ň˙Í˙Ď˙Ď˙Ë˙Ď˙Ě˙Ň˙Î˙ LBLGUI:BioDefeatedEntry_Pos7 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos7 RTSŤ˙˝˙ť˙ LBLGUI:BioNameEntry_Pos8 RTS¸˙š˙‘˙š˙˙ž˙“˙ß˙ľ˙Š˙—˙…˙–˙…˙ LBLGUI:BioDOBEntry_Pos8 RTSĚ˙É˙ LBLGUI:BioBirthplaceEntry_Pos8 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioStrategyEntry_Pos8 RTSş˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˝˙˙’˙˙Œ˙ LBLGUI:BioRankEntry_Pos8 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioBranchEntry_Pos8 RTS¸˙ł˙ž˙ß˙Ź˙œ˙˙˙˙–˙˙‘˙ß˙ź˙š˙“˙“˙ LBLTOOLTIP:BioStrategyLong_Pos8 RTSY¸˙š˙‘˙š˙˙ž˙“˙ß˙­˙˙›˙ž˙“˙“˙ß˙Ý˙ť˙š˙’˙˙Ý˙ß˙ľ˙Š˙—˙…˙–˙…˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙Š˙˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos8 RTSą˙˙‹˙ß˙ž˙˙˙“˙–˙œ˙ž˙˙“˙š˙ LBLGUI:BioDefeatedEntry_Pos8 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos8 RTSŤ˙˝˙ť˙ LBLGUI:BioNameEntry_Pos9 RTS ¸˙š˙‘˙š˙˙ž˙“˙ß˙ł˙š˙ž˙‘˙˜˙ LBLGUI:BioDOBEntry_Pos9 RTSŤ˙˝˙ť˙ LBLGUI:BioBirthplaceEntry_Pos9 RTS˝˙ž˙Œ˙š˙ß˙ť˙˙ž˙˜˙˙‘˙Ó˙ß˙ł˙ž˙‘˙…˙—˙˙Š˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ LBLGUI:BioStrategyEntry_Pos9 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioRankEntry_Pos9 RTSť˙˙ž˙˜˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙“˙ž˙Œ˙Œ˙ß˙ž˙ž˙ž˙ž˙ LBLGUI:BioBranchEntry_Pos9 RTSŻ˙ł˙Ň˙ß˙ş˙“˙–˙‹˙š˙ß˙š˙˙˙œ˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_Pos9 RTS\¸˙š˙‘˙š˙˙ž˙“˙ß˙Ý˙Ť˙–˙˜˙˙š˙Œ˙Œ˙Ý˙ß˙ł˙š˙–˙˙‘˙˜˙ß˙ł˙š˙ž˙‘˙˜˙ß˙›˙š˙’˙ž˙‘˙›˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙ž˙“˙“˙ß˙˙‹˙—˙š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLGUI:BioClassNumber_Pos9 RTSŞ˙‘˙”˙‘˙˙ˆ˙‘˙ LBLGUI:BioDefeatedEntry_Pos9 RTSJŤ˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙œ˙˙‘˙‹˙š˙Œ˙‹˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ń˙ LBLGUI:BioVictoriousEntry_Pos9 RTS+ś˙’˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙Œ˙”˙–˙“˙“˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ń˙ LBLGUI:BioNameEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioDOBEntry_Pos10 RTSĚ˙Ě˙ LBLGUI:BioBirthplaceEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioStrategyEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioRankEntry_Pos10 RTSŃ˙ LBLGUI:BioBranchEntry_Pos10 RTSŃ˙ LBLTOOLTIP:BioStrategyLong_Pos10 RTSŃ˙ LBLGUI:BioClassNumber_Pos10 RTSŃ˙ LBLGUI:BioDefeatedEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos10 RTSŤ˙˝˙ť˙ LBLGUI:BioNameEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioDOBEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioBirthplaceEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioStrategyEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioRankEntry_Pos11 RTSŃ˙ LBLGUI:BioBranchEntry_Pos11 RTSŃ˙ LBLTOOLTIP:BioStrategyLong_Pos11 RTSŃ˙ LBLGUI:BioClassNumber_Pos11 RTSŃ˙ LBLGUI:BioDefeatedEntry_Pos11 RTSŤ˙˝˙ť˙ LBLGUI:BioVictoriousEntry_Pos11 RTSŤ˙˝˙ť˙ LBLTOOLTIP:BioStrategyLong_GLA RTSWŤ˙—˙š˙ß˙¸˙“˙˙˙ž˙“˙ß˙ł˙–˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙ž˙˙’˙†˙ß˙˙˙š˙™˙š˙˙Œ˙ß˙Š˙‘˙›˙š˙˙—˙ž˙‘˙›˙š˙›˙ß˙ž˙‘˙›˙ß˙Œ˙‘˙š˙ž˙”˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_China RTS>ź˙—˙–˙‘˙ž˙ß˙Š˙Œ˙š˙Œ˙ß˙™˙–˙˙š˙ß˙ž˙‘˙›˙ß˙˙‰˙š˙˙ˆ˙—˙š˙“˙’˙–˙‘˙˜˙ß˙‘˙Š˙’˙˙š˙˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_USA RTSCŤ˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙Š˙‹˙–˙“˙–˙…˙š˙Œ˙ß˙—˙–˙˜˙—˙ß˙‹˙š˙œ˙—˙ß˙ˆ˙š˙ž˙˙˙‘˙˙†˙ß˙ž˙‘˙›˙ß˙Œ˙”˙–˙“˙“˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBLTOOLTIP:BioStrategyLong_Random RTS-Ť˙—˙–˙Œ˙ß˙Œ˙š˙“˙š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙‘˙›˙˙’˙“˙†˙ß˙œ˙—˙˙˙Œ˙š˙ß˙ž˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙ LBLGUI:ChallengeWinText RTS#ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙Ú˙Œ˙ LBLGUI:ChallengeLossText RTSŚ˙˙Š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙Ú˙Œ˙ LBLCREDITS:DevelopmentDirector RTSť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:GeneralManager RTSş˙ž˙ł˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:LeadArtist RTS ł˙š˙ž˙›˙ß˙ž˙˙‹˙–˙Œ˙‹˙ LBLCREDITS:QADirector RTS Ž˙ž˙ß˙ť˙–˙˙š˙œ˙‹˙˙˙ LBLCREDITS:SrTestLead RTS Ź˙˙Ń˙ß˙Ť˙š˙Œ˙‹˙ß˙ł˙š˙ž˙›˙ LBL$CREDITS:AssistantMultiplayerTestLead RTSž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙˛˙Š˙“˙‹˙–˙˙“˙ž˙†˙š˙˙ß˙Ť˙š˙Œ˙‹˙ß˙ł˙š˙ž˙›˙ LBLCREDITS:TestAnalyst RTS Ť˙š˙Œ˙‹˙ß˙ž˙‘˙ž˙“˙†˙Œ˙‹˙ LBLCREDITS:AssistantProducer RTSž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:CameoPhotoshootStudio RTSŻ˙—˙˙‹˙˙Œ˙ß˙Œ˙—˙˙‹˙ß˙ž˙‹˙ß˙°˙Š˙‹˙ß˙¨˙š˙Œ˙‹˙ß˙Ź˙‹˙Š˙›˙–˙˙ LBLCREDITS:Models RTS˛˙˙›˙š˙“˙Œ˙ LBLCREDITS:Actors RTSž˙œ˙‹˙˙˙Œ˙ LBLCREDITS:VisualEffectsAndEditing RTSŠ˙–˙Œ˙Š˙ž˙“˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙ş˙›˙–˙‹˙–˙‘˙˜˙ LBLCREDITS:NewsReporterVideos RTSą˙š˙ˆ˙Œ˙ß˙­˙š˙˙˙˙‹˙š˙˙ß˙Š˙–˙›˙š˙˙Œ˙ LBL%CREDITS:DirectorOfProductLocalization RTS&ť˙–˙˙š˙œ˙‹˙˙˙ß˙˙™˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙ß˙ł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙Ó˙ß˙ş˙ž˙ł˙ž˙ LBLCREDITS:LocalizationAssistance RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ LBL ACADEMY:Eva RTSŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ž˙‘˙ž˙“˙†˙Œ˙–˙Œ˙ LBLACADEMY:BuildAllStructures RTSł¨˙—˙š˙‘˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙‹˙Ř˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙˙“˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙™˙˙˙œ˙š˙ LBL ACADEMY:BuildSupplyCenterEarlier RTS ¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙‹˙Ř˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙Š˙‹˙–˙“˙–˙…˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙˙“˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙™˙˙˙œ˙š˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙—˙˙“˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface LBLACADEMY:TryBuildingRadar RTS2Ť˙—˙š˙ß˙š˙˙˜˙ß˙˙™˙ß˙¨˙ž˙˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙Œ˙ß˙Š˙Œ˙ß˙ž˙“˙“˙Ń˙ß˙°˙‘˙š˙ß˙—˙š˙“˙˙™˙Š˙“˙ß˙ˆ˙ž˙†˙ß˙‹˙‹˙–˙“˙–˙…˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙˙“˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙™˙˙˙œ˙š˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙—˙˙“˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfaces LBLACADEMY:BuildMorePeons RTSĺś˙™˙ß˙†˙˙Š˙ß˙ž˙Œ˙”˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBLACADEMY:TryCapturingStructures RTS¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙Œ˙ß˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t LBLACADEMY:SpendGeneralsPoints RTS¨˙–˙‹˙—˙ß˙ˆ˙ž˙˙ß˙œ˙˙’˙š˙ß˙‹˙—˙š˙ß˙Œ˙˙˙–˙“˙Œ˙Ń˙ß˙ş˙‰˙š˙˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: LBLACADEMY:TryUsingSuperweapons RTS¨˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙œ˙˙“˙“˙š˙Œ˙Ń˙ß˙ş˙‰˙š˙˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t" LBL ACADEMY:TryGarrisoningAStructure RTSŹ˙˙“˙›˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙œ˙˙“˙“˙š˙Œ˙Ń˙ß˙ş˙‰˙š˙˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterfac LBLACADEMY:IdleBuildingUnits RTS,¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙™˙–˙š˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙“˙š˙ž˙›˙–˙‘˙˜˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙˙’˙†˙ß˙Œ˙’˙ß˙ž˙ß˙Œ˙–˙’˙˙“˙š˙ß˙˙Š˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouse LBLACADEMY:TryDragSelectingUnits RTS9˛˙ž˙‘˙–˙˙Š˙“˙ž˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙ß˙–˙Œ˙ß˙˙‘˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙˙–˙œ˙”˙–˙š˙Œ˙‹˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙ž˙ß˙¸˙“˙š˙Ĺ˙ß˙Ť˙—˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙ž˙˙’˙†˙Ń˙ß˙ś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˜˙Š˙†˙Œ˙ß˙ž˙˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙Š˙‹˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙Œ˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropi LBLACADEMY:ResearchUpgrades RTSŃž˙ß˙˜˙˙š˙ž˙‹˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙—˙ž˙Œ˙ß˙Œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙ LBLACADEMY:RanOutOfPower RTS1¨˙—˙–˙“˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙‘˙˙ß˙‘˙š˙š˙›˙ß˙™˙˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ž˙‹˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙—˙ž˙Œ˙ß˙Œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterface LBLACADEMY:BuildMoreGatherers RTS ¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙’˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙‘˙˙ß˙‘˙š˙š˙›˙ß˙™˙˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ź˙—˙–˙‘˙ž˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ž˙‹˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙—˙ž˙Œ˙ß˙Œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface LBLACADEMY:BuildAHero RTS$ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ó˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ž˙‘˙›˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙ß˙ź˙—˙–˙‘˙ž˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ž˙‹˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙—˙ž˙Œ˙ß˙Œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishadem LBLACADEMY:PickStrategyCenterPlan RTS8Ť˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙˙†˙ß˙—˙š˙“˙˙™˙Š˙“˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ń˙ß˙Ś˙˙Š˙ß˙š˙‘˙š˙˙ž˙“˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙—˙ž˙Œ˙ß˙Œ˙˙’˙š˙ß˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadrop LBLACADEMY:UseTunnelNetwork RTSz¨˙—˙š˙‘˙ß˙–˙‹˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‘˙š˙ž˙”˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙‹˙—˙š˙–˙˙ß˙œ˙ž˙“˙“˙–˙‘˙˜˙ß˙œ˙ž˙˙›˙Ń˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙˙™˙™˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙œ˙ž˙˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then this may help you get a better handle on your army LBLACADEMY:UseControlGroups RTSl˛˙ž˙‘˙ž˙˜˙–˙‘˙˜˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙ž˙˙’˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙ž˙ß˙˙–˙‹˙ß˙Š˙‘˙˙Š˙“˙†˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙Œ˙Ń˙ß˙°˙‘˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙’˙ž˙‘˙ž˙˜˙š˙ß˙“˙˙‹˙Œ˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙š˙ž˙Œ˙–˙“˙†˙ß˙–˙Œ˙ß˙˙†˙ß˙œ˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙ž˙š˙ß˙œ˙ž˙˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙™˙˙˙’˙ß˙˙™˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙™˙‹˙š˙‘˙ß˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ß˙˙‘˙ß˙–˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then this may help you get a better handle on your army LBL!ACADEMY:UseSecondaryIncomeMethods RTSł¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙œ˙Ž˙Š˙–˙˙–˙‘˙˜˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙“˙ž˙‹˙š˙˙ß˙–˙‘˙ß˙ž˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙Š˙‘˙–˙Ž˙Š˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙™˙Š˙‘˙›˙Œ˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙“˙˙‘˙˜˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙Ń˙ß˙ź˙—˙–˙‘˙ž˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ś˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then this may help you get a better handle on your army LBLACADEMY:ClearBuildings RTS!¸˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙‹˙˙Š˙˜˙—˙ß˙–˙‘˙ß˙ž˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙Š˙‘˙–˙Ž˙Š˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙™˙Š˙‘˙›˙Œ˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙“˙˙‘˙˜˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙Ń˙ß˙ź˙—˙–˙‘˙ž˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ś˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englis LBLACADEMY:PickUpSalvage RTS7Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙†˙ß˙˙Š˙‘˙œ˙—˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙Ř˙˙š˙ß˙ž˙“˙Œ˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙™˙Š˙“˙Ń˙–˙™˙™˙–˙œ˙Š˙“˙‹˙Ń˙ß˙ş˙ž˙œ˙—˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙Š˙‘˙–˙Ž˙Š˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙˜˙ž˙–˙‘˙ß˙™˙Š˙‘˙›˙Œ˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙“˙˙‘˙˜˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙Ń˙ß˙ź˙—˙–˙‘˙ž˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ś˙’˙˙˙˙‰˙–˙‘˙˜˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙—˙ž˙‰˙š˙˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadr LBLACADEMY:UseGuardAbility RTSîŹ˙˙’˙š˙‹˙–˙’˙š˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙‹˙—˙ž˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙Œ˙‹˙ž˙†˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙˜˙Š˙ž˙˙›˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙Š˙“˙ž˙˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ź˙–˙’˙˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙ž˙‘˙›˙ß˙˙˙š˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙Ý˙Œ˙—˙–˙š˙“˙›˙Ý˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙˙˙ß˙Ý˙¸˙Ý˙ß˙”˙š˙†˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙š˙‘˙‹˙š˙˙ß˙–˙‹˙Œ˙ß˙˜˙Š˙ž˙˙›˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBLACADEMY:MultipleSupplyCenters RTSCŹ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙‘˙ž˙’˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙ž˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙‹˙—˙š˙˙š˙›˙ß˙ž˙‹˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ź˙–˙’˙˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙ž˙‘˙›˙ß˙˙˙š˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙Ý˙Œ˙—˙–˙š˙“˙›˙Ý˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙˙˙ß˙Ý˙¸˙Ý˙ß˙”˙š˙†˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙š˙‘˙‹˙š˙˙ß˙–˙‹˙Œ˙ß˙˜˙Š˙ž˙˙›˙ß˙˙ž˙›˙–˙Š˙Œ˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your actio LBLACADEMY:GarrionVehicle RTSˆŹ˙˙’˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙’˙ž˙†˙ß˙š˙‘˙‹˙š˙˙ß˙˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙˙‹˙—˙š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ź˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙˙˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙Œ˙‘˙š˙ž˙”˙ß˙–˙‘˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙š˙˙˙–˙‹˙˙˙†˙ LBLACADEMY:UseSelectionHotkeys RTSk¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙—˙˙‹˙”˙š˙†˙Œ˙ß˙ž˙˙š˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙š˙‘˙—˙ž˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙Ń˙ß˙Ý˙ş˙Ý˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙Š˙‘˙‹˙˙ß˙Œ˙‘˙š˙ž˙”˙ß˙–˙‘˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙š˙˙˙–˙‹˙˙˙†˙†˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙‘˙†˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙š˙‘˙‹˙š˙˙ß˙–˙‹˙Œ˙ß˙˜˙Š˙ž˙˙›˙ß˙˙ž˙›˙–˙Š˙Œ˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then this may help you get a better handle on your army LBLACADEMY:AlternateMouseInterface RTSܰ˙‘˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙Ý˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙š˙ß˙˛˙˙Š˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙™˙ž˙œ˙š˙Ý˙ß˙˙˙‹˙–˙˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙°˙˙‹˙–˙˙‘˙Œ˙ß˙˛˙š˙‘˙Š˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙–˙‘˙˜˙ß˙ž˙˙’˙–˙š˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙˙–˙˜˙—˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙ž˙Œ˙ß˙†˙˙Š˙˙ß˙ž˙œ˙‹˙–˙˙‘˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙†˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙ž˙ß˙˙š˙‹˙‹˙š˙˙ß˙—˙ž˙‘˙›˙“˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙ LBL"ACADEMY:DoubleClickAttackMoveGuard RTS߸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙š˙ž˙‹˙š˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙›˙–˙˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙Ń˙ß˙Ź˙–˙’˙˙“˙†˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙›˙˙Š˙˙“˙š˙ß˙œ˙“˙–˙œ˙”˙ß˙‹˙—˙š˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ň˙’˙˙‰˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙˙˙‹˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙˜˙Š˙ž˙˙›˙ß˙–˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙š˙‘˙ž˙˙“˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙˙˙‹˙–˙˙‘˙Œ˙ß˙’˙š˙‘˙Š˙ LBLACADEMY:BuildBarracksSooner RTSŁś˙‘˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙ˆ˙š˙“˙“˙ß˙˙ž˙“˙ž˙‘˙œ˙š˙›˙ß˙™˙˙˙œ˙š˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙š˙ž˙˙“˙–˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙˙˙ß˙˙˙š˙ž˙”˙ß˙†˙˙Š˙˙ß˙˜˙ž˙’˙š˙˙“˙ž˙‘˙ß˙Œ˙˙ß˙–˙‹˙Ř˙Œ˙ß˙˙š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙ LBLACADEMY:BuildWarFactorySooner RTS•¨˙—˙–˙“˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙˙˙ˆ˙š˙˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙Œ˙Œ˙š˙‹˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙Ž˙Š˙–˙‹˙š˙ß˙˙š˙ž˙‹˙Œ˙ß˙ž˙ß˙˜˙˙˙›˙ß˙‹˙ž˙‘˙”˙Ń˙ß˙˝˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙˙˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙š˙ž˙˙“˙–˙š˙˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL ACADEMY:BuildTechStructureSooner RTSŤš˙˙˙ß˙‹˙—˙š˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ˆ˙š˙ž˙˙˙‘˙˙†˙ß˙‹˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‘˙˙ß˙˙š˙˙“˙ž˙œ˙š˙’˙š˙‘˙‹˙ß˙™˙˙˙ß˙ž˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙Ż˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙˙˙ß˙Ż˙ž˙“˙ž˙œ˙š˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙˙‘˙š˙ß˙ž˙ß˙˙–˙‹˙ß˙š˙ž˙˙“˙–˙š˙˙ß˙–˙‘˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Œ˙ß˙‹˙˙ß˙š˙‘˙Œ˙Š˙˙š˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBLACADEMY:NoIncome RTSÁ¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙‰˙–˙‹˙ž˙“˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙–˙‘˙œ˙˙’˙š˙ß˙™˙“˙˙ˆ˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ń˙ß˙Ť˙˙˙ß˙’˙ž˙‘˙†˙ß˙˜˙ž˙˙Œ˙ß˙“˙š˙ž˙›˙ß˙‹˙˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙š˙›˙˜˙š˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙ß˙œ˙˙‘˙Œ˙–˙Œ˙‹˙š˙‘˙‹˙“˙†˙ LBLACADEMY:ClearMines RTSť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙ž˙‘˙›˙ß˙’˙–˙‘˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙“˙“˙†˙ß˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙ž˙˙‹˙ß˙˙™˙ß˙ž˙ß˙˙ž˙›˙ß˙›˙ž˙†˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙‘˙š˙ž˙”˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙œ˙˙’˙˙ž˙‹˙š˙›˙ß˙˙†˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ß˙ž˙˙š˙ž˙Œ˙ß˙˙Š˙‹˙ LBLACADEMY:UnmannedVehicles RTSʸ˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙˙’˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙‘˙–˙˙š˙ß˙˙˙ß˙˙š˙’˙˙‰˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙˙–˙‰˙š˙˙Œ˙ß˙˙™˙ß˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙¨˙—˙š˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙œ˙œ˙Š˙˙Œ˙ß˙‹˙—˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙˙š˙œ˙˙’˙š˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Ý˙˙˙˙˙˙ˆ˙š˙›˙Ý˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ń˙ß˙š˙š˙š˙“˙ß˙™˙˙š˙š˙ß˙‹˙˙ß˙˜˙˙ß˙™˙˙˙ß˙ž˙ß˙˙–˙›˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙š˙‡˙˙š˙‘˙Œ˙š˙ LBLACADEMY:DisguisedUnits RTSéŹ˙˙’˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙›˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙—˙š˙’˙Œ˙š˙“˙‰˙š˙Œ˙ß˙ž˙Œ˙ß˙˙‹˙—˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙Œ˙ß˙Œ˙ž˙‹˙–˙Œ˙™˙†˙–˙‘˙˜˙ß˙ž˙Œ˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙Š˙‘˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙‘˙›˙ß˙œ˙ž˙Š˙Œ˙–˙‘˙˜˙ß˙“˙˙‹˙Œ˙ß˙˙™˙ß˙—˙ž˙‰˙˙œ˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙”˙š˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙‹˙˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˙“˙ž˙‘˙ LBLACADEMY:StealthUpgrade RTSŸŹ˙˙’˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙Ó˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙˙˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙Ń˙ß˙Ź˙Š˙˙˙˙–˙Œ˙š˙Ţ˙ LBLACADEMY:Firestorm RTSŻź˙—˙–˙‘˙ž˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙ß˙Š˙‘˙–˙Ž˙Š˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙š˙–˙˙š˙Œ˙‹˙˙˙’˙ß˙ˆ˙—˙š˙‘˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙˛˙–˙¸˙Œ˙ß˙˙˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙ß˙ž˙˙š˙ž˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙™˙˙˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙š˙™˙™˙š˙œ˙‹˙ LBLGUI:HeatEffects RTS ˇ˙š˙ž˙‹˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ LBLTOOLTIP:HeatEffects RTSIŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙—˙š˙ž˙‹˙ß˙›˙–˙Œ˙‹˙˙˙‹˙–˙˙‘˙ß˙š˙™˙™˙š˙œ˙‹˙Œ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBLGUI:WeatherEffects RTS¨˙š˙ž˙‹˙—˙š˙˙ß˙ş˙™˙™˙š˙œ˙‹˙Œ˙ LBLTOOLTIP:WeatherEffects RTSNŤ˙˙˜˙˜˙“˙š˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙ˆ˙š˙ž˙‹˙—˙š˙˙ß˙š˙™˙™˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙Œ˙ß˙Œ˙‘˙˙ˆ˙Ń˙ß˙Ť˙Š˙˙‘˙ß˙˙™˙™˙ß˙™˙˙˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙ LBL,DIALOGEVENT:EvaChina_AllyUnderAttackSubtitle RTSŐ˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL0DIALOGEVENT:EvaChina_BaseDefensesOffLineSubtitle RTSŐ˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙˙ˆ˙‘˙ LBL+DIALOGEVENT:EvaChina_BeaconDetectedSubtitle RTSŐ˙ž˙ß˙˙š˙ž˙œ˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙“˙ž˙œ˙š˙›˙ LBL,DIALOGEVENT:EvaChina_BlackLotusEnemySubtitle RTS(Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL+DIALOGEVENT:EvaChina_BlackLotusOursSubtitle RTS Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL2DIALOGEVENT:EvaChina_BuildingBeingCapturedSubtitle RTSŐ˙°˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBL-DIALOGEVENT:EvaChina_BuildingDisabledSubtitle RTSŐ˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ LBL,DIALOGEVENT:EvaChina_BuildingEnabledSubtitle RTSŐ˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙š˙š˙‘˙ž˙˙“˙š˙›˙ LBL+DIALOGEVENT:EvaChina_BuildingStolenSubtitle RTS,Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL'DIALOGEVENT:EvaChina_CashStolenSubtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ LBL/DIALOGEVENT:EvaChina_ColonelBurtonEnemySubtitle RTS(Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ LBL.DIALOGEVENT:EvaChina_ColonelBurtonOursSubtitle RTS Ő˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL#DIALOGEVENT:EvaChina_DefeatSubtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBL)DIALOGEVENT:EvaChina_DetectedNukeSubtitle RTS2Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL3DIALOGEVENT:EvaChina_DetectedParticleCannonSubtitle RTS-Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL.DIALOGEVENT:EvaChina_DetectedScudStormSubtitle RTS(Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL*DIALOGEVENT:EvaChina_FundsReceivedSubtitle RTS%Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL+DIALOGEVENT:EvaChina_FundsRequestedSubtitle RTS(Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL/DIALOGEVENT:EvaChina_FundsRequestedAllySubtitle RTSŐ˙Ś˙˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙–˙‘˙˜˙ß˙™˙Š˙‘˙›˙Œ˙ LBL-DIALOGEVENT:EvaChina_FundsTransferredSubtitle RTS&Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙‹˙˙ß˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL+DIALOGEVENT:EvaChina_GeneralLevelUpSubtitle RTS0Ő˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙˙˙’˙˙‹˙š˙›˙ LBL1DIALOGEVENT:EvaChina_GPSScramblerLaunchedSubtitle RTS,Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ń˙ß˙ž˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙›˙ LBL,DIALOGEVENT:EvaChina_IncomingAnthraxSubtitle RTS+Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˙˙’˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL0DIALOGEVENT:EvaChina_IncomingDaisyCutterSubtitle RTS*Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙ß˙ť˙ž˙–˙Œ˙†˙ß˙ź˙Š˙‹˙‹˙š˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL-DIALOGEVENT:EvaChina_IncomingEmpPulseSubtitle RTS-Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙‘˙ß˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙˝˙˙’˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL0DIALOGEVENT:EvaChina_IncomingFuelAirBombSubtitle RTS+Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˙˙’˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL.DIALOGEVENT:EvaChina_InsufficientFundsSubtitle RTSŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙™˙Š˙‘˙›˙Œ˙ LBL,DIALOGEVENT:EvaChina_JarmenKellEnemySubtitle RTS(Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL+DIALOGEVENT:EvaChina_JarmenKellOursSubtitle RTS Ő˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL/DIALOGEVENT:EvaChina_LaserDefenseSpeechSubtitle RTSëŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙ß˙ˇ˙–˙Œ˙ß˙“˙ž˙Œ˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙–˙Œ˙ß˙›˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙Œ˙ß˙“˙˙‹˙Œ˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ń˙ß˙ˇ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙‰˙š˙˙‹˙ß˙—˙–˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙˙‘˙š˙ß˙˙˙–˙‘˙‹˙ß˙˙™˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‹˙ß˙ž˙ß˙‹˙–˙’˙š˙Ń˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ LBL)DIALOGEVENT:EvaChina_LaunchedNukeSubtitle RTS-Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL3DIALOGEVENT:EvaChina_LaunchedParticleCannonSubtitle RTS"Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL.DIALOGEVENT:EvaChina_LaunchedScudStormSubtitle RTS&Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL%DIALOGEVENT:EvaChina_LowPowerSubtitle RTSŐ˙°˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙“˙˙ˆ˙ LBL7DIALOGEVENT:EvaChina_NuclearMissileDetectedAllySubtitle RTS*Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBL7DIALOGEVENT:EvaChina_NuclearMissileLaunchedAllySubtitle RTS(Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL7DIALOGEVENT:EvaChina_NuclearMissileLaunchedOursSubtitle RTS%Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL0DIALOGEVENT:EvaChina_NuclearMissileReadySubtitle RTS%Ő˙°˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL8DIALOGEVENT:EvaChina_OpinionCivilianStructures01Subtitle RTS?Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙‹˙—˙ž˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL8DIALOGEVENT:EvaChina_OpinionCivilianStructures02Subtitle RTSPŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙›˙‰˙š˙˙Œ˙š˙“˙†˙ß˙ž˙™˙™˙š˙œ˙‹˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ţ˙ LBL2DIALOGEVENT:EvaChina_OpinionDestroyStatuesSubtitle RTS?Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ó˙ß˙Œ˙–˙˙ LBL5DIALOGEVENT:EvaChina_OpinionDestroyStructuresSubtitle RTSKŐ˙Ź˙–˙˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙™˙ß˙Š˙Œ˙ LBL1DIALOGEVENT:EvaChina_OpinionDestroyTroopsSubtitle RTS<Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙’˙˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙ś˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL+DIALOGEVENT:EvaChina_OpinionFallingSubtitle RTS&Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙™˙ž˙“˙“˙–˙‘˙˜˙Ţ˙ LBL'DIALOGEVENT:EvaChina_OpinionLowSubtitle RTS*Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙œ˙˙’˙–˙‘˙˜˙ß˙“˙˙ˆ˙ LBL/DIALOGEVENT:EvaChina_OpinionLowCriticalSubtitle RTS-Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙“˙˙ˆ˙Ţ˙ LBL+DIALOGEVENT:EvaChina_OpinionLowVerySubtitle RTS&Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙‰˙š˙˙†˙ß˙“˙˙ˆ˙ LBL3DIALOGEVENT:EvaChina_OpinionProtectCivilianSubtitle RTS$Ő˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙—˙˙“˙›˙–˙‘˙˜˙Œ˙ß˙™˙˙˙’˙ß˙—˙ž˙˙’˙ LBL*DIALOGEVENT:EvaChina_OpinionRisingSubtitle RTS%Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙–˙Œ˙–˙‘˙˜˙Ţ˙ LBL7DIALOGEVENT:EvaChina_ParticleCannonDetectedAllySubtitle RTS%Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL7DIALOGEVENT:EvaChina_ParticleCannonLaunchedAllySubtitle RTS-Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL7DIALOGEVENT:EvaChina_ParticleCannonLaunchedOursSubtitle RTS'Ő˙°˙Š˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙›˙ LBL0DIALOGEVENT:EvaChina_ParticleCannonReadySubtitle RTS%Ő˙°˙Š˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL6DIALOGEVENT:EvaChina_ReinforcementsHaveArrivedSubtitle RTSŐ˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBL2DIALOGEVENT:EvaChina_ScudStormDetectedAllySubtitle RTS Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL2DIALOGEVENT:EvaChina_ScudStormLaunchedAllySubtitle RTS'Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL2DIALOGEVENT:EvaChina_ScudStormLaunchedOursSubtitle RTS!Ő˙°˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL+DIALOGEVENT:EvaChina_ScudStormReadySubtitle RTS Ő˙°˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL)DIALOGEVENT:EvaChina_SelectTargetSubtitle RTSŐ˙Ź˙š˙“˙š˙œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL0DIALOGEVENT:EvaChina_SneakAttackLaunchedSubtitle RTS*Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ń˙ß˙ž˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL%DIALOGEVENT:EvaChina_UnitLostSubtitle RTS Ő˙Ş˙‘˙–˙‹˙ß˙“˙˙Œ˙‹˙ LBL,DIALOGEVENT:EvaChina_UpgradeCompleteSubtitle RTSŐ˙Ş˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL,DIALOGEVENT:EvaChina_UpgradeEMPminesSubtitle RTS"Ő˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL0DIALOGEVENT:EvaChina_UpgradeNeutronShellSubtitle RTS"Ő˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL*DIALOGEVENT:EvaChina_VehicleStolenSubtitle RTSŐ˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙‹˙˙“˙š˙‘˙ LBL$DIALOGEVENT:EvaChina_VictorySubtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙‰˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙ LBL*DIALOGEVENT:EvaGLA_AllyUnderAttackSubtitle RTSŐ˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL.DIALOGEVENT:EvaGLA_BaseDefensesOffLineSubtitle RTS"Ő˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ LBL)DIALOGEVENT:EvaGLA_BeaconDetectedSubtitle RTSŐ˙ž˙ß˙˙š˙ž˙œ˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙“˙ž˙œ˙š˙›˙ LBL*DIALOGEVENT:EvaGLA_BlackLotusEnemySubtitle RTS(Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL)DIALOGEVENT:EvaGLA_BlackLotusOursSubtitle RTS+Ő˙°˙Š˙˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL0DIALOGEVENT:EvaGLA_BuildingBeingCapturedSubtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ LBL+DIALOGEVENT:EvaGLA_BuildingDisabledSubtitle RTSŐ˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙˙˙˙š˙›˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ LBL*DIALOGEVENT:EvaGLA_BuildingEnabledSubtitle RTSŐ˙°˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙ LBL)DIALOGEVENT:EvaGLA_BuildingStolenSubtitle RTS(Ő˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙ž˙”˙š˙‘˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL%DIALOGEVENT:EvaGLA_CashStolenSubtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ LBL-DIALOGEVENT:EvaGLA_ColonelBurtonEnemySubtitle RTS(Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ LBL,DIALOGEVENT:EvaGLA_ColonelBurtonOursSubtitle RTS.Ő˙°˙Š˙˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL!DIALOGEVENT:EvaGLA_DefeatSubtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBL'DIALOGEVENT:EvaGLA_DetectedNukeSubtitle RTS3Ő˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBL1DIALOGEVENT:EvaGLA_DetectedParticleCannonSubtitle RTS6Ő˙˝˙š˙ß˙˙‘˙ß˙˜˙Š˙ž˙˙›˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙˙Œ˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL,DIALOGEVENT:EvaGLA_DetectedScudStormSubtitle RTS-Ő˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL.DIALOGEVENT:EvaGLA_EliteGuardUpgrade01Subtitle RTS#Ő˙°˙Š˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙š˙›˙ß˙‘˙˙ˆ˙ LBL.DIALOGEVENT:EvaGLA_EliteGuardUpgrade02Subtitle RTS Ő˙¨˙š˙ß˙ž˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ LBL.DIALOGEVENT:EvaGLA_EliteGuardUpgrade03Subtitle RTS1Ő˙Ť˙—˙š˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙ž˙˙š˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‘˙˙ˆ˙ LBL(DIALOGEVENT:EvaGLA_FundsReceivedSubtitle RTS%Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL)DIALOGEVENT:EvaGLA_FundsRequestedSubtitle RTS(Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL-DIALOGEVENT:EvaGLA_FundsRequestedAllySubtitle RTSŐ˙Ś˙˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙–˙‘˙˜˙ß˙™˙Š˙‘˙›˙Œ˙ LBL+DIALOGEVENT:EvaGLA_FundsTransferredSubtitle RTS&Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙‹˙˙ß˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL)DIALOGEVENT:EvaGLA_GeneralLevelUpSubtitle RTS2Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙ž˙ß˙—˙–˙˜˙—˙š˙˙ß˙˙ž˙‘˙”˙ LBL/DIALOGEVENT:EvaGLA_GPSScramblerLaunchedSubtitle RTS0Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ LBL*DIALOGEVENT:EvaGLA_IncomingAnthraxSubtitle RTS0Ő˙˝˙š˙ß˙˙‘˙ß˙ž˙“˙š˙˙‹˙Ó˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ß˙’˙ž˙†˙ß˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ LBL.DIALOGEVENT:EvaGLA_IncomingDaisyCutterSubtitle RTS4Ő˙˝˙š˙ß˙˙‘˙ß˙ž˙“˙š˙˙‹˙Ń˙ß˙ž˙ß˙ť˙ž˙–˙Œ˙†˙ß˙ź˙Š˙‹˙‹˙š˙˙ß˙˙˙’˙˙ß˙’˙ž˙†˙ß˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ LBL+DIALOGEVENT:EvaGLA_IncomingEmpPulseSubtitle RTS2Ő˙˝˙š˙ß˙˙‘˙ß˙ž˙“˙š˙˙‹˙Ń˙ß˙ž˙‘˙ß˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙˙˙’˙˙ß˙’˙ž˙†˙ß˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ LBL.DIALOGEVENT:EvaGLA_IncomingFuelAirBombSubtitle RTS0Ő˙˝˙š˙ß˙˙‘˙ß˙ž˙“˙š˙˙‹˙Ń˙ß˙ž˙ß˙™˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙˙˙’˙˙ß˙’˙ž˙†˙ß˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ LBL,DIALOGEVENT:EvaGLA_InsufficientFundsSubtitle RTS!Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙™˙Š˙‘˙›˙Œ˙Ó˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ LBL*DIALOGEVENT:EvaGLA_JarmenKellEnemySubtitle RTS(Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL)DIALOGEVENT:EvaGLA_JarmenKellOursSubtitle RTS+Ő˙°˙Š˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL-DIALOGEVENT:EvaGLA_LaserDefenseSpeechSubtitle RTSëŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙ß˙ˇ˙–˙Œ˙ß˙“˙ž˙Œ˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙–˙Œ˙ß˙›˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙Œ˙ß˙“˙˙‹˙Œ˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ń˙ß˙ˇ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙‰˙š˙˙‹˙ß˙—˙–˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙˙‘˙š˙ß˙˙˙–˙‘˙‹˙ß˙˙™˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‹˙ß˙ž˙ß˙‹˙–˙’˙š˙Ń˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ LBL'DIALOGEVENT:EvaGLA_LaunchedNukeSubtitle RTS.Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙š˙“˙š˙ž˙Œ˙š˙›˙Ţ˙ LBL1DIALOGEVENT:EvaGLA_LaunchedParticleCannonSubtitle RTS2Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙°˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL,DIALOGEVENT:EvaGLA_LaunchedScudStormSubtitle RTS(Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL#DIALOGEVENT:EvaGLA_LowPowerSubtitle RTSŐ˙°˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙“˙˙ˆ˙ LBL5DIALOGEVENT:EvaGLA_NuclearMissileDetectedAllySubtitle RTS*Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙ LBL5DIALOGEVENT:EvaGLA_NuclearMissileLaunchedAllySubtitle RTS(Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL5DIALOGEVENT:EvaGLA_NuclearMissileLaunchedOursSubtitle RTSŐ˙ł˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL.DIALOGEVENT:EvaGLA_NuclearMissileReadySubtitle RTS(Ő˙°˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL6DIALOGEVENT:EvaGLA_OpinionCivilianStructures01Subtitle RTS?Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙‹˙—˙ž˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL6DIALOGEVENT:EvaGLA_OpinionCivilianStructures02Subtitle RTSPŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙›˙‰˙š˙˙Œ˙š˙“˙†˙ß˙ž˙™˙™˙š˙œ˙‹˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ţ˙ LBL0DIALOGEVENT:EvaGLA_OpinionDestroyStatuesSubtitle RTSEŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ó˙ß˙Œ˙–˙˙ LBL3DIALOGEVENT:EvaGLA_OpinionDestroyStructuresSubtitle RTSKŐ˙Ź˙–˙˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙™˙ß˙Š˙Œ˙ LBL/DIALOGEVENT:EvaGLA_OpinionDestroyTroopsSubtitle RTS<Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙’˙˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙ś˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL)DIALOGEVENT:EvaGLA_OpinionFallingSubtitle RTS&Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙™˙ž˙“˙“˙–˙‘˙˜˙Ţ˙ LBL%DIALOGEVENT:EvaGLA_OpinionLowSubtitle RTS*Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙œ˙˙’˙–˙‘˙˜˙ß˙“˙˙ˆ˙ LBL-DIALOGEVENT:EvaGLA_OpinionLowCriticalSubtitle RTS-Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙“˙˙ˆ˙Ţ˙ LBL)DIALOGEVENT:EvaGLA_OpinionLowVerySubtitle RTS&Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙‰˙š˙˙†˙ß˙“˙˙ˆ˙ LBL1DIALOGEVENT:EvaGLA_OpinionProtectCivilianSubtitle RTS$Ő˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙—˙˙“˙›˙–˙‘˙˜˙Œ˙ß˙™˙˙˙’˙ß˙—˙ž˙˙’˙ LBL(DIALOGEVENT:EvaGLA_OpinionRisingSubtitle RTS%Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙–˙Œ˙–˙‘˙˜˙Ţ˙ LBL5DIALOGEVENT:EvaGLA_ParticleCannonDetectedAllySubtitle RTS%Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL5DIALOGEVENT:EvaGLA_ParticleCannonLaunchedAllySubtitle RTS(Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL5DIALOGEVENT:EvaGLA_ParticleCannonLaunchedOursSubtitle RTSŐ˙­˙š˙“˙š˙ž˙Œ˙–˙‘˙˜˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL.DIALOGEVENT:EvaGLA_ParticleCannonReadySubtitle RTSŐ˙°˙Š˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ LBL4DIALOGEVENT:EvaGLA_ReinforcementsHaveArrivedSubtitle RTS#Ő˙˛˙˙˙š˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙’˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙ž˙–˙›˙ LBL0DIALOGEVENT:EvaGLA_ScudStormDetectedAllySubtitle RTS Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL0DIALOGEVENT:EvaGLA_ScudStormLaunchedAllySubtitle RTS#Ő˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙—˙ž˙Œ˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL0DIALOGEVENT:EvaGLA_ScudStormLaunchedOursSubtitle RTSŐ˙ł˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL)DIALOGEVENT:EvaGLA_ScudStormReadySubtitle RTSŐ˙¨˙š˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL'DIALOGEVENT:EvaGLA_SelectTargetSubtitle RTSŐ˙¨˙—˙š˙˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙ˆ˙š˙ß˙Œ˙‹˙˙–˙”˙š˙Ŕ˙ LBL.DIALOGEVENT:EvaGLA_SneakAttackLaunchedSubtitle RTS/Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#DIALOGEVENT:EvaGLA_UnitLostSubtitle RTSŐ˙ž˙ß˙ˆ˙ž˙˙˙–˙˙˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙ LBL*DIALOGEVENT:EvaGLA_UpgradeCompleteSubtitle RTSŐ˙Ş˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL(DIALOGEVENT:EvaGLA_VehicleStolenSubtitle RTSŐ˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL"DIALOGEVENT:EvaGLA_VictorySubtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙‰˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙ LBL*DIALOGEVENT:EvaUSA_AllyUnderAttackSubtitle RTSŐ˙°˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL.DIALOGEVENT:EvaUSA_BaseDefensesOffLineSubtitle RTSŐ˙˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙˙™˙™˙Ň˙“˙–˙‘˙š˙ LBL)DIALOGEVENT:EvaUSA_BeaconDetectedSubtitle RTSŐ˙˝˙š˙ž˙œ˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL*DIALOGEVENT:EvaUSA_BlackLotusEnemySubtitle RTSŐ˙ş˙‘˙š˙’˙†˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL)DIALOGEVENT:EvaUSA_BlackLotusOursSubtitle RTS"Ő˙°˙Š˙˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL0DIALOGEVENT:EvaUSA_BuildingBeingCapturedSubtitle RTSŐ˙°˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBL+DIALOGEVENT:EvaUSA_BuildingDisabledSubtitle RTSŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙°˙™˙™˙“˙–˙‘˙š˙ LBL*DIALOGEVENT:EvaUSA_BuildingEnabledSubtitle RTSŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙–˙Œ˙ß˙˙ž˙œ˙”˙ß˙˙‘˙“˙–˙‘˙š˙ LBL)DIALOGEVENT:EvaUSA_BuildingStolenSubtitle RTSŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙Ź˙‹˙˙“˙š˙‘˙ LBL%DIALOGEVENT:EvaUSA_CashStolenSubtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙˙‘˙š˙†˙ LBL-DIALOGEVENT:EvaUSA_ColonelBurtonEnemySubtitle RTSŐ˙ş˙‘˙š˙’˙†˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL,DIALOGEVENT:EvaUSA_ColonelBurtonOursSubtitle RTS%Ő˙°˙Š˙˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL!DIALOGEVENT:EvaUSA_DefeatSubtitle RTSŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBL'DIALOGEVENT:EvaUSA_DetectedNukeSubtitle RTS'Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL1DIALOGEVENT:EvaUSA_DetectedParticleCannonSubtitle RTS"Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL,DIALOGEVENT:EvaUSA_DetectedScudStormSubtitle RTSŐ˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL(DIALOGEVENT:EvaUSA_FundsReceivedSubtitle RTS%Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL)DIALOGEVENT:EvaUSA_FundsRequestedSubtitle RTS(Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL-DIALOGEVENT:EvaUSA_FundsRequestedAllySubtitle RTSŐ˙Ś˙˙Š˙˙ß˙ž˙“˙“˙†˙ß˙–˙Œ˙ß˙˙š˙Ž˙Š˙š˙Œ˙‹˙–˙‘˙˜˙ß˙™˙Š˙‘˙›˙Œ˙ LBL+DIALOGEVENT:EvaUSA_FundsTransferredSubtitle RTS&Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙‘˙Œ˙™˙š˙˙˙š˙›˙ß˙™˙Š˙‘˙›˙Œ˙ß˙‹˙˙ß˙˙Š˙˙ß˙ž˙“˙“˙†˙ LBL)DIALOGEVENT:EvaUSA_GeneralLevelUpSubtitle RTS0Ő˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙˙˙’˙˙‹˙š˙›˙ LBL/DIALOGEVENT:EvaUSA_GPSScramblerLaunchedSubtitle RTS Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ń˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙ť˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL.DIALOGEVENT:EvaUSA_HeroDiscoveredEnemySubtitle RTS"Ő˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙—˙š˙˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL-DIALOGEVENT:EvaUSA_HeroDiscoveredOursSubtitle RTS&Ő˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙ˇ˙š˙˙˙š˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ LBL*DIALOGEVENT:EvaUSA_IncomingAnthraxSubtitle RTSŐ˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙˙’˙˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL.DIALOGEVENT:EvaUSA_IncomingDaisyCutterSubtitle RTSŐ˙ť˙ž˙–˙Œ˙†˙ß˙ź˙Š˙‹˙‹˙š˙˙ß˙˙˙’˙˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL+DIALOGEVENT:EvaUSA_IncomingEmpPulseSubtitle RTSŐ˙ş˙˛˙Ż˙ß˙Ż˙Š˙“˙Œ˙š˙ß˙˙˙’˙˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL.DIALOGEVENT:EvaUSA_IncomingFuelAirBombSubtitle RTSŐ˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˙˙’˙˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL,DIALOGEVENT:EvaUSA_InsufficientFundsSubtitle RTSŐ˙ś˙‘˙Œ˙Š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙ß˙™˙Š˙‘˙›˙Œ˙ LBL*DIALOGEVENT:EvaUSA_JarmenKellEnemySubtitle RTSŐ˙ş˙‘˙š˙’˙†˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL)DIALOGEVENT:EvaUSA_JarmenKellOursSubtitle RTS"Ő˙°˙Š˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL-DIALOGEVENT:EvaUSA_LaserDefenseSpeechSubtitle RTSëŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙ß˙ˇ˙–˙Œ˙ß˙“˙ž˙Œ˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙–˙Œ˙ß˙›˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙Œ˙ß˙“˙˙‹˙Œ˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ń˙ß˙ˇ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙‰˙š˙˙‹˙ß˙—˙–˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙˙‘˙š˙ß˙˙˙–˙‘˙‹˙ß˙˙™˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‹˙ß˙ž˙ß˙‹˙–˙’˙š˙Ń˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ LBL'DIALOGEVENT:EvaUSA_LaunchedNukeSubtitle RTS"Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL1DIALOGEVENT:EvaUSA_LaunchedParticleCannonSubtitle RTS#Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙›˙ LBL,DIALOGEVENT:EvaUSA_LaunchedScudStormSubtitle RTSŐ˙¨˙ž˙˙‘˙–˙‘˙˜˙Ĺ˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL#DIALOGEVENT:EvaUSA_LowPowerSubtitle RTS Ő˙ł˙˙ˆ˙ß˙˙˙ˆ˙š˙˙ LBL5DIALOGEVENT:EvaUSA_NuclearMissileDetectedAllySubtitle RTSŐ˙ž˙“˙“˙–˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙–˙“˙˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL5DIALOGEVENT:EvaUSA_NuclearMissileLaunchedAllySubtitle RTS Ő˙ž˙“˙“˙–˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL5DIALOGEVENT:EvaUSA_NuclearMissileLaunchedOursSubtitle RTSŐ˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL.DIALOGEVENT:EvaUSA_NuclearMissileReadySubtitle RTSŐ˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙˙š˙ž˙›˙†˙ LBL6DIALOGEVENT:EvaUSA_OpinionCivilianStructures01Subtitle RTS?Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙‹˙—˙ž˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL6DIALOGEVENT:EvaUSA_OpinionCivilianStructures02Subtitle RTSPŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙›˙‰˙š˙˙Œ˙š˙“˙†˙ß˙ž˙™˙™˙š˙œ˙‹˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ţ˙ LBL0DIALOGEVENT:EvaUSA_OpinionDestroyStatuesSubtitle RTS?Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙Ó˙ß˙Œ˙–˙˙ LBL3DIALOGEVENT:EvaUSA_OpinionDestroyStructuresSubtitle RTSKŐ˙Ź˙–˙˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙™˙ß˙Š˙Œ˙ LBL/DIALOGEVENT:EvaUSA_OpinionDestroyTroopsSubtitle RTS<Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙’˙˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙ś˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL)DIALOGEVENT:EvaUSA_OpinionFallingSubtitle RTS&Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙™˙ž˙“˙“˙–˙‘˙˜˙Ţ˙ LBL%DIALOGEVENT:EvaUSA_OpinionLowSubtitle RTS*Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙š˙œ˙˙’˙–˙‘˙˜˙ß˙“˙˙ˆ˙ LBL-DIALOGEVENT:EvaUSA_OpinionLowCriticalSubtitle RTS-Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙“˙˙ˆ˙Ţ˙ LBL)DIALOGEVENT:EvaUSA_OpinionLowVerySubtitle RTS&Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙‰˙š˙˙†˙ß˙“˙˙ˆ˙ LBL1DIALOGEVENT:EvaUSA_OpinionProtectCivilianSubtitle RTS$Ő˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙—˙˙“˙›˙–˙‘˙˜˙Œ˙ß˙™˙˙˙’˙ß˙—˙ž˙˙’˙ LBL(DIALOGEVENT:EvaUSA_OpinionRisingSubtitle RTS%Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙˙–˙Œ˙–˙‘˙˜˙Ţ˙ LBL5DIALOGEVENT:EvaUSA_ParticleCannonDetectedAllySubtitle RTS Ő˙ž˙“˙“˙–˙š˙›˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL5DIALOGEVENT:EvaUSA_ParticleCannonLaunchedAllySubtitle RTS!Ő˙ž˙“˙“˙–˙š˙›˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙›˙ LBL5DIALOGEVENT:EvaUSA_ParticleCannonLaunchedOursSubtitle RTSŐ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙œ˙‹˙–˙‰˙ž˙‹˙š˙›˙ LBL.DIALOGEVENT:EvaUSA_ParticleCannonReadySubtitle RTSŐ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙š˙ž˙›˙†˙ LBL4DIALOGEVENT:EvaUSA_ReinforcementsHaveArrivedSubtitle RTSŐ˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBL0DIALOGEVENT:EvaUSA_ScudStormDetectedAllySubtitle RTSŐ˙ž˙“˙“˙–˙š˙›˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL0DIALOGEVENT:EvaUSA_ScudStormLaunchedAllySubtitle RTSŐ˙ž˙“˙“˙–˙š˙›˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL0DIALOGEVENT:EvaUSA_ScudStormLaunchedOursSubtitle RTSŐ˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL)DIALOGEVENT:EvaUSA_ScudStormReadySubtitle RTSŐ˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙˙š˙ž˙›˙†˙ LBL'DIALOGEVENT:EvaUSA_SelectTargetSubtitle RTSŐ˙Ź˙š˙“˙š˙œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL.DIALOGEVENT:EvaUSA_SneakAttackLaunchedSubtitle RTSŐ˙¨˙ž˙˙‘˙–˙‘˙˜˙Ń˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL#DIALOGEVENT:EvaUSA_UnitLostSubtitle RTS Ő˙Ş˙‘˙–˙‹˙ß˙“˙˙Œ˙‹˙ LBL*DIALOGEVENT:EvaUSA_UpgradeCompleteSubtitle RTSŐ˙Ş˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL,DIALOGEVENT:EvaUSA_UpgradeControlRodSubtitle RTSŐ˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL4DIALOGEVENT:EvaUSA_UpgradeControlRodAdvancedSubtitle RTS'Ő˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL&DIALOGEVENT:EvaUSA_UpgradeMoabSubtitle RTSŐ˙˛˙˙ž˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL-DIALOGEVENT:EvaUSA_UpgradeSentryDroneSubtitle RTSŐ˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL(DIALOGEVENT:EvaUSA_VehicleStolenSubtitle RTSŐ˙Š˙š˙—˙–˙œ˙“˙š˙ß˙Ź˙‹˙˙“˙š˙‘˙ LBL"DIALOGEVENT:EvaUSA_VictorySubtitle RTSŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‰˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙ LBL"DIALOGEVENT:MisCHI01xBrf01Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙¨˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙ß˙›˙š˙‰˙ž˙Œ˙‹˙ž˙‹˙–˙‘˙˜˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙˙Š˙‹˙ß˙“˙–˙”˙š˙ß˙˙˙ž˙œ˙—˙š˙Œ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙ž˙“˙–˙‰˙š˙ LBL"DIALOGEVENT:MisCHI01xBrf02Subtitle RTS*Ő˙ş˙‰˙š˙‘˙ß˙‘˙˙ˆ˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisCHI01xBrf03Subtitle RTSrŐ˙Ť˙˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙‘˙›˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙˙˙‹˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙˙™˙ß˙š˙‰˙š˙˙†˙ß˙›˙ž˙˙”˙ß˙œ˙˙˙‘˙š˙˙ß˙–˙‘˙ß˙ˆ˙—˙–˙œ˙—˙ß˙‹˙—˙š˙†˙ß˙—˙–˙›˙š˙ LBL"DIALOGEVENT:MisCHI01xBrf04Subtitle RTSYŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙˙˙Œ˙ž˙“˙ LBL"DIALOGEVENT:MisCHI01xBrf05Subtitle RTSĘŐ˙Ť˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙‹˙Œ˙š˙“˙™˙ß˙–˙Œ˙ß˙Š˙‘˙ž˙˙’˙š˙›˙Ó˙ß˙—˙˙ˆ˙š˙‰˙š˙˙ß˙–˙‹˙Œ˙ß˙˙ž˙Œ˙Œ˙š˙‘˙˜˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‰˙š˙‘˙‹˙Š˙˙š˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙›˙ß˙–˙‹˙Œ˙ß˙“˙˙‘˙˜˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙˜˙˙š˙ž˙‹˙“˙†˙ß˙š˙‘˙—˙ž˙‘˙œ˙š˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙ˆ˙ž˙˙š˙‘˙š˙Œ˙Œ˙ LBL#DIALOGEVENT:MisCHI01xChat01Subtitle RTS#Ő˙ą˙˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙“˙–˙˙ß˙˙ž˙Œ˙‹˙ß˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ LBL#DIALOGEVENT:MisCHI01xChat02Subtitle RTSAŐ˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙–˙Œ˙˙‘˙ß˙Š˙Œ˙ß˙ž˙“˙“˙z˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙Ţ˙ LBL#DIALOGEVENT:MisCHI01xChat03Subtitle RTS*Ő˙ł˙˙˙”˙z˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙z˙Œ˙—˙˙Š˙“˙›˙ß˙ˆ˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL#DIALOGEVENT:MisCHI01xChat04Subtitle RTS2Ő˙¸˙ł˙ž˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙—˙˙’˙š˙Ŕ˙ß˙ž˙˙˙“˙†˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙™˙–˙˙š˙z˙‘˙˙ß˙’˙˙˙š˙ß˙¸˙ł˙ž˙ LBL#DIALOGEVENT:MisCHI01xChat05Subtitle RTS8Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙š˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙˙š˙z˙Œ˙‹˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#DIALOGEVENT:MisCHI01xChat06Subtitle RTS'Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙›˙ž˙†˙z˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙z˙ LBL#DIALOGEVENT:MisCHI01xCin01aSubtitle RTS>Ő˙ś˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙Œ˙˙ß˙š˙ž˙Œ˙–˙“˙†˙ LBL#DIALOGEVENT:MisCHI01xCin01bSubtitle RTSEŐ˙ś˙ß˙›˙˙ß˙‘˙˙‹˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙ß˙ˆ˙—˙†˙ß˙‹˙—˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙—˙ž˙˙˙š˙‘˙ LBL#DIALOGEVENT:MisCHI01xCin01cSubtitle RTS?Ő˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙Ń˙ß˙ź˙—˙–˙‘˙ž˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙˙–˙˜˙—˙‹˙ LBL#DIALOGEVENT:MisCHI01xCin01dSubtitle RTSŒŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙‹˙˙š˙ž˙œ˙—˙š˙˙˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙Œ˙ß˙œ˙ž˙Š˙Œ˙š˙›˙ß˙˜˙˙š˙ž˙‹˙ß˙š˙’˙˙ž˙˙˙ž˙Œ˙Œ˙’˙š˙‘˙‹˙ß˙‹˙˙ß˙ź˙—˙–˙‘˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙–˙‘˙Œ˙˙“˙š˙‘˙œ˙š˙ LBL"DIALOGEVENT:MisCHI01xCin02Subtitle RTSGŐ˙Ť˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙z˙™˙–˙‘˙ž˙“˙ß˙œ˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ LBL"DIALOGEVENT:MisCHI01xCin03Subtitle RTSŐ˙Ě˙z˙Í˙z˙Î˙z˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisCHI01xCin04Subtitle RTS@Ő˙Ť˙—˙š˙†˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙˙‘˙ß˙‹˙—˙š˙ß˙›˙ž˙†˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙œ˙š˙“˙š˙˙˙ž˙‹˙š˙ß˙‹˙˙˙ß˙Œ˙˙˙‘˙ LBL"DIALOGEVENT:MisCHI01xCin05Subtitle RTS.Ő˙ś˙‹˙ß˙–˙Œ˙ß˙˙˙š˙‹˙‹˙†˙ß˙ˆ˙—˙š˙‘˙ß˙Š˙Œ˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙˙š˙ž˙Œ˙˙‘˙Œ˙z˙ LBL"DIALOGEVENT:MisCHI01xCin06Subtitle RTSBŐ˙¸˙ł˙ž˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙˙ˆ˙‘˙ß˙™˙˙˙ß˙œ˙˙‰˙š˙˙z˙‹˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisCHI01xCin07Subtitle RTS(Ő˙¨˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙z˙˙˙’˙˙ß˙˙ž˙†˙ß˙›˙˙˙˙Œ˙ß˙˙˙š˙‘˙z˙ LBL"DIALOGEVENT:MisCHI01xCin08Subtitle RTS<Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙Œ˙Š˙˙‰˙–˙‰˙˙˙Œ˙Ń˙ß˙¸˙˙˙Š˙‘˙›˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‘˙š˙œ˙š˙Œ˙Œ˙ž˙˙†˙ LBL!DIALOGEVENT:MisCHI01xXO01Subtitle RTS…Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙™˙˙˙’˙š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙˙ž˙Œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL!DIALOGEVENT:MisCHI01xXO02Subtitle RTSSŐ˙˛˙ž˙†˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL!DIALOGEVENT:MisCHI01xXO03Subtitle RTSˆŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙‹˙˙ˆ˙‘˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙‹˙ž˙‘˙”˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙Œ˙ LBL!DIALOGEVENT:MisCHI01xXO04Subtitle RTS™Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙ś˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBL!DIALOGEVENT:MisCHI01xXO05Subtitle RTS•Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙™˙Š˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙˙˙˙œ˙š˙š˙›˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙š˙“˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL!DIALOGEVENT:MisCHI01xXO06Subtitle RTS‰Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙Œ˙ß˙–˙‹˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙Œ˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙Ŕ˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙˙‰˙–˙›˙š˙ß˙‰˙ž˙“˙Š˙ž˙˙“˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙ß˙Š˙Œ˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBL!DIALOGEVENT:MisCHI01xXO07Subtitle RTS}Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙ž˙Š˙˜˙—˙‹˙ß˙‹˙—˙š˙’˙ß˙˙™˙™˙Ň˙˜˙Š˙ž˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙˙š˙Œ˙˙˙‘˙›˙ LBL!DIALOGEVENT:MisCHI01xXO08Subtitle RTSuŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Ň˙š˙Œ˙‹˙ž˙˙“˙–˙Œ˙—˙š˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙˙™˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙˙˙‹˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL!DIALOGEVENT:MisCHI01xXO09Subtitle RTSŐ˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙š˙š˙›˙ß˙‹˙—˙š˙ß˙‹˙˙ˆ˙‘˙ß˙˙™˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙Ń˙ß˙°˙‘˙œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙–˙˙š˙›˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙ž˙Œ˙š˙Ó˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL!DIALOGEVENT:MisChi02Lin13Subtitle RTS5Ő˙Ť˙—˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙–˙Œ˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙Ń˙ß˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisCHI02xBrf01Subtitle RTSVŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ß˙Œ˙‹˙˙˙š˙›˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL#DIALOGEVENT:MisCHI02xBrf01aSubtitle RTSHŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙ LBL"DIALOGEVENT:MisCHI02xBrf02Subtitle RTSZŐ˙°˙Š˙˙ß˙˙˙ž˙‰˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙—˙š˙“˙›˙ß˙˙™˙™˙ß˙‹˙—˙š˙–˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙‹˙ß˙ž˙‹˙ß˙˜˙˙š˙ž˙‹˙ß˙œ˙˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisCHI02xBrf03Subtitle RTSPŐ˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙š˙‰˙š˙˙†˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙–˙Œ˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙ LBL#DIALOGEVENT:MisCHI02xBrf03aSubtitle RTSGŐ˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙ß˙–˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL"DIALOGEVENT:MisCHI02xBrf04Subtitle RTSZŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙‘˙š˙ˆ˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙˙™˙ß˙˜˙˙š˙ž˙‹˙ß˙˙š˙‘˙š˙™˙–˙‹˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisCHI02xBrf05Subtitle RTSáŐ˙°˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ˆ˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙‘˙š˙ˆ˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙“˙†˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙›˙˙–˙‰˙š˙˙Œ˙Ń˙ß˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙œ˙“˙š˙ž˙˙š˙›˙Ó˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙’˙š˙‘˙ß˙œ˙ž˙‘˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisCHI02xBrf06Subtitle RTSŐ˙°˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙’˙–˙‘˙š˙Œ˙Ń˙ß˙¨˙—˙–˙“˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙Œ˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙–˙‘˙œ˙ž˙˙ž˙œ˙–˙‹˙ž˙‹˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07aSubtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Î˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07bSubtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Î˙Ď˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07cSubtitle RTS6Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI02xBrf07dSubtitle RTS.Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˙˙–˙‰˙š˙ß˙Œ˙˙˙‘˙ LBL#DIALOGEVENT:MisCHI02xChat01Subtitle RTS-Ő˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ LBL#DIALOGEVENT:MisCHI02xChat02Subtitle RTS<Ő˙¨˙š˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙™˙“˙ž˙‘˙”˙z˙Œ˙Š˙˙˙˙˙‹˙ß˙–˙Œ˙ß˙‘˙š˙š˙›˙š˙›˙ß˙—˙š˙˙š˙ LBL#DIALOGEVENT:MisCHI02xChat03Subtitle RTS1Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙š˙—˙–˙‘˙›˙ß˙Š˙Œ˙z˙›˙–˙˙š˙œ˙‹˙ß˙ž˙“˙“˙ß˙™˙–˙˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat04Subtitle RTS5Ő˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙z˙ž˙“˙“˙ß˙‹˙š˙ž˙’˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:MisCHI02xChat05Subtitle RTSRŐ˙ş˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙›˙˜˙š˙Ń˙ß˙¸˙–˙‰˙š˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙’˙ LBL#DIALOGEVENT:MisCHI02xChat06Subtitle RTS(Ő˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙—˙š˙“˙˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat07Subtitle RTSDŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙‘˙˙ˆ˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙’˙’˙š˙‘˙œ˙š˙›˙ß˙˙˙’˙˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisCHI02xChat08Subtitle RTS'Ő˙­˙˙“˙“˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙˙š˙‹˙z˙˙™˙ß˙˙˙’˙˙Œ˙Ń˙ß˙ˇ˙š˙—˙š˙—˙ LBL#DIALOGEVENT:MisCHI02xChat09Subtitle RTS=Ő˙ş˙‘˙š˙’˙†˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙–˙œ˙”˙ß˙—˙š˙˙š˙z˙ˆ˙š˙ß˙ž˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙—˙š˙ž˙‰˙†˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL#DIALOGEVENT:MisCHI02xChat10Subtitle RTS5Ő˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙“˙˙œ˙”˙š˙›˙ß˙˙‘˙‹˙˙ß˙Š˙Œ˙z˙ˆ˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙˙˙Š˙˙“˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat11Subtitle RTS4Ő˙Ź˙‹˙˙˙ß˙‹˙—˙ž˙‹˙ß˙­˙š˙˙š˙“˙Ó˙ß˙—˙š˙Ř˙Œ˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat12Subtitle RTS0Ő˙ś˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙ž˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙˙ LBL#DIALOGEVENT:MisCHI02xChat13Subtitle RTSŐ˙ś˙ß˙˙˙š˙™˙š˙˙ß˙’˙†˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙Ť˙ž˙‘˙”˙ LBL#DIALOGEVENT:MisCHI02xChat14Subtitle RTSŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat15Subtitle RTSŐ˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:MisCHI02xChat15aSubtitle RTS%Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙š˙ž˙œ˙‹˙˙˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat16Subtitle RTS,Ő˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙‹˙—˙š˙’˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat17Subtitle RTS(Ő˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˜˙“˙ž˙›˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xChat18Subtitle RTS=Ő˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙š˙˙š˙ß˙›˙˙ß˙†˙˙Š˙ß˙‘˙š˙š˙›˙ß˙Š˙Œ˙Ŕ˙ LBL"DIALOGEVENT:MisCHI02xCin01Subtitle RTS^Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙˙‘˙ß˙˙Š˙˙ß˙˜˙Š˙ž˙˙›˙Ń˙ß˙­˙š˙˙˙˙‹˙Œ˙ß˙Œ˙ž˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙–˙˜˙—˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙‘˙˜˙š˙ß˙™˙˙˙ß˙˙Š˙˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ LBL#DIALOGEVENT:MisCHI02xCin01aSubtitle RTS.Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙š˙š˙“˙ß˙Œ˙ž˙™˙š˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙ LBL#DIALOGEVENT:MisCHI02xCin01bSubtitle RTS7Ő˙Ś˙ž˙—˙Ń˙ß˙ś˙ß˙ˆ˙–˙Œ˙—˙ß˙ś˙ß˙—˙ž˙›˙ß˙•˙˙–˙‘˙š˙›˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙™˙˙˙œ˙š˙ß˙–˙‘˙Œ˙‹˙š˙ž˙›˙ LBL#DIALOGEVENT:MisCHI02xCin01dSubtitle RTSFŐ˙Ź˙Š˙˙š˙“˙†˙ß˙ž˙™˙‹˙š˙˙ß˙˙Š˙˙ß˙˙š˙œ˙š˙‘˙‹˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙‹˙—˙š˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙›˙ž˙˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Š˙Œ˙ß˙—˙š˙˙š˙ LBL#DIALOGEVENT:MisCHI02xCin01cSubtitle RTSDŐ˙Ť˙—˙š˙–˙˙ß˙™˙˙˙›˙ß˙–˙Œ˙ß˙’˙Š˙œ˙—˙ß˙˙š˙‹˙‹˙š˙˙Ń˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙ˆ˙š˙ž˙˙ß˙‹˙—˙˙Œ˙š˙ß˙™˙ž˙‘˙œ˙†˙ß˙—˙š˙“˙’˙š˙‹˙Œ˙ LBL"DIALOGEVENT:MisCHI02xCin02Subtitle RTS Ő˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙Ţ˙ß˙¨˙š˙Ř˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin03Subtitle RTS(Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙š˙‰˙š˙˙†˙ˆ˙—˙š˙˙š˙Ţ˙ß˙¨˙š˙Ř˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙˙‰˙š˙˙˙Š˙‘˙ LBL"DIALOGEVENT:MisCHI02xCin04Subtitle RTS&Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xCin04aSubtitle RTSNŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xCin04bSubtitle RTSNŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙Œ˙Š˙–˙œ˙–˙›˙š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ţ˙ß˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin05Subtitle RTSŐ˙¨˙š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin06Subtitle RTSIŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ţ˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙œ˙˙Œ˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI02xCin06aSubtitle RTSDŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙˙š˙ž˙œ˙‹˙˙˙Ţ˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙–˙‹˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙œ˙˙Œ˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisCHI02xCin07Subtitle RTS/Ő˙Ť˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙z˙‹˙—˙š˙†˙ß˙˜˙˙‹˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisCHI02xCin08Subtitle RTS&Ő˙¨˙š˙ß˙—˙š˙“˙›˙z˙ß˙z˙˙š˙’˙ž˙–˙‘˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙˙˙˙‹˙ß˙–˙‘˙z˙ LBL"DIALOGEVENT:MisCHI02xCin09Subtitle RTS2Ő˙ą˙˙‹˙ß˙’˙Š˙œ˙—˙ß˙“˙š˙™˙‹˙Ń˙ß˙¨˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisCHI02xCin10Subtitle RTSDŐ˙Ť˙—˙š˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙˜˙˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙†˙ß˙˜˙š˙‹˙ß˙—˙š˙˙š˙ LBL!DIALOGEVENT:MisCHI02xXO01Subtitle RTS*Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO02Subtitle RTS.Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL"DIALOGEVENT:MisCHI02xXO02aSubtitle RTS5Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO03Subtitle RTS4Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL!DIALOGEVENT:MisCHI02xXO04Subtitle RTS^Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙‘˙”˙š˙˙ß˙–˙Œ˙ß˙˙ž˙›˙“˙†˙ß˙›˙ž˙’˙ž˙˜˙š˙›˙Ń˙ß˙˛˙ž˙†˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙˙š˙˙ž˙–˙˙š˙›˙ß˙˙š˙™˙˙˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisCHI02xXO04aSubtitle RTSdŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙ß˙–˙Œ˙ß˙˙ž˙›˙“˙†˙ß˙›˙ž˙’˙ž˙˜˙š˙›˙Ń˙ß˙˛˙ž˙†˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙–˙‹˙ß˙˙š˙ß˙˙š˙˙ž˙–˙˙š˙›˙ß˙˙š˙™˙˙˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL!DIALOGEVENT:MisCHI02xXO05Subtitle RTSzŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙‘˙š˙›˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ń˙ß˙ś˙™˙ß˙˙‘˙š˙ß˙˙™˙ß˙‹˙—˙š˙’˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙“˙“˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙š˙‘˙œ˙˙Š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisCHI02xXO05aSubtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙‘˙š˙›˙ß˙‹˙—˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙“˙ž˙‘˙‹˙Ń˙ß˙ś˙™˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙–˙“˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO06Subtitle RTS.Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙z˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL"DIALOGEVENT:MisCHI02xXO06aSubtitle RTS7Ő˙¨˙ž˙˙‘˙–˙‘˙˜˙z˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Ţ˙ LBL!DIALOGEVENT:MisCHI02xXO07Subtitle RTSˇŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙Œ˙˙†˙ß˙˙Š˙‹˙˙˙Œ˙‹˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙ß˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙˙ž˙‹˙œ˙—˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙š˙˙Œ˙ LBL!DIALOGEVENT:MisCHI02xXO08Subtitle RTSoŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙˙†˙ß˙˙Š˙‹˙˙˙Œ˙‹˙Ó˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙–˙˙š˙œ˙‹˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙–˙‘˙˜˙ß˙˙Š˙‘˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI02xXO09Subtitle RTSaŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ LBL%DIALOGEVENT:MisChi03RedChat12Subtitle RTS Ő˙Ť˙˙ß˙˙ž˙‹˙‹˙“˙š˙Ţ˙ LBL%DIALOGEVENT:MisChi03RedChat19Subtitle RTS Ő˙˝˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙Œ˙Ţ˙ß˙ł˙š˙‰˙š˙“˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisCHI03xBrf01Subtitle RTSlŐ˙¸˙˙š˙š˙‹˙–˙‘˙˜˙Œ˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ˆ˙ž˙˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙˙š˙Œ˙Œ˙ß˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Ţ˙ LBL"DIALOGEVENT:MisCHI03xBrf02Subtitle RTS3Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ˆ˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙œ˙“˙Š˙‹˙œ˙—˙š˙Œ˙ LBL"DIALOGEVENT:MisCHI03xBrf03Subtitle RTSrŐ˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙˙†˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙˙‹˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙‘˙ß˙š˙ž˙Œ˙†˙ß˙‹˙ž˙Œ˙”˙ LBL"DIALOGEVENT:MisCHI03xBrf04Subtitle RTSˇŐ˙°˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙‹˙‹˙˙ž˙œ˙‹˙š˙›˙ß˙’˙Š˙œ˙—˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ˆ˙ž˙‹˙œ˙—˙š˙›˙ß˙œ˙“˙˙Œ˙š˙“˙†˙Ń˙ß˙Ť˙—˙š˙ß˙“˙˙‘˙˜˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˜˙˙š˙Œ˙ß˙˙‘˙Ó˙ß˙‹˙—˙š˙ß˙“˙˙ˆ˙š˙˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙ LBL"DIALOGEVENT:MisCHI03xBrf05Subtitle RTS¨Ő˙ť˙ž˙’˙ž˙˜˙š˙ß˙‹˙˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙˙˙˙š˙˙‹˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙ž˙‰˙˙–˙›˙š˙›˙Ń˙ß˙°˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙˙˙š˙œ˙–˙Œ˙š˙Ó˙ß˙ž˙‘˙›˙ß˙Œ˙ˆ˙–˙™˙‹˙Ń˙ß˙ť˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙‹˙˙ß˙˙–˙Œ˙š˙Ó˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙ž˙‰˙˙˙ LBL"DIALOGEVENT:MisCHI03xBrf09Subtitle RTS^Ő˙ś˙™˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙š˙œ˙˙’˙š˙Œ˙ß˙—˙–˙˜˙—˙ß˙š˙‘˙˙Š˙˜˙—˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‹˙˙ˆ˙‘˙ß˙’˙–˙˜˙—˙‹˙ß˙•˙˙–˙‘˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisCHI03xBrf10Subtitle RTS6Ő˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙—˙š˙‘˙ß˙˙š˙ß˙š˙ž˙Œ˙†˙ß˙‹˙˙ß˙ž˙‘˙‘˙–˙—˙–˙“˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI03xChat01Subtitle RTS7Ő˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‘˙š˙ž˙˙ß˙—˙š˙˙š˙z˙ LBL#DIALOGEVENT:MisCHI03xChat02Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙š˙›˙ß˙Š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat03Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙š˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat04Subtitle RTS!Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat05Subtitle RTS.Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙ž˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙“˙ž˙”˙š˙ LBL#DIALOGEVENT:MisCHI03xChat06Subtitle RTS*Ő˙Ť˙—˙š˙–˙˙ß˙‹˙˙˙˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙˙˙š˙Œ˙‹˙ LBL#DIALOGEVENT:MisCHI03xChat07Subtitle RTS"Ő˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙z˙ LBL#DIALOGEVENT:MisCHI03xChat08Subtitle RTS3Ő˙Ť˙—˙š˙–˙˙ß˙—˙–˙‹˙Ň˙ž˙‘˙›˙Ň˙˙Š˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙œ˙˙‘˙‰˙š˙‘˙–˙š˙‘˙‹˙ LBL#DIALOGEVENT:MisCHI03xChat09Subtitle RTSŐ˙Ť˙—˙š˙ß˙˙Š˙˜˙˜˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat10Subtitle RTSŐ˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat11Subtitle RTSŐ˙ź˙˙Š˙Œ˙—˙ß˙‹˙—˙ž˙‹˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL#DIALOGEVENT:MisCHI03xChat12Subtitle RTS7Ő˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙ž˙™˙˙ž˙–˙›˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙’˙š˙Œ˙ LBL#DIALOGEVENT:MisCHI03xChat13Subtitle RTS(Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO01Subtitle RTSŐ˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙–˙Œ˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙Š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO10Subtitle RTSšŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙–˙‹˙–˙œ˙ž˙“˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙Œ˙‹˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙Œ˙ß˙ž˙’˙˙‘˙˜˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙ LBL!DIALOGEVENT:MisCHI03xXO11Subtitle RTSJŐ˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙š˙›˙ß˙ž˙ß˙Ť˙˙‡˙–˙œ˙ß˙Ť˙˙ž˙œ˙‹˙˙˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙‘˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO12Subtitle RTS@Ő˙°˙Š˙˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙ß˙—˙–˙˜˙—˙ß˙˙˙–˙˙˙–˙‹˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙z˙˜˙Š˙ž˙˙›˙ß˙‹˙—˙š˙’˙ß˙ˆ˙š˙“˙“˙ LBL!DIALOGEVENT:MisCHI03xXO13Subtitle RTSOŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙ß˙—˙ž˙Œ˙ß˙œ˙ž˙Š˙Œ˙š˙›˙ß˙ˆ˙˙˙“˙›˙ß˙˙˙–˙‘˙–˙˙‘˙ß˙‹˙˙ß˙˙–˙Œ˙š˙ LBL!DIALOGEVENT:MisCHI03xXO16Subtitle RTS'Ő˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO17Subtitle RTS?Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙›˙ž˙’˙ž˙˜˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ LBL!DIALOGEVENT:MisCHI03xXO18Subtitle RTS@Ő˙˝˙š˙ˆ˙ž˙˙š˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙œ˙ž˙’˙˙Ň˙‘˙š˙‹˙‹˙–˙‘˙˜˙ LBL!DIALOGEVENT:MisCHI03xXO19Subtitle RTSHŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ˆ˙š˙“˙“˙Ň˙›˙š˙™˙š˙‘˙›˙š˙›˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ LBL!DIALOGEVENT:MisCHI03xXO20Subtitle RTSTŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙˜˙˙˙›˙ß˙˙˙˙˜˙˙š˙Œ˙Œ˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ń˙ß˙˛˙Š˙œ˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙™˙˙š˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙œ˙˙‘˙‹˙˙˙“˙ LBL!DIALOGEVENT:MisCHI03xXO21Subtitle RTS-Ő˙Ź˙–˙˙Ţ˙ß˙Ť˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙˙–˙Œ˙–˙‘˙˜˙ß˙Š˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙™˙˙š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO22Subtitle RTS/Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ţ˙ LBL!DIALOGEVENT:MisCHI03xXO23Subtitle RTS/Ő˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙—˙–˙˜˙—˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat01Subtitle RTS-Ő˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙Œ˙œ˙ž˙˙š˙›˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙’˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat010Subtitle RTS,Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙”˙–˙˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙“˙ž˙”˙š˙Ń˙ß˙ś˙‘˙‹˙š˙˙œ˙š˙˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat011Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat012Subtitle RTS'Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat013Subtitle RTS'Ő˙ž˙˜˙ž˙–˙‘˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙“˙ž˙œ˙š˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat014Subtitle RTS(Ő˙ą˙˙ß˙˙‘˙š˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat015Subtitle RTSŐ˙Ź˙Š˙‘˙ß˙Ť˙…˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙˙˙˙Š˙›˙ LBL$DIALOGEVENT:MisCHI04xChat016Subtitle RTSŐ˙Š˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙˙Š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat017Subtitle RTSŐ˙ą˙˙‘˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙ž˙Œ˙Œ˙ LBL$DIALOGEVENT:MisCHI04xChat018Subtitle RTS$Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙‘˙–˙Œ˙—˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat019Subtitle RTSŐ˙°˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙Š˙‘˙Œ˙Š˙˙˙ž˙Œ˙Œ˙š˙›˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat02Subtitle RTSŐ˙ź˙Š˙‹˙ß˙‹˙—˙š˙’˙ß˙˙™˙™˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ţ˙ LBL$DIALOGEVENT:MisCHI04xChat020Subtitle RTS$Ő˙Ť˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙˙˙ˆ˙š˙˙—˙˙Š˙Œ˙š˙ LBL#DIALOGEVENT:MisCHI04xChat03Subtitle RTS&Ő˙¨˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙˜˙š˙‹˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙ž˙‹˙ß˙—˙–˙“˙“˙ LBL#DIALOGEVENT:MisCHI04xChat04Subtitle RTS:Ő˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙Š˙˙š˙“˙†˙ß˙˙ž˙Œ˙Œ˙ß˙˙†˙ß˙—˙š˙˙š˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ LBL#DIALOGEVENT:MisCHI04xChat05Subtitle RTSŐ˙ˇ˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙—˙˙”˙š˙ß˙˙˙–˙‘˙‹˙ LBL#DIALOGEVENT:MisCHI04xChat06Subtitle RTS!Ő˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL#DIALOGEVENT:MisCHI04xChat07Subtitle RTSŐ˙¨˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙‹˙—˙š˙†˙ß˙›˙˙–˙‘˙˜˙Ŕ˙ LBL#DIALOGEVENT:MisCHI04xChat08Subtitle RTSŐ˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat09Subtitle RTSŐ˙¨˙š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ž˙’˙˙Š˙Œ˙—˙š˙›˙Ţ˙ LBL#DIALOGEVENT:MisCHI04xChat15Subtitle RTS6Ő˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisCHI04xChat16Subtitle RTSOŐ˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ˆ˙š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙Ń˙ß˙Ź˙š˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ˇ˙š˙“˙–˙‡˙ß˙‘˙˙ˆ˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO01Subtitle RTS'Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙™˙˙˙‹˙—˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙‰˙š˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO02Subtitle RTS*Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙‰˙š˙ß˙–˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙ LBL!DIALOGEVENT:MisCHI04xXO03Subtitle RTS%Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙š˙ž˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO04Subtitle RTS$Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙‰˙š˙ß˙–˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO05Subtitle RTSxŐ˙Ť˙—˙š˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙Ş˙‘˙–˙˙‘˙ß˙–˙Œ˙ß˙š˙‡˙‹˙˙š˙’˙š˙“˙†˙ß˙˙“˙š˙ž˙Œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙˙š˙˙™˙˙˙’˙ž˙‘˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙˜˙˜˙˙š˙Œ˙Œ˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL!DIALOGEVENT:MisCHI04xXO06Subtitle RTS!Ő˙Ť˙—˙–˙Œ˙ß˙™˙˙˙œ˙š˙ß˙ˆ˙ž˙Œ˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙›˙–˙‰˙š˙˙Œ˙–˙˙‘˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO07Subtitle RTSVŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Œ˙œ˙Š˙›˙ß˙Œ˙‹˙˙˙’˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙›˙š˙‘˙†˙ß˙‹˙—˙š˙’˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO08Subtitle RTSŐ˙¨˙ž˙–˙‹˙z˙‹˙—˙š˙†˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙Š˙Œ˙z˙ LBL!DIALOGEVENT:MisCHI04xXO09Subtitle RTSHŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙—˙˙‘˙˙˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙ž˙ß˙˙ž˙‹˙—˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO10Subtitle RTS0Ő˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙Œ˙Œ˙š˙’˙˙“˙š˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBL!DIALOGEVENT:MisCHI04xXO11Subtitle RTSOŐ˙°˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙°˙‰˙š˙˙“˙˙˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL!DIALOGEVENT:MisCHI04xXO12Subtitle RTS=Ő˙Ź˙–˙˙Ó˙ß˙ś˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙ß˙˙“˙ž˙œ˙–˙‘˙˜˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙ž˙‹˙ß˙”˙š˙†˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Œ˙ LBL!DIALOGEVENT:MisCHI04xXO13Subtitle RTS)Ő˙ź˙Š˙˙˙š˙‘˙‹˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙Œ˙‹˙Œ˙ß˙ž˙‹˙ß˙”˙š˙†˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Œ˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙‹˙ž˙˙˜˙š˙‹˙Ţ˙†˙ß˙ž˙˜˙˜˙˙š˙Œ˙Œ˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙Œ˙ß˙ž˙’˙˙‘˙˜˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙ž˙‰˙˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙œ˙ž˙‘˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙–˙Š˙Œ˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternat LBL!DIALOGEVENT:MisCHI04xXO14Subtitle RTSdŐ˙ź˙Š˙˙˙š˙‘˙‹˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙š˙‹˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙˙Š˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙—˙š˙˙‘˙›˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙Œ˙ß˙ž˙’˙˙‘˙˜˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙ž˙‰˙˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙œ˙ž˙‘˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙–˙Š˙Œ˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadropingeras your action button then this may help you get a better handle on your army LBL!DIALOGEVENT:MisCHI04xXO15Subtitle RTS+Ő˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ˆ˙š˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO16Subtitle RTS2Ő˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ LBL!DIALOGEVENT:MisCHI04xXO17Subtitle RTS<Ő˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO18Subtitle RTS'Ő˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙š˙ž˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO19Subtitle RTS8Ő˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ˆ˙š˙Œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO20Subtitle RTS Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙ˆ˙ž˙‰˙š˙ß˙–˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ LBL!DIALOGEVENT:MisCHI04xXO21Subtitle RTSLŐ˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙ś˙‘˙‹˙š˙“˙ß˙œ˙˙‘˙™˙–˙˙’˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙ˆ˙ž˙‰˙š˙ LBL!DIALOGEVENT:MisCHI04xXO22Subtitle RTS*Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙˙˙š˙ž˙œ˙—˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI04xXO23Subtitle RTS&Ő˙˛˙Š˙“˙‹˙–˙˙“˙š˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL!DIALOGEVENT:MisCHI04xXO24Subtitle RTSFŐ˙°˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙˙š˙ž˙œ˙—˙š˙›˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL!DIALOGEVENT:MisCHI04xXO25Subtitle RTSMŐ˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ó˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙Ń˙ß˙°˙Š˙‹˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙ž˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL!DIALOGEVENT:MisCHI04xXO26Subtitle RTSdŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙“˙†˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ţ˙ LBL!DIALOGEVENT:MisCHI04xXO27Subtitle RTSsŐ˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙™˙“˙š˙š˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ń˙ß˙˛˙˙‰˙š˙ß˙–˙‘˙‹˙˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙ˆ˙ž˙–˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙ LBL!DIALOGEVENT:MisCHI04xXO28Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Î˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO29Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Í˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO30Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Ě˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO31Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Ë˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO32Subtitle RTSŒŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¨˙ž˙‰˙š˙ß˙Ę˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙–˙‘˙‹˙š˙“˙ß˙—˙ž˙Œ˙ß˙‹˙—˙š˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ LBL!DIALOGEVENT:MisCHI04xXO33Subtitle RTSsŐ˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙™˙Š˙“˙ß˙–˙‘˙ß˙˙˙š˙‰˙š˙‘˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙¸˙˙˙›˙ß˙•˙˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL!DIALOGEVENT:MisCHI04xXO34Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙š˙Œ˙œ˙ž˙˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL&DIALOGEVENT:MisChi05OfficerC01Subtitle RTS3Ő˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙ˆ˙š˙ß˙œ˙˙˙˙š˙œ˙‹˙š˙›˙ß˙˙Š˙˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ń˙ß˙´˙–˙“˙“˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙Ţ˙ LBL&DIALOGEVENT:MisChi05OfficerC02Subtitle RTS@Ő˙ł˙š˙‹˙ß˙Š˙Œ˙ß˙™˙“˙Š˙Œ˙—˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙ž˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙—˙˙“˙š˙Œ˙Ń˙ß˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xBrf01Subtitle RTS+Ő˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙š˙’˙ž˙˙”˙ž˙˙“˙š˙ß˙š˙™˙™˙˙˙‹˙Œ˙ß˙–˙‘˙ß˙ˇ˙ž˙“˙˙š˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙–˙“˙š˙›˙ß˙‹˙—˙š˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙¸˙˙˙›˙ß˙•˙˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙—˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙‹˙—˙š˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙ž˙‰˙˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙œ˙ž˙‘˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙–˙Š˙Œ˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemou LBL"DIALOGEVENT:MisCHI05xBrf02Subtitle RTS…Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙ž˙‘˙ß˙˙“˙›˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙ž˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙Š˙˙Ń˙ß˙Ś˙˙Š˙˙ß˙š˙–˙‘˙ž˙“˙ß˙°˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙˙˙‹˙—˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ž˙‘˙›˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:MisCHI05xBrf03Subtitle RTS|Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙Ń˙ß˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙“˙š˙˙‹˙ LBL"DIALOGEVENT:MisCHI05xBrf04Subtitle RTS6Ő˙Ş˙Œ˙š˙ß˙†˙˙Š˙˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙Œ˙ß˙‹˙˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL"DIALOGEVENT:MisCHI05xBrf05Subtitle RTSpŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙™˙–˙˙Œ˙‹˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBL#DIALOGEVENT:MisCHI05xChat01Subtitle RTS4Ő˙ś˙‹˙ß˙™˙š˙š˙“˙Œ˙ß˙“˙–˙”˙š˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙˙‘˙ß˙ž˙‘˙ß˙ş˙ž˙Œ˙‹˙š˙˙ß˙ş˙˜˙˜˙ß˙—˙Š˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisCHI05xCin01Subtitle RTS'Ő˙ź˙˙˙˙˙˙ž˙“˙Ţ˙ß˙ž˙‘˙†˙ß˙Œ˙–˙˜˙‘˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙†˙š˙‹˙Ŕ˙ LBL"DIALOGEVENT:MisCHI05xCin02Subtitle RTS=Ő˙ą˙˙ß˙Œ˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙˙š˙œ˙š˙–˙‰˙š˙›˙ß˙ˆ˙ž˙Œ˙ß˙ž˙‹˙ß˙Ď˙Í˙Ĺ˙Ď˙Ď˙z˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙Œ˙–˙‘˙œ˙š˙ LBL"DIALOGEVENT:MisCHI05xCin03Subtitle RTSMŐ˙¨˙š˙“˙“˙Ó˙ß˙ś˙ß˙—˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙˜˙š˙‹˙ß˙—˙š˙˙š˙ß˙Œ˙˙˙‘˙Ń˙ß˙°˙Š˙˙ß˙–˙‘˙‹˙š˙“˙ß˙˙˙–˙‘˙‹˙Œ˙ß˙‹˙˙ß˙ž˙ß˙™˙Š˙“˙“˙Ň˙Œ˙œ˙ž˙“˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisCHI05xCin04Subtitle RTS Ő˙Ś˙š˙Œ˙Ó˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisCHI05xCin06Subtitle RTSŐ˙¨˙—˙ž˙‹˙ß˙‹˙—˙š˙Ń˙Ń˙Ń˙Ţ˙Ŕ˙ß˙ş˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xCin07Subtitle RTScŐ˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˙˙š˙ž˙œ˙—˙š˙›˙z˙Ń˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙Œ˙Ţ˙ß˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙˙˙˙’˙–˙Œ˙š˙›˙Ţ˙Ŕ˙ LBL"DIALOGEVENT:MisCHI05xCin08Subtitle RTS"Ő˙š˙˙‡˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙Ţ˙ß˙š˙˙‡˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙˙“˙š˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xCin09Subtitle RTSŐ˙¨˙—˙š˙˙š˙Ř˙›˙ß˙‹˙—˙š˙†˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:MisCHI05xCin10Subtitle RTSYŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ß˙¨˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙—˙˙“˙›˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙™˙ž˙“˙“˙ß˙˙ž˙œ˙”˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙Ó˙ß˙™˙ž˙“˙“˙ß˙˙ž˙œ˙”˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO01Subtitle RTSVŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙–˙‹˙Ţ˙ß˙Ż˙˙ˆ˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙š˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙˙Š˙–˙“˙›˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO02Subtitle RTS=Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙‘˙ß˙‘˙˙ß˙“˙˙‘˙˜˙š˙˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙Ş˙Ź˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO03Subtitle RTS>Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙‘˙ß˙‘˙˙ß˙“˙˙‘˙˜˙š˙˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO04Subtitle RTSaŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL!DIALOGEVENT:MisCHI05xXO05Subtitle RTSaŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙›˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL!DIALOGEVENT:MisCHI05xXO06Subtitle RTS`Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙ˆ˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙™˙ž˙“˙“˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙‹˙ß˙˙š˙ž˙œ˙š˙ LBL!DIALOGEVENT:MisCHI05xXO07Subtitle RTSjŐ˙ś˙™˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‘˙›˙ß˙Œ˙ž˙‰˙š˙ß˙ş˙Š˙˙˙˙š˙ß˙™˙˙˙’˙ß˙–˙‹˙Œ˙ß˙œ˙“˙Š˙‹˙œ˙—˙š˙Œ˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙˜˙˙š˙ž˙‹˙ß˙˙š˙ˆ˙ž˙˙›˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙—˙ž˙›˙ LBL!DIALOGEVENT:MisCHI05xXO08Subtitle RTSžŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙’˙˙‘˙˜˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙™˙–˙‘˙š˙Œ˙‹˙ß˙—˙š˙˙˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙ž˙‘˙›˙ß˙ź˙—˙–˙‘˙ž˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙Œ˙—˙–˙‘˙–˙‘˙˜˙ß˙˙š˙ž˙œ˙˙‘˙ß˙–˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙˙˙“˙›˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙†˙˙Š˙ß˙˙“˙ž˙œ˙š˙ß˙˙™˙ß˙—˙˙‘˙˙˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙”˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˜˙“˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ LBL!DIALOGEVENT:MisCHI05xXO09Subtitle RTS`Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙–˙’˙˙˙˙‰˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙›˙˙ß˙‘˙˙‹˙ß˙ž˙˙˙š˙ž˙˙ß˙‹˙˙ß˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO10Subtitle RTSZŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙˙ß˙–˙Œ˙ß˙“˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˙‰˙š˙˙ˆ˙—˙š˙“˙’˙ß˙—˙–˙’˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO11Subtitle RTSdŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙˙ž˙œ˙”˙ß˙—˙–˙’˙ß˙›˙˙ˆ˙‘˙ß˙–˙™˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙ß˙œ˙—˙ž˙‘˙œ˙š˙ LBL!DIALOGEVENT:MisCHI05xXO12Subtitle RTS=Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ˇ˙ś˙ľ˙ž˙ź˙´˙ş˙­˙Ź˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙’˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO13Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙š˙›˙ß˙Ź˙ą˙ś˙Ż˙ş˙­˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ LBL!DIALOGEVENT:MisCHI05xXO14Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙˙˙˙˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙—˙š˙ž˙‰˙†˙ß˙ž˙˙’˙˙˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙ LBL!DIALOGEVENT:MisCHI05xXO15Subtitle RTSRŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙–˙‘˙‹˙š˙“˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙Œ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙’˙ž˙†˙ß˙˙š˙ß˙—˙˙“˙š˙›˙ß˙Š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙’˙ž˙“˙“˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ LBL!DIALOGEVENT:MisCHI05xXO16Subtitle RTS‰Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙˙ž˙Œ˙š˙ß˙Œ˙š˙š˙’˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙–˙‰˙š˙˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙“˙˙œ˙”˙ß˙—˙–˙’˙ß˙–˙‘˙ß˙˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙–˙‘˙˜˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO17Subtitle RTSTŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙’˙ž˙‘˙†˙ß˙›˙˙–˙‰˙š˙˙“˙š˙Œ˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙z˙Œ˙š˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙˙š˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBL!DIALOGEVENT:MisCHI05xXO18Subtitle RTShŐ˙Ź˙–˙˙Ţ˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˙Š˙Œ˙š˙Œ˙ß˙–˙‘˙ß˙Œ˙š˙œ˙‹˙˙˙ß˙ź˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙œ˙—˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL!DIALOGEVENT:MisCHI05xXO19Subtitle RTSTŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙“˙–˙˙˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙–˙’˙˙˙˙‰˙š˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO20Subtitle RTS-Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO21Subtitle RTSYŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙ž˙”˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙‹˙ß˙ž˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙—˙š˙ž˙‰˙†˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBL!DIALOGEVENT:MisCHI05xXO22Subtitle RTSqŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙ś˙ą˙Ť˙ş˙­˙ą˙ş˙Ť˙ß˙ź˙ş˙ą˙Ť˙ş˙­˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙ž˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙“˙˙œ˙ž˙‹˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL!DIALOGEVENT:MisCHI05xXO23Subtitle RTSVŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙“˙š˙™˙‹˙ß˙—˙–˙Œ˙ß˙š˙“˙ž˙‘˙”˙ß˙Š˙‘˙˜˙Š˙ž˙˙›˙š˙›˙Ţ˙ß˙ą˙˙ˆ˙ß˙–˙Œ˙ß˙˙Š˙˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL!DIALOGEVENT:MisCHI05xXO24Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙›˙š˙‹˙š˙œ˙‹˙–˙˙‘˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙Œ˙‹˙š˙ž˙›˙ß˙˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙–˙‹˙ LBL'DIALOGEVENT:MisChi07RedGuard108Subtitle RTSŐ˙ž˙’˙˙Š˙Œ˙—˙Ţ˙ LBL'DIALOGEVENT:MisGLA01Scorpion105Subtitle RTSŐ˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ž˙˙š˙ß˙œ˙“˙˙Œ˙š˙ LBL'DIALOGEVENT:MisGLA01Scorpion108Subtitle RTS0Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙ž˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙ˆ˙ž˙†˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙˙˙˙“˙†˙ß˙˜˙Š˙ž˙˙›˙š˙›˙ LBL'DIALOGEVENT:MisGLA01Scorpion109Subtitle RTSŐ˙¨˙š˙Ř˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙™˙–˙˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat01Subtitle RTS*Ő˙ş˙‘˙š˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:MisGLA01xChat02Subtitle RTS6Ő˙ş˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Œ˙˙˙‹˙‹˙š˙›˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙ˆ˙ž˙†˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat03Subtitle RTS$Ő˙ş˙‘˙š˙’˙†˙ß˙˙ž˙‹˙˙˙“˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙˙˙š˙‘˙ß˙™˙–˙˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat04Subtitle RTSRŐ˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙Œ˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙“˙ž˙˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat05Subtitle RTS;Ő˙ł˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙Ţ˙ß˙°˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙ž˙Œ˙ß˙ž˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat06Subtitle RTSCŐ˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙˙Œ˙ß˙œ˙“˙˙Œ˙–˙‘˙˜˙ß˙–˙‘˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙˙Š˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat07Subtitle RTSIŐ˙°˙Š˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ˆ˙ž˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙œ˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA01xChat08Subtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙—˙š˙ž˙‰˙†˙ß˙“˙˙Œ˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin01Subtitle RTS>Ő˙Ż˙ž˙‹˙˙˙“˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ĺ˙ß˙Ť˙ž˙˙˜˙š˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙“˙˙œ˙ž˙‹˙š˙›˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙Š˙˙Œ˙Š˙–˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin02Subtitle RTSGŐ˙˝˙š˙ß˙ž˙›˙‰˙–˙Œ˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙˙˙’˙˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙ž˙–˙˜˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙˙š˙˜˙Š˙‘˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙Ż˙ž˙‹˙˙˙“˙ LBL"DIALOGEVENT:MisGLA01xCin03Subtitle RTS#Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙Ř˙’˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin04Subtitle RTSŐ˙ś˙Ř˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙“˙š˙™˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin05Subtitle RTSŐ˙ś˙Ř˙’˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙™˙–˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin06Subtitle RTSŐ˙Ź˙‹˙ž˙†˙ß˙˙‘˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin07Subtitle RTS Ő˙ł˙˙˙”˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin08Subtitle RTS<Ő˙˝˙ž˙Œ˙š˙Ţ˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙‹˙—˙˙š˙š˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙Ĺ˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙‹˙—˙˙š˙š˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin09Subtitle RTS=Ő˙ź˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙˙Š˙˙Œ˙Š˙–˙‹˙Ó˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙‹˙ˆ˙˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙Œ˙—˙˙‹˙ß˙ž˙‹˙ß˙—˙–˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin10Subtitle RTS"Ő˙ş˙Œ˙œ˙˙˙‹˙Œ˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙Ţ˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙—˙–˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin11Subtitle RTSŐ˙ą˙˙˙˙˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin12Subtitle RTSiŐ˙ˇ˙š˙—˙ß˙—˙š˙—˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙˙Š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ń˙ž˙‘˙›˙ß˙ž˙˙š˙ß˙—˙š˙ž˙›˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙š˙‘˙›˙š˙‰˙˙Š˙…˙ß˙˙˙–˙‘˙‹˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙–˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisGLA01xCin13Subtitle RTS#Ő˙ž˙™˙™˙–˙˙’˙ž˙‹˙–˙‰˙š˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙Š˙‹˙ LBL"DIALOGEVENT:MisGLA01xCin14Subtitle RTS7Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Œ˙œ˙˙Š˙‹˙ß˙‹˙š˙ž˙’˙Ń˙ß˙¨˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙‘˙˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ń˙ß˙¨˙ž˙–˙‹˙z˙ LBL"DIALOGEVENT:MisGLA01xCin15Subtitle RTS*Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙’˙˙Š˙Œ˙—˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙Š˙Œ˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xCin16Subtitle RTS„Ő˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙Ţ˙ß˙Ť˙—˙š˙Œ˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙’˙˙Œ˙‹˙ß˙œ˙“˙š˙‰˙š˙˙Ń˙ß˙Ť˙—˙š˙–˙˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙–˙“˙“˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙œ˙š˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙œ˙ž˙Š˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisGLA01xKen01Subtitle RTS_Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙˙Š˙˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ß˙ˆ˙–˙‹˙—˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙œ˙—˙š˙œ˙”˙˙˙–˙‘˙‹˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisGLA01xKen02Subtitle RTSKŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙š˙“˙˙ß˙˙Š˙˙ß˙‹˙˙Š˙š˙ß˙“˙š˙ž˙›˙š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ó˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙‘˙ß˙“˙–˙‰˙š˙ß˙˙‘˙ LBL"DIALOGEVENT:MisGLA01xKen03Subtitle RTS‡Ő˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙˙Š˙‹˙ß˙—˙š˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙œ˙˙‘˙Œ˙š˙Ž˙Š˙š˙‘˙‹˙–˙ž˙“˙Ń˙ß˙ś˙™˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Œ˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL"DIALOGEVENT:MisGLA01xKen04Subtitle RTS˜Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙Œ˙‹˙˙˙‘˙˜˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙‰˙˙–˙›˙ß˙ž˙ß˙›˙–˙˙š˙œ˙‹˙ß˙œ˙˙‘˙™˙˙˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙™˙–˙‘˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙†˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA01xKen05Subtitle RTSˆŐ˙ˇ˙˙“˙›˙ß˙†˙˙Š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙ž˙ß˙‹˙š˙ž˙’˙ß˙‹˙˙ß˙Œ˙œ˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙˙˙‹˙ß˙˙ž˙œ˙”˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen06Subtitle RTSÁŐ˙˛˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙Ž˙Š˙–˙œ˙”˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙‹˙š˙ž˙’˙Œ˙ß˙—˙ž˙Œ˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙š˙“˙Š˙›˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙Š˙˙Œ˙Š˙š˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙ž˙˜˙˙š˙š˙›˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ń˙ß˙Ť˙—˙š˙–˙˙ß˙˙˙œ˙”˙š˙‹˙ß˙˙˙›˙Œ˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙˙˙‰˙š˙ß˙’˙˙Œ˙‹˙ß˙Š˙Œ˙š˙™˙Š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙˙’˙˙˙ LBL"DIALOGEVENT:MisGLA01xKen07Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙‹˙š˙ž˙’˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙ž˙ß˙˙ž˙‹˙—˙ß˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙Š˙‹˙“˙†˙–˙‘˙˜˙ß˙Ş˙Ź˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen08Subtitle RTSyŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙˙“˙ž˙‘˙š˙ß˙ž˙˙˙–˙‰˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙›˙š˙˙š˙‘˙›˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen09Subtitle LBL"DIALOGEVENT:MisGLA01xKen10Subtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‘˙‹˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˜˙˙˙Š˙˙ß˙˙™˙ß˙˙Š˙˙Œ˙Š˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙—˙–˙’˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙œ˙˙Œ˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen11Subtitle RTS{Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙˙ž˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙˙˙‰˙–˙›˙š˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙Œ˙—˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙–˙š˙˜˙š˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ LBL"DIALOGEVENT:MisGLA01xKen12Subtitle RTSHŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ß˙ˇ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙™˙ž˙“˙“˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen13Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙˙ß˙™˙ž˙˙ß˙ž˙—˙š˙ž˙›˙ß˙˙™˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙Ń˙ß˙­˙š˙’˙š˙’˙˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙—˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙–˙™˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBL"DIALOGEVENT:MisGLA01xKen14Subtitle RTSOŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙‹˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙Ń˙ß˙˝˙š˙ß˙ˆ˙ž˙˙†˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙Œ˙Ó˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisGLA01xKen15Subtitle RTSƒŐ˙¨˙š˙ß˙ž˙˙š˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙˙š˙ž˙œ˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙’˙ž˙†˙ß˙™˙“˙†˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙Œ˙ž˙™˙š˙‹˙†˙ LBL"DIALOGEVENT:MisGLA01xKen16Subtitle RTS9Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙–˙‹˙—˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙“˙ LBL"DIALOGEVENT:MisGLA01xKen17Subtitle RTSuŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙–˙Œ˙ß˙˙š˙ž˙›˙†˙ß˙ž˙‘˙›˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙Œ˙‹˙˙–˙˙ß˙ˆ˙—˙š˙‘˙ß˙—˙–˙Œ˙ß˙˙“˙ž˙‘˙š˙ß˙ž˙˙˙–˙‰˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen18Subtitle RTS}Ő˙°˙Š˙˙ß˙˙“˙ž˙‘˙š˙ß˙–˙Œ˙ß˙˙‘˙ß˙ž˙˙˙˙˙ž˙œ˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ľ˙Š˙Œ˙‹˙ß˙—˙˙“˙›˙ß˙†˙˙Š˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙™˙˙˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙“˙˙‘˙˜˙š˙˙Ń˙ß˙°˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙‹˙˙ß˙˙˙ž˙˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙“˙ž˙‘˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen19Subtitle RTSWŐ˙Ť˙—˙š˙ß˙˙“˙ž˙‘˙š˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙Ń˙ß˙ł˙˙ž˙›˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙–˙‘˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙’˙ž˙†˙ß˙™˙“˙†˙ß˙—˙–˙’˙ß˙‹˙˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙ž˙‘˙›˙ß˙˙š˙˜˙˙˙Š˙˙ LBL"DIALOGEVENT:MisGLA01xKen20Subtitle RTS’Ő˙Ť˙—˙š˙ß˙˙“˙ž˙‘˙š˙ß˙–˙Œ˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙Š˙˙ß˙“˙š˙ž˙›˙š˙˙ß˙‹˙˙ß˙˙˙ž˙˙›˙Ń˙ß˙˛˙ž˙”˙š˙ß˙—˙ž˙Œ˙‹˙š˙ß˙ž˙‘˙›˙ß˙˙˙–˙‘˙˜˙ß˙—˙–˙’˙ß˙–˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙—˙˙“˙›˙ß˙˙Š˙‹˙ß˙–˙‘˙›˙š˙™˙–˙‘˙–˙‹˙š˙“˙†˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA01xKen21Subtitle RTS{Ő˙°˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Ó˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ó˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙—˙ž˙˙ž˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙Š˙˙˙“˙†˙ß˙“˙–˙‘˙š˙Œ˙Ń˙ß˙ˇ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙™˙ß˙˜˙˙š˙ž˙‹˙ß˙—˙š˙“˙˙ß˙‹˙˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisGLA01xKen22Subtitle RTS`Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙˙š˙Œ˙–˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA01xKen23Subtitle RTSaŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙‘˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙ß˙Œ˙œ˙˙Š˙‹˙ß˙™˙˙˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙˙™˙™˙š˙˙š˙›˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA01xKen24Subtitle RTSNŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙‹˙˙ß˙Œ˙—˙Š˙‹˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA01xKen25Subtitle RTSOŐ˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ˆ˙š˙ž˙”˙š˙‘˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙—˙˙˙Œ˙š˙ß˙˙Š˙˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙ß˙’˙˙˙š˙ß˙ˆ˙–˙Œ˙š˙“˙†˙ LBL%DIALOGEVENT:MisGLA02Chatter04Subtitle RTS'Ő˙¨˙š˙ß˙ž˙˙š˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBL%DIALOGEVENT:MisGLA02Chatter18SubtitleWRTSŐ˙Ź˙˙ß˙’˙Š˙œ˙—˙ß˙™˙˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ superiorite LBL%DIALOGEVENT:MisGLA02General07Subtitle RTS'Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙Ń˙ß˙¸˙š˙‹˙ß˙˙š˙ž˙›˙†˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat01Subtitle RTSŐ˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat02Subtitle RTS8Ő˙Ť˙—˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙Œ˙‹˙˙˙‘˙˜˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙ž˙†˙ LBL#DIALOGEVENT:MisGLA02xChat03Subtitle RTS:Ő˙Ť˙—˙š˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙™˙ž˙“˙“˙ß˙‹˙˙ß˙—˙–˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat04Subtitle RTSŐ˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat05Subtitle RTSŐ˙°˙Š˙˙ß˙Ż˙ž˙“˙ž˙œ˙š˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ţ˙ LBL#DIALOGEVENT:MisGLA02xChat06Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL#DIALOGEVENT:MisGLA02xChat07Subtitle RTS(Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ LBL"DIALOGEVENT:MisGLA02xCin01Subtitle RTSCŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙­˙š˙œ˙˙‘˙ß˙Î˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙ß˙ž˙’˙ß˙™˙–˙‘˙–˙Œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙‹˙˙˙“˙Ń˙ß˙Ź˙š˙œ˙‹˙˙˙ß˙–˙Œ˙ß˙œ˙“˙š˙ž˙˙ LBL"DIALOGEVENT:MisGLA02xCin02Subtitle RTSeŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙Ó˙ß˙­˙š˙œ˙˙‘˙ß˙Î˙Ŕ˙ß˙¨˙š˙Ř˙‰˙š˙ß˙—˙ž˙›˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙˙™˙ß˙‹˙˙˙˙˙ß˙’˙˙‰˙š˙’˙š˙‘˙‹˙Œ˙ß˙“˙–˙‘˙”˙š˙›˙ß˙‹˙˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ LBL"DIALOGEVENT:MisGLA02xCin03Subtitle RTSkŐ˙ś˙ß˙ž˙’˙ß˙’˙˙Œ˙‹˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙Ń˙ß˙ś˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙‘˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙›˙Š˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙Œ˙—˙˙Š˙˙Œ˙ß˙™˙˙˙ß˙—˙˙Š˙˙Œ˙ß˙‘˙˙ˆ˙Ń˙ß˙­˙š˙‹˙Š˙˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙ß˙ž˙™˙‹˙š˙˙ß˙‹˙—˙–˙Œ˙ LBL"DIALOGEVENT:MisGLA02xCin04Subtitle RTS Ő˙¨˙—˙ž˙‹˙ß˙‹˙—˙š˙z˙Ŕ˙ LBL"DIALOGEVENT:MisGLA02xCin05Subtitle RTS7Ő˙­˙š˙œ˙˙‘˙ß˙Î˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙ş˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙Ó˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xCin06Subtitle RTS Ő˙­˙š˙œ˙˙‘˙ß˙Î˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ŕ˙ LBL"DIALOGEVENT:MisGLA02xCin07Subtitle RTSŐ˙ˇ˙š˙Ř˙Œ˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙™˙–˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xCin08Subtitle RTS/Ő˙­˙š˙œ˙˙‘˙ß˙Î˙Ó˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙‹˙Š˙Œ˙Ŕ˙ß˙­˙š˙œ˙˙‘˙ß˙Î˙Ţ˙ß˙­˙š˙˙˙˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xCin09Subtitle RTSŐ˙°˙‘˙œ˙š˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙˙š˙’˙˙‰˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙˙Š˙˙ß˙œ˙˙‘˙‹˙˙˙“˙Ń˙ß˙Ť˙—˙š˙‘˙ß˙‰˙š˙‘˙˜˙š˙ž˙‘˙œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙–˙‘˙™˙–˙›˙š˙“˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙˙‘˙ LBL"DIALOGEVENT:MisGLA02xCin10Subtitle RTSdŐ˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ˆ˙—˙š˙˙š˙‰˙š˙˙ß˙—˙š˙ß˙œ˙ž˙‘˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙‹˙ß˙ž˙‘˙ß˙š˙‘˙›˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙‰˙–˙š˙ß˙™˙˙˙ß˙˙˙ˆ˙š˙˙ LBL"DIALOGEVENT:MisGLA02xKen01Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙Ň˙Ň˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen02Subtitle RTSdŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙—˙–˙’˙ß˙‹˙ž˙”˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙Œ˙ß˙˙–˙˜˙—˙‹˙™˙Š˙“˙“˙†˙ß˙˙Š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen03Subtitle RTS*Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙Š˙‘˙–˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙›˙š˙˙ß˙˙‘˙š˙ß˙“˙š˙ž˙›˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen04Subtitle RTS7Ő˙˝˙š˙ˆ˙ž˙˙š˙Ţ˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙—˙ž˙Œ˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen05Subtitle RTSgŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙’˙Š˙œ˙—˙ß˙˙–˙˜˙˜˙š˙˙ß˙˙“˙ž˙‘˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙‹˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ń˙ß˙Ť˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙Ž˙Š˙ž˙”˙š˙ß˙ž˙Œ˙ß˙ˆ˙š˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙™˙Š˙˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL"DIALOGEVENT:MisGLA02xKen06Subtitle RTSVŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙œ˙Ž˙Š˙–˙˙š˙›˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙Ţ˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙—˙–˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen07Subtitle RTS>Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ß˙‹˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen08Subtitle RTS"Ő˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen09Subtitle RTSTŐ˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA02xKen10Subtitle RTS…Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙–˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙‹˙˙ß˙˙˙˙˜˙˙š˙Œ˙Œ˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙˙Š˙˙ß˙˜˙˙ž˙“˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Š˙‘˙›˙š˙˙ß˙˙‘˙š˙ß˙™˙“˙ž˙˜˙ LBL"DIALOGEVENT:MisGLA02xKen11Subtitle RTSCŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙˙‘˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen12Subtitle RTS=Ő˙°˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙˙Š˙˙ß˙°˙–˙“˙ß˙Ź˙Š˙˙˙“˙†˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen13Subtitle RTS7Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙ß˙‹˙˙ß˙Œ˙‘˙š˙ž˙”˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen14Subtitle RTSmŐ˙Ť˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙”˙ß˙—˙š˙˙š˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙Ń˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ LBL"DIALOGEVENT:MisGLA02xKen15Subtitle RTSJŐ˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙–˙‘˙›˙ß˙ž˙‘˙ß˙Š˙‘˙˜˙Š˙ž˙˙›˙š˙›˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA02xKen16Subtitle RTSWŐ˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ž˙‘˙›˙ß˙”˙š˙š˙˙ß˙–˙‹˙ß˙–˙‘˙‹˙ž˙œ˙‹˙ LBL"DIALOGEVENT:MisGLA02xKen17Subtitle RTSVŐ˙Ť˙—˙š˙–˙˙ß˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen18Subtitle RTS8Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙š˙ß˙ˆ˙ž˙˙†˙ß˙˙™˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙Ň˙Ň˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙“˙˙‰˙š˙Œ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA02xKen19Subtitle RTSNŐ˙Ť˙—˙–˙Œ˙ß˙˙˙–˙›˙˜˙š˙ß˙–˙Œ˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ß˙–˙‘˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisGLA02xKen20Subtitle RTS/Ő˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen21Subtitle RTS.Ő˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen22Subtitle RTSKŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙™˙˙˙œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen23Subtitle RTS]Ő˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙‹˙˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL"DIALOGEVENT:MisGLA02xKen24Subtitle RTSMŐ˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙˙˙š˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙‘˙œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙Š˙‘˙–˙‹˙š˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen25Subtitle RTSQŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙’˙˙‰˙š˙ß˙Š˙‘˙Œ˙š˙š˙‘˙ß˙˙ž˙Œ˙‹˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙˙˙–˙›˙˜˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA02xKen26Subtitle RTS•Ő˙Ť˙—˙š˙ß˙‹˙˙ž˙–˙‹˙˙˙ß˙—˙ž˙Œ˙ß˙™˙˙˙‹˙–˙™˙–˙š˙›˙ß˙—˙–˙’˙Œ˙š˙“˙™˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙—˙–˙“˙“˙‹˙˙˙ß˙ž˙‘˙›˙ß˙œ˙Š˙‹˙ß˙ž˙“˙“˙ß˙˙‹˙—˙š˙˙ß˙’˙š˙ž˙‘˙Œ˙ß˙˙™˙ß˙ž˙œ˙œ˙š˙Œ˙Œ˙Ń˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙ˆ˙ž˙†˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ž˙‹˙ß˙—˙–˙Œ˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA02xKen27Subtitle RTS–Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙˙†˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ń˙ß˙ˇ˙š˙ß˙—˙ž˙Œ˙ß˙‹˙Š˙˙‘˙š˙›˙ß˙—˙–˙Œ˙ß˙˙ž˙œ˙”˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙˙˙š˙‹˙—˙˙š˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen28Subtitle RTSˆŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙ž˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙˙™˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙Ó˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙—˙–˙Œ˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙˙“˙ž˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙Ń˙ß˙ˇ˙š˙ß˙˙š˙™˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙Œ˙—˙ž˙˙š˙ß˙—˙–˙Œ˙ß˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Š˙Œ˙Ó˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙™˙˙˙’˙ß˙—˙–˙’˙ LBL"DIALOGEVENT:MisGLA02xKen29Subtitle RTSŒŐ˙ž˙ß˙¸˙ł˙ž˙ß˙Œ˙˙“˙–˙‘˙‹˙š˙˙ß˙œ˙š˙“˙“˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙›˙ß˙˙†˙ß˙Ż˙˙–˙‘˙œ˙š˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙˙š˙™˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙“˙š˙‹˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙—˙–˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL"DIALOGEVENT:MisGLA02xKen30Subtitle RTS`Ő˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙–˙Œ˙ß˙ž˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙˙™˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙Ó˙ß˙˙š˙“˙†˙–˙‘˙˜˙ß˙˙‘˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙‹˙š˙œ˙—˙‘˙–˙Ž˙Š˙š˙Œ˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙‘˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙—˙–˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA02xKen31Subtitle RTSQŐ˙¸˙Ż˙Ź˙ß˙Œ˙œ˙˙ž˙’˙˙“˙š˙ß˙˜˙–˙‰˙š˙Œ˙ß˙—˙–˙’˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙†˙ß˙Š˙‘˙–˙‹˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙Š˙‘˙Œ˙š˙š˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ LBL"DIALOGEVENT:MisGLA02xKen32Subtitle RTS8Ő˙Ť˙Š˙‘˙‘˙š˙“˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙˙™˙™˙š˙˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisGLA02xKen33Subtitle RTS›Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙–˙š˙Œ˙Ń˙ß˙ś˙™˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙—˙ž˙˙š˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙’˙ß˙—˙–˙’˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙—˙–˙Œ˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙œ˙š˙‘˙‹˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙Š˙˙‘˙ß˙—˙–˙Œ˙ß˙˙ˆ˙‘˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙—˙–˙’˙Ţ˙ LBL$DIALOGEVENT:MisGLA03Kenwar03Subtitle RTSŐ˙š˙˙š˙š˙ß˙˙Š˙˙ß˙–˙’˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ LBL$DIALOGEVENT:MisGLA03Kenwar15Subtitle RTS<Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙ž˙ß˙Ż˙˙–˙Œ˙˙‘˙ß˙ź˙ž˙’˙˙Ó˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ž˙˙š˙ß˙—˙š˙“˙›˙ß˙–˙‘˙Œ˙–˙›˙š˙ LBL"DIALOGEVENT:MisGLA03xBrf01Subtitle RTSŐ˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xBrf02Subtitle RTSmŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙ˆ˙ž˙Œ˙ß˙‹˙˙˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙Œ˙ß˙‹˙—˙–˙Œ˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙Š˙“˙†˙ß˙ž˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙’˙–˙‘˙›˙ LBL"DIALOGEVENT:MisGLA03xBrf03Subtitle RTSVŐ˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ß˙‘˙ž˙‰˙ž˙“˙ß˙™˙˙˙œ˙š˙ß˙–˙Œ˙ß˙Œ˙—˙ž˙‹˙‹˙š˙˙š˙›˙ß˙ž˙“˙“˙ß˙˙™˙ß˙ş˙Š˙˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˜˙˙ž˙Œ˙˙ LBL"DIALOGEVENT:MisGLA03xBrf04Subtitle RTSDŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙Š˙‘˙–˙‹˙š˙›˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙˙Š˙˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙ß˙™˙š˙“˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xBrf05Subtitle RTS:Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ž˙ß˙—˙ž˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙Š˙˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ LBL"DIALOGEVENT:MisGLA03xBrf06Subtitle RTSoŐ˙˝˙Š˙‹˙ß˙˙š˙™˙˙˙š˙ß˙–˙‹˙ß˙ˆ˙ž˙Œ˙ß˙ˆ˙–˙˙š˙›˙ß˙˙Š˙‹˙Ó˙ß˙ˆ˙š˙ß˙“˙š˙ž˙˙‘˙š˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙‘˙ž˙‰˙ž˙“˙ß˙™˙“˙š˙š˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA03xBrf07Subtitle RTSŐ˙˛˙˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙—˙–˙˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙˙‹˙ß˙ž˙‘˙›˙ß˙—˙š˙“˙˙“˙š˙Œ˙Œ˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙š˙ž˙“˙ß˙‹˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xBrf08Subtitle RTS?Ő˙ł˙˙˙”˙ß˙™˙˙˙ß˙ž˙‘˙ß˙˙˙˙˙˙‹˙Š˙‘˙–˙‹˙†˙ß˙‹˙˙ß˙˙š˙œ˙“˙ž˙–˙’˙ß˙ž˙‘˙›˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙ž˙Œ˙š˙ LBL#DIALOGEVENT:MisGLA03xChat01Subtitle RTSŐ˙¨˙š˙Ř˙“˙“˙ß˙›˙–˙š˙ß˙™˙˙˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat02Subtitle RTSŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙‘˙š˙ß˙˙–˙‹˙š˙Œ˙ß˙‹˙—˙š˙ß˙›˙Š˙Œ˙‹˙ LBL#DIALOGEVENT:MisGLA03xChat03Subtitle RTSŐ˙˛˙˙˙š˙ß˙‰˙–˙œ˙‹˙–˙’˙Œ˙ß˙™˙˙˙ß˙’˙š˙ LBL#DIALOGEVENT:MisGLA03xChat04Subtitle RTSŐ˙˛˙˙ˆ˙ß˙‹˙—˙š˙’˙ß˙›˙˙ˆ˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat05Subtitle RTSŐ˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙š˙Œ˙œ˙ž˙˙š˙ß˙˙Š˙˙ß˙ˆ˙˙ž˙‹˙—˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat06Subtitle RTS!Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙ˆ˙—˙š˙˙š˙ß˙ˆ˙š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat07Subtitle RTSŐ˙Š˙–˙œ˙‹˙˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA03xChat08Subtitle RTSŐ˙Ť˙—˙ž˙‹˙ß˙’˙ž˙›˙š˙ß˙ž˙ß˙˙–˙˜˙ß˙Œ˙˙“˙ž˙Œ˙—˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xCin01Subtitle RTS%Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙‹˙—˙–˙Œ˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xCin02Subtitle RTS)Ő˙Ť˙—˙š˙–˙˙ß˙œ˙ž˙˙˙–˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙Š˙˙‘˙š˙›˙ß˙–˙‘˙‹˙˙ß˙Œ˙œ˙˙ž˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xCin03Subtitle RTS%Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙‰˙š˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen01Subtitle RTS+Ő˙°˙Š˙˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙œ˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙ž˙‘˙”˙ß˙š˙ž˙Œ˙–˙“˙†˙z˙ LBL"DIALOGEVENT:MisGLA03xKen02Subtitle RTS>Ő˙Ť˙—˙ž˙‹˙ß˙­˙ž˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙™˙˙˙ß˙—˙š˙“˙˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙—˙–˙’˙ß˙˜˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisGLA03xKen03Subtitle RTSKŐ˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙Œ˙–˙‘˙”˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ź˙ž˙˙˙–˙š˙˙Ń˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙–˙‹˙ß˙ˆ˙š˙“˙“˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen04Subtitle RTSYŐ˙°˙Š˙˙ß˙˙š˙˙š˙“˙Œ˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL"DIALOGEVENT:MisGLA03xKen05Subtitle RTSHŐ˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙˙Š˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙˙‘˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen06Subtitle RTS.Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙‹˙—˙š˙ß˙˙–˙“˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙—˙–˙Œ˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen07Subtitle RTS#Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙ž˙™˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen08Subtitle RTSŐ˙Ť˙—˙–˙Œ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙Š˙˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen09Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ż˙ž˙“˙ž˙œ˙š˙ LBL"DIALOGEVENT:MisGLA03xKen10Subtitle RTS$Ő˙Ť˙—˙–˙Œ˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙˙‰˙š˙ß˙Š˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL"DIALOGEVENT:MisGLA03xKen11Subtitle RTS&Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙œ˙“˙ž˙–˙’˙š˙›˙ß˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen12Subtitle RTSxŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ŕ˙ß˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙›˙˙˙˙ß˙…˙˙‘˙š˙Œ˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙˙–˙˙˙“˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen13Subtitle RTS*Ő˙ž˙—˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙‡˙–˙œ˙ß˙‹˙˙ž˙œ˙‹˙˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙’˙š˙ß˙–˙‘˙ß˙—˙ž˙‘˙›˙†˙ LBL"DIALOGEVENT:MisGLA03xKen14Subtitle RTS6Ő˙Ť˙—˙š˙Œ˙š˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙ß˙Š˙Œ˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL"DIALOGEVENT:MisGLA03xKen15Subtitle RTS)Ő˙Ť˙—˙š˙Œ˙š˙ß˙˛˙ž˙˙ž˙Š˙›˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙Œ˙‹˙ß˙˙Š˙˙ß˙™˙–˙˙š˙˙˙ˆ˙š˙˙ LBL"DIALOGEVENT:MisGLA03xKen16Subtitle RTS6Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen17Subtitle RTS?Ő˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙˙œ˙œ˙Š˙˙†˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisGLA03xKen18Subtitle RTS4Ő˙´˙–˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen19Subtitle RTSBŐ˙Ť˙—˙š˙†˙ß˙’˙ž˙†˙ß˙˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen20Subtitle RTS#Ő˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙Ţ˙ß˙­˙ž˙“˙“˙†˙ß˙˙Š˙˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen21Subtitle RTS(Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen22Subtitle RTS/Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen23Subtitle RTS2Ő˙Ť˙—˙š˙–˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen24Subtitle RTSeŐ˙Ť˙—˙˙Œ˙š˙ß˙œ˙“˙š˙‰˙š˙˙ß˙‰˙–˙“˙“˙ž˙–˙‘˙Œ˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL"DIALOGEVENT:MisGLA03xKen25Subtitle RTScŐ˙ž˙“˙’˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen26Subtitle RTSUŐ˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙Ó˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA03xKen27Subtitle RTS(Ő˙ž˙—˙—˙Ń˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙˜˙˙˙›˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen28Subtitle RTSOŐ˙Ť˙—˙–˙Œ˙ß˙˙ž˙Œ˙Œ˙ß˙–˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙˙“˙ž˙Œ˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ LBL"DIALOGEVENT:MisGLA03xKen29Subtitle RTS*Ő˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙˙ž˙Œ˙Œ˙ß˙–˙Œ˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙˜˙Š˙ž˙˙›˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen30Subtitle RTS.Ő˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙›˙–˙Œ˙˙ž˙‹˙œ˙—˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙Œ˙“˙ž˙‘˙›˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen31Subtitle RTS.Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙—˙˙˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen32Subtitle RTS-Ő˙Ť˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙ž˙‘˙ß˙ž˙Î˙Ď˙ß˙Ź˙‹˙˙–˙”˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen33Subtitle RTS.Ő˙Ť˙—˙š˙†˙Ř˙‰˙š˙ß˙˙ž˙˙ž˙›˙˙˙˙˙š˙›˙ß˙˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen34Subtitle RTSMŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ť˙˙˙˙ß˙Ľ˙˙‘˙š˙Œ˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙–˙˙˙“˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen35Subtitle RTSĹŐ˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙š˙‘˙š˙‹˙˙ž˙‹˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙“˙ž˙‘˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙ž˙ß˙‰˙–˙Œ˙Š˙ž˙“˙ß˙“˙˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisGLA03xKen36Subtitle RTS1Ő˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙Ţ˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙Œ˙˙’˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen37Subtitle RTS4Ő˙Ť˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ˆ˙–˙“˙“˙ß˙˙˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙–˙Œ˙“˙ž˙‘˙›˙ LBL"DIALOGEVENT:MisGLA03xKen38Subtitle RTSLŐ˙Ť˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙˙‘˙“˙–˙‘˙š˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙š˙™˙š˙‘˙›˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen39Subtitle RTS4Ő˙ž˙“˙“˙ß˙˙™˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen40Subtitle RTSGŐ˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙–˙’˙˙˙Œ˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙Œ˙–˙‘˙”˙ß˙‹˙—˙š˙ß˙ź˙ž˙˙˙–˙š˙˙ LBL"DIALOGEVENT:MisGLA03xKen41Subtitle RTS-Ő˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙Œ˙—˙ž˙“˙“˙ß˙‹˙ž˙Œ˙‹˙š˙ß˙˙–˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen42Subtitle RTSXŐ˙Ť˙—˙š˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Ţ˙ß˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˙š˙œ˙“˙ž˙–˙’˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen43Subtitle RTSDŐ˙¨˙š˙ß˙ž˙˙š˙ß˙œ˙“˙˙Œ˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙˙Š˙‹˙—˙ß˙˙™˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisGLA03xKen44Subtitle RTSDŐ˙Ť˙—˙š˙˙š˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen45Subtitle RTS Ő˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙–˙Œ˙ß˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙š˙˙‰˙š˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen46Subtitle RTSYŐ˙ˇ˙–˙Œ˙ß˙Œ˙‘˙–˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙œ˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA03xKen47Subtitle RTS&Ő˙Ť˙—˙š˙Œ˙š˙ß˙›˙˙œ˙”˙š˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙Œ˙ß˙ž˙˙š˙ß˙—˙ž˙˙’˙“˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen48Subtitle RTS-Ő˙Ť˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙˙˙’˙˙ž˙˙›˙–˙‘˙˜˙ß˙Š˙Œ˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA03xKen49Subtitle RTS#Ő˙Ť˙—˙–˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA03xKen50Subtitle RTS(Ő˙Ť˙—˙š˙Œ˙š˙ß˙™˙ž˙”˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙™˙˙˙“˙ß˙˙Š˙˙ß˙™˙˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA03xKen51Subtitle RTS/Ő˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙™˙ž˙”˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙‹˙˙–˙œ˙”˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ţ˙ LBL(DIALOGEVENT:MisGLA04Dispatcher06Subtitle RTS!Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙ž˙†˙ LBL#DIALOGEVENT:MisGLA04xChat01Subtitle RTS&Ő˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat02Subtitle RTS/Ő˙Ť˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙ą˙˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat03Subtitle RTS/Ő˙˝˙˙š˙ž˙”˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙™˙š˙‘˙œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙˙Š˙˙ß˙˙˙š˙‹˙—˙˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat04Subtitle RTSŐ˙ą˙˙ˆ˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙’˙ž˙†˙ß˙˙š˙ß˙™˙˙š˙š˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat05Subtitle RTS]Ő˙ž˙‘˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙œ˙—˙–˙‘˙˙˙”˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙š˙“˙˙ß˙‹˙˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙š˙˙˙‹˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ LBL#DIALOGEVENT:MisGLA04xChat06Subtitle RTSNŐ˙¸˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙ž˙‘˙‹˙–˙ß˙ž˙–˙˙ß˙˙‰˙š˙˙ß˙—˙š˙˙š˙Ó˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙ž˙˙š˙ß˙‹˙š˙ž˙˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙‹˙˙ß˙˙–˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat07Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙™˙–˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙˙–˙›˙˜˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat08Subtitle RTSLŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙˙Š˙˙ß˙œ˙š˙“˙“˙ß˙˙—˙˙‘˙š˙Œ˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat09Subtitle RTS:Ő˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙˙ž˙œ˙‹˙˙˙Œ˙ß˙–˙™˙ß˙ˆ˙š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙ž˙‘˙†˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL#DIALOGEVENT:MisGLA04xChat10Subtitle RTSKŐ˙Ť˙—˙–˙Œ˙ß˙™˙š˙˙˙†˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙˙Š˙˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙‘˙˙ˆ˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙Š˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙ˆ˙š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˜˙˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat11Subtitle RTS"Ő˙Ś˙š˙Œ˙Ó˙ß˙†˙š˙Œ˙Ń˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙Œ˙ž˙†˙Ţ˙ LBL#DIALOGEVENT:MisGLA04xChat12Subtitle RTSŐ˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙™˙˙š˙š˙›˙ LBL#DIALOGEVENT:MisGLA04xChat13Subtitle RTSEŐ˙Ť˙—˙š˙˙š˙ß˙Œ˙Š˙˙š˙ß˙ž˙˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙Œ˙˙˙˙‹˙Œ˙ß˙Š˙‹˙–˙“˙–˙‹˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙ž˙‘˙˜˙š˙ß˙“˙ž˙‘˙›˙ LBL#DIALOGEVENT:MisGLA04xChat14Subtitle RTSSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙Œ˙†˙’˙˙ž˙‹˙—˙–˙…˙š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙ˇ˙š˙ß˙ž˙‘˙›˙ß˙—˙–˙Œ˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˜˙˙š˙š˙›˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙Š˙Œ˙ LBL#DIALOGEVENT:MisGLA04xChat15Subtitle RTSŐ˙Ť˙ž˙‘˙”˙Œ˙Ţ˙ß˙Ť˙ž˙”˙š˙ß˙˙™˙™˙Ţ˙ß˙¸˙˙Ó˙ß˙¸˙˙Ó˙ß˙¸˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin01Subtitle RTS%Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙š˙ž˙’˙ß˙˙‘˙š˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin02Subtitle RTSŐ˙˛˙†˙ß˙˙˙š˙‹˙—˙˙š˙‘˙Ó˙ß˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙ß˙‹˙˙š˙ž˙›˙ß˙˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙Œ˙˙–˙“˙Ń˙ß˙°˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙˙˙‹˙ž˙–˙‘˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xCin03Subtitle RTS˜Ő˙Ť˙—˙š˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙‘˙ž˙‰˙ž˙“˙ß˙™˙˙˙œ˙š˙ß˙—˙ž˙‰˙š˙ß˙’˙˙‰˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙Ó˙ß˙–˙‘˙ß˙˙š˙Œ˙˙˙‘˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙“˙˙Œ˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ß˙™˙“˙š˙š˙‹˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙Š˙Œ˙ß˙‹˙˙ß˙Œ˙“˙–˙˙ß˙–˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin04Subtitle RTS8Ő˙¨˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙’˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙ß˙‰˙–˙œ˙‹˙˙˙–˙˙Š˙Œ˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisGLA04xCin05Subtitle RTS~Ő˙˝˙˙˙‹˙—˙š˙˙Œ˙ß˙˙š˙•˙˙–˙œ˙š˙Ţ˙ß˙°˙‘˙œ˙š˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙Ó˙ß˙˙Š˙˙ß˙Œ˙œ˙–˙š˙‘˙‹˙–˙Œ˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙™˙˙˙˜˙š˙ß˙ž˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙˙™˙ß˙’˙ž˙Œ˙Œ˙ß˙–˙‘˙™˙š˙œ˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin06Subtitle RTS‚Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙’˙š˙›˙›˙“˙š˙›˙ß˙™˙˙˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙Ń˙ß˙¨˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙ˆ˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙™˙š˙ž˙˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙—˙š˙ž˙˙‹˙Œ˙ß˙˙™˙ß˙˙Š˙˙ß˙˙˙˙˙š˙Œ˙Œ˙˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin07Subtitle RTSŐ˙×˙Š˙š˙˙†˙ß˙š˙‰˙–˙“˙ß˙“˙ž˙Š˙˜˙—˙Ö˙ LBL"DIALOGEVENT:MisGLA04xCin08Subtitle RTS+Ő˙Ť˙š˙ž˙’˙ß˙˙‘˙š˙Ó˙ß˙ž˙˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ß˙ž˙‘˙›˙ß˙˙‘˙ß˙˙˙ž˙˙›˙Ŕ˙ LBL"DIALOGEVENT:MisGLA04xCin09Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA04xCin10Subtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙‹˙ž˙”˙š˙˙™˙™˙ LBL"DIALOGEVENT:MisGLA04xCin11Subtitle RTSŐ˙ź˙—˙š˙œ˙”˙Ń˙ß˙Ż˙ž˙œ˙”˙ž˙˜˙š˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙ LBL"DIALOGEVENT:MisGLA04xCin12Subtitle RTS6Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙˙ß˙˙˙˙œ˙š˙š˙›˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙š˙Œ˙œ˙ž˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin13Subtitle RTS!Ő˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙—˙š˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙“˙–˙‘˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin14Subtitle RTS1Ő˙ˇ˙˙“˙›˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ß˙Š˙‘˙‹˙–˙“˙ß˙ˆ˙š˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙“˙ž˙‘˙›˙–˙‘˙˜˙ß˙Œ˙‹˙˙–˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin15Subtitle RTSŐ˙´˙š˙š˙˙ß˙‹˙—˙š˙’˙ß˙˙™˙™˙ß˙˙Š˙˙ß˙‹˙ž˙–˙“˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin16Subtitle RTSŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙†˙˙Š˙ß˙Œ˙‹˙Š˙˙–˙›˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin17Subtitle RTS2Ő˙¨˙š˙Ř˙“˙“˙ß˙’˙š˙š˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙ˆ˙š˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xCin18Subtitle RTS,Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙˙–˙‰˙š˙‘˙ß˙Š˙Œ˙ß˙˙Š˙‹˙ LBL"DIALOGEVENT:MisGLA04xCin19Subtitle RTSŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙–˙‰˙–˙›˙š˙ß˙ž˙‘˙›˙ß˙œ˙˙‘˙Ž˙Š˙š˙˙ LBL"DIALOGEVENT:MisGLA04xCin20Subtitle RTS'Ő˙¨˙š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙–˙Œ˙ß˙ž˙–˙˙ß˙˙˙ˆ˙š˙˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin21Subtitle RTS"Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‹˙ß˙Œ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙™˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin22Subtitle RTS/Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙š˙‰˙š˙‘˙˜˙š˙Ó˙ß˙†˙˙Š˙ß˙™˙–˙“˙‹˙—˙†˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin23Subtitle RTS6Ő˙ł˙š˙‹˙Ř˙Œ˙ß˙›˙˙ß˙˙Š˙˙ß˙˙ž˙˙‹˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙Œ˙š˙ß˙œ˙ž˙˙–˙‹˙ž˙“˙–˙Œ˙‹˙ß˙˙–˙˜˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin24Subtitle RTS7Ő˙Ť˙—˙š˙Œ˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙“˙–˙‰˙š˙Œ˙ß˙˙™˙ß˙˙Š˙˙ß˙˙˙š˙‹˙—˙˙š˙‘˙ LBL"DIALOGEVENT:MisGLA04xCin25Subtitle RTS+Ő˙ł˙š˙‹˙Ř˙Œ˙ß˙“˙–˙˜˙—˙‹˙ß˙Š˙˙ß˙‹˙—˙š˙Œ˙š˙ß˙¸˙ł˙ž˙ß˙–˙‘˙‹˙˙Š˙›˙š˙˙Œ˙Ţ˙ß˙š˙˙‡˙ß˙Î˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin26Subtitle RTS5Ő˙¸˙ł˙ž˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙˙™˙™˙Œ˙—˙˙˙š˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA04xCin27Subtitle RTSYŐ˙¨˙š˙ß˙˜˙˙‹˙ß˙¸˙ł˙ž˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙˙‘˙ß˙ž˙‹˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙›˙ß˙Č˙Č˙˝˙š˙‹˙ž˙¸˙ž˙’˙’˙ž˙Ţ˙ß˙ž˙“˙“˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙’˙˙‰˙š˙ß˙‹˙˙ß˙˙š˙Œ˙˙˙‘˙›˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin28Subtitle RTS#Ő˙Ť˙—˙š˙˙š˙Ř˙Œ˙ß˙’˙˙˙š˙ß˙˙™˙ß˙‹˙—˙š˙’˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙š˙ž˙œ˙—˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin29Subtitle RTS'Ő˙¸˙ł˙ž˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙˙˙Œ˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙š˙›˙˜˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xCin30Subtitle RTSQŐ˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙¸˙ł˙ž˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙œ˙–˙‹˙†˙ß˙“˙–˙’˙–˙‹˙Œ˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙˙‘˙‰˙š˙˙˜˙š˙ß˙˙‘˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙Œ˙ß˙Ě˙Ë˙ž˙“˙˙—˙ž˙ž˙“˙˙—˙ž˙ LBL"DIALOGEVENT:MisGLA04xKen01Subtitle RTS>Ő˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙°˙‘˙“˙†˙ß˙Î˙Ę˙ß˙’˙˙˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ LBL"DIALOGEVENT:MisGLA04xKen02Subtitle RTS>Ő˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙°˙‘˙“˙†˙ß˙Î˙Ď˙ß˙’˙˙˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ LBL"DIALOGEVENT:MisGLA04xKen03Subtitle RTS=Ő˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙°˙‘˙“˙†˙ß˙Ę˙ß˙’˙˙˙š˙ß˙‹˙˙‡˙–˙‘˙ß˙Œ˙ž˙’˙˙“˙š˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ LBL"DIALOGEVENT:MisGLA04xKen04Subtitle RTSŸŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙’˙š˙˙–˙œ˙ž˙Ř˙Œ˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙–˙‘˙ß˙ş˙Š˙˙˙˙š˙Ń˙ß˙˝˙Š˙‹˙ß˙ˆ˙š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙†˙š˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙ß˙ˆ˙š˙ž˙˙˙‘˙ LBL"DIALOGEVENT:MisGLA04xKen05Subtitle RTSdŐ˙˝˙˙‹˙—˙ß˙˙™˙ß˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙“˙ž˙œ˙š˙Ń˙ß˙Ť˙—˙š˙ß˙‹˙ˆ˙˙ß˙˜˙˙˙Š˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙˙˜˙š˙‹˙—˙š˙˙ß˙–˙™˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙‹˙˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA04xKen06Subtitle RTSQŐ˙°˙Š˙˙ß˙—˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisGLA04xKen07Subtitle RTSTŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙œ˙ž˙‘˙ß˙Œ˙‘˙–˙˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙“˙Œ˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙‹˙ß˙“˙˙‘˙˜˙ß˙˙ž˙‘˙˜˙š˙ LBL"DIALOGEVENT:MisGLA04xKen08Subtitle RTSXŐ˙°˙Š˙˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙˙™˙˙˙’˙ß˙ž˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙˙˙ˆ˙š˙˙ß˙˙“˙ž˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA04xKen09Subtitle RTSMŐ˙°˙Š˙˙ß˙˙š˙˙š˙“˙Œ˙ß˙ž˙˙š˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙Ó˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen10Subtitle RTSFŐ˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙‘˙›˙ß˙œ˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙Ž˙Š˙š˙Œ˙‹˙ LBL"DIALOGEVENT:MisGLA04xKen11Subtitle RTSŐ˙¸˙˙˙›˙ß˙’˙˙˙‘˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisGLA04xKen12Subtitle RTS$Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙™˙š˙˙˙†˙ LBL"DIALOGEVENT:MisGLA04xKen13Subtitle RTSOŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙’˙–˙‘˙š˙Œ˙ß˙—˙š˙˙š˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen14Subtitle RTS†Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙š˙‹˙ß˙Œ˙˙’˙š˙˙‘˙š˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙ž˙‹˙ß˙Š˙ž˙“˙‰˙š˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙ť˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙˙˙“˙ž˙‘˙‹˙ß˙˙š˙Œ˙š˙˙‰˙˙–˙˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙˙ˆ˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙™˙Š˙˙‹˙—˙š˙˙ LBL"DIALOGEVENT:MisGLA04xKen15Subtitle RTS Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ LBL"DIALOGEVENT:MisGLA04xKen16Subtitle RTS Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙ LBL"DIALOGEVENT:MisGLA04xKen17Subtitle RTS8Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ˆ˙–˙˙š˙›˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen18Subtitle RTSYŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙Ţ˙ß˙Ť˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Œ˙–˙‹˙‹˙–˙‘˙˜˙ß˙›˙Š˙œ˙”˙Œ˙ß˙™˙˙˙ß˙Œ˙Š˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen19Subtitle RTS-Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙˙‡˙–˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xKen20Subtitle RTSjŐ˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙˜˙˙ß˙˙“˙ž˙‘˙š˙ LBL"DIALOGEVENT:MisGLA04xKen21Subtitle RTS;Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisGLA04xKen22Subtitle RTS1Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‘˙‹˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA04xKen23Subtitle RTS;Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙š˙“˙“˙ß˙˙™˙ß˙—˙–˙•˙ž˙œ˙”˙š˙˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen24Subtitle RTS8Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙š˙“˙“˙ß˙˙™˙ß˙˙š˙˙š˙“˙Œ˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen25Subtitle RTS@Ő˙ľ˙ž˙˙’˙š˙‘˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙™˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙—˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙š˙›˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen26Subtitle RTSEŐ˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙”˙š˙‘˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙ž˙‘˙›˙ß˙˙˙˙‰˙–˙›˙š˙›˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisGLA04xKen27Subtitle RTSLŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙Š˙Œ˙˙š˙œ˙‹˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙˙–˙“˙ß˙ž˙™˙‹˙š˙˙ß˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙–˙‘˙ß˙¸˙˙š˙š˙œ˙š˙ LBL"DIALOGEVENT:MisGLA04xKen28Subtitle RTSBŐ˙´˙ž˙Œ˙Œ˙ž˙›˙ß˙ˆ˙˙Š˙“˙›˙ß˙‘˙š˙‰˙š˙˙ß˙—˙ž˙‰˙š˙ß˙—˙ž˙›˙ß˙‹˙—˙š˙ß˙œ˙˙Š˙˙ž˙˜˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙—˙˙’˙š˙“˙ž˙‘˙›˙ LBL"DIALOGEVENT:MisGLA04xKen29Subtitle RTSXŐ˙°˙‘˙œ˙š˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙‹˙—˙š˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙˜˙š˙‘˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˝˙–˙˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Š˙‘˙Œ˙‹˙˙˙˙ž˙˙“˙š˙ LBL$DIALOGEVENT:MisGLA05Buggy104Subtitle RTS-Ő˙˝˙š˙ˆ˙ž˙˙š˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙˝˙ž˙‹˙‹˙š˙˙–˙š˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ LBL$DIALOGEVENT:MisGLA05Buggy108Subtitle RTS"Ő˙¸˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˜˙˙ž˙‰˙š˙Œ˙Ó˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙œ˙Š˙’˙Ţ˙ LBL%DIALOGEVENT:MisGLA05Kenwar02bSubtitle RTSfŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙Œ˙š˙ß˙’˙Š˙œ˙—˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙‹˙˙ß˙˙˙˙•˙š˙œ˙‹˙ß˙˙˙ˆ˙š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ LBL$DIALOGEVENT:MisGLA05Kenwar05Subtitle RTS1Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ LBL#DIALOGEVENT:MisGLA05Quad201Subtitle RTSŐ˙ť˙–˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA05Rebel02Subtitle RTS1Ő˙¨˙š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙–˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ţ˙ LBL'DIALOGEVENT:MisGLA05Scorpion105Subtitle RTS1Ő˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙œ˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ß˙š˙–˙˜˙—˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙Ó˙ß˙“˙–˙”˙š˙ß˙’˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:MisGLA05xChat01Subtitle RTS˝Ő˙Ť˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙¸˙˙ž˙‘˙˜˙š˙˙Ń˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙“˙“˙ß˙Š˙Œ˙š˙ß˙™˙˙˙œ˙š˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙—˙š˙˙š˙˙†˙ß˙Š˙‘˙›˙š˙˙ß˙˙˙›˙š˙˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ LBL"DIALOGEVENT:MisGLA05xCin01Subtitle RTSCŐ˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙š˙ˆ˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙‹˙˙˙ LBL"DIALOGEVENT:MisGLA05xCin02Subtitle RTS=Ő˙Ź˙–˙‘˙œ˙š˙ß˙ˆ˙š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙˙‘˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xCin03Subtitle RTSDŐ˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙z˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙‘˙˙ˆ˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen01Subtitle RTSjŐ˙ś˙™˙ß˙†˙˙Š˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙˙Š˙˙ß˙™˙š˙“˙“˙˙ˆ˙ß˙œ˙˙’˙˙ž˙›˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙Š˙˙ß˙š˙“˙–˙‹˙š˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙“˙˙‘˙˜˙Œ˙–˙›˙š˙ß˙†˙˙Š˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen02Subtitle RTStŐ˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙˙š˙Œ˙œ˙Š˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙Ţ˙ß˙ś˙‘˙ß˙˙š˙‹˙Š˙˙‘˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙‘˙ß˙Š˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙†˙˙Š˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL%DIALOGEVENT:MisGLA05xJarmen03Subtitle RTS;Ő˙ˇ˙š˙—˙ß˙—˙š˙—˙ß˙—˙š˙—˙ß˙—˙š˙—˙ß˙—˙š˙—˙z˙ß˙×˙Ź˙–˙‘˙–˙Œ˙‹˙š˙˙ß˙ł˙ž˙Š˙˜˙—˙Ö˙ß˙Ť˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙’˙ LBL%DIALOGEVENT:MisGLA05xJarmen04Subtitle RTS%Ő˙ť˙˙ß˙‘˙˙‹˙ß˙“˙š˙‹˙ß˙˙Š˙˙ß˙›˙š˙ž˙‹˙—˙Œ˙ß˙˜˙˙ß˙Š˙‘˙˙Š˙‘˙–˙Œ˙—˙š˙›˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen05Subtitle RTS4Ő˙Ť˙˙˜˙š˙‹˙—˙š˙˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ţ˙ß˙Š˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙˙Š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisGLA05xJarmen06Subtitle RTSŐ˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙—˙š˙“˙˙ß˙–˙‘˙ß˙˙š˙Œ˙œ˙Š˙–˙‘˙˜˙ß˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ń˙ß˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙˙ž˙†˙ß˙‹˙—˙š˙ß˙™˙ž˙‰˙˙˙ß˙ž˙‘˙›˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen01Subtitle RTScŐ˙°˙‘˙œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙œ˙Š˙˙˙†˙ß˙—˙˙’˙š˙ß˙“˙–˙”˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙›˙˙˜˙Œ˙Ń˙ß˙ž˙“˙“˙ß˙˙™˙ß˙ş˙Š˙˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen02Subtitle RTSPŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙˙ß˙˙˙š˙‹˙—˙˙š˙‘˙ß˙—˙š˙“˙›˙ß˙—˙˙Œ˙‹˙ž˙˜˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA05xKen03Subtitle RTSRŐ˙ś˙‹˙ß˙–˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙œ˙“˙Š˙‹˙œ˙—˙š˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen04Subtitle RTSEŐ˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ţ˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙š˙‘˙Œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙Œ˙ž˙™˙š˙‹˙†˙ LBL"DIALOGEVENT:MisGLA05xKen05Subtitle RTS^Ő˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙š˙’˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙˙ž˙œ˙”˙ß˙—˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙Ń˙ß˙ą˙˙ß˙—˙ž˙˙’˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA05xKen06Subtitle RTSMŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙˙‘˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‘˙š˙ˆ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen07Subtitle RTS<Ő˙˛˙˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisGLA05xKen08Subtitle RTSEŐ˙­˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙“˙˙‘˙˜˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisGLA05xKen09Subtitle RTSdŐ˙Ť˙—˙š˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙˜˙š˙‘˙‹˙ß˙ˆ˙š˙ß˙l˙˙˙˙˙˙ˆ˙š˙›˙k˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙š˙Œ˙˙š˙œ˙–˙ž˙“˙“˙†˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙–˙˙ß˙˙ˆ˙‘˙ß˙™˙˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen10Subtitle RTSbŐ˙š˙–˙˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˛˙š˙›˙–˙‹˙š˙˙˙ž˙‘˙š˙ž˙‘˙ß˙™˙“˙š˙š˙‹˙Ó˙ß˙‹˙—˙š˙‘˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Š˙˙˙‘˙ß˙Ş˙Ź˙ß˙Œ˙˙–˙“˙z˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙˙š˙˜˙–˙‘˙Œ˙ß˙˙Š˙˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙›˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisGLA05xKen11Subtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙Ń˙ß˙ş˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙’˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙˙œ˙Š˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙ LBL"DIALOGEVENT:MisGLA05xKen12Subtitle RTSSŐ˙ž˙“˙’˙˙Œ˙‹˙ß˙‹˙—˙š˙˙š˙z˙ß˙Ť˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙›˙š˙ž˙˙“˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙–˙˙ß˙‹˙˙ž˙‘˙Œ˙˜˙˙š˙Œ˙Œ˙–˙˙‘˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙˙š˙˙˙“˙š˙ LBL"DIALOGEVENT:MisGLA05xKen13Subtitle RTSRŐ˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙˙‘˙ß˙™˙Š˙‘˙›˙Œ˙Ń˙ß˙Ź˙œ˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙Œ˙‹˙˙˙˙š˙›˙ LBL"DIALOGEVENT:MisGLA05xKen14Subtitle RTSkŐ˙¨˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙ˆ˙ß˙˙Š˙–˙“˙›˙ß˙Š˙˙ß˙ž˙‘˙›˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‘˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen15Subtitle RTSZŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙š˙“˙†˙–˙‘˙˜˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙˙‘˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen16Subtitle RTSFŐ˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙ˆ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen17Subtitle RTS*Ő˙˛˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ LBL"DIALOGEVENT:MisGLA05xKen18Subtitle RTS;Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen19Subtitle RTSQŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙‹˙˙†˙ß˙ž˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ń˙ß˙Ş˙Œ˙š˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen20Subtitle RTSMŐ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙˙Š˙–˙“˙›˙ß˙–˙‹˙ß˙Š˙˙Ń˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisGLA05xKen21Subtitle RTS'Ő˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen22Subtitle RTS9Ő˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‘˙˙ˆ˙Ń˙ß˙ť˙š˙™˙š˙‘˙›˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen23Subtitle RTS;Ő˙­˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙z˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙’˙˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen24Subtitle RTS‰Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙š˙ß˙‘˙˙ˆ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ž˙“˙“˙ß˙‹˙—˙˙š˙š˙ß˙Œ˙Š˙˙š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen25Subtitle RTS@Ő˙š˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙—˙˙“˙›˙ß˙™˙˙˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ LBL"DIALOGEVENT:MisGLA05xKen26Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙—˙ž˙‰˙˙œ˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙ˆ˙‘˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen27Subtitle RTS!Ő˙Ť˙—˙š˙–˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙˙˙š˙ LBL"DIALOGEVENT:MisGLA05xKen28Subtitle RTS`Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ń˙ß˙Ť˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen29Subtitle RTSuŐ˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙Ź˙˙Š˙‹˙—˙š˙˙‘˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙ˆ˙Ţ˙ß˙Ť˙—˙š˙ß˙“˙˙‘˙˜˙š˙˙ß˙ˆ˙š˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙‹˙—˙š˙ß˙’˙˙˙š˙ß˙‹˙—˙š˙–˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙˜˙˙˙ˆ˙ß˙–˙‘˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙ LBL"DIALOGEVENT:MisGLA05xKen30Subtitle RTSoŐ˙­˙š˙˙˙˙‹˙Œ˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙—˙š˙“˙›˙ß˙œ˙ž˙˙‹˙–˙‰˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙˙‰˙š˙›˙ß˙Œ˙˙˙‘˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen31Subtitle RTSGŐ˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙“˙†˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙˙ž˙Œ˙š˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen32Subtitle RTS)Ő˙ˇ˙Š˙˙˙†˙Ó˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ß˙‘˙˙ˆ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen33Subtitle RTSLŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙˙–˙‘˙˜˙ß˙­˙ž˙›˙ž˙˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˙†˙ß˙Š˙˙˜˙˙ž˙›˙–˙‘˙˜˙ß˙–˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisGLA05xKen34Subtitle RTS5Ő˙ś˙‹˙ß˙–˙Œ˙ß˙–˙’˙˙š˙˙ž˙‹˙–˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:MisGLA05xKen35Subtitle RTSYŐ˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙’˙ž˙“˙“˙ß˙Œ˙˙Š˙‹˙—˙š˙˙‘˙ß˙˙ž˙Œ˙š˙ß˙˜˙˙‘˙š˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙˙œ˙Š˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ş˙Š˙˙˙˙š˙ž˙‘˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisGLA05xKen36Subtitle RTSeŐ˙Ť˙—˙š˙ß˙Ş˙Ń˙Ź˙Ń˙ß˙ź˙š˙‘˙‹˙˙ž˙“˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙–˙‰˙š˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙ˆ˙ž˙†˙ß˙–˙‘˙Ţ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙Œ˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙ˆ˙˙˙”˙ LBL"DIALOGEVENT:MisGLA05xKen37Subtitle RTS[Ő˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙›˙š˙“˙–˙‰˙š˙˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ž˙ˆ˙ž˙”˙š˙‘˙ß˙‹˙—˙š˙–˙˙ß˙Ť˙š˙˙˙˙˙ß˙ź˙š˙“˙“˙ LBL"DIALOGEVENT:MisGLA05xKen38Subtitle RTS4Ő˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙š˙“˙˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen39Subtitle RTSMŐ˙­˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙™˙˙“˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ß˙ą˙˙˙‹˙—˙ß˙Š˙‘˙‹˙–˙“˙ß˙†˙˙Š˙ß˙˙š˙ž˙œ˙—˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisGLA05xKen40Subtitle RTSsŐ˙Ť˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ž˙™˙š˙Ţ˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙—˙š˙“˙˙ß˙‹˙—˙š˙’˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙–˙˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙Œ˙˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙’˙ž˙†˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen41Subtitle RTS2Ő˙Ť˙ž˙”˙š˙ß˙‹˙—˙š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ß˙ž˙Œ˙ß˙˙Š˙˙ß˙˙ˆ˙‘˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen42Subtitle RTSjŐ˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙ß˙˙š˙˙™˙š˙œ˙‹˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙’˙ß˙ˆ˙—˙–˙œ˙—˙ß˙‹˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙˙Š˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen43Subtitle RTSŐ˙Ť˙—˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ž˙™˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙–˙˙ß˙™˙ž˙’˙–˙“˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙Š˙“˙“˙ß˙˙™˙ß˙•˙˙†˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˜˙–˙‰˙š˙‘˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL"DIALOGEVENT:MisGLA05xKen44Subtitle RTSEŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙š˙‹˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙“˙˙‘˙˜˙Œ˙–˙›˙š˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisGLA05xKen45Subtitle RTSFŐ˙°˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙˙‘˙ß˙˙Š˙˙ß˙Œ˙–˙›˙š˙ß˙‹˙˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙‹˙—˙š˙ß˙›˙š˙ž˙‹˙—˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen46Subtitle RTSfŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙’˙˙‰˙š˙›˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙Ř˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙˙Š˙˙ß˙˙˙˙‹˙—˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙“˙˙‘˙˜˙Œ˙–˙›˙š˙ß˙Š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xKen47Subtitle RTSŐ˙ş˙Š˙˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙Š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW01Subtitle RTSQŐ˙š˙˙š˙š˙ß˙Š˙Œ˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙œ˙ž˙˙‹˙˙˙Œ˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙Š˙Œ˙ß˙™˙˙˙’˙ß˙ž˙“˙“˙ß˙Ş˙Ź˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ß˙†˙˙Š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW02Subtitle RTS)Ő˙¨˙š˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙—˙˙’˙š˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙ß˙ž˙˙š˙ LBL"DIALOGEVENT:MisGLA05xPOW03Subtitle RTSŐ˙ˇ˙Š˙˙˙†˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙–˙Œ˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙‹˙–˙’˙š˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW04Subtitle RTSŐ˙°˙Š˙˙ß˙‹˙–˙’˙š˙ß˙–˙Œ˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW05Subtitle RTSŐ˙Ż˙“˙š˙ž˙Œ˙š˙ß˙Œ˙ž˙‰˙š˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisGLA05xPOW06Subtitle RTSŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙†˙˙Š˙˙ß˙—˙š˙“˙˙Ţ˙ LBL%DIALOGEVENT:MisGLA06Chatter01Subtitle RTS(Ő˙˝˙˙–˙›˙˜˙š˙ß˙Š˙˙ß˙ž˙—˙š˙ž˙›˙Ń˙ß˙ł˙˙˙”˙Œ˙ß˙—˙š˙ž˙‰˙–˙“˙†˙ß˙›˙š˙™˙š˙‘˙›˙š˙›˙ LBL%DIALOGEVENT:MisGLA06Chatter02Subtitle RTS*Ő˙¨˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙Š˙˙ß˙˙‘˙ß˙ž˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙ą˙˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙ LBL%DIALOGEVENT:MisGLA06Chatter07Subtitle RTSŐ˙ť˙–˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL!DIALOGEVENT:MisGLA06Cin01Subtitle RTSŐ˙ť˙–˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisGLA06General05Subtitle RTSBŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙Ń˙ß˙˝˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ LBL%DIALOGEVENT:MisGLA06General20Subtitle RTS?Ő˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙˙Š˙Œ˙—˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙ß˙Œ˙˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙‹˙ž˙”˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL$DIALOGEVENT:MisGLA07Convoy13Subtitle RTS-Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙œ˙˙Š˙“˙›˙ß˙˙š˙ß˙Š˙Œ˙š˙™˙Š˙“˙ LBL$DIALOGEVENT:MisGLA08Buggy101Subtitle RTS Ő˙Ť˙˙ß˙˜˙“˙˙˙†˙Ţ˙ LBL$DIALOGEVENT:MisGLA08Kenwar10Subtitle RTS1Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙’˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ LBL$DIALOGEVENT:MisGLA08Kenwar39Subtitle RTS-Ő˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL'DIALOGEVENT:MisUSA01Commander03Subtitle RTSŐ˙š˙ž˙Œ˙‹˙ß˙’˙˙‰˙š˙˙Œ˙ß˙–˙‘˙Ň˙˙˙Š˙‘˙›˙ LBL'DIALOGEVENT:MisUSA01Commander09Subtitle RTS<Ő˙ş˙œ˙—˙˙ß˙œ˙˙’˙˙ž˙‘˙†˙Ó˙ß˙˙˙’˙˙š˙˙ß˙–˙‘˙Ň˙˙˙Š˙‘˙›˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙Ó˙ß˙˙Š˙“˙“˙ß˙˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisUSA01Echo108Subtitle RTSŐ˙˛˙˙˙š˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Œ˙Ó˙ß˙˙ž˙‘˙˜˙š˙ß˙Ě˙Ď˙Ď˙ LBL#DIALOGEVENT:MisUSA01Echo201Subtitle RTS Ő˙ś˙Ř˙’˙ß˙—˙–˙‹˙Ţ˙ LBL!DIALOGEVENT:MisUSA01Eva02Subtitle RTSOŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙š˙™˙™˙˙˙‹˙ LBL%DIALOGEVENT:MisUSA01Raptor201Subtitle RTS Ő˙ł˙–˙˜˙—˙‹˙ß˙Ř˙š˙’˙ß˙Š˙˙ LBL"DIALOGEVENT:MisUSA01xBrf01Subtitle RTSŐ˙¨˙š˙“˙œ˙˙’˙š˙ß˙˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA01xBrf02Subtitle RTS„Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙š˙ž˙˙“˙†˙ß˙‹˙—˙–˙Œ˙ß˙’˙˙˙‘˙–˙‘˙˜˙Ń˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA01xBrf03Subtitle RTShŐ˙Ş˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙‰˙š˙˙š˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙‘˙ß˙˙Š˙˙ß˙™˙˙˙‹˙—˙˙“˙›˙ß˙–˙‘˙ß˙ş˙Š˙˙˙˙š˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙‰˙–˙‹˙ž˙“˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL"DIALOGEVENT:MisUSA01xBrf04Subtitle RTS‘Ő˙°˙Š˙˙ß˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙˙†˙ß˙‹˙˙ž˙–˙‘˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙‹˙˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙ˆ˙ž˙†˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:MisUSA01xBrf05Subtitle RTSVŐ˙ś˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙œ˙š˙˙‹˙ß˙‹˙—˙ž˙‹˙ß˙‹˙˙ž˙–˙‘˙ß˙–˙‘˙ß˙‹˙–˙’˙š˙Ó˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙ž˙Œ˙ß˙œ˙˙‰˙š˙˙ß˙‹˙˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA01xBrf06Subtitle RTSPŐ˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙Œ˙‹˙š˙˙ß˙–˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙‘˙›˙ß˙—˙˙“˙›˙ß˙‹˙—˙–˙Œ˙ß˙Ť˙˙ž˙–˙‘˙ß˙ť˙š˙˙˙‹˙ LBL"DIALOGEVENT:MisUSA01xBrf07Subtitle RTSŐ˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL'DIALOGEVENT:MisUSA01xC+A39hat11Subtitle RTS!Ő˙˛˙˙˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat01Subtitle RTSŐ˙Ź˙œ˙˙˙˙–˙˙‘˙Œ˙ß˙ž˙‹˙ß˙Ć˙ß˙˙ß˙œ˙“˙˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat02Subtitle RTS Ő˙ž˙“˙“˙ß˙ž˙˙˙ž˙˙›˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat03Subtitle RTSŐ˙ş˙‰˙š˙˙†˙˙˙›˙†˙ß˙˜˙˙‹˙ß˙‹˙—˙š˙–˙˙ß˙‹˙–˙œ˙”˙š˙‹˙Œ˙Ŕ˙ LBL#DIALOGEVENT:MisUSA01xChat04Subtitle RTSŐ˙ˇ˙˙‘˙š˙†˙Ó˙ß˙ś˙Ř˙’˙ß˙—˙˙’˙š˙Ţ˙ß˙ˇ˙ž˙ß˙—˙ž˙ß˙—˙ž˙ LBL#DIALOGEVENT:MisUSA01xChat05Subtitle RTSOŐ˙¸˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙Œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ţ˙ß˙¨˙š˙ß˙œ˙ž˙‘˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat06Subtitle RTS?Ő˙Ź˙˙’˙š˙˙˙›˙†˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙‘˙˙ˆ˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat07Subtitle RTS*Ő˙ž˙–˙’˙ß˙™˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙˙ž˙˙˙š˙“˙Œ˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat08Subtitle RTS0Ő˙°˙”˙ß˙˙˙†˙Œ˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙“˙˙ž˙›˙ß˙Ř˙š˙’˙ß˙Š˙˙Ó˙ß˙ž˙‘˙›˙ß˙’˙˙˙˙‰˙š˙ß˙Ř˙š˙’˙ß˙˙Š˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat09Subtitle RTSnŐ˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙­˙š˙˙š˙ž˙‹˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙˙‘˙‰˙š˙˙˜˙š˙ß˙˙‘˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ţ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙‹˙š˙ž˙˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat10Subtitle RTS!Ő˙˛˙˙˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ˆ˙š˙Œ˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA01xChat12Subtitle RTS"Ő˙¨˙–˙“˙“˙ß˙›˙˙Ó˙ß˙ˇ˙Ž˙Ţ˙ß˙¸˙˙‹˙ß˙Ř˙š˙’˙ß˙–˙‘˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Œ˙ LBL#DIALOGEVENT:MisUSA01xChat13Subtitle RTSŐ˙ť˙š˙“˙–˙‰˙š˙˙–˙‘˙˜˙ß˙˙ž˙†˙“˙˙ž˙›˙ LBL#DIALOGEVENT:MisUSA01xChat14Subtitle RTS-Ő˙ł˙˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙™˙˙š˙Œ˙—˙ß˙Œ˙’˙š˙“˙“˙ß˙˙™˙ß˙˛˙°˙ž˙˝˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙˙˙‘˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA01xCin01Subtitle RTSAŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙˙š˙ž˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙Œ˙ß˙Œ˙œ˙—˙š˙›˙Š˙“˙š˙›˙ß˙–˙‘˙ß˙‹˙Ň˙’˙–˙‘˙Š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA01xCin02Subtitle RTSŐ˙Ę˙ LBL"DIALOGEVENT:MisUSA01xCin03Subtitle RTSŐ˙Ë˙ LBL"DIALOGEVENT:MisUSA01xCin04Subtitle RTSŐ˙Ě˙ LBL"DIALOGEVENT:MisUSA01xCin05Subtitle RTSŐ˙Í˙ LBL"DIALOGEVENT:MisUSA01xCin06Subtitle RTSŐ˙Î˙ LBL"DIALOGEVENT:MisUSA01xCin07Subtitle RTSŐ˙Ď˙ LBL"DIALOGEVENT:MisUSA01xCin08Subtitle RTSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA01xCin09Subtitle RTSŐ˙ł˙ž˙Š˙‘˙œ˙—˙ß˙–˙Œ˙ß˙ž˙ß˙˜˙˙ LBL"DIALOGEVENT:MisUSA01xCin10Subtitle RTS3Ő˙š˙–˙“˙‹˙—˙†˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Œ˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙˙˙œ˙—˙ß˙†˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisUSA01xCin11Subtitle RTSŐ˙Ź˙‹˙Š˙˙–˙›˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙œ˙˙ˆ˙˙˙†˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA01xEva01Subtitle RTS)Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙›˙š˙˙˙‹˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ LBL"DIALOGEVENT:MisUSA01xEva02Subtitle RTSJŐ˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙™˙˙˙œ˙š˙ß˙“˙ž˙˙˜˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA01xEva03Subtitle RTS$Ő˙ł˙˙ž˙›˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA01xEva04Subtitle RTS1Ő˙Ť˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙˙ž˙˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙“˙†˙ß˙™˙Š˙“˙“˙ LBL"DIALOGEVENT:MisUSA01xEva05Subtitle RTS%Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙–˙‘˙ß˙–˙Œ˙ß˙™˙Š˙“˙“˙ LBL"DIALOGEVENT:MisUSA01xEva06Subtitle RTS;Ő˙¸˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ß˙Š˙˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL"DIALOGEVENT:MisUSA01xEva07Subtitle RTS?Ő˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙¨˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙™˙ž˙–˙“˙ß˙–˙‘˙ß˙˙Š˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisUSA01xEva08Subtitle RTShŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙¸˙š˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‹˙Ţ˙ß˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙˛˙°˙ž˙˝˙Ź˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙˜˙˙‘˙‘˙ž˙ß˙˙“˙˙ˆ˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙ß˙‹˙˙ß˙˙–˙‹˙Œ˙ LBL"DIALOGEVENT:MisUSA01xEva09Subtitle RTS(Ő˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA01xEva10Subtitle RTS#Ő˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙—˙š˙˙š˙ß˙ž˙‘˙†˙ß˙’˙–˙‘˙Š˙‹˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA01xEva11Subtitle RTS+Ő˙ž˙“˙˙—˙ž˙ß˙¨˙–˙‘˙˜˙Ţ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙œ˙“˙š˙ž˙˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙˙˙˙œ˙š˙š˙›˙ LBL"DIALOGEVENT:MisUSA01xEva12Subtitle RTSŽŐ˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙˙š˙š˙‘˙ß˙˙š˙’˙˙‰˙š˙›˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙“˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙¨˙˛˙ť˙Œ˙ LBL'DIALOGEVENT:MisUSA02Comanche101Subtitle RTSJŐ˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙˙Š˙‹˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ť˙—˙–˙‘˙˜˙Œ˙ß˙ˆ˙š˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙›˙–˙œ˙š˙†˙ß˙™˙˙˙ß˙’˙š˙ LBL'DIALOGEVENT:MisUSA02Comanche204Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙Œ˙ˆ˙ž˙˙’˙–˙‘˙˜˙ß˙Š˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ LBL"DIALOGEVENT:MisUSA02xBrf01Subtitle RTSŇŐ˙Ť˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙œ˙“˙š˙ž˙˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙™˙–˙˙Œ˙‹˙ß˙‹˙ž˙Œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙’˙ß˙ˆ˙—˙–˙“˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙–˙‘˙Ń˙ß˙Ş˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙ß˙ť˙˙…˙š˙˙Œ˙ß˙ž˙˙˙–˙‰˙š˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙™˙–˙“˙‹˙š˙˙ß˙–˙‘˙ LBL"DIALOGEVENT:MisUSA02xBrf02Subtitle RTSŐ˙˛˙˙Œ˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙™˙“˙š˙š˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙ß˙°˙Š˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙š˙Œ˙œ˙˙˙‹˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙˙˙Œ˙ž˙“˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBL#DIALOGEVENT:MisUSA02xChat01Subtitle RTSŐ˙ž˙–˙˙Ň˙Œ˙‹˙˙–˙”˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙›˙ LBL#DIALOGEVENT:MisUSA02xChat02Subtitle RTS"Ő˙˝˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙ß˙œ˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ß˙˙˙’˙˙ž˙˙›˙’˙š˙‘˙‹˙ LBL#DIALOGEVENT:MisUSA02xChat03Subtitle RTS%Ő˙ť˙˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙œ˙“˙š˙ž˙˙Ń˙ß˙ą˙˙ß˙¸˙ł˙ž˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙ LBL#DIALOGEVENT:MisUSA02xChat04Subtitle RTS Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙ LBL#DIALOGEVENT:MisUSA02xChat05Subtitle RTSŐ˙ź˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#DIALOGEVENT:MisUSA02xChat06Subtitle RTSŐ˙ł˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ž˙–˙˙Ň˙Œ˙‹˙˙–˙”˙š˙ LBL#DIALOGEVENT:MisUSA02xChat07Subtitle RTSŐ˙¸˙Š˙‘˙Œ˙ß˙ž˙ß˙˙“˙ž˙…˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA02xChat08Subtitle RTS'Ő˙¨˙š˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙Œ˙˙’˙š˙ß˙˙š˙›˙ß˙˜˙“˙ž˙˙š˙ß˙ž˙“˙˙–˙˜˙—˙‹˙ LBL"DIALOGEVENT:MisUSA02xCin01Subtitle RTSYŐ˙ź˙ž˙˙˙–˙š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙‹˙˙ß˙™˙“˙š˙š˙‹˙Ń˙ß˙´˙š˙š˙˙ß˙Š˙˙ß˙‹˙—˙š˙ß˙™˙–˙˙š˙Ó˙ß˙˙˙†˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL"DIALOGEVENT:MisUSA02xCin02Subtitle RTSGŐ˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ń˙ß˙˛˙ž˙–˙‘˙‹˙ž˙–˙‘˙–˙‘˙˜˙ß˙Œ˙Š˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA02xCin03Subtitle RTSFŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙—˙–˙‹˙Ń˙ß˙¨˙š˙ß˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙–˙‹˙ß˙˙Š˙‹˙Ó˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva01Subtitle RTSáŐ˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙°˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙Œ˙ž˙™˙š˙ß˙˙ž˙Œ˙Œ˙ž˙˜˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙‹˙˙ž˙‰˙š˙“˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ń˙ß˙Ť˙—˙š˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙Ř˙Œ˙ß˙Œ˙Š˙˙˙“˙†˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙ž˙“˙Œ˙˙ß˙˙š˙‹˙ž˙–˙‘˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisUSA02xEva02Subtitle RTSvŐ˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙˙‰˙–˙›˙š˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙˙‘˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙›˙˙˙˙ß˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva03Subtitle RTSŮŐ˙ś˙Ř˙’˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙‘˙š˙ˆ˙ß˙˙˙˙‹˙˙‹˙†˙˙š˙ß˙Œ˙š˙‘˙‹˙˙†˙ß˙›˙˙˙‘˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙™˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙ž˙†˙ß˙Œ˙‹˙–˙“˙“˙Ń˙ß˙Ť˙—˙š˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙“˙Œ˙˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙Œ˙˙˙‹˙‹˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙¸˙ł˙ž˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙˙˙‰˙š˙ß˙‹˙˙ß˙˙š˙ß˙‰˙š˙˙†˙ß˙Š˙Œ˙š˙™˙Š˙“˙ LBL"DIALOGEVENT:MisUSA02xEva04Subtitle RTSpŐ˙°˙Š˙˙ß˙›˙˙…˙š˙˙ß˙—˙ž˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙Œ˙–˙˙Ţ˙ß˙˝˙š˙˜˙–˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙Š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA02xEva05Subtitle RTSáŐ˙¸˙˙š˙ž˙‹˙ß˙•˙˙˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ť˙—˙š˙ß˙˙š˙˙˙“˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙–˙‹˙†˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙˙š˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙˜˙˙ž˙‹˙–˙‹˙Š˙›˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙š˙“˙–˙š˙™˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙°˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙›˙˙–˙‰˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙˙‰˙š˙˙“˙˙˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ LBL"DIALOGEVENT:MisUSA02xEva06Subtitle RTS!Ő˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA02xEva07Subtitle RTS8Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙—˙š˙“˙˙ß˙Œ˙˙˙‹˙ß˙¸˙ł˙ž˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva08Subtitle RTSSŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙¸˙ł˙ž˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙Ń˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙–˙’˙’˙š˙›˙–˙ž˙‹˙š˙“˙†˙ LBL"DIALOGEVENT:MisUSA02xEva09Subtitle RTS Ő˙Ź˙Š˙˙˙“˙†˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisUSA02xEva10Subtitle RTSLŐ˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙ž˙“˙“˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ž˙™˙š˙“˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙‘˙˙ˆ˙ß˙“˙š˙‹˙Œ˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ LBL"DIALOGEVENT:MisUSA02xEva11Subtitle RTS$Ő˙Ť˙˙†˙ß˙‹˙˙ß˙’˙–˙‘˙–˙’˙–˙…˙š˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙œ˙ž˙Œ˙Š˙ž˙“˙‹˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva12Subtitle RTS´Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙œ˙ž˙’˙˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙ś˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ß˙˙š˙“˙–˙š˙‰˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙’˙š˙’˙˙š˙˙Œ˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙’˙˙ß˙ˆ˙š˙˙š˙ß˙˙ž˙˙‹˙–˙ž˙“˙“˙†˙ß˙˙š˙Œ˙˙˙‘˙Œ˙–˙˙“˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˝˙ž˙–˙”˙˙‘˙Š˙˙ß˙ł˙ž˙Š˙‘˙œ˙—˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙˙›˙š˙˙š˙›˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙˙Š˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva13Subtitle RTS=Ő˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙Œ˙˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙˙˙˙œ˙š˙š˙›˙ß˙Œ˙ž˙™˙š˙“˙†˙ LBL"DIALOGEVENT:MisUSA02xEva14Subtitle RTS<Ő˙°˙‘˙œ˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙†˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙œ˙š˙š˙›˙ LBL"DIALOGEVENT:MisUSA02xEva15Subtitle RTSUŐ˙ť˙˙…˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙œ˙“˙š˙ž˙˙š˙›˙ß˙‹˙˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙œ˙˙š˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA02xEva16Subtitle RTS@Ő˙¸˙š˙‹˙ß˙‹˙—˙š˙ß˙™˙˙˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙š˙ž˙“˙ß˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisUSA02xEva17Subtitle RTS”Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙›˙˙‘˙š˙ß˙–˙‹˙Ń˙ß˙Ť˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙™˙˙š˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙†˙˙ž˙‘˙‘˙†˙Ń˙ß˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙†˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙Œ˙˙’˙š˙ß˙ś˙‘˙‹˙š˙“˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙“˙š˙ž˙›˙ß˙Š˙Œ˙ß˙Œ˙‹˙˙ž˙–˙˜˙—˙‹˙ß˙‹˙˙ß˙‹˙—˙˙Œ˙š˙ß˙—˙–˙›˙›˙š˙‘˙ß˙¨˙˛˙ť˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva18Subtitle RTS3Ő˙š˙Š˙“˙“˙ß˙‘˙ž˙‰˙ž˙“˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙–˙Œ˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA02xEva19Subtitle RTS<Ő˙Ş˙Œ˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙ž˙˙˙–˙š˙˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙–˙Œ˙œ˙˙š˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA02xEva20Subtitle RTS;Ő˙Ť˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙—˙–˙˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙ž˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA02xEva21Subtitle RTS;Ő˙Ť˙—˙š˙ß˙ź˙Š˙ą˙ß˙ť˙ž˙š˙›˙ž˙“˙Š˙Œ˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙‘˙›˙–˙‘˙˜˙ß˙˙†˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙š˙ž˙›˙†˙ LBL"DIALOGEVENT:MisUSA02xEva22Subtitle RTSWŐ˙Ť˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙‘˙š˙š˙›˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙œ˙˙’˙˙˙˙’˙–˙Œ˙š˙›˙ LBL"DIALOGEVENT:MisUSA02xEva23Subtitle RTS^Ő˙°˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙–˙’˙–˙‹˙š˙›˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙œ˙š˙–˙‰˙š˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙ž˙‰˙ž˙–˙“˙ž˙˙“˙š˙ LBL"DIALOGEVENT:MisUSA02xEva24Subtitle RTSBŐ˙Ź˙š˙œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙œ˙˙’˙˙˙˙’˙–˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA02xEva25Subtitle RTS(Ő˙Ť˙—˙š˙ß˙œ˙˙‘˙‰˙˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙Œ˙Š˙˙˙“˙–˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA02xEva26Subtitle RTS,Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:MisUSA02xSupply01Subtitle RTS4Ő˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙ž˙™˙š˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙˙Š˙‹˙ LBL%DIALOGEVENT:MisUSA02xSupply02Subtitle RTSsŐ˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙˙‰˙š˙˙ß˙™˙–˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ž˙“˙“˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙“˙˙ž˙›˙š˙›˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙’˙˙‰˙š˙ß˙˙Š˙‹˙Ń˙ß˙ľ˙Š˙Œ˙‹˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙–˙‹˙†˙ß˙™˙˙˙ß˙Š˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA02xSupply03Subtitle RTSIŐ˙Ť˙—˙š˙ß˙Œ˙‹˙˙š˙š˙‹˙Œ˙ß˙ž˙˙š˙ß˙“˙–˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙¨˙š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙š˙’˙ß˙Œ˙ˆ˙š˙˙‹˙ß˙œ˙“˙š˙ž˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA02xSupply04Subtitle RTS=Ő˙¨˙š˙Ř˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙š˙—˙˙Š˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙š˙Œ˙œ˙˙˙‹˙Ţ˙ LBL%DIALOGEVENT:MisUSA02xSupply05Subtitle RTS3Ő˙ź˙˙‘˙‰˙˙†˙Ř˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙Œ˙ž˙™˙š˙“˙†˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙œ˙˙‰˙š˙˙ LBL'DIALOGEVENT:MisUSA02xVillager01Subtitle RTS Ő˙°˙—˙ß˙‹˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ LBL'DIALOGEVENT:MisUSA02xVillager02Subtitle RTS Ő˙˝˙“˙š˙Œ˙Œ˙ß˙Ś˙˙Š˙ LBL'DIALOGEVENT:MisUSA02xVillager03Subtitle RTSŐ˙ś˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙š˙ž˙‹˙š˙‘˙ß˙–˙‘˙ß˙Œ˙˙ß˙“˙˙‘˙˜˙ LBL'DIALOGEVENT:MisUSA02xVillager04Subtitle RTSŐ˙¨˙–˙“˙“˙ß˙‹˙—˙š˙˙š˙ß˙˙š˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙Ŕ˙ LBL'DIALOGEVENT:MisUSA03Comanche102Subtitle RTS'Ő˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙–˙œ˙”˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙ž˙˙ž˙˙‹˙Ó˙ß˙Œ˙–˙˙ LBL'DIALOGEVENT:MisUSA03Crusader105Subtitle RTS-Ő˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙—˙š˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ LBL'DIALOGEVENT:MisUSA03Crusader108Subtitle RTS"Ő˙Ź˙˙’˙š˙˙‘˙š˙ß˙˜˙š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙˜˙˜˙–˙š˙Œ˙ß˙˙™˙™˙ß˙Š˙Œ˙Ţ˙ LBL'DIALOGEVENT:MisUSA03Crusader304Subtitle RTS2Ő˙ş˙‘˙š˙’˙†˙ß˙œ˙˙‘˙‹˙ž˙œ˙‹˙Œ˙ß˙œ˙˙‘˙™˙–˙˙’˙š˙›˙Ţ˙ß˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙ß˙™˙ž˙Œ˙‹˙Ţ˙ LBL'DIALOGEVENT:MisUSA03Crusader307Subtitle RTSŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ţ˙ß˙´˙š˙š˙˙ß˙Š˙˙ß˙‹˙—˙š˙ß˙™˙–˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA03xBrf01Subtitle RTSNŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ž˙‘˙›˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA03xBrf02Subtitle RTSŐ˙Ť˙—˙š˙–˙˙ß˙˙˙–˙’˙ž˙˙†˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙“˙ž˙˙˙˙ž˙‹˙˙˙†˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙›˙˙œ˙Š˙’˙š˙‘˙‹˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙›˙Š˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙“˙ž˙Œ˙‹˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL"DIALOGEVENT:MisUSA03xBrf03Subtitle RTSŽŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙˙™˙ß˙’˙ž˙Œ˙Œ˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ń˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙‹˙—˙–˙Œ˙ß˙›˙ž˙‹˙ž˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙™˙ž˙˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙Œ˙š˙ž˙˙œ˙—˙ß˙—˙ž˙Œ˙ß˙œ˙˙’˙š˙ LBL"DIALOGEVENT:MisUSA03xBrf04Subtitle RTSpŐ˙°˙‘˙œ˙š˙ß˙Œ˙—˙š˙ß˙—˙ž˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙—˙š˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙Ó˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙–˙›˙š˙ß˙›˙˙ˆ˙‘˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙ž˙˙ß˙ž˙‘˙›˙ß˙˙Š˙˙†˙ß˙–˙‹˙ß˙™˙˙˙š˙‰˙š˙˙ LBL%DIALOGEVENT:MisUSA03xBurton01Subtitle RTSXŐ˙¨˙š˙Ř˙˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙˙˙˙–˙˙‘˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙˜˙Š˙ž˙˙›˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton02Subtitle RTS$Ő˙Ť˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙‘˙Ř˙‹˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙“˙ž˙‘˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton03Subtitle RTS2Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙ˆ˙ž˙–˙‹˙ß˙™˙˙˙ß˙’˙š˙Ŕ˙ß˙ž˙“˙“˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙˙ž˙œ˙š˙z˙ LBL%DIALOGEVENT:MisUSA03xBurton04Subtitle RTSŐ˙ś˙Ř˙’˙ß˙˙‘˙ß˙’˙†˙ß˙ˆ˙ž˙†˙ LBL%DIALOGEVENT:MisUSA03xBurton05Subtitle RTS`Ő˙ž˙“˙“˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙z˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙Œ˙š˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL%DIALOGEVENT:MisUSA03xBurton06Subtitle RTSbŐ˙ą˙–˙œ˙š˙ß˙ˆ˙˙˙”˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙z˙Ť˙Š˙‘˙‘˙š˙“˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙—˙š˙˙š˙z˙•˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙ž˙ß˙œ˙˙Š˙˙“˙š˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙™˙˙š˙š˙›˙ LBL%DIALOGEVENT:MisUSA03xBurton07Subtitle RTS‹Ő˙Ť˙—˙˙Œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙˙’˙š˙ß˙–˙‘˙ß˙—˙ž˙‘˙›˙†˙ß˙–˙™˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙“˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙˙˙š˙œ˙‹˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙Ó˙ß˙‹˙˙˙ LBL%DIALOGEVENT:MisUSA03xBurton08Subtitle RTSÄŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙’˙ß˙–˙‘˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙‘˙š˙ž˙˙ß˙‹˙—˙š˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙Ż˙°˙¨˙ß˙ź˙ž˙’˙˙z˙‹˙—˙š˙˙š˙Ř˙Œ˙ß˙ž˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙›˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙˙Š˙‹˙ß˙™˙˙˙‘˙‹˙Ń˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙Œ˙“˙–˙˙ß˙˙ž˙Œ˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙˙’˙˙˙Š˙‘˙›˙ß˙–˙™˙ß˙ś˙ß˙œ˙“˙–˙’˙˙š˙›˙ß˙›˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙œ˙“˙–˙™˙™˙Œ˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙‹˙—˙ß˙š˙‘˙›˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ LBL%DIALOGEVENT:MisUSA03xBurton09Subtitle RTS6Ő˙ť˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙œ˙˙œ˙”˙†˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙ˆ˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙œ˙š˙ß˙†˙š˙‹˙ LBL%DIALOGEVENT:MisUSA03xBurton10Subtitle RTS„Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙’˙z˙Œ˙š˙œ˙˙‘˙›˙ß˙Ż˙°˙¨˙ß˙ź˙ž˙’˙˙ß˙–˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙z˙Œ˙˙’˙š˙˙‘˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙š˙“˙“˙ß˙ł˙˙‹˙Š˙Œ˙ß˙‹˙˙ß˙—˙Š˙˙˙†˙ß˙Š˙˙z˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙ß˙”˙š˙˙‹˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙ LBL%DIALOGEVENT:MisUSA03xBurton11Subtitle RTSˆŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Œ˙˙’˙š˙ß˙‘˙š˙ˆ˙ß˙‹˙˙†˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙™˙˙œ˙Š˙Œ˙ß˙–˙‹˙ß˙ž˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙Œ˙“˙–˙˙ß˙˙–˙˜˙—˙‹˙ß˙˙†˙ß˙‹˙—˙š˙’˙ LBL%DIALOGEVENT:MisUSA03xBurton12Subtitle RTSMŐ˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙ˆ˙—˙˙“˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙‘˙‹˙š˙“˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙ž˙–˙›˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙—˙š˙˙š˙ LBL%DIALOGEVENT:MisUSA03xBurton13Subtitle RTS†Ő˙ť˙˙š˙Œ˙‘˙Ř˙‹˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙†˙ß˙ˆ˙š˙˙š˙ß˙š˙‡˙˙š˙œ˙‹˙–˙‘˙˜˙ß˙’˙š˙z˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ź˙Ë˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙Œ˙—˙˙˙‹˙ß˙ˆ˙˙˙”˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙z˙•˙Š˙Œ˙‹˙ß˙Œ˙ž˙†˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:MisUSA03xBurton14Subtitle RTS‹Ő˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙Œ˙ž˙™˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙z˙•˙Š˙Œ˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙ž˙‘˙†˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙ß˙’˙˙‘˙–˙‹˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙¨˙–˙Œ˙—˙ß˙ś˙ß˙—˙ž˙›˙ß˙ž˙ß˙œ˙˙Š˙˙“˙š˙ß˙š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton15Subtitle RTSaŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙–˙‹˙Ţ˙ß˙ś˙Ř˙’˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙˙˙‰˙š˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙z˙›˙˙‘˙Ř˙‹˙ß˙”˙š˙š˙˙ß˙’˙š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙–˙‹˙Œ˙ß˙œ˙˙“˙›˙ß˙Š˙˙ß˙—˙š˙˙š˙ LBL%DIALOGEVENT:MisUSA03xBurton16Subtitle RTSŐ˙ź˙—˙ž˙˙˜˙š˙Œ˙ß˙Œ˙š˙‹˙z˙Œ˙ž˙†˙ß˙ˆ˙—˙š˙‘˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙ LBL%DIALOGEVENT:MisUSA03xBurton17Subtitle RTSLŐ˙¨˙š˙“˙“˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙™˙ž˙Œ˙‹˙z˙ś˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙‹˙—˙ž˙‹˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙ž˙Œ˙ß˙Œ˙˙˙‘˙ß˙ž˙Œ˙ß˙ś˙ß˙œ˙ž˙‘˙ LBL%DIALOGEVENT:MisUSA03xBurton18Subtitle RTS„Ő˙ž˙“˙˙–˙˜˙—˙‹˙z˙ś˙Ř˙’˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙z˙Ť˙š˙“˙“˙ß˙’˙š˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙Œ˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙˙Š˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙˙ß˙ˆ˙—˙š˙˙š˙ß˙‘˙˙ß˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙˙ß˙™˙–˙‘˙›˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ LBL#DIALOGEVENT:MisUSA03xChat01Subtitle RTSŐ˙¸˙ž˙˙˙–˙Œ˙˙‘˙z˙š˙ž˙‹˙ß˙š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA03xChat02Subtitle RTS1Ő˙Ť˙—˙š˙˙š˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙z˙˙š˙’˙š˙’˙˙š˙˙Ó˙ß˙Œ˙—˙˙˙‹˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙š˙›˙ß˙˙Š˙˙Œ˙‹˙Œ˙ LBL#DIALOGEVENT:MisUSA03xChat03Subtitle RTSŐ˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙Ŕ˙ß˙ą˙˙ß˙˙˙˙˙“˙š˙’˙ LBL#DIALOGEVENT:MisUSA03xChat04Subtitle RTS-Ő˙¨˙š˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙™˙–˙˙š˙z˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙—˙š˙˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA03xCin01Subtitle RTS6Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙ś˙ß˙ž˙’˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙z˙ LBL"DIALOGEVENT:MisUSA03xCin02Subtitle RTS4Ő˙­˙˙˜˙š˙˙Ó˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙˜˙˙Ń˙ß˙Ś˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙Ŕ˙ LBL"DIALOGEVENT:MisUSA03xCin03Subtitle RTSŐ˙Ś˙š˙Œ˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙Ó˙ß˙“˙š˙‹˙ß˙Š˙Œ˙ß˙˙š˙˜˙–˙‘˙ LBL"DIALOGEVENT:MisUSA03xCin04Subtitle RTS5Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙˙˙’˙˙ß˙˙ž˙†˙ß˙›˙˙˙˙Œ˙ß˙˙˙š˙‘˙z˙ß˙z˙˙˙’˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisUSA03xCin05Subtitle RTS2Ő˙Ź˙˙–˙˙–˙‹˙ß˙‹˙˙ß˙ś˙‘˙™˙–˙“˙‹˙˙ž˙‹˙˙˙Ó˙ß˙†˙˙Š˙˙ß˙ł˙Ľ˙ß˙–˙Œ˙ß˙œ˙“˙š˙ž˙˙z˙¸˙˙˙›˙ß˙ł˙Š˙œ˙”˙ LBL"DIALOGEVENT:MisUSA03xCin06Subtitle RTSŐ˙­˙˙˜˙š˙˙Ó˙ß˙Ź˙˙–˙˙–˙‹˙Ó˙ß˙‘˙–˙œ˙š˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA03xCin07Subtitle RTS'Ő˙°˙‘˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙z˙š˙‰˙š˙˙†˙˙˙›˙†˙ß˙˙Š˙‹˙ß˙ˆ˙—˙˙Ř˙Œ˙ß˙Œ˙‹˙ž˙†˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA03xCin08Subtitle RTS'Ő˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙“˙–˙™˙‹˙ß˙˙˙†˙Œ˙z˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙Œ˙˙˙‘˙z˙ LBL"DIALOGEVENT:MisUSA03xCin09Subtitle RTSNŐ˙Ś˙˙Š˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙ß˙ž˙˙š˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙z˙˙Š˙‹˙ß˙ś˙ß˙˙˙š˙™˙š˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙ß˙˙™˙ß˙˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙š˙Œ˙Ń˙Ń˙Ń˙ LBL#DIALOGEVENT:MisUSA03xDrvr01Subtitle RTS'Ő˙¨˙š˙Ř˙˙š˙ß˙™˙˙š˙š˙Ţ˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA03xDrvr02Subtitle RTS'Ő˙Ť˙—˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙Ř˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙œ˙˙’˙’˙ž˙‘˙›˙ LBL"DIALOGEVENT:MisUSA03xEva01Subtitle RTS’Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙™˙–˙˙Œ˙‹˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙ś˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙œ˙Š˙‹˙ß˙˙™˙™˙ß˙¸˙ł˙ž˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙‹˙—˙š˙˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA03xEva02Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙¸˙ł˙ž˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙ LBL"DIALOGEVENT:MisUSA03xEva03Subtitle RTSaŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙Œ˙Ž˙Š˙ž˙›˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:MisUSA03xEva04Subtitle RTSzŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙¸˙ł˙ž˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙œ˙“˙˙Œ˙š˙Ó˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ LBL"DIALOGEVENT:MisUSA03xEva05Subtitle RTS^Ő˙ş˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙•˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙˙‘˙“˙†˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙ˆ˙˙˙˙†˙ß˙ž˙˙˙Š˙‹˙ß˙¸˙ł˙ž˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA03xEva06Subtitle RTS¤Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙ß˙ž˙“˙˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙˙Š˙‹˙š˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ł˙ž˙˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙—˙š˙“˙›˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙ß˙š˙ž˙Œ˙–˙š˙˙ß˙‹˙–˙’˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙ LBL"DIALOGEVENT:MisUSA03xEva07Subtitle RTSaŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‘˙‹˙š˙“˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙Œ˙ß˙†˙˙Š˙ß˙™˙˙š˙š˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙Œ˙š˙‘˙›˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙˙ß˙™˙ž˙˙ß˙ž˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:MisUSA03xEva08Subtitle RTShŐ˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙’˙ß˙Œ˙Š˙˙š˙ß˙‹˙—˙š˙ß˙™˙ž˙’˙–˙“˙–˙š˙Œ˙ß˙˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙—˙ž˙˙˙†˙ß˙‹˙˙ß˙—˙š˙ž˙˙ß˙‹˙—˙š˙†˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ LBL"DIALOGEVENT:MisUSA03xEva09Subtitle RTSˆŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙ł˙ž˙˙ß˙–˙Œ˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙ß˙‘˙˙˙‹˙—˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙ž˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙ž˙“˙˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙˙Š˙‹˙š˙z˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ LBL"DIALOGEVENT:MisUSA03xEva10Subtitle RTS‰Ő˙ś˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙–˙‘˙œ˙˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙–˙˙˙“˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙š˙˙š˙ LBL"DIALOGEVENT:MisUSA03xEva11Subtitle RTS*Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙Ř˙’˙ß˙˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ LBL"DIALOGEVENT:MisUSA03xEva12Subtitle RTSUŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˙š˙Œ˙œ˙Š˙š˙›˙ß˙ž˙˙š˙ß˙›˙˙–˙‰˙–˙‘˙˜˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙š˙Œ˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ó˙ß˙‹˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ LBL"DIALOGEVENT:MisUSA03xEva13Subtitle RTSËŐ˙Ť˙—˙–˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙—˙ž˙Œ˙ß˙‹˙ˆ˙˙ß˙’˙˙›˙š˙Œ˙Ĺ˙ß˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙˙Š˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙™˙–˙š˙“˙›˙ß˙–˙‘˙ß˙™˙˙˙‘˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙Ň˙ß˙‰˙š˙˙†˙ß˙“˙š˙‹˙—˙ž˙“˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙‹˙—˙š˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA03xEva14Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙ž˙˙˙š˙ž˙˙ß˙‹˙˙ß˙˙š˙ß˙˙‘˙ß˙—˙š˙–˙˜˙—˙‹˙š˙‘˙š˙›˙ß˙ž˙“˙š˙˙‹˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ˆ˙—˙š˙‘˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙‘˙‹˙˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙ž˙˙˙‰˙š˙ß˙‹˙—˙š˙–˙˙ß˙Ź˙š˙œ˙˙š˙‹˙ß˙ł˙ž˙˙ LBL"DIALOGEVENT:MisUSA03xEva15Subtitle RTSRŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙‹˙ž˙‘˙”˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙‹˙˙ß˙œ˙˙‘˙‹˙ž˙–˙‘˙ß˙˙˙–˙Œ˙˙‘˙Œ˙Ń˙ß˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ń˙k˙ LBL"DIALOGEVENT:MisUSA03xEva16Subtitle RTSxŐ˙ś˙Ř˙’˙ß˙Œ˙—˙˙ˆ˙–˙‘˙˜˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙˙ž˙‹˙˙˙“˙ß˙–˙‘˙ß˙‹˙—˙ž˙‹˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙ž˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙‹˙—˙˙˙Š˙˜˙—˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ LBL"DIALOGEVENT:MisUSA03xEva17Subtitle RTSRŐ˙˛˙ž˙†˙˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙œ˙ž˙‘˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙ß˙’˙˙˙š˙ß˙ś˙‘˙‹˙š˙“˙ß˙ž˙˙˙Š˙‹˙ß˙ˆ˙—˙˙ß˙–˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙¨˙˛˙ť˙ß˙˙˙˙˜˙˙ž˙’˙ LBL"DIALOGEVENT:MisUSA03xEva18Subtitle RTSđŐ˙Ť˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙œ˙˙š˙›˙–˙˙“˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙ž˙‘˙†˙’˙˙˙š˙z˙ž˙‘˙›˙ß˙–˙‹˙ß˙Œ˙š˙š˙’˙Œ˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙š˙›˙ß˙Œ˙˙’˙š˙ß˙‰˙–˙‹˙ž˙“˙ß˙–˙‘˙™˙˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙“˙ž˙˙Ń˙ß˙š˙˙˙ß˙‘˙˙ˆ˙Ó˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙˙š˙˜˙˙˙Š˙˙ß˙ž˙‘˙›˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙—˙š˙ß˙ˆ˙ž˙Œ˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ LBL$DIALOGEVENT:MisUSA03xLotus01Subtitle RTSzŐ˙Ť˙—˙š˙ß˙Œ˙œ˙˙˙˙–˙˙‘˙ß˙–˙Œ˙ß˙›˙–˙Œ˙ž˙˙“˙š˙›˙z˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙’˙ž˙‹˙‹˙š˙˙Œ˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙¨˙ž˙–˙‹˙ß˙Š˙‘˙‹˙–˙“˙ß˙ś˙ß˙ž˙’˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙ LBL$DIALOGEVENT:MisUSA03xLotus02Subtitle RTS>Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙ˆ˙ž˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙“˙ž˙˙z˙›˙˙ß˙—˙Š˙˙˙†˙ LBL$DIALOGEVENT:MisUSA03xLotus03Subtitle RTSlŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙ž˙’˙ß˙–˙‘˙ß˙ž˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙™˙˙š˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙š˙“˙›˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙—˙š˙“˙˙Ŕ˙ LBL$DIALOGEVENT:MisUSA03xLotus04Subtitle RTS^Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙ž˙Œ˙”˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙—˙Š˙˙˙†˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ż˙°˙¨˙ß˙œ˙ž˙’˙˙z˙ś˙Ř˙’˙ß˙‹˙–˙˙š˙›˙ß˙˙™˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙—˙–˙’˙ LBL$DIALOGEVENT:MisUSA03xLotus05Subtitle RTS–Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙˙ž˙ˆ˙ß˙‹˙—˙š˙ß˙œ˙ž˙’˙˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙Ť˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙š˙‹˙ß˙˙˙˙˙‹˙Œ˙ß˙—˙ž˙‘˙›˙“˙š˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ž˙‘˙›˙ß˙™˙˙š˙š˙ß˙†˙˙Š˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙’˙š˙‘˙ LBL$DIALOGEVENT:MisUSA03xLotus06Subtitle RTSśŐ˙¸˙š˙‘˙š˙˙ž˙“˙z˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙‘˙ž˙“˙ß˙¸˙ł˙ž˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙™˙˙˙’˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙—˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙Š˙˙˙†˙z˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙š˙™˙š˙˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙ß˙™˙˙˙ß˙—˙–˙’˙ß˙‹˙˙ß˙œ˙ž˙‹˙œ˙—˙ß˙Š˙˙ LBL$DIALOGEVENT:MisUSA03xLotus07Subtitle RTSDŐ˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙‘˙™˙˙˙’˙ß˙ź˙˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙Œ˙—˙ž˙“˙“˙ß˙˙š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙ˇ˙ś˙˛˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙ LBL$DIALOGEVENT:MisUSA03xLotus08Subtitle RTSfŐ˙ś˙Ř˙’˙ß˙—˙š˙˙š˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙z˙†˙˙Š˙ß˙ˆ˙–˙‘˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙Š˙‹˙ß˙Š˙˙ß˙ž˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙ž˙‘˙ß˙ś˙ß˙—˙ž˙›˙ß˙ž˙‘˙‹˙–˙œ˙–˙˙ž˙‹˙š˙›˙Ń˙ß˙˝˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙“˙˙ž˙›˙ LBL$DIALOGEVENT:MisUSA03xLotus09Subtitle RTSŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙›˙ž˙‹˙ž˙Ţ˙ß˙ą˙˙ˆ˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙Ţ˙ LBL$DIALOGEVENT:MisUSA03xLotus10Subtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ž˙’˙ß˙˙š˙ž˙›˙†˙ß˙ž˙‘˙›˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ł˙ž˙˙z˙ˆ˙—˙š˙‘˙š˙‰˙š˙˙ß˙‹˙—˙š˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙ˆ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙ž˙˙˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ LBL$DIALOGEVENT:MisUSA03xLotus11Subtitle RTS7Ő˙ś˙‹˙ß˙–˙Œ˙ß˙œ˙˙“˙›˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙˝˙Š˙˙‹˙˙‘˙Ŕ˙ LBL$DIALOGEVENT:MisUSA03xLotus12Subtitle RTS Ő˙ť˙˙ˆ˙‘˙“˙˙ž˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙–˙‘˙™˙˙˙’˙ž˙‹˙–˙˙‘˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:MisUSA03xRngr01Subtitle RTSŐ˙Ť˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙œ˙Š˙š˙Ó˙ß˙Ź˙–˙˙ LBL#DIALOGEVENT:MisUSA03xRngr02Subtitle RTSzŐ˙ž˙ß˙œ˙˙Š˙˙“˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙˙˙”˙š˙ß˙˙™˙™˙ß˙‹˙˙ß˙œ˙—˙š˙œ˙”˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙ß˙š˙ž˙Œ˙‹˙ß˙˙™˙ß˙—˙š˙˙š˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ń˙ß˙Ť˙—˙š˙†˙ß˙’˙ž˙†˙ß˙Œ˙‹˙–˙“˙“˙ß˙˙š˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙˙š˙ LBL#DIALOGEVENT:MisUSA03xRngr03Subtitle RTSFŐ˙¸˙˙˙›˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙š˙‘˙›˙ß˙Š˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ LBL#DIALOGEVENT:MisUSA03xRngr04Subtitle RTSsŐ˙Ť˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙‹˙š˙ž˙’˙ß˙ˆ˙ž˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙™˙‹˙š˙˙ß˙ˆ˙š˙ß˙˜˙˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‰˙˙“˙Š˙‘˙‹˙š˙š˙˙ß˙‹˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙‹˙—˙š˙’˙ LBL#DIALOGEVENT:MisUSA03xRngr05Subtitle RTSzŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙ß˙Œ˙Ž˙Š˙ž˙›˙ß˙˙™˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙ž˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙™˙‹˙š˙˙ß˙ˆ˙š˙ß˙ˆ˙š˙˙š˙ß˙‹˙ž˙”˙š˙‘˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙—˙˙“˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙ž˙ß˙œ˙ž˙’˙˙ß˙•˙Š˙Œ˙‹˙ß˙‘˙˙˙‹˙—˙ß˙˙™˙ß˙—˙š˙˙š˙ LBL!DIALOGEVENT:MisUSA04Eva02Subtitle RTSŐ˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙ž˙˙˙–˙‰˙š˙›˙ LBL!DIALOGEVENT:MisUSA04Eva07Subtitle RTSkŐ˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙˙’˙˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL!DIALOGEVENT:MisUSA04Eva08Subtitle RTSgŐ˙ź˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙ß˙œ˙˙š˙ˆ˙Œ˙ß˙—˙ž˙‰˙š˙ß˙ž˙˙˙–˙‰˙š˙›˙ß˙Œ˙–˙˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙Œ˙š˙‹˙Š˙˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ LBL!DIALOGEVENT:MisUSA04Eva09Subtitle RTSdŐ˙°˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙—˙š˙˙š˙Ó˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙–˙“˙“˙Œ˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙–˙‹˙ß˙˙Š˙‹˙Ó˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL%DIALOGEVENT:MisUSA04Officer03Subtitle RTS/Ő˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙Ń˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙“˙š˙˙‹˙ LBL$DIALOGEVENT:MisUSA04Ranger01Subtitle RTSGŐ˙ź˙ž˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙ß˙¸˙ł˙ž˙ß˙˙Š˙‘˙”˙š˙˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙ß˙ž˙‹˙ß˙˜˙˙–˙›˙ß˙Œ˙Ž˙Š˙ž˙˙š˙ß˙˝˙š˙‹˙ž˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙É˙Ň˙Ç˙Ň˙Ć˙š˙˙Ň˙Ë˙Ň˙Ë˙ LBL'DIALOGEVENT:MisUSA04Transport01Subtitle RTS5Ő˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙š˙ž˙’˙Œ˙ß˙Î˙ß˙ž˙‘˙›˙ß˙Í˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙“˙ž˙‘˙›˙–˙‘˙˜˙ß˙…˙˙‘˙š˙ LBL'DIALOGEVENT:MisUSA04Transport03Subtitle RTS@Ő˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙Ť˙š˙ž˙’˙ß˙Î˙ß˙˙š˙˙˙˙‹˙–˙‘˙˜˙Ţ˙ß˙˛˙–˙Œ˙Œ˙–˙˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙Ţ˙ß˙ś˙Ř˙’˙ß˙˙Š˙“˙“˙–˙‘˙˜˙ß˙˙Š˙‹˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xBrf01Subtitle RTSmŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‘˙‹˙š˙“˙“˙–˙˜˙š˙‘˙œ˙š˙ß˙˙š˙˙˙˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙˙˜˙Š˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙¸˙ł˙ž˙ß˙Œ˙˙“˙–˙‘˙‹˙š˙˙ß˙œ˙š˙“˙“˙ß˙ž˙˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙›˙ß˙˙†˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBL"DIALOGEVENT:MisUSA04xBrf02Subtitle RTS~Ő˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙ž˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙œ˙˙–˙’˙–˙‘˙ž˙“˙z˙˙š˙Œ˙˙˙‘˙Œ˙–˙˙“˙š˙ß˙™˙˙˙ß˙‘˙˙‹˙˙˙–˙˙Š˙Œ˙ß˙‹˙š˙˙˙˙˙ß˙œ˙˙–˙’˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙Ń˙ß˙ˇ˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙•˙Š˙Œ˙‹˙–˙œ˙š˙ LBL"DIALOGEVENT:MisUSA04xBrf03Subtitle RTS~Ő˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙ˆ˙ž˙Œ˙ß˙›˙š˙‰˙š˙“˙˙˙–˙‘˙˜˙ß˙ž˙ß˙˙˙ž˙‘˙›˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙ß˙ž˙‹˙ß˙—˙–˙Œ˙ß˙Œ˙š˙œ˙˙š˙‹˙ß˙’˙˙Š˙‘˙‹˙ž˙–˙‘˙ß˙“˙ž˙˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙ß˙˜˙˙˙›˙‘˙š˙Œ˙Œ˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙š˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙—˙–˙’˙ LBL"DIALOGEVENT:MisUSA04xBrf04Subtitle RTSXŐ˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙˙š˙œ˙š˙–˙‰˙–˙‘˙˜˙ß˙—˙–˙Œ˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙—˙–˙Œ˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙Š˙‹˙ß˙˙™˙™˙ß˙—˙–˙Œ˙ß˙™˙“˙˙ˆ˙ß˙˙™˙ß˙˙–˙“˙ LBL"DIALOGEVENT:MisUSA04xBrf05Subtitle RTSŐ˙Ť˙—˙š˙ß˙ś˙‘˙‹˙š˙“˙ß˙ˆ˙š˙ß˙˙š˙‹˙˙–˙š˙‰˙š˙›˙ß˙—˙–˙Œ˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙—˙–˙Œ˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙Ń˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙Š˙‹˙ß˙˙™˙™˙ß˙—˙–˙Œ˙ß˙™˙“˙˙ˆ˙ß˙˙™˙ß˙˙–˙“˙˙‹˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙š˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙—˙–˙’˙z˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙š˙™˙š˙˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙ß˙™˙˙˙ß˙—˙–˙’˙ß˙‹˙˙ß˙œ˙ž˙‹˙œ˙—˙ß˙Š˙˙ß˙˙š˙˜˙˙˙Š˙˙ß˙ž˙‘˙›˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙Œ˙—˙š˙ß˙ˆ˙ž˙Œ˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t" LBL#DIALOGEVENT:MisUSA04xChat01Subtitle RTS1Ő˙Ź˙–˙˙Ţ˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ž˙˙š˙ß˙š˙ž˙‹˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙—˙š˙“˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat02Subtitle RTS)Ő˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ţ˙ß˙Ż˙Š˙“˙“˙ß˙†˙˙Š˙˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat03Subtitle RTSŐ˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙Œ˙˙˙‹˙‹˙š˙›˙ß˙Œ˙–˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat04Subtitle RTS5Ő˙¨˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙ž˙˙’˙˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat05Subtitle RTS3Ő˙ß˙ą˙°˙Ţ˙ß˙˝˙˙ž˙‰˙˙ß˙Ť˙—˙˙š˙š˙ß˙ˆ˙ž˙Œ˙ß˙”˙–˙“˙“˙š˙›˙ß˙˙†˙ß˙ž˙ß˙Ž˙Š˙ž˙›˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙Ź˙–˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat06Subtitle RTSBŐ˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ß˙Œ˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙Œ˙–˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙›˙š˙™˙š˙‘˙›˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat07Subtitle RTS#Ő˙ˇ˙ž˙Ţ˙ß˙¸˙ł˙ž˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙Š˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat08Subtitle RTS(Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙Ť˙ž˙‘˙”˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat09Subtitle RTS.Ő˙¨˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙˙ž˙›˙ž˙˙ß˙‰˙ž˙‘˙Œ˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat10Subtitle RTSŐ˙¨˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙ß˙œ˙ž˙˙ß˙˙˙’˙˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat11Subtitle RTS'Ő˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙œ˙ž˙˙ß˙˙˙’˙˙Œ˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat12Subtitle RTSBŐ˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ţ˙ß˙ź˙ž˙˙ß˙˝˙˙’˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙š˙ž˙˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat13Subtitle RTSŐ˙˝˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙Ŕ˙Ţ˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat14Subtitle RTS8Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat15Subtitle RTS:Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙š˙‘˙˜˙ž˙˜˙š˙›˙ß˙ž˙‘˙˜˙˙†˙ß˙’˙˙˙Œ˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙ž˙‘˙‹˙–˙Ň˙˙š˙˙Œ˙˙‘˙‘˙š˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat16Subtitle RTS:Ő˙ž˙‘˙˜˙˙†˙ß˙’˙˙˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙Š˙Œ˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat17Subtitle RTS5Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙›˙˙ß˙Œ˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙ž˙ą˙¸˙­˙Ś˙ß˙˛˙°˙˝˙Ź˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat18Subtitle RTSEŐ˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙Ó˙ß˙œ˙ž˙‘˙ß˙ˆ˙š˙ß˙˜˙š˙‹˙ß˙ž˙ß˙Œ˙‘˙–˙˙š˙˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙Ŕ˙ LBL#DIALOGEVENT:MisUSA04xChat19Subtitle RTS7Ő˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙Œ˙š˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙œ˙—˙š˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙Œ˙Š˙˙˙˙˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat20Subtitle RTS(Ő˙¸˙š˙š˙…˙Ţ˙ß˙¨˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙š˙’˙˙ß˙‹˙˙ž˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat21Subtitle RTSHŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙“˙–˙‹˙‹˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat22Subtitle RTS/Ő˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙¨˙š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙‹˙˙ß˙ž˙ß˙ź˙ž˙­˙ß˙˝˙°˙˛˙˝˙ş˙­˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat23Subtitle RTSJŐ˙ź˙ž˙˙ß˙˝˙˙’˙˙š˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙Š˙Œ˙Ţ˙ß˙Ť˙—˙š˙ß˙ž˙˙˙š˙ž˙˙ß˙‹˙˙ß˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙‹˙˙ˆ˙‘˙ LBL#DIALOGEVENT:MisUSA04xChat24Subtitle RTS&Ő˙¨˙—˙˙ž˙Ţ˙ß˙Ť˙—˙˙Œ˙š˙ß˙˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙˙ž˙œ˙”˙ß˙ž˙ß˙˙Š˙‘˙œ˙—˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat25Subtitle RTSŐ˙°˙Š˙œ˙—˙Ţ˙ß˙Ť˙—˙ž˙‹˙ß˙˙‘˙š˙ß˙—˙Š˙˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat26Subtitle RTS=Ő˙Ź˙–˙˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙˝˙°˙˛˙˝˙ß˙Ť˙­˙Ş˙ź˙´˙Ź˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat27Subtitle RTSŐ˙¨˙—˙˙ž˙Ţ˙ß˙Ť˙—˙˙Œ˙š˙ß˙’˙˙˙Œ˙ß˙ž˙˙š˙ß˙ž˙ą˙¸˙­˙Ś˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat28Subtitle RTS9Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙ž˙ą˙¸˙­˙Ś˙ß˙˛˙°˙˝˙Ź˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat29Subtitle RTSNŐ˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙‘˙š˙š˙›˙ß˙ž˙‘˙‹˙–˙Ň˙˙š˙˙Œ˙˙‘˙‘˙š˙“˙ß˙˙Š˙‹˙ß˙—˙š˙˙š˙ß˙ą˙°˙¨˙Ţ˙ß˙Ť˙—˙š˙Œ˙š˙ß˙ž˙‘˙˜˙˙†˙ß˙’˙˙˙Œ˙ß˙ž˙˙š˙ß˙œ˙—˙š˙ˆ˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat30Subtitle RTS)Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙ß˙œ˙ž˙˙ß˙˙˙’˙˙ LBL#DIALOGEVENT:MisUSA04xChat31Subtitle RTS:Ő˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ß˙ź˙ž˙“˙“˙ß˙–˙‘˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:MisUSA04xChat32Subtitle RTS0Ő˙Ź˙–˙˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCIA01Subtitle RTS)Ő˙¸˙˙˙›˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙Œ˙˙’˙š˙ß˙™˙˙–˙š˙‘˙›˙“˙–˙š˙Œ˙Ţ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙˙˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCIA02Subtitle RTSŐ˙š˙˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙“˙š˙ž˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA04xCIA03Subtitle RTSŐ˙ˇ˙š˙˙š˙ß˙ś˙ß˙ž˙’˙Ó˙ß˙“˙š˙ž˙›˙ß˙˙‘˙ LBL"DIALOGEVENT:MisUSA04xCin01Subtitle RTShŐ˙Ź˙ž˙‹˙œ˙˙’˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙Ę˙Ń˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙Ť˙ž˙­˙¸˙ş˙Ť˙Ó˙ß˙‘˙˙ß˙—˙˙Œ˙‹˙–˙“˙š˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙z˙ˆ˙ž˙–˙‹˙z˙Ť˙ž˙­˙¸˙ş˙Ť˙ß˙–˙Œ˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙Ź˙ž˙‹˙œ˙˙’˙z˙˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin02Subtitle RTS Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙Ę˙z˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ž˙ß˙˜˙˙Ó˙ß˙˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin03Subtitle RTS3Ő˙­˙˙˜˙š˙˙ß˙Ź˙ž˙‹˙œ˙˙’˙z˙˙ž˙†˙“˙˙ž˙›˙ß˙–˙Œ˙ß˙ž˙ˆ˙ž˙†˙z˙“˙š˙ž˙‰˙–˙‘˙˜˙ß˙—˙˙‹˙…˙˙‘˙š˙Ţ˙ß˙°˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin04Subtitle RTS?Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙Ę˙Ó˙ß˙˙Š˙‹˙Ń˙ß˙Š˙–˙œ˙‹˙˙˙ß˙Ě˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˜˙˙ß˙™˙˙˙ß˙ś˙˛˙˛˙ş˙ť˙ś˙ž˙Ť˙ş˙ß˙›˙˙˙˙z˙˙‰˙š˙˙ LBL"DIALOGEVENT:MisUSA04xCin05Subtitle RTS&Ő˙­˙˙˜˙š˙˙ß˙Ź˙ž˙‹˙œ˙˙’˙z˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙z˙ LBL"DIALOGEVENT:MisUSA04xCin06Subtitle RTSŐ˙ł˙˙œ˙”˙ß˙ž˙‘˙›˙ß˙ł˙˙ž˙›˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin07Subtitle RTS Ő˙ľ˙Š˙’˙˙Ţ˙ß˙ľ˙Š˙’˙˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin08Subtitle RTS5Ő˙ź˙ž˙˙š˙™˙Š˙“˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙Œ˙“˙–˙’˙š˙›˙Ó˙ß˙˙˙†˙Œ˙z˙œ˙—˙š˙’˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙ LBL"DIALOGEVENT:MisUSA04xCin09Subtitle RTS,Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‘˙˙ß˙˛˙ś˙ł˙´˙ß˙­˙Ş˙ą˙Ó˙ß˙˙˙†˙Œ˙Ţ˙ß˙´˙š˙š˙˙ß˙†˙˙Š˙˙ß˙—˙š˙ž˙›˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin10Subtitle RTS Ő˙Ź˙‹˙ž˙†˙ß˙–˙‘˙ß˙™˙˙˙’˙ž˙‹˙–˙˙‘˙Ţ˙Ţ˙ß˙ą˙˙ß˙ź˙˙ˆ˙˙˙†˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xCin11Subtitle RTS&Ő˙¸˙˙ž˙‹˙Œ˙ß˙ž˙˙š˙ß˙ž˙ˆ˙ž˙†˙Ń˙ß˙­˙š˙‹˙Š˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙ž˙˙‘˙Ń˙ß˙°˙Š˙‹˙ LBL"DIALOGEVENT:MisUSA04xCin12Subtitle RTSsŐ˙˝˙˙ž˙‰˙˙ß˙‹˙š˙ž˙’˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙–˙’˙ž˙˙†˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙Œ˙’˙ž˙“˙“˙ß˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙Ź˙˙Š˙‹˙—˙Ń˙ß˙Ź˙š˙œ˙Š˙˙š˙ß˙–˙‹˙ß˙™˙˙˙ß˙–˙‘˙œ˙˙’˙–˙‘˙˜˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ń˙ß˙°˙Š˙‹˙ LBL"DIALOGEVENT:MisUSA04xCin13Subtitle RTSkŐ˙­˙˙˜˙š˙˙ß˙Ź˙ž˙‹˙œ˙˙’˙Ó˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙˙Š˙‹˙Ń˙ß˙ł˙–˙Œ˙‹˙š˙‘˙ß˙Š˙˙ß˙”˙–˙›˙Œ˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙š˙­˙ş˙ş˙ß˙š˙ś˙­˙ş˙ß˙Ľ˙°˙ą˙ş˙Ţ˙ß˙¨˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙­˙°˙ž˙ź˙ˇ˙ş˙Ź˙Ţ˙ß˙ś˙™˙ß˙–˙‹˙ß˙’˙˙‰˙š˙Œ˙ß˙”˙–˙“˙“˙ß˙–˙‹˙ LBL"DIALOGEVENT:MisUSA04xCin14Subtitle RTS2Ő˙ž˙–˙˙Œ˙‹˙˙–˙˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ß˙š˙‘˙ß˙˙˙Š˙‹˙š˙ LBL"DIALOGEVENT:MisUSA04xEva01Subtitle RTS–Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙˝˙°˙°˙˝˙Ś˙Ň˙Ť˙­˙ž˙Ż˙Ź˙ß˙˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙’˙Ń˙ß˙Ş˙Œ˙š˙ß˙ť˙˙…˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:MisUSA04xEva02Subtitle RTSXŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙Œ˙ß˙Œ˙š˙–˙…˙š˙›˙ß˙‹˙—˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙Œ˙Ń˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA04xEva03Subtitle RTSFŐ˙˝˙ş˙ß˙ź˙ž˙­˙ş˙š˙Ş˙ł˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙‹˙ß˙Š˙˙ß˙‹˙˙ž˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙ LBL"DIALOGEVENT:MisUSA04xEva04Subtitle RTS~Ő˙¸˙˙˙›˙ß˙‘˙š˙ˆ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙”˙‘˙˙ˆ˙Œ˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙œ˙˙‰˙š˙˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙ł˙š˙ž˙›˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙˙Œ˙ß˙‹˙˙ß˙Œ˙˙“˙–˙œ˙–˙‹˙ß˙‹˙—˙š˙–˙˙ß˙—˙š˙“˙˙ LBL"DIALOGEVENT:MisUSA04xEva05Subtitle RTSfŐ˙¸˙˙˙›˙ß˙‘˙š˙ˆ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙œ˙˙‰˙š˙˙‹˙ß˙˙˙š˙˙ž˙‹˙–˙‰˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙š˙–˙‘˙›˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙Œ˙˙“˙–˙œ˙–˙‹˙ß˙‹˙—˙š˙–˙˙ß˙—˙š˙“˙˙ LBL"DIALOGEVENT:MisUSA04xEva06Subtitle RTS@Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙™˙˙š˙š˙ß˙˙™˙ß˙¸˙ł˙ž˙ß˙‹˙˙˙Š˙˙“˙š˙’˙ž˙”˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva07Subtitle RTS/Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙š˙œ˙Š˙˙š˙›˙ LBL"DIALOGEVENT:MisUSA04xEva08Subtitle RTS˘Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ś˙˙Š˙˙ß˙Š˙“˙‹˙–˙’˙ž˙‹˙š˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ń˙ß˙Ś˙˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙Œ˙˙Š˙˙œ˙š˙ß˙˙™˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙‘˙›˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva09Subtitle RTS.Ő˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva10Subtitle RTS–Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙‹˙˙ˆ˙‘˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙†˙ß˙¸˙ł˙ž˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ž˙‘˙›˙ß˙ž˙˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Š˙Œ˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙›˙–˙˙ß˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙‹˙˙ß˙Ž˙Š˙š˙“˙“˙ß˙‹˙—˙š˙ß˙Š˙˙˙–˙Œ˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA04xEva11Subtitle RTS@Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙›˙–˙˙Ň˙Œ˙‹˙ž˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Ž˙Š˙š˙“˙“˙ß˙‹˙—˙š˙ß˙Š˙˙˙–˙Œ˙–˙‘˙˜˙ LBL"DIALOGEVENT:MisUSA04xEva12Subtitle RTSBŐ˙¨˙š˙“˙“˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL"DIALOGEVENT:MisUSA04xEva13Subtitle RTSGŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙ť˙ś˙°˙ß˙Ź˙Ť˙ž˙Ť˙ś˙°˙ą˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙Ň˙˙˙’˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva14Subtitle RTSIŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙ť˙ś˙°˙ß˙Ź˙Ť˙ž˙Ť˙ś˙°˙ą˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Ň˙‹˙˙Š˙œ˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva15Subtitle RTSFŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙ť˙ś˙°˙ß˙Ź˙Ť˙ž˙Ť˙ś˙°˙ą˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙Œ˙Š˙–˙œ˙–˙›˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva16Subtitle RTS^Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙Œ˙š˙‰˙š˙˙ž˙“˙ß˙ž˙­˙Ť˙ś˙ł˙ł˙ş˙­˙Ś˙ß˙Ż˙ł˙ž˙Ť˙š˙°˙­˙˛˙Ź˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙’˙ß˙™˙˙˙ß˙Œ˙Š˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙™˙–˙˙š˙ LBL"DIALOGEVENT:MisUSA04xEva17Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙­˙ş˙Ż˙ž˙ś˙­˙ß˙Ż˙ž˙ť˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙—˙š˙ž˙“˙ß˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva18Subtitle RTSCŐ˙Ź˙–˙˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙œ˙ž˙˙ß˙˙˙’˙˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva19Subtitle RTSPŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙š˙›˙ß˙›˙š˙˙“˙˙†˙–˙‘˙˜˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙Œ˙˙˙‹˙ß˙˙Š˙˙ß˙˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva20Subtitle RTSHŐ˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙­˙ž˙›˙ž˙˙ß˙Š˙ž˙‘˙Œ˙ß˙ž˙˙š˙ß˙Œ˙ˆ˙š˙š˙˙–˙‘˙˜˙ß˙™˙˙˙ß˙˙Š˙˙ß˙˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙z˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ LBL"DIALOGEVENT:MisUSA04xEva21Subtitle RTS9Ő˙Ź˙–˙˙Ó˙ß˙ˆ˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙Š˙–˙“˙›˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙‹˙˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙˙˙’˙˙ß˙‹˙˙Š˙œ˙”˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva22Subtitle RTSSŐ˙Ź˙–˙˙Ó˙ß˙ş˙‘˙š˙’˙†˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙‰˙–˙‘˙˜˙ß˙—˙–˙˜˙—˙“˙†˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙Ń˙ß˙ś˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙Œ˙š˙‘˙›˙ß˙Ż˙ž˙‹˙—˙™˙–˙‘˙›˙š˙˙Œ˙ LBL"DIALOGEVENT:MisUSA04xEva23Subtitle RTS?Ő˙Ź˙–˙˙Ţ˙ß˙¨˙š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙˙š˙ß˙’˙˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva24Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙°˙ś˙ł˙ß˙­˙ş˙š˙ś˙ą˙ş˙­˙Ś˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙›˙Š˙œ˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙œ˙˙Œ˙‹˙ LBL"DIALOGEVENT:MisUSA04xEva25Subtitle RTS2Ő˙Ź˙–˙˙Ó˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙—˙ž˙Œ˙ß˙˙š˙˜˙Š˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙°˙ś˙ł˙ß˙š˙ś˙ş˙ł˙ť˙Ź˙ LBL"DIALOGEVENT:MisUSA04xEva26Subtitle RTS:Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙°˙‘˙“˙†˙ß˙Î˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva27Subtitle RTS9Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙°˙‘˙“˙†˙ß˙Ę˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA04xEva28Subtitle RTS:Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙°˙‘˙“˙†˙ß˙Î˙Ď˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA04xEva29Subtitle RTS5Ő˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙°˙ś˙ł˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙ő˙ß˙Î˙Ę˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ LBL"DIALOGEVENT:MisUSA04xEva30Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙œ˙ž˙Œ˙—˙ß˙˙š˙Œ˙š˙˙‰˙š˙Œ˙ß˙ž˙˙š˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙“˙˙ˆ˙ß˙Ň˙Ň˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙™˙˙˙ß˙‘˙š˙š˙›˙š˙›˙ß˙œ˙ž˙Œ˙—˙ LBL"DIALOGEVENT:MisUSA04xEva31Subtitle RTSŐ˙¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙Ź˙ź˙Ş˙ť˙Ź˙Ť˙°˙­˙˛˙ß˙ť˙ş˙Ť˙ş˙ź˙Ť˙ş˙ť˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva32Subtitle RTS!Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ţ˙ LBL"DIALOGEVENT:MisUSA04xEva33Subtitle RTSDŐ˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ť˙ş˙Ź˙Ť˙­˙°˙Ś˙ş˙ť˙Ţ˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙™˙ž˙–˙“˙Š˙˙š˙ LBL"DIALOGEVENT:MisUSA04xEva34Subtitle RTS8Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ţ˙ß˙Ś˙˙Š˙˙ß˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙™˙ž˙–˙“˙Š˙˙š˙ LBL"DIALOGEVENT:MisUSA04xEva35Subtitle RTSŐ˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙Œ˙–˙˙ LBL#DIALOGEVENT:MisUSA05xChat01Subtitle RTS_Ő˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙ß˙”˙‘˙˙ˆ˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA05xChat02Subtitle RTS5Ő˙Ť˙—˙˙Œ˙š˙ß˙˙Š˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙˙ž˙›˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙—˙˙Œ˙‹˙–˙“˙š˙Œ˙ß˙Œ˙–˙˙Ţ˙ß˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙Ţ˙ LBL#DIALOGEVENT:MisUSA05xChat03Subtitle RTS_Ő˙°˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙š˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙Š˙Œ˙ß˙”˙‘˙˙ˆ˙–˙‘˙˜˙ LBL#DIALOGEVENT:MisUSA05xChat04Subtitle RTStŐ˙¨˙š˙ß˙˙™˙™˙š˙˙ß˙†˙˙Š˙ß˙˙Š˙˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙–˙›˙ß˙Š˙Œ˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙˙‘˙˜˙š˙˙Ń˙ß˙ˇ˙–˙Œ˙ß˙˙˙Œ˙š˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙Š˙Œ˙ß˙ž˙“˙“˙ß˙ž˙‘˙›˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙ LBL#DIALOGEVENT:MisUSA05xChat05Subtitle RTSŐ˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ť˙š˙‰˙–˙“˙ß˙˙™˙ß˙ť˙–˙Œ˙š˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:MisUSA05xChat06Subtitle RTS#Ő˙ˇ˙š˙“˙˙Ţ˙ß˙°˙‰˙š˙˙ß˙—˙š˙˙š˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙’˙š˙ LBL#DIALOGEVENT:MisUSA05xChat07Subtitle RTSSŐ˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙˙š˙“˙š˙ž˙Œ˙–˙‘˙˜˙ß˙’˙š˙Ń˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:MisUSA05xCin01Subtitle RTSHŐ˙Ź˙ž˙‹˙Ň˙ź˙˙’˙ß˙ž˙Ë˙ß˙—˙ž˙Œ˙ß˙œ˙˙‘˙™˙–˙˙’˙ž˙‹˙–˙˙‘˙ß˙˙‘˙ß˙˙ž˙Œ˙š˙ß˙“˙˙œ˙ž˙‹˙–˙˙‘˙Ń˙ß˙Š˙–˙Œ˙Š˙ž˙“˙Œ˙ß˙ž˙˙š˙ß˙Š˙˙“˙˙ž˙›˙–˙‘˙˜˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:MisUSA05xCin02Subtitle RTS;Ő˙š˙–˙š˙“˙›˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙‰˙š˙˙–˙™˙†˙ß˙Œ˙‹˙ž˙‹˙Š˙Œ˙ß˙˙™˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xCin03Subtitle RTS<Ő˙Ť˙—˙š˙‘˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˜˙˙ß˙Š˙˙˙‘˙ß˙˙˙š˙Œ˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙˙™˙ß˙™˙–˙‘˙ž˙“˙ß˙œ˙“˙š˙ž˙˙ž˙‘˙œ˙š˙ß˙œ˙˙›˙š˙ LBL"DIALOGEVENT:MisUSA05xCin04Subtitle RTS9Ő˙­˙˙˜˙š˙˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙ž˙“˙˙—˙ž˙ß˙¨˙—˙–˙Œ˙”˙š˙†˙ß˙ş˙œ˙—˙˙Ó˙ß˙‹˙—˙š˙ß˙˙–˙˙›˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ LBL"DIALOGEVENT:MisUSA05xCin05Subtitle RTS*Ő˙Ť˙˙‡˙–˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙œ˙˙‘˙™˙–˙˙’˙š˙›˙ß˙Œ˙–˙˙ LBL"DIALOGEVENT:MisUSA05xCin06Subtitle RTS5Ő˙ź˙“˙š˙ž˙˙ž˙‘˙œ˙š˙ß˙œ˙˙›˙š˙ß˙–˙Œ˙ß˙Ź˙–˙š˙˙˙ž˙Ó˙ß˙ˇ˙˙‹˙š˙“˙Ó˙ß˙°˙Œ˙œ˙ž˙˙Ó˙ß˙ź˙—˙ž˙˙“˙–˙š˙ß˙´˙–˙“˙˙ LBL"DIALOGEVENT:MisUSA05xEva01Subtitle RTSŕŐ˙Ż˙—˙ž˙Œ˙š˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙™˙Š˙“˙ß˙–˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙˙™˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ LBL"DIALOGEVENT:MisUSA05xEva02Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙˙Š˙˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙™˙Š˙“˙ß˙–˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙˙™˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 S LBL"DIALOGEVENT:MisUSA05xEva03Subtitle RTSrŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙ˆ˙ž˙Œ˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙‰˙š˙“˙˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙Ž˙Š˙ž˙‘˙‹˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙—˙–˙˜˙—˙ß˙ž˙“˙š˙˙‹˙ LBL"DIALOGEVENT:MisUSA05xEva04Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙Š˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙œ˙–˙‰˙–˙“˙“˙š˙ß˙‹˙˙ß˙›˙š˙‰˙š˙“˙˙˙ß˙Œ˙’˙ž˙“˙“˙ß˙Ž˙Š˙ž˙‘˙‹˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙˙‡˙–˙‘˙Ń˙ß˙˛˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙—˙–˙˜˙—˙ß˙ž˙“˙š˙˙‹˙“˙“˙ß˙˙™˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙Ť˙˙‡˙–˙‘˙ß˙˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙—˙š˙–˙˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"La LBL"DIALOGEVENT:MisUSA05xEva05Subtitle RTSgŐ˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙Œ˙˙ß˙—˙š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙–˙‘˙™˙“˙–˙œ˙‹˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙‹˙š˙˙˙˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙Ń˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙˙ß˙—˙–˙’˙ LBL"DIALOGEVENT:MisUSA05xEva06Subtitle RTSpŐ˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙“˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙ž˙˙š˙ž˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ł˙˙œ˙ž˙“˙ß˙Š˙‘˙˙š˙Œ˙‹˙ß˙’˙ž˙†˙ß˙˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙™˙ž˙‰˙˙˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ LBL"DIALOGEVENT:MisUSA05xEva07Subtitle RTSŠŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙“˙˙œ˙ž˙“˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙˙š˙Œ˙˙˙‘˙›˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙œ˙Š˙š˙ß˙ž˙‘˙›˙ß˙—˙ž˙‰˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙Š˙Œ˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‘˙˙ˆ˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:MisUSA05xEva08Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙’˙ž˙–˙‘˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙Ř˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙‘˙ß˙Ş˙Ź˙ß˙’˙ž˙•˙˙˙ß˙’˙š˙‹˙˙˙˙˙“˙–˙‹˙ž˙‘˙ß˙ž˙˙š˙ž˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA05xEva09Subtitle RTSbŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙‘˙™˙˙ž˙˙š˙›˙ß˙Œ˙œ˙ž˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva10Subtitle RTSFŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ß˙Ś˙˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙™˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙œ˙˙’˙’˙š˙‘˙œ˙š˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:MisUSA05xEva11Subtitle RTSŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ë˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA05xEva12Subtitle RTSŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Ě˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA05xEva13Subtitle RTSŐ˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙z˙ LBL"DIALOGEVENT:MisUSA05xEva14Subtitle RTS1Ő˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙‘˙ß˙Î˙ß˙’˙–˙‘˙Š˙‹˙š˙z˙ß˙¨˙š˙ß˙’˙Š˙Œ˙‹˙ß˙’˙˙‰˙š˙ß˙–˙‘˙ß˙‘˙˙ˆ˙Ţ˙ LBL"DIALOGEVENT:MisUSA05xEva15Subtitle RTS?Ő˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙Š˙‘˙‹˙–˙“˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙z˙ß˙ś˙‹˙Ř˙Œ˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL"DIALOGEVENT:MisUSA05xEva16Subtitle RTS!Ő˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙Š˙‘˙‹˙–˙“˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙z˙ LBL"DIALOGEVENT:MisUSA05xEva17Subtitle RTS<Ő˙Ę˙z˙ß˙Ë˙z˙ß˙Ě˙z˙ß˙Í˙z˙ß˙Î˙z˙ß˙×˙˜˙ž˙Œ˙˙Ö˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA05xEva18Subtitle RTS~Ő˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ś˙’˙˙ž˙œ˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙š˙›˙ß˙ž˙‘˙›˙ß˙ˇ˙˙‹˙ß˙Ľ˙˙‘˙š˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙œ˙˙‘˙™˙–˙˙’˙š˙›˙Ń˙ß˙Ť˙—˙š˙ß˙œ˙ž˙Œ˙Š˙ž˙“˙‹˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙œ˙ž˙“˙œ˙Š˙“˙ž˙˙“˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙–˙“˙š˙›˙ LBL"DIALOGEVENT:MisUSA05xEva19Subtitle RTSnŐ˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ˇ˙ž˙…˙˛˙ž˙‹˙ß˙›˙š˙œ˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙‹˙š˙ž˙’˙ß˙–˙Œ˙ß˙š˙‘˙Ň˙˙˙Š˙‹˙š˙Ń˙ß˙°˙‘˙š˙ß˙‹˙˙ß˙˜˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙š˙˙ LBL"DIALOGEVENT:MisUSA05xEva20Subtitle RTSDŐ˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ń˙ß˙Ť˙ˆ˙˙ß˙‹˙˙ß˙˜˙˙ LBL"DIALOGEVENT:MisUSA05xEva21Subtitle RTSCŐ˙¸˙˙˙›˙ß˙•˙˙˙Ó˙ß˙Œ˙–˙˙Ń˙ß˙Ť˙—˙š˙ß˙‹˙—˙–˙˙›˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ń˙ß˙°˙‘˙š˙ß˙‹˙˙ß˙˜˙˙ LBL"DIALOGEVENT:MisUSA05xEva22Subtitle RTScŐ˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙‘˙˙ˆ˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙ž˙“˙“˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙“˙˙Ř˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙Š˙œ˙œ˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva23Subtitle RTSdŐ˙Ť˙˙‡˙–˙‘˙ß˙˙˙š˙ž˙œ˙—˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Í˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙‹˙˙ß˙˜˙Š˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˝˙–˙˙Ň˙š˙‘˙˜˙–˙‘˙š˙š˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙—˙˙‹˙ß˙…˙˙‘˙š˙ß˙‹˙˙ß˙‘˙š˙Š˙‹˙˙ž˙“˙–˙…˙š˙ß˙‹˙—˙š˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL"DIALOGEVENT:MisUSA05xEva24Subtitle RTSSŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˜˙˙š˙š˙‘˙ß˙“˙–˙˜˙—˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙˙š˙˙ž˙‹˙–˙˙‘˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙¸˙ł˙ž˙Ř˙Œ˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA05xEva25Subtitle RTS€Ő˙ś˙‘˙‹˙š˙“˙ß˙Œ˙ž˙†˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙‹˙š˙Œ˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙“˙˙˙”˙–˙‘˙˜˙ß˙™˙˙˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙Ń˙ß˙Ş˙Œ˙š˙ß˙œ˙ž˙Š˙‹˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙’˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙˙š˙“˙š˙ž˙Œ˙š˙›˙ LBL"DIALOGEVENT:MisUSA05xEva26Subtitle RTSoŐ˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ß˙ˆ˙š˙“˙“˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙–˙‘˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙š˙‰˙š˙˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙‹˙—˙˙˙ˆ˙ß˙ž˙‹˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva27Subtitle RTSžŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙•˙š˙œ˙‹˙–˙‰˙š˙ß˙–˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Ó˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙Ţ˙ß˙ś˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙š˙“˙š˙ž˙Œ˙š˙›˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙œ˙˙‘˙‹˙ž˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙™˙˙˙ß˙Î˙Ď˙Ď˙ß˙Œ˙Ž˙Š˙ž˙˙š˙ß˙’˙–˙“˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:MisUSA05xEva28Subtitle RTS‹Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙˙ß˙–˙‘˙‹˙š˙“˙ß˙–˙‘˙›˙–˙œ˙ž˙‹˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙“˙š˙ž˙”˙ß˙‹˙—˙š˙ß˙‘˙ž˙˙ž˙“˙’˙ß˙–˙‘˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙˙Œ˙š˙ß˙‘˙š˙ž˙˙˙†˙ß˙‹˙Š˙‘˙‘˙š˙“˙Œ˙ß˙š˙‡˙–˙‹˙Œ˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙“˙˙˙›˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙—˙˙“˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ LBL"DIALOGEVENT:MisUSA05xEva29Subtitle RTS^Ő˙ź˙˙‘˙˜˙˙ž˙‹˙Š˙“˙ž˙‹˙–˙˙‘˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙‹˙—˙ß˙—˙–˙Œ˙ß˙œ˙˙š˙ž˙‹˙–˙˙‘˙Œ˙ß˙ž˙‘˙†˙ß˙“˙˙‘˙˜˙š˙˙ LBL"DIALOGEVENT:MisUSA05xEva30Subtitle RTSVŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙˙†˙Œ˙ß˙—˙˙’˙š˙Ń˙ß˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:MisUSA05xEva31Subtitle RTSeŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙˜˙˙š˙š˙‘˙ß˙“˙–˙˜˙—˙‹˙ß˙˙‘˙ß˙°˙˙š˙˙ž˙‹˙–˙˙‘˙Ĺ˙ß˙ş˙ž˙˜˙“˙š˙Ř˙Œ˙ß˙Ź˙‹˙˙–˙”˙š˙Ń˙ß˙ł˙ž˙Š˙‘˙œ˙—˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ż˙˙˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙–˙š˙Œ˙ LBL"DIALOGEVENT:MisUSA05xEva32Subtitle RTSĽŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙Œ˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙–˙‹˙š˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙“˙ž˙Š˙‘˙œ˙—˙ LBL"DIALOGEVENT:MisUSA05xEva33Subtitle RTSÂŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙­˙š˙˙š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙—˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙Œ˙—˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙†˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:MisUSA05xEva34Subtitle RTSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙ž˙Œ˙‹˙ß˙—˙ž˙Œ˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙­˙š˙˙š˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ž˙‘˙›˙ß˙—˙–˙Œ˙ß˙’˙ž˙Œ˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ˆ˙–˙Œ˙—˙ß˙‹˙˙ß˙ž˙–˙›˙ß˙Š˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙†˙ß˙˜˙–˙‰˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙Œ˙–˙“˙˙Ř˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙ß˙‹˙˙ß˙˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInte LBL"DIALOGEVENT:MisUSA05xEva35Subtitle RTS]Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙‘˙‹˙š˙“˙ß˙˙Š˙‹˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙˜˙–˙˙‘˙Ń˙ß˙Ť˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Ţ˙ LBL$DIALOGEVENT:MisUSA05xThrax01Subtitle RTSbŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙Ó˙ß˙‹˙—˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙–˙Œ˙ß˙œ˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙‘˙Œ˙š˙ß˙†˙˙Š˙˙ß˙“˙ž˙‘˙›˙Œ˙ß˙–˙‘˙ß˙˙š˙Œ˙‹˙–˙“˙š˙‘˙œ˙š˙Ń˙ß˙ˇ˙ž˙—˙ž˙—˙ž˙—˙ž˙z˙ LBL$DIALOGEVENT:MisUSA05xThrax02Subtitle RTSŐ˙Ś˙˙Š˙˙ß˙˙š˙‹˙˙ž˙†˙ž˙“˙ß˙—˙ž˙Œ˙ß˙‘˙˙‹˙ß˙˜˙˙‘˙š˙ß˙Š˙‘˙‘˙˙‹˙–˙œ˙š˙›˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙Œ˙ß˙†˙˙Š˙ß˙‘˙˙ˆ˙ß˙ž˙Œ˙Œ˙–˙Œ˙‹˙Ń˙ß˙˛˙ž˙†˙ß˙†˙˙Š˙˙ß˙Œ˙˙‘˙Œ˙ß˙œ˙ž˙’˙š˙“˙Œ˙ß˙Œ˙ˆ˙š˙“˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‰˙–˙˙Š˙“˙š˙‘˙œ˙š˙Ţ˙ LBL$DIALOGEVENT:MisUSA05xThrax03Subtitle RTSHŐ˙˛˙†˙ß˙˙š˙ž˙œ˙—˙ß˙–˙Œ˙ß˙“˙˙‘˙˜˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙š˙š˙“˙ß˙’˙†˙ß˙ˆ˙˙ž˙‹˙—˙Ţ˙ß˙ť˙–˙š˙ß˙–˙‘˙™˙–˙›˙š˙“˙ß˙›˙˙˜˙Œ˙Ó˙ß˙›˙–˙š˙Ţ˙ LBL'DIALOGEVENT:MisUSA06Crusader101Subtitle RTSŐ˙ş˙‘˙š˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙š˙›˙Ţ˙ LBL'DIALOGEVENT:MisUSA06Crusader102Subtitle RTSŐ˙˛˙˙˙š˙ß˙¸˙ł˙ž˙Ń˙ß˙ł˙˙œ˙”˙ß˙ž˙‘˙›˙ß˙“˙˙ž˙›˙ LBL'DIALOGEVENT:MisUSA06Crusader202Subtitle RTS1Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙˙˙ß˙ˆ˙š˙“˙“˙ß˙›˙Š˙˜˙ß˙–˙‘˙Ţ˙ß˙¨˙š˙ß˙‘˙š˙š˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL'DIALOGEVENT:MisUSA06Crusader206Subtitle RTSŐ˙Ź˙‹˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:MisUSA06Officer05Subtitle RTSŐ˙ź˙˙‘˙œ˙š˙‘˙‹˙˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙™˙–˙˙š˙Ó˙ß˙’˙š˙‘˙Ţ˙ LBL'DIALOGEVENT:MisUSA07Crusader204Subtitle RTS7Ő˙¨˙š˙Ř˙‰˙š˙ß˙˙˙˙”˙š˙‘˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙‘˙˙˙‹˙—˙Ţ˙ß˙Ź˙š˙‘˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL'DIALOGEVENT:MisUSA07Crusader205Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙š˙‰˙š˙˙†˙ˆ˙—˙š˙˙š˙Ţ˙ LBL'DIALOGEVENT:MisUSA07Crusader301Subtitle RTS"Ő˙˝˙š˙ß˙ž˙›˙‰˙–˙Œ˙š˙›˙Ó˙ß˙œ˙ž˙˙ß˙˙˙’˙˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL'DIALOGEVENT:MisUSA07Crusader303Subtitle RTS*Ő˙¨˙š˙Ř˙‰˙š˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙ß˙˙˙–˙›˙˜˙š˙Ń˙ß˙Ź˙ˆ˙š˙š˙˙ß˙ž˙‘˙›˙ß˙œ˙“˙š˙ž˙˙ LBL'DIALOGEVENT:MisUSA07Crusader306Subtitle RTSŐ˙ˇ˙š˙š˙š˙“˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA07Officer01Subtitle RTS1Ő˙¨˙š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙Ţ˙ LBL%DIALOGEVENT:MisUSA07Officer02Subtitle RTS7Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙‘˙˙‹˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Ń˙ß˙ł˙š˙ž˙‰˙š˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙˙š˙—˙–˙‘˙›˙Ţ˙ LBL%DIALOGEVENT:MisUSA07Officer03Subtitle RTS8Ő˙ź˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙ť˙š˙“˙‹˙ž˙ß˙‹˙ˆ˙˙Ń˙ß˙Ś˙˙Š˙˙ß˙˙˙›˙š˙˙Œ˙ß˙ž˙˙š˙ß˙‹˙˙ß˙™˙ž˙“˙“˙ß˙˙ž˙œ˙”˙Ń˙ß˙°˙‰˙š˙˙ LBL%DIALOGEVENT:MisUSA08Chatter06Subtitle RTSEŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ş˙œ˙—˙˙ß˙˙‘˙š˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙—˙˙‹˙ß˙…˙˙‘˙š˙Ń˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙š˙†˙š˙Œ˙ß˙˙˙š˙‘˙ LBL%DIALOGEVENT:MisUSA08Chatter10Subtitle RTSŐ˙ź˙ž˙˙ß˙˝˙˙’˙˙Ţ˙ß˙ź˙ž˙˙ß˙˝˙˙’˙˙Ţ˙ LBL%DIALOGEVENT:MisUSA08Chatter12Subtitle RTSŐ˙ź˙ž˙˙ß˙˙˙’˙˙Ţ˙ß˙°˙˙š˙‘˙ß˙™˙–˙˙š˙Ţ˙ LBL%DIALOGEVENT:MisUSA08Chatter14Subtitle RTSŐ˙ž˙“˙˙–˙˜˙—˙‹˙ß˙˙˙†˙Œ˙z˙“˙š˙‹˙Ř˙Œ˙ß˙˜˙˙Ţ˙ LBL!DIALOGEVENT:MisUSA08Cin03Subtitle RTS3Ő˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙ˆ˙—˙˙“˙š˙ß˙¸˙ł˙ž˙ß˙–˙Œ˙ß˙“˙–˙‘˙–˙‘˙˜˙ß˙Š˙˙ß˙™˙˙˙ß˙Š˙Œ˙ß˙‹˙˙›˙ž˙†˙ LBL#DIALOGEVENT:MisUSAChatter01Subtitle RTSŐ˙¸˙š˙‹˙ß˙–˙‘˙ß˙™˙˙˙’˙ž˙‹˙–˙˙‘˙Ó˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi001Subtitle RTS{Ő˙Ź˙˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙›˙š˙œ˙–˙Œ˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙’˙š˙š˙‹˙ß˙†˙˙Š˙˙ß˙š˙‘˙›˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi002Subtitle RTS+Ő˙Ť˙—˙š˙ß˙‹˙–˙˜˙š˙˙ß˙Œ˙‹˙ž˙‘˙›˙Œ˙ß˙˙˙–˙Œ˙š˙›˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi003Subtitle RTSŐ˙š˙˙˙ß˙ź˙—˙–˙‘˙ž˙Ţ˙ß˙ź˙—˙ž˙˙˜˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi004Subtitle RTS5Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi005Subtitle RTS*Ő˙š˙š˙š˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙’˙˙–˙‘˙˜˙ß˙™˙š˙š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙–˙˙˙‘˙ß˙›˙˙ž˙˜˙˙‘˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi006Subtitle RTS.Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙˙‹˙—˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi007Subtitle RTS+Ő˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙’˙š˙š˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙˙™˙ß˙—˙˙‘˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi008Subtitle RTS!Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙š˙ß˙›˙˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi009Subtitle RTS'Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙‹˙š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙š˙š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi010Subtitle RTSyŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙‰˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙ž˙”˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙–˙™˙Š˙“˙ß˙ž˙˙’˙†˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi011Subtitle RTS"Ő˙Ť˙—˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙™˙ß˙ź˙—˙–˙‘˙ž˙ß˙™˙ž˙“˙“˙Œ˙ß˙Š˙˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi012Subtitle RTS?Ő˙Ś˙˙Š˙˙ß˙–˙‘˙™˙š˙˙–˙˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙‰˙–˙›˙š˙ß˙‘˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙™˙˙˙ß˙’˙†˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi013Subtitle RTS3Ő˙Ś˙˙Š˙ß˙˙š˙˜˙ž˙‘˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙–˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi014Subtitle RTS$Ő˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‹˙—˙š˙ß˙™˙˙˙“˙Ţ˙ß˙Ť˙ž˙”˙š˙ß˙‘˙˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi015Subtitle RTSoŐ˙Ť˙ˆ˙˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ß˙’˙š˙š˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ń˙ß˙¨˙—˙˙ß˙–˙Œ˙ß˙‹˙˙ß˙Œ˙ž˙†˙ß˙ˆ˙—˙˙ß˙ˆ˙–˙“˙“˙ß˙ˆ˙–˙‘˙Ŕ˙ß˙ś˙ß˙›˙˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙—˙˙Ń˙ß˙˛˙š˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi016Subtitle RTSPŐ˙ž˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙ˆ˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙‹˙—˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙Ń˙ß˙Ź˙˙ß˙ˆ˙—˙†˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi017Subtitle RTSfŐ˙­˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙Œ˙˙ß˙™˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙Ó˙ß˙˙ž˙˜˙š˙ß˙ž˙‘˙›˙ß˙ž˙ß˙œ˙˙“˙Š˙’˙‘˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙Ń˙Ń˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ˆ˙—˙š˙˙š˙ LBL%DIALOGEVENT:Taunts_BossChi018Subtitle RTSzŐ˙Ś˙˙Š˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙‘˙›˙ß˙˙‘˙“˙†˙ß˙‘˙˙ˆ˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˙˙˙š˙ß˙–˙Œ˙ß˙˙‘˙ß˙™˙–˙˙š˙ LBL%DIALOGEVENT:Taunts_BossChi019Subtitle RTS[Ő˙Ť˙—˙š˙ß˙›˙ž˙‘˙œ˙š˙ß˙˙™˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙Œ˙‹˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙˙˙–˙š˙™˙z˙ž˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙Œ˙‹˙˙ž˙‘˙˜˙š˙“˙†˙ß˙˙˙–˙š˙™˙ LBL%DIALOGEVENT:Taunts_BossChi020Subtitle RTS6Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙‹˙—˙˙˙Š˙˜˙—˙Ń˙ß˙Ż˙–˙‹˙†˙ LBL%DIALOGEVENT:Taunts_BossChi021Subtitle RTS#Ő˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi022Subtitle RTS7Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙ž˙œ˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙†˙˙Š˙ß˙˙š˙˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi023Subtitle RTS;Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙’˙˙’˙š˙‘˙‹˙Œ˙ß˙˙ž˙Š˙Œ˙š˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙’˙˙‰˙š˙ LBL%DIALOGEVENT:Taunts_BossChi024Subtitle RTSCŐ˙ž˙ß˙ˆ˙–˙Œ˙š˙ß˙’˙ž˙‘˙ß˙”˙‘˙˙ˆ˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙°˙˙‰˙–˙˙Š˙Œ˙“˙†˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙ß˙’˙ž˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi025Subtitle RTSŐ˙ś˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙Ó˙ß˙ž˙“˙“˙ß˙™˙ž˙“˙“˙ß˙˙š˙™˙˙˙š˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi026Subtitle RTS"Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙’˙–˙˜˙—˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi027Subtitle RTS$Ő˙ź˙—˙–˙‘˙ž˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙˙‘˙š˙ß˙’˙ž˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi028Subtitle RTS,Ő˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙’˙š˙›˙–˙ž˙‹˙š˙ß˙ž˙‘˙›˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙’˙˙‰˙š˙ LBL%DIALOGEVENT:Taunts_BossChi029Subtitle RTS-Ő˙ť˙˙ß˙‘˙˙‹˙ß˙œ˙˙’˙’˙–˙‹˙ß˙‹˙˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙Š˙˙˙˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi030Subtitle RTS!Ő˙Ź˙Š˙–˙œ˙–˙›˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi031Subtitle RTS<Ő˙¨˙š˙ß˙Œ˙ˆ˙š˙š˙˙ß˙ž˙ˆ˙ž˙†˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙“˙–˙”˙š˙ß˙˙ž˙’˙˙˙˙ß˙˙š˙™˙˙˙š˙ß˙ž˙ß˙—˙Š˙˙˙–˙œ˙ž˙‘˙š˙ LBL%DIALOGEVENT:Taunts_BossChi032Subtitle RTS>Ő˙Ś˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙ž˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ž˙Œ˙ß˙ˆ˙š˙ß˙”˙‘˙˙œ˙”˙š˙›˙ß˙–˙‹˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossChi033Subtitle RTSQŐ˙ž˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙ˆ˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙˙˙˙›˙Š˙œ˙š˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ LBL%DIALOGEVENT:Taunts_BossChi034Subtitle RTS*Ő˙Ś˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙˜˙˙˙Š˙‘˙›˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi035Subtitle RTS7Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙™˙ž˙“˙“˙ß˙˙š˙™˙˙˙š˙ß˙Š˙Œ˙ß˙“˙–˙”˙š˙ß˙˙“˙ž˙›˙š˙Œ˙ß˙˙™˙ß˙˜˙˙ž˙Œ˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi036Subtitle RTSKŐ˙¨˙š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙Œ˙˙ß˙ˆ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi037Subtitle RTSYŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙˙†˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossChi038Subtitle RTSKŐ˙ť˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙™˙š˙š˙“˙–˙‘˙˜˙ß˙’˙†˙ß˙ˆ˙˙ž˙–˙‹˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi039Subtitle RTSlŐ˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙‘˙˙ˆ˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙–˙‹˙ß˙’˙†˙ß˙’˙˙’˙š˙‘˙‹˙ž˙˙†˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙z˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙“˙ž˙Œ˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi040Subtitle RTS6Ő˙ť˙˙…˙š˙˙Œ˙Ĺ˙ß˙­˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙˙š˙™˙˙˙š˙ß˙˙Š˙˙ß˙˛˙–˙¸˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi041Subtitle RTS/Ő˙°˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙ž˙œ˙”˙–˙‘˙˜˙Ţ˙ß˙­˙š˙˙š˙“˙ß˙‹˙—˙š˙ß˙–˙‘˙‰˙ž˙›˙š˙˙Œ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi042Subtitle RTS=Ő˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙’˙†˙ß˙‹˙Š˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi043Subtitle RTSEŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙œ˙“˙ž˙–˙’˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi044Subtitle RTS8Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙˛˙–˙¸˙Œ˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi045Subtitle RTSJŐ˙Ť˙—˙š˙ß˙˙˙–˙œ˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙—˙–˙˜˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙ž˙†˙ LBL%DIALOGEVENT:Taunts_BossChi046Subtitle RTSjŐ˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙Œ˙ß˙˙“˙š˙‘˙‹˙–˙™˙Š˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙Œ˙ž˙œ˙˙–˙™˙–˙œ˙š˙›˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙‹˙Š˙˙‘˙ß˙†˙˙Š˙˙ß˙œ˙˙Š˙š˙“˙‹˙†˙ß˙‹˙š˙‘˙Ň˙™˙˙“˙›˙ LBL%DIALOGEVENT:Taunts_BossChi047Subtitle RTSIŐ˙ź˙ž˙˙‹˙Š˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙Ň˙Ň˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙š˙ˆ˙ž˙˙›˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi048Subtitle RTS7Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙œ˙ž˙‘˙ß˙š˙ž˙Œ˙–˙“˙†˙ß˙˙š˙ß˙ž˙‰˙˙–˙›˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi049Subtitle RTSsŐ˙Ź˙š˙š˙”˙–˙‘˙˜˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙†˙˙Š˙˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ž˙ß˙Œ˙˙“˙–˙›˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙˙‰˙š˙›˙ß˙†˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ LBL%DIALOGEVENT:Taunts_BossChi050Subtitle RTS'Ő˙Ź˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙Œ˙‹˙–˙˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙š˙›˙˜˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossChi051Subtitle RTS'Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi052Subtitle RTS6Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙“˙–˙‰˙š˙ß˙‹˙˙ß˙˙š˙˜˙˙š˙‹˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi053Subtitle RTS>Ő˙Ś˙˙Š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙’˙ž˙†˙ß˙š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙“˙š˙ž˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi054Subtitle RTS1Ő˙Ť˙—˙˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙‘˙›˙š˙˙ß˙’˙†˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi055Subtitle RTS0Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙Œ˙–˙Œ˙‹˙ß˙˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi056Subtitle RTS@Ő˙ś˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙Š˙œ˙œ˙š˙š˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi057Subtitle RTS>Ő˙ž˙ß˙˙˙ž˙‰˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙˙˙ž˙‰˙š˙˙†˙ß˙ž˙“˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi058Subtitle RTS Ő˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙“˙Œ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi059Subtitle RTS%Ő˙ł˙š˙ž˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙ž˙‘˙˜˙š˙˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi060Subtitle RTS;Ő˙ś˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙›˙˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙ß˙–˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi061Subtitle RTS?Ő˙­˙Š˙‘˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙š˙™˙˙˙š˙ß˙ś˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ß˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi062Subtitle RTS=Ő˙¨˙š˙ß˙ž˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi063Subtitle RTS7Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙š˙ß˙Œ˙—˙ž˙“˙“˙ß˙Œ˙š˙š˙ LBL%DIALOGEVENT:Taunts_BossChi064Subtitle RTS&Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ž˙›˙š˙Ž˙Š˙ž˙‹˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi065Subtitle RTS.Ő˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙“˙š˙‰˙š˙“˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi066Subtitle RTS!Ő˙Ś˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙’˙–˙‘˙š˙ LBL%DIALOGEVENT:Taunts_BossChi067Subtitle RTS#Ő˙ś˙ß˙œ˙“˙ž˙–˙’˙ß˙‹˙—˙–˙Œ˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi068Subtitle RTS0Ő˙Ś˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙š˙‡˙˙˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙š˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL%DIALOGEVENT:Taunts_BossChi069Subtitle RTSLŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙Œ˙Š˙˙‰˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi070Subtitle RTSNŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙ž˙†˙ß˙‹˙—˙ž˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL%DIALOGEVENT:Taunts_BossChi071Subtitle RTS=Ő˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi072Subtitle RTSGŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ž˙›˙’˙–˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossChi073Subtitle RTSEŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙ž˙‡˙š˙›˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙’˙š˙ß˙ž˙‘˙›˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi074Subtitle RTSDŐ˙Ť˙—˙š˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙–˙Œ˙ß˙ž˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙’˙˙˙š˙ß˙˙™˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi075Subtitle RTSDŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙™˙˙˙œ˙–˙‘˙˜˙ß˙’˙š˙ß˙‹˙˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙–˙“˙˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi076Subtitle RTSFŐ˙Ť˙—˙ž˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙’˙–˙›˙ž˙˙“˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi077Subtitle RTS>Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙˙š˙˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙ LBL%DIALOGEVENT:Taunts_BossChi078Subtitle RTS0Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙ź˙—˙–˙‘˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi079Subtitle RTSYŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙–˙‹˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙‘˙“˙†˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙’˙–˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossChi080Subtitle RTSQŐ˙Ś˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙‹˙˙†˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙š˙˙ß˙—˙˙˙›˙š˙ß˙‹˙—˙ž˙‘˙ß˙ź˙—˙–˙‘˙ž˙ LBL%DIALOGEVENT:Taunts_BossChi081Subtitle RTS9Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙˜˙˙˙ˆ˙Œ˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙–˙˙š˙ß˙™˙˙˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙Œ˙‹˙˙–˙”˙š˙ LBL%DIALOGEVENT:Taunts_BossChi082Subtitle RTS+Ő˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ó˙ß˙Œ˙œ˙ž˙‹˙‹˙š˙˙Ţ˙ß˙Ź˙œ˙Š˙›˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙–˙‘˙˙˙Š˙‘˙›˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossChi083Subtitle RTS0Ő˙¨˙š˙ß˙ž˙˙š˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi084Subtitle RTSMŐ˙ą˙˙Ţ˙ß˙Ś˙˙Š˙˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙–˙‘˙•˙Š˙˙š˙ß˙Š˙Œ˙Ň˙Ň˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi085Subtitle RTSOŐ˙ˇ˙–˙›˙š˙ß˙–˙‘˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ž˙ß˙ť˙˙ž˙˜˙˙‘˙ß˙Ť˙ž˙‘˙”˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙’˙š˙ß˙‹˙˙ß˙‰˙–˙Œ˙–˙‹˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossChi086Subtitle RTSIŐ˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ř˙Œ˙ß˙š˙‡˙˙“˙˙–˙‹˙Œ˙ß˙ž˙˙š˙ß˙“˙š˙˜˙š˙‘˙›˙ž˙˙†˙Ó˙ß˙˙Š˙‹˙ß˙—˙š˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙˙‘˙š˙ß˙’˙ž˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi087Subtitle RTSuŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙˙˙Š˙˙‹˙š˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙˙Š˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙˜˙š˙‘˙‹˙Œ˙Ń˙ß˙ˇ˙š˙˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙ž˙‰˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi088Subtitle RTSTŐ˙Ť˙—˙š˙ß˙Œ˙‘˙–˙˙š˙˙ß˙´˙š˙“˙“˙ß˙š˙‘˙‹˙š˙˙Œ˙ß˙˙Š˙˙ß˙˙ž˙‹˙‹˙“˙š˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙œ˙˙Š˙‘˙‹˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙‹˙˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi089Subtitle RTSPŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙™˙˙˙“˙–˙Œ˙—˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙‘˙“˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙‘˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi090Subtitle RTS-Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi091Subtitle RTSPŐ˙Ť˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi092Subtitle RTSNŐ˙ś˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙š˙“˙“˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ˆ˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙˙‹˙—˙š˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi093Subtitle RTS,Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙ß˙‹˙—˙–˙Œ˙ß˙š˙ž˙Œ˙–˙“˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi094Subtitle RTSŐ˙Ś˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙˙“˙›˙ LBL%DIALOGEVENT:Taunts_BossChi095Subtitle RTS2Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙˙†˙ß˙‹˙—˙š˙ß˙“˙–˙”˙š˙Œ˙ß˙˙™˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi096Subtitle RTS7Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙œ˙˙‰˙š˙˙ß˙™˙˙˙’˙ß˙‹˙—˙–˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi097Subtitle RTSIŐ˙ś˙ß˙’˙Š˙Œ˙‹˙ß˙ž˙œ˙”˙‘˙˙ˆ˙“˙š˙›˙˜˙š˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙—˙˙ˆ˙‘˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi098Subtitle RTS8Ő˙˛˙†˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙˙š˙ß˙“˙š˙ž˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi099Subtitle RTSXŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙‹˙‹˙š˙˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙—˙˙‘˙˙˙ž˙˙“˙†˙ß˙‹˙—˙ž˙‘˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi100Subtitle RTS)Ő˙Ť˙—˙š˙ß˙š˙‘˙›˙ß˙–˙Œ˙ß˙›˙˙ž˙ˆ˙–˙‘˙˜˙ß˙‘˙š˙ž˙˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi101Subtitle RTS+Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ß˙‹˙—˙š˙ß˙–˙‘˙š˙‰˙–˙‹˙ž˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi102Subtitle RTSGŐ˙Ť˙—˙š˙ß˙Œ˙—˙ž˙›˙˙ˆ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙›˙˙ž˙˜˙˙‘˙ß˙Œ˙–˙˜˙‘˙ž˙“˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi103Subtitle RTS*Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossChi104Subtitle RTS(Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙›˙˙ž˙˜˙˙‘˙ß˙‹˙˙ß˙˙–˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi105Subtitle RTS-Ő˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‘˙˙ß˙Œ˙—˙ž˙’˙š˙ß˙–˙‘˙ß˙ž˙œ˙œ˙š˙˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙ LBL%DIALOGEVENT:Taunts_BossChi106Subtitle RTSDŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙’˙š˙Ń˙ß˙­˙š˙‹˙Š˙˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙ž˙–˙‘˙–˙‘˙˜˙ß˙–˙Œ˙ß˙œ˙˙’˙˙“˙š˙‹˙š˙ LBL%DIALOGEVENT:Taunts_BossChi107Subtitle RTS(Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙Š˙‘˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙›˙š˙’˙–˙Œ˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossChi108Subtitle RTSJŐ˙Ť˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙œ˙˙‘˙‹˙š˙Œ˙‹˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi109Subtitle RTS+Ő˙ś˙’˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙Œ˙”˙–˙“˙“˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossChi110Subtitle RTS5Ő˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossChi111Subtitle RTSaŐ˙Ś˙˙Š˙˙ß˙‰˙–˙œ˙‹˙˙˙–˙š˙Œ˙ß˙Œ˙˙š˙ž˙”˙ß˙ˆ˙š˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙’˙†˙ß˙œ˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙˙ß˙š˙‡˙˙š˙˙–˙š˙‘˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossChi112Subtitle RTS0Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙‹˙—˙š˙ß˙›˙˙ž˙˜˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA001Subtitle RTSdŐ˙˛˙˙Œ˙‹˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙™˙“˙š˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙™˙ß˙’˙†˙ß˙ž˙˙’˙–˙š˙Œ˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ˆ˙˙˙‹˙—˙ˆ˙—˙–˙“˙š˙ß˙ž˙™˙‹˙š˙˙ß˙ž˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA002Subtitle RTS0Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙›˙š˙Œ˙œ˙š˙‘˙›˙ß˙˙‘˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙ˆ˙–˙‘˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA003Subtitle RTS+Ő˙Ś˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙“˙–˙”˙š˙ß˙Œ˙—˙š˙š˙˙ß˙˙š˙™˙˙˙š˙ß˙’˙†˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA004Subtitle RTS{Ő˙ł˙˙˙”˙ß˙ž˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙‹˙˙†˙Œ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙’˙š˙Ń˙ß˙ś˙ß˙˙˙˙”˙š˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙‹˙˙†˙Œ˙ß˙ž˙Œ˙ß˙ž˙ß˙œ˙—˙–˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙˙š˙ž˙”˙ß˙†˙˙Š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA005Subtitle RTS,Ő˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙ž˙“˙“˙ß˙“˙–˙”˙š˙ß˙ˆ˙—˙š˙ž˙‹˙ß˙˙š˙™˙˙˙š˙ß˙’˙†˙ß˙Œ˙ˆ˙˙˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA006Subtitle RTSxŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙˙‘˙š˙ß˙ˆ˙š˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙–˙˙ß˙˙˙ˆ˙š˙˙ß˙œ˙˙’˙˙–˙‘˙š˙›˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙›˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA007Subtitle RTS@Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙š˙‰˙š˙‘˙ß˙Œ˙š˙š˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA008Subtitle RTS*Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙ˆ˙š˙š˙˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙“˙ž˙‘˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA009Subtitle RTSEŐ˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙–˙‘˙‰˙ž˙Œ˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA010Subtitle RTSFŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙ž˙˙š˙›˙ß˙‹˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙Ň˙Ň˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ž˙˙ß˙‹˙—˙š˙ß˙‹˙š˙˙˙–˙˙“˙š˙ß˙˙š˙ˆ˙ž˙˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA011Subtitle RTSAŐ˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙Œ˙ß˙‹˙—˙š˙ß˙—˙˙˙Œ˙š˙’˙š˙‘˙ß˙˙–˙›˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙›˙˙˙˙Œ˙‹˙š˙˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA012Subtitle RTS>Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙—˙ž˙›˙ß˙†˙˙Š˙˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙Ó˙ß˙‘˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‘˙‘˙–˙—˙–˙“˙ž˙‹˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossGLA013Subtitle RTS.Ő˙˝˙š˙ž˙˙ß˙ˆ˙–˙‹˙‘˙š˙Œ˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙˙™˙ß˙’˙†˙ß˙ˆ˙–˙“˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA014Subtitle RTS+Ő˙˛˙†˙ß˙˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙˙ß˙†˙˙Š˙˙ß˙ˆ˙ž˙˙Ň˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA015Subtitle RTSŐ˙Ť˙˙‡˙–˙‘˙z˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙z˙Œ˙‹˙š˙ž˙“˙‹˙—˙z˙ž˙‘˙†˙ß˙˙‘˙š˙ß˙˙™˙ß˙‹˙—˙š˙Œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙˙š˙š˙Ŕ˙ß˙ž˙“˙“˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙z˙™˙˙˙ß˙‹˙—˙š˙ß˙˜˙˙˙›˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA016Subtitle RTS@Ő˙Ś˙˙Š˙˙ß˙ˆ˙˙˙“˙›˙ß˙—˙ž˙Œ˙ß˙’˙ž˙›˙š˙ß˙†˙˙Š˙ß˙Œ˙˙™˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙–˙‘˙š˙ß˙—˙ž˙Œ˙ß˙’˙ž˙›˙š˙ß˙’˙š˙ß˙Œ˙‹˙˙˙‘˙˜˙z˙ LBL%DIALOGEVENT:Taunts_BossGLA017Subtitle RTS,Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙“˙š˙ž˙˙‘˙ß˙‹˙˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ß˙’˙†˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA018Subtitle RTSIŐ˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙Š˙Œ˙š˙ß˙ˆ˙—˙–˙“˙š˙ß˙ś˙ß˙˙Š˙–˙“˙›˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙Œ˙Š˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA019Subtitle RTS9Ő˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙˜˙˙˙ˆ˙‘˙ß˙‹˙–˙˙š˙›˙ß˙›˙†˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA020Subtitle RTSJŐ˙Ť˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙‹˙—˙–˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA021Subtitle RTS;Ő˙¨˙š˙ß˙ž˙ˆ˙ž˙–˙‹˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙–˙‹˙—˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙‘˙‹˙–˙œ˙–˙˙ž˙‹˙–˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA022Subtitle RTS@Ő˙ˇ˙ž˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‡˙‹˙š˙‘˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ť˙˙Š˙“˙†˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ LBL%DIALOGEVENT:Taunts_BossGLA023Subtitle RTSOŐ˙Ś˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙“˙–˙”˙š˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙Œ˙œ˙˙š˙ž˙’˙Œ˙ß˙ž˙’˙–˙›˙Œ˙‹˙ß˙‹˙—˙š˙ß˙—˙˙ˆ˙“˙ß˙˙™˙ß˙ž˙ß˙˙ž˙˜˙–˙‘˙˜˙ß˙Œ˙‹˙˙˙’˙ LBL%DIALOGEVENT:Taunts_BossGLA024Subtitle RTS-Ő˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA025Subtitle RTS0Ő˙ˇ˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ś˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙“˙–˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA026Subtitle RTSeŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙’˙†˙ß˙Œ˙Š˙˙•˙š˙œ˙‹˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙’˙†˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙z˙—˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙‹˙š˙‘˙›˙ß˙‹˙˙ß˙›˙ž˙‘˙œ˙š˙ß˙ž˙˙˙Š˙‘˙›˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙œ˙“˙˙ˆ˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA027Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙˙š˙’˙–˙‘˙›˙ß˙’˙š˙ß˙˙™˙ß˙ž˙ß˙œ˙—˙–˙“˙›˙ß˙“˙š˙ž˙˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙“˙ž˙†˙ß˙œ˙—˙š˙Œ˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA028Subtitle RTSCŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA029Subtitle RTSCŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙ˆ˙ž˙Œ˙ß˙˙˙˙š˙›˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙ž˙˜˙˙Ň˙Ň˙‘˙˙ˆ˙ß˙ś˙Ř˙’˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙™˙ž˙“˙“˙ß˙ž˙Œ˙“˙š˙š˙˙ LBL%DIALOGEVENT:Taunts_BossGLA030Subtitle RTS6Ő˙ˇ˙˙ˆ˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙ß˙™˙š˙š˙“˙ß˙‹˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙ž˙ß˙‹˙˙Š˙š˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙˜˙š˙‘˙–˙Š˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA031Subtitle RTS!Ő˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˜˙ž˙–˙‘˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA032Subtitle RTS-Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙™˙ž˙“˙“˙Œ˙Ň˙Ň˙Œ˙˙˙‘˙ß˙ž˙“˙“˙ß˙Œ˙—˙ž˙“˙“˙ß˙™˙ž˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA033Subtitle RTS?Ő˙Ś˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙Ň˙Ň˙˙š˙˙Š˙–˙“˙›˙ß˙–˙‹˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA034Subtitle RTS/Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙˙š˙“˙–˙š˙‰˙š˙›˙ß˙†˙˙Š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA035Subtitle RTS2Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA036Subtitle RTS[Ő˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙š˙‰˙š˙‘˙ß˙—˙˙“˙›˙ß˙˙‘˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙—˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA037Subtitle RTSyŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙“˙“˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ˆ˙—˙†˙ß˙‘˙˙‹˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙Œ˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙‘˙†˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙š˙’˙˙ž˙˙˙ž˙Œ˙Œ˙’˙š˙‘˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA038Subtitle RTSSŐ˙ť˙˙ß˙‘˙˙‹˙ß˙‹˙š˙Œ˙‹˙ß˙’˙†˙ß˙˙ž˙‹˙–˙š˙‘˙œ˙š˙ß˙™˙Š˙˙‹˙—˙š˙˙ß˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙™˙ß˙’˙†˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA039Subtitle RTS+Ő˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA040Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙ž˙‘˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙‹˙˙ß˙›˙˙ß˙’˙†˙ß˙˙Š˙Œ˙–˙‘˙š˙Œ˙Œ˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙‘˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA041Subtitle RTSGŐ˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙˙ß˙œ˙˙Š˙Œ˙—˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙˛˙˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙–˙Œ˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙–˙˙ß˙˙“˙ž˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA042Subtitle RTSLŐ˙Ť˙—˙ž˙‹˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙˙ž˙‹˙–˙š˙‘˙œ˙š˙ß˙—˙ž˙Œ˙ß˙“˙–˙’˙–˙‹˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA043Subtitle RTS_Ő˙˛˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙’˙š˙ß˙‹˙˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙ß˙†˙š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA044Subtitle RTSMŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Š˙‘˙›˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙›˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossGLA045Subtitle RTSPŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙˙ž˙œ˙‹˙–˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙–˙˙ß˙˙“˙˙˙›˙ß˙–˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙—˙ž˙‘˙›˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA046Subtitle RTS.Ő˙­˙š˙“˙š˙ž˙Œ˙š˙ß˙’˙†˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙˙‘˙ß˙–˙‹˙ß˙›˙˙ˆ˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA047Subtitle RTSTŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙›˙š˙˙š˙“˙–˙œ˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Ń˙ß˙˝˙š˙Œ˙‹˙ß˙˙™˙ß˙“˙Š˙œ˙”˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙–˙‹˙ß˙ˆ˙˙˙”˙ LBL%DIALOGEVENT:Taunts_BossGLA048Subtitle RTS@Ő˙Ť˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙™˙ž˙‰˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA049Subtitle RTS8Ő˙ś˙’˙˙Š˙›˙š˙‘˙‹˙ß˙™˙˙˙“˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙–˙‘˙‰˙ž˙›˙š˙›˙ß˙–˙‘˙‹˙˙ß˙’˙†˙ß˙—˙˙’˙š˙ß˙™˙ž˙˙ß˙š˙‘˙˙Š˙˜˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA050Subtitle RTSYŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙Œ˙‹˙–˙‘˙˜˙–˙‘˙˜˙ß˙–˙‘˙Œ˙š˙œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙Œ˙Ž˙Š˙ž˙Œ˙—˙ß˙†˙˙Š˙˙ß˙ž˙‘˙‘˙˙†˙–˙‘˙˜˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA051Subtitle RTS=Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙—˙–˙’˙Ţ˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA052Subtitle RTS:Ő˙š˙˙˙“˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙ß˙“˙–˙‘˙š˙Ţ˙ß˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙˙˙™˙š˙–˙‹˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA053Subtitle RTS;Ő˙ž˙—˙Ó˙ß˙ž˙ß˙™˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙œ˙˙Š˙›˙š˙Ó˙ß˙˙Š˙‹˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙–˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA054Subtitle RTS,Ő˙ž˙‹˙‹˙š˙’˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙†˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA055Subtitle RTS6Ő˙ž˙ß˙™˙˙˙‘˙‹˙ž˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ŕ˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙’˙˙˙š˙ß˙™˙˙˙œ˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA056Subtitle RTSUŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙’˙†˙ß˙š˙‡˙‹˙˙ž˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙z˙ž˙‘˙›˙ß˙ś˙ß˙Œ˙‹˙˙š˙Œ˙Œ˙Ó˙ß˙’˙†˙ß˙š˙‡˙‹˙˙ž˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙ł˙š˙ž˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossGLA057Subtitle RTS?Ő˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙‹˙—˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙“˙š˙ž˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙š˙ž˙‹˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA058Subtitle RTSAŐ˙Ź˙‹˙ž˙†˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Š˙‘˙›˙š˙˙ß˙’˙†˙ß˙œ˙ž˙˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA059Subtitle RTSMŐ˙Ť˙—˙˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙˙˙ß˙’˙†˙ß˙˙š˙˙˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙†˙˙Š˙˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ LBL%DIALOGEVENT:Taunts_BossGLA060Subtitle RTS]Ő˙Ť˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙˙“˙ž˙œ˙š˙›˙ß˙—˙š˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙Š˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙–˙Œ˙˙Š˙˙‹˙ß˙’˙†˙ß˙–˙‘˙™˙˙ž˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA061Subtitle RTS}Ő˙ś˙‹˙ß˙Œ˙š˙š˙’˙Œ˙ß˙†˙˙Š˙ß˙ž˙˙˙š˙‹˙–˙‹˙š˙ß˙—˙ž˙Œ˙ß˙˙‰˙š˙˙Œ˙‹˙˙š˙‹˙œ˙—˙š˙›˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙˙ž˙œ˙”˙ß˙Š˙˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙˙š˙ž˙œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA062Subtitle RTSNŐ˙°˙Š˙˙ß˙“˙ž˙‘˙›˙ß˙–˙Œ˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙z˙‹˙˙˙ß˙˙ž˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙Š˙‘˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙–˙‹˙Œ˙ß˙›˙š˙˙š˙‘˙›˙š˙‘˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA063Subtitle RTSŐ˙°˙Š˙‹˙ß˙˙™˙ß˙™˙Š˙‘˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA064Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙‹˙ž˙‡˙–˙‘˙˜˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙’˙†˙ß˙˙š˙˙˙“˙š˙ß˙‹˙˙ß˙˜˙˙ß˙—˙Š˙‘˙˜˙˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA065Subtitle RTSNŐ˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙‹˙˙“˙š˙‘˙ß˙˙Š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA066Subtitle RTSPŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙ß˙™˙–˙˜˙Š˙˙š˙›˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙Œ˙˙˙‹˙ß˙‹˙˙ß˙Œ˙Š˙œ˙—˙ß˙œ˙˙ˆ˙ž˙˙›˙–˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA067Subtitle RTSIŐ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙ß˙Ś˙˙Š˙˙ß˙˙š˙ž˙’˙Œ˙ß˙™˙˙˙’˙ß˙Œ˙˙ž˙œ˙š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙ž˙œ˙—˙ß˙Š˙Œ˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙‹˙—˙š˙ß˙š˙ž˙˙‹˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA068Subtitle RTS=Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙‹˙˙Š˙“˙†˙ß˙™˙š˙ž˙˙ß˙’˙†˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA069Subtitle RTS(Ő˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙›˙˙ß˙†˙˙Š˙ß˙˙š˙Ž˙Š˙–˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA070Subtitle RTSGŐ˙Ś˙˙Š˙ß˙™˙–˙“˙“˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙ž˙‘˙‘˙˙†˙–˙‘˙˜˙ß˙˜˙‘˙ž˙‹˙Œ˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙ˆ˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙›˙˙ˆ˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA071Subtitle RTS_Ő˙Ť˙˙ž˙–˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙“˙˙Œ˙Œ˙ß˙˙™˙ß˙“˙–˙™˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙˜˙˙˙ˆ˙ß˙˜˙˙š˙ž˙‹˙š˙˙ß˙˙†˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙Š˙‹˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA072Subtitle RTS5Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙š˙˙—˙ž˙˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙˙˜˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA073Subtitle RTSCŐ˙ł˙ž˙Š˙‘˙œ˙—˙ß˙†˙˙Š˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‹˙ß˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙’˙Š˙œ˙—˙ß˙ˆ˙˙˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA074Subtitle RTS7Ő˙ş˙‰˙š˙˙†˙˙‘˙š˙Ó˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙Ţ˙ß˙Ť˙—˙š˙–˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙ LBL%DIALOGEVENT:Taunts_BossGLA075Subtitle RTS;Ő˙Ś˙š˙Œ˙Ó˙ß˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ň˙Ň˙Œ˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙ˆ˙˙˙“˙›˙ß˙†˙˙Š˙˙ß˙œ˙˙ˆ˙ž˙˙›˙–˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA076Subtitle RTS9Ő˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙—˙–˙›˙š˙ß˙“˙–˙”˙š˙ß˙˙ž˙‹˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙ˆ˙ž˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA077Subtitle RTSRŐ˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ LBL%DIALOGEVENT:Taunts_BossGLA078Subtitle RTSMŐ˙ž˙—˙Ó˙ß˙‹˙—˙š˙ß˙˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ń˙ß˙ľ˙˙–˙‘˙ß˙’˙š˙Ó˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙“˙–˙”˙š˙ß˙ž˙Œ˙ß˙ž˙ß˙Ž˙Š˙š˙š˙‘˙ LBL%DIALOGEVENT:Taunts_BossGLA079Subtitle RTSQŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ŕ˙ß˙ˇ˙š˙ß˙›˙ž˙˙š˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ŕ˙Ţ˙ß˙˛˙†˙ß˙‰˙š˙‘˙˜˙š˙ž˙‘˙œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙˙Œ˙‹˙z˙Š˙‘˙˙“˙š˙ž˙Œ˙ž˙‘˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA080Subtitle RTS:Ő˙Ś˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA081Subtitle RTS@Ő˙š˙–˙‘˙ž˙“˙“˙†˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙š˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙—˙ž˙‹˙ß˙‹˙˙˙”˙ß˙†˙˙Š˙ß˙Œ˙˙ß˙“˙˙‘˙˜˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA082Subtitle RTS9Ő˙Ś˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙™˙ß˙‘˙˙ß˙Š˙Œ˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA083Subtitle RTSUŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙™˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙Ŕ˙ß˙ˇ˙ž˙˙›˙“˙†˙ß˙Œ˙š˙š˙’˙Œ˙ß˙“˙˙˜˙–˙œ˙ž˙“˙Ó˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA084Subtitle RTS*Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙–˙’˙˙˙Œ˙Œ˙–˙˙“˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossGLA085Subtitle RTSOŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˙š˙˙Ň˙—˙ž˙‘˙›˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙Š˙˙‘˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙ˆ˙–˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA086Subtitle RTSXŐ˙Ś˙˙Š˙˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙’˙ž˙†˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙ß˙’˙–˙‘˙š˙ß˙‘˙˙ˆ˙Ó˙ß˙˙Š˙‹˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙‘˙ß˙˙†˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙‘˙Š˙’˙˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA087Subtitle RTSaŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙ś˙Ř˙’˙ß˙˙š˙–˙‘˙˜˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙˙†˙ß˙Œ˙Š˙œ˙—˙ß˙ž˙ß˙ˆ˙š˙ž˙”˙Ň˙’˙–˙‘˙›˙š˙›˙ß˙™˙˙˙“˙Ń˙ß˙Ť˙—˙š˙ß˙Œ˙—˙ž˙’˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙˙”˙ß˙’˙š˙ß˙™˙˙˙š˙‰˙š˙˙ LBL%DIALOGEVENT:Taunts_BossGLA088Subtitle RTSVŐ˙ť˙š˙™˙š˙ž˙‹˙š˙›˙ß˙˙†˙ß˙ž˙ß˙™˙˙˙“˙z˙‹˙—˙š˙ß˙—˙Š˙’˙–˙“˙–˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙˜˙˙š˙ž˙‹˙ß˙‹˙˙ß˙˙š˙ž˙˙z˙˙“˙š˙ž˙Œ˙š˙ß˙“˙š˙ž˙‰˙š˙ß˙’˙š˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙˙˙’˙š˙‘˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA089Subtitle RTSIŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙Œ˙’˙š˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙‹˙š˙‘˙œ˙—˙ß˙˙™˙ß˙™˙š˙ž˙˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙˙š˙˙ž˙‹˙–˙˙‘˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA090Subtitle RTS7Ő˙ß˙ś˙ß˙Œ˙š˙‘˙Œ˙š˙ß˙‹˙—˙š˙ß˙‹˙–˙’˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙’˙–˙Œ˙š˙ß˙˜˙˙˙ˆ˙–˙‘˙˜˙ß˙‘˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA091Subtitle RTSQŐ˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙’˙†˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA092Subtitle RTSRŐ˙¨˙š˙ß˙ž˙˙š˙ß˙”˙–˙œ˙”˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙ˆ˙˙Š˙‘˙›˙š˙›˙ß˙˜˙˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙›˙’˙–˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙˙ß˙Œ˙˙ž˙˙š˙ß˙†˙˙Š˙˙ß˙ž˙˜˙˙‘˙†˙ LBL%DIALOGEVENT:Taunts_BossGLA093Subtitle RTSMŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙˙˙š˙‘˙Œ˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙ˆ˙—˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ß˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA094Subtitle RTS(Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ž˙ß˙™˙˙˙“˙ß˙‹˙˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA095Subtitle RTS-Ő˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙’˙†˙ß˙›˙–˙Œ˙˙˙Œ˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA096Subtitle RTS8Ő˙ś˙ß˙ž˙’˙ß˙’˙˙˙š˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙‹˙—˙˙š˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙œ˙˙’˙˙–˙‘˙š˙›˙ LBL%DIALOGEVENT:Taunts_BossGLA097Subtitle RTSXŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ß˙‹˙˙ß˙‹˙˙˙‹˙Š˙˙š˙ß˙’˙š˙ß˙˙†˙ß˙š˙‡˙ž˙’˙–˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙Œ˙‹˙ž˙‹˙–˙Œ˙‹˙–˙œ˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossGLA098Subtitle RTSHŐ˙Ś˙š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙‘˙˙ˆ˙ß˙Œ˙š˙š˙ß˙ˆ˙—˙†˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙z˙‹˙—˙š˙ß˙‘˙Š˙’˙˙š˙˙Œ˙ß˙Œ˙˙š˙ž˙”˙ß˙™˙˙˙ß˙‹˙—˙š˙’˙Œ˙š˙“˙‰˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_BossGLA099Subtitle RTSCŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙‰˙š˙“˙š˙›˙ß˙™˙ž˙˙ß˙ž˙‘˙›˙ß˙™˙ž˙œ˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Œ˙ß˙‹˙˙ß˙˙š˙ž˙œ˙—˙ß˙’˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossGLA100Subtitle RTS[Ő˙ś˙ß˙œ˙˙’˙’˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙š˙™˙™˙˙˙‹˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙—˙˙“˙“˙†˙ß˙Š˙‘˙˙˙š˙˙ž˙˙š˙›˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ LBL%DIALOGEVENT:Taunts_BossGLA101Subtitle RTS†Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙œ˙š˙›˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ř˙Œ˙ß˙‹˙˙‡˙–˙œ˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙Ä˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ř˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙“˙š˙˜˙–˙˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙ľ˙Š˙—˙…˙–˙…˙Ř˙Œ˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙‹˙ž˙Š˙˜˙—˙‹˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙‹˙ß˙˙™˙ß˙ˆ˙ž˙˙ LBL%DIALOGEVENT:Taunts_BossGLA102Subtitle RTSlŐ˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙ß˙ˆ˙—˙ž˙‹˙š˙‰˙š˙˙ß˙˜˙˙›˙Œ˙ß˙†˙˙Š˙ß˙˙˙ž˙†˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙’˙š˙˙œ˙†˙ß˙˙‘˙ß˙†˙˙Š˙z˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossGLA103Subtitle RTSQŐ˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙™˙–˙‘˙ž˙“˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙˙š˙ž˙œ˙š˙ß˙ž˙‘˙›˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA001Subtitle RTS.Ő˙¨˙š˙“˙“˙Ó˙ß˙‹˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙Ń˙ß˙Ť˙˙˙ß˙“˙ž˙‹˙š˙ß˙‹˙˙ß˙˙Š˙‘˙ß˙‘˙˙ˆ˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA002Subtitle RTS/Ő˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙ž˙›˙†˙Ó˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙ž˙ LBL%DIALOGEVENT:Taunts_BossUSA003Subtitle RTS2Ő˙Ź˙š˙‹˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙“˙š˙Ó˙ß˙´˙–˙›˙Ó˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙›˙–˙‘˙‘˙š˙˙ LBL%DIALOGEVENT:Taunts_BossUSA004Subtitle RTSQŐ˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙—˙˙š˙š˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙Ó˙ß˙´˙–˙›˙Ĺ˙ß˙ˇ˙˙ˆ˙ß˙‹˙˙ß˙“˙˙Œ˙š˙Ä˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙œ˙˙†˙Ä˙ß˙ž˙‘˙›˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙›˙–˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA005Subtitle RTS=Ő˙¨˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙Œ˙˙˙‘˙Ó˙ß˙Œ˙˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙ˆ˙—˙–˙‹˙š˙ß˙™˙“˙ž˙˜˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA006Subtitle RTS1Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙´˙–˙›˙z˙‹˙˙†˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙ˆ˙š˙‹˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙˙”˙ž˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA007Subtitle RTS*Ő˙¨˙—˙ž˙‹˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙Ý˙›˙–˙š˙Ý˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA008Subtitle RTS%Ő˙°˙˙—˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙–˙‹˙ß˙‘˙˙ˆ˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA009Subtitle RTSeŐ˙Ś˙˙Š˙ß˙˙š˙ž˙›˙†˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙—˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙†˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙“˙š˙ž˙˙‘˙š˙›˙ß˙–˙‘˙ß˙Œ˙œ˙—˙˙˙“˙Ń˙ß˙Ś˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˜˙˙ß˙˙ž˙œ˙”˙ß˙‹˙˙ß˙Œ˙œ˙—˙˙˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA010Subtitle RTSGŐ˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙ß˙ž˙ß˙‹˙—˙–˙‘˙˜˙ß˙˙˙ß˙‹˙ˆ˙˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙ß˙˙™˙ß˙’˙†˙ß˙—˙ž˙‘˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA011Subtitle RTS_Ő˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙‘˙œ˙š˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙Ř˙’˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙’˙š˙ž˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA012Subtitle RTS.Ő˙Ź˙˙Ó˙ß˙ž˙˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙™˙Š˙‘˙š˙˙ž˙“˙z˙˙˙š˙‘˙ß˙œ˙ž˙Œ˙”˙š˙‹˙ß˙˙˙ß˙œ˙“˙˙Œ˙š˙›˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA013Subtitle RTSVŐ˙ś˙Ř˙’˙ß˙˜˙˙‘˙‘˙ž˙ß˙’˙ž˙˙œ˙—˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙‘˙‹˙ß˙’˙†˙ß˙™˙˙˙‹˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙Š˙‹˙‹˙Ó˙ß˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙ß˙Ý˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ý˙ LBL%DIALOGEVENT:Taunts_BossUSA014Subtitle RTS1Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙Ż˙Š˙‘˙”˙Ň˙Ň˙Œ˙‹˙š˙˙ß˙ž˙Œ˙–˙›˙š˙ß˙˙˙ß˙˜˙š˙‹˙ß˙Œ˙‹˙š˙˙˙š˙›˙ß˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA015Subtitle RTSQŐ˙Ś˙˙Š˙ß˙œ˙ž˙“˙“˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙ß˙Ý˙¸˙š˙‘˙š˙˙ž˙“˙Ý˙Ŕ˙ß˙ś˙ß˙œ˙ž˙“˙“˙ß˙†˙˙Š˙ß˙ž˙ß˙˙ž˙–˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙Š˙‹˙‹˙Ó˙ß˙–˙Œ˙ß˙ˆ˙—˙ž˙‹˙ß˙ś˙ß˙œ˙ž˙“˙“˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA016Subtitle RTSqŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙–˙›˙š˙ž˙ß˙˙™˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ŕ˙ß˙°˙™˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ŕ˙ß˙Ý˙Ť˙ž˙‘˙”˙ß˙˙“˙˙˙Ý˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙œ˙˙’˙š˙ß˙Š˙˙ß˙ˆ˙–˙‹˙—˙Ŕ˙ß˙Ż˙ž˙‹˙—˙š˙‹˙–˙œ˙z˙•˙Š˙Œ˙‹˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙z˙ LBL%DIALOGEVENT:Taunts_BossUSA017Subtitle RTSqŐ˙Ś˙š˙ž˙—˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙˙š˙ž˙›˙ß˙Ź˙Š˙‘˙ß˙Ť˙…˙Š˙ß˙‹˙˙˙Ó˙ß˙Ź˙˙˙˙‹˙Ĺ˙ß˙Ý˙¸˙˙š˙ž˙‹˙š˙˙ß˙š˙‘˙š˙’˙†˙Ň˙Ň˙˙š˙‹˙˙š˙ž˙‹˙Ń˙ß˙Ź˙’˙ž˙“˙“˙š˙˙ß˙š˙‘˙š˙’˙†˙Ň˙Ň˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙Ý˙ß˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙ß˙†˙˙Š˙ß˙˜˙˙‹˙ß˙™˙˙˙ß˙’˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA018Subtitle RTSŐ˙Ź˙˙Ó˙ß˙ˆ˙—˙š˙˙š˙Ř˙Œ˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙†˙Ó˙ß˙˝˙˙†˙Ŕ˙ß˙°˙˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙ž˙˙š˙Ň˙”˙‘˙Š˙œ˙”˙“˙š˙ß˙–˙‹˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙ś˙Ř˙“˙“˙ß˙Œ˙“˙ž˙˙ß˙†˙˙Š˙ß˙›˙˙ˆ˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙’˙†˙ß˙˙ž˙˙š˙ß˙—˙ž˙‘˙›˙Œ˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙ž˙ß˙˙–˙š˙œ˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˝˙˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA019Subtitle RTSKŐ˙Ś˙˙Š˙ß˙˜˙˙‹˙ß˙’˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ŕ˙ß˙ś˙ß˙ž˙Š˙˜˙—˙‹˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙ß˙˙‰˙š˙˙ß˙’˙†˙ß˙”˙‘˙š˙š˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossUSA020Subtitle RTSsŐ˙ś˙ß˙˜˙˙‹˙ß˙’˙˙˙š˙ß˙’˙š˙›˙ž˙“˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙‹˙š˙š˙‹˙—˙Ó˙ß˙˝˙˙†˙z˙ˆ˙—˙–˙œ˙—˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Œ˙ž˙†˙–˙‘˙˜˙ß˙’˙Š˙œ˙—˙ß˙ž˙™˙‹˙š˙˙ß˙ś˙ß˙˜˙š˙‹˙ß˙›˙˙‘˙š˙ß˙”˙‘˙˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA021Subtitle RTSuŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ŕ˙ß˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙˜˙˙ß˙ž˙˙˙Š˙‘˙›˙ß˙‹˙—˙ž˙‹˙Ŕ˙ß˙¨˙š˙“˙“˙Ó˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA022Subtitle RTS<Ő˙˝˙˙†˙Ó˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙Ŕ˙ß˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA023Subtitle RTS]Ő˙˝˙š˙‹˙‹˙š˙˙ß˙œ˙—˙š˙œ˙”˙ß˙†˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙Œ˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙Ż˙ž˙˙‹˙‘˙š˙˙Ä˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙‘˙Š˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA024Subtitle RTSBŐ˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙˜˙ž˙’˙š˙Ŕ˙ß˙¨˙š˙“˙“˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ß˙¨˙ž˙–˙‹˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA025Subtitle RTShŐ˙´˙–˙›˙Ó˙ß˙ˆ˙—˙˙ß˙‹˙ž˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ŕ˙ß˙ˇ˙Š˙—˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˜˙˙ß˙Œ˙“˙ž˙˙ß˙—˙–˙’˙ß˙Œ˙Ž˙Š˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙˙Š˙‹˙—˙Ó˙ß˙ś˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA026Subtitle RTSeŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙ˆ˙—˙˙“˙š˙ß˙Ş˙‘˙–˙‹˙š˙›˙ß˙Ź˙‹˙ž˙‹˙š˙Œ˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙˙š˙—˙–˙‘˙›˙ß˙’˙š˙Ó˙ß˙Ź˙˙‘˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙‰˙š˙ß˙•˙Š˙Œ˙‹˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA027Subtitle RTSKŐ˙ś˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙˙™˙ß˙†˙˙Š˙˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙˙’˙š˙ß˙”˙–˙‘˙›˙ß˙˙™˙ß˙•˙˙”˙š˙ß˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙ž˙ˆ˙ž˙˙š˙ß˙˙™˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA028Subtitle RTSgŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙ž˙ß˙˙š˙ž˙“˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ŕ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Ź˙Š˙˙˜˙š˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙˙ß˙Œ˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙“˙–˙”˙š˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA029Subtitle RTS-Ő˙ť˙˙š˙Œ˙ß˙†˙˙Š˙˙ß˙’˙˙’˙’˙†˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙†˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA030Subtitle RTSQŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙‹˙š˙“˙“˙ß˙’˙š˙Ń˙Ń˙ß˙¨˙š˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙—˙š˙˙š˙z˙ß˙ť˙˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙–˙‘˙œ˙˙’˙˙š˙‹˙š˙‘˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA031Subtitle RTS3Ő˙ť˙–˙›˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙Ź˙˙˙˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA032Subtitle RTS@Ő˙ľ˙Š˙Œ˙‹˙ß˙˙“˙š˙ˆ˙Ň˙Š˙˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙Ź˙”˙–˙˙˙†˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙˙‘˙‘˙ž˙ß˙›˙˙ß˙ž˙˙˙Š˙‹˙ß˙–˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA033Subtitle RTS/Ő˙Ť˙—˙š˙˙š˙ß˙˜˙˙š˙Œ˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙Ś˙˙Š˙ß˙’˙ž˙›˙ß˙†˙š˙‹˙Ó˙ß˙˝˙˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA034Subtitle RTSXŐ˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙†˙ß˙†˙˙Š˙ß˙˙˙‹˙—˙š˙˙š˙›˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙–˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA035Subtitle RTSQŐ˙¨˙—˙˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙Ŕ˙ß˙Ť˙—˙š˙†˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙“˙–˙”˙š˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA036Subtitle RTSRŐ˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙”˙‘˙˙œ˙”˙ß˙–˙‹˙ß˙›˙˙ˆ˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA037Subtitle RTSmŐ˙ś˙ß˙™˙š˙š˙“˙ß˙“˙–˙”˙š˙ß˙ś˙Ř˙’˙ß˙”˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙Œ˙ž˙‘˙›˙ß˙œ˙ž˙Œ˙‹˙“˙š˙Œ˙Ń˙ß˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙†˙˙Š˙ß˙˜˙˙‘˙‘˙ž˙ß˙“˙š˙‹˙ß˙’˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙Ź˙˙˙˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA038Subtitle RTSDŐ˙ś˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙˝˙˙†˙Ń˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙–˙‹˙ß˙‹˙˙ß˙˙š˙ž˙‹˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA039Subtitle RTSSŐ˙´˙–˙›˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙ž˙Œ˙ß˙‘˙˙‹˙ß˙ž˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Ń˙ß˙ť˙˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙ž˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙Š˙˜˙“˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA040Subtitle RTSbŐ˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙Ź˙˙‘˙Ň˙Ň˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙˙“˙˙ˆ˙–˙‘˙˜˙Ň˙Š˙˙ß˙’˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA041Subtitle RTS`Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙‹˙—˙˙Œ˙š˙ß˙•˙š˙‹˙Œ˙ß˙œ˙˙Œ˙‹˙Ŕ˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ž˙ß˙™˙š˙›˙ß˙‹˙—˙š˙ß˙ˆ˙—˙˙“˙š˙ß˙ˆ˙˙˙“˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA042Subtitle RTS^Ő˙ź˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙—˙Š˙—˙Ŕ˙ß˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙ß˙˙‘˙Ň˙Ň˙–˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙’˙š˙ß˙•˙Š˙Œ˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA043Subtitle RTSHŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Ź˙˙‘˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙‹˙˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossUSA044Subtitle RTSHŐ˙˛˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙–˙‹˙ß˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙ž˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA045Subtitle RTSlŐ˙Ś˙˙Š˙ß˙—˙ž˙›˙ß˙˙š˙Œ˙‹˙ß˙“˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙˙–˙“˙˙‹˙Œ˙ß˙ž˙“˙˙‘˙š˙Ó˙ß˙˝˙˙†˙Ń˙ß˙Ż˙“˙ž˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙š˙ß˙‹˙—˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙“˙š˙‹˙ß˙’˙†˙ß˙˙–˙“˙˙‹˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙ß˙Œ˙ž˙™˙š˙Ó˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA046Subtitle RTSiŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙ž˙ß˙Œ˙‘˙š˙ž˙”˙†˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Ř˙œ˙Š˙Œ˙Œ˙Ó˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ß˙˝˙Š˙‹˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙˙™˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA047Subtitle RTSNŐ˙ł˙š˙‹˙Ř˙Œ˙ß˙˜˙š˙‹˙ß˙ž˙˙’˙˙˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙Œ˙Š˙˙˙˙˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙Ň˙Ň˙˙Š˙˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙ž˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙˙‘˙ß˙ž˙˙ž˙˙‹˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossUSA048Subtitle RTSMŐ˙ł˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙˜˙˙Ó˙ß˙˝˙˙†˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙˙–˙œ˙š˙ß˙˙™˙ß˙˜˙ž˙Œ˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_BossUSA049Subtitle RTS8Ő˙Ť˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Ó˙ß˙Ź˙˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA050Subtitle RTSjŐ˙Ť˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙ß˙‰˙–˙ž˙˙“˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Ó˙ß˙Ź˙˙‘˙Ń˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙“˙˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙Œ˙˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙–˙‹˙ß˙˙ž˙œ˙”˙ LBL%DIALOGEVENT:Taunts_BossUSA051Subtitle RTSNŐ˙¨˙š˙“˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙’˙†˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙’˙ž˙˙Ń˙ß˙ť˙–˙›˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ß˙–˙‹˙ß˙–˙‘˙ß˙†˙ž˙ LBL%DIALOGEVENT:Taunts_BossUSA052Subtitle RTSFŐ˙Ś˙˙Š˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙˙˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙“˙“˙ß˙›˙ž˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA053Subtitle RTS?Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙˜˙˙˙›˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA054Subtitle RTS8Ő˙ş˙‘˙š˙’˙†˙Ř˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙Ň˙Ň˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙˙š˙“˙ß˙‹˙—˙š˙ß˙–˙‘˙‰˙ž˙›˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA055Subtitle RTSLŐ˙Ť˙—˙˙Œ˙š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙Ź˙˙˙˙‹˙Ń˙ß˙˝˙š˙Œ˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙˙Ň˙˙™˙™˙ß˙‘˙˙ˆ˙Ó˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙—˙Š˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA056Subtitle RTS-Ő˙ž˙ß˙™˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ŕ˙Ţ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙’˙ž˙”˙š˙ß˙’˙š˙ß˙“˙ž˙Š˙˜˙—˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA057Subtitle RTS8Ő˙Ť˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ŕ˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA058Subtitle RTS=Ő˙Ś˙˙Š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙Ó˙ß˙˝˙˙†˙Ŕ˙ß˙ą˙–˙œ˙š˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙’˙š˙ß˙˜˙Š˙‹˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA059Subtitle RTSAŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙˜˙˙˙›˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA060Subtitle RTS?Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙´˙–˙›˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙˙‘˙‘˙ž˙ß˙›˙˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA061Subtitle RTS?Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙—˙ž˙’˙’˙š˙˙Ó˙ß˙Ż˙Š˙‘˙”˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙ß˙‹˙—˙š˙ß˙‘˙ž˙–˙“˙ LBL%DIALOGEVENT:Taunts_BossUSA062Subtitle RTSŐ˙´˙‘˙˙œ˙”˙Ň˙”˙‘˙˙œ˙”˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙–˙‘˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossUSA063Subtitle RTSMŐ˙Ť˙—˙–˙‘˙˜˙Œ˙ß˙ž˙˙š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙˙š˙ž˙“˙ß˙˙ž˙›˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙Ź˙˙˙˙‹˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙†˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙ˆ˙ž˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA064Subtitle RTSEŐ˙Ź˙˙Ó˙ß˙—˙š˙˙š˙Ř˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙˛˙–˙‘˙›˙ß˙–˙™˙ß˙ś˙ß˙‹˙ž˙”˙š˙ß˙ž˙ß˙™˙š˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA065Subtitle RTS Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙™˙“˙ž˙‘˙”˙Ř˙Œ˙ß˙ˆ˙–˙›˙š˙ß˙˙˙š˙‘˙Ó˙ß˙Ź˙˙˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA066Subtitle RTSAŐ˙˛˙ž˙†˙˙š˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙œ˙˙’˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ń˙ß˙¨˙—˙ž˙›˙›˙ž˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA067Subtitle RTS/Ő˙ł˙˙˙”˙ß˙˙Š˙‹˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙Ň˙›˙˙˙˙Ţ˙ LBL%DIALOGEVENT:Taunts_BossUSA068Subtitle RTSŐ˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙—˙š˙˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA069Subtitle RTSŐ˙¨˙š˙“˙“˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA070Subtitle RTSIŐ˙¨˙—˙ž˙‹˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙›˙˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙Ŕ˙ß˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA071Subtitle RTSLŐ˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙˙ž˙†˙ß˙†˙˙Š˙ß˙˙˙ˆ˙š˙˙ß˙˙–˙“˙“˙ß˙˙˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙˙Œ˙‹˙˙˙‘˙š˙ß˙‹˙—˙–˙Œ˙ß˙™˙–˙˜˙—˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA072Subtitle RTSRŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ŕ˙ß˙˝˙˙†˙Ó˙ß˙†˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙ž˙˙‹˙ß˙‹˙—˙š˙ß˙›˙ž˙‘˙œ˙š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙ž˙†˙ß˙‹˙—˙š˙ß˙˙–˙“˙“˙ LBL%DIALOGEVENT:Taunts_BossUSA073Subtitle RTSBŐ˙Ş˙—˙Ň˙˙—˙Ó˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙˙ß˙Œ˙˙’˙š˙ß˙›˙š˙™˙–˙œ˙–˙‹˙ß˙Œ˙˙š˙‘˙›˙–˙‘˙˜˙ LBL%DIALOGEVENT:Taunts_BossUSA074Subtitle RTSfŐ˙˝˙Š˙–˙“˙‹˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙‹˙—˙š˙˙š˙Ŕ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙ž˙ß˙˙ž˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Œ˙œ˙Š˙›˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA075Subtitle RTSfŐ˙˝˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙‘˙Š˙”˙š˙Œ˙Ó˙ß˙—˙Š˙—˙Ŕ˙ß˙ś˙™˙ß˙¨˙ž˙Œ˙—˙–˙‘˙˜˙‹˙˙‘˙ß˙—˙ž˙›˙‘˙Ř˙‹˙ß˙‹˙–˙š˙›˙ß˙’˙†˙ß˙—˙ž˙‘˙›˙Œ˙Ó˙ß˙ś˙Ř˙›˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ó˙ß˙ś˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA076Subtitle RTSGŐ˙ˇ˙˙ˆ˙Ř˙›˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙Ź˙˙‘˙Ŕ˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙’˙š˙ß˙‹˙˙˙Ň˙Œ˙š˙œ˙˙š˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA077Subtitle RTSEŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ń˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙’˙š˙“˙“˙ß˙‹˙—˙š˙ß˙™˙š˙ž˙˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙˙™˙™˙ß˙†˙˙Š˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA078Subtitle RTSJŐ˙°˙—˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙–˙Œ˙z˙—˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙ß˙˙“˙˙˙Ń˙ß˙ą˙˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙ˆ˙˙˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙Ź˙˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA079Subtitle RTSbŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙š˙‡˙˙š˙‘˙Œ˙–˙‰˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ó˙ß˙´˙–˙›˙Ń˙ß˙Ź˙Š˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‘˙ž˙ß˙Œ˙˙š˙‘˙›˙ß˙‹˙—˙ž˙‹˙ß˙’˙˙‘˙š˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA080Subtitle RTS9Ő˙ˇ˙˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙˜˙˙Š˙‘˙‹˙Œ˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‹˙˙ LBL%DIALOGEVENT:Taunts_BossUSA081Subtitle RTSTŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙Ź˙˙‘˙Ń˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙™˙–˙˜˙—˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA082Subtitle RTS/Ő˙˝˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙œ˙Š˙›˙Œ˙Ó˙ß˙Ż˙Š˙‘˙”˙Ň˙Ň˙ś˙Ř˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙’˙ LBL%DIALOGEVENT:Taunts_BossUSA083Subtitle RTSCŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙˜˙˙š˙‹˙ß˙‘˙Š˙”˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙´˙–˙›˙Ń˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙ž˙”˙š˙ß˙”˙–˙‘˙›˙“˙†˙ß˙‹˙˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA084Subtitle RTScŐ˙Ş˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ó˙ß˙š˙—˙Ŕ˙ß˙Ś˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙˙Š˙‹˙ß˙’˙š˙ß˙ž˙ˆ˙ž˙†˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙’˙†˙ß˙œ˙˙Š˙‘˙‹˙š˙˙Ň˙ž˙‹˙‹˙ž˙œ˙”˙ LBL%DIALOGEVENT:Taunts_BossUSA085Subtitle RTSLŐ˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙œ˙˙ˆ˙ž˙˙›˙ß˙™˙–˙˜˙—˙‹˙Œ˙ß˙™˙˙˙’˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA086Subtitle RTSVŐ˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ń˙ß˙Ź˙˙˙˙†˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙–˙š˙›˙ß˙Š˙˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙–˙‘˙˜˙Ń˙ß˙ą˙˙ß˙—˙ž˙˙›˙ß˙™˙š˙š˙“˙–˙‘˙˜˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA087Subtitle RTSQŐ˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙ž˙“˙‰˙ž˙‹˙–˙˙‘˙Ó˙ß˙˝˙˙†˙Ń˙ß˙Ź˙—˙š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙˜˙š˙‹˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙‘˙š˙ž˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA088Subtitle RTSDŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙Œ˙‘˙–˙˙š˙˙Ó˙ß˙Ż˙Š˙‘˙”˙Ń˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙›˙˙…˙š˙‘˙Œ˙ß˙˙™˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA089Subtitle RTS[Ő˙Ś˙š˙ž˙—˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ň˙Ň˙˜˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙˙–˙˙›˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ń˙ß˙˛˙ž˙†˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙˙‘˙“˙†˙ß˙Œ˙—˙˙‹˙ß˙ž˙ß˙Œ˙‹˙˙˙˙–˙‘˙˜˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA090Subtitle RTSLŐ˙°˙‘˙“˙†˙ß˙˙‘˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ŕ˙ß˙ś˙‹˙Ř˙Œ˙ß˙˜˙˙‘˙‘˙ž˙ß˙‹˙ž˙”˙š˙ß˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙—˙ž˙“˙™˙Ň˙ž˙Ň˙›˙˙…˙š˙‘˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA091Subtitle RTSeŐ˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙Ň˙“˙–˙‘˙š˙Œ˙Ó˙ß˙´˙–˙›˙Ŕ˙ß˙ˇ˙ž˙˙›˙ß˙‹˙˙ß˙Œ˙“˙š˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL%DIALOGEVENT:Taunts_BossUSA092Subtitle RTS[Ő˙ť˙˙‘˙Ř˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙š˙“˙“˙ß˙˙‘˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙˝˙˙†˙Ň˙Ň˙Œ˙š˙“˙“˙ß˙‹˙—˙š˙’˙ß˙ž˙“˙“˙ß˙ž˙‘˙›˙ß˙—˙˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙œ˙˙’˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA093Subtitle RTS*Ő˙ť˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙œ˙˙œ˙”˙†˙Ó˙ß˙˝˙˙†˙Ň˙Ň˙‹˙—˙–˙Œ˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙ß˙†˙š˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA094Subtitle RTSXŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˙š˙˙Ň˙—˙ž˙‘˙›˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙“˙š˙™˙‹˙ß˙–˙‘˙ß˙’˙š˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙Œ˙š˙š˙ LBL%DIALOGEVENT:Taunts_BossUSA095Subtitle RTSSŐ˙ś˙Ř˙‰˙š˙ß˙›˙Š˙˜˙ß˙’˙†˙Œ˙š˙“˙™˙ß˙˙Š˙‹˙‹˙ž˙ß˙ˆ˙˙˙Œ˙š˙ß˙—˙˙“˙š˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙Ż˙Š˙‘˙”˙Ń˙ß˙Ś˙˙Š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙ž˙‹˙ß˙š˙ž˙Œ˙–˙“˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA096Subtitle RTS2Ő˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ŕ˙ß˙Ś˙˙Š˙ß˙˙š˙Œ˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˜˙ž˙–˙‘˙ LBL%DIALOGEVENT:Taunts_BossUSA097Subtitle RTSMŐ˙ˇ˙Š˙—˙z˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙˙‰˙š˙˙Ń˙ß˙ą˙–˙œ˙š˙ß˙ˆ˙˙˙”˙Ó˙ß˙´˙–˙›˙Ń˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙˙”˙ß˙’˙š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙ß˙˙š˙˜˙ß˙˙˙ß˙‹˙ˆ˙˙ LBL%DIALOGEVENT:Taunts_BossUSA098Subtitle RTS?Ő˙ź˙ž˙‘˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙ß˙’˙†˙ß˙™˙–˙Œ˙‹˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙“˙˙Œ˙š˙ß˙ž˙˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙‘˙š˙œ˙”˙Ó˙ß˙Ż˙Š˙‘˙”˙Ŕ˙ LBL%DIALOGEVENT:Taunts_BossUSA099Subtitle RTS;Ő˙ť˙˙‘˙Ř˙‹˙ß˙‹˙ž˙”˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙š˙ß˙Œ˙˙ß˙—˙ž˙˙›˙Ň˙Ň˙š˙‰˙š˙˙†˙˙‘˙š˙ß˙“˙˙Œ˙š˙Œ˙ß˙‹˙˙ß˙’˙š˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA100Subtitle RTSKŐ˙¸˙–˙‰˙š˙ß˙’˙š˙ß˙ž˙ß˙Œ˙š˙œ˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙Œ˙˙’˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙˜˙š˙‹˙—˙š˙˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Œ˙”˙–˙˙’˙–˙Œ˙—˙ LBL%DIALOGEVENT:Taunts_BossUSA101Subtitle RTS7Ő˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙–˙‰˙š˙ß˙Š˙˙ß˙‘˙˙ˆ˙Ó˙ß˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙ß˙Ý˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ý˙ LBL%DIALOGEVENT:Taunts_BossUSA102Subtitle RTS\Ő˙˝˙˙†˙Ó˙ß˙ś˙ß˙˙š˙ž˙‹˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙˙“˙›˙ß˙›˙˙Š˙’˙Ń˙ß˙¨˙—˙˙ß˙˜˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ŕ˙ß˙ź˙ž˙Š˙Œ˙š˙ß˙ś˙Ř˙‰˙š˙ß˙˜˙˙‹˙ß˙Œ˙˙’˙š˙ß˙ˆ˙˙˙›˙ß˙™˙˙˙ß˙‹˙—˙š˙’˙ LBL%DIALOGEVENT:Taunts_BossUSA103Subtitle RTS3Ő˙ť˙˙‘˙Ř˙‹˙ß˙œ˙“˙–˙œ˙”˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙š˙˙–˙˙Š˙Œ˙Ó˙ß˙˝˙˙†˙ LBL%DIALOGEVENT:Taunts_BossUSA104Subtitle RTS>Ő˙Ś˙˙Š˙ß˙ˆ˙ž˙‘˙‘˙ž˙ß˙‹˙ž˙‘˙˜˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙’˙š˙Ŕ˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙–˙‘˙”˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙´˙–˙›˙ LBL%DIALOGEVENT:Taunts_BossUSA105Subtitle RTSBŐ˙ť˙˙‘˙Ř˙‹˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‹˙‹˙–˙‹˙Š˙›˙š˙ß˙–˙‘˙ß˙—˙š˙˙š˙ß˙Š˙‘˙“˙š˙Œ˙Œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙ž˙œ˙”˙ß˙–˙‹˙ß˙Š˙˙Ó˙ß˙Ż˙Š˙‘˙”˙ LBL%DIALOGEVENT:Taunts_BossUSA106Subtitle RTSŐ˙Ź˙—˙˙ˆ˙ß˙’˙š˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˜˙˙‹˙ LBL%DIALOGEVENT:Taunts_BossUSA107Subtitle RTS[Ő˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙š˙‡˙‹˙˙ž˙ß˙˙Š˙œ˙”˙Œ˙ß˙˙˙“˙–˙Œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙˙˙‹˙Œ˙Ó˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙š˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙‘˙˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_BossUSA108Subtitle RTS!Ő˙¸˙˙˙›˙ß˙ˆ˙˙˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙Œ˙ž˙“˙Š˙‹˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_BossUSA109Subtitle RTS:Ő˙ś˙ß˙ž˙–˙‘˙Ř˙‹˙ß˙˜˙˙‘˙‘˙ž˙ß˙˜˙–˙‰˙š˙ß˙‘˙˙ß˙Œ˙˙š˙š˙œ˙—˙š˙Œ˙Ó˙ß˙Œ˙˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙‘˙ LBL"DIALOGEVENT:Taunts_Demo001Subtitle RTSIŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙†˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo002Subtitle RTSFŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙œ˙˙‰˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙ś˙ß˙Œ˙Š˙˙˙˙Œ˙š˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Demo003Subtitle RTS;Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙›˙š˙“˙–˙‰˙š˙˙†˙ß˙™˙˙˙ß˙†˙˙Š˙z˙Œ˙–˙˜˙‘˙ß˙™˙˙˙ß˙–˙‹˙Ó˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo004Subtitle RTS>Ő˙ź˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙ˆ˙—˙˙ß˙”˙‘˙˙ˆ˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‘˙š˙ž˙”˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Demo005Subtitle RTS@Ő˙ť˙–˙›˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙•˙Š˙Œ˙‹˙ß˙˙“˙˙ˆ˙ß˙Š˙˙Ŕ˙ß˙ˇ˙’˙’˙z˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙—˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo006Subtitle RTS]Ő˙ž˙“˙“˙ß˙˙™˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙ž˙œ˙”˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙Œ˙—˙˙˙‹˙ß˙ž˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo007Subtitle RTSQŐ˙˛˙†˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙—˙ž˙‰˙š˙ß˙“˙š˙ž˙˙‘˙š˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙˜˙Š˙–˙Œ˙š˙ß˙‹˙—˙š˙’˙Œ˙š˙“˙‰˙š˙Œ˙ß˙ž˙Œ˙z˙˙˙˙Œ˙Ó˙ß˙—˙ž˙‰˙š˙ß˙ś˙ß˙Œ˙ž˙–˙›˙ß˙‹˙˙˙ß˙’˙Š˙œ˙—˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo008Subtitle RTSiŐ˙Ś˙˙Š˙ß˙’˙–˙˜˙—˙‹˙ß˙‘˙˙‹˙–˙œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙˙ž˙œ˙”˙ß˙ž˙ß˙˙–˙‹˙ß˙’˙˙˙š˙ß˙˙Š˙‘˙œ˙—˙z˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙˙Š˙˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙ß˙‹˙˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ LBL"DIALOGEVENT:Taunts_Demo009Subtitle RTSSŐ˙ł˙˙˙”˙ß˙—˙˙ˆ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙ß˙‹˙—˙š˙ß˙Ź˙œ˙Š˙›˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙Œ˙ß˙ž˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‘˙˙ˆ˙z˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙ž˙’˙ž˙…˙–˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Demo010Subtitle RTSHŐ˙š˙–˙˙Œ˙‹˙Ó˙ß˙ž˙“˙“˙ß˙–˙Œ˙ß˙Œ˙–˙“˙š˙‘˙œ˙š˙z˙‹˙—˙š˙‘˙ß˙Ý˙˙˙˙’˙Ţ˙Ý˙z˙ž˙—˙—˙z˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙“˙˙‰˙š˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo011Subtitle RTS)Ő˙ś˙ß˙˙ž˙˙š˙“˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙™˙š˙š˙“˙ß˙—˙˙‘˙˙˙š˙›˙ LBL"DIALOGEVENT:Taunts_Demo012Subtitle RTS#Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo013Subtitle RTSAŐ˙˛˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙z˙’˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙™˙š˙š˙“˙ß˙ˆ˙š˙“˙œ˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo014Subtitle RTSPŐ˙Ż˙“˙š˙ž˙Œ˙š˙ß˙–˙˜˙‘˙˙˙š˙ß˙’˙†˙ß˙ˆ˙˙˙”˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙˙Š˙˙†˙–˙‘˙˜˙ß˙Œ˙˙’˙š˙z˙Š˙’˙’˙z˙˜˙ž˙˙˙ž˙˜˙š˙ß˙™˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo015Subtitle RTS?Ő˙°˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙š˙š˙ß˙‹˙—˙–˙Œ˙z˙–˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Ń˙ß˙Ă˙œ˙—˙–˙“˙›˙–˙Œ˙—˙ß˙“˙ž˙Š˙˜˙—˙Á˙ LBL"DIALOGEVENT:Taunts_Demo016Subtitle RTS<Ő˙¨˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙’˙˙˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙š˙ß˙˙–˙˜˙—˙‹˙ß˙˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Demo017Subtitle RTSIŐ˙ś˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙Ž˙Š˙–˙š˙‹˙ß˙’˙š˙ž˙‘˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ß˙˝˙°˙°˙˛˙Ţ˙Ţ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Demo018Subtitle RTSGŐ˙ś˙ß˙ž˙’˙ß˙‹˙—˙š˙ß˙’˙ž˙Œ˙‹˙š˙˙ß˙˙™˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo019Subtitle RTS+Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙™˙˙˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:Taunts_Demo020Subtitle RTS0Ő˙ť˙˙ß˙†˙˙Š˙ß˙™˙š˙ž˙˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ LBL"DIALOGEVENT:Taunts_Demo021Subtitle RTSJŐ˙ž˙Œ˙ß˙ˆ˙š˙ß˙Œ˙˙š˙ž˙”˙ß˙’˙†˙ß˙ž˙˜˙š˙‘˙‹˙Œ˙ß˙ž˙˙š˙ß˙Œ˙‘˙š˙ž˙”˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙‘˙‹˙–˙‘˙˜˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo022Subtitle RTSYŐ˙Ś˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙œ˙˙Š˙“˙›˙ß˙˙š˙ß˙ˆ˙–˙˙š˙›˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙”˙‘˙˙ˆ˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Demo023Subtitle RTSTŐ˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙™˙š˙ˆ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙’˙†˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙z˙›˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙˙‘˙š˙Œ˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo024Subtitle RTShŐ˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙›˙–˙™˙™˙–˙œ˙Š˙“˙‹˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙ž˙Š˙‹˙†˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙˙‘˙š˙ß˙Š˙˙ß˙œ˙“˙˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Demo025Subtitle RTS1Ő˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙‹˙˙ž˙˙Œ˙ß˙Œ˙˙ß˙™˙ž˙˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo026Subtitle RTS!Ő˙ž˙ˆ˙ˆ˙z˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ˆ˙š˙‘˙‹˙ß˙˙˙˙’˙ LBL"DIALOGEVENT:Taunts_Demo027Subtitle RTS9Ő˙¨˙š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙z˙ś˙ß˙—˙˙˙š˙ß˙‘˙˙ß˙˙‘˙š˙ß˙ˆ˙ž˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo028Subtitle RTSVŐ˙Ś˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙‘˙š˙ß˙Œ˙˙ß˙ˆ˙š˙ß˙œ˙ž˙‘˙ß˙”˙‘˙˙œ˙”˙ß˙–˙‹˙ß˙›˙˙ˆ˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Demo029Subtitle RTS@Ő˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Œ˙ß˙ž˙˙š˙ß˙Œ˙˙ß˙™˙˙ž˙˜˙–˙“˙š˙Ň˙Ň˙–˙‹˙Ř˙Œ˙ß˙—˙ž˙˙›˙“˙†˙ß˙š˙‰˙š˙‘˙ß˙™˙Š˙‘˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Demo030Subtitle RTS6Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙‹˙ž˙”˙š˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo031Subtitle RTS;Ő˙ž˙—˙Ó˙ß˙‹˙—˙š˙˙š˙Ř˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙Ž˙Š˙–˙‹˙š˙ß˙“˙–˙”˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Demo032Subtitle RTSeŐ˙¨˙š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ś˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙’˙˙˙š˙ß˙™˙˙˙ß˙˙Š˙˙ß˙ž˙’˙’˙Š˙Œ˙š˙’˙š˙‘˙‹˙ LBL"DIALOGEVENT:Taunts_Demo033Subtitle RTSOŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙˙Š˙˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙˙–˙˙–˙‹˙ß˙˙™˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo034Subtitle RTSWŐ˙˛˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ß˙˛˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙†˙˙Š˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo035Subtitle RTSOŐ˙ą˙˙‹˙ß˙’˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙ž˙‘˙‘˙˙†˙ß˙—˙ž˙˙–˙‹˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙‰˙š˙“˙˙˙š˙›˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙ LBL"DIALOGEVENT:Taunts_Demo036Subtitle RTSlŐ˙ą˙˙‹˙ß˙‹˙˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙“˙†˙ß˙ž˙‘˙ß˙š˙ž˙˙“˙†˙Ň˙ˆ˙ž˙˙‘˙–˙‘˙˜˙ß˙Œ˙–˙˜˙‘˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙ˆ˙ž˙“˙”˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙’˙†˙ß˙‹˙˙Š˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo037Subtitle RTSYŐ˙Ť˙˙˙ß˙’˙ž˙‘˙†˙Ţ˙ß˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙˜˙š˙‹˙Œ˙ß˙›˙–˙˙‹˙†˙ LBL"DIALOGEVENT:Taunts_Demo038Subtitle RTSWŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙“˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ž˙‘˙Œ˙˜˙˙š˙Œ˙Œ˙–˙˙‘˙ LBL"DIALOGEVENT:Taunts_Demo039Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙—˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙†˙˙Š˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo040Subtitle RTSnŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙œ˙Š˙‹˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙›˙˙ˆ˙‘˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙“˙ž˙œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙z˙‹˙—˙ž˙‹˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙’˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo041Subtitle RTSKŐ˙ž˙—˙ß˙†˙š˙Œ˙Ó˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙‘˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ LBL"DIALOGEVENT:Taunts_Demo042Subtitle RTS2Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo043Subtitle RTSEŐ˙¸˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙š˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙z˙‹˙—˙š˙†˙ß˙˙“˙˙ˆ˙Ň˙Š˙˙ß˙Œ˙˙ß˙›˙˙ž˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ LBL"DIALOGEVENT:Taunts_Demo044Subtitle RTSŠŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙—˙ž˙‰˙š˙ß˙•˙Š˙Œ˙‹˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙›˙ž˙‘˙˜˙š˙˙ß˙…˙˙‘˙š˙ß˙ž˙˙˙Š˙‘˙›˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ş˙‰˙š˙‘˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙’˙š˙’˙˙š˙˙ß˙ˆ˙—˙š˙˙š˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo045Subtitle RTSWŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙“˙†˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ś˙Ř˙›˙ß˙‹˙Š˙˙‘˙ß˙˙ž˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo046Subtitle RTSfŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙ˆ˙—˙˙“˙š˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙ˆ˙–˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙ž˙™˙˙ž˙–˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Demo047Subtitle RTSNŐ˙Ś˙˙Š˙ß˙™˙˙˙“˙Ţ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙ž˙˙š˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo048Subtitle RTS\Ő˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ť˙—˙š˙˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙˙š˙ß˙™˙š˙ˆ˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙—˙ž˙‹˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ž˙˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo049Subtitle RTS_Ő˙Ť˙—˙š˙ß˙˙ž˙œ˙”˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙ž˙˙‹˙–˙œ˙Š˙“˙ž˙˙“˙†˙ß˙‘˙ž˙Œ˙‹˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙˙š˙œ˙˙’˙’˙š˙‘˙›˙ß˙ž˙‘˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo050Subtitle RTSCŐ˙ž˙ß˙™˙˙˙‘˙‹˙ž˙“˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙’˙˙˙š˙ß˙˙™˙ß˙ž˙ß˙™˙˙˙“˙ß˙‹˙—˙ž˙‘˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo051Subtitle RTS5Ő˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙‰˙ž˙“˙“˙š˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙š˙‡˙œ˙š˙˙‹˙ß˙›˙š˙ž˙‹˙—˙ LBL"DIALOGEVENT:Taunts_Demo052Subtitle RTSLŐ˙ź˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˜˙˙˙›˙ß˙˙“˙ž˙œ˙š˙ß˙™˙˙˙ß˙ž˙‘˙ß˙ž˙’˙˙Š˙Œ˙—˙z˙˙˙˙Œ˙Ó˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Demo053Subtitle RTS>Ő˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙š˙˙˙“˙ LBL"DIALOGEVENT:Taunts_Demo054Subtitle RTS2Ő˙Ť˙—˙˙Œ˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ LBL"DIALOGEVENT:Taunts_Demo055Subtitle RTSWŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙’˙†˙ß˙›˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙Œ˙‹˙˙˙ž˙˜˙š˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙Ń˙ß˙°˙‘˙š˙ß˙™˙ž˙“˙Œ˙š˙ß˙’˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ž˙“˙“˙ß˙›˙–˙š˙ LBL"DIALOGEVENT:Taunts_Demo056Subtitle RTSSŐ˙ž˙—˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙ˆ˙š˙ß˙—˙–˙‹˙ß˙˙‘˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙“˙–˙‘˙š˙Œ˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙˙˙ß˙“˙˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Demo057Subtitle RTS<Ő˙Ś˙˙Š˙˙ß˙›˙š˙˙š˙‘˙›˙š˙‘˙œ˙†˙ß˙˙‘˙ß˙š˙“˙š˙œ˙‹˙˙–˙œ˙–˙‹˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙ß˙Š˙‘˙›˙˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo058Subtitle RTSKŐ˙Ś˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙š˙‡˙—˙ž˙Š˙Œ˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙œ˙–˙˙œ˙“˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙”˙–˙“˙“˙ LBL"DIALOGEVENT:Taunts_Demo059Subtitle RTSCŐ˙˛˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙“˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙–˙‘˙›˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙ß˙‹˙ž˙”˙š˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙†˙˙Š˙˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo060Subtitle RTSCŐ˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙z˙ś˙ß˙Œ˙š˙š˙z˙¨˙š˙“˙“˙Ó˙ß˙˙š˙˙—˙ž˙˙Œ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙˙‘˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙ LBL"DIALOGEVENT:Taunts_Demo061Subtitle RTSHŐ˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙—˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ź˙–˙“˙˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo062Subtitle RTS\Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙ß˙¨˙š˙ß˙ˆ˙š˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙™˙Š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo063Subtitle RTSUŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙†˙ß˙˙˙’˙˙š˙˙Œ˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo064Subtitle RTSJŐ˙Ť˙ž˙‘˙”˙Œ˙z˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙š˙‘˙•˙˙†˙ß˙ˆ˙ž˙‹˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙—˙–˙‹˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo065Subtitle RTSAŐ˙Ź˙‹˙˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙†˙˙Š˙Ř˙“˙“˙ß˙’˙–˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˜˙š˙‘˙–˙Š˙Œ˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo066Subtitle RTS‚Ő˙¨˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙’˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙Š˙˙š˙ß˙‹˙˙ß˙Œ˙š˙‹˙Ň˙˙™˙™˙ß˙’˙†˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙Ń˙ß˙ś˙Ř˙›˙ß˙‹˙š˙“˙“˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙Œ˙˙˙š˙ž˙›˙ß˙˙Š˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙˙ß˙‘˙˙‹˙ LBL"DIALOGEVENT:Taunts_Demo067Subtitle RTSWŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙z˙ß˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙ž˙ß˙˙š˙˙™˙š˙œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙™˙˙˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo068Subtitle RTS5Ő˙š˙˙˙“˙–˙Œ˙—˙ß˙’˙˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo069Subtitle RTS0Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Demo070Subtitle RTS3Ő˙ą˙˙Ţ˙ß˙Ť˙—˙ž˙‹˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙‹˙ß˙˙™˙™˙ß˙’˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Demo071Subtitle RTSYŐ˙Ś˙š˙Œ˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙–˙‹˙ß˙˙˙˙˙ž˙˙“˙†˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙ß˙‹˙˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Demo072Subtitle RTS4Ő˙ˇ˙š˙“˙“˙˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ń˙ß˙Ť˙˙†˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙˙ß˙˙‘˙ß˙ž˙‘˙†˙ß˙‹˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo073Subtitle RTSRŐ˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙z˙•˙Š˙Œ˙‹˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙‹˙š˙œ˙‹˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙ß˙›˙˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙ß˙ž˙’˙ß˙‘˙˙ˆ˙ß˙‰˙Š˙“˙‘˙š˙˙ž˙˙“˙š˙ LBL"DIALOGEVENT:Taunts_Demo074Subtitle RTS4Ő˙¨˙—˙†˙ß˙ˆ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙Œ˙š˙‘˙›˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo075Subtitle RTS<Ő˙ť˙˙ß˙‘˙˙‹˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Demo076Subtitle RTSIŐ˙Ť˙—˙š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙˙Š˙–˙“˙›˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙z˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙‹˙Ň˙˙™˙™˙ß˙’˙†˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo077Subtitle RTS6Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙–˙Œ˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo078Subtitle RTS=Ő˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙Œ˙š˙“˙“˙Ň˙˙™˙™˙ß˙ˆ˙—˙ž˙‹˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo079Subtitle RTS<Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙™˙ž˙–˙˙Ń˙ß˙ą˙˙ˆ˙ß˙˜˙˙ß˙Œ˙‹˙š˙˙ß˙˙‘˙ß˙Œ˙˙’˙š˙ß˙‹˙˙ž˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Demo080Subtitle RTSOŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙š˙‡˙œ˙š˙˙‹˙–˙˙‘˙ž˙“˙“˙†˙ß˙“˙Š˙œ˙”˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ž˙‰˙˙–˙›˙ß˙’˙†˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙™˙˙˙š˙‰˙š˙˙ LBL"DIALOGEVENT:Taunts_Demo081Subtitle RTSKŐ˙ą˙˙ß˙˙‘˙š˙ß˙—˙ž˙Œ˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙z˙†˙˙Š˙Ř˙“˙“˙ß˙Œ˙š˙š˙ LBL"DIALOGEVENT:Taunts_Demo082Subtitle RTS]Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ť˙—˙–˙Œ˙ß˙œ˙˙Š˙“˙›˙ß˙œ˙—˙ž˙‘˙˜˙š˙ß˙–˙‘˙ß˙ž˙‘˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙Ň˙Ň˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙™˙–˙˜˙—˙‹˙ß˙™˙ž˙–˙˙ LBL"DIALOGEVENT:Taunts_Demo083Subtitle RTSBŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ť˙š˙ž˙‹˙—˙Œ˙‹˙˙–˙”˙š˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‰˙š˙‘˙˜˙š˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Demo084Subtitle RTSNŐ˙ˇ˙ž˙ß˙—˙ž˙Ţ˙ß˙Ś˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙š˙ß˙™˙ž˙“˙“˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙˙ž˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙†˙Ř˙“˙“˙ß˙ž˙“˙“˙ß˙˙š˙ß˙˜˙˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Demo085Subtitle RTS-Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙š˙“˙Š˙›˙š˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Demo086Subtitle RTSFŐ˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙“˙š˙ž˙‰˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ß˙˜˙š˙‹˙ß˙—˙Š˙˙‹˙ LBL"DIALOGEVENT:Taunts_Demo087Subtitle RTSOŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙“˙š˙™˙‹˙z˙’˙˙˙š˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙Œ˙ß˙‹˙—˙ž˙‘˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ś˙Ř˙’˙ß˙ž˙™˙˙ž˙–˙›˙ LBL"DIALOGEVENT:Taunts_Demo088Subtitle RTSŐ˙Ś˙˙Š˙ß˙“˙˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙˙˙ß˙˙ž˙›˙ LBL"DIALOGEVENT:Taunts_Demo089Subtitle RTS)Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙‹˙—˙–˙‘˙˜˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙˜˙˙ß˙’˙ž˙”˙š˙ß˙ˆ˙ž˙˙ LBL"DIALOGEVENT:Taunts_Demo090Subtitle RTS(Ő˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙š˙‡˙˙š˙˙‹˙Ĺ˙ß˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙ś˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo091Subtitle RTS1Ő˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙–˙™˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙ˆ˙–˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo092Subtitle RTS>Ő˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙z˙˙Š˙‹˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙ˆ˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Demo093Subtitle RTSAŐ˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙“˙Š˙œ˙”˙†˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙‹˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Demo094Subtitle RTSCŐ˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙”˙–˙‘˙›˙ß˙˙™˙ß˙ˆ˙ž˙˙Ń˙ß˙Ť˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙ LBL"DIALOGEVENT:Taunts_Demo095Subtitle RTSVŐ˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙Œ˙š˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ň˙Ň˙˙˙š˙‘˙z˙Š˙‘˙‹˙˙Š˙œ˙—˙š˙›˙ß˙˙†˙ß˙˙ž˙‹˙‹˙“˙š˙z˙ž˙ß˙˙“˙ž˙‘˙”˙ß˙Œ˙“˙ž˙‹˙š˙ß˙™˙˙˙ß˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙Ń˙Ń˙Ń˙ LBL"DIALOGEVENT:Taunts_Demo096Subtitle RTS*Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙›˙–˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Demo097Subtitle RTS^Ő˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙œ˙ž˙˙›˙Œ˙ß˙—˙–˙›˙›˙š˙‘˙ß˙Š˙˙ß˙’˙†˙ß˙Œ˙“˙š˙š˙‰˙š˙Ó˙ß˙˙Š˙‹˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙š˙‡˙œ˙š˙˙‹˙ß˙ž˙‘˙†˙ß˙“˙š˙Œ˙Œ˙ß˙™˙˙˙’˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger001Subtitle RTS/Ő˙ˇ˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙š˙‰˙š˙˙ß˙Œ˙š˙š˙‘˙ß˙ž˙ß˙­˙ž˙˙‹˙˙˙ß˙Š˙˙ß˙œ˙“˙˙Œ˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger002Subtitle RTS0Ő˙ˇ˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger003Subtitle RTS(Ő˙˝˙–˙˙›˙Œ˙Ř˙ß˙ž˙ˆ˙ž˙†˙Ţ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙˜˙˙ß˙—˙Š˙‘˙‹˙ß˙Œ˙˙’˙š˙ß˙›˙˙…˙š˙˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger004Subtitle RTSTŐ˙ś˙Ř˙’˙ß˙›˙˙‘˙š˙ß˙˙“˙ž˙†˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙×˙ž˙‘˙‘˙˙Š˙‘˙œ˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙˙ˆ˙‘˙ß˙™˙˙˙œ˙š˙Œ˙Ö˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger005Subtitle RTS7Ő˙¨˙–˙“˙“˙ß˙†˙˙Š˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙ž˙‹˙z˙Ş˙Ź˙ß˙’˙–˙“˙–˙‹˙ž˙˙†˙ß˙Œ˙˙š˙‘˙›˙–˙‘˙˜˙ß˙ž˙‹˙ß˙–˙‹˙Œ˙ß˙˙š˙Œ˙‹˙ LBL&DIALOGEVENT:Taunts_Grainger006Subtitle RTSGŐ˙×˙Ź˙–˙‘˙˜˙–˙‘˙˜˙z˙˙ž˙›˙“˙†˙Ö˙z˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙˙˙œ˙”˙š˙‹˙Œ˙Ř˙ß˙˙š˙›˙ß˙˜˙“˙ž˙˙š˙Ó˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Œ˙ß˙˙Š˙˙Œ˙‹˙–˙‘˙˜˙ß˙–˙‘˙ß˙ž˙–˙˙z˙ LBL&DIALOGEVENT:Taunts_Grainger007Subtitle RTS'Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙–˙‘˙ß˙˙™˙ß˙‹˙š˙˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger008Subtitle RTS1Ő˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ź˙—˙˙œ˙”˙Ň˙ž˙‘˙›˙Ň˙ž˙ˆ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger009Subtitle RTSŐ˙ť˙š˙ž˙‹˙—˙ß˙™˙˙˙’˙ß˙ž˙˙˙‰˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger010Subtitle RTS'Ő˙ś˙‹˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙’˙ß˙™˙ž˙–˙˙Ó˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger011Subtitle RTS0Ő˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙“˙“˙ß˙‹˙—˙š˙ß˙˜˙˙ž˙“˙–˙š˙Œ˙Ń˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger012Subtitle RTS Ő˙˝˙˙’˙˙Œ˙ß˙ž˙ˆ˙ž˙†˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger013Subtitle RTS@Ő˙ś˙‹˙Ř˙Œ˙ß˙ž˙ˆ˙™˙Š˙“˙“˙†˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙z˙†˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙“˙š˙ž˙‰˙š˙ß˙›˙–˙›˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger014Subtitle RTS>Ő˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙˙’˙ LBL&DIALOGEVENT:Taunts_Grainger015Subtitle RTS6Ő˙ś˙Ř˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙˙š˙ž˙”˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger016Subtitle RTS?Ő˙Ź˙—˙—˙z˙›˙–˙›˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙ß˙‹˙—˙ž˙‹˙Ŕ˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙–˙‹˙Ř˙Œ˙ß˙˙˙˙˙ž˙˙“˙†˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ LBL&DIALOGEVENT:Taunts_Grainger017Subtitle RTSHŐ˙Ź˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙ž˙ß˙“˙Š˙‘˙œ˙—˙Ň˙˙˙š˙ž˙”˙Ň˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙ž˙ß˙’˙–˙‘˙Š˙‹˙š˙ LBL&DIALOGEVENT:Taunts_Grainger018Subtitle RTS1Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙’˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙z˙ś˙ß˙—˙ž˙‹˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger019Subtitle RTS8Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙ž˙‘˙‘˙ž˙ß˙“˙–˙™˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger020Subtitle RTS Ő˙ź˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ß˙Ź˙‹˙˙˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙™˙–˙˜˙—˙‹˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger021Subtitle RTS0Ő˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Grainger022Subtitle RTS$Ő˙°˙Š˙œ˙—˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙’˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙š˙š˙‘˙ß˙š˙‡˙˙š˙‘˙Œ˙–˙‰˙š˙ LBL&DIALOGEVENT:Taunts_Grainger023Subtitle RTS3Ő˙ˇ˙Š˙—˙Ó˙ß˙ˆ˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙˙ž˙–˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙‘˙˙ˆ˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger024Subtitle RTS3Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙Š˙˙ß˙‹˙—˙˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger025Subtitle RTSXŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙—˙ž˙˙Œ˙—˙ß˙“˙ž˙‘˙˜˙Š˙ž˙˜˙š˙ß˙‘˙˙ˆ˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger026Subtitle RTS'Ő˙ť˙˙…˙š˙˙Œ˙Ó˙ß˙Œ˙‹˙ž˙˙‹˙ß˙˙š˙˙ž˙–˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger027Subtitle RTSŐ˙ś˙Ř˙“˙“˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger028Subtitle RTS0Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger029Subtitle RTSŐ˙ť˙˙…˙š˙˙Œ˙Ó˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger030Subtitle RTSeŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙¸˙˙ž˙‘˙˜˙š˙˙ß˙‹˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ß˙°˙“˙†˙’˙˙–˙ž˙Ĺ˙ß˙Ź˙š˙‘˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙z˙˙š˙˙š˙ž˙‹˙Ĺ˙ß˙Œ˙š˙‘˙›˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger031Subtitle RTS;Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙˙š˙˜˙˙˙Š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger032Subtitle RTS8Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙†˙˙Š˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger033Subtitle RTSQŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙˙Š˙˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Œ˙Ţ˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙Ó˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙˙ž˙œ˙”˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger034Subtitle RTSŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger035Subtitle RTS!Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙ž˙–˙˙Œ˙˙ž˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger036Subtitle RTS9Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙Ř˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙Ţ˙ß˙ž˙“˙“˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger037Subtitle RTS%Ő˙¸˙˙˙Š˙‘˙›˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger038Subtitle RTS3Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙‹˙š˙ž˙“˙–˙‘˙˜˙ß˙’˙†˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger039Subtitle RTS!Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger040Subtitle RTS>Ő˙ˇ˙–˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙—˙Š˙—˙Ń˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙œ˙˙ˆ˙ž˙˙›˙Ř˙Œ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger041Subtitle RTS5Ő˙Ź˙‹˙˙˙ß˙—˙–˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙’˙ž˙”˙š˙ß˙’˙š˙ß˙œ˙˙’˙š˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Grainger042Subtitle RTSŐ˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙˜˙ž˙‹˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger043Subtitle RTSŐ˙ť˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙ş˙ž˙Œ˙‹˙ß˙Œ˙–˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger044Subtitle RTS(Ő˙ş˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙˜˙ž˙‹˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger045Subtitle RTSŐ˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙¨˙š˙Œ˙‹˙ß˙˜˙ž˙‹˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger046Subtitle RTS/Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙Š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger047Subtitle RTS/Ő˙°˙˙˙Œ˙Ó˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙Ř˙Œ˙ß˙›˙˙ˆ˙‘˙ß˙Ň˙ß˙—˙š˙˙š˙ß˙œ˙˙’˙š˙ß˙‹˙—˙š˙ß˙˙˙’˙˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger048Subtitle RTS0Ő˙°˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙˙˙˙˙ˆ˙ß˙Œ˙˙’˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger049Subtitle RTS1Ő˙ˇ˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙—˙˙ˆ˙ß˙Ř˙˙˙Š˙‹˙ß˙ˆ˙š˙ß˙œ˙ž˙“˙“˙ß˙‹˙—˙–˙Œ˙ß˙˙‘˙š˙ß˙ž˙ß˙›˙˙ž˙ˆ˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger050Subtitle RTSCŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙–˙Œ˙ß˙™˙ž˙˙ß˙™˙˙˙’˙ß˙˙‰˙š˙˙ LBL&DIALOGEVENT:Taunts_Grainger051Subtitle RTS5Ő˙Ź˙˙Ó˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ń˙ß˙Ť˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙™˙š˙‘˙›˙ß˙–˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger052Subtitle RTSQŐ˙ˇ˙’˙’˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙Ť˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙œ˙ž˙“˙’˙ß˙‹˙—˙š˙ß˙™˙š˙ž˙˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger053Subtitle RTS/Ő˙Ś˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger054Subtitle RTSŐ˙ž˙‘˙‹˙—˙˙ž˙‡˙Ţ˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙™˙–˙‘˙›˙ß˙œ˙˙‰˙š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger055Subtitle RTS;Ő˙¸˙ž˙˙˙–˙Œ˙˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙—˙š˙“˙˙ LBL&DIALOGEVENT:Taunts_Grainger056Subtitle RTS-Ő˙ˇ˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙’˙˙˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger057Subtitle RTSŐ˙­˙š˙ž˙›˙†˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙†˙š˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger058Subtitle RTS)Ő˙ˇ˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙“˙˙Œ˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger059Subtitle RTS:Ő˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙˙˙ß˙˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙›˙–˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger060Subtitle RTS%Ő˙ą˙˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙Ó˙ß˙—˙Š˙—˙Ŕ˙ß˙Ť˙˙˙ß˙˙ž˙›˙ LBL&DIALOGEVENT:Taunts_Grainger061Subtitle RTSŐ˙˝˙˙’˙˙Œ˙ß˙ž˙ˆ˙ž˙†˙Ó˙ß˙˙Š˙‘˙”˙ LBL&DIALOGEVENT:Taunts_Grainger062Subtitle RTSCŐ˙ź˙˙’˙š˙ß˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ś˙Ř˙“˙“˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙’˙š˙ž˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙Ý˙ť˙š˙ž˙‹˙—˙ß˙™˙˙˙’˙ß˙ž˙˙˙‰˙š˙Ń˙Ý˙ LBL&DIALOGEVENT:Taunts_Grainger063Subtitle RTS&Ő˙Ź˙˙‘˙–˙œ˙Ň˙˙˙˙’˙Ó˙ß˙˙ž˙˙†˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙ß˙‹˙—˙–˙‘˙˜˙ LBL&DIALOGEVENT:Taunts_Grainger064Subtitle RTS7Ő˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙˜˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙˜˙˙˙›˙ß˙ž˙–˙˙“˙–˙‘˙š˙ß˙•˙˙˙ LBL&DIALOGEVENT:Taunts_Grainger065Subtitle RTS,Ő˙ś˙ß˙ˆ˙–˙‘˙Ň˙Ň˙†˙˙Š˙ß˙“˙˙Œ˙š˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙’˙˙˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger066Subtitle RTSŒŐ˙˝˙š˙ß˙ž˙›˙‰˙–˙Œ˙š˙›˙Ĺ˙ß˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙–˙Œ˙ß˙Š˙‘˙›˙š˙˙ß˙‹˙—˙š˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙˙™˙ß˙ž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˛˙ž˙“˙œ˙˙“˙’˙ß˙¸˙˙ž˙‘˙˜˙š˙˙Ń˙ß˙¨˙–˙‹˙—˙›˙˙ž˙ˆ˙ß˙‘˙˙ˆ˙ß˙˙˙ß˙˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙˙š˙ß˙˙˙’˙˙š˙›˙ß˙˙ž˙œ˙”˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙‘˙š˙Ň˙ž˙˜˙š˙ LBL&DIALOGEVENT:Taunts_Grainger067Subtitle RTS2Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙š˙Ň˙Ň˙ś˙ß˙˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger068Subtitle RTS<Ő˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙š˙ß˙Œ˙”˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙ž˙‘˙ß˙ž˙–˙˙Ň˙Œ˙—˙˙ˆ˙ LBL&DIALOGEVENT:Taunts_Grainger069Subtitle RTSŐ˙¨˙ž˙‘˙‘˙ž˙ß˙Œ˙š˙š˙ß˙–˙‹˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger070Subtitle RTSŐ˙­˙š˙ž˙›˙†˙Ň˙˙˙Ň˙‘˙˙‹˙Ó˙ß˙—˙š˙˙š˙ß˙ś˙ß˙œ˙˙’˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger071Subtitle RTS-Ő˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙’˙–˙‘˙›˙ß˙–˙™˙ß˙ˆ˙š˙ß˙›˙˙˙˙Ň˙–˙‘˙Ó˙ß˙›˙˙ß˙†˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger072Subtitle RTSLŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙ˆ˙˙ß˙˙™˙ß˙’˙†˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙Œ˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙—˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙’˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙ž˙‘˙‘˙˙†˙š˙›˙ LBL&DIALOGEVENT:Taunts_Grainger073Subtitle RTSMŐ˙ź˙Š˙˙Œ˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙—˙–˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙’˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙˙š˙˙Œ˙˙‘˙ž˙“˙“˙†˙ LBL&DIALOGEVENT:Taunts_Grainger074Subtitle RTSoŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙˙›˙ž˙†˙Ń˙ß˙×˙ž˙‘˙‘˙˙Š˙‘˙œ˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙–˙Œ˙ß˙˙ˆ˙‘˙ß˙‹˙˙˙˙˙Œ˙Ö˙ß˙š˙˙˙œ˙š˙Œ˙Ó˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL&DIALOGEVENT:Taunts_Grainger075Subtitle RTSEŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙Œ˙ž˙“˙Š˙‹˙š˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger076Subtitle RTSsŐ˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙’˙š˙š˙‹˙ß˙ž˙˜˙ž˙–˙‘˙ß˙Œ˙˙’˙š˙›˙ž˙†˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Œ˙˙ß˙’˙š˙˙œ˙–˙™˙Š˙“˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙Ň˙ LBL&DIALOGEVENT:Taunts_Grainger077Subtitle RTSŐ˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙—˙š˙Ř˙›˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙—˙Š˙‹˙ß˙Š˙˙ LBL&DIALOGEVENT:Taunts_Grainger078Subtitle RTSCŐ˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger079Subtitle RTS=Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ŕ˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙Š˙˙ß˙ž˙ß˙‘˙˙‹˙œ˙—˙ LBL&DIALOGEVENT:Taunts_Grainger080Subtitle RTS*Ő˙Ż˙–˙“˙˙‹˙Œ˙Ó˙ß˙ˆ˙ž˙‹˙œ˙—˙Ň˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙˙Œ˙š˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Ź˙–˙‹˙š˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger081Subtitle RTS,Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙Ň˙Œ˙˙ß˙™˙š˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ LBL&DIALOGEVENT:Taunts_Grainger082Subtitle RTSJŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙ß˙†˙ž˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙ž˙ß˙š˙Š˙š˙“˙Ň˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙ˆ˙˙˙”˙Œ˙Ŕ˙ß˙ˇ˙˙ˆ˙ß˙Ř˙˙˙Š˙‹˙ß˙ž˙ß˙›˙š˙’˙˙‘˙Œ˙‹˙˙ž˙‹˙–˙˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger083Subtitle RTSDŐ˙¨˙š˙“˙œ˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙˙‹˙†˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ń˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙–˙‘˙ß˙™˙˙˙ß˙–˙‹˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Grainger084Subtitle RTS5Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙ž˙‘˙ß˙ž˙Ň˙Î˙Ď˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙˛˙š˙ß˙‘˙š˙–˙‹˙—˙š˙˙ LBL&DIALOGEVENT:Taunts_Grainger085Subtitle RTS&Ő˙ˇ˙š˙†˙Ó˙ß˙ˆ˙ž˙‘˙‘˙ž˙ß˙Œ˙š˙š˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger086Subtitle RTS7Ő˙ž˙˙‹˙–˙“˙“˙š˙˙†˙Ţ˙ß˙Ś˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger087Subtitle RTSIŐ˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ß˙–˙Œ˙ß˙‘˙š˙‰˙š˙˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger088Subtitle RTS.Ő˙¨˙ž˙–˙‹˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Ţ˙ß˙ş˙‰˙š˙˙†˙˙‘˙š˙ß˙“˙˙˙”˙ß˙˙Š˙‹˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger089Subtitle RTS1Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙’˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙z˙ś˙ß˙—˙ž˙‹˙š˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL&DIALOGEVENT:Taunts_Grainger090Subtitle RTS8Ő˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙‹˙˙˙Š˙˙“˙š˙ß˙œ˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙ž˙‘˙‘˙ž˙ß˙“˙–˙™˙‹˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Grainger091Subtitle RTS Ő˙ź˙˙ˆ˙ž˙˙›˙Œ˙Ţ˙ß˙Ź˙‹˙˙˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙ž˙‘˙›˙ß˙™˙–˙˜˙—˙‹˙Ţ˙ LBL&DIALOGEVENT:Taunts_Grainger092Subtitle RTS0Ő˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Grainger093Subtitle RTS'Ő˙ˇ˙’˙’˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry001Subtitle RTS)Ő˙Ź˙˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙—˙–˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry002Subtitle RTS(Ő˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙š˙š˙š˙“˙–˙‘˙˜˙ß˙˙‰˙š˙˙ˆ˙—˙š˙“˙’˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry003Subtitle RTSPŐ˙×˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙‹˙˙˙˙˙Œ˙ß˙›˙–˙š˙Ö˙ß˙Ă˙ž˙‘˙˜˙˙†˙ß˙‰˙˙–˙œ˙š˙Á˙ß˙Î˙ß˙˙–˙“˙“˙–˙˙‘˙ß˙’˙˙˙š˙ß˙ˆ˙—˙š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙’˙š˙ß˙™˙˙˙’˙ LBL&DIALOGEVENT:Taunts_Infantry004Subtitle RTShŐ˙×˙Ż˙ž˙˙ž˙›˙˙˙˙Ö˙ł˙–˙”˙š˙ß˙ž˙ß˙Œ˙ˆ˙ž˙˙’˙ß˙˙™˙ß˙“˙˙œ˙Š˙Œ˙‹˙Œ˙ß˙‹˙—˙š˙†˙ß˙›˙š˙Œ˙œ˙š˙‘˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Œ˙”˙†˙ß˙‹˙˙ß˙›˙š˙‰˙˙Š˙˙ß˙ž˙“˙“˙ß˙‹˙—˙˙Œ˙š˙ß˙ˆ˙—˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ź˙—˙–˙‘˙ž˙ LBL&DIALOGEVENT:Taunts_Infantry005Subtitle RTSŐ˙ş˙‰˙š˙˙ß˙˙š˙š˙‘˙ß˙—˙ž˙œ˙”˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry006Subtitle RTSŐ˙Ă˙Œ˙—˙˙Š˙‹˙–˙‘˙˜˙Á˙˛˙ž˙˙œ˙—˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry007Subtitle RTSŐ˙Ť˙—˙š˙†˙ß˙’˙ž˙”˙š˙ß˙˜˙˙˙›˙ß˙Œ˙—˙–˙š˙“˙›˙Œ˙ß˙‹˙˙˙ LBL&DIALOGEVENT:Taunts_Infantry008Subtitle RTS!Ő˙ˇ˙š˙˙š˙Ř˙Œ˙ß˙ž˙ß˙‹˙–˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry009Subtitle RTS-Ő˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙ž˙”˙š˙ß˙˙˙–˙Œ˙˙‘˙š˙˙Œ˙ LBL&DIALOGEVENT:Taunts_Infantry010Subtitle RTSŐ˙Ş˙‘˙“˙š˙ž˙Œ˙—˙ß˙ˇ˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry011Subtitle RTS:Ő˙ś˙‹˙Ř˙Œ˙ß˙˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙™˙“˙ž˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL&DIALOGEVENT:Taunts_Infantry012Subtitle RTS8Ő˙Ź˙˙˙‘˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙š˙ß˙ž˙˙š˙ß˙˙˙˙‹˙Œ˙ß˙’˙ž˙˙œ˙—˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙’˙ LBL&DIALOGEVENT:Taunts_Infantry013Subtitle RTSŐ˙ź˙—˙ž˙˙˜˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry014Subtitle RTSŐ˙ť˙š˙ž˙‹˙—˙ß˙‹˙˙ß˙ž˙“˙“˙ß˙ˆ˙—˙˙ß˙˙˙˙˙Œ˙š˙ß˙Š˙Œ˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry015Subtitle RTS5Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙—˙ž˙˙›˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙ß˙™˙š˙š˙›˙ß˙ž˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry016Subtitle RTSAŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙—˙˙“˙›˙ß˙ž˙ß˙˙ž˙˙ž˙›˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙–˙‹˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry017Subtitle RTSŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry018Subtitle RTS8Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙Œ˙–˙‹˙ß˙‹˙—˙š˙˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙ß˙˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry019Subtitle RTS)Ő˙ž˙˙š˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙“˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry020Subtitle RTS?Ő˙ˇ˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙›˙˙š˙Œ˙ß˙–˙‹˙ß˙‹˙ž˙”˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙‹˙ž˙‘˙”˙ß˙™˙˙˙œ˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry021Subtitle RTS=Ő˙Ă˙Œ˙ž˙˙œ˙ž˙Œ˙‹˙–˙œ˙Á˙ß˙¨˙—˙ž˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙ž˙’˙ž˙…˙š˙ß˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry022Subtitle RTS+Ő˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry023Subtitle RTS"Ő˙Ź˙˙ß˙™˙ž˙˙ß˙ś˙Ř˙’˙ß˙‘˙˙‹˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry024Subtitle RTS=Ő˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙˙˙š˙˙ž˙˙š˙›˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙Ó˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry025Subtitle RTS5Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙™˙–˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙—˙˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry026Subtitle RTSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry027Subtitle RTS:Ő˙ž˙ˆ˙ˆ˙z˙ˆ˙š˙Ř˙‰˙š˙ß˙”˙‘˙˙œ˙”˙š˙›˙ß˙˙‰˙š˙˙ß˙†˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ń˙ß˙˝˙˙˙Ň˙—˙˙˙ LBL&DIALOGEVENT:Taunts_Infantry028Subtitle RTS;Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙–˙Œ˙ß˙˜˙˙‘˙š˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙’˙š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry029Subtitle RTSBŐ˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙’˙š˙ß˙’˙ž˙‘˙Ň˙‹˙˙Ň˙’˙ž˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry030Subtitle RTS?Ő˙ą˙˙ß˙’˙˙˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙Ń˙ß˙¸˙š˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙™˙–˙˜˙—˙‹˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙’˙ž˙‘˙ LBL&DIALOGEVENT:Taunts_Infantry031Subtitle RTS=Ő˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙’˙ž˙˙œ˙—˙–˙‘˙˜˙ß˙˙–˙˜˙—˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry032Subtitle RTSIŐ˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙š˙’˙˙‹˙†˙ß˙˜˙˙˙Š˙‘˙›˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙˙‘˙œ˙š˙ß˙Œ˙‹˙˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry033Subtitle RTSPŐ˙ś˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙’˙ž˙‘˙†˙ß˙’˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙Œ˙‹˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ˆ˙˙˙‹˙—˙ß˙–˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry034Subtitle RTS(Ő˙ł˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙“˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry035Subtitle RTSFŐ˙ą˙°˙Ţ˙ß˙ą˙˙‹˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙‹˙—˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry036Subtitle RTSJŐ˙˛˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙š˙Œ˙Œ˙š˙‘˙‹˙–˙ž˙“˙ß˙‹˙˙ß˙’˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙Ó˙ß˙˙Š˙‹˙ß˙›˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙˙‹˙—˙š˙˙ LBL&DIALOGEVENT:Taunts_Infantry037Subtitle RTSCŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙ž˙‘˙‘˙˙†˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry038Subtitle RTSSŐ˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙Ň˙Ň˙‹˙—˙š˙†˙Ř˙˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙Œ˙“˙˙ˆ˙ß˙†˙˙Š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry039Subtitle RTSQŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙œ˙˙Œ˙‹˙ß˙’˙š˙ß˙’˙ž˙‘˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙œ˙˙“˙“˙š˙œ˙‹˙ß˙˙š˙˙ž˙†˙’˙š˙‘˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry040Subtitle RTSMŐ˙ą˙˙˙˙Ţ˙ß˙Ť˙—˙š˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙¸˙˙ß˙˜˙š˙‹˙ß˙‹˙—˙š˙’˙Ţ˙ß˙´˙š˙š˙˙ß˙‹˙—˙š˙’˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry041Subtitle RTS7Ő˙Ź˙ˆ˙ž˙‹˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ˆ˙š˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙’˙˙˙š˙ LBL&DIALOGEVENT:Taunts_Infantry042Subtitle RTS6Ő˙˛˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙˙ž˙œ˙‹˙–˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry043Subtitle RTSXŐ˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙’˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙–˙‘˙ß˙’˙†˙ß˙ž˙˙’˙†˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙Œ˙ž˙œ˙˙–˙™˙–˙œ˙š˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ LBL&DIALOGEVENT:Taunts_Infantry044Subtitle RTSZŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙’˙†˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙ž˙œ˙”˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙˙–˙“˙ß˙‘˙˙ˆ˙ LBL&DIALOGEVENT:Taunts_Infantry045Subtitle RTSOŐ˙Ť˙—˙ž˙‹˙ß˙˙“˙›˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙˜˙š˙‹˙ß˙–˙‹˙ß˙‹˙˙ß˙ˆ˙˙˙”˙ LBL&DIALOGEVENT:Taunts_Infantry046Subtitle RTS^Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙˙š˙ß˙™˙˙˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙‹˙˙ß˙Š˙Œ˙š˙Ŕ˙ß˙­˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙˙š˙™˙–˙‘˙š˙˙†˙ß˙‹˙˙ß˙’˙š˙ß˙‘˙˙ˆ˙ LBL&DIALOGEVENT:Taunts_Infantry047Subtitle RTS<Ő˙¸˙š˙‹˙ß˙ž˙‘˙†˙ß˙œ˙“˙˙Œ˙š˙˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙Œ˙š˙‹˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry048Subtitle RTS]Ő˙ś˙ß˙ˆ˙ž˙˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙ž˙ß˙—˙Š˙‘˙›˙˙š˙›˙ß˙’˙š˙‘˙ß˙œ˙ž˙‘˙ß˙›˙˙ß˙‹˙˙ß˙ž˙ß˙‹˙ž˙‘˙”˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry049Subtitle RTS6Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙´˙–˙“˙“˙ß˙‹˙—˙š˙’˙Ţ˙ß˙¸˙š˙‹˙ß˙‹˙—˙š˙’˙ß˙˙Š˙‹˙ß˙˙™˙ß˙—˙š˙˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry050Subtitle RTS'Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙Ţ˙ß˙Ż˙˙˙‹˙š˙œ˙‹˙ß˙’˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry051Subtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ň˙Ň˙’˙†˙ß˙’˙š˙‘˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ LBL&DIALOGEVENT:Taunts_Infantry052Subtitle RTS%Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙ß˙‘˙˙‹˙ß˙‹˙˙†˙ß˙‹˙˙ß˙™˙“˙ž˙‘˙”˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL&DIALOGEVENT:Taunts_Infantry053Subtitle RTS.Ő˙ž˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry054Subtitle RTS3Ő˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙™˙˙˙‘˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙™˙˙˙“˙–˙Œ˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry055Subtitle RTS0Ő˙Ť˙—˙˙Œ˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry056Subtitle RTS"Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry057Subtitle RTS+Ő˙ź˙˙˙Œ˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙ß˙–˙Œ˙ß˙ž˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry058Subtitle RTSUŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙˙Š˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙–˙‘˙‰˙ž˙›˙š˙ß˙Œ˙˙˙‘˙ LBL&DIALOGEVENT:Taunts_Infantry059Subtitle RTS2Ő˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙˙˙ˆ˙š˙˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry060Subtitle RTSKŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙ˆ˙ž˙Œ˙‹˙š˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙’˙š˙‘˙z˙˙Š˙‹˙ß˙ś˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙’˙š˙‘˙ LBL&DIALOGEVENT:Taunts_Infantry061Subtitle RTS.Ő˙¨˙š˙ß˙ž˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙›˙–˙›˙ß˙‹˙—˙–˙Œ˙ß˙—˙ž˙˙˙š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry062Subtitle RTSRŐ˙˝˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ň˙Ň˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙—˙–˙‹˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙˙™˙ß˙’˙†˙ß˙’˙š˙‘˙z˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry063Subtitle RTSIŐ˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙š˙˙š˙ß˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙—˙ž˙˙›˙“˙†˙ß˙™˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry064Subtitle RTS2Ő˙Ť˙—˙ž˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙–˙Œ˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry065Subtitle RTSjŐ˙Ś˙š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ň˙Ň˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙‹˙—˙š˙‘˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙ˆ˙ž˙‰˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙œ˙—˙ž˙˙˜˙–˙‘˙˜˙ß˙—˙˙˙›˙š˙ LBL&DIALOGEVENT:Taunts_Infantry066Subtitle RTSAŐ˙ź˙˙ˆ˙ž˙˙›˙Ţ˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙œ˙˙Š˙Œ˙—˙ß˙’˙†˙ß˙’˙š˙‘˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry067Subtitle RTSBŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙z˙‘˙˙ß˙’˙ž˙‹˙‹˙š˙˙Ó˙ß˙’˙†˙ß˙—˙˙˙›˙š˙ß˙ž˙‘˙›˙ß˙˙˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙†˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙‹˙˙˙ LBL&DIALOGEVENT:Taunts_Infantry068Subtitle RTSbŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙’˙˙˙–˙“˙–˙…˙–˙‘˙˜˙ß˙ž˙ß˙—˙˙˙›˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙Œ˙‹˙˙š˙‘˙˜˙‹˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry069Subtitle RTSdŐ˙Ś˙˙Š˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙‹˙˙˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙›˙˙˙˙ß˙–˙‘˙ß˙ž˙‘˙›˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙™˙˙˙ß˙ź˙—˙–˙‘˙ž˙ LBL&DIALOGEVENT:Taunts_Infantry070Subtitle RTSŐ˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ţ˙ß˙Ź˙œ˙ž˙‹˙‹˙š˙˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry071Subtitle RTS7Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙Ţ˙ß˙š˙“˙š˙š˙Ţ˙ß˙¸˙š˙‹˙ß˙’˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙—˙š˙˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry072Subtitle RTSdŐ˙°˙˙—˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙˙š˙‹˙‹˙†˙ß˙“˙–˙˜˙—˙‹˙ß˙Œ˙—˙˙ˆ˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙ž˙œ˙œ˙˙’˙˙“˙–˙Œ˙—˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙˙š˙‹˙‹˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry073Subtitle RTSZŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ˆ˙ž˙†˙Œ˙ß˙˙™˙ß˙˙˙–˙‘˙˜˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˙Š˙‹˙ß˙˙†˙ß˙™˙˙˙œ˙š˙ß˙–˙™˙ß˙‘˙š˙œ˙š˙Œ˙Œ˙ž˙˙†˙ LBL&DIALOGEVENT:Taunts_Infantry074Subtitle RTSfŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙‹˙˙ß˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ş˙‰˙š˙‘˙ß˙—˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙ß˙ˆ˙—˙š˙‘˙ß˙™˙ž˙œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ LBL&DIALOGEVENT:Taunts_Infantry075Subtitle RTS>Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ŕ˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙š˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry076Subtitle RTS6Ő˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙ˆ˙ž˙˙š˙Ĺ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙–˙Œ˙ß˙—˙–˙›˙–˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ LBL&DIALOGEVENT:Taunts_Infantry077Subtitle RTS>Ő˙ś˙ß˙Œ˙š˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙­˙Š˙‘˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ţ˙ß˙š˙š˙ž˙˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry078Subtitle RTSHŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙˙ß˙†˙˙Š˙˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙ž˙˙‹˙ß˙ž˙Œ˙ß˙™˙ž˙Œ˙‹˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry079Subtitle RTSGŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙–˙‘˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙™˙ß˙‹˙—˙˙š˙š˙z˙—˙˙ˆ˙ß˙™˙ž˙Œ˙‹˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙‹˙˙ž˙–˙‘˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry080Subtitle RTSTŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ŕ˙ß˙š˙˙˙“˙–˙Œ˙—˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙˙Š˙†˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙’˙˙‘˙š˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry081Subtitle RTS;Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙—˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙˙š˙ß˙ˆ˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry082Subtitle RTS,Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙Š˙‘˙›˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙›˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry083Subtitle RTS@Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙œ˙ž˙Š˙˜˙—˙‹˙ß˙’˙š˙ß˙˙™˙™˙ß˙˜˙Š˙ž˙˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‘˙˙ˆ˙ß˙ś˙ß˙ž˙’˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry084Subtitle RTSPŐ˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙Ś˙˙Š˙˙ß˙œ˙Š˙˙˙š˙‘˙‹˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙“˙˙Œ˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry085Subtitle RTS`Ő˙ś˙ß˙›˙˙ß˙‘˙˙‹˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‰˙š˙˙ß˙’˙†˙ß˙š˙Œ˙œ˙ž˙˙š˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙˜˙—˙‹˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙›˙ž˙†˙ LBL&DIALOGEVENT:Taunts_Infantry086Subtitle RTS@Ő˙˛˙†˙ß˙’˙š˙‘˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙ß˙†˙˙Š˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ß˙ˆ˙–˙Œ˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ LBL&DIALOGEVENT:Taunts_Infantry087Subtitle RTS)Ő˙Ť˙—˙–˙Œ˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL&DIALOGEVENT:Taunts_Infantry088Subtitle RTSOŐ˙ś˙™˙ß˙†˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙˙š˙‹˙˙š˙ž˙‹˙ß˙‘˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙ß˙‹˙˙ß˙Œ˙œ˙˙ž˙˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙“˙ž˙‘˙›˙ LBL&DIALOGEVENT:Taunts_Infantry089Subtitle RTS+Ő˙ť˙˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ß˙›˙˙ž˙ˆ˙–˙‘˙˜˙ß˙‘˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry090Subtitle RTSGŐ˙ˇ˙ž˙—˙ž˙Ţ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙†˙˙Š˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙œ˙—˙˙˙Œ˙š˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙’˙†˙ß˙—˙˙˙›˙š˙ß˙˙˙ß˙›˙–˙š˙ LBL&DIALOGEVENT:Taunts_Infantry091Subtitle RTS!Ő˙ś˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙Ţ˙ LBL&DIALOGEVENT:Taunts_Infantry092Subtitle RTSŐ˙š˙ž˙œ˙š˙ß˙’˙š˙ß˙ž˙‘˙›˙ß˙™˙ž˙“˙“˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry093Subtitle RTSŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ LBL&DIALOGEVENT:Taunts_Infantry094Subtitle RTS&Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙“˙˙œ˙Š˙Œ˙‹˙Œ˙ LBL&DIALOGEVENT:Taunts_Infantry095Subtitle RTS[Ő˙˛˙š˙‘˙Ŕ˙ß˙¨˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙’˙š˙‘˙Ŕ˙ß˙Ś˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙“˙š˙‹˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙˜˙˙ß˙ˆ˙˙Š˙“˙›˙ß˙†˙˙Š˙Ŕ˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙—˙Š˙˙‹˙ß˙’˙š˙ LBL&DIALOGEVENT:Taunts_Infantry096Subtitle RTS]Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙‘˙–˙œ˙š˙ß˙Š˙‘˙–˙™˙˙˙’˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙—˙˙˙›˙š˙z˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˙š˙ß˙Œ˙˙ß˙˙ž˙›˙z˙†˙˙Š˙ß˙’˙–˙˜˙—˙‹˙ß˙š˙‰˙š˙‘˙ß˙“˙–˙”˙š˙ß˙–˙‹˙Ń˙ß˙˝˙Š˙‹˙ß˙ś˙ß˙›˙˙Š˙˙‹˙ß˙–˙‹˙ LBL&DIALOGEVENT:Taunts_Infantry097Subtitle RTS)Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙ž˙œ˙š˙ß˙’˙†˙ß˙—˙˙˙›˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL&DIALOGEVENT:Taunts_Infantry098Subtitle RTS'Ő˙ž˙‘˙›˙ß˙‹˙—˙–˙‘˙”˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙ˆ˙ž˙‰˙š˙ LBL#DIALOGEVENT:Taunts_Laser001Subtitle RTS%Ő˙ś˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙–˙‘˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser002Subtitle RTSŐ˙Ż˙˙š˙œ˙–˙Œ˙–˙˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙œ˙˙’˙’˙š˙‘˙œ˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Laser003Subtitle RTSbŐ˙ß˙×˙˙“˙ž˙†˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ö˙ß˙ś˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ß˙œ˙—˙˙–˙œ˙š˙ß˙˙™˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙—˙š˙“˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙‹˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙š˙–˙‹˙—˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser004Subtitle RTS9Ő˙ś˙Ř˙’˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙‘˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Laser005Subtitle RTSHŐ˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙Ň˙š˙‰˙ž˙“˙Š˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙–˙š˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙˙˙‰˙–˙˙Š˙Œ˙“˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ LBL#DIALOGEVENT:Taunts_Laser006Subtitle RTS%Ő˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙’˙†˙ß˙‘˙š˙ˆ˙ß˙‹˙˙†˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser007Subtitle RTSDŐ˙Ż˙˙š˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙˙ß˙˙š˙ß˙‹˙ž˙Š˙˜˙—˙‹˙ß˙ž˙ß˙“˙š˙Œ˙Œ˙˙‘˙ß˙–˙‘˙ß˙ˆ˙ž˙˙ LBL#DIALOGEVENT:Taunts_Laser008Subtitle RTSŐ˙ş˙ž˙Œ˙†˙ß˙œ˙˙’˙š˙Ó˙ß˙š˙ž˙Œ˙†˙ß˙˜˙˙ LBL#DIALOGEVENT:Taunts_Laser009Subtitle RTS0Ő˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙œ˙Š˙‹˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙‹˙˙†˙ß˙˙ž˙–˙‘˙‹˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Laser010Subtitle RTSŐ˙˝˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙‹˙—˙š˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser011Subtitle RTSIŐ˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙Š˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙—˙˙‹˙ß˙”˙‘˙–˙™˙š˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙˙Š˙‹˙‹˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser012Subtitle RTS Ő˙ź˙—˙š˙œ˙”˙’˙ž˙‹˙š˙ LBL#DIALOGEVENT:Taunts_Laser013Subtitle RTSKŐ˙ś˙‹˙Ř˙Œ˙ß˙ž˙ß˙ˆ˙—˙˙“˙š˙ß˙‘˙š˙ˆ˙ß˙ž˙˜˙š˙ß˙˙™˙ß˙ˆ˙ž˙˙™˙ž˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙Ř˙Œ˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙›˙˙˙˙Œ˙‹˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser014Subtitle RTS/Ő˙Ť˙ž˙˙˜˙š˙‹˙ß˙–˙Œ˙ß˙˙ž˙–˙‘˙‹˙š˙›˙Ň˙Ň˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙˜˙–˙‘˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙‘˙ LBL#DIALOGEVENT:Taunts_Laser015Subtitle RTSPŐ˙°˙˙–˙˜˙–˙‘˙ž˙“˙“˙†˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙“˙Œ˙˙ß˙—˙ž˙›˙ß˙“˙ž˙Œ˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙’˙†˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙˜˙˙‹˙ß˙œ˙˙‘˙™˙Š˙Œ˙š˙›˙ LBL#DIALOGEVENT:Taunts_Laser016Subtitle RTSKŐ˙ť˙˙‘˙Ř˙‹˙ß˙“˙˙˙”˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙š˙˙Ň˙Ň˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙˙Š˙˙‘˙Ň˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙—˙š˙ž˙›˙ LBL#DIALOGEVENT:Taunts_Laser017Subtitle RTS%Ő˙ź˙—˙ž˙˙˜˙–˙‘˙˜˙ß˙“˙ž˙Œ˙š˙˙Œ˙z˙˙“˙š˙ž˙Œ˙š˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser018Subtitle RTS7Ő˙ł˙ž˙Œ˙š˙˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙œ˙ž˙“˙–˙˙˙ž˙‹˙š˙›˙ß˙˙˙š˙œ˙–˙Œ˙š˙“˙†˙ß˙™˙˙˙ß˙’˙ž˙‡˙–˙’˙Š˙’˙ß˙š˙™˙™˙š˙œ˙‹˙ LBL#DIALOGEVENT:Taunts_Laser019Subtitle RTS8Ő˙ť˙˙…˙š˙˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙Ň˙Ň˙“˙ž˙Œ˙š˙˙Œ˙ß˙‹˙ž˙”˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser020Subtitle RTSBŐ˙ź˙ž˙‘˙ß˙†˙˙Š˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙–˙™˙‹˙†˙ß˙’˙–˙“˙“˙–˙˙‘˙ß˙’˙š˙˜˙ž˙Ň˙•˙˙Š˙“˙š˙Œ˙ß˙˙™˙ß˙“˙ž˙Œ˙–˙‘˙˜˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser021Subtitle RTS*Ő˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙–˙˜˙ß˙Œ˙˙ž˙œ˙š˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙–˙‹˙ LBL#DIALOGEVENT:Taunts_Laser022Subtitle RTS0Ő˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙Š˙˙‘˙ß˙†˙˙Š˙˙ß˙ž˙˙’˙˙˙ß˙‹˙˙ß˙‰˙ž˙˙˙˙ LBL#DIALOGEVENT:Taunts_Laser023Subtitle RTS\Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ž˙“˙“˙†˙ß˙‹˙˙†˙ß˙‹˙˙ß˙œ˙˙˙˙›˙–˙‘˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ň˙Ň˙‹˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙ž˙“˙“˙ß˙‹˙˙ß˙š˙ž˙Œ˙†˙ß˙™˙˙˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser024Subtitle RTS3Ő˙ť˙˙‘˙Ř˙‹˙ß˙˜˙š˙‹˙ß˙›˙–˙Œ˙‹˙˙ž˙œ˙‹˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙˙˙š˙‹˙‹˙†˙ß˙“˙–˙˜˙—˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser025Subtitle RTS-Ő˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙’˙š˙ß˙‹˙˙ß˙Ý˙˙š˙ž˙’˙ß˙†˙˙Š˙ß˙Š˙˙Ó˙Ý˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser026Subtitle RTSPŐ˙Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙˙–˙‘˙˙˙–˙‘˙‹˙ß˙ž˙œ˙œ˙Š˙˙ž˙œ˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙‘˙˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser027Subtitle RTSRŐ˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙Ř˙“˙“˙ß˙š˙‘˙•˙˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙˙‘˙š˙ß˙‹˙˙˙ LBL#DIALOGEVENT:Taunts_Laser028Subtitle RTSNŐ˙ś˙™˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙—˙˙ˆ˙ß˙Œ˙ž˙™˙š˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser029Subtitle RTSKŐ˙Ś˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙ž˙™˙š˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙š˙Œ˙˙š˙œ˙–˙ž˙“˙“˙†˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ LBL#DIALOGEVENT:Taunts_Laser030Subtitle RTS,Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙˙‹˙—˙“˙š˙Œ˙Œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser031Subtitle RTSZŐ˙ž˙—˙Ó˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ň˙Ň˙Ž˙Š˙š˙š˙‘˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙œ˙—˙š˙Œ˙Œ˙˙˙ž˙˙›˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙ž˙‹˙œ˙—˙ß˙–˙Œ˙ß˙ž˙“˙“˙ß˙˙Š˙‹˙ß˙˙‰˙š˙˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser032Subtitle RTSMŐ˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙z˙—˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser033Subtitle RTS7Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ LBL#DIALOGEVENT:Taunts_Laser034Subtitle RTSŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser035Subtitle RTSŐ˙˛˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙ą˙˙˙˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser036Subtitle RTS#Ő˙ˇ˙˙ˆ˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser037Subtitle RTS>Ő˙Ť˙—˙š˙†˙Ř˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ĺ˙ß˙›˙š˙™˙š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser038Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙Œ˙š˙ß˙“˙˙Œ˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙‘˙ž˙œ˙œ˙š˙˙‹˙ž˙˙“˙š˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙˙ž˙†˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser039Subtitle RTS0Ő˙ą˙˙Ţ˙ß˙Ž˙Š˙–˙œ˙”˙“˙†˙Ó˙ß˙ť˙˙…˙š˙˙Œ˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙š˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser040Subtitle RTS_Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙˙˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ś˙Ř˙“˙“˙ß˙Š˙Œ˙š˙ß˙ž˙“˙“˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser041Subtitle RTS"Ő˙ł˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙“˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser042Subtitle RTS6Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙—˙Š˙‘˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙˙‘˙ß˙˙Š˙˙˙˙Œ˙š˙Ó˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser043Subtitle RTSUŐ˙­˙š˙ž˙˙ß˙‹˙—˙š˙ß˙˙š˙ˆ˙ž˙˙›˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙ˆ˙—˙–˙“˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ä˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙Œ˙˙˙‘˙ LBL#DIALOGEVENT:Taunts_Laser044Subtitle RTS;Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙ž˙–˙˙˙˙˙‘˙š˙ß˙“˙ž˙Œ˙š˙˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser045Subtitle RTS‹Ő˙ť˙–˙›˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙ˆ˙–˙“˙“˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙™˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙’˙˙˙š˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙‹˙“˙†˙Ŕ˙ß˙°˙˙˙Œ˙Ó˙ß˙ś˙ß˙˙˙˙˙ž˙˙“˙†˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙“˙›˙ß˙†˙˙Š˙ß˙‹˙—˙ž˙‹˙ LBL#DIALOGEVENT:Taunts_Laser046Subtitle RTSUŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙‹˙˙–˙˙˙š˙›˙ß˙˙Š˙˙ß˙˙Š˙‹˙š˙˙ß˙˙š˙˙–˙’˙š˙‹˙š˙˙ß˙ˆ˙ž˙˙‘˙–˙‘˙˜˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙—˙š˙˙š˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:Taunts_Laser047Subtitle RTSLŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙ž˙›˙‰˙–˙Œ˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙œ˙“˙˙Œ˙š˙˙ LBL#DIALOGEVENT:Taunts_Laser048Subtitle RTS?Ő˙Ť˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙–˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙š˙‹˙Š˙˙‘˙ß˙ž˙‘˙›˙ß˙›˙š˙˙“˙˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser049Subtitle RTS$Ő˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser050Subtitle RTS9Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙˙˙ß˙’˙š˙Ň˙Ň˙Œ˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙’˙ LBL#DIALOGEVENT:Taunts_Laser051Subtitle RTSQŐ˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Œ˙Ó˙ß˙š˙—˙Ŕ˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙‹˙˙ß˙˙š˙ž˙‹˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser052Subtitle RTS,Ő˙š˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙‰˙–˙˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser053Subtitle RTS>Ő˙Ś˙š˙Œ˙Ó˙ß˙œ˙˙’˙š˙ß˙Œ˙‹˙˙ž˙–˙˜˙—˙‹˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙’˙†˙ß˙™˙˙˙‘˙‹˙Ň˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙ LBL#DIALOGEVENT:Taunts_Laser054Subtitle RTSNŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‹˙—˙š˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙Œ˙˙ß˙Š˙‘˙›˙š˙™˙š˙‘˙›˙š˙›˙ß˙ž˙Œ˙ß˙–˙‹˙ß˙Œ˙š˙š˙’˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser055Subtitle RTS&Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙™˙˙˙“˙–˙Œ˙—˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser056Subtitle RTSEŐ˙Ť˙—˙š˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙™˙ž˙–˙“˙š˙›˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser057Subtitle RTS9Ő˙ą˙˙Ţ˙ß˙Ź˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙Ţ˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙˙š˙ž˙œ˙‹˙˙˙Œ˙ß˙‹˙˙ß˙˙˙ˆ˙š˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser058Subtitle RTS=Ő˙°˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙š˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙˙Š˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser059Subtitle RTS1Ő˙­˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser060Subtitle RTSMŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙œ˙˙‰˙š˙˙ß˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙˙‰˙š˙˙˙Š˙‘˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Laser061Subtitle RTSBŐ˙°˙Š˙‹˙ß˙˙™˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ŕ˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙Š˙‘˙ž˙œ˙œ˙š˙˙‹˙ž˙˙“˙š˙Ţ˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙Ó˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙™˙ž˙Œ˙‹˙š˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser062Subtitle RTS:Ő˙Ź˙š˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙ś˙Ř˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Laser063Subtitle RTS&Ő˙Ť˙—˙ž˙‹˙ß˙ą˙Š˙”˙š˙ß˙Ź˙–˙“˙˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser064Subtitle RTSTŐ˙ś˙™˙ß˙†˙˙Š˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˝˙š˙ž˙’˙z˙–˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙–˙˙˙‘˙†˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser065Subtitle RTSMŐ˙Ť˙—˙ž˙‹˙ß˙š˙‡˙œ˙š˙Œ˙Œ˙–˙‰˙š˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙Œ˙“˙˙ˆ˙ß˙›˙˙ˆ˙‘˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser066Subtitle RTSSŐ˙Ś˙˙Š˙˙ß˙œ˙˙‘˙‰˙š˙‘˙‹˙–˙˙‘˙ž˙“˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙ß˙˙ž˙Œ˙š˙›˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙˙“˙ž˙‹˙™˙˙˙’˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser067Subtitle RTSGŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙Š˙‹˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙Œ˙—˙˙ˆ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser068Subtitle RTSXŐ˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙‹˙—˙–˙Œ˙ß˙œ˙˙ž˙…˙†˙ß˙˙“˙ž˙‘˙ LBL#DIALOGEVENT:Taunts_Laser069Subtitle RTS›Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙—˙˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙˙ž˙œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙˙š˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙“˙ž˙†˙ß˙Œ˙˙’˙š˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙Ň˙‹˙—˙š˙Ň˙›˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙‹˙—˙–˙‘˙ß˙†˙˙Š˙˙ß˙‘˙Š˙’˙˙š˙˙Œ˙ß˙ž˙ß˙˙–˙‹˙ LBL#DIALOGEVENT:Taunts_Laser070Subtitle RTSBŐ˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙—˙˙˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Œ˙œ˙Š˙›˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Laser071Subtitle RTSPŐ˙˛˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙‘˙Š˙”˙š˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙™˙ž˙“˙“˙˙Š˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙—˙ž˙‘˙›˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser072Subtitle RTSEŐ˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙ˆ˙—˙ž˙‹˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙˙˙š˙‘˙ß˙–˙™˙ß˙ˆ˙š˙ß˙œ˙˙˙Œ˙Œ˙š˙›˙ß˙‹˙—˙š˙ß˙˙š˙ž˙’˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser073Subtitle RTS9Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ä˙ß˙œ˙˙’˙š˙ß˙˙Š˙‹˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Laser074Subtitle RTS+Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙˙Š˙’˙˙“˙–˙‘˙˜˙ß˙™˙˙˙“˙ LBL#DIALOGEVENT:Taunts_Laser075Subtitle RTS3Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser076Subtitle RTSVŐ˙ś˙ß˙—˙˙˙š˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙Œ˙œ˙˙˙š˙ß˙˙‘˙ß˙—˙–˙Œ˙ß˙˙–˙™˙“˙š˙z˙–˙‹˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Laser077Subtitle RTSLŐ˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙˙‘˙“˙†˙ß˙˙˙˙‰˙–˙›˙š˙Œ˙ß˙ž˙–˙˙˙˙˙‘˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙™˙˙˙ß˙’˙†˙ß˙“˙ž˙Œ˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser078Subtitle RTSEŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‘˙š˙š˙›˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙‹˙˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙˙˙›˙ß˙“˙Š˙œ˙”˙ LBL#DIALOGEVENT:Taunts_Laser079Subtitle RTS9Ő˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙˜˙š˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙—˙Š˙˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser080Subtitle RTSNŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙š˙—˙Ŕ˙ß˙Ť˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ß˙˙™˙ß˙ž˙ß˙›˙š˙Œ˙˙š˙˙ž˙‹˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser081Subtitle RTSVŐ˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ţ˙ß˙Ś˙˙Š˙˙ß˙“˙ž˙œ˙”˙ß˙˙™˙ß˙˙˙š˙œ˙–˙Œ˙–˙˙‘˙ß˙ž˙“˙˙‘˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙š˙‘˙Œ˙Š˙˙š˙ß˙’˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL#DIALOGEVENT:Taunts_Laser082Subtitle RTS0Ő˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙“˙˙Œ˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ň˙Ň˙†˙˙Š˙Ř˙˙š˙ß˙ž˙ß˙˙Š˙’˙˙“˙–˙‘˙˜˙ß˙˙Š˙™˙™˙˙˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser083Subtitle RTSGŐ˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙˙š˙ß˙ˆ˙–˙‘˙‘˙–˙‘˙˜˙Ŕ˙ß˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙—˙˙ˆ˙ß˙–˙‹˙ß˙˙“˙ž˙†˙š˙›˙ß˙˙Š˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙–˙’˙Š˙“˙ž˙‹˙–˙˙‘˙ LBL#DIALOGEVENT:Taunts_Laser084Subtitle RTSIŐ˙ś˙Ř˙‰˙š˙ß˙œ˙ž˙“˙œ˙Š˙“˙ž˙‹˙š˙›˙ß˙š˙‰˙š˙˙†˙ß˙‰˙ž˙˙–˙ž˙˙“˙š˙Ó˙ß˙†˙š˙‹˙ß˙†˙˙Š˙Ř˙˙š˙ß˙ˆ˙–˙‘˙‘˙–˙‘˙˜˙z˙—˙˙ˆ˙ß˙–˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser085Subtitle RTSBŐ˙ą˙˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙‹˙˙–˙œ˙”˙š˙˙†˙ß˙›˙–˙›˙ß˙†˙˙Š˙ß˙Š˙Œ˙š˙ß˙‹˙˙ß˙˙š˙ž˙‹˙ß˙’˙š˙Ŕ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Laser086Subtitle RTS;Ő˙˛˙†˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙ž˙ß˙˙˙š˙˙ž˙˙ž˙‹˙–˙˙‘˙ß˙–˙Œ˙ß˙“˙š˙ž˙›˙–˙‘˙˜˙ß˙’˙š˙ß˙‹˙˙ß˙ž˙ß˙œ˙“˙š˙ž˙˙ß˙‰˙–˙œ˙‹˙˙˙†˙ LBL#DIALOGEVENT:Taunts_Laser087Subtitle RTS2Ő˙Ż˙˙š˙œ˙–˙Œ˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙˙˙Š˙‹˙š˙ß˙™˙˙˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser088Subtitle RTS/Ő˙Ť˙—˙–˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‘˙–˙˜˙—˙‹˙’˙ž˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser089Subtitle RTSCŐ˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙š˙œ˙–˙›˙š˙›˙ß˙—˙˙ˆ˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser090Subtitle RTSOŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˝˙Š˙‹˙ß˙‹˙—˙š˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙“˙“˙†˙ß˙–˙‘˙ß˙Ž˙Š˙š˙Œ˙‹˙–˙˙‘˙Ó˙ß˙ˆ˙ž˙Œ˙ß˙–˙‹˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Laser091Subtitle RTS%Ő˙ł˙ž˙Œ˙š˙˙Œ˙ß˙œ˙—˙ž˙˙˜˙š˙›˙Ň˙Ň˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:Taunts_Laser092Subtitle RTS8Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙–˙‘˙ß˙’˙†˙ß˙œ˙“˙ž˙Œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‹˙˙†˙ß˙ž˙‘˙ß˙š˙ž˙Œ˙–˙š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ LBL#DIALOGEVENT:Taunts_Laser093Subtitle RTS4Ő˙ś˙ß˙œ˙ž˙“˙œ˙Š˙“˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Laser094Subtitle RTSŐ˙ł˙ž˙Œ˙š˙˙Œ˙ß˙’˙ž˙”˙š˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser095Subtitle RTSVŐ˙Ś˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙œ˙ž˙‘˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙‰˙–˙Œ˙š˙ß˙ž˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ LBL#DIALOGEVENT:Taunts_Laser096Subtitle RTS;Ő˙Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙š˙Œ˙ß˙˙š˙œ˙ž˙’˙š˙ß˙˙˙‰˙–˙˙Š˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙ś˙ß˙Œ˙œ˙ž˙‘˙‘˙š˙›˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ LBL#DIALOGEVENT:Taunts_Laser097Subtitle RTS7Ő˙Ť˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙˜˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙ś˙Ř˙‰˙š˙ß˙›˙˙ž˙ˆ˙‘˙ß˙‹˙—˙š˙ß˙“˙–˙‘˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙ž˙‘˙›˙ LBL#DIALOGEVENT:Taunts_Laser098Subtitle RTS5Ő˙ą˙˙ˆ˙ß˙ś˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙˙Œ˙Œ˙ß˙–˙‹˙Ń˙ß˙ź˙˙’˙š˙ß˙ž˙‘˙›˙ß˙˜˙š˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke001Subtitle RTS"Ő˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙ß˙–˙‹˙Ř˙Œ˙ß˙ž˙ß˙›˙˙†˙ß˙—˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke002Subtitle RTS&Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˜˙“˙˙ˆ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙‘˙ LBL"DIALOGEVENT:Taunts_Nuke003Subtitle RTS*Ő˙ˇ˙˙ˆ˙ß˙›˙˙ß˙†˙˙Š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke004Subtitle RTS(Ő˙Ś˙˙Š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙˙˙ˆ˙š˙˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke005Subtitle RTSŐ˙˛˙š˙“˙‹˙Ţ˙ß˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙’˙Š˙Œ˙‹˙ß˙’˙š˙“˙‹˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke006Subtitle RTS:Ő˙ß˙Ť˙—˙š˙ß˙˜˙“˙˙ˆ˙Ţ˙ß˙Ť˙—˙š˙ß˙ˆ˙˙‘˙›˙š˙˙™˙Š˙“˙ß˙˜˙“˙˙ˆ˙Ţ˙ß˙ź˙ž˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke007Subtitle RTS2Ő˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙–˙‘˙‹˙š˙˙ß˙‹˙—˙–˙Œ˙ß˙†˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke008Subtitle RTSŐ˙Ť˙—˙š˙ß˙š˙‘˙›˙ß˙–˙Œ˙ß˙‘˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke009Subtitle RTS>Ő˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ LBL"DIALOGEVENT:Taunts_Nuke010Subtitle RTS4Ő˙ť˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ß˙ž˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙–˙˙ß˙ˆ˙ž˙†˙ LBL"DIALOGEVENT:Taunts_Nuke011Subtitle RTS7Ő˙Ź˙˙˙˙†˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙›˙š˙“˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke012Subtitle RTS%Ő˙ś˙Œ˙ß˙‹˙—˙š˙ß˙—˙š˙ž˙‹˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke013Subtitle RTSŐ˙ˇ˙ž˙‰˙–˙‘˙˜˙ß˙ž˙ß˙’˙š˙“˙‹˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke014Subtitle RTS)Ő˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke015Subtitle RTS(Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙›˙–˙›˙ß˙ś˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙œ˙˙›˙š˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke016Subtitle RTS!Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙’˙˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke017Subtitle RTS(Ő˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙—˙ž˙“˙™˙Ň˙“˙–˙™˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke018Subtitle RTSSŐ˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙˙ß˙˙ž˙›˙ž˙˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ś˙Ř˙›˙ß˙—˙ž˙‹˙š˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙‹˙˙ß˙’˙–˙Œ˙Œ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙‘˙š˙‡˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke019Subtitle RTSIŐ˙ś˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙˙ß˙ˆ˙š˙ž˙”˙‘˙š˙Œ˙Œ˙š˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Š˙‘˙Œ˙‹˙˙˙˙ž˙˙“˙š˙ LBL"DIALOGEVENT:Taunts_Nuke020Subtitle RTS3Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙”˙‘˙˙ˆ˙ß˙‹˙—˙š˙ß˙˜˙“˙˙˙†˙ß˙˙™˙ß˙’˙†˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ž˙˙Œ˙š˙‘˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke021Subtitle RTS1Ő˙ś˙Ř˙›˙ß˙Œ˙‹˙˙œ˙”˙ß˙Š˙˙ß˙˙‘˙ß˙Œ˙Š˙‘˙Ň˙˙“˙˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke022SubtitleWRTSŐ˙Ne LBL"DIALOGEVENT:Taunts_Nuke023Subtitle RTSJŐ˙ş˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ß˙Œ˙˙’˙š˙˙‘˙š˙ß˙’˙Š˙Œ˙‹˙ß˙ˆ˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙’˙Œ˙ß˙˙ž˙œ˙š˙Ó˙ß˙˙˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙š˙ß˙˙˙–˙‘˙‹˙ß˙˙™˙ß˙˙ž˙œ˙–˙‘˙˜˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke024Subtitle RTS"Ő˙Ť˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙‹˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙“˙š˙ž˙›˙ß˙Š˙‘˙›˙š˙˙ˆ˙š˙ž˙˙ LBL"DIALOGEVENT:Taunts_Nuke025Subtitle RTS4Ő˙­˙š˙’˙š˙’˙˙š˙˙Ĺ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙“˙˙˙”˙ß˙›˙–˙˙š˙œ˙‹˙“˙†˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke026Subtitle RTS:Ő˙ś˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙‘˙“˙†˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙›˙–˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke027Subtitle RTS1Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙ž˙ß˙˜˙“˙˙ˆ˙ß˙œ˙˙ž˙‹˙š˙˙Ń˙ß˙¨˙˙‘˙›˙š˙˙™˙Š˙“˙ LBL"DIALOGEVENT:Taunts_Nuke028Subtitle RTS4Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙œ˙˙ž˙œ˙”˙ß˙“˙–˙”˙š˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙ß˙š˙˜˙˜˙Œ˙—˙š˙“˙“˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke029Subtitle RTS;Ő˙°˙—˙Ó˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙‘˙Ř˙‹˙ß˙–˙‘˙ß˙‹˙—˙ž˙‹˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ó˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke030Subtitle RTSIŐ˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙’˙†˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙™˙š˙ž˙˙ LBL"DIALOGEVENT:Taunts_Nuke031Subtitle RTS?Ő˙˛˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙˙‘˙š˙Ŕ˙Ţ˙ß˙˛˙†˙ß˙˙˙š˙œ˙–˙˙Š˙Œ˙ß˙‹˙ž˙‘˙”˙Œ˙z˙˜˙˙‘˙š˙Ń˙Ń˙Ń˙ LBL"DIALOGEVENT:Taunts_Nuke032Subtitle RTS.Ő˙ł˙š˙ž˙‰˙š˙ß˙’˙š˙ß˙ž˙“˙˙‘˙š˙Ţ˙ß˙¨˙—˙ž˙‹˙ß˙—˙ž˙‰˙š˙ß˙ś˙ß˙š˙‰˙š˙˙ß˙›˙˙‘˙š˙ß˙‹˙˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke033Subtitle RTS8Ő˙˛˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ą˙˙Ţ˙Ţ˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙“˙˙Œ˙š˙ß˙œ˙˙’˙’˙ž˙‘˙›˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke034Subtitle RTSSŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙Ţ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˜˙–˙‰˙š˙ß˙’˙š˙ß˙ž˙ß˙’˙˙’˙š˙‘˙‹˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke035Subtitle RTSMŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙™˙™˙š˙˙š˙›˙ß˙˜˙˙š˙ž˙‹˙ß˙“˙˙Œ˙š˙Œ˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙—˙ž˙‘˙›˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙˙‰˙š˙˙ß˙†˙š˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke036Subtitle RTSFŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙ß˙Œ˙‹˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Nuke037Subtitle RTS/Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ß˙ś˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙ž˙Œ˙”˙ß˙‹˙ˆ˙–˙œ˙š˙ LBL"DIALOGEVENT:Taunts_Nuke038Subtitle RTSYŐ˙ˇ˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙˙‘˙ß˙Œ˙‹˙ž˙†˙ß˙–˙‘˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ź˙—˙˙Š˙“˙›˙ß˙ś˙ß˙˙˙š˙˙ž˙˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙ß˙™˙˙˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke039Subtitle RTSAŐ˙ł˙š˙ž˙‰˙š˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙›˙š˙‹˙˙‘˙ž˙‹˙š˙ß˙’˙†˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke040Subtitle RTS?Ő˙ť˙˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙’˙†˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙’˙ž˙”˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙ž˙‹˙ß˙—˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Nuke041Subtitle RTSDŐ˙ź˙˙’˙–˙‘˙˜˙ß˙‹˙˙ß˙–˙‘˙Œ˙˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙“˙˙˙”˙Ó˙ß˙˙Š˙‹˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙˙Š˙œ˙—˙ LBL"DIALOGEVENT:Taunts_Nuke042Subtitle RTS;Ő˙ś˙Ř˙›˙ß˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙Œ˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙›˙š˙˙˙‹˙Œ˙ß˙‹˙š˙‘˙›˙ß˙‹˙˙ß˙“˙š˙ž˙”˙ LBL"DIALOGEVENT:Taunts_Nuke043Subtitle RTS$Ő˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke044Subtitle RTSQŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ň˙Ň˙ś˙Ř˙“˙“˙ß˙˙‘˙“˙†˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke045Subtitle RTS!Ő˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙“˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke046Subtitle RTSJŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙—˙˙Š˙“˙›˙ß˙ś˙ß˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙š˙‘˙š˙˙˜˙†˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke047Subtitle RTS@Ő˙°˙Š˙‹˙ß˙˙™˙ß˙™˙Š˙‘˙›˙Œ˙ß˙ž˙“˙˙š˙ž˙›˙†˙Ŕ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙ž˙˙ß˙–˙Œ˙ß˙š˙‡˙˙š˙‘˙Œ˙–˙‰˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke048Subtitle RTSBŐ˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙š˙‰˙š˙‘˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙’˙š˙“˙‹˙z˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙ LBL"DIALOGEVENT:Taunts_Nuke049Subtitle RTS&Ő˙´˙š˙š˙˙ß˙‹˙—˙˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙“˙˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke050Subtitle RTSBŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙Œ˙Š˙–˙‹˙Œ˙ß˙˙‘˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke051Subtitle RTSQŐ˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙‘˙Š˙”˙š˙Œ˙ß˙›˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke052Subtitle RTSQŐ˙ˇ˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙‘˙Š˙”˙š˙Œ˙ß˙›˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙ž˙‹˙ß˙‘˙š˙ˆ˙ß˙ˆ˙š˙ž˙˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke053Subtitle RTS^Ő˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ŕ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙š˙ž˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙›˙˙‘˙š˙ß˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Nuke054Subtitle RTS+Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙’˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke055Subtitle RTS5Ő˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙Ţ˙ß˙°˙˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙š˙ß˙˙˙’˙˙–˙‘˙˜˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke056Subtitle RTSLŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙’˙˙˙š˙ß˙˙˙’˙˙Œ˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke057Subtitle RTS/Ő˙˛˙–˙˜˙—˙‹˙ß˙’˙ž˙”˙š˙Œ˙ß˙˙–˙˜˙—˙‹˙Ń˙ß˙¨˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙˙š˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke058Subtitle RTS\Ő˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙™˙˙˙ß˙’˙†˙ß˙™˙–˙‘˙ž˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ń˙ß˙ˇ˙˙“˙›˙ß˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙z˙ˆ˙ž˙–˙‹˙Ó˙ß˙‘˙˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke059Subtitle RTS,Ő˙ą˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ž˙˙Œ˙š˙‘˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke060Subtitle RTS2Ő˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˜˙“˙˙ˆ˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙Š˙‘˙ LBL"DIALOGEVENT:Taunts_Nuke061Subtitle RTS/Ő˙Ź˙˙˙‘˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙˙š˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙ž˙Œ˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Nuke062Subtitle RTS4Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙’˙˙’˙š˙‘˙‹˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙Š˙Œ˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke063Subtitle RTSRŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙Š˙œ˙”˙†˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙‘˙‹˙ž˙œ˙‹˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙ž˙˙š˙ LBL"DIALOGEVENT:Taunts_Nuke064Subtitle RTS6Ő˙¨˙š˙“˙œ˙˙’˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙ž˙˙‹˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙š˙‡˙œ˙Š˙Œ˙š˙ß˙‹˙—˙š˙ß˙’˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke065Subtitle RTSDŐ˙ą˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙Š˙‘˙›˙š˙˙Œ˙‹˙ž˙‘˙›˙ß˙ˆ˙—˙†˙ß˙ś˙ß˙ž˙’˙ß˙”˙‘˙˙ˆ˙‘˙ß˙ž˙Œ˙ß˙˛˙ž˙˙ß˙‹˙—˙š˙ß˙ą˙Š˙”˙š˙ LBL"DIALOGEVENT:Taunts_Nuke066Subtitle RTS=Ő˙¨˙š˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙˙Š˙˙ß˙˜˙–˙™˙‹˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke067Subtitle RTS1Ő˙˛˙˙˙š˙ß˙˜˙–˙™˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙°˙Š˙˙ß˙˜˙š˙‘˙š˙˙˙Œ˙–˙‹˙†˙ß˙–˙Œ˙ß˙“˙–˙’˙–˙‹˙“˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:Taunts_Nuke068Subtitle RTS<Ő˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˙š˙˜˙–˙‘˙Œ˙ß˙–˙‘˙ß˙š˙ž˙˙‘˙š˙Œ˙‹˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke069Subtitle RTS/Ő˙ź˙˙“˙›˙ß˙™˙Š˙Œ˙–˙˙‘˙ß˙–˙Œ˙ß˙‘˙˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke070Subtitle RTS.Ő˙ś˙‹˙ß˙˙ž˙–˙‘˙Œ˙ß˙’˙š˙ß˙‹˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙˙ß˙˙š˙ž˙œ˙‹˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke071Subtitle RTS>Ő˙Ś˙˙Š˙ß˙œ˙ž˙“˙“˙ß˙‹˙—˙ž˙‹˙ß˙ž˙ß˙Ý˙Œ˙Š˙˙š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Ý˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ś˙‹˙ß˙˙˙š˙ž˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙‹˙˙†˙ LBL"DIALOGEVENT:Taunts_Nuke072Subtitle RTS>Ő˙ą˙˙Ţ˙ß˙˛˙†˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙Ţ˙ß˙˛˙†˙ß˙˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙ˆ˙ž˙˙—˙š˙ž˙›˙Œ˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke073Subtitle RTS0Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙˙”˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙‘˙Š˙”˙š˙Œ˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Nuke074Subtitle RTS0Ő˙ˇ˙š˙†˙Ó˙ß˙›˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙‹˙—˙ž˙‹˙ß˙‘˙Š˙”˙š˙ß˙Œ˙–˙“˙˙ß˙œ˙˙Œ˙‹˙Œ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke075Subtitle RTS8Ő˙°˙”˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙š˙‘˙˙Š˙˜˙—˙Ň˙Ň˙ś˙Ř˙’˙ß˙˙Š˙‘˙‘˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‘˙Š˙”˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke076Subtitle RTS5Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙“˙˙ˆ˙Ň˙Š˙˙ß˙’˙†˙ß˙‘˙Š˙”˙š˙Œ˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke077Subtitle RTS6Ő˙ą˙˙Ţ˙ß˙Ť˙—˙ž˙‹˙ß˙ˆ˙ž˙Œ˙ß˙’˙†˙ß˙“˙ž˙Œ˙‹˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙Œ˙–˙“˙˙Ţ˙ß˙¨˙—˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ń˙ˆ˙—˙†˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke078Subtitle RTSMŐ˙×˙š˙‘˙š˙’˙†˙ß˙“˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙Œ˙–˙“˙˙Ö˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙ž˙“˙“˙ß˙˙™˙ß˙’˙†˙ß˙Œ˙–˙“˙˙Œ˙z˙ˆ˙—˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙—˙†˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke079Subtitle RTSZŐ˙×˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙˙Œ˙ß˙˙“˙ž˙†˙š˙˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ö˙ß˙ś˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙š˙“˙“˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Nuke080Subtitle RTSpŐ˙×˙š˙‘˙š˙’˙†˙ß˙œ˙ž˙˙Œ˙ß˙˙“˙ž˙†˙š˙˙ß˙ˆ˙ž˙˙ß˙™˙ž˙œ˙‹˙˙˙†˙Ö˙ß˙˛˙†˙ß˙’˙š˙‘˙ß˙—˙ž˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙Ś˙˙Š˙ß˙˙š˙ž˙“˙“˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˜˙Š˙ž˙˙›˙š˙›˙ß˙–˙‹˙ß˙˙š˙‹˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Nuke081Subtitle RTSHŐ˙×˙˙“˙ž˙†˙š˙˙ß˙˙ž˙Œ˙š˙Ö˙ß˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙š˙ž˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Nuke082Subtitle RTSVŐ˙×˙œ˙˙’˙˙ž˙‹˙ß˙…˙˙‘˙š˙Ö˙ß˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Nuke083Subtitle RTS]Ő˙×˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙ß˙ž˙˙š˙ž˙Ö˙ß˙ž˙—˙Ó˙ß˙ˆ˙š˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙Œ˙˙’˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙Ź˙˙˙‘˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙‘˙‹˙˙˙“˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke084Subtitle RTSZŐ˙×˙Œ˙š˙œ˙˙‘˙›˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙ß˙ž˙˙š˙ž˙Ö˙ß˙˛˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙™˙˙˙ß˙Š˙Œ˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙™˙Š˙‘˙›˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke085Subtitle RTS8Ő˙×˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙ß˙ž˙˙š˙ž˙Ö˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙Ň˙Ň˙œ˙ž˙˙‹˙Š˙˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke086Subtitle RTSeŐ˙ś˙‹˙ß˙ž˙˙˙š˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙Š˙Œ˙š˙›˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙Ń˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙˙‹˙—˙š˙˙ß˙ž˙˙˙ž˙‘˙˜˙š˙’˙š˙‘˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke087Subtitle RTSiŐ˙×˙š˙‘˙š˙’˙†˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ö˙ß˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙ś˙Ř˙’˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙ß˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙ś˙ß˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ŕ˙ß˙Ź˙˙’˙š˙˙‘˙š˙ß˙˜˙š˙‹˙ß˙’˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙Ţ˙ß˙ą˙˙ˆ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke088Subtitle RTSEŐ˙×˙ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙Ö˙ß˙Ť˙—˙ž˙‹˙ß˙ž˙’˙˙Š˙“˙ž˙‘˙œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBL"DIALOGEVENT:Taunts_Nuke089Subtitle RTSWŐ˙×˙Œ˙‹˙˙ž˙‹˙ß˙œ˙š˙‘˙‹˙š˙˙Ö˙ß˙ž˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙Ŕ˙ß˙¨˙—˙ž˙‹˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙›˙š˙‰˙–˙Œ˙š˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙’˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke090Subtitle RTS\Ő˙×˙˙“˙ž˙œ˙”˙ß˙’˙ž˙˙”˙š˙‹˙Ö˙ß˙Ť˙—˙š˙ß˙˝˙“˙ž˙œ˙”˙ß˙˛˙ž˙˙”˙š˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙š˙“˙“˙ß˙†˙˙Š˙ß˙ž˙‘˙†˙‹˙—˙–˙‘˙˜˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke091Subtitle RTS[Ő˙×˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙œ˙š˙‘˙‹˙š˙˙Ö˙ß˙Ś˙˙Š˙˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙‹˙Š˙˙‘˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Nuke092Subtitle RTS&Ő˙°˙—˙Ó˙ß˙“˙˙˙”˙Ň˙Ň˙ś˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙‘˙Š˙”˙š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Nuke093Subtitle RTSŐ˙¨˙˙ˆ˙Ó˙ß˙‹˙ˆ˙˙ß˙‘˙Š˙”˙š˙Œ˙Ţ˙ß˙ś˙ß˙ž˙’˙ß˙˙“˙š˙ž˙Œ˙š˙›˙ LBL"DIALOGEVENT:Taunts_Nuke094Subtitle RTS+Ő˙Ť˙—˙˙š˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ŕ˙Ţ˙Ŕ˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙˙š˙š˙ß˙‹˙–˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙™˙Š˙‘˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke095Subtitle RTSŐ˙š˙˙Š˙˙ß˙‘˙Š˙”˙š˙Œ˙Ŕ˙ß˙ś˙‘˙œ˙˙š˙›˙–˙˙“˙š˙Ţ˙ LBL"DIALOGEVENT:Taunts_Nuke096Subtitle RTSFŐ˙š˙–˙‰˙š˙ß˙‘˙Š˙”˙š˙Œ˙Ŕ˙ß˙˛˙ž˙†˙˙š˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙ß˙ž˙ß˙œ˙“˙š˙ž˙‘˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙Œ˙—˙˙˙‹˙Œ˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Nuke097Subtitle RTSXŐ˙×˙˙“˙ž˙†˙š˙˙ß˙Œ˙š˙“˙“˙Œ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ö˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙Œ˙š˙“˙“˙ß˙˙™˙™˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ś˙Ř˙“˙“˙ß˙ˆ˙–˙‘˙ß˙˙†˙ß˙›˙š˙™˙ž˙Š˙“˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth001Subtitle RTSŐ˙ł˙˙˙”˙ß˙ž˙‹˙ß˙ˆ˙—˙ž˙‹˙ß˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ LBL%DIALOGEVENT:Taunts_Stealth002Subtitle RTS=Ő˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙‹˙˙†˙ß˙‹˙˙ß˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth003Subtitle RTS"Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙”˙–˙“˙“˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙Œ˙š˙š˙ LBL%DIALOGEVENT:Taunts_Stealth004Subtitle RTS%Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth005Subtitle RTSŐ˙Ź˙“˙š˙š˙˙–˙‘˙˜˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙•˙˙˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth006Subtitle RTS@Ő˙—˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‘˙š˙ˆ˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙Ť˙—˙š˙†˙Ř˙“˙“˙ß˙˙˙˙‰˙š˙ß˙Š˙Œ˙š˙™˙Š˙“˙ß˙–˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth007Subtitle RTSŐ˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙–˙Œ˙Ţ˙ß˙°˙—˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth008Subtitle RTS$Ő˙ť˙–˙›˙ß˙†˙˙Š˙ß˙˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙‹˙—˙š˙˙’˙ž˙“˙ß˙˜˙˙˜˙˜˙“˙š˙Œ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth009Subtitle RTS(Ő˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ž˙œ˙Ž˙Š˙–˙˙š˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth010Subtitle RTS,Ő˙ś˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙š˙‰˙š˙˙ß˙’˙š˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙˙˙›˙ß˙˙†˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_Stealth011Subtitle RTS>Ő˙ź˙“˙˙Œ˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙š˙†˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙˙ž˙–˙‘˙ß˙˙™˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙†˙ß˙š˙ž˙Œ˙–˙š˙˙ LBL%DIALOGEVENT:Taunts_Stealth012Subtitle RTSBŐ˙˛˙†˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙ž˙Œ˙Œ˙ž˙Œ˙Œ˙–˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙Œ˙—˙˙˙‹˙ß˙ˆ˙˙˙”˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth013Subtitle RTS3Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙‘˙ž˙”˙š˙Ň˙Ň˙Ž˙Š˙–˙œ˙”˙ß˙ž˙‘˙›˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ LBL%DIALOGEVENT:Taunts_Stealth014Subtitle RTS0Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙–˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth015Subtitle RTS%Ő˙ˇ˙ž˙‘˙›˙Œ˙˙’˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙ˆ˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth016Subtitle RTS3Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙Œ˙š˙š˙ß˙’˙š˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙˙˙ß˙“˙ž˙‹˙š˙ß˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth017Subtitle RTS\Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙–˙‘˙‹˙˙˙›˙Š˙œ˙š˙ß˙’˙š˙ß˙‹˙˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ń˙ß˙ś˙Ř˙’˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙ß˙ž˙›˙’˙–˙˙š˙˙ß˙˙™˙ß˙—˙š˙˙z˙Š˙—˙Ó˙ß˙ˆ˙˙˙”˙ LBL%DIALOGEVENT:Taunts_Stealth018Subtitle RTS-Ő˙¨˙—˙š˙‘˙ß˙–˙‹˙ß˙–˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙™˙š˙ž˙˙ß˙’˙š˙ß˙‹˙—˙š˙ß˙’˙˙Œ˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth019Subtitle RTSDŐ˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙ž˙‘˙ß˙ˆ˙š˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙–˙‹˙ß˙‹˙˙›˙ž˙†˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth020Subtitle RTSRŐ˙ť˙˙‘˙Ř˙‹˙ß˙“˙š˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙š˙‘˙Œ˙š˙Œ˙ß˙˜˙˙˙ˆ˙ß˙›˙Š˙“˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙‘˙†˙ß˙’˙˙’˙š˙‘˙‹˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_Stealth021Subtitle RTSŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth022Subtitle RTS0Ő˙ś˙ß˙ˆ˙–˙“˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙ß˙“˙š˙ž˙Œ˙‹˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth023Subtitle RTSPŐ˙˛˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ń˙Ń˙—˙–˙›˙›˙š˙‘˙ß˙™˙˙˙’˙ß˙‰˙–˙š˙ˆ˙z˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙Œ˙‹˙˙–˙”˙š˙ LBL%DIALOGEVENT:Taunts_Stealth024Subtitle RTS"Ő˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙–˙Œ˙ß˙’˙†˙ß˙ž˙“˙“˙†˙z˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙†˙ LBL%DIALOGEVENT:Taunts_Stealth025Subtitle RTSCŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙Œ˙—˙ž˙“˙“˙ß˙†˙˙Š˙ß˙“˙˙Œ˙š˙ß˙‘˙š˙‡˙‹˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth026Subtitle RTS`Ő˙Ś˙˙Š˙ß˙œ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙ß˙™˙˙˙’˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙‰˙ž˙“˙Š˙š˙ß˙–˙™˙ß˙‘˙˙‹˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth027Subtitle RTSUŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙ß˙ˆ˙ž˙Œ˙ß˙œ˙—˙–˙“˙›˙Ř˙Œ˙Ň˙˙“˙ž˙†˙Ń˙ß˙Ś˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙ß˙™˙ž˙˙ß˙˙š˙—˙–˙‘˙›˙ LBL%DIALOGEVENT:Taunts_Stealth028Subtitle RTSQŐ˙Ś˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth029Subtitle RTScŐ˙Ť˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙—˙˙“˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙˙ß˙œ˙ž˙‘˙ß˙Œ˙ž˙†˙ß˙—˙˙ˆ˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙ž˙˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_Stealth030Subtitle RTSDŐ˙Ś˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙Œ˙ß˙˜˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙–˙Œ˙ß˙ž˙“˙“˙ß˙˙Š˙‹˙ß˙ž˙Œ˙Œ˙Š˙˙š˙›˙ LBL%DIALOGEVENT:Taunts_Stealth031Subtitle RTSNŐ˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙Œ˙—˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙“˙š˙ž˙‰˙š˙ß˙’˙š˙ß˙‘˙˙ß˙œ˙—˙˙–˙œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth032Subtitle RTSQŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙—˙˙˙š˙ß˙˙™˙ß˙˙š˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth033Subtitle RTSRŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙ž˙‘˙›˙ß˙‹˙—˙˙Œ˙š˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙›˙ LBL%DIALOGEVENT:Taunts_Stealth034Subtitle RTSIŐ˙˛˙†˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙˙“˙š˙ž˙Œ˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙—˙–˙Œ˙ß˙›˙š˙˙˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth035Subtitle RTSkŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙’˙†˙ß˙’˙š˙‘˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙Š˙‹˙Ň˙™˙“˙ž˙‘˙”˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth036Subtitle RTSiŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‰˙š˙‘˙ß˙˙‘˙š˙ß˙™˙ž˙œ˙‹˙˙˙†˙ß˙“˙š˙™˙‹˙ß˙ś˙ß˙ž˙’˙ß˙ž˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth037Subtitle RTS`Ő˙ą˙–˙œ˙š˙“˙†˙ß˙˙“˙ž˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙›˙–˙˙‹˙†˙ LBL%DIALOGEVENT:Taunts_Stealth038Subtitle RTS_Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙›˙š˙˙‹˙ß˙ž˙‹˙ß˙›˙–˙Œ˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ LBL%DIALOGEVENT:Taunts_Stealth039Subtitle RTSkŐ˙Ś˙˙Š˙˙ß˙˙˙Š˙‹˙–˙Œ˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙˙š˙ß˙œ˙˙Œ˙‹˙–˙‘˙˜˙ß˙’˙š˙ß˙’˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙’˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙‘˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ś˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙‘˙š˙ LBL%DIALOGEVENT:Taunts_Stealth040Subtitle RTSIŐ˙ą˙˙ˆ˙ß˙‹˙—˙ž˙‹˙ß˙ś˙Ř˙‰˙š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙Ó˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˜˙˙˙ˆ˙ß˙š˙‰˙š˙‘˙ß˙™˙ž˙Œ˙‹˙š˙˙ LBL%DIALOGEVENT:Taunts_Stealth041Subtitle RTSHŐ˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙Œ˙ß˙ž˙˙š˙ß˙Œ˙˙ß˙˙˙Š˙‹˙–˙Œ˙—˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙–˙‹˙Ó˙ß˙œ˙ž˙‘˙ß˙ś˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth042Subtitle RTS'Ő˙Ť˙—˙–˙Œ˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙–˙Œ˙ß˙‘˙˙ˆ˙ß˙’˙–˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth043Subtitle RTS5Ő˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙œ˙˙’˙–˙‘˙˜˙ß˙›˙ž˙‘˙˜˙š˙˙˙Š˙Œ˙“˙†˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth044Subtitle RTSLŐ˙ś˙ß˙Œ˙š˙š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙’˙š˙ž˙‘˙ß˙‹˙˙ß˙–˙‘˙‰˙ž˙›˙š˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth045Subtitle RTSEŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙š˙Œ˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙‹˙–˙š˙‘˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙­˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL%DIALOGEVENT:Taunts_Stealth046Subtitle RTSLŐ˙ś˙™˙ß˙†˙˙Š˙ß˙›˙˙ß˙‘˙˙‹˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙˙š˙˙’˙ž˙‘˙š˙‘˙‹˙“˙†˙ LBL%DIALOGEVENT:Taunts_Stealth047Subtitle RTSKŐ˙Ź˙˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙“˙ž˙‘˙”˙Ń˙ß˙¨˙š˙Ř˙“˙“˙ß˙˙Š˙‹˙ß˙ž˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth048Subtitle RTSBŐ˙ž˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ŕ˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙˙š˙ž˙“˙–˙…˙š˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙Œ˙˙ß˙›˙š˙‰˙–˙˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth049Subtitle RTS<Ő˙ž˙ß˙™˙˙˙‘˙‹˙ž˙“˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ŕ˙ß˙Ť˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙˙˙‰˙š˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth050Subtitle RTS2Ő˙Ť˙—˙˙Œ˙š˙ß˙ž˙˙š˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙˜˙˙ß˙™˙–˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ LBL%DIALOGEVENT:Taunts_Stealth051Subtitle RTS<Ő˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙Œ˙–˙Œ˙‹˙ß˙˙‘˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth052Subtitle RTS4Ő˙Ť˙—˙ž˙‹˙ß˙˙˙Š˙‹˙š˙ß˙–˙Œ˙ß˙‘˙˙‹˙ß˙ž˙Œ˙ß˙Š˙‘˙˜˙Š˙ž˙˙›˙š˙›˙ß˙ž˙Œ˙ß˙–˙‹˙ß˙Œ˙š˙š˙’˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth053Subtitle RTSCŐ˙Ť˙—˙š˙ß˙˙‘˙“˙†˙ß˙‹˙—˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙›˙ß˙—˙š˙˙š˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙›˙š˙Œ˙‹˙˙Š˙œ˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth054Subtitle RTS2Ő˙¨˙—˙ž˙‹˙ß˙–˙Œ˙ß˙†˙˙Š˙˙ß˙™˙ž˙Œ˙œ˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth055Subtitle RTSSŐ˙¨˙š˙ß˙ž˙˙š˙ß˙‘˙š˙ž˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙’˙ž˙†˙ß˙˙š˙ß˙œ˙˙˙Œ˙Œ˙Ň˙—˙ž˙–˙˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙—˙š˙ž˙›˙ß˙˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙ LBL%DIALOGEVENT:Taunts_Stealth056Subtitle RTSOŐ˙Ś˙˙Š˙˙ß˙˙Š˙‹˙š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙š˙ž˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙—˙˙˙š˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙˙š˙‹˙‹˙š˙˙ß˙˙˙˙‹˙š˙œ˙‹˙š˙›˙ LBL%DIALOGEVENT:Taunts_Stealth057Subtitle RTS?Ő˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙˜˙‘˙˙˙š˙ß˙Š˙Œ˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙˙ˆ˙‘˙ß˙˙š˙˙–˙“˙ LBL%DIALOGEVENT:Taunts_Stealth058Subtitle RTS>Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙˙˙˙”˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙˙š˙˙š˙“˙ß˙Š˙Œ˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth059Subtitle RTS[Ő˙Ś˙˙Š˙ß˙˙š˙ž˙“˙“˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙›˙š˙™˙š˙‘˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙‰˙š˙˙†˙ß˙Œ˙—˙˙˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth060Subtitle RTSEŐ˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ś˙ß˙›˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth061Subtitle RTS/Ő˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙‹˙—˙š˙ß˙˙ž˙œ˙”˙Ň˙›˙˙˙˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth062Subtitle RTSCŐ˙ź˙ž˙‘˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙†˙ß˙™˙“˙ž˙‘˙”˙–˙‘˙˜˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙™˙–˙‘˙›˙ß˙˙Š˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth063Subtitle RTS6Ő˙°˙‘˙“˙†˙ß˙ž˙ß˙œ˙ž˙˙š˙“˙š˙Œ˙Œ˙ß˙˜˙š˙‘˙š˙˙ž˙“˙ß˙ˆ˙˙Š˙“˙›˙ß˙ž˙“˙“˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙™˙ž˙–˙“˙ LBL%DIALOGEVENT:Taunts_Stealth064Subtitle RTSpŐ˙Ś˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙›˙–˙›˙ß˙‘˙˙‹˙ß˙˙“˙ž˙‘˙ß˙†˙˙Š˙˙ß˙–˙‘˙™˙˙ž˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙˙˙˙˙š˙˙“˙†˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙—˙˙˙š˙ß˙–˙‹˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL%DIALOGEVENT:Taunts_Stealth065Subtitle RTSBŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙–˙‹˙—˙˙Š˙‹˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙›˙˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth066Subtitle RTSIŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙˙˙˙š˙›˙ß˙’˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙™˙ž˙‰˙˙˙ LBL%DIALOGEVENT:Taunts_Stealth067Subtitle RTSKŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙›˙š˙ž˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙ˆ˙ß˙‹˙—˙˙š˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth068Subtitle RTS[Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙˙“˙ž˙œ˙š˙ß˙–˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙†˙ß˙›˙˙ß˙†˙˙Š˙ß˙–˙‘˙Œ˙–˙Œ˙‹˙ß˙˙‘˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth069Subtitle RTSaŐ˙Ś˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙ž˙‹˙ß˙’˙š˙ß˙™˙˙˙’˙ß˙Œ˙˙ž˙œ˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ŕ˙ß˙ś˙ß˙ž˙’˙ß˙›˙–˙Œ˙ž˙˙˙˙–˙‘˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth070Subtitle RTS8Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙ž˙™˙˙ž˙–˙›˙ß˙˙™˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth071Subtitle RTSQŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ń˙ß˙¨˙š˙“˙“˙Ó˙ß˙ž˙ß˙™˙š˙ˆ˙ß˙’˙˙˙š˙ß˙Œ˙‘˙–˙˙š˙˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙œ˙ž˙˙š˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ LBL%DIALOGEVENT:Taunts_Stealth072Subtitle RTSDŐ˙˛˙˙˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙Ŕ˙ß˙¨˙—˙†˙ß˙Œ˙˙ß˙’˙ž˙‘˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙ž˙™˙˙ž˙–˙›˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙›˙˙ˆ˙‘˙ß˙ž˙‘˙›˙ß˙™˙ž˙œ˙š˙ß˙’˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth073Subtitle RTS^Ő˙ł˙š˙‹˙ß˙’˙š˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙Œ˙˙’˙š˙ß˙ž˙›˙‰˙–˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙ž˙‹˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙ß˙˙™˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth074Subtitle RTSdŐ˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙Œ˙˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙›˙š˙™˙š˙‘˙›˙ß˙ž˙“˙“˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙™˙˙˙’˙ß˙œ˙ž˙˙‹˙Š˙˙š˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth075Subtitle RTS>Ő˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙ž˙Š˙‘˙œ˙—˙š˙›˙Ţ˙ß˙Ś˙˙Š˙Ř˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth076Subtitle RTS7Ő˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ţ˙ß˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙˙“˙Š˙™˙™˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth077Subtitle RTSaŐ˙Ś˙š˙Œ˙Ó˙ß˙“˙˙˙”˙ß˙ž˙‹˙ß˙‹˙—˙š˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ń˙ß˙ş˙‘˙•˙˙†˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙’˙†˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙Œ˙ˆ˙–˙™˙‹˙ß˙ž˙‘˙›˙ß˙˙˙Š˙‹˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth078Subtitle RTSXŐ˙˝˙†˙ß˙ž˙“˙“˙ß˙’˙š˙ž˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙z˙’˙†˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙—˙–˙‹˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙ LBL%DIALOGEVENT:Taunts_Stealth079Subtitle RTSiŐ˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙’˙ž˙”˙š˙ß˙—˙–˙’˙ß˙‹˙—˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙˙‘˙“˙†˙ß˙“˙š˙ž˙›˙ß˙—˙–˙’˙ß˙‹˙˙ß˙ž˙‘˙ß˙š˙ž˙˙“˙†˙ß˙˜˙˙ž˙‰˙š˙ LBL%DIALOGEVENT:Taunts_Stealth080Subtitle RTS_Ő˙ž˙—˙z˙ß˙‹˙—˙š˙ß˙˙š˙ž˙Š˙‹˙–˙™˙Š˙“˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ž˙™˙‹˙š˙˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙—˙š˙Ř˙“˙“˙ß˙ž˙˜˙˙š˙š˙ß˙‹˙˙ß˙•˙˙–˙‘˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_Stealth081Subtitle RTSDŐ˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ŕ˙Ţ˙ß˙ž˙“˙“˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ß˙˙š˙ˆ˙ž˙˙š˙Ĺ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ LBL%DIALOGEVENT:Taunts_Stealth082Subtitle RTS^Ő˙¨˙–˙Œ˙š˙ß˙œ˙—˙˙–˙œ˙š˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙˙Š˙‹˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙“˙˙‘˙š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth083Subtitle RTS]Ő˙˛˙†˙ß˙Œ˙˙–˙š˙Œ˙ß˙‹˙š˙“˙“˙ß˙’˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙™˙–˙‘˙ž˙“˙“˙†˙ß˙˙Š˙–˙“˙‹˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙‘˙˙ˆ˙Ŕ˙ LBL%DIALOGEVENT:Taunts_Stealth084Subtitle RTSYŐ˙Ť˙˙ž˙–˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙ß˙’˙š˙‘˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙ß˙™˙˙˙’˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙Œ˙‘˙–˙˙š˙˙Œ˙ LBL%DIALOGEVENT:Taunts_Stealth085Subtitle RTSLŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙Œ˙˙“˙›˙Ň˙˙™˙™˙ß˙˙‘˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ź˙Š˙œ˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙“˙š˙ž˙›˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth086Subtitle RTS5Ő˙ˇ˙˙ˆ˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙Ŕ˙Ţ˙ß˙ś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙˙˙Œ˙Œ˙–˙˙“˙š˙Ţ˙ LBL%DIALOGEVENT:Taunts_Stealth087Subtitle RTSUŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙Š˙˙˙š˙˙Ň˙—˙ž˙‘˙›˙ß˙‘˙˙ˆ˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙›˙š˙Œ˙˙š˙˙ž˙‹˙š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙š˙‘˙›˙Š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth088Subtitle RTSOŐ˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙–˙Œ˙š˙ß˙Š˙˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙ž˙‘˙›˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth089Subtitle RTSgŐ˙ş˙‘˙•˙˙†˙ß˙†˙˙Š˙˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙ß˙™˙˙˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙†˙˙Š˙Ř˙“˙“˙ß˙’˙ž˙”˙š˙ß˙ž˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ß˙Œ˙˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL%DIALOGEVENT:Taunts_Stealth090Subtitle RTScŐ˙Ź˙˙ß˙–˙‹˙ß˙š˙‘˙›˙Œ˙z˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙Œ˙˙’˙š˙›˙ž˙†˙ß˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙’˙†˙ß˙˙š˙‰˙š˙‘˙˜˙š˙Ń˙ß˙¨˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth091Subtitle RTSJŐ˙Ś˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙š˙ž˙”˙š˙‘˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙“˙“˙ß˙˜˙˙ß˙š˙ž˙Œ˙†˙ß˙˙‘˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth092Subtitle RTSVŐ˙Ś˙˙Š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙ˆ˙š˙Ř˙“˙“˙ß˙Œ˙ˆ˙š˙š˙˙ß˙–˙‘˙ß˙ž˙‘˙›˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth093Subtitle RTS[Ő˙ś˙Ř˙’˙ß˙š˙‘˙•˙˙†˙–˙‘˙˜˙ß˙‹˙—˙–˙Œ˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙˜˙ž˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ž˙˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙˙š˙ß˙’˙š˙ LBL%DIALOGEVENT:Taunts_Stealth094Subtitle RTSVŐ˙ś˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙˙˙‰˙–˙›˙š˙ß˙’˙˙˙š˙ß˙˙™˙ß˙ž˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙ś˙ß˙˙‰˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙›˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth095Subtitle RTS4Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙‹˙˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙Ó˙ß˙“˙–˙”˙š˙ß˙ž˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙˙š˙™˙˙˙š˙ß˙†˙˙Š˙ LBL%DIALOGEVENT:Taunts_Stealth096Subtitle RTS1Ő˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙Œ˙‘˙ž˙”˙š˙Ň˙Ň˙Š˙‘˙Œ˙š˙š˙‘˙ß˙ž˙‘˙›˙ß˙›˙š˙ž˙›˙“˙†˙ LBL%DIALOGEVENT:Taunts_Stealth097Subtitle RTS Ő˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙ß˙’˙š˙Ň˙Ň˙‘˙˙ˆ˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙š˙ž˙›˙ LBL%DIALOGEVENT:Taunts_Stealth098Subtitle RTS Ő˙ś˙ß˙ž˙’˙ß˙´˙ž˙Œ˙Œ˙ž˙›˙ LBL%DIALOGEVENT:Taunts_Stealth099Subtitle RTS'Ő˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˜˙˙ß˙ˆ˙š˙“˙“˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth100Subtitle RTS|Ő˙˛˙†˙ß˙’˙š˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ž˙œ˙œ˙š˙˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙“˙š˙ž˙›˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙Œ˙–˙˜˙‘˙š˙›˙ß˙’˙†˙ß˙›˙š˙ž˙‹˙—˙ß˙ˆ˙ž˙˙˙ž˙‘˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙š˙˙–˙˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙z˙ LBL%DIALOGEVENT:Taunts_Stealth101Subtitle RTSEŐ˙ž˙œ˙œ˙š˙˙‹˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙‹˙š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙ž˙‘˙›˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL%DIALOGEVENT:Taunts_Stealth102Subtitle RTS(Ő˙ž˙‘˙›˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ˆ˙—˙˙ß˙Œ˙‹˙˙˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙ß˙™˙ž˙“˙“˙Œ˙z˙ LBL%DIALOGEVENT:Taunts_Stealth103Subtitle RTS:Ő˙ž˙‘˙›˙ß˙Œ˙˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‘˙˙ß˙ˆ˙ž˙˙‘˙–˙‘˙˜˙Ó˙ß˙‘˙˙ß˙’˙š˙˙œ˙†˙z˙ LBL%DIALOGEVENT:Taunts_Stealth104Subtitle RTS]Ő˙Ś˙˙Š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙™˙“˙š˙š˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙“˙–˙™˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ă˙š˙‰˙–˙“˙ß˙“˙ž˙Š˙˜˙—˙‹˙š˙˙ß˙‹˙˙ž˙–˙“˙–˙‘˙˜˙ß˙˙™˙™˙ß˙‹˙˙ß˙Œ˙–˙“˙š˙‘˙œ˙š˙Á˙ LBL"DIALOGEVENT:Taunts_Tank001Subtitle RTSAŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙‘˙Ř˙‹˙ß˙˙Š˙‘˙ß˙–˙‘˙ß˙™˙š˙ž˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙ˆ˙–˙Œ˙—˙ß˙†˙˙Š˙ß˙—˙ž˙›˙ LBL"DIALOGEVENT:Taunts_Tank002Subtitle RTS$Ő˙˛˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙›˙˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank003Subtitle RTS3Ő˙Ť˙—˙š˙ß˙–˙˙˙‘˙ß˙›˙˙ž˙˜˙˙‘˙ß˙’˙ž˙˙œ˙—˙š˙Œ˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙†˙˙Š˙˙ß˙˙Š˙‘˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank004Subtitle RTS"Ő˙ś˙ß˙™˙š˙ž˙˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙š˙‘˙›˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank005Subtitle RTSDŐ˙˛˙’˙’˙z˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙™˙š˙š˙“˙ß˙‹˙—˙š˙ß˙‹˙—˙Š˙‘˙›˙š˙˙˙Š˙Œ˙ß˙Œ˙˙‘˙˜˙ß˙˙™˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙ž˙˙’˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank006Subtitle RTSBŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙˙˙‹˙š˙œ˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙“˙˙˙”˙ LBL"DIALOGEVENT:Taunts_Tank007Subtitle RTS?Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙’˙˙›˙–˙™˙–˙œ˙ž˙‹˙–˙˙‘˙Œ˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank008Subtitle RTSŐ˙ž˙˙’˙˙˙Ń˙Ń˙Ń˙œ˙˙Š˙Œ˙—˙ß˙‹˙—˙š˙’˙ LBL"DIALOGEVENT:Taunts_Tank009Subtitle RTS.Ő˙Ź˙˙˙‘˙Ó˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙“˙“˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙ž˙‘˙”˙Œ˙z˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank010Subtitle RTSŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙Ń˙Ń˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Tank011Subtitle RTS)Ő˙ą˙–˙œ˙š˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙œ˙ž˙˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ß˙–˙‹˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank012Subtitle RTSŐ˙Ť˙—˙–˙Œ˙ß˙Œ˙˙š˙“˙“˙Œ˙ß˙†˙˙Š˙˙ß˙›˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank013Subtitle RTS;Ő˙¨˙š˙Ř˙˙š˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙ž˙›˙š˙Ž˙Š˙ž˙‹˙š˙ LBL"DIALOGEVENT:Taunts_Tank014Subtitle RTS>Ő˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙†˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ß˙ž˙“˙“˙ß˙™˙˙˙œ˙š˙Œ˙Ó˙ß˙˙š˙’˙˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙š˙Œ˙‹˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank015Subtitle RTSŐ˙Ť˙ž˙‘˙”˙Œ˙z˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙z˙ LBL"DIALOGEVENT:Taunts_Tank016Subtitle RTSHŐ˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙‹˙‹˙ž˙“˙–˙˙‘˙ß˙–˙Œ˙ß˙˙‘˙ß˙–˙‹˙Œ˙ß˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙“˙š˙ž˙Œ˙š˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙’˙ß˙™˙š˙š˙“˙ß˙ˆ˙š˙“˙œ˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank017Subtitle RTS_Ő˙ž˙—˙Ó˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙ś˙ß˙š˙‘˙•˙˙†˙ß˙‹˙—˙š˙ß˙’˙˙Œ˙‹˙z˙‹˙—˙š˙ß˙˙ž˙˙‹˙ß˙•˙Š˙Œ˙‹˙ß˙˙š˙™˙˙˙š˙ß˙ś˙ß˙™˙–˙‘˙–˙Œ˙—˙ß˙˙™˙™˙ß˙’˙†˙ß˙š˙‘˙š˙’˙†˙ LBL"DIALOGEVENT:Taunts_Tank018Subtitle RTSBŐ˙Ť˙ž˙‘˙”˙Œ˙Ĺ˙ß˙’˙˙‰˙š˙ß˙™˙ž˙Œ˙‹˙š˙˙z˙˙š˙™˙˙˙š˙ß˙˙Š˙˙ß˙˙˙˙˙‘˙š˙‘˙‹˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙Œ˙ß˙ž˙‘˙ß˙ž˙œ˙‹˙Š˙ž˙“˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL"DIALOGEVENT:Taunts_Tank019Subtitle RTShŐ˙ś˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙š˙‹˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙ß˙’˙Š˙Œ˙‹˙ß˙˙š˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙˙˙“˙“˙–˙‘˙˜˙ß˙‹˙˙ˆ˙ž˙˙›˙Œ˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank020Subtitle RTS_Ő˙ś˙Ř˙’˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙‹˙˙Š˙œ˙‹˙ß˙’˙˙˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙‘˙˙Ó˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙ś˙Ř˙“˙“˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙Œ˙‹˙š˙ž˙›˙ LBL"DIALOGEVENT:Taunts_Tank021Subtitle RTSQŐ˙Ť˙—˙–˙Œ˙ß˙ž˙˙š˙ž˙ß˙ˆ˙ž˙Œ˙ß˙˙‘˙œ˙š˙ß˙™˙š˙˙‹˙–˙“˙š˙ß˙™˙ž˙˙’˙ß˙“˙ž˙‘˙›˙Ń˙ß˙Ź˙˙˙‘˙ß˙†˙˙Š˙˙ß˙˙“˙˙˙›˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙–˙‹˙ß˙™˙š˙˙‹˙–˙“˙š˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Tank022Subtitle RTSŐ˙Ś˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙’˙Š˙Œ˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank023Subtitle RTS;Ő˙ş˙‘˙•˙˙†˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙Œ˙˙˙‘˙ß˙‹˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL"DIALOGEVENT:Taunts_Tank024Subtitle RTSWŐ˙¨˙š˙Ř˙˙š˙ß˙ž˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙’˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙ˆ˙˙‘˙›˙š˙˙ß˙–˙™˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙š˙‰˙š˙˙ß˙œ˙˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank025Subtitle RTSMŐ˙°˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙ß˙ž˙˙š˙ß˙ˆ˙˙˙”˙–˙‘˙˜˙ß˙—˙ž˙˙›˙ß˙‹˙˙ß˙’˙ž˙”˙š˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙•˙Š˙Œ˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank026Subtitle RTS^Ő˙ˇ˙˙ˆ˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙Œ˙Š˙œ˙—˙ß˙“˙˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙–˙‹˙ß˙–˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ LBL"DIALOGEVENT:Taunts_Tank027Subtitle RTS]Ő˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙’˙ž˙Œ˙Œ˙ß˙–˙‘˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˙˙š˙˙ž˙˙–˙‘˙˜˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙™˙–˙‘˙ž˙“˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ń˙ß˙¨˙–˙“˙“˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙—˙˙“˙›˙ß˙‹˙—˙–˙Œ˙ß˙‹˙–˙’˙š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank028Subtitle RTS'Ő˙Ź˙˙˙‘˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙’˙˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙“˙ž˙‘˙›˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank029Subtitle RTScŐ˙Ť˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙†˙˙Š˙˙ß˙“˙ž˙Œ˙‹˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙˙˙‰˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙˙˙‘˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙˙–˙‹˙–˙™˙Š˙“˙ß˙ž˙˙’˙†˙ LBL"DIALOGEVENT:Taunts_Tank030Subtitle RTSIŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙˙ß˙“˙Š˙œ˙”˙ß˙ˆ˙–˙“˙“˙ß˙—˙˙“˙›˙ß˙˙Š˙‹˙ß˙’˙Š˙œ˙—˙ß˙“˙˙‘˙˜˙š˙˙z˙œ˙ž˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank031Subtitle RTS-Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙ž˙‹˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙›˙–˙›˙ß˙†˙˙Š˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank032Subtitle RTS.Ő˙Ś˙˙Š˙˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙ß˙—˙ž˙Œ˙ß˙™˙ž˙“˙“˙š˙‘˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank033Subtitle RTSCŐ˙Ť˙—˙š˙˙š˙ß˙˜˙˙š˙Œ˙ß˙†˙˙Š˙˙ß˙™˙ž˙œ˙‹˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙˙ˆ˙ß˙ˆ˙–˙“˙“˙ß˙†˙˙Š˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙ž˙˙’˙˙˙ß˙‘˙˙ˆ˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank034Subtitle RTSGŐ˙¨˙–˙‹˙—˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙˙‘˙“˙†˙ß˙œ˙—˙ž˙‘˙œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank035Subtitle RTS-Ő˙Ś˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙™˙ž˙“˙“˙ß˙“˙–˙”˙š˙ß˙‹˙˙†˙Œ˙ß˙˙š˙™˙˙˙š˙ß˙’˙†˙ß˙ž˙˙’˙˙˙ LBL"DIALOGEVENT:Taunts_Tank036Subtitle RTScŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙ˆ˙–˙‘˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙ž˙ˆ˙ž˙–˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙ LBL"DIALOGEVENT:Taunts_Tank037Subtitle RTSDŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙“˙˙Œ˙‹˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙–˙Œ˙‘˙Ř˙‹˙ß˙–˙‹˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙Œ˙Š˙˙˙š˙‘˙›˙š˙˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank038Subtitle RTSDŐ˙Ť˙—˙ž˙‹˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ˆ˙ž˙Œ˙ß˙’˙–˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Tank039Subtitle RTSEŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ň˙Ň˙Œ˙˙ß˙˙š˙ß˙–˙‹˙Ń˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙†˙˙Š˙˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank040Subtitle RTSYŐ˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙Ź˙˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙ß˙™˙“˙˙ˆ˙ß˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙“˙–˙”˙š˙ß˙ˆ˙ž˙‹˙š˙˙ LBL"DIALOGEVENT:Taunts_Tank041Subtitle RTS1Ő˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙ž˙–˙˙™˙–˙š˙“˙›˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank042Subtitle RTSAŐ˙ť˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙˙‘˙“˙†˙ß˙“˙š˙‹˙Ř˙Œ˙ß˙’˙š˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙ß˙ž˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank043Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙ž˙‘˙ß˙Š˙‘˙ž˙œ˙œ˙š˙˙‹˙ž˙˙“˙š˙ß˙‘˙Š˙’˙˙š˙˙ß˙˙™˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙‹˙˙˙ LBL"DIALOGEVENT:Taunts_Tank044Subtitle RTSSŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙z˙ś˙ß˙ž˙’˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙Ń˙Ń˙™˙š˙ˆ˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ß˙‹˙—˙–˙Œ˙ß˙“˙˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Tank045Subtitle RTSYŐ˙Ś˙˙Š˙Ř˙˙š˙ß˙Œ˙—˙˙˙‹˙–˙‘˙˜˙ß˙ž˙‹˙ß˙’˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ŕ˙Ţ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙–˙Œ˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank046Subtitle RTS5Ő˙ş˙‘˙˙Š˙˜˙—˙Ţ˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙ž˙‘˙†˙ß˙’˙˙˙š˙ß˙˙™˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank047Subtitle RTS(Ő˙Ź˙‹˙˙˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙†˙˙Š˙ß˙œ˙˙ˆ˙ž˙˙›˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank048Subtitle RTSGŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙™˙˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ń˙ß˙­˙š˙“˙š˙ž˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙’˙š˙ß˙˙˙ß˙˙ž˙†˙ LBL"DIALOGEVENT:Taunts_Tank049Subtitle RTS:Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙ž˙˙’˙˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank050Subtitle RTSJŐ˙ž˙—˙Ó˙ß˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙ß˙ž˙‘˙ß˙°˙–˙“˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙‹˙ž˙”˙š˙ß˙–˙‹˙ß˙™˙˙˙’˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Tank051Subtitle RTS7Ő˙¨˙š˙ß˙ž˙˙š˙ß˙ž˙˙˙˙˙ž˙œ˙—˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ LBL"DIALOGEVENT:Taunts_Tank052Subtitle RTSHŐ˙ž˙—˙Ó˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙˙‰˙š˙˙ß˙Œ˙˙˙‘˙ LBL"DIALOGEVENT:Taunts_Tank053Subtitle RTSMŐ˙¨˙š˙Ř˙‰˙š˙ß˙˙˙š˙ž˙œ˙—˙š˙›˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙˙ß˙™˙ž˙œ˙‹˙˙˙–˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙–˙‘˙ß˙‹˙˙ß˙™˙ž˙“˙“˙ LBL"DIALOGEVENT:Taunts_Tank054Subtitle RTS2Ő˙Ť˙—˙ž˙‘˙”˙ß˙†˙˙Š˙ß˙™˙˙˙ß˙–˙‘˙‰˙–˙‹˙–˙‘˙˜˙ß˙Š˙Œ˙ß˙–˙‘˙‹˙˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank055Subtitle RTS9Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙˙ß˙™˙“˙ž˙‘˙”˙ß˙–˙Œ˙ß˙š˙‡˙˙˙Œ˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙ž˙Œ˙ß˙’˙Š˙œ˙—˙ LBL"DIALOGEVENT:Taunts_Tank056Subtitle RTSLŐ˙Ť˙—˙š˙˙š˙ß˙ž˙˙š˙ß˙‘˙˙ß˙˜˙Š˙ž˙˙›˙Œ˙ß˙ž˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙œ˙”˙›˙˙˙˙Ň˙Ň˙ž˙ß˙™˙ž˙‹˙ž˙“˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank057Subtitle RTSCŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙š˙’˙˙‰˙š˙›˙ LBL"DIALOGEVENT:Taunts_Tank058Subtitle RTSKŐ˙ž˙—˙Ó˙ß˙ś˙Ř˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ß˙†˙˙Š˙˙ß˙Ť˙š˙œ˙—˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Ń˙ß˙ą˙˙ˆ˙Ó˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ś˙ß˙›˙š˙Œ˙‹˙˙˙†˙ß˙–˙‹˙ß˙˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙–˙‹˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank059Subtitle RTS-Ő˙Ś˙˙Š˙˙ß˙˙˙ˆ˙š˙˙ß˙–˙Œ˙ß˙›˙˙ˆ˙‘˙Ň˙Ň˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ž˙˙š˙ß˙™˙–˙‘˙–˙Œ˙—˙š˙›˙ LBL"DIALOGEVENT:Taunts_Tank060Subtitle RTSPŐ˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙Œ˙Š˙˜˙˜˙š˙Œ˙‹˙ß˙˙š˙Œ˙‹˙˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˙š˙™˙˙˙š˙ß˙ˆ˙š˙ß˙‹˙Š˙˙‘˙ß˙–˙‹˙ß˙˙™˙™˙ß˙˙š˙˙’˙ž˙‘˙š˙‘˙‹˙“˙†˙ LBL"DIALOGEVENT:Taunts_Tank061Subtitle RTS3Ő˙Ś˙˙Š˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˙–˙“˙š˙ß˙“˙˙˙”˙Œ˙ß˙“˙˙ˆ˙z˙‘˙˙ˆ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙œ˙ž˙‘˙ß˙Œ˙‹˙˙˙ß˙Š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank062Subtitle RTS Ő˙Ź˙Š˙˙˙“˙–˙š˙Œ˙Ţ˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙’˙˙˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank063Subtitle RTS7Ő˙ž˙‘˙›˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙›˙˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL"DIALOGEVENT:Taunts_Tank064Subtitle RTS,Ő˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙ž˙˙ß˙—˙ž˙Œ˙ß˙˜˙˙‘˙š˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙z˙š˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ LBL"DIALOGEVENT:Taunts_Tank065Subtitle RTS3Ő˙Ť˙—˙ž˙‹˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙“˙–˙‰˙š˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙˙‘˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank066Subtitle RTS.Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙“˙“˙ß˙Œ˙˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank067Subtitle RTSSŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ń˙ß˙ś˙ß˙Ž˙Š˙š˙Œ˙‹˙–˙˙‘˙ß˙†˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank068Subtitle RTSLŐ˙ś˙ß˙Œ˙š˙š˙ß˙’˙ž˙‘˙†˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙“˙–˙”˙š˙ß˙˜˙‘˙ž˙‹˙Œ˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙ˆ˙ž˙‹˙‹˙š˙›˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙”˙†˙ LBL"DIALOGEVENT:Taunts_Tank069Subtitle RTSSŐ˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ž˙–˙‘˙š˙›˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙’˙š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙ˆ˙–˙“˙“˙ß˙ž˙“˙“˙ß˙˙š˙ß˙œ˙˙Š˙Œ˙—˙š˙›˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙’˙†˙ß˙‹˙˙š˙ž˙›˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank070Subtitle RTSPŐ˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙‹˙˙˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙š˙‘˙•˙˙†˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙˙ž˙œ˙‹˙–˙œ˙š˙ LBL"DIALOGEVENT:Taunts_Tank071Subtitle RTSFŐ˙Ś˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙ˆ˙–˙“˙“˙ß˙—˙ž˙˙’˙ß˙Š˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙’˙š˙ß˙ž˙‘˙˜˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank072Subtitle RTS7Ő˙°˙‘˙“˙†˙ß˙ž˙ß˙™˙ž˙–˙“˙š˙›˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙Œ˙˙˙‹˙ß˙‹˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank073Subtitle RTS/Ő˙Ť˙—˙–˙Œ˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙Š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank074Subtitle RTS<Ő˙Ś˙š˙Œ˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ň˙Ň˙†˙˙Š˙ß˙˙‘˙“˙†˙ß˙›˙š˙“˙ž˙†˙ß˙‹˙—˙š˙ß˙–˙‘˙š˙‰˙–˙‹˙ž˙˙“˙š˙ LBL"DIALOGEVENT:Taunts_Tank075Subtitle RTS:Ő˙ą˙˙ß˙˙‘˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙œ˙ž˙‘˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙Ó˙ß˙‘˙˙‹˙ß˙š˙‰˙š˙‘˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ LBL"DIALOGEVENT:Taunts_Tank076Subtitle RTS]Ő˙ž˙—˙Ó˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ó˙ß˙†˙˙Š˙ß˙˜˙˙ž˙œ˙š˙ß˙Š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙™˙–˙˜˙—˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙’˙š˙ LBL"DIALOGEVENT:Taunts_Tank077Subtitle RTS4Ő˙ž˙“˙“˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙˙š˙ˆ˙ž˙˙š˙Ĺ˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙š˙‘˙‹˙š˙˙š˙›˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙ LBL"DIALOGEVENT:Taunts_Tank078Subtitle RTSUŐ˙ž˙‘˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙ž˙ß˙ˆ˙–˙Œ˙š˙ß˙œ˙—˙˙–˙œ˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙™˙˙˙’˙ß˙›˙š˙™˙š˙ž˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL"DIALOGEVENT:Taunts_Tank079Subtitle RTS^Ő˙˝˙Š˙–˙“˙›˙ß˙†˙˙Š˙˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙–˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙–˙“˙“˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙˙˙›˙Š˙œ˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙Œ˙‹˙˙˙˙–˙‘˙˜˙ß˙’˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank080Subtitle RTS]Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙‹˙˙†˙ß˙‹˙˙ß˙”˙š˙š˙˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙Š˙‹˙ß˙™˙˙˙’˙ß˙Š˙‘˙›˙š˙˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank081Subtitle RTS]Ő˙Ś˙š˙Œ˙Ó˙ß˙Œ˙š˙“˙“˙ß˙ž˙“˙“˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙™˙“˙š˙š˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙“˙˙Œ˙‹˙ß˙‹˙˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Tank082Subtitle RTS-Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙–˙Œ˙ß˙’˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank083Subtitle RTS0Ő˙ž˙“˙“˙ß˙—˙˙˙š˙ß˙–˙Œ˙ß˙˜˙˙‘˙š˙ß˙‘˙˙ˆ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ź˙Š˙˙˙š˙‘˙›˙š˙˙ß˙˙˙ß˙›˙–˙š˙ LBL"DIALOGEVENT:Taunts_Tank084Subtitle RTSCŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙˙Š˙‹˙‘˙Š˙’˙˙š˙˙ß˙†˙˙Š˙˙Œ˙z˙–˙‹˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙’˙ž˙‹˙‹˙š˙˙ß˙‹˙˙ß˙‹˙–˙’˙š˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank085Subtitle RTSNŐ˙Ś˙˙Š˙˙ß˙–˙‘˙™˙š˙˙–˙˙˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙—˙ž˙Œ˙ß˙“˙š˙ž˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙˙“˙ž˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ˆ˙–˙‘˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank086Subtitle RTS*Ő˙˛˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙ˆ˙ž˙Œ˙ß˙ž˙Œ˙Œ˙Š˙˙š˙›˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙˙š˙˜˙–˙‘˙‘˙–˙‘˙˜˙ LBL"DIALOGEVENT:Taunts_Tank087Subtitle RTSUŐ˙Ś˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˜˙–˙‰˙š˙‘˙ß˙†˙˙Š˙ß˙ž˙ß˙’˙˙’˙š˙‘˙‹˙ž˙˙†˙ß˙ž˙›˙‰˙ž˙‘˙‹˙ž˙˜˙š˙Ó˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙’˙ž˙–˙‘˙‹˙ž˙–˙‘˙ß˙–˙‹˙ LBL"DIALOGEVENT:Taunts_Tank088Subtitle RTSGŐ˙ą˙˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙ˆ˙–˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙Š˙–˙“˙›˙ß˙’˙˙˙š˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙ž˙‘˙›˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙†˙˙Š˙ LBL"DIALOGEVENT:Taunts_Tank089Subtitle RTSRŐ˙Ś˙˙Š˙˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙†˙˙Š˙ß˙‹˙—˙–˙Œ˙ß˙™˙ž˙˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙–˙Œ˙ß˙™˙˙˙“˙–˙Œ˙—˙‘˙š˙Œ˙Œ˙ß˙š˙‘˙›˙Œ˙ß˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank090Subtitle RTSCŐ˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙‰˙š˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙ˆ˙–˙‘˙ß˙“˙˙‘˙˜˙ß˙š˙‘˙˙Š˙˜˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙˙š˙˙ž˙˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙š˙‘˙›˙ LBL"DIALOGEVENT:Taunts_Tank091Subtitle RTS;Ő˙ž˙˙˙˙˙˙˜˙—˙Ţ˙ß˙Ť˙—˙–˙Œ˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙˙š˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙—˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ŕ˙Ţ˙ LBL"DIALOGEVENT:Taunts_Tank092Subtitle RTS Ő˙Ť˙–˙’˙š˙ß˙‹˙˙ß˙Š˙‘˙“˙š˙ž˙Œ˙—˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank093Subtitle RTS+Ő˙Ś˙˙Š˙˙ß˙‹˙ž˙‘˙”˙ß˙˙Š˙Œ˙—˙ß˙–˙Œ˙ß˙‘˙˙‹˙—˙–˙‘˙˜˙ß˙œ˙˙’˙˙ž˙˙š˙›˙ß˙‹˙˙ß˙’˙–˙‘˙š˙ LBL"DIALOGEVENT:Taunts_Tank094Subtitle RTS1Ő˙ť˙˙‘˙Ř˙‹˙ß˙œ˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙Œ˙š˙ LBL"DIALOGEVENT:Taunts_Tank095Subtitle RTS)Ő˙˛˙†˙ß˙ž˙˙’˙˙˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙™˙˙˙œ˙š˙Œ˙ LBL"DIALOGEVENT:Taunts_Tank096Subtitle RTSWŐ˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙—˙ž˙‰˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙Ť˙–˙˜˙˙š˙Œ˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙œ˙˙Š˙Œ˙—˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙–˙‘˙Œ˙š˙œ˙‹˙ LBL"DIALOGEVENT:Taunts_Tank097Subtitle RTS3Ő˙Ť˙ž˙‘˙”˙Œ˙ß˙ž˙˙š˙ß˙‹˙—˙š˙ß˙”˙š˙†˙ß˙‹˙˙ß˙ž˙‘˙†˙ß˙‰˙–˙œ˙‹˙˙˙†˙Ó˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙ˆ˙š˙“˙“˙ß˙”˙‘˙˙ˆ˙ LBL"DIALOGEVENT:Taunts_Tank098Subtitle RTSYŐ˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙˜˙˙ß˙Œ˙˙ß˙ˆ˙š˙“˙“˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ LBL"DIALOGEVENT:Taunts_Tank099Subtitle RTS3Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙—˙˙˙š˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙Š˙˙ LBL"DIALOGEVENT:Taunts_Tank100Subtitle RTSZŐ˙ž˙‘˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙ž˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙’˙†˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙•˙Š˙Œ˙‹˙ß˙ˆ˙ž˙–˙‹˙ß˙Š˙‘˙‹˙–˙“˙ß˙‹˙—˙š˙ß˙°˙‰˙š˙˙“˙˙˙›˙ß˙•˙˙–˙‘˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL"DIALOGEVENT:Taunts_Tank101Subtitle RTSmŐ˙ś˙Ř˙›˙ß˙˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙Œ˙ß˙‹˙—˙š˙ß˙­˙š˙›˙ß˙¸˙Š˙ž˙˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙˙‰˙š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙—˙–˙“˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙Œ˙†˙ß˙ˆ˙–˙‹˙—˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙ LBL#DIALOGEVENT:Taunts_Toxin001Subtitle RTS Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin002Subtitle RTS>Ő˙°˙‘˙š˙ß˙‹˙ž˙Œ˙‹˙š˙Ó˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙˜˙˙ß˙˙ž˙œ˙”˙ß˙Ň˙Ň˙ß˙š˙‰˙š˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙‹˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin003Subtitle RTS!Ő˙ˇ˙ž˙‰˙š˙ß˙ž˙ß˙‹˙ž˙Œ˙‹˙š˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙ß˙’˙š˙›˙–˙œ˙–˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin004Subtitle RTS#Ő˙ˇ˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙—˙˙“˙›˙ß˙†˙˙Š˙˙ß˙˙˙š˙ž˙‹˙—˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin005Subtitle RTS$Ő˙­˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙œ˙—˙š˙’˙–˙Œ˙‹˙˙†˙ß˙“˙š˙Œ˙Œ˙˙‘˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin006Subtitle RTSMŐ˙ś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙Œ˙˙ß˙˙ž˙›˙Ń˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙‘˙“˙†˙ß˙™˙š˙š˙“˙ß˙ž˙ß˙“˙˙‘˙˜˙ß˙ž˙‘˙›˙ß˙˙ž˙–˙‘˙™˙Š˙“˙ß˙˙Š˙˙‘˙–˙‘˙˜˙ß˙ž˙™˙‹˙š˙˙ß˙‹˙—˙–˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin007Subtitle RTSŐ˙Ť˙˙‡˙–˙‘˙ß˙‹˙˙˙˙˙š˙˙Œ˙Ó˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin008Subtitle RTS-Ő˙ˇ˙š˙˙š˙ß˙ˆ˙š˙ß˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Œ˙˙–˙“˙“˙ LBL#DIALOGEVENT:Taunts_Toxin009Subtitle RTSHŐ˙ś˙‹˙Ř˙Œ˙ß˙Œ˙˙ß˙—˙ž˙˙›˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙ž˙ß˙›˙˙œ˙‹˙˙˙ß˙‹˙—˙ž˙‹˙ß˙’˙ž˙”˙š˙Œ˙ß˙—˙˙Š˙Œ˙š˙œ˙ž˙“˙“˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙›˙˙š˙Œ˙ LBL#DIALOGEVENT:Taunts_Toxin010Subtitle RTSŐ˙Ź˙˙–˙“˙“˙ß˙˙‘˙ß˙–˙Œ˙“˙š˙ß˙˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin011Subtitle RTS2Ő˙ł˙–˙”˙š˙ß˙ž˙œ˙–˙›˙ß˙˙ž˙–˙‘˙Ó˙ß˙ˆ˙š˙ß˙›˙š˙œ˙š˙‘˙›˙ß˙Š˙˙˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin012Subtitle RTS>Ő˙¸˙˙ß˙™˙˙˙‹˙—˙Ó˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙Ţ˙ß˙˝˙˙–˙‘˙˜˙ß˙˙Š˙˙ß˙’˙š˙Œ˙Œ˙ž˙˜˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙Œ˙Œ˙š˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin013Subtitle RTS>Ő˙°˙—˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙Ó˙ß˙ˆ˙ž˙–˙‹˙z˙‘˙˙ß˙†˙˙Š˙ß˙ˆ˙˙‘˙Ř˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin014Subtitle RTSRŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙˙˙˙Š˙˜˙—˙‹˙ß˙‹˙—˙–˙Œ˙ß˙˙‘˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˙ž˙†˙ß˙™˙˙˙ß˙†˙˙Š˙˙ß˙’˙–˙Œ˙‹˙ž˙”˙š˙ LBL#DIALOGEVENT:Taunts_Toxin015Subtitle RTSŐ˙Ź˙–˙“˙š˙‘˙‹˙z˙ß˙˙Š˙‹˙ß˙›˙š˙ž˙›˙“˙†˙z˙ LBL#DIALOGEVENT:Taunts_Toxin016Subtitle RTSFŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙˙–˙˜˙—˙‹˙ß˙Ň˙Ň˙ß˙Œ˙–˙‹˙ß˙˙ž˙œ˙”˙ß˙ž˙‘˙›˙ß˙˙š˙“˙ž˙‡˙Ţ˙ß˙¸˙–˙‰˙š˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙’˙˙˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙ˆ˙˙˙”˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin017Subtitle RTS Ő˙Ť˙—˙š˙ß˙Œ˙Š˙Œ˙˙š˙‘˙Œ˙š˙z˙ß˙–˙‹˙Ř˙Œ˙ß˙”˙–˙“˙“˙–˙‘˙˜˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin018Subtitle RTSŐ˙Ť˙–˙’˙š˙ß˙‹˙˙ß˙˙˙š˙ˆ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙‹˙œ˙—˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin019Subtitle RTS3Ő˙ş˙‰˙š˙˙†˙ß˙’˙˙’˙š˙‘˙‹˙ß˙†˙˙Š˙ß˙›˙š˙“˙ž˙†˙Ó˙ß˙†˙˙Š˙ß˙›˙–˙š˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙˙–˙‹˙ß˙’˙˙˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin020Subtitle RTSCŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙ß˙‹˙š˙“˙“˙ß˙‹˙—˙š˙†˙Ř˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙˙–˙˜˙—˙‹˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙™˙“˙š˙Œ˙—˙ß˙™˙ž˙“˙“˙Œ˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙˙˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin021Subtitle RTSŐ˙ž˙‘˙‹˙—˙˙ž˙‡˙z˙ß˙–˙‹˙ß˙›˙˙š˙Œ˙ß˙ž˙ß˙˙˙›˙†˙ß˙˙ž˙›˙ LBL#DIALOGEVENT:Taunts_Toxin022Subtitle RTSŐ˙Ź˙’˙š˙“˙“˙ß˙‹˙—˙ž˙‹˙Ŕ˙ß˙ą˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin023Subtitle RTS-Ő˙ž˙‘˙›˙ß˙˙˙š˙ž˙‹˙—˙š˙ß˙–˙‘˙z˙ß˙˙Š˙‹˙z˙ß˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙z˙ß˙™˙š˙š˙“˙ß˙˙š˙‹˙‹˙š˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin024Subtitle RTSŐ˙¸˙˙˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙›˙˙˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin025Subtitle RTS2Ő˙ś˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙ž˙ß˙Ý˙˙˙š˙ž˙‹˙—˙š˙˙Ý˙ß˙˙š˙™˙˙˙š˙ß˙˙Š˙˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL#DIALOGEVENT:Taunts_Toxin026Subtitle RTSCŐ˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙œ˙“˙˙˜˙˜˙š˙›˙ß˙‹˙˙‡˙–˙‘˙ß˙‘˙˙…˙…˙“˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙˜˙–˙‰˙š˙ß˙’˙š˙ß˙ž˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙‹˙˙ß˙™˙–˙‡˙ß˙–˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin027Subtitle RTS@Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙œ˙˙’˙š˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙Œ˙‹˙ž˙†˙z˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙š˙ž˙›˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin028Subtitle RTS5Ő˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙˜˙˙š˙‹˙ß˙–˙‘˙‹˙˙Š˙›˙–˙‘˙˜˙ß˙˙‘˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin029Subtitle RTSZŐ˙ž˙˙š˙ß˙†˙˙Š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙Ó˙ß˙˙˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙ž˙™˙˙ž˙–˙›˙ß˙˙™˙ß˙ˆ˙—˙ž˙‹˙ß˙†˙˙Š˙ß˙’˙–˙˜˙—˙‹˙ß˙™˙–˙‘˙›˙ß˙ž˙‹˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin030Subtitle RTS1Ő˙ą˙˙‹˙—˙–˙‘˙˜˙ß˙œ˙ž˙‘˙ß˙“˙–˙‰˙š˙ß˙˙š˙‘˙š˙ž˙‹˙—˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙œ˙“˙˙Š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin031Subtitle RTS#Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙˙š˙ž˙“˙“˙†˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Toxin032Subtitle RTS)Ő˙Ś˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙˙š˙ž˙˙ß˙–˙‘˙‹˙˙‡˙–˙œ˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin033Subtitle RTS;Ő˙°˙—˙—˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙—˙˙“˙›˙ß˙‹˙—˙š˙–˙˙ß˙‹˙˙‡˙–˙‘˙ LBL#DIALOGEVENT:Taunts_Toxin034Subtitle RTSYŐ˙Ś˙˙Š˙˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙ˆ˙ž˙“˙”˙ß˙‹˙—˙˙˙Š˙˜˙—˙ß˙’˙†˙ß˙œ˙“˙˙Š˙›˙Œ˙ß˙˙™˙ß˙›˙š˙ž˙‹˙—˙ LBL#DIALOGEVENT:Taunts_Toxin035Subtitle RTS-Ő˙ą˙˙‹˙–˙œ˙š˙ß˙—˙˙ˆ˙ß˙‹˙—˙š˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙‹˙š˙ž˙˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙ž˙˙ž˙˙‹˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin036Subtitle RTS)Ő˙ž˙˙˜˙—˙Ţ˙ß˙ś˙ß˙—˙ž˙›˙ß˙’˙†˙ß˙ˆ˙–˙‘˙š˙ß˙œ˙˙“˙“˙š˙œ˙‹˙–˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin037Subtitle RTS4Ő˙˛˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙œ˙š˙˙‹˙ž˙–˙‘˙“˙†˙ß˙—˙ž˙‰˙š˙ß˙œ˙—˙š˙’˙–˙Œ˙‹˙˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin038Subtitle RTSŐ˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin039Subtitle RTS/Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙ˆ˙–˙“˙“˙ß˙’˙†˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙œ˙˙’˙š˙ß˙™˙˙˙’˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin040Subtitle RTS!Ő˙˛˙†˙ß˙‹˙˙‡˙–˙‘˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙“˙“˙ß˙ž˙˜˙ž˙–˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin041Subtitle RTS$Ő˙Ź˙š˙š˙Ó˙ß˙˙š˙˙˙“˙š˙ß˙›˙˙‘˙Ř˙‹˙ß˙˙š˙“˙˙‘˙˜˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ LBL#DIALOGEVENT:Taunts_Toxin042Subtitle RTSŐ˙Ś˙˙Š˙ß˙–˙‘˙œ˙˙‘˙‰˙š˙‘˙–˙š˙‘˙œ˙š˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin043Subtitle RTSPŐ˙Ź˙‹˙˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙˙ß˙ś˙ß˙ˆ˙–˙“˙“˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙–˙‘˙˜˙Œ˙z˙Š˙‘˙˙“˙š˙ž˙Œ˙ž˙‘˙‹˙ß˙™˙˙˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Toxin044Subtitle RTSsŐ˙Ś˙˙Š˙Ř˙‰˙š˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ß˙’˙†˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ţ˙ß˙ž˙—˙ß˙ˆ˙š˙“˙“˙Ó˙ß˙ś˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙—˙ž˙‹˙š˙›˙ß˙’˙†˙ß˙œ˙˙’˙’˙ž˙‘˙›˙š˙˙Œ˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙z˙‘˙˙ˆ˙ß˙–˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙†˙˙Š˙ß˙ž˙‘˙›˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin045Subtitle RTSPŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙”˙š˙š˙˙ß˙›˙š˙Œ˙‹˙˙˙†˙–˙‘˙˜˙ß˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙—˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙ś˙ß˙˙˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙†˙˙Š˙˙ß˙’˙š˙›˙–˙œ˙–˙‘˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin046Subtitle RTS_Ő˙˛˙†˙ß˙˙˙ž˙‰˙š˙ß˙ˆ˙ž˙˙˙–˙˙˙Œ˙Ţ˙ß˙ˇ˙˙ˆ˙ß˙œ˙ž˙‘˙ß˙†˙˙Š˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙ß˙‹˙˙ß˙‹˙—˙š˙’˙Ŕ˙ß˙¨˙—˙ž˙‹˙ß˙›˙–˙›˙ß˙‹˙—˙š˙†˙ß˙š˙‰˙š˙˙ß˙›˙˙ß˙‹˙˙Ň˙Ň˙ß˙˙—˙ß˙ˆ˙ž˙–˙‹˙Ó˙ß˙‘˙š˙‰˙š˙˙ß˙’˙–˙‘˙›˙ LBL#DIALOGEVENT:Taunts_Toxin047Subtitle RTSXŐ˙¸˙–˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙°˙–˙“˙ß˙ť˙š˙˙˙–˙œ˙”˙ß˙˙ž˙œ˙”˙Ţ˙ß˙ť˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙˙š˙‹˙˙˙“˙š˙Š˙’˙ß˙–˙Œ˙ß˙ž˙ß˙”˙š˙†˙ß˙–˙‘˙˜˙˙š˙›˙–˙š˙‘˙‹˙ß˙–˙‘˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ŕ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin048Subtitle RTS2Ő˙Ť˙—˙ž˙‹˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙Œ˙‹˙˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin049Subtitle RTSXŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙ß˙‹˙˙ß˙˙Š˙˙–˙™˙†˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙¨˙—˙ž˙‹˙ß˙œ˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙‘˙š˙š˙›˙ß˙–˙‹˙ß˙™˙˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin050Subtitle RTS&Ő˙ť˙–˙›˙ß˙ś˙ß˙˜˙–˙‰˙š˙ß˙†˙˙Š˙ß˙˙š˙˙’˙–˙Œ˙Œ˙–˙˙‘˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙–˙‘˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin051Subtitle RTS2Ő˙¨˙—˙ž˙‹˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙›˙˙–˙‘˙˜˙ß˙–˙‘˙ß˙—˙š˙˙š˙Ŕ˙ß˙Ť˙—˙š˙ß˙˙š˙œ˙–˙˙š˙Œ˙ß˙ž˙˙š˙ß˙’˙–˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin052Subtitle RTS.Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙ž˙ß˙™˙˙˙“˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙–˙‘˙‹˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin053Subtitle RTSCŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙‹˙˙˙ß˙œ˙“˙˙Œ˙š˙ß˙‹˙˙ß˙’˙†˙ß˙˙˙š˙œ˙–˙˙Š˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙†˙˙Š˙ß˙’˙Š˙Œ˙‹˙ß˙›˙–˙š˙ LBL#DIALOGEVENT:Taunts_Toxin054Subtitle RTSGŐ˙Ź˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Œ˙œ˙Š˙›˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙Ţ˙ß˙ś˙Ř˙“˙“˙ß˙˜˙–˙‰˙š˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙†˙˙Š˙ß˙ˆ˙—˙š˙‘˙ß˙ś˙Ř˙’˙ß˙˙š˙ž˙›˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin055Subtitle RTS?Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ó˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙z˙ß˙˙š˙ž˙›˙†˙ß˙†˙š˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin056Subtitle RTS>Ő˙ś˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ź˙˙˙‘˙ß˙–˙‹˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙ž˙˙ž˙‘˙›˙˙‘˙š˙›˙ LBL#DIALOGEVENT:Taunts_Toxin057Subtitle RTSMŐ˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙‰˙–˙“˙“˙ž˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙š˙˙š˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙’˙Š˙œ˙—˙ß˙“˙š˙™˙‹˙ß˙˙™˙ß˙–˙‹˙Ó˙ß˙˙Š˙‹˙ß˙–˙‹˙ß˙–˙Œ˙ß˙’˙–˙‘˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin058Subtitle RTSVŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙‹˙—˙š˙ß˙ˆ˙ž˙‹˙š˙˙ß˙˙š˙“˙˙ˆ˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙Œ˙ž˙™˙š˙ß˙™˙˙˙ß˙Œ˙ˆ˙–˙’˙’˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Toxin059Subtitle RTSQŐ˙¨˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙˙˙–˙›˙˜˙š˙ß˙’˙–˙˜˙—˙‹˙ß˙‘˙˙‹˙ß˙˙š˙ß˙Œ˙ž˙™˙š˙z˙˙Š˙‹˙ß˙‹˙—˙š˙‘˙Ó˙ß˙ˆ˙—˙ž˙‹˙ß˙–˙Œ˙ß˙ž˙˙˙Š˙‘˙›˙ß˙—˙š˙˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin060Subtitle RTS;Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙š˙–˙‘˙˜˙ß˙œ˙“˙š˙‰˙š˙˙Ó˙ß˙Œ˙‘˙š˙ž˙”˙–˙‘˙˜˙ß˙–˙‘˙ß˙’˙†˙ß˙˙ž˙œ˙”˙›˙˙˙˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin061Subtitle RTSEŐ˙Ź˙˙Ó˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙’˙ž˙›˙š˙ß˙–˙‹˙ß˙ž˙œ˙˙˙Œ˙Œ˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙Ń˙ß˙ą˙˙ˆ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˜˙š˙‹˙Œ˙ß˙–˙‘˙‹˙š˙˙š˙Œ˙‹˙–˙‘˙˜˙ LBL#DIALOGEVENT:Taunts_Toxin062Subtitle RTSHŐ˙ś˙‹˙ß˙“˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙‘˙˙ˆ˙ LBL#DIALOGEVENT:Taunts_Toxin063Subtitle RTS@Ő˙Ś˙˙Š˙Ř˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙™˙˙˙ß˙’˙š˙ß˙‹˙˙ß˙œ˙˙’˙š˙ß˙ž˙‘˙›˙ß˙˙“˙ž˙†˙ LBL#DIALOGEVENT:Taunts_Toxin064Subtitle RTSqŐ˙Ś˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙ß˙˙–˙“˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙Œ˙’˙ž˙“˙“˙Ó˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙š˙‘˙˙Š˙˜˙—˙ß˙“˙š˙™˙‹˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙’˙†˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙š˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙z˙ LBL#DIALOGEVENT:Taunts_Toxin065Subtitle RTS0Ő˙˝˙Š˙›˙˜˙š˙‹˙Ŕ˙Ţ˙ß˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙—˙š˙ž˙˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙š˙ß˙˙Š˙›˙˜˙š˙‹˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin066Subtitle RTSzŐ˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙‹˙˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙ß˙–˙‘˙ß˙’˙†˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙˙™˙ß˙œ˙˙Š˙˙Œ˙š˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙š˙ß˙ž˙˙š˙ß˙ž˙“˙“˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙–˙‹˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin067Subtitle RTSjŐ˙ž˙ß˙ą˙Š˙”˙š˙ß˙Ź˙–˙“˙˙Ŕ˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙‘˙˙‹˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙†˙˙Š˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙‹˙˙‡˙–˙œ˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙z˙˙š˙˙—˙ž˙˙Œ˙ß˙ˆ˙š˙ß˙œ˙˙Š˙“˙›˙ß˙ˆ˙˙˙”˙ß˙‹˙˙˜˙š˙‹˙—˙š˙˙ß˙Œ˙˙’˙š˙‹˙–˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin068Subtitle RTScŐ˙Ź˙˙Ó˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙‹˙˙ß˙œ˙˙Š˙‘˙‹˙š˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙š˙—˙Ŕ˙ß˙Ś˙˙Š˙˙ß˙‹˙š˙œ˙—˙‘˙˙“˙˙˜˙†˙ß˙–˙Œ˙ß˙‘˙˙ß˙’˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin069Subtitle RTS*Ő˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙ł˙ł˙ß˙Ş˙Ź˙ş˙ł˙ş˙Ź˙Ź˙Ţ˙Ţ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin070Subtitle RTS0Ő˙˛˙š˙‹˙ž˙“˙ß˙–˙Œ˙ß˙˙‘˙“˙†˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙ž˙˙˙–˙š˙˙ß˙‹˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin071Subtitle RTS1Ő˙ž˙—˙ß˙Ň˙Ň˙ß˙œ˙˙ˆ˙ž˙˙›˙Ţ˙ß˙Ś˙˙Š˙˙ß˙˙–˙“˙˙‹˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙‘˙š˙š˙›˙ß˙‹˙˙ß˙˙˙š˙ž˙‹˙—˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin072Subtitle RTSAŐ˙ť˙˙ß˙†˙˙Š˙ß˙š˙‘˙•˙˙†˙ß˙Œ˙š˙š˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙˜˙“˙˙ˆ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙›˙ž˙˙”˙Ŕ˙ß˙˝˙Š˙–˙“˙›˙ß˙’˙˙˙š˙Ó˙ß˙‹˙—˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin073Subtitle RTSGŐ˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙—˙ž˙Œ˙ß˙˜˙˙˙ˆ˙‘˙ß˙“˙ž˙˙˜˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙ß˙˙š˙˙™˙š˙œ˙‹˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙™˙˙˙ß˙’˙†˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙z˙ LBL#DIALOGEVENT:Taunts_Toxin074Subtitle RTSAŐ˙Ś˙š˙Œ˙Ó˙ß˙™˙–˙˙š˙ß˙†˙˙Š˙˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙z˙‰˙–˙Œ˙–˙‹˙ß˙†˙˙Š˙˙ß˙Š˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙Š˙˙˙‘˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙ LBL#DIALOGEVENT:Taunts_Toxin075Subtitle RTSGŐ˙Ś˙˙Š˙˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙‘˙“˙†˙ß˙’˙Š˙‹˙ž˙‹˙š˙ß˙Š˙Œ˙ß˙ž˙‘˙›˙ß˙’˙ž˙”˙š˙ß˙Š˙Œ˙ß˙Œ˙‹˙˙˙‘˙˜˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin076Subtitle RTSDŐ˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙—˙˙˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin077Subtitle RTSGŐ˙Ś˙š˙Œ˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙ž˙‹˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ň˙Ň˙ś˙Ř˙’˙ß˙Œ˙Š˙˙š˙ß˙’˙†˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙“˙˙‰˙š˙ß˙‹˙—˙ž˙‹˙ LBL#DIALOGEVENT:Taunts_Toxin078Subtitle RTSGŐ˙ś˙™˙ß˙†˙˙Š˙ß˙˙˙–˙‘˙˜˙ß˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙–˙Œ˙ß˙ś˙Ř˙“˙“˙ß˙—˙ž˙‰˙š˙ß˙‹˙˙ß˙˙š˙“˙š˙ž˙Œ˙š˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ LBL#DIALOGEVENT:Taunts_Toxin079Subtitle RTSŐ˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ŕ˙ß˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙˙™˙ß˙œ˙˙Š˙˙Œ˙š˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙˙“˙ž˙œ˙”˙ß˙“˙˙‹˙Š˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙˙˙–˙Œ˙˙‘˙˙Š˙Œ˙ß˙™˙“˙˙ˆ˙š˙˙z˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙–˙‘˙ß˙˙‘˙š˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙z˙˙Š˙‹˙ß˙ś˙ß˙›˙–˙˜˙˙š˙Œ˙Œ˙z˙ LBL#DIALOGEVENT:Taunts_Toxin080Subtitle RTSTŐ˙ś˙ß˙Œ˙š˙š˙ß˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙ß˙—˙ž˙Œ˙ß˙•˙˙–˙‘˙š˙›˙ß˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙’˙–˙‘˙š˙ß˙ˆ˙˙Š˙“˙›˙ß˙š˙‘˙•˙˙†˙ß˙ž˙ß˙Œ˙‘˙–˙˙š˙˙ß˙›˙Š˙š˙“˙ LBL#DIALOGEVENT:Taunts_Toxin081Subtitle RTS3Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙ž˙‹˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin082Subtitle RTS<Ő˙Ź˙˙ß˙˙Š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙˙Š˙–˙“˙›˙Œ˙ß˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ń˙ß˙ˇ˙˙ˆ˙ß˙˙˙š˙›˙–˙œ˙‹˙ž˙˙“˙š˙ß˙˙™˙ß˙†˙˙Š˙ LBL#DIALOGEVENT:Taunts_Toxin083Subtitle RTS.Ő˙Ś˙š˙š˙š˙Œ˙Œ˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ň˙Ň˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin084Subtitle RTS<Ő˙Ź˙š˙“˙“˙ß˙˙™˙™˙ß˙ž˙“˙“˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙z˙ž˙‘˙›˙ß˙Œ˙š˙‘˙›˙ß˙†˙˙Š˙˙ß˙’˙š˙‘˙ß˙‹˙˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin085Subtitle RTS1Ő˙¸˙–˙‰˙š˙ß˙Š˙˙ß˙‘˙˙ˆ˙Ó˙ß˙ž˙‘˙›˙ß˙ś˙ß˙˜˙Š˙ž˙˙ž˙‘˙‹˙š˙š˙ß˙†˙˙Š˙Ř˙“˙“˙ß˙˙˙š˙ž˙‹˙—˙š˙ß˙š˙ž˙Œ˙†˙ LBL#DIALOGEVENT:Taunts_Toxin086Subtitle RTS3Ő˙Ś˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙ž˙˙š˙ß˙Œ˙—˙˙˙‹˙ß˙˙™˙ß˙˙˙š˙ž˙‹˙—˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¸˙–˙‰˙š˙ß˙Š˙˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin087Subtitle RTS*Ő˙˛˙†˙ß˙Œ˙š˙œ˙˙‘˙›˙ß˙ˆ˙–˙‘˙›˙ß˙Œ˙˙š˙“˙“˙Œ˙ß˙†˙˙Š˙˙ß˙›˙˙˙’˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin088Subtitle RTS-Ő˙ł˙š˙‹˙ß˙’˙š˙ß˙›˙˙˙ˆ˙‘˙ß˙†˙˙Š˙˙ß˙Œ˙˙˙˙˙ˆ˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙‘˙–˙œ˙š˙ß˙‹˙˙‡˙–˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin089Subtitle RTSŐ˙Ť˙˙‡˙–˙œ˙ß˙š˙ž˙‹˙ž˙“˙–˙‹˙†˙ LBL#DIALOGEVENT:Taunts_Toxin090Subtitle RTSIŐ˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙‹˙—˙–˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‹˙š˙ž˙œ˙—˙ß˙†˙˙Š˙ß˙‹˙˙ß˙›˙š˙™˙†˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ LBL#DIALOGEVENT:Taunts_Toxin091Subtitle RTS;Ő˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙ß˙ž˙ß˙˙š˙ž˙œ˙š˙ß˙˙™˙™˙š˙˙–˙‘˙˜˙Ŕ˙ß˙ž˙‘˙ß˙ž˙‘˙‹˙–˙›˙˙‹˙š˙Ó˙ß˙˙š˙˙—˙ž˙˙Œ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin092Subtitle RTSSŐ˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙Ř˙‰˙š˙ß˙–˙‘˙—˙ž˙“˙š˙›˙ß˙‹˙˙˙ß˙’˙ž˙‘˙†˙ß˙˙™˙ß˙’˙†˙ß˙˙ˆ˙‘˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ň˙Ň˙Ś˙˙Š˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙˙Œ˙Œ˙–˙˙“˙†˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙–˙‘˙˜˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin093Subtitle RTSCŐ˙¸˙š˙‹˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙š˙Ţ˙ß˙Ś˙˙Š˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙†˙˙Š˙ß˙—˙š˙ž˙˙ß˙’˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin094Subtitle RTSQŐ˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ŕ˙ß˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙‘˙ß˙ˆ˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙˙Š˙‹˙ß˙–˙‘˙ß˙™˙˙˙›˙ß˙‹˙—˙š˙Œ˙š˙ß˙›˙ž˙†˙Œ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin095Subtitle RTS@Ő˙ş˙‰˙š˙‘˙ß˙–˙™˙ß˙†˙˙Š˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙š˙Ó˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˜˙š˙‹˙ß˙‹˙˙ß˙†˙˙Š˙ß˙Ň˙Ň˙ß˙š˙‰˙š˙‘˙‹˙Š˙ž˙“˙“˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin096Subtitle RTS:Ő˙ą˙˙Ţ˙ß˙ą˙˙Ń˙ß˙ś˙ß˙ž˙’˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙–˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙œ˙†˙ž˙‘˙–˙›˙š˙ß˙œ˙ž˙˙Œ˙Š˙“˙š˙z˙ LBL#DIALOGEVENT:Taunts_Toxin097Subtitle RTS8Ő˙Ť˙—˙ž˙‹˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙ˆ˙ž˙Œ˙ß˙œ˙˙‰˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙˙˙–˙Œ˙˙‘˙z˙†˙˙Š˙Ř˙˙š˙ß˙ž˙“˙˙š˙ž˙›˙†˙ß˙›˙š˙ž˙›˙ LBL#DIALOGEVENT:Taunts_Toxin098Subtitle RTS:Ő˙Ś˙˙Š˙ß˙›˙ž˙˙š˙ß˙Œ˙š˙“˙š˙œ˙‹˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ŕ˙ß˙Ś˙˙Š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙œ˙˙‘˙Œ˙–˙›˙š˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin099Subtitle RTS%Ő˙Ś˙˙Š˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin100Subtitle RTSDŐ˙Ż˙š˙˙—˙ž˙˙Œ˙ß˙ś˙ß˙Œ˙—˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙’˙†˙ß˙›˙š˙˜˙˙š˙š˙ß˙™˙˙˙’˙ß˙ž˙ß˙’˙ž˙–˙“˙Ň˙˙˙›˙š˙˙ß˙œ˙˙“˙“˙š˙˜˙š˙ LBL#DIALOGEVENT:Taunts_Toxin101Subtitle RTSVŐ˙Ś˙˙Š˙ß˙‹˙—˙˙Š˙˜˙—˙‹˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ˆ˙š˙˙š˙ß˙–˙‘˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙ß˙ž˙‘˙›˙ß˙‘˙˙ˆ˙ß˙“˙˙˙”˙ß˙ˆ˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙ß˙‹˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL#DIALOGEVENT:Taunts_Toxin102Subtitle RTS˘Ő˙ˇ˙š˙“˙“˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙ß˙œ˙ž˙‘˙‘˙˙‹˙ß˙Œ˙š˙š˙ß˙†˙˙Š˙˙ß˙Œ˙˙–˙š˙Œ˙ß˙™˙“˙†˙–˙‘˙˜˙ß˙˙‰˙š˙˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ń˙ß˙Ż˙“˙š˙ž˙Œ˙š˙Ó˙ß˙“˙˙˙”˙ß˙ž˙“˙“˙ß˙†˙˙Š˙ß˙ˆ˙–˙Œ˙—˙Ó˙ß˙˙š˙œ˙ž˙Š˙Œ˙š˙ß˙‹˙—˙–˙Œ˙ß˙’˙ž˙†˙ß˙˙š˙ß˙‹˙—˙š˙ß˙“˙ž˙Œ˙‹˙ß˙‹˙–˙’˙š˙ß˙†˙˙Š˙ß˙š˙‰˙š˙˙ß˙Œ˙š˙š˙ß˙’˙†˙ß˙Œ˙‹˙˙˙‘˙˜˙—˙˙“˙›˙ LBL#DIALOGEVENT:Taunts_Toxin103Subtitle RTSŐ˙ž˙Œ˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙Ó˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ž˙˙š˙ß˙–˙’˙˙š˙‘˙š˙‹˙˙ž˙˙“˙š˙Ń˙Ń˙Ń˙ž˙‘˙›˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙˙–˙Œ˙˙‘˙ß˙†˙˙Š˙˙ß˙‹˙˙˙˙˙Œ˙ß˙“˙˙‘˙˜˙ß˙˙š˙™˙˙˙š˙ß˙‹˙—˙š˙†˙ß˙œ˙ž˙‘˙ß˙˙š˙ž˙œ˙—˙ß˙’˙š˙ LBL#DIALOGEVENT:Taunts_Toxin104Subtitle RTSÔŐ˙ž˙‘˙›˙ß˙›˙˙ß˙‘˙˙‹˙ß˙ˆ˙˙˙˙†˙ß˙ž˙˙˙Š˙‹˙ß˙—˙Š˙˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙˙˙˙Š˙“˙ž˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙“˙˙‘˙˜˙ß˙Œ˙–˙‘˙œ˙š˙ß˙™˙“˙š˙›˙ß˙‹˙—˙–˙Œ˙ß˙‰˙ž˙“˙“˙š˙†˙ß˙˙™˙ß˙‹˙˙‡˙–˙œ˙ß˙›˙š˙ž˙‹˙—˙Ń˙ß˙°˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙ˆ˙ž˙˙ß˙ˆ˙–˙“˙“˙ß˙˙“˙ž˙†˙Ň˙˙Š˙‹˙ß˙Š˙‘˙–˙‘˙‹˙š˙˙˙Š˙˙‹˙š˙›˙z˙ž˙‘˙›˙ß˙†˙˙Š˙˙ß˙›˙š˙“˙–˙œ˙ž˙‹˙š˙ß˙Œ˙š˙‘˙Œ˙–˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙‘˙˙‹˙ß˙˙š˙ß˙‹˙ž˙‡˙š˙›˙ LBL#DIALOGEVENT:Taunts_Toxin105Subtitle RTSĚŐ˙ž˙—˙ß˙†˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙“˙ž˙œ˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˙ž˙Œ˙š˙Ń˙ß˙ą˙˙ˆ˙ß˙’˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙Œ˙‹˙ž˙‘˙›˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙’˙š˙Ň˙Ň˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ň˙Ň˙ž˙‘˙›˙ß˙˙‘˙œ˙š˙ß˙†˙˙Š˙˙ß˙™˙˙˙œ˙š˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙˙š˙ž˙‹˙—˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙“˙ž˙Œ˙‹˙ß˙˙˙š˙ž˙‹˙—˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ž˙–˙˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙ LBL#DIALOGEVENT:Taunts_Toxin106Subtitle RTS›Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙˙Š˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙Œ˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ß˙˝˙†˙ß˙š˙‘˙˜˙ž˙˜˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙›˙˙˙’˙š˙›˙ß˙†˙˙Š˙˙Œ˙š˙“˙™˙ß˙‹˙˙ß˙ž˙ß˙“˙˙‘˙˜˙ß˙ž˙‘˙›˙ß˙˙ž˙–˙‘˙™˙Š˙“˙ß˙›˙š˙ž˙‹˙—˙Ó˙ß˙™˙˙˙ß˙ś˙ß˙ž˙’˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ó˙ß˙ž˙‘˙›˙ß˙’˙†˙ß˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙Œ˙‹˙˙–˙”˙š˙ß˙Š˙‘˙Œ˙š˙š˙‘˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin107Subtitle RTSjŐ˙˝˙˙š˙ž˙‹˙—˙š˙ß˙š˙ž˙Œ˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙™˙˙˙ß˙ś˙ß˙ž˙’˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙Ó˙ß˙ž˙‘˙›˙ß˙ˆ˙–˙‹˙—˙ß˙š˙‰˙š˙˙†˙ß˙˙˙š˙ž˙‹˙—˙ß˙†˙˙Š˙ß˙‹˙ž˙”˙š˙Ó˙ß˙†˙˙Š˙ß˙ž˙˙š˙ß˙˙‘˙ß˙†˙˙Š˙˙ß˙ˆ˙ž˙†˙ß˙‹˙˙ß˙›˙š˙™˙š˙ž˙‹˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin108Subtitle RTSŐ˙Ť˙—˙š˙ß˙™˙–˙˙Œ˙‹˙ß˙Œ˙ž˙’˙˙“˙š˙ß˙–˙Œ˙ß˙™˙˙š˙š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin109Subtitle RTSCŐ˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙˜˙˙š˙š˙‘˙ß˙˙˙ß˙‹˙—˙š˙ß˙˙“˙Š˙š˙Ŕ˙ß˙˝˙˙‹˙—˙ß˙ž˙˙š˙ß˙š˙Ž˙Š˙ž˙“˙“˙†˙ß˙Œ˙ž˙‹˙–˙Œ˙™˙†˙–˙‘˙˜˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin110Subtitle RTSCŐ˙Ż˙˙š˙˙ž˙˙š˙ß˙‹˙˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙˙ß˙Ě˙Ň˙š˙†˙š˙›˙ß˙˜˙˙ž˙‘˙›˙œ˙—˙–˙“˙›˙˙š˙‘˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙›˙š˙™˙š˙ž˙‹˙ß˙‹˙—˙–˙Œ˙ß˙›˙ž˙†˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin111Subtitle RTSCŐ˙˛˙†˙ß˙˙˙š˙œ˙–˙˙Š˙Œ˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙Œ˙Ţ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙–˙‹˙ß˙‹˙ž˙”˙š˙Œ˙ß˙‹˙˙ß˙’˙–˙‡˙ß˙‹˙—˙˙Œ˙š˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin112Subtitle RTS/Ő˙˛˙˙˙š˙ß˙‰˙–˙œ˙‹˙–˙Ň˙ß˙ž˙—˙Ň˙ß˙‰˙˙“˙Š˙‘˙‹˙š˙š˙˙Œ˙ß˙™˙˙˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin113Subtitle RTSAŐ˙ą˙˙ˆ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙’˙˙˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙™˙š˙˙˙†˙ß˙’˙†˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ţ˙ß˙Ź˙˙ß˙˜˙š˙‘˙š˙˙˙Š˙Œ˙ß˙˙™˙ß˙†˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin114Subtitle RTSDŐ˙°˙—˙Ó˙ß˙›˙–˙›˙ß˙ś˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙˙ß˙‹˙š˙“˙“˙ß˙†˙˙Š˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙Ŕ˙ß˙¨˙ž˙‹˙œ˙—˙ß˙‹˙—˙š˙ß˙’˙–˙‘˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin115Subtitle RTS+Ő˙ą˙˙ˆ˙ß˙ˆ˙—˙š˙˙š˙ß˙›˙–˙›˙ß˙ś˙ß˙˙Š˙‹˙ß˙‹˙—˙˙Œ˙š˙ß˙œ˙—˙š˙’˙–˙œ˙ž˙“˙ß˙‹˙˙˙˙˙Œ˙Ŕ˙ LBL#DIALOGEVENT:Taunts_Toxin117Subtitle RTS Ő˙˝˙ž˙—˙Ţ˙ß˙Ś˙˙Š˙Ţ˙ LBL#DIALOGEVENT:Taunts_Toxin118Subtitle RTS;Ő˙ž˙—˙ß˙†˙š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙—˙š˙˙š˙ß˙–˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙˙“˙ž˙œ˙š˙›˙ß˙†˙˙Š˙˙ß˙˙ž˙‹˙—˙š˙‹˙–˙œ˙ß˙˙ž˙Œ˙š˙ LBL$DIALOGEVENT:Taunts_Turtle001Subtitle RTSQŐ˙°˙—˙Ó˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙‹˙–˙“˙“˙ß˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙Ř˙’˙ß˙–˙’˙˙˙š˙Œ˙Œ˙š˙›˙ß˙˙†˙ß˙†˙˙Š˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙ž˙‹˙–˙˙‘˙Ń˙ß˙ł˙š˙‹˙Ř˙Œ˙ß˙›˙ž˙‘˙œ˙š˙ LBL$DIALOGEVENT:Taunts_Turtle002Subtitle RTS#Ő˙Ť˙—˙ž˙‹˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙—˙Š˙˙‹˙ß˙‹˙˙˙ß˙’˙Š˙œ˙—˙Ó˙ß˙›˙–˙›˙ß˙–˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle003Subtitle RTS*Ő˙Ť˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙–˙Œ˙ß˙ž˙ß˙˙˙Š˙˜˙—˙ß˙˙“˙ž˙œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle004Subtitle RTS"Ő˙ž˙‘˙˙‹˙—˙š˙˙ß˙˙š˙˙™˙š˙œ˙‹˙“˙†˙ß˙š˙‡˙š˙œ˙Š˙‹˙š˙›˙ß˙Œ˙‹˙˙–˙”˙š˙ LBL$DIALOGEVENT:Taunts_Turtle005Subtitle RTS!Ő˙ś˙‹˙Ř˙Œ˙ß˙ž˙“˙“˙ß˙˜˙˙–˙‘˙˜˙ß˙ž˙œ˙œ˙˙˙›˙–˙‘˙˜˙ß˙‹˙˙ß˙˙“˙ž˙‘˙ LBL$DIALOGEVENT:Taunts_Turtle006Subtitle RTS$Ő˙ş˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙Œ˙š˙š˙’˙Œ˙ß˙‹˙˙ß˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙’˙†˙ß˙ˆ˙ž˙†˙ LBL$DIALOGEVENT:Taunts_Turtle007Subtitle RTSŐ˙ˇ˙˙ˆ˙ß˙›˙˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙™˙š˙š˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle008Subtitle RTS<Ő˙Ť˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙Œ˙Š˙˙š˙˙–˙˙˙–˙‹˙†˙ß˙–˙Œ˙ß˙”˙š˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙š˙˙š˙Ó˙ß˙“˙š˙‹˙ß˙’˙š˙ß˙Œ˙—˙˙ˆ˙ß˙†˙˙Š˙ LBL$DIALOGEVENT:Taunts_Turtle009Subtitle RTSNŐ˙ś˙ß˙˙š˙ž˙“˙“˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙‹˙˙˙ß˙‹˙—˙–˙Œ˙ß˙‘˙š˙‡˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle010Subtitle RTSwŐ˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙z˙˙—˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙“˙’˙˙Œ˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙’˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙Ż˙˙ˆ˙š˙˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˜˙˙z˙ˆ˙—˙–˙œ˙—˙ß˙˙‘˙š˙ß˙›˙˙ß˙†˙˙Š˙ß˙ˆ˙ž˙‘˙‹˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙™˙–˙˙Œ˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle011Subtitle RTSJŐ˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˜˙˙Ŕ˙ß˙°˙—˙ß˙‘˙˙Ó˙ß˙’˙†˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙™˙š˙š˙“˙ß˙“˙–˙”˙š˙ß˙‹˙—˙ž˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle012Subtitle RTSPŐ˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙Ĺ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙ž˙‹˙‹˙š˙˙‘˙ß˙ž˙“˙˙—˙ž˙Ţ˙ß˙ľ˙Š˙Œ˙‹˙ß˙”˙–˙›˙›˙–˙‘˙˜˙z˙ˆ˙—˙˙ß˙ˆ˙˙Š˙“˙›˙ß˙œ˙ž˙“˙“˙ß˙Œ˙˙’˙š˙‹˙—˙–˙‘˙˜˙ß˙Ý˙ž˙“˙˙—˙ž˙Ý˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle013Subtitle RTSWŐ˙ˇ˙š˙˙š˙ß˙œ˙˙’˙š˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙™˙ß˙’˙†˙ß˙Š˙‘˙–˙‹˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙˙Š˙“˙›˙ß˙†˙˙Š˙ß˙’˙–˙‘˙›˙ß˙—˙š˙“˙˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙˜˙ž˙–˙‘˙ß˙Œ˙˙’˙š˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙œ˙†˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle014Subtitle RTSHŐ˙ś˙ß˙˙ž˙˙š˙“˙†˙ß˙Œ˙š˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙ß˙›˙š˙Œ˙š˙˙‰˙š˙ß˙Œ˙˙š˙œ˙–˙ž˙“˙ß˙ž˙‹˙‹˙š˙‘˙‹˙–˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle015Subtitle RTS#Ő˙ś˙ß˙ˆ˙ž˙˙‘˙ß˙†˙˙Š˙ß˙‘˙˙‹˙ß˙‹˙˙ß˙Š˙‘˙›˙š˙˙š˙Œ˙‹˙–˙’˙ž˙‹˙š˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle016Subtitle RTS7Ő˙Ś˙˙Š˙ß˙’˙ž˙†˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙—˙–˙›˙–˙‘˙˜˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙’˙ß˙˙š˙ž˙“˙“˙†˙ß˙•˙Š˙Œ˙‹˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ LBL$DIALOGEVENT:Taunts_Turtle017Subtitle RTS'Ő˙š˙˙˙“˙Œ˙ß˙˙Š˙Œ˙—˙ß˙–˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙ß˙‹˙ž˙”˙š˙ß˙’˙†˙ß˙‹˙–˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle018Subtitle RTS/Ő˙Ś˙˙Š˙ß˙›˙˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙‹˙˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙™˙˙˙’˙ß˙’˙š˙Ó˙ß˙›˙˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle019Subtitle RTS?Ő˙ś˙™˙ß˙†˙˙Š˙ß˙™˙ž˙–˙“˙ß˙‹˙˙ß˙˙“˙ž˙‘˙Ó˙ß˙†˙˙Š˙ß˙˙“˙ž˙‘˙ß˙‹˙˙ß˙™˙ž˙–˙“˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ť˙—˙–˙‘˙”˙ß˙ž˙˙˙Š˙‹˙ß˙–˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle020Subtitle RTSDŐ˙˛˙†˙ß˙˜˙˙š˙ž˙‹˙š˙Œ˙‹˙ß˙Ý˙Œ˙Š˙˙š˙˙ß˙ˆ˙š˙ž˙˙˙‘˙Ý˙ß˙–˙Œ˙ß˙’˙†˙ß˙˙˙ž˙–˙‘˙z˙ˆ˙˙Š˙“˙›˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙ž˙˜˙˙š˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle021Subtitle RTS&Ő˙ź˙˙’˙š˙ß˙˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙‹˙ž˙”˙š˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙‹˙ß˙Œ˙—˙˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle022Subtitle RTS4Ő˙¨˙š˙Ř˙˙š˙ß˙ˆ˙ž˙–˙‹˙–˙‘˙˜˙ß˙™˙˙˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙¨˙—˙ž˙‹˙Ř˙Œ˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle023Subtitle RTS[Ő˙ś˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙ž˙‘˙ž˙“˙†˙…˙–˙‘˙˜˙ß˙†˙˙Š˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙‘˙›˙ß˙ś˙Ř˙’˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙’˙ž˙…˙š˙›˙z˙›˙˙ß˙†˙˙Š˙ß˙š˙‰˙š˙‘˙ß˙—˙ž˙‰˙š˙ß˙ž˙‘˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle024Subtitle RTSgŐ˙ś˙Ř˙›˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙–˙™˙ß˙ś˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ś˙™˙ß˙†˙˙Š˙ß˙ˆ˙ž˙–˙‹˙ß˙‹˙—˙š˙‘˙ß˙ś˙Ř˙“˙“˙ß˙•˙Š˙Œ˙‹˙ß˙—˙ž˙‰˙š˙ß˙˙‘˙š˙ß˙’˙˙˙š˙ß˙Ź˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙ž˙‹˙ß˙†˙˙Š˙ LBL$DIALOGEVENT:Taunts_Turtle025Subtitle RTS>Ő˙Ź˙˙Ó˙ß˙†˙˙Š˙˙ß˙˙‰˙š˙˙Ň˙ž˙“˙“˙ß˙Œ˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙–˙Œ˙ß˙‹˙˙ß˙˙˙˙š˙ß˙’˙š˙ß˙˙™˙™˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle026Subtitle RTS8Ő˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙‹˙—˙–˙‘˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙ˆ˙–˙Œ˙›˙˙’˙ß˙˙™˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle027Subtitle RTSMŐ˙ś˙Ř˙‰˙š˙ß˙˙š˙š˙‘˙ß˙‹˙˙†˙–˙‘˙˜˙ß˙‹˙˙ß˙˜˙˙ß˙š˙ž˙Œ˙†˙ß˙˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙†˙˙Š˙Ř˙˙š˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‘˙‘˙˙†˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle028Subtitle RTS>Ő˙Ť˙—˙–˙Œ˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙™˙Š˙‘˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙ś˙ß˙‹˙—˙–˙‘˙”˙ß˙–˙‹˙Ř˙Œ˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙š˙‘˙›˙ß˙‹˙—˙–˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle029Subtitle RTS•Ő˙˛˙ž˙†˙˙š˙ß˙ˆ˙š˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙›˙˙ß˙‹˙—˙–˙Œ˙ß˙Œ˙˙’˙š˙ß˙˙‹˙—˙š˙˙ß˙‹˙–˙’˙š˙z˙ˆ˙—˙š˙‘˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙Œ˙˙ß˙›˙–˙Œ˙‹˙˙ž˙œ˙‹˙š˙›˙z˙ž˙‹˙ß˙“˙š˙ž˙Œ˙‹˙Ó˙ß˙ś˙ß˙—˙˙˙š˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙ˆ˙˙˙‘˙˜˙Ń˙ß˙Ś˙˙Š˙ß˙›˙–˙›˙ß˙Œ˙ž˙†˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙ž˙ß˙Ý˙˜˙š˙‘˙š˙˙ž˙“˙Ý˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle030Subtitle RTS"Ő˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙‘˙Ř˙‹˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙Ó˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle031Subtitle RTS0Ő˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙ß˙“˙˙˙”˙ß˙˙™˙ß˙‹˙—˙ž˙‹˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ó˙ß˙ž˙‹˙ß˙ž˙“˙“˙ LBL$DIALOGEVENT:Taunts_Turtle032Subtitle RTS'Ő˙Ś˙˙Š˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙˙š˙ß˙˜˙š˙‹˙‹˙–˙‘˙˜˙ß˙˙‘˙ß˙’˙†˙ß˙‘˙š˙˙‰˙š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle033Subtitle RTS<Ő˙Ź˙‹˙ž˙†˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙–˙˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙†˙˙Š˙Ř˙“˙“˙ß˙˙š˙ß˙Œ˙ž˙™˙š˙˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙˜˙˙˙Š˙‘˙›˙ LBL$DIALOGEVENT:Taunts_Turtle034Subtitle RTS8Ő˙¨˙ž˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙”˙š˙š˙˙ß˙’˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle035Subtitle RTSDŐ˙¨˙˙ˆ˙Ó˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙“˙˙Œ˙‹˙ß˙†˙˙Š˙˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙Ń˙ß˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙‰˙š˙˙†˙ß˙˜˙˙˙›˙Ó˙ß˙–˙Œ˙ß˙–˙‹˙ LBL$DIALOGEVENT:Taunts_Turtle036Subtitle RTS(Ő˙Ś˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙ž˙Œ˙ß˙’˙Š˙œ˙—˙ß˙‹˙˙˙ß˙œ˙“˙Š˙‹˙‹˙š˙˙š˙›˙ß˙˙š˙™˙˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle037Subtitle RTS1Ő˙Ś˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙˙š˙Œ˙˙š˙œ˙‹˙ß˙™˙˙˙ß˙˙‹˙—˙š˙˙ß˙˙š˙˙˙“˙š˙Ř˙Œ˙ß˙˙˙˙˙š˙˙‹˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle038Subtitle RTS6Ő˙Ż˙š˙˙˙“˙š˙Ó˙ß˙ˆ˙—˙˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙˝˙ž˙˙˙ž˙œ˙”˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle039Subtitle RTSŐ˙ś˙ß˙ˆ˙ž˙Œ˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle040Subtitle RTS(Ő˙ś˙Œ˙ß˙”˙š˙š˙˙–˙‘˙˜˙ß˙’˙†˙ß˙ž˙–˙˙ß˙™˙–˙š˙“˙›˙ß˙‹˙˙˙ß˙’˙Š˙œ˙—˙ß˙‹˙˙ß˙ž˙Œ˙”˙ LBL$DIALOGEVENT:Taunts_Turtle041Subtitle RTSŐ˙ś˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙˙š˙ß˙™˙˙˙ß˙ž˙ß˙˙š˙ž˙Œ˙˙‘˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle042Subtitle RTS=Ő˙ś˙ß˙—˙ž˙›˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙˙‹˙‹˙š˙‘˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ˆ˙—˙š˙˙š˙ß˙ś˙ß˙ˆ˙ž˙‘˙‹˙š˙›˙ß˙‹˙—˙š˙’˙ LBL$DIALOGEVENT:Taunts_Turtle043Subtitle RTS,Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙”˙–˙‘˙›˙ß˙˙™˙ß˙›˙–˙Œ˙˙š˙Œ˙˙š˙œ˙‹˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle044Subtitle RTS*Ő˙ś˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙“˙“˙ß˙˙™˙ß˙‹˙—˙˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙™˙˙˙ß˙ž˙ß˙˙š˙ž˙Œ˙˙‘˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle045Subtitle RTS4Ő˙ť˙š˙Œ˙‹˙˙˙†˙ß˙ž˙Œ˙ß˙’˙ž˙‘˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙Œ˙ß˙†˙˙Š˙ß˙“˙–˙”˙š˙Ń˙ß˙Ź˙š˙š˙ß˙–˙™˙ß˙ś˙ß˙œ˙ž˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle046Subtitle RTSŐ˙ˇ˙˙ˆ˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ß˙—˙Š˙˙‹˙ß˙’˙†˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle047Subtitle RTSŐ˙ś˙ß˙“˙š˙‹˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙ž˙‹˙ß˙˙‘˙š˙ LBL$DIALOGEVENT:Taunts_Turtle048Subtitle RTSŐ˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙‘˙š˙š˙›˙ß˙‹˙—˙ž˙‹˙ß˙ž˙‘˙†˙ˆ˙ž˙†˙ LBL$DIALOGEVENT:Taunts_Turtle049Subtitle RTSUŐ˙ź˙ž˙˙‹˙Š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙­˙š˙™˙–˙‘˙š˙˙†˙Ŕ˙ß˙¨˙—˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙ś˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙”˙‘˙˙ˆ˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙Œ˙˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙œ˙˙‘˙Œ˙œ˙–˙˙Š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle050Subtitle RTSŐ˙¨˙—˙˙ß˙–˙‘˙‰˙–˙‹˙š˙›˙ß˙†˙˙Š˙ß˙—˙š˙˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle051Subtitle RTS?Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙Œ˙š˙œ˙Š˙˙–˙‹˙†˙ß˙œ˙“˙š˙ž˙˙ž˙‘˙œ˙š˙ß˙‹˙˙ß˙˙š˙ß˙—˙š˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle052Subtitle RTS+Ő˙¨˙—˙ž˙‹˙ß˙˜˙–˙‰˙š˙Œ˙ß˙†˙˙Š˙ß˙‹˙—˙š˙ß˙˙–˙˜˙—˙‹˙ß˙‹˙˙ß˙˙š˙ß˙–˙‘˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle053Subtitle RTSŐ˙Ť˙—˙–˙Œ˙ß˙–˙Œ˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙˜˙š˙‹˙ß˙˙Š˙‹˙ß˙‘˙˙ˆ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle054Subtitle RTS%Ő˙ť˙˙‘˙Ř˙‹˙ß˙š˙‡˙˙š˙œ˙‹˙ß˙’˙š˙ß˙‹˙˙ß˙˙š˙ß˙ž˙ß˙˜˙˙˙›˙ß˙—˙˙Œ˙‹˙š˙Œ˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle055Subtitle RTS*Ő˙ś˙ß˙›˙˙‘˙Ř˙‹˙ß˙“˙–˙”˙š˙ß˙Š˙‘˙š˙‡˙˙š˙œ˙‹˙š˙›˙ß˙‰˙–˙Œ˙–˙‹˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle056Subtitle RTS%Ő˙¨˙—˙ž˙‹˙ß˙›˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙†˙˙Š˙Ř˙˙š˙ß˙›˙˙–˙‘˙˜˙ß˙—˙š˙˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle057Subtitle RTS Ő˙ś˙‘˙‹˙˙Š˙›˙š˙˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle058Subtitle RTS0Ő˙Ś˙˙Š˙˙ß˙˙˙š˙Œ˙š˙‘˙œ˙š˙ß˙–˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙–˙‘˙˜˙ß˙‹˙˙ß˙˙˙‹˙—˙š˙˙ß˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle059Subtitle RTS-Ő˙¨˙—˙˙ß˙ˆ˙ž˙Œ˙ß˙Œ˙Š˙˙˙˙Œ˙š˙›˙ß˙‹˙˙ß˙˙š˙ß˙˜˙Š˙ž˙˙›˙–˙‘˙˜˙ß˙‹˙—˙ž˙‹˙ß˙ž˙˙š˙ž˙Ŕ˙Ţ˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle060Subtitle RTS?Ő˙Ź˙˙ß˙†˙˙Š˙Ř˙‰˙š˙ß˙’˙ž˙‘˙ž˙˜˙š˙›˙ß˙‹˙˙ß˙œ˙˙ž˙œ˙”˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙z˙‹˙—˙ž˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙—˙ž˙˙˙š˙‘˙ß˙ž˙˜˙ž˙–˙‘˙ LBL$DIALOGEVENT:Taunts_Turtle061Subtitle RTS[Ő˙¸˙š˙‹˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ť˙˙‘˙Ř˙‹˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙ž˙˙˙‰˙š˙ß˙›˙˙˙˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙–˙˜˙—˙‹˙ß˙—˙š˙˙š˙ LBL$DIALOGEVENT:Taunts_Turtle062Subtitle RTS1Ő˙ś˙‹˙Ř˙Œ˙ß˙“˙˙˙”˙–˙‘˙˜˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙›˙ž˙˙”˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle063Subtitle RTS-Ő˙ť˙–˙›˙ß˙Œ˙˙’˙š˙˙‘˙š˙ß˙™˙˙˙˜˙š˙‹˙ß˙‹˙˙ß˙˙ž˙†˙ß˙‹˙—˙š˙ß˙š˙“˙š˙œ˙‹˙˙–˙œ˙ß˙˙–˙“˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle064Subtitle RTS7Ő˙Ś˙˙Š˙ß˙›˙–˙›˙‘˙Ř˙‹˙ß˙’˙ž˙‘˙ž˙˜˙š˙ß˙†˙˙Š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙‰˙š˙˙†˙ß˙ˆ˙–˙Œ˙š˙“˙†˙Ó˙ß˙›˙–˙›˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle065Subtitle RTS(Ő˙Ś˙˙Š˙ß˙ž˙˙š˙ß˙˙Š˙Œ˙—˙–˙‘˙˜˙ß˙’˙š˙ß˙˙‰˙š˙˙Ň˙˙Š˙›˙˜˙š˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle066Subtitle RTSEŐ˙ˇ˙˙ˆ˙ß˙œ˙˙Š˙“˙›˙ß˙‹˙—˙–˙Œ˙ß˙—˙ž˙‰˙š˙ß˙—˙ž˙˙˙š˙‘˙š˙›˙Ţ˙ß˙ś˙ß˙—˙ž˙›˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙˙“˙ž˙‘˙‘˙š˙›˙ß˙Œ˙˙ß˙˙š˙˙™˙š˙œ˙‹˙“˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle067Subtitle RTS3Ő˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙ś˙Ř˙’˙ß˙Œ˙œ˙ž˙˙š˙›˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙Ź˙œ˙Š˙›˙ß˙Ź˙‹˙˙˙’˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle068Subtitle RTS#Ő˙Ť˙—˙ž˙‹˙ß˙ą˙Š˙”˙š˙ß˙Ź˙–˙“˙˙ß˙›˙˙š˙Œ˙‘˙Ř˙‹˙ß˙™˙˙–˙˜˙—˙‹˙š˙‘˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle069Subtitle RTSqŐ˙ś˙ß˙ž˙˙˙˙š˙œ˙–˙ž˙‹˙š˙ß˙†˙˙Š˙˙ß˙œ˙—˙˙–˙œ˙š˙ß˙–˙‘˙ß˙ˆ˙š˙ž˙˙˙‘˙˙†˙Ó˙ß˙˙Š˙‹˙ß˙ś˙Ř˙’˙ß˙‹˙—˙š˙ß˙˙‘˙“˙†˙ß˙˙‘˙š˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙‹˙˙ß˙—˙ž˙‰˙š˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ LBL$DIALOGEVENT:Taunts_Turtle070Subtitle RTS.Ő˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙Œ˙ß˙Œ˙š˙œ˙Š˙˙š˙ß˙ž˙Œ˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙Ŕ˙ß˙ś˙Œ˙ß˙–˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle071Subtitle RTS_Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ˇ˙ž˙‰˙š˙ß˙†˙˙Š˙ß˙Œ˙š˙š˙‘˙ß˙ˆ˙—˙ž˙‹˙ß˙ž˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙œ˙ž˙‘˙ß˙›˙˙ß˙‹˙˙ß˙ž˙ß˙“˙˙‹˙ß˙˙™˙ß˙‹˙ž˙‘˙”˙Œ˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle072Subtitle RTS.Ő˙ž˙“˙“˙ß˙‹˙—˙š˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙–˙˙ß˙˙˙“˙“˙Š˙‹˙–˙˙‘˙ß˙‹˙˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle073Subtitle RTSVŐ˙Ź˙˙ß˙’˙ž˙‘˙†˙ß˙‹˙˙˙˙˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙ˆ˙š˙˙š˙‘˙Ř˙‹˙ß˙ž˙œ˙‹˙Š˙ž˙“˙“˙†˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙˙Š˙Œ˙—˙ß˙’˙š˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙’˙ß˙ˆ˙š˙˙š˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle074Subtitle RTS€Ő˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙˙ž˙Œ˙š˙ß˙†˙˙Š˙ß˙—˙ž˙‰˙š˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙—˙š˙˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ś˙˙Š˙ß˙›˙–˙›˙ß˙˙š˙’˙š˙’˙˙š˙˙ß˙‹˙˙ß˙Œ˙˙ž˙œ˙š˙ß˙˙Š˙‹˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙‹˙˙ß˙ž˙‰˙˙–˙›˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙‹˙˙–˙”˙š˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle075Subtitle RTS<Ő˙ť˙˙ß˙†˙˙Š˙ß˙”˙‘˙˙ˆ˙ß˙—˙˙ˆ˙ß˙“˙˙‘˙˜˙ß˙–˙‹˙Ř˙Œ˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙‹˙ž˙”˙š˙ß˙‹˙˙ß˙œ˙“˙š˙ž˙‘˙ß˙‹˙—˙ž˙‹˙ß˙Š˙˙Ŕ˙Ţ˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle076Subtitle RTS.Ő˙¸˙š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙˜˙Š˙Œ˙‹˙–˙‘˙˜˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙˙Š˙‹˙ß˙˙™˙ß˙’˙†˙ß˙˙ž˙Œ˙š˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle077Subtitle RTSAŐ˙ˇ˙š˙†˙Ó˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙’˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ţ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙‘˙˙‹˙ß˙ž˙Š˙‹˙—˙˙˙–˙…˙š˙›˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙–˙‹˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle078Subtitle RTS1Ő˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙ž˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙’˙˙‰˙š˙Ó˙ß˙˙˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙—˙–˙›˙–˙‘˙˜˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle079Subtitle RTS=Ő˙ź˙˙“˙˙‘˙š˙“˙ß˙˝˙Š˙˙‹˙˙‘˙Ŕ˙ß˙­˙š˙ž˙“˙“˙†˙Ŕ˙ß˙ť˙˙ß˙†˙˙Š˙ß˙‹˙—˙–˙‘˙”˙ß˙—˙š˙Ř˙Œ˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle080Subtitle RTS@Ő˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙Ŕ˙ß˙ś˙ß˙˜˙Š˙š˙Œ˙Œ˙ß˙–˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙ž˙ß˙˜˙–˙˙“˙Ň˙˙˙ˆ˙š˙˙ß˙Œ˙—˙˙ˆ˙›˙˙ˆ˙‘˙Ó˙ß˙–˙Œ˙‘˙Ř˙‹˙ß˙–˙‹˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle081Subtitle RTS0Ő˙ľ˙ž˙˙’˙š˙‘˙ß˙´˙š˙“˙“˙Ţ˙ß˙ˇ˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙Œ˙‹˙ž˙†˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙‹˙ž˙‘˙”˙Œ˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle082Subtitle RTSMŐ˙ą˙–˙œ˙š˙ß˙ž˙–˙˙ß˙š˙–˙š˙“˙›˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ň˙Ň˙•˙Š˙Œ˙‹˙ß˙”˙š˙š˙˙ß˙‹˙—˙˙Œ˙š˙ß˙˙“˙ž˙‘˙š˙Œ˙ß˙ž˙ˆ˙ž˙†˙ß˙™˙˙˙’˙ß˙’˙†˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBL$DIALOGEVENT:Taunts_Turtle083Subtitle RTSPŐ˙ž˙ß˙¨˙ž˙˙ß˙š˙ž˙œ˙‹˙˙˙†˙Ŕ˙ß˙Ś˙˙Š˙Ř˙˙š˙ß˙Œ˙š˙˙–˙˙Š˙Œ˙“˙†˙ß˙˜˙˙–˙‘˙˜˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙š˙Ó˙ß˙ž˙˙š˙‘˙Ř˙‹˙ß˙†˙˙Š˙Ŕ˙ß˙ś˙‹˙Ř˙Œ˙ß˙ž˙˙˙Š˙‹˙ß˙‹˙–˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle084Subtitle RTS(Ő˙¸˙˙˙›˙ß˙™˙˙˙ß˙†˙˙Š˙ß˙Ň˙ß˙†˙˙Š˙ß˙œ˙ž˙‘˙ß˙˙Š˙–˙“˙›˙ß˙ž˙ß˙˙ž˙˙˙ž˙œ˙”˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle085Subtitle RTSIŐ˙Ź˙š˙“˙“˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ŕ˙ß˙ś˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙˙ž˙˙‹˙ß˙˙™˙ß˙†˙˙Š˙˙ß˙˜˙˙–˙‘˙˜˙ß˙˙Š˙‹˙ß˙˙™˙ß˙˙Š˙Œ˙–˙‘˙š˙Œ˙Œ˙ß˙Œ˙ž˙“˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle086Subtitle RTSHŐ˙¨˙—˙†˙ß˙›˙˙‘˙Ř˙‹˙ß˙†˙˙Š˙ß˙•˙Š˙Œ˙‹˙ß˙˜˙–˙‰˙š˙ß˙Š˙˙Ŕ˙ß˙ś˙ß˙—˙ž˙‰˙š˙ß˙˙š˙‹˙‹˙š˙˙ß˙‹˙—˙–˙‘˙˜˙Œ˙ß˙ś˙ß˙œ˙˙Š˙“˙›˙ß˙˙š˙ß˙›˙˙–˙‘˙˜˙ß˙‹˙˙›˙ž˙†˙ LBL$DIALOGEVENT:Taunts_Turtle087Subtitle RTS9Ő˙¨˙—˙†˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙ś˙ß˙š˙‰˙š˙˙ß˙™˙–˙‘˙›˙ß˙˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙“˙ž˙Œ˙‹˙Œ˙ß˙’˙˙˙š˙ß˙‹˙—˙ž˙‘˙ß˙Ę˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle088Subtitle RTSNŐ˙ł˙˙˙”˙Œ˙ß˙“˙–˙”˙š˙ß˙†˙˙Š˙Ř˙˙š˙ß˙“˙˙Œ˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ą˙˙ˆ˙ß˙ˆ˙—˙ž˙‹˙ß˙›˙–˙›˙ß˙ś˙ß˙Œ˙ž˙†˙ß˙ž˙˙˙Š˙‹˙ß˙˙“˙ž˙‘˙‘˙–˙‘˙˜˙ß˙‹˙˙ß˙™˙ž˙–˙“˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle089Subtitle RTSGŐ˙Ť˙—˙ž˙‹˙Ř˙Œ˙ß˙Ž˙Š˙–˙‹˙š˙ß˙ž˙ß˙˙š˙ž˙‹˙–˙‘˙˜˙ß˙†˙˙Š˙Ř˙˙š˙ß˙‹˙ž˙”˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙™˙˙˙ß˙’˙˙˙š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle090Subtitle RTSKŐ˙ś˙Ř˙›˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ó˙ß˙Ý˙˜˙˙˙›˙ß˙™˙–˙˜˙—˙‹˙Ó˙Ý˙ß˙˙Š˙‹˙ß˙œ˙“˙š˙ž˙˙“˙†˙ß˙†˙˙Š˙˙ß˙’˙–˙‘˙›˙ß˙ˆ˙ž˙Œ˙‘˙Ř˙‹˙ß˙–˙‘˙ß˙–˙‹˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle091Subtitle RTS6Ő˙ś˙ß˙œ˙ž˙‘˙Ř˙‹˙ß˙˙š˙“˙–˙š˙‰˙š˙ß˙†˙˙Š˙ß˙ˆ˙˙Š˙“˙›˙ß˙˙š˙ž˙‹˙Ň˙Š˙˙ß˙˙‘˙ß˙ž˙ß˙˜˙–˙˙“˙ß˙“˙–˙”˙š˙ß˙‹˙—˙–˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle092Subtitle RTS(Ő˙ś˙ß˙‘˙š˙š˙›˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙‹˙—˙–˙‘˙”˙Ń˙ß˙¸˙˙ß˙ž˙ˆ˙ž˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle093Subtitle RTS6Ő˙Ś˙˙Š˙˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ž˙˙š˙ß˙—˙ž˙˙›˙“˙†˙ß˙Œ˙˙˙˙‹˙–˙‘˙˜˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙Ż˙“˙ž˙†˙ß˙‘˙–˙œ˙š˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle094Subtitle RTSSŐ˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙“˙˙˙”˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙˙š˙Ţ˙ß˙Ź˙˙’˙š˙˙‘˙š˙ß˙–˙Œ˙ß˙œ˙ž˙˙‹˙Š˙˙–˙‘˙˜˙ß˙†˙˙Š˙˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ţ˙ß˙ť˙–˙›˙‘˙Ř˙‹˙ß˙˙Š˙†˙ß˙–˙‹˙Ó˙ß˙—˙Š˙—˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle095Subtitle RTSUŐ˙Ś˙˙Š˙ß˙”˙‘˙˙ˆ˙Ó˙ß˙–˙™˙ß˙†˙˙Š˙ß˙ˆ˙š˙˙š˙ß˙ž˙ß˙˜˙š˙‘˙‹˙“˙š˙’˙ž˙‘˙Ó˙ß˙†˙˙Š˙Ř˙›˙ß˙˜˙–˙‰˙š˙ß˙’˙š˙ß˙™˙–˙‰˙š˙ß˙’˙–˙‘˙Š˙‹˙š˙Œ˙ß˙‹˙˙ß˙˙š˙˙Š˙–˙“˙›˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBL$DIALOGEVENT:Taunts_Turtle096Subtitle RTSYŐ˙¨˙—˙ž˙‹˙Ŕ˙Ţ˙ß˙ś˙‹˙Ř˙Œ˙ß˙˙‰˙š˙˙Ŕ˙ß˙¨˙š˙“˙“˙Ó˙ß˙–˙‹˙ß˙ˆ˙ž˙Œ˙ß˙‘˙–˙œ˙š˙ß˙›˙ž˙‘˙œ˙–˙‘˙˜˙ß˙ˆ˙–˙‹˙—˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙˛˙ž˙†˙˙š˙ß˙‘˙š˙‡˙‹˙ß˙‹˙–˙’˙š˙ß˙ś˙Ř˙“˙“˙ß˙“˙š˙ž˙›˙ LBL$DIALOGEVENT:Taunts_Turtle097Subtitle RTS'Ő˙˛˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙ß˙ž˙˙š˙ß˙˙š˙ž˙›˙†˙Ń˙Ń˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle098Subtitle RTS(Ő˙Ś˙˙Š˙Ř˙“˙“˙ß˙‘˙š˙‰˙š˙˙ß˙œ˙˙ž˙œ˙”˙ß˙’˙†˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle099Subtitle RTS#Ő˙Ś˙˙Š˙˙ß˙˙Š˙Œ˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙ˆ˙˙˙”˙ß˙˙‘˙ß˙’˙š˙ LBL$DIALOGEVENT:Taunts_Turtle100Subtitle RTSjŐ˙ś˙‹˙Ř˙Œ˙ß˙‘˙˙‹˙ß˙™˙ž˙–˙˙Ţ˙ß˙°˙‘˙š˙ß˙’˙˙˙š˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙ß˙ž˙‘˙›˙ß˙ś˙ß˙ˆ˙˙Š˙“˙›˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙‹˙š˙‘˙ß˙†˙˙Š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ß˙’˙š˙ß˙ž˙˜˙ž˙–˙‘˙Ó˙ß˙ś˙ß˙›˙ž˙˙š˙ß˙†˙˙Š˙ LBL$DIALOGEVENT:Taunts_Turtle101Subtitle RTSJŐ˙ś˙ß˙‹˙˙“˙›˙ß˙†˙˙Š˙ß˙†˙˙Š˙Ř˙›˙ß˙‘˙š˙‰˙š˙˙ß˙˙š˙ž˙‹˙ß˙’˙†˙ß˙Ź˙Š˙˙š˙˙ß˙¨˙š˙ž˙˙˙‘˙Œ˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ź˙ž˙˙š˙ß˙‹˙˙ß˙‹˙˙†˙ß˙ž˙˜˙ž˙–˙‘˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle102Subtitle RTS*Ő˙¨˙š˙“˙œ˙˙’˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ń˙ß˙ž˙˙š˙ß˙†˙˙Š˙ß˙˙š˙ž˙›˙†˙ß˙‹˙˙ß˙˙š˙˜˙–˙‘˙Ŕ˙ LBL$DIALOGEVENT:Taunts_Turtle103Subtitle RTS<Ő˙°˙—˙Ó˙ß˙ˆ˙—˙ž˙‹˙Ř˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙Œ˙˙Š˙‘˙›˙Ŕ˙ß˙ą˙˙ˆ˙ß˙ś˙ß˙Œ˙š˙š˙ß˙ž˙ß˙“˙–˙˜˙—˙‹˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙”˙†˙Ń˙Ń˙Ń˙ß˙ˇ˙’˙’˙z˙ LBL$DIALOGEVENT:Taunts_Turtle104Subtitle RTSŐ˙°˙—˙ß˙’˙†˙Ţ˙ LBL$DIALOGEVENT:Taunts_Turtle106Subtitle RTSbŐ˙z˙˙—˙ß˙›˙š˙ž˙˙z˙ś˙Ř˙’˙ß˙Œ˙˙˙˙†˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙—˙˙ˆ˙ß˙ś˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ó˙ß˙Ý˙—˙š˙“˙“˙˙Ń˙Ý˙ß˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL$DIALOGEVENT:Taunts_Turtle107Subtitle RTSŐ˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ LBL)DIALOGEVENT:UnitDescriptXChina001Subtitle RTSŐ˙Ť˙—˙š˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙˙ž˙“˙Ó˙ß˙˙Š˙‹˙ß˙‹˙—˙ž˙‹˙Ř˙Œ˙ß˙•˙Š˙Œ˙‹˙ß˙—˙˙ˆ˙ß˙ś˙ß˙“˙–˙”˙š˙ß˙‹˙˙ß˙Œ˙ž˙†˙Ó˙ß˙Ý˙—˙š˙“˙“˙˙Ń˙Ý˙ß˙¨˙š˙“˙“˙Ó˙ß˙˜˙˙˙›˙ß˙“˙Š˙œ˙”˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙›˙ž˙˙š˙ß˙†˙˙Š˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙‹˙˙–˙”˙š˙Œ˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙š˙ß˙ž˙ß˙Ý˙˜˙š˙‘˙š˙˙ž˙“˙Ý˙Ó˙ß˙˙–˙˜˙—˙‹˙Ŕ˙‘˙Œ˙š˙š˙‘˙Ţ˙—˙ß˙˙™˙ß˙’˙†˙ß˙‹˙˙‡˙–˙œ˙ß˙ž˙–˙˙Ó˙ß˙ś˙ß˙œ˙ž˙‘˙ß˙˙š˙‹˙Š˙˙‘˙ß˙‹˙˙ß˙’˙†˙ß˙š˙‡˙˙š˙˙–˙’˙š˙‘˙‹˙Œ˙˙š˙ß˙‹˙ž˙‡˙š˙›˙š˙ß˙š˙“˙–˙’˙–˙‘˙ž˙‹˙š˙›˙ß˙˙Š˙‹˙Ń˙ß˙¸˙˙š˙ž˙‹˙ß˙ˆ˙˙˙”˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterfac LBL)DIALOGEVENT:UnitDescriptXChina002Subtitle RTSąŐ˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙ß˙˙–˙˜˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙˜˙Š˙‘˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙‹˙ž˙‘˙”˙ß˙œ˙ž˙‘˙ß˙ž˙“˙Œ˙˙ß˙—˙Š˙˙‹˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙Œ˙˙ß˙”˙š˙š˙˙ß˙˙Š˙˙ß˙’˙š˙‘˙ß˙ž˙‹˙ß˙ž˙ß˙Œ˙ž˙™˙š˙ß˙›˙–˙Œ˙‹˙ž˙‘˙œ˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina003Subtitle RTSěŐ˙Ť˙—˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙“˙ž˙Œ˙š˙˙ß˙˙ž˙Œ˙š˙›˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙—˙š˙“˙˙Œ˙ß˙˙‹˙—˙š˙˙ß˙Ş˙Ź˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙˙Š˙˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙Œ˙˙ß˙‹˙—˙š˙†˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙œ˙˙‘˙Œ˙–˙›˙š˙˙š˙›˙ß˙—˙–˙˜˙—˙ß˙˙˙–˙˙˙–˙‹˙†˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ˆ˙—˙š˙‘˙ß˙š˙‘˙œ˙˙Š˙‘˙‹˙š˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙ž˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙˜˙˙˙Š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina004Subtitle RTSŢŐ˙Ť˙—˙š˙ß˙Ź˙˙š˙œ˙‹˙š˙˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙•˙š˙‹˙ß˙˙˙ˆ˙š˙˙š˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙ß˙™˙–˙‡˙š˙›˙ß˙‹˙˙ß˙–˙‹˙Œ˙ß˙Œ˙–˙›˙š˙ß˙š˙‘˙ž˙˙“˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙œ˙–˙˙œ˙“˙š˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙˙ž˙–˙‘˙ß˙›˙š˙ž˙‹˙—˙ß˙™˙˙˙’˙ß˙ž˙˙˙‰˙š˙Ń˙ß˙Ť˙†˙˙–˙œ˙ž˙“˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙š˙‘˙˜˙–˙‘˙š˙š˙˙–˙‘˙˜˙Ň˙Ň˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙—˙˙‹˙˜˙Š˙‘˙ß˙‹˙˙ß˙Œ˙ˆ˙ž˙‹˙ß˙ž˙ß˙™˙“˙†˙ LBL)DIALOGEVENT:UnitDescriptXChina005Subtitle RTSQŐ˙Ť˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙’˙ž˙”˙š˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBL)DIALOGEVENT:UnitDescriptXChina006Subtitle RTS•Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙‹˙—˙š˙–˙˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙™˙‹˙š˙‘˙ß˙’˙–˙Œ˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙›˙˙ß˙“˙š˙Œ˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina007Subtitle RTS„Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙‘˙ß˙˙š˙’˙˙‹˙š˙ß˙ž˙–˙˙ß˙›˙˙˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙›˙š˙™˙š˙‘˙›˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙š˙›˙ß˙—˙š˙“˙“˙™˙–˙˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙Œ˙†˙Œ˙‹˙š˙’˙ LBL)DIALOGEVENT:UnitDescriptXChina008Subtitle RTStŐ˙Ť˙—˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙Š˙˙˙˙ž˙ß˙›˙š˙Œ˙–˙˜˙‘˙š˙›˙ß˙‹˙˙ß˙˙š˙‘˙š˙‹˙˙ž˙‹˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina009Subtitle RTS|Ő˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˜˙ž˙‹˙—˙š˙˙Œ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina010Subtitle RTSžŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙—˙ž˙‰˙š˙ß˙Œ˙š˙š˙‘˙ß˙‹˙—˙š˙ß˙ˆ˙–˙Œ˙›˙˙’˙ß˙˙™˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙Ń˙ß˙˝˙†˙ß˙Š˙Œ˙–˙‘˙˜˙ß˙ž˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙—˙š˙†˙ß˙ž˙˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙—˙–˙“˙š˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙˙š˙ž˙›˙ß˙‹˙—˙š˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ LBL)DIALOGEVENT:UnitDescriptXChina011Subtitle RTSˆŐ˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙l˙Œ˙‹˙Š˙‘˙k˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina012Subtitle RTSyŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙–˙Œ˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙–˙‰˙š˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙˙†˙ß˙Œ˙ž˙‘˙›˙˙ž˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙—˙˙ˆ˙–˙‹˙…˙š˙˙ß˙ž˙‘˙›˙ß˙Ë˙ß˙™˙–˙˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina013Subtitle RTS~Ő˙Ť˙—˙š˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ž˙–˙˙Œ˙—˙–˙˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙–˙˙š˙Œ˙‹˙˙˙’˙ß˙š˙™˙™˙š˙œ˙‹˙ LBL)DIALOGEVENT:UnitDescriptXChina014Subtitle RTSóŐ˙°˙Š˙˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina015Subtitle RTSŐ˙°˙Š˙˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Í˙ß˙ž˙–˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 Str LBL)DIALOGEVENT:UnitDescriptXChina016Subtitle RTSěŐ˙Ť˙—˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙Ó˙ß˙›˙–˙‰˙š˙˙‹˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙–˙˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙Ň˙’˙ž˙˜˙‘˙š˙‹˙–˙œ˙ß˙˙Š˙“˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina017Subtitle RTSŚŐ˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina018Subtitle RTSˇŐ˙Ť˙—˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙ž˙ß˙˙ž˙‘˙›˙˙’˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙’˙ß˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙ł˙š˙‰˙š˙“˙ß˙Î˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Î˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ß˙Ě˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ˆ˙—˙–˙“˙š˙ß˙“˙š˙‰˙š˙“˙ß˙Í˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina019Subtitle RTSgŐ˙°˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙˙“˙ž˙‘˙š˙ß˙›˙˙˙˙Œ˙ß˙ž˙ß˙Œ˙š˙˙–˙š˙Œ˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ž˙“˙˙‘˙˜˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙ž˙‹˙—˙Ó˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina020Subtitle RTSˆŐ˙°˙Š˙˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‘˙ß˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙–˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ž˙˙›˙ß˙š˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙’˙–˙‘˙š˙Œ˙Ń˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙–˙‘˙Œ˙‹˙ž˙‘˙‹˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙”˙–˙“˙“˙ß˙ž˙‘˙†˙ß˙‘˙š˙ž˙˙˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL)DIALOGEVENT:UnitDescriptXChina021Subtitle RTSrŐ˙°˙Š˙˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙Ó˙ß˙˙‘˙œ˙š˙ß˙‰˙Š˙“˙‘˙š˙˙ž˙˙“˙š˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ˆ˙–˙“˙“˙ß˙™˙–˙‘˙›˙ß˙Œ˙ž˙™˙š˙‹˙†˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙›˙ß˙—˙ž˙œ˙”˙–˙‘˙˜˙ß˙ž˙˙–˙“˙–˙‹˙†˙ß˙–˙‘˙ß˙˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina022Subtitle RTSoŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙ß˙˙š˙‰˙š˙ž˙“˙ß˙ž˙˙˙Š˙‘˙›˙ß˙š˙‰˙š˙˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina023Subtitle RTS‡Ő˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙–˙‘˙œ˙“˙Š˙›˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina024Subtitle RTS7Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙˙š˙‰˙š˙ž˙“˙Œ˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙–˙‘˙œ˙“˙Š˙›˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙†˙˙Ó˙ß˙ˆ˙—˙–˙“˙š˙ß˙“˙š˙‰˙š˙“˙ß˙Í˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙‘˙ß˙˙ž˙‘˙˜˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatemouseinterfacesionparadr LBL)DIALOGEVENT:UnitDescriptXChina025Subtitle RTS˛Ő˙Ť˙—˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙–˙‘˙–˙‹˙–˙ž˙“˙“˙†˙ß˙œ˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙¸˙ł˙ž˙ß˙­˙š˙˙š˙“˙ß˙›˙˙–˙‰˙š˙˙ß˙ž˙‘˙›˙ß˙ž˙ß˙’˙˙Š˙‘˙‹˙š˙›˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙Ń˙ß˙Ť˙—˙š˙ß˙­˙š˙˙š˙“˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙š˙˙“˙ž˙œ˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙¸˙ł˙ž˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˜˙˙ž˙‘˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙œ˙†˙œ˙“˙š˙ß˙‹˙—˙š˙–˙˙ß˙Š˙‘˙–˙Ž˙Š˙š˙ß˙˙˙ˆ˙š˙˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina026Subtitle RTS~Ő˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Š˙˙ß˙‹˙˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ˆ˙—˙˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙ˆ˙–˙‘˙›˙˙ˆ˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙š˙ž˙‰˙†˙ß˙Œ˙‹˙š˙š˙“˙ß˙œ˙ž˙˙–˙‘˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙ LBL)DIALOGEVENT:UnitDescriptXChina027Subtitle RTSeŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙—˙š˙–˙˙ß˙¨˙˙˙”˙š˙˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ź˙—˙˙š˙Œ˙ß˙‹˙˙ß˙Œ˙Ž˙Š˙š˙š˙…˙š˙ß˙š˙‰˙š˙‘˙ß˙’˙˙˙š˙ß˙™˙˙˙œ˙š˙›˙ß˙“˙ž˙˙˙˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙ž˙Œ˙ž˙‘˙‹˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina028Subtitle RTSiŐ˙Ť˙—˙š˙ß˙ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙’˙ž˙”˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙‘˙˙˙’˙ž˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙–˙˙‘˙ LBL)DIALOGEVENT:UnitDescriptXChina029Subtitle RTSŠŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙—˙ž˙‰˙š˙ß˙˙š˙˜˙Š˙‘˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙‹˙˙˙˙˙Œ˙ß˙š˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙­˙Ż˙¸˙Œ˙ß˙–˙‘˙ß˙ž˙“˙“˙ß˙‹˙—˙š˙–˙˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ń˙ß˙Ş˙Œ˙š˙ß˙œ˙ž˙Š˙‹˙–˙˙‘˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙™˙–˙“˙‹˙˙ž˙‹˙–˙‘˙˜˙ß˙ž˙‘˙†˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina030Subtitle RTSÍŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙š˙‘˙ž˙˙“˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙˙š˙“˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙’˙Ń˙ß˙¨˙ž˙‹˙œ˙—˙ß˙™˙˙˙ß˙­˙š˙˙š˙“˙Œ˙ß˙“˙Š˙˙”˙–˙‘˙˜˙ß˙ž˙˙˙Š˙‘˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙–˙‘˙ß˙†˙˙Š˙˙ß˙ž˙˙š˙ž˙ LBL)DIALOGEVENT:UnitDescriptXChina031Subtitle RTSŃŐ˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙‹˙˙–˙œ˙”˙Œ˙ß˙—˙ž˙‰˙š˙ß˙˙š˙ž˙œ˙—˙š˙›˙ß˙ž˙ß˙‘˙š˙ˆ˙ß˙“˙š˙‰˙š˙“˙Ń˙ß˙Ť˙—˙š˙†˙ß˙ž˙˙š˙ß˙‘˙˙ˆ˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙ß˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙‹˙—˙ž˙‹˙ß˙“˙˙˙”˙ß˙“˙–˙”˙š˙ß˙‹˙—˙š˙–˙˙ß˙˙š˙ž˙“˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙Ó˙ß˙˙Š˙‹˙ß˙ž˙˙š˙ß˙˙‘˙“˙†˙ß˙˙˙˙˙†˙Ň˙‹˙˙ž˙˙˙š˙›˙ß˙™˙ž˙œ˙ž˙›˙š˙Œ˙Ń˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙š˙‰˙š˙˙†˙‹˙—˙–˙‘˙˜˙ß˙™˙˙˙’˙ß˙˙ž˙‘˙˜˙š˙ß˙‹˙˙ß˙ž˙‰˙˙–˙›˙ß˙ž˙‘˙†˙ß˙¸˙ł˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙Œ˙ LBL)DIALOGEVENT:UnitDescriptXChina032Subtitle RTSXŐ˙Ť˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙’˙ž˙”˙š˙Œ˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙‘˙˙˙’˙ž˙“˙ß˙›˙š˙‹˙š˙œ˙‹˙–˙˙‘˙ LBL)DIALOGEVENT:UnitDescriptXChina033Subtitle RTSÁŐ˙Ť˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙˙ˆ˙š˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙¸˙ł˙ž˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙‹˙˙ß˙˙“˙ž˙œ˙š˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙‹˙—˙š˙†˙ß˙—˙ž˙‰˙š˙ß˙š˙‡˙˙“˙˙˙š˙›˙Ń˙ß˙ž˙“˙‹˙—˙˙Š˙˜˙—˙ß˙Œ˙“˙–˙˜˙—˙‹˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ž˙ß˙‘˙˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ LBL)DIALOGEVENT:UnitDescriptXChina034Subtitle RTS¨Ő˙Ť˙—˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙ž˙ß˙™˙–˙‡˙š˙›˙Ň˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙Œ˙–˙‘˙˜˙“˙š˙Ň˙—˙ž˙‘˙›˙š˙›˙“˙†˙ß˙œ˙˙‘˙‹˙˙˙“˙“˙–˙‘˙˜˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙™˙˙˙’˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙Ń˙ß˙ś˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙ß˙˙˙–˙˙˙–˙‹˙†˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙‘˙ß˙ž˙‘˙†˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ LBL)DIALOGEVENT:UnitDescriptXChina035Subtitle RTSmŐ˙ž˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙ß˙™˙˙š˙š˙ß˙˙š˙˙–˙˙›˙–˙œ˙ß˙ž˙˙’˙˙˙ß˙ž˙–˙˙›˙˙˙˙Ń˙ß˙š˙˙š˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Œ˙ß˙œ˙ž˙‘˙ß˙‹˙Š˙˙‘˙ß˙‹˙—˙š˙ß˙‹˙–˙›˙š˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙˙ž˙‹˙‹˙“˙š˙ LBL)DIALOGEVENT:UnitDescriptXChina036Subtitle RTSÄŐ˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Ó˙ß˙ˆ˙—˙š˙‘˙ß˙œ˙ž˙˙‹˙Š˙˙š˙›˙Ó˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙™˙˙˙ß˙ž˙‘˙†˙ß˙˜˙˙˙Š˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙­˙š˙˙ž˙–˙˙Œ˙ß˙™˙˙˙ß˙›˙ž˙’˙ž˙˜˙š˙›˙ß˙ž˙˙’˙˙˙ß˙–˙‘˙ß˙ž˙ß˙™˙˙˙ˆ˙ž˙˙›˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙œ˙ž˙‘˙ß˙’˙ž˙”˙š˙ß˙‹˙—˙š˙ß˙›˙–˙™˙™˙š˙˙š˙‘˙œ˙š˙ß˙˙š˙‹˙ˆ˙š˙š˙‘˙ß˙‰˙–˙œ˙‹˙˙˙†˙ß˙ž˙‘˙›˙ß˙›˙š˙™˙š˙ž˙‹˙ LBL'DIALOGEVENT:UnitDescriptXGLA001Subtitle RTSiŐ˙˝˙š˙ß˙œ˙ž˙˙š˙™˙Š˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙Ó˙ß˙¸˙š˙‘˙š˙˙ž˙“˙Ä˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙Œ˙š˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙™˙‹˙š˙‘˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙’˙˙Š˙‘˙‹˙š˙›˙ß˙˜˙Š˙‘˙ LBL'DIALOGEVENT:UnitDescriptXGLA002Subtitle RTSpŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙˙š˙ž˙’˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ś˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙‘˙“˙†˙ LBL'DIALOGEVENT:UnitDescriptXGLA003Subtitle RTSnŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙¨˙ž˙˙“˙˙œ˙”˙ß˙Ť˙ž˙‘˙”˙ß˙—˙ž˙Œ˙ß˙ž˙ß˙˙š˙ž˙’˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ś˙‹˙ß˙Œ˙—˙˙Š˙“˙›˙ß˙˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙š˙›˙ß˙˙†˙ß˙“˙ž˙˙˜˙š˙ß˙˜˙˙˙Š˙˙Œ˙ß˙˙‘˙“˙†˙ LBL'DIALOGEVENT:UnitDescriptXGLA004Subtitle RTSqŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙˙˙ˆ˙š˙˙™˙Š˙“˙ß˙“˙ž˙Œ˙š˙˙Ň˙˙ž˙Œ˙š˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙z˙˙Š˙‹˙ß˙ˆ˙š˙ß˙—˙ž˙‰˙š˙ß˙‘˙˙ß˙˙“˙ž˙‘˙š˙Œ˙Ó˙ß˙Œ˙˙ß˙‹˙—˙š˙ß˙›˙ž˙‘˙˜˙š˙˙ß˙™˙˙˙’˙ß˙–˙‹˙ß˙–˙Œ˙ß˙’˙–˙‘˙–˙’˙ž˙“˙ LBL'DIALOGEVENT:UnitDescriptXGLA005Subtitle RTS€Ő˙Ť˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙Ź˙˙š˙œ˙‹˙š˙˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙˙“˙ž˙‘˙š˙ß˙ˆ˙–˙‹˙—˙ß˙˙–˙˜˙ß˙˜˙Š˙‘˙Œ˙Ń˙ß˙ť˙˙ß˙‘˙˙‹˙ß˙š˙‘˙˜˙ž˙˜˙š˙ß˙–˙‹˙Ň˙Ň˙Œ˙š˙š˙”˙ß˙˙š˙™˙Š˙˜˙š˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙Š˙‘˙‹˙–˙“˙ß˙–˙‹˙ß˙“˙š˙ž˙‰˙š˙Œ˙ß˙‹˙—˙š˙ß˙ž˙˙š˙ž˙ LBL'DIALOGEVENT:UnitDescriptXGLA006Subtitle RTS~Ő˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙š˙‘˙š˙’˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙˙Š˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙Ń˙ß˙˝˙Š˙‹˙ß˙‹˙—˙ž˙‹˙ß˙ˆ˙˙‘˙Ř˙‹˙ß˙Œ˙‹˙˙˙ß˙˙Š˙˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙Ó˙ß˙ˆ˙–˙“˙“˙ß˙–˙‹˙Ŕ˙ LBL'DIALOGEVENT:UnitDescriptXGLA007Subtitle RTSˆŐ˙Ť˙—˙š˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Ş˙Ź˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙™˙‹˙š˙‘˙ß˙’˙–˙Œ˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙›˙˙ß˙“˙š˙Œ˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA008Subtitle RTS|Ő˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙ž˙ß˙“˙–˙‹˙‹˙“˙š˙ß˙‹˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙‹˙‹˙ž˙œ˙—˙š˙›˙Ń˙ß˙ž˙‘˙˙‹˙—˙š˙˙ß˙š˙‡˙ž˙’˙˙“˙š˙ß˙˙™˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙Ř˙Œ˙ß˙œ˙˙ˆ˙ž˙˙›˙“˙†˙ß˙‹˙ž˙œ˙‹˙–˙œ˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA009Subtitle RTSxŐ˙Ť˙—˙š˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙ž˙Š˙˙˙˙ž˙Ń˙ß˙Ť˙—˙š˙†˙ß˙Š˙Œ˙š˙ß˙–˙‹˙ß˙‹˙˙ß˙‹˙˙†˙ß˙‹˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙Š˙˙ß˙˙Š˙‘˙”˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA010Subtitle RTS|Ő˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙š˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙˜˙ž˙‹˙—˙š˙˙Œ˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA011Subtitle RTSWŐ˙Ť˙—˙š˙ß˙Ş˙Ź˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙˙š˙ž˙›˙ß˙‹˙—˙š˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙ LBL'DIALOGEVENT:UnitDescriptXGLA012Subtitle RTS…Ő˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙l˙Œ˙‹˙Š˙‘˙k˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA013Subtitle RTSkŐ˙Ť˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙ž˙’˙š˙˙–˙œ˙ž˙‘˙ß˙ž˙‘˙Œ˙ˆ˙š˙˙ß˙‹˙˙ß˙˙Š˙˙ß˙Ź˙‹˙–˙‘˙˜˙š˙˙ß˙Œ˙–˙‹˙š˙Œ˙Ń˙Ń˙Ń˙˙Š˙‹˙ß˙ˆ˙ž˙‹˙œ˙—˙ß˙˙Š˙‹˙ß˙™˙˙˙ß˙‹˙—˙š˙ß˙˙–˙˜˙ß˙œ˙ž˙‘˙‘˙˙‘˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙’˙–˙›˙›˙“˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA014Subtitle RTSkŐ˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙–˙˙š˙Œ˙‹˙˙˙’˙ LBL'DIALOGEVENT:UnitDescriptXGLA015Subtitle RTS{Ő˙Ť˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙ž˙ß˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙™˙–˙‘˙›˙ß˙˙Š˙˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ž˙‰˙˙–˙›˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˙š˙’˙ž˙–˙‘˙ß˙—˙–˙›˙›˙š˙‘˙ LBL'DIALOGEVENT:UnitDescriptXGLA016Subtitle RTS[Ő˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Í˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙ž˙˙˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA017Subtitle RTSkŐ˙Ť˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙Ó˙ß˙›˙–˙‰˙š˙˙‹˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙–˙˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA018Subtitle RTSŤŐ˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA019Subtitle RTS—Ő˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙‘˙š˙ˆ˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˇ˙ž˙œ˙”˙ß˙‹˙š˙œ˙—˙‘˙–˙Ž˙Š˙š˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙ž˙ß˙˙ž˙‘˙›˙˙’˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙–˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙Ź˙Š˙œ˙—˙ß˙–˙Œ˙ß˙‹˙—˙š˙ß˙›˙˙ˆ˙‘˙™˙ž˙“˙“˙ß˙˙™˙ß˙›˙š˙˙š˙‘˙›˙–˙‘˙˜˙ß˙˙‘˙ß˙˙˙ˆ˙š˙˙ß˙‹˙˙ß˙™˙–˙˜˙—˙‹˙ß˙ˆ˙ž˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA020Subtitle RTSfŐ˙Ť˙—˙š˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙˙“˙ž˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙›˙˙˙˙Œ˙ß˙ž˙ß˙Œ˙š˙˙–˙š˙Œ˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ž˙“˙˙‘˙˜˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙ž˙‹˙—˙Ó˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL'DIALOGEVENT:UnitDescriptXGLA021Subtitle RTS}Ő˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‘˙ß˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙–˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ž˙˙›˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙’˙–˙‘˙š˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL'DIALOGEVENT:UnitDescriptXGLA022Subtitle RTSKŐ˙Ť˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ź˙—˙–˙‘˙ž˙Ř˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA023Subtitle RTSlŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ź˙—˙–˙‘˙ž˙ß˙‹˙˙ß˙Œ˙š˙š˙ß˙š˙‰˙š˙˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXGLA024Subtitle RTS”Ő˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ß˙–˙Œ˙ß˙ž˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA025Subtitle RTSaŐ˙Ť˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙“˙–˙’˙˙ß˙œ˙“˙–˙™˙™˙Œ˙ß˙ž˙‘˙›˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙˙†˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ LBL'DIALOGEVENT:UnitDescriptXGLA026Subtitle RTSiŐ˙°˙Š˙˙ß˙‘˙š˙ˆ˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙ß˙—˙ž˙Œ˙ß˙’˙˙Š˙‘˙‹˙š˙›˙ß˙’˙ž˙œ˙—˙–˙‘˙š˙ß˙˜˙Š˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙–˙Œ˙ß˙š˙‘˙—˙ž˙‘˙œ˙š˙›˙ß˙˙†˙ß˙‹˙—˙š˙ß˙ž˙˙–˙“˙–˙‹˙–˙š˙Œ˙ß˙˙™˙ß˙ž˙‘˙†˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙–˙›˙–˙‘˙˜˙ß˙–˙‹˙ LBL'DIALOGEVENT:UnitDescriptXGLA027Subtitle RTS´Ő˙Ť˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Š˙˙ß˙‹˙˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ˆ˙—˙˙ß˙’˙ž˙†˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙Š˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙Š˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXGLA028Subtitle RTS[Ő˙Ť˙—˙š˙ß˙¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙Œ˙˙š˙š˙›˙ß˙ž˙‘˙›˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙˙Š˙˙ß˙“˙˙†˙ž˙“˙ß˙ˆ˙˙˙”˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA029Subtitle RTS]Ő˙Ť˙—˙š˙ß˙ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙˙Š˙˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXGLA030Subtitle RTS^Ő˙Ť˙—˙š˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Ë˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA031Subtitle RTSÚŐ˙Ť˙—˙š˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙˙š˙“˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Š˙‘˙–˙‹˙ß˙‹˙˙ß˙ˆ˙–˙˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙œ˙–˙‰˙–˙“˙–˙ž˙‘˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙‹˙˙ß˙š˙‡˙˙“˙˙›˙š˙ß˙ˆ˙—˙š˙‘˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‹˙‹˙š˙’˙˙‹˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙ß˙‹˙—˙š˙’˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXGLA032Subtitle RTSąŐ˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙™˙˙˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙“˙†˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙œ˙˙Œ˙‹˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙–˙‹˙–˙ž˙“˙“˙†˙ß˙ž˙ß˙˙˙˙˙†˙Ň˙‹˙˙ž˙˙˙š˙›˙ß˙™˙ž˙˙ž˙›˙š˙Ó˙ß˙˙Š˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙™˙Š˙“˙“˙†˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙˙Œ˙–˙˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA033Subtitle RTS`Ő˙°˙Š˙˙ß˙‘˙š˙ˆ˙“˙†˙ß˙ž˙œ˙Ž˙Š˙–˙˙š˙›˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙‘˙›˙š˙˙Œ˙ß˙‹˙—˙š˙’˙ß˙–˙‘˙‰˙–˙Œ˙–˙˙“˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXGLA034Subtitle RTSšŐ˙°˙Š˙˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙˙“˙ž˙œ˙š˙’˙š˙‘˙‹˙ß˙˙™˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙ž˙˙š˙ž˙ß˙‹˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙š˙‡˙˙“˙˙˙š˙›˙Ń˙ß˙ž˙“˙‹˙—˙˙Š˙˜˙—˙ß˙Œ˙“˙–˙˜˙—˙‹˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ž˙ß˙‘˙˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ LBL'DIALOGEVENT:UnitDescriptXGLA035Subtitle RTS‰Ő˙Ť˙—˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙Ż˙“˙ž˙‹˙™˙˙˙’˙ß˙™˙–˙˙š˙Œ˙ß˙ž˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙–˙’˙–˙“˙ž˙˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙Ş˙Ź˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙–˙‘˙ß˙‹˙š˙˙’˙Œ˙ß˙˙™˙ß˙˙ž˙‘˙˜˙š˙ß˙ž˙‘˙›˙ß˙›˙ž˙’˙ž˙˜˙š˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙ž˙‰˙˙–˙›˙ß˙–˙‹˙Œ˙ß˙›˙š˙ž˙›˙“˙†˙ß˙œ˙ž˙‘˙‘˙˙‘˙ LBL'DIALOGEVENT:UnitDescriptXGLA036Subtitle RTSTŐ˙Ť˙—˙š˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙˙š˙˙–˙˙›˙–˙œ˙ž˙“˙“˙†˙ß˙›˙š˙“˙–˙‰˙š˙˙Œ˙ß˙ž˙ß˙˜˙˙˙Š˙˙ß˙˙™˙ß˙Ź˙œ˙˙˙˙–˙˙‘˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙™˙˙˙ß˙˙Š˙˙ß˙œ˙ž˙Š˙Œ˙š˙ LBL'DIALOGEVENT:UnitDescriptXGLA037Subtitle RTSeŐ˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙‘˙‹˙Ň˙“˙–˙‘˙š˙ß˙˙š˙˙ž˙–˙˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙™˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXUSA001Subtitle RTSŐ˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙–˙Œ˙ß˙ž˙ß˙™˙˙˙‘˙‹˙Ň˙“˙–˙‘˙š˙ß˙˙š˙˙ž˙–˙˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙™˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙˙š˙˙ž˙–˙˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙‘˙ß˙ž˙˙’˙Œ˙ß˙ť˙š˙ž˙“˙š˙˙Ń˙ß˙ź˙ž˙˙‹˙Š˙˙š˙ß˙˙˙ß˙ž˙‰˙˙–˙›˙ß˙–˙‹˙Œ˙ß˙›˙š˙ž˙›˙“˙†˙ß˙œ˙ž˙‘˙‘˙˙‘˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ž˙˙š˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ß˙˙˙˙˙†˙ß˙‹˙˙ž˙˙˙š˙›˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙‘˙ß˙˙ž˙‘˙˜˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seIn LBL'DIALOGEVENT:UnitDescriptXUSA002Subtitle RTSłŐ˙Ť˙—˙š˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙˙’˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙ť˙–˙˙š˙œ˙‹˙Ň˙ş˙‘˙š˙˙˜˙†˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙˙ž˙‘˙š˙“˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙š˙’˙–˙‹˙Œ˙ß˙ž˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙˙Š˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙™˙–˙š˙“˙›˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙ž˙’˙ž˙˜˙š˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL'DIALOGEVENT:UnitDescriptXUSA003Subtitle RTSąŐ˙Ť˙—˙š˙ß˙¨˙ž˙˙“˙˙œ˙”˙ß˙‹˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙˙’˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙ť˙–˙˙š˙œ˙‹˙Ň˙ş˙‘˙š˙˙˜˙†˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙˙ž˙‘˙š˙“˙ß˙‹˙—˙ž˙‹˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙ś˙‹˙ß˙ž˙“˙Œ˙˙ß˙š˙’˙–˙‹˙Œ˙ß˙ž˙ß˙œ˙˙‘˙‹˙–˙‘˙Š˙˙Š˙Œ˙ß˙’˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙™˙–˙š˙“˙›˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙ž˙’˙ž˙˜˙š˙Œ˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL'DIALOGEVENT:UnitDescriptXUSA004Subtitle RTS›Ő˙Ť˙—˙š˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙Œ˙š˙˙ß˙˙ž˙Œ˙š˙›˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ž˙˙“˙š˙ß˙‹˙˙ß˙Œ˙—˙˙˙‹˙ß˙›˙˙ˆ˙‘˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ń˙ß˙ś˙‹˙ß˙œ˙ž˙‘˙ß˙ž˙“˙Œ˙˙ß˙ž˙ˆ˙ž˙˙›˙ß˙˙˙‘˙Š˙Œ˙š˙Œ˙ß˙‹˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙–˙‹˙Ř˙Œ˙ß˙Ý˙˙ž˙–˙‘˙‹˙š˙›˙Ý˙ß˙‹˙ž˙˙˜˙š˙‹˙ LBL'DIALOGEVENT:UnitDescriptXUSA005Subtitle RTSçŐ˙Ť˙—˙š˙ß˙Ź˙˙š˙œ˙‹˙š˙˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙–˙Œ˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙•˙š˙‹˙ß˙˙˙ˆ˙š˙˙š˙›˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙’˙Š˙“˙‹˙–˙˙“˙š˙ß˙ˆ˙š˙ž˙˙˙‘˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙ß˙™˙–˙‡˙š˙›˙ß˙‹˙˙ß˙–˙‹˙Ř˙Œ˙ß˙ˆ˙–˙‘˙˜˙Œ˙Ń˙ß˙¨˙—˙–˙“˙š˙ß˙–˙‹˙ß˙œ˙–˙˙œ˙“˙š˙Œ˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙Ó˙ß˙–˙‹˙ß˙ž˙Š˙‹˙˙Ň˙ž˙œ˙Ž˙Š˙–˙˙š˙Œ˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙˛˙ž˙‘˙Š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙›˙š˙˙“˙˙†˙ß˙œ˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA006Subtitle RTSWŐ˙¨˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ź˙—˙š˙’˙–˙œ˙ž˙“˙ß˙Ź˙Š˙–˙‹˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙˙š˙œ˙˙’˙š˙ß˙’˙˙˙š˙ß˙˙š˙Œ˙–˙Œ˙‹˙ž˙‘˙‹˙ß˙‹˙˙ß˙‹˙˙‡˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙˙ž˙›˙–˙ž˙‹˙–˙˙‘˙ LBL'DIALOGEVENT:UnitDescriptXUSA007Subtitle RTSˆŐ˙Ť˙—˙š˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙˙š˙›˙Š˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙Ş˙Ź˙ß˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙™˙‹˙š˙‘˙ß˙’˙–˙Œ˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙Š˙“˙“˙š˙‹˙Œ˙ß˙›˙˙ß˙“˙š˙Œ˙Œ˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA008Subtitle RTS™Ő˙Ť˙—˙š˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙š˙Ž˙Š˙–˙˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙›˙˙˙‘˙š˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙™˙–˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙Ť˙—˙š˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙Š˙‹˙˙Ň˙ž˙œ˙Ž˙Š˙–˙˙š˙ß˙ž˙‘˙›˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙š˙“˙˙ž˙›˙ LBL'DIALOGEVENT:UnitDescriptXUSA009Subtitle RTSŐ˙Ť˙—˙š˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙š˙Ž˙Š˙–˙˙Œ˙ß˙‹˙—˙š˙ß˙˙ž˙˙š˙‘˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙›˙˙˙‘˙š˙ß˙œ˙ž˙˙ž˙˙“˙š˙ß˙˙™˙ß˙™˙–˙˙–˙‘˙˜˙ß˙ž˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙Ť˙—˙š˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ž˙Š˙‹˙˙Ň˙ž˙œ˙Ž˙Š˙–˙˙š˙ß˙ž˙‘˙›˙ß˙˙š˙Ž˙Š˙–˙˙š˙ß˙‹˙–˙’˙š˙ß˙‹˙˙ß˙˙š˙“˙˙ž˙›˙–˙š˙Œ˙Ń˙ß˙˛˙ž˙‘˙Š˙ž˙“˙ß˙‹˙ž˙˙˜˙š˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙Ó˙ß˙ž˙‘˙›˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙›˙š˙˙“˙˙†˙ß˙œ˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙˙ž˙‘˙˜˙š˙‘˙ß˙˙ž˙‘˙˜˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface LBL'DIALOGEVENT:UnitDescriptXUSA010Subtitle RTSrŐ˙Ť˙—˙š˙ß˙Ź˙Š˙˙˙“˙†˙ß˙ł˙–˙‘˙š˙Œ˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙ž˙’˙˙Š˙‘˙‹˙ß˙˙™˙ß˙’˙˙‘˙š˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙›˙ß˙™˙˙˙’˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙œ˙”˙Œ˙Ó˙ß˙Œ˙Š˙˙˙“˙†˙ß˙›˙˙˙˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙˙–˙“˙ß˙›˙š˙˙˙–˙œ˙”˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA011Subtitle RTSŹŐ˙Ť˙—˙š˙ß˙ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙Œ˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙Œ˙ß˙‹˙—˙š˙†˙ß˙Œ˙‹˙˙˙ß˙‹˙˙ß˙˙š˙ž˙›˙ß˙‹˙—˙š˙ß˙˙˙˙˙ž˙˜˙ž˙‘˙›˙ž˙Ń˙ß˙Ť˙—˙š˙ß˙˙“˙ž˙‘˙š˙ß˙›˙–˙Œ˙˙š˙‘˙Œ˙š˙Œ˙ß˙“˙š˙ž˙™˙“˙š˙‹˙Œ˙ß˙˙‰˙š˙˙ß˙‹˙—˙š˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙ž˙˙š˙ž˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙ß˙š˙™˙™˙š˙œ˙‹˙ß˙˙‘˙“˙†˙ß˙“˙ž˙Œ˙‹˙Œ˙ß˙ž˙ß˙Œ˙—˙˙˙‹˙ß˙‹˙–˙’˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA012Subtitle RTS…Ő˙Ť˙—˙š˙ß˙˛˙°˙ž˙˝˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ß˙‹˙—˙ž˙‹˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙l˙Œ˙‹˙Š˙‘˙k˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙Œ˙—˙Š˙‹˙‹˙–˙‘˙˜˙ß˙›˙˙ˆ˙‘˙ß˙Œ˙Š˙˙‰˙–˙‰˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA013Subtitle RTS§Ő˙Ť˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙–˙Œ˙ß˙Œ˙Š˙˙˙˙Š˙‘˙›˙š˙›˙ß˙˙†˙ß˙Œ˙ž˙‘˙›˙˙ž˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙–˙‘˙œ˙“˙Š˙›˙š˙Œ˙ß˙ž˙ß˙—˙˙ˆ˙–˙‹˙…˙š˙˙ß˙ž˙‘˙›˙ß˙Ë˙ß˙™˙–˙˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙Ń˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙š˙‘˙‹˙š˙˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙‹˙ž˙”˙š˙ß˙™˙–˙˙–˙‘˙˜˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙Œ˙ß˙˙š˙—˙–˙‘˙›˙ß˙‹˙—˙š˙ß˙Œ˙ž˙‘˙›˙˙ž˙˜˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA014Subtitle RTSgŐ˙Ť˙—˙š˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙–˙Œ˙ß˙ž˙ß˙ˇ˙š˙“˙–˙‡˙ß˙Š˙˙˜˙˙ž˙›˙š˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙›˙˙˙˙ß˙ž˙ß˙˙ž˙–˙˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙™˙–˙˙š˙Œ˙‹˙˙˙’˙ LBL'DIALOGEVENT:UnitDescriptXUSA015Subtitle RTSňŐ˙Ť˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA016Subtitle RTSŐ˙Ť˙—˙š˙ß˙ˇ˙š˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙Ó˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙Ó˙ß˙ž˙‘˙›˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙Í˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙˜˙Š˙ž˙˙›˙Œ˙Ń˙ß˙˝˙š˙Œ˙–˙›˙š˙Œ˙ß˙Š˙‘˙œ˙˙‰˙š˙˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙Ó˙ß˙–˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙š˙‹˙š˙˙’˙–˙‘˙š˙ß˙š˙‘˙š˙’˙†˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙Œ˙ß˙˙†˙ß˙œ˙“˙–˙œ˙”˙–˙‘˙˜˙ß˙˙‘˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙ß˙˙ž˙‘˙˜˙š˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface LBL'DIALOGEVENT:UnitDescriptXUSA017Subtitle RTSňŐ˙Ť˙—˙š˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙–˙Œ˙ß˙ž˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙˙Š˙˙‹˙Œ˙ß˙š˙“˙š˙œ˙‹˙˙˙‘˙–˙œ˙ß˙‹˙˙ž˙œ˙”˙–˙‘˙˜˙ß˙Œ˙†˙Œ˙‹˙š˙’˙Œ˙Ó˙ß˙›˙–˙‰˙š˙˙‹˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙†˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙™˙–˙˙š˙Ń˙ß˙ś˙‹˙Ř˙Œ˙ß˙ş˙ź˙˛˙ß˙˙Š˙“˙Œ˙š˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙Œ˙š˙›˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙Œ˙–˙‘˙˜˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙š˙–˙‘˙ž˙“˙“˙†˙Ó˙ß˙–˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙›˙–˙Œ˙ž˙˙“˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA018Subtitle RTSŤŐ˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙Ź˙—˙š˙“˙“˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙–˙‹˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙‘˙š˙Š˙‹˙˙˙‘˙ß˙Œ˙—˙š˙“˙“˙Œ˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙Œ˙—˙š˙“˙“˙Œ˙ß˙”˙–˙“˙“˙ß˙ž˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙˙–˙“˙˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙‹˙—˙š˙ß˙˙“˙ž˙Œ˙‹˙ß˙˙ž˙›˙–˙Š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA019Subtitle RTSŞŐ˙Ť˙—˙š˙ß˙Ź˙†˙Œ˙‹˙š˙’˙Œ˙ß˙ˇ˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙ž˙ß˙˙ž˙‘˙›˙˙’˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙’˙ß˙†˙˙Š˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙Ń˙ß˙ł˙š˙‰˙š˙“˙ß˙Î˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙‹˙–˙š˙˙ß˙Î˙ß˙˙˙ß˙Ě˙ß˙˙˙ˆ˙š˙˙Ó˙ß˙ˆ˙—˙–˙“˙š˙ß˙“˙š˙‰˙š˙“˙ß˙Í˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXUSA020Subtitle RTSfŐ˙Ť˙—˙š˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙–˙Œ˙ß˙ž˙ß˙˙“˙ž˙‘˙š˙ß˙‹˙—˙ž˙‹˙ß˙›˙˙˙˙Œ˙ß˙ž˙ß˙Œ˙š˙˙–˙š˙Œ˙ß˙˙™˙ß˙˙˙’˙˙Œ˙ß˙ž˙“˙˙‘˙˜˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙š˙›˙ß˙˙ž˙‹˙—˙Ó˙ß˙›˙š˙œ˙–˙’˙ž˙‹˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙š˙‘˙š˙’˙†˙ LBL'DIALOGEVENT:UnitDescriptXUSA021Subtitle RTS}Ő˙Ť˙—˙š˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ž˙˙š˙ß˙ž˙‘˙ß˙ž˙“˙‹˙š˙˙‘˙ž˙‹˙–˙‰˙š˙ß˙‹˙˙ß˙Œ˙‹˙ž˙‘˙›˙ž˙˙›˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ˆ˙—˙–˙œ˙—˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Ť˙—˙š˙ß˙’˙–˙‘˙š˙Œ˙ß˙Œ˙‹˙–˙“˙“˙ß˙”˙–˙“˙“˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ LBL'DIALOGEVENT:UnitDescriptXUSA022Subtitle RTS…Ő˙Ť˙—˙š˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙—˙ž˙œ˙”˙š˙˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙‹˙—˙š˙–˙˙ß˙š˙™˙™˙š˙œ˙‹˙–˙‰˙š˙‘˙š˙Œ˙Œ˙ß˙ž˙‹˙ß˙˜˙š˙‘˙š˙˙ž˙‹˙–˙‘˙˜˙ß˙’˙˙‘˙š˙†˙Ó˙ß˙ž˙‘˙›˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙ß˙Š˙Œ˙š˙ß˙˙™˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙Œ˙ß˙ś˙ß˙Ů˙ß˙ś˙ś˙ LBL'DIALOGEVENT:UnitDescriptXUSA023Subtitle RTSoŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙ß˙˙š˙‰˙š˙ž˙“˙ß˙ž˙˙˙Š˙‘˙›˙ß˙š˙‰˙š˙˙†˙ß˙˙˙˙˙‘˙š˙‘˙‹˙Ř˙Œ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL'DIALOGEVENT:UnitDescriptXUSA024Subtitle RTSŐ˙Ť˙—˙š˙ß˙Ź˙ž˙‹˙š˙“˙“˙–˙‹˙š˙ß˙ˇ˙ž˙œ˙”˙ß˙ś˙ś˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA025Subtitle RTS*Ő˙Ť˙—˙š˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Œ˙–˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙›˙–˙Œ˙ž˙˙“˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alternatem LBL'DIALOGEVENT:UnitDescriptXUSA026Subtitle RTSŐ˙Ť˙—˙š˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙–˙Œ˙ß˙ž˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙œ˙š˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙—˙ž˙‹˙ß˙˜˙˙ž˙‘˙‹˙Œ˙ß˙ž˙ß˙‹˙š˙’˙˙˙˙ž˙˙†˙ß˙˙š˙‰˙š˙ž˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙š˙‘˙‹˙–˙˙š˙ß˙’˙ž˙˙Ó˙ß˙ž˙Œ˙ß˙ˆ˙š˙“˙“˙ß˙ž˙Œ˙ß˙˙š˙‰˙š˙ž˙“˙–˙‘˙˜˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙˙˙•˙š˙œ˙‹˙Œ˙“˙“˙˙ˆ˙Œ˙ß˙‹˙—˙š˙™˙‹˙ß˙˙™˙ß˙ž˙ß˙Ę˙Ň˙Œ˙‹˙ž˙˙ß˙˙˙ˆ˙š˙˙Œ˙–˙‹˙ß˙œ˙˙š˙ž˙‹˙š˙Œ˙ß˙ž˙ß˙˙ž˙›˙ž˙˙ß˙•˙ž˙’˙’˙–˙‘˙˜˙ß˙™˙–˙š˙“˙›˙Ó˙ß˙›˙–˙Œ˙ž˙˙“˙–˙‘˙˜˙ß˙ž˙“˙“˙ß˙›˙˙˙‘˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 S LBL'DIALOGEVENT:UnitDescriptXUSA027Subtitle RTSćŐ˙Ť˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Š˙ž˙‘˙ß˙–˙Œ˙ß˙ž˙ß˙Œ˙“˙˙ˆ˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙—˙ž˙‹˙ß˙œ˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Š˙˙ß˙‹˙˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ˆ˙—˙˙ß˙’˙ž˙†˙ß˙™˙–˙˙š˙ß˙˙Š˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙Š˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙Š˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Š˙ž˙‘˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙Ń˙ß˙ś˙™˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙”˙–˙“˙“˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXUSA028Subtitle RTSUŐ˙Ť˙—˙š˙ß˙¨˙˙˙”˙š˙˙ß˙Ź˙—˙˙š˙Œ˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙Œ˙˙š˙š˙›˙ß˙ž˙‘˙›˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙š˙™˙™˙–˙œ˙–˙š˙‘˙œ˙†˙ß˙™˙˙˙ß˙ž˙“˙“˙ß˙¸˙ł˙ž˙ß˙ˆ˙˙˙”˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA029Subtitle RTS]Ő˙Ť˙—˙š˙ß˙ź˙ž˙’˙˙ß˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙Ó˙ß˙ž˙“˙“˙˙ˆ˙–˙‘˙˜˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ LBL'DIALOGEVENT:UnitDescriptXUSA030Subtitle RTS_Ő˙Ť˙—˙š˙ß˙ş˙“˙–˙‹˙š˙ß˙¸˙Š˙ž˙˙›˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Ë˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA031Subtitle RTS'Ő˙Ť˙—˙š˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙˙š˙š˙ß˙ž˙˙–˙“˙–˙‹˙†˙Ó˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙–˙‘˙˜˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙ˆ˙–˙‹˙—˙ß˙Ë˙ß˙­˙Ż˙¸˙ß˙Ť˙˙˙˙˙š˙˙Œ˙‹˙—˙š˙ß˙˙Š˙Œ˙Ń˙ß˙ś˙™˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙‹˙—˙š˙ß˙—˙Š˙“˙“˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙Š˙ž˙‘˙ß˙˙š˙’˙ž˙–˙‘˙Œ˙ß˙ž˙‘˙›˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙Œ˙ß˙“˙–˙”˙š˙ß˙ž˙ß˙˙Š˙‘˙”˙š˙˙Ń˙ß˙ś˙™˙ß˙–˙‹˙ß˙–˙Œ˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙Ó˙ß˙ž˙‘˙†˙˙‘˙š˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙”˙–˙“˙“˙š˙›˙–˙‘˙ß˙–˙‹˙Œ˙ß˙˙ž˙‘˙˜˙š˙š˙š˙ß˙¸˙ł˙ž˙ß˙‹˙—˙˙š˙ž˙‹˙seInterface6424 String(s)t"Language: Englishademy:alte LBL'DIALOGEVENT:UnitDescriptXUSA032Subtitle RTSąŐ˙š˙ž˙”˙š˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙™˙˙˙ß˙ž˙ß˙˜˙˙š˙ž˙‹˙“˙†˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙œ˙˙Œ˙‹˙Ń˙ß˙Ť˙—˙š˙Œ˙š˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙˙š˙ß˙–˙‘˙–˙‹˙–˙ž˙“˙“˙†˙ß˙ž˙ß˙˙˙˙˙†˙Ň˙‹˙˙ž˙˙˙š˙›˙ß˙™˙ž˙˙ž˙›˙š˙Ó˙ß˙˙Š˙‹˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙™˙Š˙“˙“˙†˙ß˙™˙Š˙‘˙œ˙‹˙–˙˙‘˙ž˙“˙ß˙‰˙š˙˙Œ˙–˙˙‘˙Œ˙ß˙˙™˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ LBL'DIALOGEVENT:UnitDescriptXUSA033Subtitle RTSQŐ˙Ť˙—˙š˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙‹˙ž˙˙˜˙š˙‹˙Œ˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙˙™˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ž˙‘˙›˙ß˙˙š˙‘˙›˙š˙˙Œ˙ß˙‹˙—˙š˙’˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙‹˙˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL'DIALOGEVENT:UnitDescriptXUSA034Subtitle RTSšŐ˙Ť˙—˙š˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ž˙“˙“˙˙ˆ˙Œ˙ß˙˙“˙ž˙œ˙š˙’˙š˙‘˙‹˙ß˙˙™˙ß˙ž˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙“˙š˙Œ˙Œ˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙ž˙˙š˙ž˙ß˙‹˙—˙ž˙‹˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙š˙‡˙˙“˙˙˙š˙›˙Ń˙ß˙ž˙“˙‹˙—˙˙Š˙˜˙—˙ß˙Œ˙“˙–˙˜˙—˙‹˙“˙†˙ß˙ˆ˙š˙ž˙”˙š˙˙ß˙‹˙—˙ž˙‘˙ß˙ž˙ß˙‘˙˙˙’˙ž˙“˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ó˙ß˙–˙‹˙ß˙–˙Œ˙ß˙œ˙˙‘˙‘˙š˙œ˙‹˙š˙›˙ß˙‹˙˙ß˙‹˙—˙š˙ß˙’˙ž˙–˙‘˙ß˙‘˙š˙‹˙ˆ˙˙˙”˙ LBL'DIALOGEVENT:UnitDescriptXUSA035Subtitle RTS¨Ő˙Ť˙—˙š˙ß˙ž˙˙‹˙–˙“˙“˙š˙˙†˙ß˙˙“˙ž˙‹˙™˙˙˙’˙ß˙–˙Œ˙ß˙ž˙˙’˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙“˙ž˙˙˜˙š˙ß˙œ˙ž˙“˙–˙˙š˙˙ß˙—˙˙ˆ˙–˙‹˙…˙š˙˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙ž˙‘˙ß˙š˙‡˙œ˙š˙“˙“˙š˙‘˙‹˙ß˙Œ˙Š˙˙˙˙š˙Œ˙Œ˙–˙˙‘˙ß˙ˆ˙š˙ž˙˙˙‘˙Ń˙ß˙ś˙‹˙ß˙–˙Œ˙ß˙ž˙“˙Œ˙˙ß˙ž˙ß˙˜˙˙˙›˙ß˙˜˙ž˙‹˙—˙š˙˙–˙‘˙˜˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙’˙ß˙ˆ˙—˙–˙œ˙—˙ß˙‹˙˙ß˙“˙ž˙Š˙‘˙œ˙—˙ß˙ž˙‘˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ LBL'DIALOGEVENT:UnitDescriptXUSA036Subtitle RTS„Ő˙Ť˙—˙š˙ß˙­˙š˙–˙‘˙™˙˙˙œ˙š˙’˙š˙‘˙‹˙ß˙Ż˙ž˙›˙ß˙Ż˙š˙˙–˙˙›˙–˙œ˙ž˙“˙“˙†˙ß˙˙š˙–˙‘˙™˙˙˙œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙“˙ž˙†˙š˙˙ß˙ˆ˙–˙‹˙—˙ß˙˙‘˙š˙ß˙˙™˙ß˙—˙–˙Œ˙ß˙Œ˙–˙›˙š˙Ř˙Œ˙ß˙’˙ž˙–˙‘˙ß˙˙ž˙‹˙‹˙“˙š˙ß˙‹˙ž˙‘˙”˙ß˙×˙Ź˙œ˙˙˙˙–˙˙‘˙Ó˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙Ó˙ß˙ź˙˙Š˙Œ˙ž˙›˙š˙˙Ö˙ LBL'DIALOGEVENT:UnitDescriptXUSA037Subtitle RTS“Ő˙Ť˙—˙š˙ß˙­˙š˙˙ž˙–˙˙ß˙˝˙ž˙†˙ß˙–˙Œ˙ß˙ž˙ß˙˙š˙˙ž˙–˙˙ß˙™˙ž˙œ˙–˙“˙–˙‹˙†˙ß˙™˙˙˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ń˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙’˙Š˙Œ˙‹˙ß˙l˙›˙˙œ˙”˙k˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Œ˙ž˙’˙š˙ß˙ˆ˙ž˙†˙ß˙‹˙—˙ž˙‹˙ß˙‹˙—˙š˙†˙ß˙’˙Š˙Œ˙‹˙ß˙›˙˙œ˙”˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙—˙š˙ß˙ˆ˙ž˙˙ß˙™˙ž˙œ˙‹˙˙˙†˙ LBLTOOLTIP:Community RTS>¨˙–˙‘˙ß˙˙š˙˙œ˙š˙‘˙‹˙ž˙˜˙š˙Œ˙ß˙™˙˙˙ß˙š˙ž˙œ˙—˙ß˙ž˙˙’˙†˙ß˙˙ž˙Œ˙š˙›˙ß˙˙‘˙ß˙ž˙“˙“˙ß˙˙‘˙“˙–˙‘˙š˙ß˙˜˙ž˙’˙š˙Œ˙ß˙˙“˙ž˙†˙š˙›˙ LBL&CONTROLBAR:Nuke_ToolTipChinaBuildHelix RTS¤ˇ˙š˙ž˙‰˙†˙ß˙“˙–˙™˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBLMAP:CHI01xListeningPostHint01 RTSTˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙ˇ˙–˙›˙›˙š˙‘˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙š˙‰˙š˙ž˙“˙š˙›˙ß˙ˆ˙—˙š˙‘˙ß˙–˙‘˙ß˙Œ˙–˙˜˙—˙‹˙ß˙˙ž˙‘˙˜˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙Ż˙˙Œ˙‹˙ LBLOBJECT:SupW_PatriotBattery RTSş˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBL.CONTROLBAR:SupW_ConstructAmericaPatriotBattery RTSş˙Ů˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ LBL-CONTROLBAR:SupW_ToolTipUSABuildPatriotBattery RTS\¸˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙“˙ž˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ě˙ LBLMAP:USA03xBurtonSurvive RTS1ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙˙“˙Ń˙ß˙˝˙Š˙˙‹˙˙‘˙ß˙’˙Š˙Œ˙‹˙ß˙Œ˙Š˙˙‰˙–˙‰˙š˙ LBLMAP:MD_GLA04_GatherHint RTS^ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ź˙š˙“˙š˙œ˙‹˙ß˙‹˙—˙š˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙‹˙˙Š˙œ˙”˙Œ˙ß˙ž˙‘˙›˙ß˙˙˙›˙š˙˙ß˙‹˙—˙š˙’˙ß˙‹˙˙ß˙˜˙ž˙‹˙—˙š˙˙ß˙˙š˙Œ˙˙Š˙˙œ˙š˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙Ť˙˙‡˙–˙‘˙ß˙š˙ž˙œ˙–˙“˙–˙‹˙†˙ LBLMAP:MD_GLA04_HospitalHint RTS7ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙—˙˙Œ˙˙–˙‹˙ž˙“˙ß˙ˆ˙–˙“˙“˙ß˙œ˙ž˙Š˙Œ˙š˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙‹˙˙ß˙ž˙Š˙‹˙˙ß˙—˙š˙ž˙“˙ LBLMAP:MD_GLA04_TractorsHint RTSAˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙˙ž˙œ˙‹˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙”˙–˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙–˙‘˙Œ˙–˙›˙š˙ß˙˜˙ž˙˙˙–˙Œ˙˙‘˙š˙›˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLOBJECT:AssaultTroopTransport RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBLOBJECT:AssaultListeningOutpost RTSž˙‹˙‹˙ž˙œ˙”˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBLUPGRADE:IsotopeStability RTSś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ LBL:CONTROLBAR:Infa_ToolTipChinaUpgradeRedGuardCaptureBuilding RTS8ş˙‘˙ž˙˙“˙š˙Œ˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙‹˙˙ß˙œ˙ž˙˙‹˙Š˙˙š˙ß˙š˙‘˙š˙’˙†˙ß˙ž˙‘˙›˙ß˙‹˙š˙œ˙—˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ LBLOBJECT:Lazr_PatriotBattery RTSł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ť˙Š˙˙˙š˙‹˙ LBL"SCIENCE:Infa_ChinaRedGuardTraining RTS˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ß˙Ť˙˙ž˙–˙‘˙–˙‘˙˜˙ LBL3CONTROLBAR:Infa_ToolTipChinaScienceRedGuardTraining RTS'ž˙“˙“˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙˙Š˙–˙“˙‹˙ß˙ž˙Œ˙ß˙ş˙“˙–˙‹˙š˙ LBL6CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncherBoss RTSlł˙ž˙Š˙‘˙œ˙—˙š˙Œ˙ß˙ž˙ß˙‘˙Š˙œ˙“˙š˙ž˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Ń˙ß˙˝˙Š˙–˙“˙›˙Œ˙ß˙–˙’˙˙˙˙‹˙ž˙‘˙‹˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙É˙Ĺ˙Ď˙Ď˙ LBL,CONTROLBAR:ToolTipUSABuildParticleCannonBoss RTSXš˙–˙˙š˙Œ˙ß˙ž˙ß˙˙ž˙˙‹˙–˙œ˙“˙š˙ß˙˙š˙ž˙’˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙Ď˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL-CONTROLBAR:ToolTipGLABuildCombatBikeTerrorist RTS?š˙ž˙Œ˙‹˙ß˙ž˙‘˙›˙ß˙‰˙š˙˙Œ˙ž˙‹˙–˙“˙š˙ß˙ő˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙‹˙š˙˙˙˙˙–˙Œ˙‹˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL'CONTROLBAR:ToolTipChinaBuildSuperHacker RTSŻź˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ß˙˙˙ß˙œ˙ž˙‘˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙Ń˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLUPGRADE:Demo_SuicideBomb RTS ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ LBLUPGRADE:AirF_StealthComanche RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙ LBLUPGRADE:HighExplosiveTrap RTSˇ˙–˙˜˙—˙Ň˙ş˙‡˙˙“˙˙Œ˙–˙‰˙š˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBLCAMPAIGN:CHALLENGE_0 RTSž˙–˙˙ß˙š˙˙˙œ˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_1 RTSŤ˙˙‡˙–˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_2 RTSą˙Š˙”˙š˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_3 RTSŹ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_4 RTSŤ˙ž˙‘˙”˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_5 RTSł˙ž˙Œ˙š˙˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_6 RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_7 RTSś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLCAMPAIGN:CHALLENGE_8 RTSť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙¸˙š˙‘˙š˙˙ž˙“˙ß˙ź˙—˙ž˙“˙“˙š˙‘˙˜˙š˙ LBLOBJECT:RocketDrop RTS­˙˙œ˙”˙š˙‹˙ LBLOBJECT:RocketBomb RTS­˙˙œ˙”˙š˙‹˙ LBL OBJECT:PTBoat RTSŻ˙Ť˙ß˙˝˙˙ž˙‹˙ LBLOBJECT:ShiekLimo RTSł˙–˙’˙˙ LBL OBJECT:Dock RTSť˙˙œ˙”˙ LBLOBJECT:RailroadBridgeH RTS­˙ž˙–˙“˙˙˙ž˙›˙ß˙˝˙˙–˙›˙˜˙š˙ LBLOBJECT:RepairDrone RTS ­˙š˙˙ž˙–˙˙ß˙ť˙˙˙‘˙š˙ LBLOBJECT:CINE_Carrier RTSž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ź˙ž˙˙˙–˙š˙˙ LBLOBJECT:SpectreGunship RTSŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ LBLSCIENCE:LaserCannon RTS ł˙ž˙Œ˙š˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLOBJECT:LaserCannon RTS ł˙ž˙Œ˙š˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙ LBLUPGRADE:TacticalNukeMig RTSŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙ß˙˛˙–˙¸˙ LBLOBJECT:FuelAirBomb RTS š˙Š˙š˙“˙ß˙ž˙–˙˙ß˙˝˙˙’˙˙ LBLOBJECT:CruiseMissile RTSź˙˙Š˙–˙Œ˙š˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ LBL OBJECT:Ox RTS°˙‡˙ LBL-CONTROLBAR:TooltipUpgradeChinaTacticalNukeMig RTS!Ş˙˙˜˙˙ž˙›˙š˙Œ˙ß˙˛˙–˙˜˙ß˙‹˙˙ß˙™˙–˙˙š˙ß˙ž˙ß˙Œ˙’˙ž˙“˙“˙ß˙‘˙Š˙”˙š˙ LBL&CONTROLBAR:UpgradeChinaTacticalNukeMig RTSŤ˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙ß˙˛˙–˙Ů˙¸˙ LBL)CONTROLBAR:Boss_ToolTipChinaBuildBarracks RTSŤ˙˙ž˙–˙‘˙Œ˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL)CONTROLBAR:Boss_ToolTipChinaBuildAirField RTS%˝˙Š˙–˙“˙›˙Œ˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL'CONTROLBAR:Boss_ToolTipChinaBuildBunker RTSź˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Ę˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ LBL+CONTROLBAR:Boss_ToolTipChinaBuildWarFactory RTS%˝˙Š˙–˙“˙›˙Œ˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBL-CONTROLBAR:Boss_ToolTipChinaBuildSupplyCenter RTS9ť˙˙˙˙Ň˙˙™˙™˙ß˙˙˙–˙‘˙‹˙ß˙™˙˙˙ß˙Œ˙Š˙˙˙“˙†˙ß˙˜˙ž˙‹˙—˙š˙˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Î˙ LBLCONTROLBAR:Infa_TooltipParaDrop RTS5ť˙˙˙˙Œ˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙˙†˙ß˙˙“˙ž˙‘˙š˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL,CONTROLBAR:Infa_ConstructChinaInfantryHacker RTS Ź˙Š˙˙š˙˙ß˙ˇ˙Ů˙ž˙œ˙”˙š˙˙ LBL'CONTROLBAR:Infa_ToolTipChinaBuildHacker RTS­Ź˙‹˙š˙ž˙“˙‹˙—˙š˙›˙Ń˙ß˙ź˙ž˙‘˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ž˙‘˙›˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙œ˙˙’˙˙Š˙‹˙š˙˙ß˙‰˙–˙˙Š˙Œ˙ß˙˙˙ß˙œ˙ž˙‘˙ß˙—˙ž˙œ˙”˙ß˙–˙‘˙‹˙˙ß˙‹˙—˙š˙ß˙–˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙’˙˙‘˙š˙†˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBL0CONTROLBAR:Infa_ConstructChinaInfantryBlackLotus RTS Ů˙Ź˙Š˙˙š˙˙ß˙ł˙˙‹˙Š˙Œ˙ LBL5CONTROLBAR:Infa_ConstructChinaVehicleListeningOutpost RTSž˙‹˙‹˙ž˙œ˙”˙ß˙Ů˙°˙Š˙‹˙˙˙Œ˙‹˙ LBL1CONTROLBAR:Infa_ConstructChinaVehicleTroopCrawler RTSŮ˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ LBL*CONTROLBAR:Infa_ConstructChinaVehicleHelix RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˇ˙š˙“˙–˙Ů˙‡˙ LBL&CONTROLBAR:Infa_ToolTipChinaBuildHelix RTSގ˙š˙ž˙‰˙†˙ß˙“˙–˙™˙‹˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙‹˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙Š˙˙˜˙˙ž˙›˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙Œ˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ž˙‘˙›˙ß˙ą˙ž˙˙ž˙“˙’˙ß˙˝˙˙’˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ LBLOBJECT:Infa_Helix RTS ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˇ˙š˙“˙–˙‡˙ LBL3CONTROLBAR:Infa_ToolTipChinaScienceInfantryParadrop RTSť˙˙˙˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙™˙˙˙’˙ß˙‹˙—˙š˙ß˙ž˙–˙˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ę˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Î˙Ď˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙Ę˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:UpgradeSuicideBomb RTSŮ˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBL'CONTROLBAR:ToolTipGLAUpgradeSuicideBomb RTSAž˙“˙“˙˙ˆ˙Œ˙ß˙ž˙“˙“˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ž˙‘˙›˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ő˙ß˙ť˙š˙’˙˙“˙–˙‹˙–˙˙‘˙Œ˙ß˙ž˙˙–˙“˙–˙‹˙†˙ LBLOBJECT:MiniGunner RTS ˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ LBLOBJECT:AirF_Chinook RTSź˙˙’˙˙ž˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙ LBL.CONTROLBAR:AirF_ConstructAmericaVehicleChinook RTSź˙˙’˙˙ž˙Ů˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙ LBL&CONTROLBAR:AirF_ToolTipUSABUildChinook RTSaž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙—˙š˙“˙–˙œ˙˙˙‹˙š˙˙Ń˙ß˙ź˙˙“˙“˙š˙œ˙‹˙Œ˙ß˙Œ˙Š˙˙˙“˙–˙š˙Œ˙Ń˙ß˙¨˙˙˙”˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙­˙ž˙‘˙˜˙š˙˙Œ˙ß˙‹˙˙ß˙˙š˙˙™˙˙˙’˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ť˙˙˙˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:SuicideAttack RTSŹ˙Š˙Ů˙–˙œ˙–˙›˙š˙ LBL"CONTROLBAR:ToolTipGLASuicideAttack RTSť˙š˙‹˙˙‘˙ž˙‹˙š˙ LBL/CONTROLBAR:Tank_TooltipUpgradeChinaNuclearTanks RTS#Ô˙Í˙Ę˙Ú˙ß˙ş˙’˙˙š˙˙˙˙ß˙ž˙‘˙›˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙Œ˙˙š˙š˙›˙ LBL)CONTROLBAR:Boss_ToolTipUSABuildPowerPlant RTS.Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Ę˙ LBL1CONTROLBAR:Nuke_ToolTipChinaBuildListeningOutpost RTSfž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL5CONTROLBAR:Nuke_ConstructChinaVehicleListeningOutpost RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ł˙–˙Ů˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ LBL-CONTROLBAR:Infa_ToolTipChinaBuildTroopCrawler RTSž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ç˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙Œ˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL1CONTROLBAR:Infa_ToolTipChinaBuildListeningOutpost RTSvŤ˙˙ž˙‘˙Œ˙˙˙˙‹˙Ń˙ß˙ˇ˙˙“˙›˙Œ˙ß˙Ç˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Š˙‘˙–˙‹˙Œ˙Ń˙ß˙ť˙š˙‹˙š˙œ˙‹˙Œ˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL$CONTROLBAR:Infa_ConstructChinaBunker RTSš˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙Ů˙”˙š˙˙ LBL'CONTROLBAR:Infa_ToolTipChinaBuildBunker RTS;ź˙ž˙‘˙ß˙—˙˙“˙›˙ß˙Î˙Ď˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙Œ˙ß˙ő˙ß˙ź˙˙’˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙’˙–˙‘˙š˙™˙–˙š˙“˙›˙ß˙Š˙˙˜˙˙ž˙›˙š˙ LBLOBJECT:Infa_Bunker RTSš˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙”˙š˙˙ LBL'CONTROLBAR:ToolTipGLAScienceSneakAttack RTSNŤ˙˙˙˙˙Œ˙ß˙œ˙ž˙‘˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙‹˙Š˙‘˙‘˙š˙“˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙’˙ž˙˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:Chem_ConstructGLAInfantryRebel RTS Ť˙˙‡˙–˙‘˙ß˙­˙š˙Ů˙˙š˙“˙ LBL$CONTROLBAR:Chem_ToolTipGLABuildRebel RTSNš˙–˙˙š˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙š˙ž˙’˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙‹˙ž˙‘˙”˙Œ˙Ó˙ß˙“˙–˙˜˙—˙‹˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙ LBLOBJECT:Chem_Rebel RTS Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙ LBLOBJECT:Chem_Terrorist RTSŤ˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL-CONTROLBAR:Chem_ConstructGLAInfantryTerrorist RTSŮ˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ LBL(CONTROLBAR:Chem_ToolTipGLABuildTerrorist RTS,Ź˙Š˙–˙œ˙–˙›˙š˙ß˙Œ˙˙“˙›˙–˙š˙˙ß˙š˙‡˙˙“˙˙›˙š˙Œ˙ß˙–˙‘˙ß˙ž˙ß˙œ˙“˙˙Š˙›˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙ LBL)CONTROLBAR:Chem_ConstructGLATunnelNetwork RTSŤ˙˙‡˙–˙‘˙ß˙Ů˙ą˙š˙‹˙ˆ˙˙˙”˙ LBLOBJECT:Chem_TunnelNetwork RTS Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL,CONTROLBAR:Chem_ToolTipGLABuildTunnelNetwork RTS…˝˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙ß˙ž˙‘˙›˙ß˙Š˙‘˙›˙š˙˙˜˙˙˙Š˙‘˙›˙ß˙‹˙Š˙‘˙‘˙š˙“˙Ń˙ß˙š˙–˙˙š˙Œ˙ß˙ž˙ß˙Œ˙‹˙˙š˙ž˙’˙ß˙˙™˙ß˙‹˙˙‡˙–˙‘˙Ń˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙œ˙ž˙‘˙ß˙š˙‘˙‹˙š˙˙ß˙‹˙—˙š˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙ž˙‘˙›˙ß˙š˙‡˙–˙‹˙ß˙ž˙‹˙ß˙ž˙‘˙†˙ß˙˙‹˙—˙š˙˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ LBL!CONTROLBAR:UpgradeStealthComanche RTSŮ˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙Ş˙˙˜˙˙ž˙›˙š˙ LBL,CONTROLBAR:ToolTipAirFUpgradeComancheStealth RTSź˙˙’˙ž˙‘˙œ˙—˙š˙Œ˙ß˙˙š˙œ˙˙’˙š˙ß˙Œ˙‹˙š˙ž˙“˙‹˙—˙ LBLOBJECT:Entrance RTSş˙‘˙‹˙˙ž˙‘˙œ˙š˙ LBL.CONTROLBAR:Boss_TooltipChinaUpgradeNationalism RTS#Ô˙Í˙Ę˙Ú˙ß˙‹˙˙ß˙ˇ˙˙˙›˙š˙ß˙˙˙‘˙Š˙Œ˙ß˙™˙˙˙ß˙Ť˙ž˙‘˙”˙ß˙ˇ˙Š˙‘˙‹˙š˙˙ LBL)CONTROLBAR:Lazr_ToolTipUSABuildPowerPlant RTS2Ż˙˙˙‰˙–˙›˙š˙Œ˙ß˙˙˙ˆ˙š˙˙ß˙™˙˙˙ß˙Ş˙Ź˙ž˙ß˙˙ž˙Œ˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Ç˙ LBLGUI:DoubleClickAttackMove RTSť˙˙Š˙˙“˙š˙ß˙ź˙“˙–˙œ˙”˙ß˙¸˙Š˙ž˙˙›˙ LBLTOOLTIP:DoubleClickAttackMove RTSaŻ˙“˙ž˙†˙š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ˆ˙–˙“˙“˙ß˙’˙˙‰˙š˙ß˙ž˙‘˙›˙ß˙‹˙—˙š˙‘˙ß˙˜˙Š˙ž˙˙›˙ß˙‹˙—˙š˙–˙˙ß˙›˙š˙Œ˙‹˙–˙‘˙ž˙‹˙–˙˙‘˙ß˙ž˙˙š˙ž˙ß˙ˆ˙—˙š˙‘˙ß˙ž˙œ˙‹˙–˙˙‘˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙–˙Œ˙ß˙›˙˙Š˙˙“˙š˙ß˙œ˙“˙–˙œ˙”˙š˙›˙ LBL$DIALOGEVENT:01_AllCheerSoundSubtitle RTS Ă˙ź˙—˙š˙š˙˙–˙‘˙˜˙Á˙ LBL-CONTROLBAR:Lazr_ToolTipUSABuildPatriotBattery RTS[¸˙˙˙Š˙‘˙›˙ß˙ž˙‘˙›˙ß˙ž˙–˙˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙“˙ž˙†˙ß˙˙˙Œ˙–˙‹˙–˙˙‘˙ß˙˙™˙ß˙š˙‘˙š˙’˙†˙ß˙‹˙˙ß˙‘˙š˙ž˙˙˙†˙ß˙Ť˙Š˙˙˙š˙‹˙Œ˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙­˙š˙Ž˙Š˙–˙˙š˙›˙Ĺ˙ß˙Ę˙ LBL.CONTROLBAR:Lazr_ConstructAmericaPatriotBattery RTSł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ů˙Ť˙Š˙˙˙š˙‹˙ LBL,CONTROLBAR:Lazr_ConstructAmericaTankCrusader RTS ł˙ž˙Œ˙š˙˙ß˙Ů˙Ť˙ž˙‘˙”˙ LBLOBJECT:Lazr_Tank RTS ł˙ž˙Œ˙š˙˙ß˙Ť˙ž˙‘˙”˙ LBL'CONTROLBAR:Lazr_ToolTipUSABuildCrusader RTSJŹ˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙Ó˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙ß˙ž˙˙’˙š˙›˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙ LBL#CONTROLBAR:ToolTipChinaBuildEmperor RTS;Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙‰˙š˙—˙–˙œ˙“˙š˙Œ˙Ó˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙˙˙œ˙”˙š˙‹˙Œ˙Ó˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ LBL/CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship RTSĆŹ˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙Œ˙ß˙œ˙–˙˙œ˙“˙š˙ß˙‹˙—˙š˙ß˙˙ž˙‹˙‹˙“˙š˙™˙–˙š˙“˙›˙ß˙ž˙‘˙›˙ß˙˙Š˙’˙’˙š˙“˙ß˙š˙‘˙š˙’˙†˙ß˙™˙˙˙œ˙š˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙˙ˆ˙–˙‹˙…˙š˙˙Œ˙ß˙ž˙‘˙›˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙ő˙ß˙ő˙ł˙š˙‰˙š˙“˙ß˙Î˙Ĺ˙ß˙Î˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ł˙š˙‰˙š˙“˙ß˙Í˙Ĺ˙ß˙Î˙Ę˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ł˙š˙‰˙š˙“˙ß˙Ě˙Ĺ˙ß˙Ě˙Ď˙ß˙Œ˙š˙œ˙˙‘˙›˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLOBJECT:ValveStation RTS Š˙ž˙“˙‰˙š˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ LBLHELP:Hijacker-01 RTS9ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˛˙˙‰˙š˙ß˙ž˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙ß˙–˙‘˙‹˙˙ß˙ž˙‘˙ß˙š˙‘˙š˙’˙†˙ß˙‰˙š˙—˙–˙œ˙“˙š˙ß˙‹˙˙ß˙Œ˙‹˙š˙ž˙“˙ß˙–˙‹˙ LBLMAP:MD-USA04_Hint08 RTS2ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙Œ˙ß˙‹˙˙ß˙—˙š˙“˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙†˙˙Š˙˙ß˙˙ž˙Œ˙š˙ LBLMAP:MD-USA04_Hint09 RTS,ś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ź˙ś˙ž˙ß˙°˙˙š˙˙ž˙‹˙–˙‰˙š˙ß˙™˙˙Š˙‘˙›˙ LBLMAP:MD-USA04_Hint10 RTS8ˇ˙ś˙ą˙Ť˙Ĺ˙ß˙ő˙ß˙˝˙Š˙–˙“˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙˙–˙“˙ß˙™˙–˙š˙“˙›˙ß˙‹˙˙ß˙˙˙˙‹˙š˙œ˙‹˙ß˙ˆ˙š˙“˙“˙Œ˙ LBLMAP:MD-USA04_Hint11 RTSAś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙š˙ß˙¸˙ł˙ž˙ß˙­˙ž˙›˙–˙˙ß˙Ź˙‹˙ž˙‹˙–˙˙‘˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙›˙š˙Œ˙‹˙˙˙†˙š˙›˙ LBLMAP:MD-USA06Warning17 RTS^¨˙ž˙­˙ą˙ś˙ą˙¸˙Ĺ˙ß˙ő˙ß˙ť˙˙Ń˙ß˙Ť˙—˙˙ž˙‡˙ß˙—˙ž˙Œ˙ß˙˙š˙š˙‘˙ß˙”˙‘˙˙ˆ˙‘˙ß˙‹˙˙ß˙Š˙Œ˙š˙ß˙ž˙ß˙Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ő˙ß˙Ť˙Š˙‘˙‘˙š˙“˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙ß˙‹˙˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ LBL"MD_GLA05-MilitaryBriefing:String_1 RTSJő˙ß˙Ť˙—˙š˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ß˙˙ž˙Œ˙š˙ß˙˙š˙˜˙–˙‘˙Œ˙ß˙‘˙˙ˆ˙ß˙ő˙ß˙Ť˙—˙š˙–˙˙ß˙˙ž˙Œ˙š˙ß˙ˆ˙–˙“˙“˙ß˙Œ˙˙˙‘˙ß˙˙š˙ß˙˙Š˙˙Œ˙ LBLMAP:MD_CHI03-Title-01 RTSź˙˙˙Š˙˙˜˙Ó˙ß˙¸˙š˙˙’˙ž˙‘˙†˙ß˙ő˙ß˙Ř˙ł˙–˙˙š˙˙ž˙‹˙–˙˙‘˙Ř˙ LBL%MAP:MD_CHI03-Info-MissionObjective-01 RTSx˛˙ś˙Ź˙Ź˙ś˙°˙ą˙ß˙°˙˝˙ľ˙ş˙ź˙Ť˙ś˙Š˙ş˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ő˙ß˙°˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙ˆ˙–˙“˙“˙ß˙™˙ž˙“˙“˙ß˙Š˙‘˙‹˙–˙“˙ß˙ˆ˙š˙ß˙Œ˙Š˙œ˙œ˙š˙š˙›˙ LBL%MAP:MD_CHI03-Info-MissionObjective-02 RTSTś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ś˙™˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ß˙˙š˙ž˙œ˙—˙š˙Œ˙ß˙Ď˙Ó˙ß˙ˆ˙š˙ß˙ˆ˙–˙“˙“˙ß˙˙š˙ß˙›˙š˙™˙š˙ž˙‹˙š˙›˙ LBL%MAP:MD_CHI03-Info-MissionObjective-03 RTSRś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙ť˙š˙Œ˙‹˙˙˙†˙ß˙¸˙ł˙ž˙ß˙Œ˙‹˙ž˙‹˙Š˙š˙Œ˙ß˙‹˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL%MAP:MD_CHI03-Info-MissionObjective-10 RTSqś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙¨˙š˙ß˙—˙ž˙‰˙š˙ß˙“˙–˙˙š˙˙ž˙‹˙š˙›˙ß˙‹˙—˙š˙ß˙œ˙–˙‹˙†˙ß˙ő˙ß˙ą˙˙ˆ˙ß˙š˙‡˙‹˙š˙˙’˙–˙‘˙ž˙‹˙š˙ß˙‹˙—˙š˙ß˙¸˙ł˙ž˙ß˙˙ž˙Œ˙š˙ß˙˙‘˙ß˙‹˙—˙š˙ß˙ą˙˙˙‹˙—˙ß˙Œ˙–˙›˙š˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙–˙‰˙š˙˙ LBL(MAP:MD_CHI03-Event-Built-SpeakerTower-01 RTSOś˙ą˙ź˙°˙˛˙ś˙ą˙¸˙ß˙Ť˙­˙ž˙ą˙Ź˙˛˙ś˙Ź˙Ź˙ś˙°˙ą˙Ĺ˙ß˙ő˙ß˙Ť˙—˙–˙Œ˙ß˙Ź˙˙š˙ž˙”˙š˙˙ß˙Ť˙˙ˆ˙š˙˙ß˙–˙‘˙œ˙˙š˙ž˙Œ˙š˙Œ˙ß˙˙Š˙˙ß˙ś˙‘˙‹˙š˙˙‘˙ž˙‹˙–˙˙‘˙ž˙“˙ß˙°˙˙–˙‘˙–˙˙‘˙ LBL0CONTROLBAR:Tank_TooltipUpgradeChinaUraniumShells RTS,Ô˙Í˙Ę˙Ú˙ß˙Œ˙—˙˙‹˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙‘˙ß˙˝˙ž˙‹˙‹˙“˙š˙’˙ž˙Œ˙‹˙š˙˙ß˙ž˙‘˙›˙ß˙ş˙’˙˙š˙˙˙˙ LBL%CONTROLBAR:ToolTipGLAUpgradeBuggyAmmo RTSÔ˙Î˙Ď˙Ď˙Ú˙ß˙­˙˙œ˙”˙š˙‹˙ß˙˝˙Š˙˜˙˜˙†˙ß˙ž˙’˙’˙˙ LBL*CONTROLBAR:Chem_ToolTipGLAUpgradeAPBullets RTSÔ˙Í˙Ę˙Ú˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙˙Š˙“˙“˙š˙‹˙ß˙™˙–˙˙–˙‘˙˜˙ß˙Š˙‘˙–˙‹˙Œ˙ LBLGUI:BioFeatures_USA RTS˛˙°˙ž˙˝˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙š˙˙’˙š˙ž˙Œ˙Š˙˙š˙Œ˙ß˙ő˙ß˙˝˙Š˙‘˙”˙š˙˙ß˙˝˙Š˙Œ˙‹˙š˙˙ß˙ő˙ß˙ˇ˙š˙“˙“˙™˙–˙˙š˙ß˙ť˙˙˙‘˙š˙ß˙ő˙ß˙Ź˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙ő˙ß˙Ź˙š˙‘˙‹˙˙†˙ß˙ť˙˙˙‘˙š˙ß˙ő˙ß˙˛˙–˙œ˙˙˙ˆ˙ž˙‰˙š˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙ß˙ő˙ß˙š˙–˙˙š˙ß˙˝˙ž˙Œ˙š˙ LBLGUI:BioFeatures_GLA RTS‡Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙ő˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙ő˙ß˙Ź˙ž˙˙˙‹˙š˙Š˙˙ß˙ő˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙ő˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙ő˙ß˙š˙ž˙”˙š˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙ő˙ß˙˝˙ž˙‹˙‹˙“˙š˙ß˙˝˙Š˙Œ˙ LBLGUI:BioFeatures_China RTSaˇ˙š˙“˙–˙‡˙ß˙ő˙ß˙ł˙–˙Œ˙‹˙š˙‘˙–˙‘˙˜˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙ő˙ß˙ą˙š˙Š˙‹˙˙˙‘˙ß˙˛˙–˙‘˙š˙Œ˙ß˙ő˙ß˙š˙˙š˙‘˙…˙†˙ß˙ő˙ß˙ś˙‘˙‹˙š˙˙‘˙š˙‹˙ß˙ź˙š˙‘˙‹˙š˙˙ß˙ő˙ß˙ź˙ž˙˙˙š˙‹˙ß˙˝˙˙’˙˙š˙˙ß˙ő˙ß˙ş˙ź˙˛˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ LBLGUI:BioFeatures_Pos0 RTS¸´˙–˙‘˙˜˙ß˙­˙ž˙˙‹˙˙˙Œ˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙—˙–˙‘˙˙˙”˙Œ˙ß˙ő˙ß˙ł˙ž˙Œ˙š˙˙ß˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙ź˙˙’˙ž˙‘˙œ˙—˙š˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙ź˙˙Œ˙‹˙ß˙˙š˙›˙Š˙œ˙‹˙–˙˙‘˙ß˙‹˙˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙ő˙ß˙Ź˙˙š˙œ˙‹˙˙š˙ß˙¸˙Š˙‘˙Œ˙—˙–˙˙ß˙ž˙‹˙ß˙ž˙ß˙“˙˙ˆ˙š˙˙ß˙˙ž˙‘˙”˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙ő˙ß˙ą˙˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLGUI:BioFeatures_Pos1 RTSŤ˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙ą˙š˙‹˙ˆ˙˙˙”˙Œ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙ő˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙¸˙ž˙’˙’˙ž˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙Ť˙˙‡˙–˙‘˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙Ť˙˙‡˙–˙‘˙Œ˙ß˙˙š˙˜˙–˙‘˙ß˙ž˙Œ˙ß˙ž˙‘˙‹˙—˙˙ž˙‡˙ß˙˝˙š˙‹˙ž˙ LBLGUI:BioFeatures_Pos2 RTS“Ť˙ž˙‘˙”˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙Ş˙˙ž˙‘˙–˙Š˙’˙ß˙Ź˙—˙š˙“˙“˙Œ˙ß˙ő˙ß˙Ť˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙ą˙Š˙”˙š˙ß˙˛˙–˙¸˙ß˙ő˙ß˙ś˙Œ˙˙‹˙˙˙š˙ß˙Ź˙‹˙ž˙˙–˙“˙–˙‹˙†˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ß˙ő˙ß˙ą˙Š˙”˙š˙ß˙˝˙˙’˙˙š˙˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ą˙Š˙”˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBLGUI:BioFeatures_Pos3 RTSnž˙Š˙˙˙˙ž˙ß˙ž˙“˙˙—˙ž˙ß˙ő˙ß˙ş˙˛˙Ż˙ß˙Ż˙ž˙‹˙˙–˙˙‹˙ß˙Ź˙†˙Œ˙‹˙š˙’˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙­˙˙›˙Œ˙ß˙ő˙ß˙Ż˙ž˙˙‹˙–˙œ˙“˙š˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ß˙ő˙ß˙Š˙š˙—˙–˙œ˙“˙š˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙’˙˙˙š˙ß˙ő˙ß˙ą˙˙ß˙‹˙ž˙‘˙”˙Œ˙ LBLGUI:BioFeatures_Pos4 RTSzş˙’˙˙š˙˙˙˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ß˙ő˙ß˙ž˙“˙“˙ß˙‹˙ž˙‘˙”˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ß˙ő˙ß˙Ť˙ž˙‘˙”˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ß˙ő˙ß˙ž˙–˙˙œ˙˙ž˙™˙‹˙ß˙œ˙˙Œ˙‹˙ß˙’˙˙˙š˙ß˙ő˙ß˙ą˙˙ß˙ą˙Š˙”˙š˙ß˙˙˙ß˙ś˙‘˙™˙š˙˙‘˙˙ß˙ź˙ž˙‘˙‘˙˙‘˙Œ˙ LBLGUI:BioFeatures_Pos5 RTSvł˙ž˙Œ˙š˙˙ß˙Ť˙ž˙‘˙”˙ß˙ő˙ß˙ł˙ž˙Œ˙š˙˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙Ť˙Š˙˙˙š˙‹˙ß˙ő˙ß˙ž˙‰˙š˙‘˙˜˙š˙˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ź˙˙“˙›˙ß˙š˙Š˙Œ˙–˙˙‘˙ß˙­˙š˙ž˙œ˙‹˙˙˙Œ˙ß˙ő˙ß˙ą˙˙ß˙Ť˙˙’˙ž˙—˙ž˙ˆ˙”˙ß˙˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙Œ˙ LBLGUI:BioFeatures_Pos6 RTSČž˙“˙“˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙œ˙ž˙‘˙ß˙˙š˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙š˙›˙ß˙ő˙ß˙ź˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ˆ˙–˙‹˙—˙ß˙ź˙ž˙’˙˙Ň˙ą˙š˙‹˙‹˙–˙‘˙˜˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙ß˙ő˙ß˙ˇ˙–˙•˙ž˙œ˙”˙š˙˙ß˙–˙Œ˙ß˙ž˙“˙ˆ˙ž˙†˙Œ˙ß˙œ˙“˙˙ž˙”˙š˙›˙ß˙ő˙ß˙¸˙ž˙–˙‘˙Œ˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙˙ß˙Ź˙˙˙‘˙š˙˙ß˙ő˙ß˙ź˙ž˙‘˙ß˙¸˙Ż˙Ź˙ß˙Ź˙œ˙˙ž˙’˙˙“˙š˙ß˙˛˙˙˙š˙ß˙°˙™˙‹˙š˙‘˙ LBLGUI:BioFeatures_Pos7 RTSĂž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙Ť˙˙˙˙˙ß˙Ť˙˙ž˙‘˙Œ˙˙˙˙‹˙ß˙ő˙ß˙ž˙Œ˙Œ˙ž˙Š˙“˙‹˙ß˙ˇ˙š˙“˙–˙‡˙ß˙ő˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙°˙Š˙‹˙˙˙Œ˙‹˙ß˙ő˙ß˙š˙˙˙‹˙–˙™˙–˙š˙›˙ß˙˝˙Š˙‘˙”˙š˙˙Œ˙ß˙ő˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ß˙ő˙ß˙˝˙“˙ž˙œ˙”˙ß˙ł˙˙‹˙Š˙Œ˙ß˙—˙ž˙œ˙”˙Œ˙ß˙™˙ž˙Œ˙‹˙š˙˙ß˙ő˙ß˙ˇ˙ž˙œ˙”˙š˙˙Œ˙ß˙—˙ž˙œ˙”˙ß˙™˙ž˙Œ˙‹˙š˙˙ß˙ő˙ß˙˛˙–˙‘˙–˙Ň˙¸˙Š˙‘˙‘˙š˙˙ß˙Ż˙ž˙˙ž˙›˙˙˙˙ß˙ő˙ß˙ž˙“˙“˙ß˙ś˙‘˙™˙ž˙‘˙‹˙˙†˙ß˙Œ˙‹˙ž˙˙‹˙ß˙ž˙Œ˙ß˙‰˙š˙‹˙š˙˙ž˙‘˙Œ˙ LBLGUI:BioFeatures_Pos8 RTS˛ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ß˙ő˙ß˙Ź˙Š˙–˙œ˙–˙›˙š˙ß˙˝˙˙’˙˙ß˙Š˙˙˜˙˙ž˙›˙š˙ß˙ő˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙Œ˙ß˙›˙˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ß˙ő˙ß˙Ź˙‹˙ž˙˙‹˙Œ˙ß˙ˆ˙–˙‹˙—˙ß˙˝˙˙˙˙†˙ß˙Ť˙˙ž˙˙ß˙ő˙ß˙ź˙˙’˙˙ž˙‹˙ß˙ź˙†˙œ˙“˙š˙Œ˙ß˙˙š˙˜˙–˙‘˙ß˙ˆ˙–˙‹˙—˙ß˙Ť˙š˙˙˙˙˙–˙Œ˙‹˙ß˙ő˙ß˙ą˙˙ß˙œ˙ž˙’˙˙Š˙™˙“˙ž˙˜˙š˙›˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙ő˙ß˙˝˙˙’˙˙ß˙Ť˙˙Š˙œ˙”˙Œ˙ß˙œ˙˙Œ˙‹˙ß˙“˙š˙Œ˙Œ˙ LBLGUI:BioFeatures_Pos9 RTS‰Ş˙Œ˙š˙Œ˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙˙™˙ß˙‹˙—˙š˙ß˙˙š˙Œ˙‹˙ß˙ő˙ß˙ž˙“˙“˙ß˙—˙š˙˙˙š˙Œ˙ß˙ő˙ß˙ž˙“˙“˙ß˙Œ˙Š˙˙š˙˙ˆ˙š˙ž˙˙˙‘˙Œ˙ß˙ő˙ß˙ť˙–˙‰˙š˙˙Œ˙š˙ß˙˜˙š˙‘˙š˙˙ž˙“˙Œ˙ß˙˙˙ˆ˙š˙˙Œ˙ß˙ő˙ß˙Ş˙‘˙–˙‹˙Œ˙ß˙›˙˙ž˙ˆ˙‘˙ß˙™˙˙˙’˙ß˙ž˙“˙“˙ß˙™˙ž˙œ˙‹˙–˙˙‘˙Œ˙ß˙ő˙ß˙ž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ LBLGUI:BioFeatures_Pos10 RTS Š˙‘˙–˙’˙˙“˙š˙’˙š˙‘˙‹˙š˙›˙ LBLGUI:BioFeatures_Pos11 RTS Š˙‘˙–˙’˙˙“˙š˙’˙š˙‘˙‹˙š˙›˙ LBL.DIALOGEVENT:Taunts_AirTrafficControl01Subtitle RTSŐ˙Ő˙Ő˙ LBL%DIALOGEVENT:Taunts_Stealth107Subtitle RTSŐ˙Ő˙Ő˙ LBL%DIALOGEVENT:Taunts_Stealth105Subtitle RTSŐ˙Ő˙Ő˙ LBL%DIALOGEVENT:Taunts_Stealth106Subtitle RTSŐ˙Ő˙Ő˙ LBLGUI:GroupRoom14 RTS°˙˙–˙˜˙–˙‘˙ž˙“˙ß˙ž˙˙’˙–˙š˙Œ˙ß˙°˙‘˙“˙†˙ LBLOBJECT:MissileSilo RTS ˛˙–˙Œ˙Œ˙–˙“˙š˙ß˙Ź˙–˙“˙˙ LBLOBJECT:ScudLauncherHiDef RTS Ź˙œ˙Š˙›˙ß˙ł˙ž˙Š˙‘˙œ˙—˙š˙˙ LBL&OBJECT:CINE_SnowyMountainParticleBones RTSŃ˙ LBL&OBJECT:CINE_SnowyMountainScrollingSnow RTSŹ˙‘˙˙ˆ˙ LBLOBJECT:CINE_SnowyMountainStatic RTS˛˙˙Š˙‘˙‹˙ž˙–˙‘˙ LBLOBJECT:CINE_TreeBirds RTS˝˙–˙˙›˙Œ˙ LBLTOOLTIP:NoUserMaps RTS5Ş˙‘˙˙™˙™˙–˙œ˙–˙ž˙“˙ß˙’˙ž˙˙Œ˙ß˙ž˙˙š˙ß˙‘˙˙‹˙ß˙ž˙“˙“˙˙ˆ˙š˙›˙ß˙–˙‘˙ß˙­˙š˙œ˙˙˙›˙ß˙Ź˙‹˙ž˙‹˙Œ˙ß˙˜˙ž˙’˙š˙Œ˙ LBLGUI:FireWallPort RTSš˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Ż˙˙˙‹˙ß˙°˙‰˙š˙˙˙–˙›˙š˙Ĺ˙ LBLTOOLTIP:FireWallPort RTS°˙˙š˙‘˙ß˙š˙–˙˙š˙ˆ˙ž˙“˙“˙ß˙Ż˙˙˙‹˙ß˙ą˙Š˙’˙˙š˙˙ LBL9CONTROLBAR:Tank_TooltipUpgradeChinaOverlordGattlingCannon RTS'˝˙Š˙–˙“˙›˙ß˙ž˙ß˙¸˙ž˙‹˙‹˙“˙–˙‘˙˜˙ß˙ź˙ž˙‘˙‘˙˙‘˙ß˙˙‘˙ß˙‹˙—˙–˙Œ˙ß˙ş˙’˙˙š˙˙˙˙ LBLOBJECT:Tank_Overlord RTSş˙’˙˙š˙˙˙˙ LBL GUI:USAAllies RTS Ş˙Ź˙ž˙ß˙ž˙“˙“˙–˙š˙Œ˙ LBLGUI:USAEnemies RTS Ş˙Ź˙ž˙ß˙ş˙‘˙š˙’˙–˙š˙Œ˙ LBLOBJECT:BigNuclearReactor RTSą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLCONTROLBAR:SabotageBuilding RTSŹ˙ž˙˙˙‹˙ž˙˜˙š˙ß˙Ů˙˝˙Š˙–˙“˙›˙–˙‘˙˜˙ LBL%CONTROLBAR:ToolTipGLASabotageBuilding RTScź˙ž˙‘˙ß˙‹˙š˙’˙˙˙˙ž˙˙–˙“˙†˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙š˙‘˙š˙’˙†˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙ş˙‘˙š˙’˙†˙ß˙Ź˙‹˙˙Š˙œ˙‹˙Š˙˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙–˙‘˙™˙ž˙‘˙‹˙˙†˙Ó˙ß˙Œ˙œ˙˙Š˙‹˙Œ˙ LBLSCIENCE:Nuke_ChinaCarpetBomb RTS ą˙Š˙”˙š˙ß˙˝˙˙’˙˙š˙˙ LBL$CONTROLBAR:Demo_ConstructGLADemoTrap RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ů˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBL(CONTROLBAR:Nuke_ConstructChinaPowerPlant RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙Ů˙­˙š˙ž˙œ˙‹˙˙˙ LBL1CONTROLBAR:SupW_UpgradeAmericaAdvancedControlRods RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙Ů˙ź˙˙‘˙‹˙˙˙“˙ß˙­˙˙›˙Œ˙ LBLCONTROLBAR:Nuke_CarpetBomb RTS ą˙Š˙Ů˙”˙š˙ß˙˝˙˙’˙˙š˙˙ LBLOBJECT:Nuke_NuclearReactor RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙ LBLOBJECT:Demo_DemoTrap RTSž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ť˙š˙’˙˙ß˙Ť˙˙ž˙˙ LBL+CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant RTSXž˙›˙‰˙ž˙‘˙œ˙š˙›˙ß˙ą˙Š˙œ˙“˙š˙ž˙˙ß˙­˙š˙ž˙œ˙‹˙˙˙Ń˙ß˙ź˙ž˙‘˙ß˙˙š˙ß˙˙‰˙š˙˙“˙˙ž˙›˙š˙›˙ß˙‹˙˙ß˙˙˙˙‰˙–˙›˙š˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ß˙ő˙ß˙ő˙ß˙Ż˙˙ˆ˙š˙˙ß˙Ź˙Š˙˙˙“˙–˙š˙›˙Ĺ˙ß˙Î˙Ç˙ LBL-CONTROLBAR:Nuke_ToolTipChinaScienceCarpetBomb RTSož˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙—˙š˙ž˙‰˙†˙ß˙˙˙’˙˙š˙˙ß˙‹˙˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ˆ˙–˙‹˙—˙ß˙‹˙ž˙œ˙‹˙–˙œ˙ž˙“˙ß˙‘˙Š˙”˙š˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBL!CONTROLBAR:Nuke_TooltipCarpetBomb RTS,ą˙Š˙”˙š˙ß˙ž˙ß˙‹˙ž˙˙˜˙š˙‹˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ě˙Ĺ˙Ď˙Ď˙ LBLGUI:FastForwardInstructions RTSŻ˙˙š˙Œ˙Œ˙ß˙š˙ß˙‹˙˙ß˙‹˙˙˜˙˜˙“˙š˙ß˙š˙ž˙Œ˙‹˙ß˙š˙˙˙ˆ˙ž˙˙›˙ LBL GUI:FF_ON RTSš˙ž˙Œ˙‹˙ß˙š˙˙˙ˆ˙ž˙˙›˙ß˙–˙Œ˙ß˙˙‘˙ LBL GUI:FF_OFF RTSš˙ž˙Œ˙‹˙ß˙š˙˙˙ˆ˙ž˙˙›˙ß˙–˙Œ˙ß˙˙™˙™˙ LBLCONTROLBAR:LeafletDropShort RTS ł˙š˙ž˙™˙“˙š˙‹˙ß˙ť˙˙˙˙ LBLCONTROLBAR:SneakAttackShort RTS Ź˙‘˙š˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBLCONTROLBAR:TankParadropShort RTS Ť˙ž˙‘˙”˙ß˙ť˙˙˙˙ LBLOBJECT:Nuke_CarpetBomb RTS ą˙Š˙”˙š˙ß˙˝˙˙’˙˙š˙˙ LBL)CONTROLBAR:Slth_ConstructGLAInfantryRebel RTSŹ˙‹˙š˙ž˙“˙‹˙—˙ß˙­˙š˙Ů˙˙š˙“˙ LBLGUI:AdjustGameSpeed RTSž˙›˙•˙Š˙Œ˙‹˙ß˙¸˙ž˙’˙š˙ß˙Ź˙˙š˙š˙›˙ LBLGUI:SkirmishLower RTSŹ˙”˙–˙˙’˙–˙Œ˙—˙ LBL GUI:Refresh RTS­˙š˙™˙˙š˙Œ˙—˙ LBLCONTROLBAR:MOAB RTS˛˙˙‹˙—˙š˙˙ß˙°˙™˙ß˙ž˙“˙“˙ß˙Ů˙˝˙˙’˙˙Œ˙ LBLMAP:TournamentPlains RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ż˙“˙ž˙–˙‘˙Œ˙ LBL MAP:DarkNight RTS ť˙ž˙˙”˙ß˙ą˙–˙˜˙—˙‹˙ LBLMAP:TournamentUrban RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ş˙˙˙ž˙‘˙ LBL MAP:TwoRoads RTS Ť˙ˆ˙˙ß˙­˙˙ž˙›˙Œ˙ LBL&CONTROLBAR:Chem_TooltipFireRebelAmbush RTS.ź˙˙š˙ž˙‹˙š˙Œ˙ß˙‹˙˙‡˙–˙‘˙ß˙˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ź˙˙Š˙‘˙‹˙›˙˙ˆ˙‘˙ß˙Ť˙–˙’˙š˙˙Ĺ˙ß˙Ë˙Ĺ˙Ď˙Ď˙ LBL%CONTROLBAR:AirF_ToolTipUSABuildAurora RTSŤŹ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ß˙’˙ž˙”˙š˙Œ˙ß˙ž˙Š˙˙˙˙ž˙ß˙–˙’˙’˙Š˙‘˙š˙ß˙‹˙˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˙š˙Ń˙ß˙ž˙™˙‹˙š˙˙ß˙Œ˙Š˙˙š˙˙Ň˙Œ˙˙‘˙–˙œ˙ß˙ž˙‹˙‹˙ž˙œ˙”˙Ó˙ß˙ž˙Š˙˙˙˙ž˙ß˙Œ˙˙š˙š˙›˙ß˙–˙Œ˙ß˙˙š˙›˙Š˙œ˙š˙›˙ß˙‹˙˙ß˙Ę˙Ď˙Ú˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙˙Š˙–˙“˙›˙–˙‘˙˜˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙Ó˙ß˙ž˙‘˙‹˙–˙Ň˙ž˙–˙˙ß˙Š˙‘˙–˙‹˙Œ˙ LBL,CONTROLBAR:Chem_ToolTipGLAScienceRebelAmbush RTS­ž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙˙š˙ž˙‹˙š˙ß˙ž˙ß˙Œ˙Š˙˙˙˙–˙Œ˙š˙ß˙ž˙’˙˙Š˙Œ˙—˙ß˙˙™˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ž˙‘˙†˙ˆ˙—˙š˙˙š˙ß˙ő˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Î˙Ĺ˙ß˙Ë˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Í˙Ĺ˙ß˙Ç˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙­˙ž˙‘˙”˙ß˙Ě˙Ĺ˙ß˙Î˙É˙ß˙Ť˙˙‡˙–˙‘˙ß˙­˙š˙˙š˙“˙Œ˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙ź˙˙’˙’˙ž˙‘˙›˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCREDITS:PackagingProjectManager RTSŻ˙ž˙œ˙”˙ž˙˜˙–˙‘˙˜˙ß˙Ż˙˙˙•˙š˙œ˙‹˙ß˙˛˙ž˙‘˙ž˙˜˙š˙˙ LBLCREDITS:PackagingDesign RTSŻ˙ž˙œ˙”˙ž˙˜˙–˙‘˙˜˙ß˙ť˙š˙Œ˙–˙˜˙‘˙ LBLCREDITS:DocumentationLayout RTSť˙˙œ˙Š˙’˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙ł˙ž˙†˙˙Š˙‹˙ LBLCREDITS:DocumentationEditor RTSť˙˙œ˙Š˙’˙š˙‘˙‹˙ž˙‹˙–˙˙‘˙ß˙ş˙›˙–˙‹˙˙˙ LBLCREDITS:Writer RTS¨˙˙–˙‹˙š˙˙ LBLCREDITS:Studio RTSŹ˙‹˙Š˙›˙–˙˙ LBLCREDITS:ChineseLanguageTester RTSź˙—˙–˙‘˙š˙Œ˙š˙ß˙ł˙ž˙‘˙˜˙Š˙ž˙˜˙š˙ß˙Ť˙š˙Œ˙‹˙š˙˙ LBLCREDITS:Marketing RTS ˛˙ž˙˙”˙š˙‹˙–˙‘˙˜˙ LBLCREDITS:QuotedTraducoes RTSŽ˙Š˙˙‹˙š˙›˙ß˙Ť˙˙ž˙›˙Š˙˙ ˙š˙Œ˙ LBLCREDITS:ClementDuval RTS ź˙“˙˙’˙š˙‘˙‹˙ß˙ť˙Š˙‰˙ž˙“˙ LBLCREDITS:JoseLuisRovira RTSľ˙˙Œ˙˙ß˙ł˙Š˙–˙Œ˙ß˙­˙˙‰˙–˙˙ž˙ LBLCREDITS:ExecutiveProducer RTSş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙ß˙Ż˙˙˙›˙Š˙œ˙š˙˙ LBLCREDITS:TechnicalDirection RTSŤ˙š˙œ˙—˙‘˙–˙œ˙ž˙“˙ß˙ť˙–˙˙š˙œ˙‹˙–˙˙‘˙ LBLCREDITS:LeadArtists RTS ł˙š˙ž˙›˙ß˙ž˙˙‹˙–˙Œ˙‹˙Œ˙ LBLCREDITS:QualityAssurance RTSŽ˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:TestAnalysts RTS Ť˙š˙Œ˙‹˙ß˙ž˙‘˙ž˙“˙†˙Œ˙‹˙Œ˙ LBL)CREDITS:TiburonAdditionalQualityAssurance RTS$Ť˙–˙˙Š˙˙˙‘˙ß˙ž˙›˙›˙–˙‹˙–˙˙‘˙ž˙“˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ž˙Œ˙Œ˙Š˙˙ž˙‘˙œ˙š˙ LBLCREDITS:LocalizationBrazil RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙˝˙˙ž˙…˙–˙“˙ LBLCREDITS:TranslationServices RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙Ź˙š˙˙‰˙–˙œ˙š˙Œ˙ LBLCREDITS:TranslationCoordinator RTSŤ˙˙ž˙‘˙Œ˙“˙ž˙‹˙–˙˙‘˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:LTCoordinator RTSł˙Ť˙ß˙ź˙˙˙˙›˙–˙‘˙ž˙‹˙˙˙ LBLCREDITS:RecordingStudio RTS­˙š˙œ˙˙˙›˙–˙‘˙˜˙ß˙Ź˙‹˙Š˙›˙–˙˙ LBL(CREDITS:EAWorldwideDevelopmentExecutives RTS#ş˙ž˙ß˙¨˙˙˙“˙›˙ˆ˙–˙›˙š˙ß˙ť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙ş˙‡˙š˙œ˙Š˙‹˙–˙‰˙š˙Œ˙ LBLCREDITS:SpecialThanks RTSŹ˙˙š˙œ˙–˙ž˙“˙ß˙Ť˙—˙ž˙‘˙”˙Œ˙ LBLCREDITS:EAPacificDevTeam3 RTSť˙š˙‰˙š˙“˙˙˙’˙š˙‘˙‹˙ß˙Ť˙š˙ž˙’˙ LBL CREDITS:NACustomerQualityControl RTSą˙ž˙ß˙ź˙Š˙Œ˙‹˙˙’˙š˙˙ß˙Ž˙Š˙ž˙“˙–˙‹˙†˙ß˙ź˙˙‘˙‹˙˙˙“˙ LBL4CONTROLBAR:SupW_TooltipUSAUpgradeAdvancedControlRods RTS ­˙š˙ž˙œ˙‹˙˙˙ß˙˙˙˙‰˙–˙›˙š˙Œ˙ß˙Ě˙Ď˙Ď˙Ú˙ß˙’˙˙˙š˙ß˙˙˙ˆ˙š˙˙ LBL-CONTROLBAR:AirF_ToolTipUSABuildStealthFighter RTSyŹ˙‹˙š˙ž˙“˙‹˙—˙š˙›˙ß˙ˆ˙—˙–˙“˙š˙ß˙’˙˙‰˙–˙‘˙˜˙ß˙ő˙ß˙ş˙Ž˙Š˙–˙˙˙š˙›˙ß˙ˆ˙–˙‹˙—˙ß˙ž˙ß˙Ż˙˙–˙‘˙‹˙ß˙ť˙š˙™˙š˙‘˙Œ˙š˙ß˙ł˙ž˙Œ˙š˙˙ß˙ő˙ß˙ő˙ß˙Ź˙‹˙˙˙‘˙˜˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙˙ž˙Œ˙š˙ß˙›˙š˙™˙š˙‘˙Œ˙š˙Œ˙ß˙ő˙ß˙¨˙š˙ž˙”˙ß˙‰˙Œ˙Ń˙ß˙š˙‘˙š˙’˙†˙ß˙™˙–˙˜˙—˙‹˙š˙˙Œ˙ LBLGUI:RetaliationTitle RTS ­˙š˙‹˙ž˙“˙–˙ž˙‹˙–˙˙‘˙ LBLGUI:Retaliation RTSeŤ˙˙˜˙˜˙“˙š˙ß˙‹˙—˙–˙Œ˙ß˙˙Š˙‹˙‹˙˙‘˙ß˙˙™˙™˙ß˙‹˙˙ß˙›˙–˙Œ˙ž˙˙“˙š˙ß˙†˙˙Š˙˙ß˙Š˙‘˙–˙‹˙Œ˙ß˙™˙˙˙’˙ß˙˙š˙‹˙ž˙“˙–˙ž˙‹˙–˙‘˙˜˙ß˙ž˙˜˙ž˙–˙‘˙Œ˙‹˙ß˙ž˙‹˙‹˙ž˙œ˙”˙–˙‘˙˜˙ß˙š˙‘˙š˙’˙–˙š˙Œ˙ß˙ž˙Š˙‹˙˙’˙ž˙‹˙–˙œ˙ž˙“˙“˙†˙ LBLCREDITS:LocalizationChinese RTSł˙˙œ˙ž˙“˙–˙…˙ž˙‹˙–˙˙‘˙ß˙ź˙—˙–˙‘˙š˙Œ˙š˙ LBL MAP:Breakdown RTS ˝˙˙š˙ž˙”˙›˙˙ˆ˙‘˙ LBLMAP:BulletMassacre RTS˝˙Š˙“˙“˙š˙‹˙ß˙˛˙ž˙Œ˙Œ˙ž˙œ˙˙š˙ LBLMAP:CarnageCityLimits RTSź˙ž˙˙‘˙ž˙˜˙š˙ß˙ź˙–˙‹˙†˙ß˙ł˙–˙’˙–˙‹˙Œ˙ LBL MAP:Cityscape RTS ź˙–˙‹˙†˙Œ˙œ˙ž˙˙š˙ LBLMAP:CivilUnrest RTS ź˙–˙‰˙–˙“˙ß˙Ş˙‘˙˙š˙Œ˙‹˙ LBLMAP:CottageCheese RTSź˙˙‹˙‹˙ž˙˜˙š˙ß˙ź˙—˙š˙š˙Œ˙š˙ LBLMAP:DeathValley RTS ť˙š˙ž˙‹˙—˙ß˙Š˙ž˙“˙“˙š˙†˙ LBL MAP:DogsOfWar RTS ť˙˙˜˙Œ˙ß˙˙™˙ß˙¨˙ž˙˙ LBLMAP:DoorToDoor RTS ť˙˙˙˙ß˙‹˙˙ß˙ť˙˙˙˙ LBLMAP:FarmersFrenzy RTSš˙ž˙˙’˙š˙˙Œ˙ß˙š˙˙š˙‘˙…˙†˙ LBL MAP:Firestorm RTS š˙–˙˙š˙Œ˙‹˙˙˙’˙ LBLMAP:FlakAttack RTS š˙“˙ž˙”˙ß˙ž˙‹˙‹˙ž˙œ˙”˙ LBL MAP:FlankTown RTS š˙“˙ž˙‘˙”˙ß˙Ť˙˙ˆ˙‘˙ LBL MAP:Flashbang RTS š˙“˙ž˙Œ˙—˙ß˙˝˙ž˙‘˙˜˙ LBL MAP:FoxHunt RTSš˙˙‡˙ß˙ˇ˙Š˙‘˙‹˙ LBL MAP:GhostTown RTS ¸˙—˙˙Œ˙‹˙ß˙Ť˙˙ˆ˙‘˙ LBL MAP:HighRoad RTS ˇ˙–˙˜˙—˙ß˙­˙˙ž˙›˙ LBLMAP:HighlandHunt RTS ˇ˙–˙˜˙—˙“˙ž˙‘˙›˙ß˙ˇ˙Š˙‘˙‹˙ LBLMAP:HostileDawn RTS ˇ˙˙Œ˙‹˙–˙“˙š˙ß˙ť˙ž˙ˆ˙‘˙ LBLMAP:IslandInTheZone RTSś˙Œ˙“˙ž˙‘˙›˙ß˙–˙‘˙ß˙‹˙—˙š˙ß˙Ľ˙˙‘˙š˙ LBLMAP:JungleRebellion RTSľ˙Š˙‘˙˜˙“˙š˙ß˙­˙š˙˙š˙“˙“˙–˙˙‘˙ LBL MAP:LARiot RTS ł˙Ń˙ž˙Ń˙ß˙­˙–˙˙‹˙ LBLMAP:Liberation RTS ł˙–˙˙š˙˙ž˙‹˙–˙˙‘˙ LBL MAP:LongNight RTS ł˙˙‘˙˜˙ß˙ą˙–˙˜˙—˙‹˙ LBLMAP:ManicAggression RTS˛˙ž˙‘˙–˙œ˙ß˙ž˙˜˙˜˙˙š˙Œ˙Œ˙–˙˙‘˙ LBL MAP:Marshland RTS ˛˙ž˙˙Œ˙—˙“˙ž˙‘˙›˙ LBL MAP:Mirage RTS˛˙–˙˙ž˙˜˙š˙ LBLMAP:PanicDemise RTS Ż˙ž˙‘˙–˙œ˙ß˙ť˙š˙’˙–˙Œ˙š˙ LBL MAP:PowerPlay RTS Ż˙˙ˆ˙š˙˙ß˙Ż˙“˙ž˙†˙ LBL MAP:RedRock RTS­˙š˙›˙ß˙­˙˙œ˙”˙ LBLMAP:RubbleTown RTS ­˙Š˙˙˙“˙š˙ß˙Ť˙˙ˆ˙‘˙ LBLMAP:SeasideMutiny RTSŹ˙š˙ž˙Œ˙–˙›˙š˙ß˙˛˙Š˙‹˙–˙‘˙†˙ LBLMAP:ShellShocker RTS Ź˙—˙š˙“˙“˙ß˙Ź˙—˙˙œ˙”˙š˙˙ LBLMAP:Shellshock RTS Ź˙—˙š˙“˙“˙Œ˙—˙˙œ˙”˙ LBLMAP:ShockAndAwe RTS Ź˙—˙˙œ˙”˙ß˙ž˙‘˙›˙ß˙ž˙ˆ˙š˙ LBL MAP:Shockwave RTS Ź˙—˙˙œ˙”˙ˆ˙ž˙‰˙š˙ LBLMAP:SniperDuel RTS Ź˙‘˙–˙˙š˙˙ß˙ť˙Š˙š˙“˙ LBLMAP:TheFrontline RTS Ť˙—˙š˙ß˙š˙˙˙‘˙‹˙“˙–˙‘˙š˙ LBLMAP:TournamentBeach RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙˝˙š˙ž˙œ˙—˙ LBLMAP:TournamentCanyon RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙œ˙ž˙‘˙†˙˙‘˙ LBLMAP:TournamentDesolate RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ť˙š˙Œ˙˙“˙ž˙‹˙š˙ LBLMAP:TournamentForest RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙š˙˙˙š˙Œ˙‹˙ LBLMAP:TournamentIceStorm RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ś˙œ˙š˙ß˙Ź˙‹˙˙˙’˙ LBLMAP:TournamentTactics RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ť˙ž˙œ˙‹˙–˙œ˙Œ˙ LBLMAP:TournamentTown RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Ť˙˙ˆ˙‘˙ LBLMAP:TournamentValley RTSŤ˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙Š˙ž˙“˙“˙š˙†˙ LBL MAP:UnholyWar RTS Ş˙‘˙—˙˙“˙†˙ß˙¨˙ž˙˙ LBL MAP:Unstable RTSŞ˙‘˙Œ˙‹˙ž˙˙“˙š˙ LBLMAP:UrbanUprising RTSŞ˙˙˙ž˙‘˙ß˙Ş˙˙˙–˙Œ˙–˙‘˙˜˙ LBLMAP:VictoryOutlook RTSŠ˙–˙œ˙‹˙˙˙†˙ß˙°˙Š˙‹˙“˙˙˙”˙ LBLMAP:VictoryRoad RTS Š˙–˙œ˙‹˙˙˙†˙ß˙­˙˙ž˙›˙ LBLMAP:NorthAmerica RTS ą˙˙˙‹˙—˙ß˙ž˙’˙š˙˙–˙œ˙ž˙ LBLMAP:Floodplains RTS š˙“˙˙˙›˙˙“˙ž˙–˙‘˙Œ˙ LBLMAP:TournamentA RTS Ť˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙ž˙ LBLMAP:TournamentB RTS Ť˙˙Š˙˙‘˙ž˙’˙š˙‘˙‹˙ß˙˝˙ LBL MAP:Defcon6 RTSť˙š˙™˙œ˙˙‘˙ß˙É˙ LBL.CONTROLBAR:AirF_TooltipUSAUpgradeLaserMissiles RTS7­˙ž˙˙‹˙˙˙ß˙ž˙‘˙›˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙š˙–˙˜˙—˙‹˙š˙˙ß˙’˙–˙Œ˙Œ˙–˙“˙š˙Œ˙ß˙›˙˙ß˙Ô˙Î˙Í˙Ú˙ß˙’˙˙˙š˙ß˙›˙ž˙’˙ž˙˜˙š˙ LBL+CONTROLBAR:AirF_ToolTipUSAScienceCarpetBomb RTSaž˙“˙“˙˙ˆ˙Œ˙ß˙†˙˙Š˙ß˙‹˙˙ß˙œ˙ž˙“˙“˙ß˙–˙‘˙ß˙ž˙ß˙˝˙Í˙ß˙Ź˙‹˙š˙ž˙“˙‹˙—˙ß˙˝˙˙’˙˙š˙˙ß˙‹˙˙ß˙œ˙ž˙˙˙š˙‹˙ß˙˙˙’˙˙ß˙ž˙‘˙ß˙ž˙˙š˙ž˙ß˙ő˙ß˙ő˙ß˙ť˙š˙˙“˙˙†˙ß˙™˙˙˙’˙Ĺ˙ß˙Ź˙‹˙˙ž˙‹˙š˙˜˙†˙ß˙ź˙š˙‘˙‹˙š˙˙ LBLCONTROLBAR:DroneBase RTS ť˙˙˙‘˙š˙ß˙˝˙ž˙Œ˙š˙ LBLCONTROLBAR:DroneBaseInfo RTS ˝˙Š˙–˙“˙›˙Œ˙ß˙ť˙˙˙‘˙š˙Œ˙;------------------------------------------------------------------------------ ;Command buttons are buttons that we place on the in game UI to create the ;context sensitive command sets ;------------------------------------------------------------------------------ ; Beacon placement (Multiplayer only) Command --------------------------------- CommandButton Command_PlaceBeacon Command = PLACE_BEACON Options = NEED_TARGET_POS CursorName = PlaceBeacon InvalidCursorName = GenericInvalid End ; Special Weapon Commands ----------------------------------------------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Command_DaisyCutter Command = SPECIAL_POWER SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_DaisyCutter SCIENCE_MOAB ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_DaisyCutterFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_DaisyCutter SCIENCE_MOAB ;These will cause the buttons to change icons, nothing more TextLabel = OBJECT:DaisyCutterBomb ButtonImage = SACDaisyCutter ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End ;Kris: ;This button exists so Command_DaisyCutter's Science = SCIENCE_MOAB can extract the new cameo. ;This science isn't purchasable.. it's a researched upgrade. CommandButton Command_FAKECOMMAND_PurchaseScienceMOAB Command = PURCHASE_SCIENCE Options = SCRIPT_ONLY ;Hide it so we can't purchase it in the interface. Science = SCIENCE_MOAB ButtonImage = SAMOAB ;Copy this image when DaisyCutter has MOAB science. TextLabel = CONTROLBAR:MOAB ;Used for controlbar button (with hotkey) ConflictingLabel = OBJECT:MOAB ;Used for shortcut button (no hotkey) DescriptLabel = CONTROLBAR:TooltipMOAB ;Copy this text when DaisyCutter has MOAB science. End CommandButton Early_Command_LeafletDrop Command = SPECIAL_POWER SpecialPower = Early_SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDrop ButtonImage = SALeaflet ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_LeafletDrop Command = SPECIAL_POWER SpecialPower = SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDrop ButtonImage = SALeaflet ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_LeafletDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDropShort ButtonImage = SALeaflet ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Early_Command_LeafletDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDropShort ButtonImage = SALeaflet ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_FireParticleUplinkCannon Command = SPECIAL_POWER SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Command_FireParticleUplinkCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End ;Cinematic only -- used to launch the baikonur rocket. CommandButton Command_LaunchBaikonurRocket Command = SPECIAL_POWER SpecialPower = SuperweaponLaunchBaikonurRocket Options = NEED_SPECIAL_POWER_SCIENCE SCRIPT_ONLY ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is End ;Cinematic only -- used to detonate the baikonur rocket at any location instantly CommandButton Command_DetonateBaikonurRocketAtLocation Command = SPECIAL_POWER SpecialPower = SuperweaponLaunchBaikonurRocket Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND SCRIPT_ONLY ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_NapalmStrike Command = SPECIAL_POWER SpecialPower = SuperweaponNapalmStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NapalmStrike ButtonImage = SNFirestorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = NAPALMSTRIKE InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_NapalmStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponNapalmStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = GUI:SuperweaponNapalmStrike ButtonImage = SNFirestorm ; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = NAPALMSTRIKE InvalidCursorName = GenericInvalid End CommandButton Command_Paradrop Command = SPECIAL_POWER SpecialPower = SuperweaponParadropAmerica Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Paradrop1 SCIENCE_Paradrop2 SCIENCE_Paradrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Paradrop ButtonImage = SACParatroopers ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Command_ParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParadropAmerica Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Paradrop1 SCIENCE_Paradrop2 SCIENCE_Paradrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponParadropAmerica ButtonImage = SACParatroopers ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Command_ClusterMines Command = SPECIAL_POWER SpecialPower = SuperweaponClusterMines Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ClusterMines ButtonImage = SSClusterMines ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipClusterMines RadiusCursorType = CLUSTERMINES InvalidCursorName = GenericInvalid End CommandButton Command_ClusterMinesFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponClusterMines Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:ClusterMinesBomb ButtonImage = SSClusterMines ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipClusterMines RadiusCursorType = CLUSTERMINES InvalidCursorName = GenericInvalid End CommandButton Command_EMPPulse Command = SPECIAL_POWER SpecialPower = SuperweaponEMPPulse Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:EMPPulse ButtonImage = SSEMP ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipEMPPulse RadiusCursorType = EMPPULSE InvalidCursorName = GenericInvalid End CommandButton Command_EMPPulseFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponEMPPulse Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:EMPPulseBomb ButtonImage = SSEMP ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipEMPPulse RadiusCursorType = EMPPULSE InvalidCursorName = GenericInvalid End CommandButton Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_A10ThunderboltMissileStrike1 SCIENCE_A10ThunderboltMissileStrike2 SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSA10Attack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton Command_A10ThunderboltMissileStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_A10ThunderboltMissileStrike1 SCIENCE_A10ThunderboltMissileStrike2 SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponA10ThunderboltMissileStrike ButtonImage = SSA10Attack ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton Command_SpectreGunship Command = SPECIAL_POWER SpecialPower = SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunshipSolo ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunship ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton Command_SpectreGunshipFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunshipSolo ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunshipFromShortcut ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CrateDrop Command = SPECIAL_POWER SpecialPower = SuperweaponCrateDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CrateDrop ;TextLabel = GUI:Blank ButtonImage = SCTempDefaultCommand CursorName = DaisyCutter InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCrateDrop End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CrateDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCrateDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = GUI:SuperweaponCrateDrop ;TextLabel = GUI:Blank ButtonImage = SCTempDefaultCommand CursorName = DaisyCutter InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCrateDrop End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SSCarpetBomb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SSCarpetBomb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Early_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Nuke_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Nuke_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:Nuke_CarpetBomb ButtonImage = SSNkeCrptBmb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End CommandButton Nuke_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:Nuke_CarpetBomb ButtonImage = SSNkeCrptBmb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_DetonateConvoyTruckNuke Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateNuke ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDetonateNuke End CommandButton Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissile ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissileShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Command_ScudStorm Command = SPECIAL_POWER SpecialPower = SuperweaponScudStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ScudStorm ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSCUDStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton Command_ScudStormFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponScudStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ScudStormShortcut ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSCUDStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton Command_ArtilleryBarrage Command = SPECIAL_POWER SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:ArtilleryBarrage ButtonImage = SSBarrage ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_ArtilleryBarrageFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyArtilleryBarrage ButtonImage = SSBarrage ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_Frenzy Command = SPECIAL_POWER SpecialPower = SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Frenzy1 SCIENCE_Frenzy2 SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Frenzy ButtonImage = SNFrenzy01 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Command_FrenzyFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Frenzy1 SCIENCE_Frenzy2 SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyFrenzy ButtonImage = SNFrenzy01 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Early_Command_Frenzy Command = SPECIAL_POWER SpecialPower = Early_SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_Frenzy1 Early_SCIENCE_Frenzy2 Early_SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Frenzy ButtonImage = SNFrenzy01 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Early_Command_FrenzyFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_Frenzy1 Early_SCIENCE_Frenzy2 Early_SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyFrenzy ButtonImage = SNFrenzy01 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Command_CashHack Command = SPECIAL_POWER SpecialPower = SuperweaponCashHack Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND Science = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:CashHack ButtonImage = SSCashHack ; TEMP CURSORS, needs real ones -- amit CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSuperWeaponCashHack End CommandButton Command_CashHackFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCashHack Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND Science = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponCashHack ButtonImage = SSCashHack ; TEMP CURSORS, needs real ones -- amit CursorName = Hack InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSuperWeaponCashHack End CommandButton Command_SpySatelliteScan Command = SPECIAL_POWER SpecialPower = SpecialPowerSpySatellite Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:SpySatellite ButtonImage = SSSpySat ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpySatScan RadiusCursorType = SPYSATELLITE InvalidCursorName = GenericInvalid End CommandButton Command_SpySatelliteScanFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerSpySatellite Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NoHotKeySpySatellite ButtonImage = SSSpySat ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpySatScan RadiusCursorType = SPYSATELLITE InvalidCursorName = GenericInvalid End CommandButton Command_CommunicationsDownload Command = SPECIAL_POWER SpecialPower = SpecialPowerCommunicationsDownload Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT TextLabel = CONTROLBAR:CommunicationsDownload ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCommunicationsDownload End CommandButton Command_CommunicationsDownloadFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerCommunicationsDownload Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CommunicationsDownloadShortcut ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCommunicationsDownload End CommandButton Command_SpyDrone Command = SPECIAL_POWER SpecialPower = SpecialPowerSpyDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:SpyDrone ButtonImage = SAScout ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpyDrone RadiusCursorType = SPYDRONE InvalidCursorName = GenericInvalid End CommandButton Command_SpyDroneFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerSpyDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = OBJECT:SpyDrone ButtonImage = SAScout ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpyDrone RadiusCursorType = SPYDRONE InvalidCursorName = GenericInvalid End CommandButton Command_RadarVanScan Command = SPECIAL_POWER SpecialPower = SpecialPowerRadarVanScan Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE OK_FOR_MULTI_SELECT Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:RadarVanScan ButtonImage = SSRadarVanScan ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRadarVanScan RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_RadarVanScanFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerRadarVanScan Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE OK_FOR_MULTI_SELECT Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:RadarVanScanShortcut ButtonImage = SSRadarVanScan ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRadarVanScan RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_DetonateFakeBuilding Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateFakeBuilding ButtonImage = SSTerroristCarBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDetonateFakeBuilding End CommandButton Command_BecomeRealGLACommandCenter Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLACommandCenter TextLabel = CONTROLBAR:BecomeRealGLACommandCenter ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLABarracks Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLABarracks TextLabel = CONTROLBAR:BecomeRealGLABarracks ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLASupplyStash Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLASupplyStash TextLabel = CONTROLBAR:BecomeRealGLASupplyStash ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLAArmsDealer Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLAArmsDealer TextLabel = CONTROLBAR:BecomeRealGLAArmsDealer ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLABlackMarket Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLABlackMarket TextLabel = CONTROLBAR:BecomeRealGLABlackMarket ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 ; The Terror Cell, Ambush, and Black Market Nuke will need to have their own targeting icons -- not yet complete CommandButton Command_TerrorCell Command = SPECIAL_POWER SpecialPower = SuperweaponTerrorCell Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TerrorCell ButtonImage = SCTempDefaultCommand ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_EmergencyRepair Command = SPECIAL_POWER SpecialPower = SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_EmergencyRepair1 SCIENCE_EmergencyRepair2 SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:EmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_EmergencyRepair1 SCIENCE_EmergencyRepair2 SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponEmergencyRepair ButtonImage = SSRepair ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Early_Command_EmergencyRepair Command = SPECIAL_POWER SpecialPower = Early_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_EmergencyRepair1 Early_SCIENCE_EmergencyRepair2 Early_SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:EmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Early_Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_EmergencyRepair1 Early_SCIENCE_EmergencyRepair2 Early_SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponEmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End ; you might be tempted to change this name of this button to "Command_RebelAmbush", ; but don't, since that can break existing scripts (srj) CommandButton Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SSGLAAmbush ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SSGLAAmbush ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_GPSScrambler Command = SPECIAL_POWER SpecialPower = SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_GPSScrambler TextLabel = CONTROLBAR:GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_GPSScramblerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_GPSScrambler TextLabel = GUI:SuperweaponGPSScrambler ButtonImage = SUGPS01 ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_AnthraxBomb Command = SPECIAL_POWER SpecialPower = SuperweaponAnthraxBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:AnthraxBomb ButtonImage = SSAnthraxBomb InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb RadiusCursorType = ANTHRAXBOMB End CommandButton Command_AnthraxBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponAnthraxBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:AnthraxBomb ButtonImage = SSAnthraxBomb InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb RadiusCursorType = ANTHRAXBOMB End CommandButton Command_CIAIntelligence Command = SPECIAL_POWER SpecialPower = SuperweaponCIAIntelligence Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CIAIntelligence ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCIAIntelligence End CommandButton Command_CIAIntelligenceFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCIAIntelligence Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CIAIntelligenceShortcut ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCIAIntelligence End CommandButton Command_SetDemoTrapProximityDetonation Command = SWITCH_WEAPON WeaponSlot = SECONDARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT CHECK_LIKE TextLabel = CONTROLBAR:ProximityFuse ButtonImage = SSProximity ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapProxy End CommandButton Command_SetDemoTrapManualDetonation Command = SWITCH_WEAPON WeaponSlot = TERTIARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT CHECK_LIKE TextLabel = CONTROLBAR:ManualControl ButtonImage = SSManualDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapManual End CommandButton Command_DetonateDemoTrap Command = SWITCH_WEAPON WeaponSlot = PRIMARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Detonate ButtonImage = SSDetonateDemo ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapDetonate End ; Special Attack Commands ---------------------------------------------------- ;----------------------------------------------------------------------------- ;Missile defender firing tracing laser in order to attack much more ;efficiently. ;Author: Kris -- July 2002 ;----------------------------------------------------------------------------- CommandButton Command_AmericaMissileDefenderLaserGuidedMissiles Command = SPECIAL_POWER SpecialPower = SpecialAbilityMissileDefenderLaserGuidedMissiles Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton Command_AmericaTankMicrowaveDisableBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityMicrowaveDisableBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableBuildingHack ButtonImage = SSBuildingHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaHackerBuildingHack End CommandButton Command_ChinaTankECMDisableVehicle Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ECMDisableVehicle ButtonImage = SNECMAttack CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipECMDisableVehicle End ;Structure commands ----------------------------------------------------------- CommandButton Command_InitiateBattlePlanBombardment Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_ONE TextLabel = CONTROLBAR:InitiateBattlePlanBombardment ButtonImage = SSBombardment DescriptLabel = CONTROLBAR:TooltipBattlePlansBombardment End CommandButton Command_InitiateBattlePlanHoldTheLine Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_TWO TextLabel = CONTROLBAR:InitiateBattlePlanHoldTheLine ButtonImage = SSHoldLine DescriptLabel = CONTROLBAR:TooltipBattlePlansHoldTheLine End CommandButton Command_InitiateBattlePlanSearchAndDestroy Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_THREE TextLabel = CONTROLBAR:InitiateBattlePlanSearchAndDestroy ButtonImage = SSSeekDestroy DescriptLabel = CONTROLBAR:TooltipBattlePlansSearchAndDestroy End CommandButton Command_SetRallyPoint Command = SET_RALLY_POINT Options = NEED_TARGET_POS TextLabel = CONTROLBAR:SetRallyPoint ButtonImage = SSRally CursorName = SetRallyPoint ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSetRallyPoint End CommandButton Command_Sell Command = SELL TextLabel = CONTROLBAR:Sell ButtonImage = SSSell2 ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSell End CommandButton Command_Overcharge Command = TOGGLE_OVERCHARGE Options = CHECK_LIKE TextLabel = CONTROLBAR:Overcharge ButtonImage = SSOvercharge ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipNukeReactorOverCharge End ; Upgrade commands -------------------------------------------------------------------------------- CommandButton Command_CancelUpgradeCreate Command = CANCEL_UPGRADE ButtonBorderType = NONE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCancelUpgrade End CommandButton Command_UpgradeAmericaMOAB Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaMOAB SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE Science = SCIENCE_DaisyCutter TextLabel = CONTROLBAR:UpgradeAmericaMOAB ButtonImage = SAMOAB ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeMOAB End CommandButton Command_UpgradeAmericaSupplyLines Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaSupplyLines TextLabel = CONTROLBAR:UpgradeAmericaSupplyLines ButtonImage = SAsupplyline ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSupplyLines End CommandButton Command_UpgradeAmericaSentryDroneGun Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaSentryDroneGun TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun ButtonImage = SASentryUpgr ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun End CommandButton Command_UpgradeAmericaAdvancedTraining Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaAdvancedTraining TextLabel = CONTROLBAR:UpgradeAmericaAdvancedTraining ButtonImage = SSAdvancedTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeAdvancedTraining End CommandButton Command_UpgradeAmericaDroneArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaDroneArmor Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeAmericaDroneArmor ButtonImage = SSScoutArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeDroneARmor End CommandButton Command_UpgradeAmericaAdvancedControlRods Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaAdvancedControlRods TextLabel = CONTROLBAR:UpgradeAmericaAdvancedControlRods ButtonImage = SSControlRods ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeAdvancedControlRods End CommandButton Command_UpgradeAmericaRangerFlashBangGrenade Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaRangerFlashBangGrenade TextLabel = CONTROLBAR:UpgradeAmericaFlashBangGrenade ButtonImage = SSFlashbang ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeFlashBangGrenades End CommandButton Command_UpgradeAmericaCompositeArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaCompositeArmor TextLabel = CONTROLBAR:UpgradeAmericaCompositeArmor ButtonImage = SSCompositeArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeCompositeArmor End CommandButton Command_UpgradeAmericaChemicalSuits Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaChemicalSuits TextLabel = CONTROLBAR:UpgradeAmericaChemicalSuits ButtonImage = SAChemsuit ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeChemicalSuits End CommandButton Command_UpgradeAmericaRangerCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeAmericaRangerCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeRangerCaptureBuilding End CommandButton Command_UpgradeAmericaTOWMissile Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaTOWMissile TextLabel = CONTROLBAR:UpgradeAmericaTOWMissile ButtonImage = SSTowMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeTOW End CommandButton Command_UpgradeComancheRocketPods Command = PLAYER_UPGRADE Upgrade = Upgrade_ComancheRocketPods TextLabel = CONTROLBAR:UpgradeComancheRocketPods ButtonImage = SSCommancheMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:USAUpgradeRocketPods End CommandButton Command_UpgradeAmericaLaserMissiles Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaLaserMissiles TextLabel = CONTROLBAR:UpgradeAmericaLaserMissiles ButtonImage = SSPlaneLaserMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeLaserMissiles End CommandButton AirF_Command_UpgradeAmericaLaserMissiles Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaLaserMissiles TextLabel = CONTROLBAR:UpgradeAmericaLaserMissiles ButtonImage = SSPlaneLaserMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_TooltipUSAUpgradeLaserMissiles End CommandButton Command_UpgradeAmericaBunkerBusters Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaBunkerBusters TextLabel = CONTROLBAR:UpgradeAmericaBunkerBusters ButtonImage = SABunkerBust ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeBunkerBusters End CommandButton Command_UpgradeAmericaCountermeasures Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaCountermeasures TextLabel = CONTROLBAR:UpgradeAmericaCountermeasures ButtonImage = SAFlares ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeCountermeasures End ; China upgrades -------------------------------------------------------------- CommandButton Command_UpgradeChinaRedguardCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeChinaRedguardCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeRedguardCaptureBuilding End CommandButton Command_UpgradeChinaMines Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaMines TextLabel = CONTROLBAR:UpgradeChinaMines ButtonImage = SSMineBunker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeMines End CommandButton Command_UpgradeChinaOverlordGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordGattlingCannon ButtonImage = SSOLGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Command_UpgradeChinaOverlordPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordPropagandaTower ButtonImage = SSOLSpeaker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordPropagandaTower UnitSpecificSound = OverlordTankVoiceModeSpeakerTower End CommandButton Command_UpgradeChinaOverlordBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordBattleBunker ButtonImage = SSOLBunker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordBattleBunker UnitSpecificSound = OverlordTankVoiceModeBunker End CommandButton Command_UpgradeChinaRadar Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaRadar TextLabel = CONTROLBAR:UpgradeChinaRadar ButtonImage = SARadarUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeRadar End CommandButton Command_UpgradeChinaSatelliteHackOne Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSatelliteHackOne TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackOne ButtonImage = SNIntCntup01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackOne End CommandButton Command_UpgradeChinaSatelliteHackTwo Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSatelliteHackTwo TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackTwo ButtonImage = SNIntCntup02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackTwo End CommandButton Command_UpgradeChinaNationalism Command = PLAYER_UPGRADE Upgrade = Upgrade_Nationalism TextLabel = CONTROLBAR:UpgradeChinaNationalism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeNationalism End CommandButton Command_UpgradeChinaFanaticism Command = PLAYER_UPGRADE Upgrade = Upgrade_Fanaticism TextLabel = CONTROLBAR:UpgradeChinaFanaticism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeFanaticism End CommandButton Command_UpgradeChinaAircraftArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaAircraftArmor TextLabel = CONTROLBAR:UpgradeChinaAircraftArmor ButtonImage = SSMigArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeAircraftArmor End CommandButton Command_UpgradeChinaBlackNapalm Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaBlackNapalm TextLabel = CONTROLBAR:UpgradeChinaBlackNapalm ButtonImage = SSBlackNapalm ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeBlackNapalm End CommandButton Command_UpgradeChinaChainGuns Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaChainGuns TextLabel = CONTROLBAR:UpgradeChinaChainGuns ButtonImage = SSGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeChainGuns End CommandButton Command_UpgradeChinaSubliminalMessaging Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSubliminalMessaging TextLabel = CONTROLBAR:UpgradeChinaSubliminalMessaging ButtonImage = SSSobMsge ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaSubliminal End CommandButton Command_UpgradeChinaUraniumShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaUraniumShells ButtonImage = SSDepletedU_Shell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaUraniumShells End CommandButton Command_UpgradeChinaNeutronShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNeutronShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNeutronShells ButtonImage = SNNeutShell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNeutronShells End CommandButton Command_UpgradeEMPMines Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaEMPMines TextLabel = CONTROLBAR:UpgradeEMPMines ButtonImage = SNEMPMine ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeChinaEMPMines End CommandButton Command_UpgradeChinaNuclearTanks Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNuclearTanks Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNuclearTanks ButtonImage = SSNukeTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNuclearTanks End CommandButton Tank_Command_UpgradeChinaUraniumShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaUraniumShells ButtonImage = SSDepletedU_Shell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Tank_TooltipUpgradeChinaUraniumShells End CommandButton Tank_Command_UpgradeChinaNuclearTanks Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNuclearTanks Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNuclearTanks ButtonImage = SSNukeTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaFusionReactors End CommandButton Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SSBombDisguise CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End CommandButton Command_BombTruckDetonateNow Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateBombTruck ButtonImage = SSTerroristCarBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDetonateBombTruck End CommandButton Command_UpgradeGLAWorkerFakeCommandSet Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:UpgradeGLAWorkerFakeCommandSet ButtonImage = SUFakeToggle ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeGLAWorkerFakeCommandSet End CommandButton Command_UpgradeGLAWorkerRealCommandSet Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerRealCommandSet TextLabel = CONTROLBAR:UpgradeGLAWorkerRealCommandSet ButtonImage = SUFakeToggle ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeGLAWorkerRealCommandSet End CommandButton Command_UpgradeGLABombTruckBioBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_GLABombTruckBioBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLABombTruckBioBomb ButtonImage = SSBioBombTruck ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipGLAUpgradeBioBomb UnitSpecificSound = BombTruckVoiceModeBioBomb End CommandButton Command_UpgradeGLABombTruckHighExplosiveBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_GLABombTruckHighExplosiveBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb ButtonImage = SSExplosiveBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb UnitSpecificSound = BombTruckVoiceModeHiEx End CommandButton Command_UpgradeGLACamoNetting Command = OBJECT_UPGRADE Upgrade = Upgrade_GLACamoNetting Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLACamoNetting ButtonImage = SUcamo ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLACamoNetting ; UnitSpecificSound = BombTruckVoiceModeHiEx End CommandButton Command_UpgradeGLARadarVanScan Command = PLAYER_UPGRADE Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:UpgradeGLARadarVanScan ButtonImage = SSRadarVanScan ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeRadarVanScan End CommandButton Command_UpgradeGLAScorpionRocket Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAScorpionRocket TextLabel = CONTROLBAR:UpgradeGLAScorpionRocket ButtonImage = SSScorpionRocketBuild ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeScorpionRocket End CommandButton Command_UpgradeGLAInfantryRebelBoobyTrapAttack Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAInfantryRebelBoobyTrapAttack TextLabel = CONTROLBAR:UpgradeGLABoobyTrap ButtonImage = SSTNT ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeBoobyTrap End CommandButton Command_UpgradeGLAFortifiedStructure Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAFortifiedStructure TextLabel = CONTROLBAR:UpgradeGLAFortifiedStructure ButtonImage = SUEliteGrd ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeFortifiedStructure End CommandButton Command_UpgradeGLABuggyAmmo Command = PLAYER_UPGRADE Upgrade = Upgrade_GLABuggyAmmo TextLabel = CONTROLBAR:UpgradeGLABuggyAmmo ButtonImage = SSBuggyRockets ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeBuggyAmmo End CommandButton Command_UpgradeGLAAPRockets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPRockets TextLabel = CONTROLBAR:UpgradeGLAAPRockets ButtonImage = SSAPRockets ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAPRockets End CommandButton Command_UpgradeGLAToxinShells Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAToxinShells TextLabel = CONTROLBAR:UpgradeGLAToxinShells ButtonImage = SSToxinShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeToxinShells End CommandButton Command_UpgradeGLAWorkerShoes Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAWorkerShoes TextLabel = CONTROLBAR:UpgradeGLAWorkerShoes ButtonImage = SUShoes ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeWorkerShoes End CommandButton Command_UpgradeGLAAnthraxBeta Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAnthraxBeta TextLabel = CONTROLBAR:UpgradeGLAAnthraxBeta ButtonImage = SSAnthraxBeta ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxBeta End CommandButton Command_UpgradeGLAAPBullets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPBullets TextLabel = CONTROLBAR:UpgradeGLAAPBullets ButtonImage = SSAPShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAPBullets End CommandButton Command_UpgradeGLAJunkRepair Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAJunkRepair TextLabel = CONTROLBAR:UpgradeGLAJunkRepair ButtonImage = SSJunkRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeJunkRepair End CommandButton Command_UpgradeGLACamouflage Command = PLAYER_UPGRADE Upgrade = Upgrade_GLACamouflage TextLabel = CONTROLBAR:UpgradeGLACamouflage ButtonImage = SSCamoflage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeCamouflage End CommandButton Command_UpgradeGLAArmTheMob Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAArmTheMob TextLabel = CONTROLBAR:UpgradeGLAArmTheMob ButtonImage = SSArmMob ButtonBorderType = UPGRADE ; what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeArmTheMob End CommandButton Command_UpgradeGLARebelCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeGLARebelCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLAUpgradeRebelCaptureBuilding End ; "Inventory" commands ---------------------------------------------------------------------------- CommandButton Command_StructureExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:StructureExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipStructureExit End CommandButton Command_TransportExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:TransportExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipTransportExit End CommandButton Command_BunkerExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:BunkerExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:BunkerExit End CommandButton Command_FireBaseExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:FireBaseExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:FireBaseExit End CommandButton Command_ScuttleCombatBike Command = EVACUATE Options = OK_FOR_MULTI_SELECT MUST_BE_STOPPED TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_Evacuate Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_TunnelEvacuate Command = EVACUATE TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_EmptyCrawler Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEmptyCrawler ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_ChinookUnload Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSChinookUnload ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate CursorName = Move InvalidCursorName = GenericInvalid End CommandButton Command_ExecuteRailedTransport Command = EXECUTE_RAILED_TRANSPORT Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ExecuteRailedTransport ButtonImage = SSFerry_L ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipRailedTransport End CommandButton Command_CombatDrop Command = COMBATDROP Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_POS NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:CombatDrop ButtonImage = SSChinookDrop CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSACombatDrop End ; Unit commands ----------------------------------------------------------------------------------- CommandButton Command_Guard Command = GUARD ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:Guard ButtonImage = SSGuard ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuard RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_GuardWithoutPursuit Command = GUARD_WITHOUT_PURSUIT ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:GuardWithoutPursuit ButtonImage = SSGuard ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuardWithoutPursuit RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_GuardFlyingUnitsOnly Command = GUARD_FLYING_UNITS_ONLY ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:GuardFlyingUnitsOnly ButtonImage = SSGuardAir ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuardFlyingUnitsOnly RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_AttackMove Command = ATTACK_MOVE Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:AttackMove ButtonImage = SSAttackMove2 ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAttackMove CursorName = AttackMove InvalidCursorName = GenericInvalid End CommandButton Command_Stop Command = STOP Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Stop ButtonImage = SSStop ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCommandStop End CommandButton Command_StrategyCenter_Stop Command = STOP Options = OPTION_ONE ;This designates special case handling to hide stop button when not applicable. TextLabel = CONTROLBAR:Stop ButtonImage = SSStop ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCommandStop End CommandButton Command_DisarmMinesAtPosition Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS USES_MINE_CLEARING_WEAPONSET TextLabel = CONTROLBAR:DisarmMinesAtPosition ButtonImage = SSClearMines_L ;Don't know why this became a portrait (It's from Generals, not MD). ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDisarmMinesAtPosition RadiusCursorType = CLEARMINES InvalidCursorName = GenericInvalid End CommandButton Command_AmericaRangerCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRangerCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSARangerCaptureBuilding End CommandButton Command_AmericaRangerSwitchToMachineGun Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:RangerMachineGun ButtonImage = SSMachineGun ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToRangerMachineGun End CommandButton Command_AmericaRangerSwitchToFlagBangGrenades Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE Upgrade = Upgrade_AmericaRangerFlashBangGrenade TextLabel = CONTROLBAR:FlashBangGrenadeMode ButtonImage = SSFlashbang ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToUSAFlashBang End CommandButton Command_AmericaVehicleComancheFireRocketPods Command = FIRE_WEAPON WeaponSlot = TERTIARY Options = OK_FOR_MULTI_SELECT NEED_UPGRADE NEED_TARGET_POS ; fires at pos, not obj Upgrade = Upgrade_ComancheRocketPods TextLabel = CONTROLBAR:FireRocketPods ButtonImage = SSRocketAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireRocketPods RadiusCursorType = ATTACK_SCATTER_AREA InvalidCursorName = GenericInvalid UnitSpecificSound = ComancheVoiceModeRocketPods End CommandButton Command_ChinaNukeWarhead Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:NukeWarhead ButtonImage = SSExplosiveScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaNukeWarhead End CommandButton Command_ChinaNeutronWarhead Command = SWITCH_WEAPON WeaponSlot = SECONDARY TERTIARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE Upgrade = Upgrade_ChinaNeutronShells TextLabel = CONTROLBAR:NeutronWarhead ButtonImage = SNNeutShell ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaNeutronWarhead End CommandButton Command_GLAExplosiveWarhead Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ExplosiveWarhead ButtonImage = SSExplosiveScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASCUDHEWarhead End CommandButton Command_GLAAnthraxWarhead Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:AnthraxWarhead ButtonImage = SSAnthraxScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASCUDAnthraxWarhead End CommandButton Command_GLAToxinTractorContaminateGround Command = FIRE_WEAPON WeaponSlot = SECONDARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Contaminate ButtonImage = SSContaminate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAFireToxinTractorSlime UnitSpecificSound = ToxinTractorVoiceModeContam End CommandButton Command_GLAInfantryRebelCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRebelCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLARebelCaptureBuilding End CommandButton Command_GLAInfantryTerroristMakeCarBomb Command = CONVERT_TO_CARBOMB Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ALLY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ;Kris: Contextmode command options require code support! Upgrade = None TextLabel = CONTROLBAR:CarBomb ButtonImage = SSTerroristCarBomb CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLATerroristMakeCarBomb End CommandButton Command_SabotageBuilding Command = SABOTAGE_BUILDING Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ENEMY_OBJECT ;Kris: Contextmode command options require code support! Upgrade = None TextLabel = CONTROLBAR:SabotageBuilding ButtonImage = SUSaboteur CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASabotageBuilding End CommandButton Command_GLAInfantryHijack Command = HIJACK_VEHICLE Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ENEMY_OBJECT Upgrade = None TextLabel = CONTROLBAR:Hijack ButtonImage = SSCarjack CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAHijackerHijack End CommandButton Command_GLAInfantryJarmenKellSnipeVehicleAttack Command = FIRE_WEAPON WeaponSlot = SECONDARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND Upgrade = None TextLabel = CONTROLBAR:SniperAttack ButtonImage = SSSniperAttack CursorName = SnipeVehicle InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAFireJarmenKellVehicleSnipe UnitSpecificSound = JarmenKellVoiceModeSnipe End CommandButton Command_ChinaJetMIGFireNapalmMissile Command = FIRE_WEAPON WeaponSlot = PRIMARY MaxShotsToFire = 1 Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:FireNapalmMissile ButtonImage = SNFirestorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireMIG End CommandButton Command_ChinaInfantryRedGuardCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRedGuardCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaRedGuardCaptureBuilding End CommandButton Command_ChinaInfantryBlackLotusCaptureHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSBLCapture CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusCaptureHack UnitSpecificSound = BlackLotusVoiceModeBuilding End CommandButton Command_ChinaInfantryBlackLotusVehicleHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusDisableVehicleHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableVehicleHack ButtonImage = SSVehicleHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack UnitSpecificSound = BlackLotusVoiceModeVehicle End CommandButton Command_ChinaInfantryBlackLotusCashHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusStealCashHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:StealCashHack ButtonImage = SSCashHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusCashHack UnitSpecificSound = BlackLotusVoiceModeCash End CommandButton Command_ChinaInfantryHackerInternetHack Command = HACK_INTERNET Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:InternetHack ButtonImage = SSNetHack ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireHackerInternetHack End CommandButton Command_ChinaInfantryHackerDisableBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityHackerDisableBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableBuildingHack ButtonImage = SSBuildingHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaHackerBuildingHack End CommandButton Infa_Command_ChinaInfantryHackerVehicleHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusDisableVehicleHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableVehicleHack ButtonImage = SSVehicleHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack ;UnitSpecificSound = SuperHackerVoiceModeVehicle End CommandButton Command_ChinaDragonTankFireWall Command = FIRE_WEAPON WeaponSlot = SECONDARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:FireWall ButtonImage = SSFireStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireWall UnitSpecificSound = DragonTankVoiceModeFireStorm End ;----------------------------------------------------------------------------- ;SPECIAL ABILITY ;Tank hunter rushes a tank to plant deadly TNT. ;Author: Kris -- July 2002 ; ;@todo info -- The reason this is a special ability instead of a regular ;attack are: ;1) Weapon reload timer currently don't cycle like special powers delays. ;2) Attack options aren't detailed enough to allow for specific target types. ;3) Attack commands don't allow for valid/invalid cursors. ;----------------------------------------------------------------------------- CommandButton Command_ChinaInfantryTankHunterTNTAttack Command = SPECIAL_POWER SpecialPower = SpecialAbilityTankHunterTNTAttack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TNTAttack ButtonImage = SSTNT CursorName = TankHunterTNTAttack InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireTankHunterTNTAttack End CommandButton Command_GLAInfantryRebelBoobyTrapAttack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBoobyTrap Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT NEED_UPGRADE Upgrade = Upgrade_GLAInfantryRebelBoobyTrapAttack TextLabel = CONTROLBAR:BoobyTrapAttack ButtonImage = SSTNT CursorName = TankHunterTNTAttack InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireRebelBoobyTrapAttack UnitSpecificSound = RebelVoiceModeBoobyTrap End CommandButton Command_ColonelBurtonKnifeAttack Command = FIRE_WEAPON WeaponSlot = SECONDARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:KnifeAttack ButtonImage = SSKnifeAttack CursorName = StabAttack InvalidCursorName = StabAttackInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonKnifeAttack UnitSpecificSound = ColonelBurtonVoiceModeKnife End CommandButton Command_ColonelBurtonTimedDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = ColonelBurtonVoiceModeTimedCharge End ;Notice the next two command buttons use the same special power. That is because they are ;linked. The first one requires a target in order to place a charge. The latter one requires ;no target (INSTANT_TARGET), and the logic will pick up on this and detonate any existing ones. CommandButton Command_ColonelBurtonRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = ColonelBurtonVoiceModeRemoteCharge End CommandButton Command_ColonelBurtonDetonateCharges Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Command_CIAAgentTimedDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = CIAAgentVoiceModeTimedCharge End ;Notice the next two command buttons use the same special power. That is because they are ;linked. The first one requires a target in order to place a charge. The latter one requires ;no target (INSTANT_TARGET), and the logic will pick up on this and detonate any existing ones. CommandButton Command_CIAAgentRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = CIAAgentVoiceModeRemoteCharge End CommandButton Command_CIAAgentDetonateCharges Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Command_AmbulanceCleanupArea Command = SPECIAL_POWER SpecialPower = SpecialAbilityAmbulanceCleanupArea Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:AmbulanceCleanupArea ButtonImage = SSDetox ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:CleanupAreaDescription RadiusCursorType = AMBULANCE InvalidCursorName = GenericInvalid UnitSpecificSound = AmbulanceVoiceModeDetox End ; Dozer construction commands --------------------------------------------------------------------- CommandButton Command_CancelConstruction Command = DOZER_CONSTRUCT_CANCEL TextLabel = CONTROLBAR:CancelBuild ButtonImage = SSStop ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCancelConstruction End CommandButton Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton Command_ConstructAmericaWall Command = DOZER_CONSTRUCT Object = AmericaWall TextLabel = CONTROLBAR:ConstructAmericaWall ButtonImage = SAFence ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSecurityFence End CommandButton Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = AmericaPatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLABurningBarricade Command = DOZER_CONSTRUCT Object = GLABurningBarrier TextLabel = CONTROLBAR:ConstructGLABurningBarricade ButtonImage = SUBarricade ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBurningBarricade End CommandButton Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Command_ConstructChinaConcreteWall Command = DOZER_CONSTRUCT Object = ChinaWall TextLabel = CONTROLBAR:ConstructChinaConcreteWall ButtonImage = SNWall ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildConcreteWall End CommandButton Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Command_UpgradeChinaTacticalNukeMig Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaTacticalNukeMig TextLabel = CONTROLBAR:UpgradeChinaTacticalNukeMig ButtonImage = SSMigNuke ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaTacticalNukeMig End CommandButton Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End ; Unit Construction commands ---------------------------------------------------------------------- CommandButton Command_CancelUnitCreate Command = CANCEL_UNIT_BUILD ;Other images purposely left out of this one cause they are done in code End CommandButton Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Command_ConstructAmericaDozer Command = UNIT_BUILD Object = AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Command_ConstructGLAWorker Command = UNIT_BUILD Object = GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Command_ConstructChinaDozer Command = UNIT_BUILD Object = ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleCombatBikeRocket Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GLAVehicleCombatBikeRocket TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GLAVehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = ChinaTankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Command_ConstructGLAInfantrySaboteur Command = UNIT_BUILD Object = GLAInfantrySaboteur TextLabel = CONTROLBAR:ConstructGLAInfantrySaboteur ButtonImage = SUSaboteur ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSaboteur End CommandButton Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Command_HiddenConstructAmericaJetAircraftCarrierRaptor Command = UNIT_BUILD Options = SCRIPT_ONLY Object = AmericaJetAircraftCarrierRaptor End CommandButton Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAurora End CommandButton Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End ;Not actually built in-game. CommandButton Command_ConstructAmericaInfantryBiohazardTech Command = UNIT_BUILD Object = AmericaInfantryBiohazardTech TextLabel = CONTROLBAR:ConstructAmericaInfantryBiohazardTech ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription End CommandButton Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Command_UpgradeChinaHelixGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixGattlingCannon ButtonImage = SNHelixUp01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixGattlingCannon UnitSpecificSound = HelixVoiceModeGattling End CommandButton Command_UpgradeChinaHelixPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixPropagandaTower ButtonImage = SNHelixUp02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixPropagandaTower UnitSpecificSound = HelixVoiceModeSpeakerTower End CommandButton Command_UpgradeChinaHelixBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixBattleBunker ButtonImage = SNHelixUp03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker UnitSpecificSound = HelixVoiceModeBunker End CommandButton Command_UpgradeChinaHelixNapalmBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_HelixNapalmBomb TextLabel = CONTROLBAR:UpgradeHelixNapalmBomb Options = OK_FOR_MULTI_SELECT ButtonImage = SNHelixUp04 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ChinaUpgradeHelixNapalmBomb UnitSpecificSound = HelixVoiceModeNapalmBomb End CommandButton Command_ChinaHelixDropNapalmBomb Command = SPECIAL_POWER SpecialPower = SpecialAbilityHelixNapalmBomb Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DropNapalmBomb ButtonImage = SNHelixUp04 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDropNapalmBomb RadiusCursorType = HELIX_NAPALM_BOMB InvalidCursorName = GenericInvalid UnitSpecificSound = NoSound End CommandButton Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Command_ConstructChinaTankECM Command = UNIT_BUILD Object = ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End ;; ;Sciences ;; CommandButton Command_PurchaseSciencePaladinTank Command = PURCHASE_SCIENCE Science = SCIENCE_PaladinTank Object = AmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseSciencePathfinder Command = PURCHASE_SCIENCE Science = SCIENCE_Pathfinder Object = AmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceStealthFighter Command = PURCHASE_SCIENCE Science = SCIENCE_StealthFighter Object = AmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpyDrone Command = PURCHASE_SCIENCE Science = SCIENCE_SpyDrone ButtonImage = SAScout ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop1 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop1 ButtonImage = SACParatroopers ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop2 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop2 ButtonImage = SACParatroopers2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop3 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop3 ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike1 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike1 ButtonImage = SSA10Attack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike2 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike2 ButtonImage = SSA10Attack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike3 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike3 ButtonImage = SAWarthog ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceDaisyCutter Command = PURCHASE_SCIENCE Science = SCIENCE_DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is TextLabel = CONTROLBAR:DaisyCutter ;Used for controlbar button (with hotkey) ConflictingLabel = OBJECT:DaisyCutterBomb ;Used for shortcut button (no hotkey) DescriptLabel = CONTROLBAR:TooltipDaisyCutter End CommandButton Command_PurchaseScienceLeafletDrop Command = PURCHASE_SCIENCE Science = SCIENCE_LeafletDrop ButtonImage = SALeaflet ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceLeafletDrop Command = PURCHASE_SCIENCE Science = Early_SCIENCE_LeafletDrop ButtonImage = SALeaflet ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunshipSolo ButtonImage = SASpGunship ; awaiting Samm's new cameo textures ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ;Special 3 level version! CommandButton Command_PurchaseScienceSpectreGunship1 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship1 ButtonImage = SASpGunship ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship2 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship2 ButtonImage = SASpGunship2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship3 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship3 ButtonImage = SASpGunship3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ; begin Chinese PurchaseScience buttons CommandButton Command_PurchaseScienceNukeLauncher Command = PURCHASE_SCIENCE Science = SCIENCE_NukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRedGuardTraining Command = PURCHASE_SCIENCE Science = SCIENCE_RedGuardTraining ButtonImage = SSHordeTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceBattlemasterTraining Command = PURCHASE_SCIENCE Science = SCIENCE_BattlemasterTraining ButtonImage = SNBattleTrain ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceClusterMines Command = PURCHASE_SCIENCE Science = SCIENCE_ClusterMines ButtonImage = SSClusterMines ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryTraining Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryTraining ButtonImage = SSArtilleryTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage1 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage1 ButtonImage = SSBarrage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage2 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage2 ButtonImage = SSBarrage2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage3 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage3 ButtonImage = SSBarrage3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy1 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy1 ButtonImage = SNFrenzy01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy2 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy2 ButtonImage = SNFrenzy02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy3 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy3 ButtonImage = SNFrenzy03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy1 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy1 ButtonImage = SNFrenzy01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy2 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy2 ButtonImage = SNFrenzy02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy3 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy3 ButtonImage = SNFrenzy03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack1 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack1 ButtonImage = SSCashHack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack2 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack2 ButtonImage = SSCashHack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack3 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack3 ButtonImage = SSCashHack3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEMPPulse Command = PURCHASE_SCIENCE Science = SCIENCE_EMPPulse ButtonImage = SSEMP ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Early_SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Nuke_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Nuke_SCIENCE_ChinaCarpetBomb ButtonImage = SSNkeCrptBmb ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_AirF_CarpetBomb ButtonImage = SAB3Carpet Object = AirF_AmericaJetB3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ; begin GLA PurchaseScience buttons CommandButton Command_PurchaseScienceHijacker Command = PURCHASE_SCIENCE Science = SCIENCE_Hijacker Object = GLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceScudLauncher Command = PURCHASE_SCIENCE Science = SCIENCE_ScudLauncher Object = GLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceMarauderTank Command = PURCHASE_SCIENCE Science = SCIENCE_MarauderTank Object = GLATankMarauder ButtonImage = SUMarauder ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceTechnicalTraining Command = PURCHASE_SCIENCE Science = SCIENCE_TechnicalTraining ButtonImage = SSTechTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SSGLAAmbush ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SSGLAAmbush2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SSGLAAmbush3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty1 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty1 ButtonImage = SSCashBounty ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty2 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty2 ButtonImage = SSCashBounty2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty3 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty3 ButtonImage = SSCashBounty3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair1 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair1 ButtonImage = SSRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair2 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair2 ButtonImage = SSRepair2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair3 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair3 ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair1 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair1 ButtonImage = SSRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair2 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair2 ButtonImage = SSRepair2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair3 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair3 ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceAnthraxBomb Command = PURCHASE_SCIENCE Science = SCIENCE_AnthraxBomb ButtonImage = SSAnthraxBomb ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceGPSScrambler Command = PURCHASE_SCIENCE Science = SCIENCE_GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Slth_Command_PurchaseScienceGPSScrambler Command = PURCHASE_SCIENCE Science = Slth_SCIENCE_GPSScrambler ; SCIENCE_GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ;------------------------------------------------- ; These next few, are used only to interface with the tooltip system, they aren't actually tied to the ; CommandButton Command system ;------------------------------------------------- CommandButton NonCommand_Options TextLabel = CONTROLBAR:Options DescriptLabel = CONTROLBAR:OptionsDescription End CommandButton NonCommand_IdleWorker TextLabel = CONTROLBAR:IdleWorker DescriptLabel = CONTROLBAR:IdleWorkerDescription End CommandButton NonCommand_Beacon TextLabel = CONTROLBAR:Beacon DescriptLabel = CONTROLBAR:BeaconDescription End CommandButton NonCommand_Communicator TextLabel = CONTROLBAR:Communicator DescriptLabel = CONTROLBAR:CommunicatorDescription End CommandButton NonCommand_BriefingHistory TextLabel = CONTROLBAR:BriefingHistory DescriptLabel = CONTROLBAR:BriefingHistoryDescription End CommandButton NonCommand_GeneralsExperience TextLabel = CONTROLBAR:GeneralsExperienceMenu DescriptLabel = CONTROLBAR:GeneralsExperienceMenuDescription End CommandButton NonCommand_UpDown TextLabel = CONTROLBAR:UpDown DescriptLabel = CONTROLBAR:UpDownDescription End ;------------------------------------------------------------------------------ ; Mission specific buttons - Kris Morness 06/03 ;------------------------------------------------------------------------------ CommandButton Command_SelectAircraftCarriersFromShortcut Command = SELECT_ALL_UNITS_OF_TYPE Object = AmericaAircraftCarrier TextLabel = CONTROLBAR:SelectAircraftCarriersFromShortcut ButtonImage = SAcarrier ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectAircraftCarriers End ;CommandButton Command_SelectBattleshipsFromShortcut ; Command = SELECT_ALL_UNITS_OF_TYPE ; Object = AmericaVehicleBattleShipDemo ; TextLabel = CONTROLBAR:SelectBattleshipsFromShortcut ; ButtonImage = SABattleship ; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is ; DescriptLabel = CONTROLBAR:ToolTipSelectBattleships ;End CommandButton Command_SelectBattleshipsFromShortcut ;****Command_BattleshipFireViaSpecialPowerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerBattleshipBombardment Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SABattleship InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship RadiusCursorType = ARTILLERYBARRAGE End ;------------------------------------------------------------------------------ ; Sneak attack button - John Comes 05/03 ; ----------------------------------------------------------------------------- CommandButton Command_SneakAttack Command = SPECIAL_POWER_CONSTRUCT SpecialPower = SuperweaponSneakAttack Options = NEED_SPECIAL_POWER_SCIENCE Object = GLASneakAttackTunnelNetwork TextLabel = CONTROLBAR:SneakAttack ButtonImage = SUSneakAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASneakAttack End CommandButton Command_SneakAttackFromShortcut Command = SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT SpecialPower = SuperweaponSneakAttack Options = NEED_SPECIAL_POWER_SCIENCE Object = GLASneakAttackTunnelNetwork TextLabel = CONTROLBAR:SneakAttackShort ButtonImage = SUSneakAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASneakAttack End CommandButton Command_PurchaseScienceSneakAttack Command = PURCHASE_SCIENCE Science = SCIENCE_SneakAttack ButtonImage = SUSneakAttack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_BattleshipFire Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SSBarrage CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship End CommandButton Command_BattleshipFireViaSpecialPower Command = SPECIAL_POWER SpecialPower = SpecialPowerBattleshipBombardment Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SSBarrage InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship RadiusCursorType = ARTILLERYBARRAGE End CommandButton Command_AircraftCarrierFire Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:AircraftCarrierFire ButtonImage = SACRaptor CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireAircraftCarrier End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; GENERALS CHALLENGE COMMAND BUTTONS ; ----------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;Tank General ;-------------------------------------------------------------------------------- CommandButton Tank_Command_UpgradeChinaOverlordGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordGattlingCannon ButtonImage = SSOLGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Tank_TooltipUpgradeChinaOverlordGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Tank_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Tank_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Tank_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Tank_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Tank_Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = Tank_ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Tank_Command_ConstructChinaTankEmperor Command = UNIT_BUILD Object = Tank_ChinaTankEmperor TextLabel = CONTROLBAR:ConstructChinaTankEmperor ButtonImage = SNEmpTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildEmperor End CommandButton Tank_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Tank_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Tank_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Tank_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Tank_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Tank_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Tank_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Tank_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Tank_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Tank_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Tank_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Tank_ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Tank_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Tank_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Tank_Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = Tank_ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Tank_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Tank_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Tank_Command_UpgradeChinaAutoLoader Command = PLAYER_UPGRADE Upgrade = Tank_Upgrade_ChinaTankAutoLoader TextLabel = CONTROLBAR:UpgradeChinaTankAutoLoader ButtonImage = SSAutoloader ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaTankAutoLoader End CommandButton Tank_Command_PurchaseScienceBattlemasterTraining Command = PURCHASE_SCIENCE Science = SCIENCE_BattlemasterTraining ButtonImage = SNBattlemaster ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceOverlordTraining Command = PURCHASE_SCIENCE Science = SCIENCE_OverlordTraining ButtonImage = SNOverlord ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceGattlingTankTraining Command = PURCHASE_SCIENCE Science = SCIENCE_GattlingTankTraining ButtonImage = SNGatlingTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Tank_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Tank_Command_PurchaseScienceTankParadrop1 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop1 ButtonImage = SSTankDrop ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceTankParadrop2 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop2 ButtonImage = SSTankDrop2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceTankParadrop3 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop3 ButtonImage = SSTankDrop3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_TankParadrop Command = SPECIAL_POWER SpecialPower = Tank_SuperweaponTankParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_TankParadrop1 SCIENCE_TankParadrop2 SCIENCE_TankParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:TankParadrop ButtonImage = SSTankDrop ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipTankParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Tank_Command_TankParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Tank_SuperweaponTankParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_TankParadrop1 SCIENCE_TankParadrop2 SCIENCE_TankParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponTankParadrop ButtonImage = SNBattlemaster ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipTankParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End ;---------------------------------------------------------------------------------------- ;Stealth General ;---------------------------------------------------------------------------------------- CommandButton GC_Slth_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GC_Slth_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton GC_Slth_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GC_Slth_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Command_UpgradeCamoNetting Command = OBJECT_UPGRADE Upgrade = Upgrade_GLACamoNetting TextLabel = CONTROLBAR:UpgradeGLACamoNetting ButtonImage = SSControlRods ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:CONTROLBAR:ToolTipGLACamoNetting End CommandButton GC_Slth_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GC_Slth_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton GC_Slth_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GC_Slth_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton GC_Slth_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GC_Slth_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton GC_Slth_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GC_Slth_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton GC_Slth_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GC_Slth_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton GC_Slth_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GC_Slth_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton GC_Slth_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GC_Slth_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton GC_Slth_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GC_Slth_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton GC_Slth_Command_ConstructGLAWorker Command = UNIT_BUILD Object = GC_Slth_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton GC_Slth_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GC_Slth_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton GC_Slth_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GC_Slth_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton GC_Slth_Command_ConstructGLAInfantrySniper Command = UNIT_BUILD Object = GC_Slth_GLAInfantrySniper TextLabel = CONTROLBAR:ConstructGLAInfantrySniper ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSniper End CommandButton GC_Slth_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GC_Slth_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton GC_Slth_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GC_Slth_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton GC_Slth_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GC_Slth_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton GC_Slth_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GC_Slth_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton GC_Slth_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = GC_Slth_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton GC_Slth_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = GC_Slth_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = GC_Slth_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBikeRocket Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GC_Slth_GLAVehicleCombatBikeRocket TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GC_Slth_GLAVehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GC_Slth_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun Command = PLAYER_UPGRADE Upgrade = GC_Slth_Upgrade_GLAQuadCannonSnipe TextLabel = CONTROLBAR:UpgradeGLAQuadCannonSnipe ButtonImage = SUSnipBull ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLAUpgradeQuadCannonSnipe End CommandButton GC_Slth_Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SUBusDisg CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;NEW AirforceGeneral;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton AirF_Command_UpgradeAmericaSentryDroneGun Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaSentryDroneGun Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun ButtonImage = SASentryUpgr ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun End CommandButton AirF_Command_UpgradeStealthComanche Command = PLAYER_UPGRADE Upgrade = AirF_Upgrade_StealthComanche TextLabel = CONTROLBAR:UpgradeStealthComanche ButtonImage = SASteaUpg ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAirFUpgradeComancheStealth End CommandButton AirF_Command_AmericaMissileDefenderLaserGuidedMissiles Command = SPECIAL_POWER SpecialPower = SpecialAbilityMissileDefenderLaserGuidedMissiles Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton AirF_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = AirF_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 ButtonImage = SSA10Attack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike2 ButtonImage = SSA10Attack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike3 ButtonImage = SAWarthog ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton AirF_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = AirF_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton AirF_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton AirF_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = AirF_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton AirF_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = AirF_AmericaPatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton AirF_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = AirF_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton AirF_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = AirF_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton AirF_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = AirF_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton AirF_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = AirF_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton AirF_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = AirF_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton AirF_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = AirF_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton AirF_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = AirF_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABuildStealthFighter End CommandButton AirF_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = AirF_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton AirF_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = AirF_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton AirF_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = AirF_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor ButtonImage = SAKingRap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor End CommandButton AirF_Command_ConstructAFGChinook Command = UNIT_BUILD Object = AFG_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton AirF_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = AirF_AmericaVehicleChinook TextLabel = CONTROLBAR:AirF_ConstructAmericaVehicleChinook ButtonImage = SAComChinok ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABUildChinook End CommandButton AirF_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = AirF_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABuildAurora End CommandButton AirF_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton AirF_Command_ConstructAmericaVehicleBattleDrone Command = UNIT_BUILD Object = AirF_AmericaVehicleBattleDrone TextLabel = CONTROLBAR:AirF_ConstructAmericaVehicleBattleDrone ButtonImage = SASoloDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton AirF_Command_CarpetBomb Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SAB3Carpet RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton AirF_Command_CarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SAB3Carpet RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton AirF_Command_DaisyCutter Command = SPECIAL_POWER SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton AirF_Command_DaisyCutterFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:DaisyCutterBomb ButtonImage = SACDaisyCutter ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton AirF_Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 AirF_SCIENCE_A10ThunderboltMissileStrike2 AirF_SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSA10Attack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton AirF_Command_A10ThunderboltMissileStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 AirF_SCIENCE_A10ThunderboltMissileStrike2 AirF_SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponA10ThunderboltMissileStrike ButtonImage = SSA10Attack ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton AirF_Command_SpectreGunship Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunship1 SCIENCE_SpectreGunship2 SCIENCE_SpectreGunship3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunship ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton AirF_Command_SpectreGunshipFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunship1 SCIENCE_SpectreGunship2 SCIENCE_SpectreGunship3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunshipFromShortcut ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton AirF_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = AirF_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton AirF_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = AirF_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton AirF_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = AirF_AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton AirF_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = AirF_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton AirF_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = AirF_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton AirF_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = AirF_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton AirF_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = AirF_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton AirF_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = AirF_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End ;------------ ; NEW Demolitions General ;-------------- CommandButton Demo_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Demo_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Demo_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Demo_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Demo_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Demo_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Demo_Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = Demo_GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton Demo_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Demo_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Demo_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Demo_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Demo_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Demo_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_UpgradeSuicideBomb Command = PLAYER_UPGRADE Upgrade = Demo_Upgrade_SuicideBomb TextLabel = CONTROLBAR:UpgradeSuicideBomb ButtonImage = SUSuicideAttk ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeSuicideBomb End CommandButton Demo_Command_TertiarySuicide Command = FIRE_WEAPON Upgrade = Demo_Upgrade_SuicideBomb WeaponSlot = TERTIARY Options = OK_FOR_MULTI_SELECT NEED_UPGRADE TextLabel = CONTROLBAR:SuicideAttack ButtonImage = SUSuicideAttk ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASuicideAttack End CommandButton Demo_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Demo_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Demo_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Demo_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Demo_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Demo_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Demo_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Demo_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Demo_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Demo_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Demo_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Demo_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Demo_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Demo_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Demo_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Demo_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Demo_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Demo_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Demo_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Demo_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Demo_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Demo_GLADemoTrap TextLabel = CONTROLBAR:Demo_ConstructGLADemoTrap ButtonImage = SUAdvDeTrap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Demo_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Demo_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Demo_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = Demo_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Demo_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Demo_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Demo_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Demo_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Demo_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Demo_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Demo_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Demo_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Demo_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Demo_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Demo_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Demo_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Demo_Command_ConsturctGLATankScorpion Command = UNIT_BUILD Object = Demo_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Demo_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Demo_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Demo_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Demo_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike_L ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBikeTerrorist End CommandButton Demo_Command_RebelTimedDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityDemoRebelTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo ;UnitSpecificSound = DemoRebelVoiceModeDemo End CommandButton Demo_Command_KellTimedDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityDemoKellTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = DemoKellVoiceModeDemo End CommandButton Demo_Command_KellRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityKellRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = DemoKellVoiceModeDemo End CommandButton Demo_Command_KellDetonateCharges Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityKellRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb Command = PLAYER_UPGRADE Upgrade = Demo_Upgrade_GLADemoTrapHighExplosiveBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLAHighExplosiveDemoTraps ButtonImage = SUAdvDeTrap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Demo_ToolTipGLAUpgradeHEBomb End CommandButton Demo_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Demo_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Demo_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Demo_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End ;------------ ; NEW Stealth General ;-------------- CommandButton Slth_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Slth_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Slth_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Slth_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Slth_Command_GPSScramblerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Slth_SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Slth_SCIENCE_GPSScrambler TextLabel = GUI:SuperweaponGPSScrambler ButtonImage = SUGPS01 ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Slth_Command_GPSScrambler Command = SPECIAL_POWER SpecialPower = Slth_SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Slth_SCIENCE_GPSScrambler TextLabel = CONTROLBAR:GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Slth_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Slth_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Slth_Command_ConstructGLAInfantrySaboteur Command = UNIT_BUILD Object = Slth_GLAInfantrySaboteur TextLabel = CONTROLBAR:ConstructGLAInfantrySaboteur ButtonImage = SUSaboteur ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSaboteur End CommandButton Slth_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Slth_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Slth_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Slth_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Slth_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Slth_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Slth_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Slth_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Slth_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Slth_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Slth_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Slth_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Slth_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Slth_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Slth_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Slth_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Slth_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Slth_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Slth_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Slth_GLAInfantryRebel TextLabel = CONTROLBAR:Slth_ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Slth_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Slth_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Slth_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = Slth_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Slth_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Slth_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Slth_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Slth_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Slth_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Slth_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Slth_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Slth_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Slth_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Slth_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Slth_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Slth_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Slth_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Slth_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Slth_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Slth_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Slth_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Slth_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Slth_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Slth_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Slth_Command_BattleBusBuildSlthTrap Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ConstructGLASlthTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGLABUildSlthTrap End CommandButton Slth_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Slth_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton Slth_Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SUBusDisg CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End CommandButton Slth_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Slth_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Slth_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Slth_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Slth_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Slth_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Chemical General ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Chem_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Chem_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Chem_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Chem_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Chem_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Chem_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_UpgradeGLAAPBullets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPBullets TextLabel = CONTROLBAR:UpgradeGLAAPBullets ButtonImage = SSAPShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLAUpgradeAPBullets End CommandButton Chem_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Chem_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Chem_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Chem_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Chem_Command_PurchaseScienceMarauderTank Command = PURCHASE_SCIENCE Science = SCIENCE_MarauderTank Object = GLATankMarauder ButtonImage = SUMarauder ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceTechnicalTraining Command = PURCHASE_SCIENCE Science = SCIENCE_TechnicalTraining ButtonImage = SSTechTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SUToxAmbsh1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SUToxAmbsh2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SUToxAmbsh3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SUToxAmbsh1 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Chem_Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SUToxAmbsh1 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Chem_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Chem_GLAInfantryRebel TextLabel = CONTROLBAR:Chem_ConstructGLAInfantryRebel ButtonImage = SUToxinRebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildRebel End CommandButton Chem_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Chem_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Chem_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Chem_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Chem_Command_UpgradeGLAAnthraxGamma Command = PLAYER_UPGRADE Upgrade = Chem_Upgrade_GLAAnthraxGamma TextLabel = CONTROLBAR:UpgradeGLAAnthraxGamma ButtonImage = SUAnthraxGamma ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma End CommandButton Chem_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Chem_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Chem_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Chem_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Chem_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Chem_GLATunnelNetwork TextLabel = CONTROLBAR:Chem_ConstructGLATunnelNetwork ButtonImage = SUToxicTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildTunnelNetwork End CommandButton Chem_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Chem_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Chem_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Chem_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Chem_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Chem_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Chem_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Chem_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Chem_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Chem_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Chem_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Chem_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Chem_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Chem_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Chem_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Chem_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Chem_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Chem_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Chem_Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = Chem_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Chem_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Chem_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Chem_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Chem_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Chem_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Chem_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Chem_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Chem_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton Chem_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Chem_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Chem_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Chem_GLAInfantryTerrorist TextLabel = CONTROLBAR:Chem_ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildTerrorist End CommandButton Chem_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Chem_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Chem_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Chem_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Chem_Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = Chem_GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SUToxAmbsh1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SUToxAmbsh2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SUToxAmbsh3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SUToxAmbsh1 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton GC_Chem_Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SUToxAmbsh1 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton GC_Chem_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GC_Chem_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SUToxinRebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton GC_Chem_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GC_Chem_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SUToxinRPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton GC_Chem_Command_UpgradeGLAAnthraxGamma Command = PLAYER_UPGRADE Upgrade = Chem_Upgrade_GLAAnthraxGamma TextLabel = CONTROLBAR:UpgradeGLAAnthraxGamma ButtonImage = SUAnthraxGamma ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma End CommandButton GC_Chem_Command_ConstructGLAWorker Command = UNIT_BUILD Object = GC_Chem_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton GC_Chem_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GC_Chem_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton GC_Chem_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GC_Chem_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton GC_Chem_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GC_Chem_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton GC_Chem_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GC_Chem_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton GC_Chem_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GC_Chem_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton GC_Chem_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GC_Chem_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton GC_Chem_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GC_Chem_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton GC_Chem_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GC_Chem_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton GC_Chem_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GC_Chem_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton GC_Chem_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = GC_Chem_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton GC_Chem_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GC_Chem_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton GC_Chem_Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = GC_Chem_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton GC_Chem_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = GC_Chem_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton GC_Chem_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GC_Chem_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton GC_Chem_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GC_Chem_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton GC_Chem_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = GC_Chem_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton GC_Chem_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GC_Chem_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton GC_Chem_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GC_Chem_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton GC_Chem_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GC_Chem_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End ;---------------------------------------------------------------------------------------- ; NEW Nuke General ;---------------------------------------------------------------------------------------- CommandButton Nuke_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Nuke_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Nuke_Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = Nuke_ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Nuke_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Nuke_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Nuke_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Nuke_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Nuke_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Nuke_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Nuke_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Nuke_ChinaPowerPlant TextLabel = CONTROLBAR:Nuke_ConstructChinaPowerPlant ButtonImage = SNAdvReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant End CommandButton Nuke_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Nuke_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Nuke_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Nuke_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Nuke_Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = Nuke_ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Nuke_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Nuke_ChinaTankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Nuke_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Nuke_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Nuke_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Nuke_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Nuke_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Nuke_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Nuke_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Nuke_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Nuke_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Nuke_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Nuke_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Nuke_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Nuke_ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Nuke_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Nuke_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Nuke_Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = Nuke_ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Nuke_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Nuke_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Nuke_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Nuke_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Nuke_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Nuke_ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Nuke_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Nuke_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Nuke_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Nuke_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Nuke_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Nuke_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Nuke_ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildHelix End CommandButton Nuke_Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = Nuke_ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Nuke_Command_UpgradeChinaWGUraniumShells Command = PLAYER_UPGRADE Upgrade = Nuke_Upgrade_ChinaWGUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaWGUraniumShells ButtonImage = SNUrShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaWGUraniumShells End CommandButton Nuke_Command_UpgradeChinaFusionReactors Command = PLAYER_UPGRADE Upgrade = Nuke_Upgrade_ChinaFusionReactors Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaFusionReactors ButtonImage = SNAdvReactor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNuclearTanks End CommandButton Nuke_Command_UpgradeChinaHelixNukeBomb Command = OBJECT_UPGRADE Options = OK_FOR_MULTI_SELECT Upgrade = Nuke_Upgrade_HelixNukeBomb TextLabel = CONTROLBAR:UpgradeHelixNukeBomb ButtonImage = SNHelixUp05 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ChinaUpgradeHelixNukeBomb UnitSpecificSound = HelixVoiceModeNuclearBomb End CommandButton Nuke_Command_ChinaHelixDropNukeBomb Command = SPECIAL_POWER SpecialPower = Nuke_SpecialAbilityHelixNukeBomb Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DropNukeBomb ButtonImage = SNHelixUp05 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDropNukeBomb RadiusCursorType = HELIX_NAPALM_BOMB ;;; maybe Samm made a special HELIX one???? InvalidCursorName = GenericInvalid UnitSpecificSound = NoSound End CommandButton Nuke_Command_NukeDrop Command = SPECIAL_POWER SpecialPower = Nuke_SuperweaponNukeDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NukeDrop ButtonImage = SNNukeBomb ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipNukeDrop RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_NukeDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponNukeDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:NukeDrop ButtonImage = SNNukeBomb ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipNukeDrop RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_PurchaseScienceNukeDrop Command = PURCHASE_SCIENCE Science = Nuke_SCIENCE_NukeDrop ButtonImage = SNNukeLaunch ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Nuke_Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissile ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_UpgradeChinaIsotopeStability Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaIsotopeStability Options = IGNORES_UNDERPOWERED TextLabel = UPGRADE:UpgradeChinaIsotopeStability ButtonImage = SNIsoStab ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaIsotopeStability End CommandButton Nuke_Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissileShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Nuke_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End ;-------------------------------------------------------------------------------- ; NEW Super Weapon General ;-------------------------------------------------------------------------------- CommandButton SupW_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = SupW_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton SupW_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = SupW_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton SupW_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton SupW_Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton SupW_Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton SupW_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = SupW_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton SupW_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = SupW_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton SupW_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = SupW_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton SupW_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = SupW_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton SupW_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = SupW_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton SupW_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = SupW_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton SupW_Command_ConstructAmericaTankPaladin Command = UNIT_BUILD Object = SupW_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton SupW_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = SupW_AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton SupW_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = SupW_AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton SupW_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton SupW_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = SupW_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton SupW_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = SupW_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton SupW_Command_ConstructAmericaVehiclePointDefenseDrone Command = OBJECT_UPGRADE Upgrade = SupW_Upgrade_AmericaPointDefenseDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehiclePointDefenseDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPointDefenseDrone End CommandButton SupW_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = SupW_AmericaPatriotBattery TextLabel = CONTROLBAR:SupW_ConstructAmericaPatriotBattery ButtonImage = SAMicroPat ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:SupW_ToolTipUSABuildPatriotBattery End CommandButton SupW_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = SupW_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlantSW_L;SACPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton SupW_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton SupW_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = SupW_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton SupW_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = SupW_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton SupW_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = SupW_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton SupW_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = SupW_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton SupW_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = SupW_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton SupW_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton SupW_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = SupW_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton SupW_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = SupW_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetFuelAirAurora ButtonImage = SAFulArAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFuelAirAurora End CommandButton SupW_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = SupW_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton SupW_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = SupW_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton SupW_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = SupW_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton SupW_Command_ConstructAmericaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = SupW_AmericaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructAmericaICBMLauncher ButtonImage = SAICBM ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAmericaICBMLauncher End CommandButton SupW_Command_ConstructAmericaCruiseMissileLauncher Command = DOZER_CONSTRUCT Object = SupW_AmericaCruiseMissileLauncher TextLabel = CONTROLBAR:ConstructAmericaICBMLauncher ButtonImage = SAICBM ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAmericaICBMLauncher End CommandButton SupW_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = SupW_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SALwPwrPrtCan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton SupW_Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SupW_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBM ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SupW_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBMShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_CruiseMissile Command = SPECIAL_POWER SpecialPower = SupW_CruiseMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBM ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_CruiseMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SupW_CruiseMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBMShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_UpgradeAmericaAdvancedControlRods Command = OBJECT_UPGRADE Upgrade = SupW_Upgrade_AmericaAdvancedControlRods TextLabel = CONTROLBAR:SupW_UpgradeAmericaAdvancedControlRods ButtonImage = SACntrlRds ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:SupW_TooltipUSAUpgradeAdvancedControlRods End CommandButton SupW_Command_FireParticleUplinkCannon Command = SPECIAL_POWER SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton SupW_Command_FireParticleUplinkCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End ;-------------------------------------------------------------------------------- ;Infantry General ;-------------------------------------------------------------------------------- ; China upgrades -------------------------------------------------------------- CommandButton Infa_Command_UpgradeChinaRedguardCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeChinaRedguardCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipChinaUpgradeRedguardCaptureBuilding End CommandButton Infa_Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = Infa_ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Infa_Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = Infa_ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Infa_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Infa_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Infa_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Infa_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End ;this makes the red guard elite instead of veteran CommandButton Infa_Command_PurchaseScienceRedGuardTraining Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_RedGuardTraining ButtonImage = SNMiniGunnerT ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Infa_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Infa_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Infa_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Infa_Command_PurchaseScienceInfantryParadrop1 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop1 ButtonImage = SACParatroopers ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_PurchaseScienceInfantryParadrop2 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop2 ButtonImage = SACParatroopers2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_PurchaseScienceInfantryParadrop3 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop3 ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Infa_Command_Paradrop Command = SPECIAL_POWER SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 Infa_SCIENCE_InfantryParadrop2 Infa_SCIENCE_InfantryParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Paradrop ButtonImage = SACParatroopers ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Infa_Command_ParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 Infa_SCIENCE_InfantryParadrop2 Infa_SCIENCE_InfantryParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponParadropAmerica ButtonImage = SACParatroopers ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Infa_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Infa_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Infa_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Infa_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Infa_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Infa_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Infa_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Infa_Command_ConstructChinaInfantryMiniGunner Command = UNIT_BUILD Object = Infa_ChinaInfantryMiniGunner TextLabel = CONTROLBAR:ConstructChinaInfantryMiniGunner ButtonImage = SNMiniGunner ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMiniGunner End CommandButton Infa_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Infa_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Infa_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Infa_ChinaInfantryHacker TextLabel = CONTROLBAR:Infa_ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSuperHacker End CommandButton Infa_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Infa_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:Infa_ConstructChinaInfantryBlackLotus ButtonImage = SNSprLotus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Infa_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Infa_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Infa_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Infa_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Infa_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Infa_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Infa_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Infa_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Infa_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Infa_ChinaBunker TextLabel = CONTROLBAR:Infa_ConstructChinaBunker ButtonImage = SNSuperBunk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildBunker End CommandButton Infa_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Infa_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleTroopCrawler ButtonImage = SNAsltTroop ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildTroopCrawler End CommandButton Infa_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Infa_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Infa_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Infa_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildListeningOutpost End CommandButton Infa_Command_ConstructChinaJetMig Command = UNIT_BUILD Object = Infa_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Infa_Command_UpgradeChinaAircraftArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaAircraftArmor TextLabel = CONTROLBAR:UpgradeChinaAircraftArmor ButtonImage = SSMigArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeAircraftArmor End CommandButton Infa_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Infa_ChinaVehicleHelix TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildHelix End CommandButton Infa_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Infa_ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Infa_Command_UpgradeChinaHelixBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_Infa_ChinaHelixBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixBattleBunker ButtonImage = SNHelixUp03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker UnitSpecificSound = HelixVoiceModeBunker End ;---------------------------------------------------------------------------------------- ;Laser General ;---------------------------------------------------------------------------------------- CommandButton Lazr_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Lazr_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Lazr_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = Lazr_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Lazr_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = Lazr_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Lazr_Command_ConstructLaserCannon Command = DOZER_CONSTRUCT Object = Lazr_AmericaLaserCannon TextLabel = CONTROLBAR:ConstructAmericaLaserCannon ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Lazr_Command_FireLaserCannon Command = SPECIAL_POWER SpecialPower = Lazr_LaserCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Lazr_Command_FireLaserCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Lazr_LaserCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = OBJECT:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Lazr_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton Lazr_Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Lazr_Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Lazr_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = Lazr_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton Lazr_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = Lazr_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Lazr_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = Lazr_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton Lazr_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton Lazr_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = Lazr_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Lazr_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = Lazr_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton Lazr_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Lazr_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = Lazr_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton Lazr_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = Lazr_AmericaPatriotBattery TextLabel = CONTROLBAR:Lazr_ConstructAmericaPatriotBattery ButtonImage = SALaserPatr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildPatriotBattery End CommandButton Lazr_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = Lazr_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton Lazr_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = Lazr_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Lazr_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = Lazr_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton Lazr_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = Lazr_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Lazr_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = Lazr_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton Lazr_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = Lazr_AmericaTankCrusader TextLabel = CONTROLBAR:Lazr_ConstructAmericaTankCrusader ButtonImage = SALsrTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildCrusader End CommandButton Lazr_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = Lazr_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Lazr_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = Lazr_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Lazr_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = Lazr_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Lazr_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = Lazr_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton Lazr_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = Lazr_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton Lazr_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = Lazr_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton Lazr_Command_AmericaLaserGuidedHowitzer Command = SPECIAL_POWER SpecialPower = Lazr_SpecialAbilityLaserGuidedHowitzer Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton Lazr_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = Lazr_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Lazr_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = Lazr_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton Lazr_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = Lazr_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildPowerPlant End CommandButton Lazr_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton Tank_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Tank_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Tank_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Tank_ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Tank_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Tank_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Tank_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Tank_ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Tank_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Tank_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Tank_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Tank_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Tank_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Tank_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Tank_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Tank_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Tank_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Tank_ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Tank_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Tank_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Tank_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Tank_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; BOSS command buttons ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Boss_Command_UpgradeChinaNationalism Command = PLAYER_UPGRADE Upgrade = Upgrade_Nationalism TextLabel = CONTROLBAR:UpgradeChinaNationalism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_TooltipChinaUpgradeNationalism End CommandButton Boss_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Boss_CommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Boss_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = Boss_PowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipUSABuildPowerPlant End CommandButton Boss_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = Boss_ParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannonBoss End CommandButton Boss_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Boss_Airfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildAirField End CommandButton Boss_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Boss_ScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Boss_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Boss_NuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncherBoss End CommandButton Boss_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Boss_SpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Boss_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Boss_TunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Boss_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Boss_SupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildSupplyCenter End CommandButton Boss_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Boss_Barracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBarracks End CommandButton Boss_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Boss_WarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildWarFactory End CommandButton Boss_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = Boss_PatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton Boss_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Boss_Bunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBunker End CommandButton Boss_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Boss_GattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Boss_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Boss_VehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Boss_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Boss_VehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Boss_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Boss_JetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAurora End CommandButton Boss_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Boss_VehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Boss_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Boss_JetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Boss_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = Boss_JetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor ButtonImage = SAKingRap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor End CommandButton Boss_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = Boss_InfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton Boss_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = Boss_InfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Boss_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = Boss_InfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Boss_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Boss_InfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Boss_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Boss_InfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Boss_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Boss_InfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Boss_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Boss_InfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Boss_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Boss_InfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Boss_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = Boss_VehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton Boss_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = Boss_TankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Boss_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = Boss_VehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Boss_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = Boss_TankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Boss_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Boss_TankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Boss_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Boss_TankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Boss_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Boss_TankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Boss_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Boss_VehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Boss_Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Object = Boss_VehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructDroneBase Command = DOZER_CONSTRUCT Object = ChineeseSpyPost TextLabel = CONTROLBAR:DroneBase ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:DroneBaseInfo End CommandButton Command_Battle Command = UNIT_BUILD Object = AmericaVehicleBattleDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Command_Hellfire Command = UNIT_BUILD Object = AmericaVehicleHellfireDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Command_Scout Command = UNIT_BUILD Object = AmericaVehicleScoutDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End;------------------------------------------------------------------------------ ;Command sets are groups of command buttons that will be displayed in the ;context sensitive user interface for a selected object showing what you ;can do with that object ; ;LHS numbers are the physical GUI buttons. You can assign a command ;to any of the physical buttons, they do *NOT* need to appear in ;continuous order ... you may have gaps if you desire ; ;RHS strings are CommandButton.ini command names ; ;Buttons for a regular command context are ordered as: ; ;+--+--+--+--+--+--+--+ ;|01|03|05|07|09|11|13| ;+--+--+--+--+--+--+--+ ;|02|04|06|08|10|12|14| ;+--+--+--+--+--+--+--+ ; ;------------------------------------------------------------------------------ ; Many things just want these three buttons. CommandSet GenericCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet StopOnlyGenericCommandSet 14 = Command_Stop End ; Dozer Command Sets ---------------------------------------------------------- CommandSet AmericaDozerCommandSet 1 = Command_ConstructAmericaPowerPlant 2 = Command_ConstructAmericaStrategyCenter 3 = Command_ConstructAmericaBarracks 4 = Command_ConstructAmericaSupplyDropZone 5 = Command_ConstructAmericaSupplyCenter 6 = Command_ConstructAmericaParticleCannonUplink 7 = Command_ConstructAmericaPatriotBattery 8 = Command_ConstructAmericaCommandCenter 9 = Command_ConstructAmericaFireBase 10 = Command_ConstructDroneBase 11 = Command_ConstructAmericaWarFactory 13 = Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerCommandSet 1 = Command_ConstructGLASupplyStash 2 = Command_ConstructGLADemoTrap 3 = Command_ConstructGLABarracks 4 = Command_ConstructGLAPalace 5 = Command_ConstructGLAStingerSite 6 = Command_ConstructGLABlackMarket 7 = Command_ConstructGLATunnelNetwork 8 = Command_ConstructGLAScudStorm 9 = Command_ConstructGLAArmsDealer 10 = Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerFakeBuildingsCommandSet 1 = Command_ConstructFakeGLACommandCenter 2 = Command_ConstructFakeGLABarracks 3 = Command_ConstructFakeGLASupplyStash 4 = Command_ConstructFakeGLAArmsDealer 5 = Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet ChinaDozerCommandSet 1 = Command_ConstructChinaPowerPlant 2 = Command_ConstructChinaInternetCenter 3 = Command_ConstructChinaBarracks 4 = Command_ConstructChinaAirfield 5 = Command_ConstructChinaSupplyCenter 6 = Command_ConstructChinaPropagandaCenter 7 = Command_ConstructChinaBunker 8 = Command_ConstructChinaSpeakerTower 9 = Command_ConstructChinaGattlingCannon 10 = Command_ConstructChinaNuclearMissileLauncher 11 = Command_ConstructChinaWarFactory 12 = Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End ; Unit Command Sets ----------------------------------------------------------- CommandSet AmericaTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet CivilianTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet RailedTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_TransportExit 11 = Command_Evacuate 12 = Command_ExecuteRailedTransport End CommandSet CivilianTransportWithNukeCommandSet 1 = Command_DetonateConvoyTruckNuke 14 = Command_Stop End CommandSet AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryCIAAgentCommandSet 2 = Command_CIAAgentTimedDemoCharge 4 = Command_CIAAgentRemoteDemoCharge 6 = Command_CIAAgentDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPathfinderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPilotCommandSet 14 = Command_Stop End CommandSet AmericaVehicleHumveeCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet CivilianVehicleLimoCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 14 = Command_Stop End CommandSet GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack ; Guard was removed permanently for this unit, since it can't 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantrySaboteurCommandSet 1 = Command_SabotageBuilding 14 = Command_Stop End CommandSet AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeJarmenKellCommandSet 1 = Command_ScuttleCombatBike 2 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleScudLauncherCommandSet 1 = Command_GLAExplosiveWarhead 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaJetMIGCommandSet 11 = Command_AttackMove 12 = Command_GuardFlyingUnitsOnly 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryRedguardCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack ; 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryTankHunterCommandSet 1 = Command_ChinaInfantryTankHunterTNTAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleNukeCannonCommandSet 1 = Command_ChinaNukeWarhead 3 = Command_ChinaNeutronWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleInfernoCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankDragonCommandSet 1 = Command_ChinaDragonTankFireWall 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankCrusaderCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankPaladinCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankMicrowaveCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankAvengerCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleAmbulanceCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryHazMatCommandSet 1 = Command_AmbulanceCleanupArea 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleTomahawkCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetRaptorCommandSet 10 = Command_GuardFlyingUnitsOnly 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankBattlemasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- CommandSet ChinaTankOverlordDefaultCommandSet 1 = Command_UpgradeChinaOverlordBattleBunker 3 = Command_UpgradeChinaOverlordGattlingCannon 5 = Command_UpgradeChinaOverlordPropagandaTower 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaSupplyTruckCommandSet 14 = Command_Stop End ;---------------------------------------- CommandSet ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- ; Structure Command Sets ------------------------------------------------------ CommandSet AmericaCommandCenterCommandSet 1 = Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AmericaCommandCenterCommandSetUpgradedToMOAB ; 1 = Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Command_ScriptedTransportDrops 1 = Command_DaisyCutter 2 = Command_Paradrop 3 = Command_CarpetBomb 4 = Command_ClusterMines 5 = Command_CrateDrop End CommandSet Command_ScriptedA10ThunderboltStrike 1 = Command_A10ThunderboltMissileStrike End CommandSet AmericaAirfieldCommandSet 1 = Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaAircraftCarrierCommandSet 1 = Command_HiddenConstructAmericaJetAircraftCarrierRaptor 2 = Command_AircraftCarrierFire 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaWarFactoryCommandSet 1 = Command_ConstructAmericaTankCrusader 2 = Command_ConstructAmericaVehicleTomahawk 3 = Command_ConstructAmericaVehicleHumvee 4 = Command_ConstructAmericaVehicleMedic 5 = Command_ConstructAmericaVehiclePaladin 6 = Command_ConstructAmericaVehicleSentryDrone 7 = Command_ConstructAmericaVehicleAvenger 8 = Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaBarracksCommandSet 1 = Command_ConstructAmericaInfantryRanger 2 = Command_ConstructAmericaInfantryMissileDefender 3 = Command_ConstructAmericaInfantryColonelBurton 4 = Command_ConstructAmericaInfantryPathfinder 6 = Command_ConstructAmericaInfantryBiohazardTech 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaSupplyCenterCommandSet 1 = Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet BaikonurLaunchTowerCommandSet 1 = Command_LaunchBaikonurRocket 2 = Command_DetonateBaikonurRocketAtLocation End CommandSet AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet AmericaPatriotBatteryNoSellCommandSet 13 = Command_Stop End CommandSet ChinaCommandCenterCommandSet 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaCommandCenterCommandSetUpgrade 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSetUpgrade 1 = Command_Overcharge 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSet ; 10 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSetUpgrade ; 10 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBarracksCommandSet 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBarracksCommandSetUpgrade 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSet 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSetUpgrade 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSet 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSetUpgrade 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSet 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSetUpgrade 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet GLACommandCenterCommandSet 1 = Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAArmsDealerCommandSet 1 = Command_ConstructGLATankScorpion 2 = Command_ConstructGLAVehicleTechnical 3 = Command_ConstructGLAVehicleRadarVan 4 = Command_ConstructGLAVehicleQuadCannon 5 = Command_ConstructGLAVehicleToxinTruck 6 = Command_ConstructGLAVehicleRocketBuggy 7 = Command_ConstructGLATankMarauder 8 = Command_ConstructGLAVehicleBombTruck 9 = Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Command_ConstructGLAVehicleCombatBike 12 = Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLABarracksCommandSet 1 = Command_ConstructGLAInfantryRebel 2 = Command_ConstructGLAInfantryRPGTrooper 3 = Command_ConstructGLAInfantryTerrorist 4 = Command_ConstructGLAInfantryAngryMob 5 = Command_ConstructGLAInfantryHijacker 6 = Command_ConstructGLAInfantryJarmenKell 7 = Command_ConstructGLAInfantrySaboteur 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack ; camo net 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet FakeGLACommandCenterCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLACommandCenter 14 = Command_Sell End CommandSet FakeGLABarracksCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABarracks 14 = Command_Sell End CommandSet FakeGLASupplyStashCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLASupplyStash 14 = Command_Sell End CommandSet FakeGLAArmsDealerCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLAArmsDealer 14 = Command_Sell End CommandSet FakeGLABlackMarketCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABlackMarket 14 = Command_Sell End CommandSet GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet GLASupplyStashCommandSet 1 = Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 9 = Command_UpgradeGLACamouflage 10 = Command_UpgradeGLAToxinShells 11 = Command_UpgradeGLAAnthraxBeta 14 = Command_Sell End CommandSet GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeGLACamoNetting ; 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet CivilianCarBombCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAStingerSiteCommandSet 12 = Command_UpgradeGLACamoNetting 13 = Command_Stop 14 = Command_Sell End ;Rank 1 only has 4 positions CommandSet SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseScienceStealthFighter 3 = Command_PurchaseScienceSpyDrone END ; Rank 3 assign buttons to position like so: ; 1 4 7 10 13 ; 2 5 8 11 14 ; 3 6 9 12 15 CommandSet SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END ; Rank 8 has 3 positions CommandSet SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher END CommandSet SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet SCIENCE_GLA_CommandSetRank3 1 = Command_PurchaseScienceHijacker 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END ;/////////////////////////////////////// ;/ Special Power Shortcut Command Sets / ;/////////////////////////////////////// CommandSet SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut END CommandSet SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut END CommandSet SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet SpecialPowerShortcutBoss 1 = Command_ClusterMinesFromShortcut 2 = Command_ChinaCarpetBombFromShortcut 3 = Command_ArtilleryBarrageFromShortcut 4 = Command_EMPPulseFromShortcut 5 = Command_SpectreGunshipFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_FireParticleUplinkCannonFromShortcut 8 = Command_ScudStormFromShortcut 9 = Command_NeutronMissileFromShortcut END CommandSet GLASneakAttackTunnelCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_Evacuate 13 = Command_SetRallyPoint End CommandSet BattleShipCommandSet ;1 = Command_BattleshipFire 1 = Command_BattleshipFireViaSpecialPower 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; GENERALS CHALLENGE COMMAND SETS ;-------------------------------------------------------------------------------- CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank3 4 = GC_Chem_Command_PurchaseScienceRebelAmbush1 5 = GC_Chem_Command_PurchaseScienceRebelAmbush2 6 = GC_Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END CommandSet GC_Chem_SpecialPowerShortcutGLA 1 = GC_Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Chem_GLAWorkerCommandSet 1 = GC_Chem_Command_ConstructGLASupplyStash 2 = GC_Chem_Command_ConstructGLAPalace 3 = GC_Chem_Command_ConstructGLABarracks 4 = GC_Chem_Command_ConstructGLABlackMarket 5 = GC_Chem_Command_ConstructGLAStingerSite 6 = GC_Chem_Command_ConstructGLAScudStorm 7 = GC_Chem_Command_ConstructGLATunnelNetwork 9 = GC_Chem_Command_ConstructGLAArmsDealer 10 = GC_Chem_Command_ConstructGLACommandCenter 11 = GC_Chem_Command_ConstructGLADemoTrap 14 = Command_DisarmMinesAtPosition End CommandSet GC_Chem_GLABarracksCommandSet 1 = GC_Chem_Command_ConstructGLAInfantryRebel 2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Chem_Command_ConstructGLAInfantryTerrorist ;4 = Command_ConstructGLAInfantryAngryMob 5 = GC_Chem_Command_ConstructGLAInfantryHijacker 6 = GC_Chem_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = GC_Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet GC_Chem_GLACommandCenterCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 3 = GC_Chem_Command_Ambush 4 = Command_EmergencyRepair 5 = Command_AnthraxBomb 6 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAArmsDealerCommandSet 1 = GC_Chem_Command_ConstructGLAVehicleRadarVan 2 = GC_Chem_Command_ConstructGLAVehicleQuadCannon 3 = GC_Chem_Command_ConstructGLAVehicleToxinTruck 4 = GC_Chem_Command_ConstructGLAVehicleBombTruck 5 = GC_Chem_Command_ConstructGLAVehicleScudLauncher 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLASupplyStashCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GC_Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Stealth General ;-------------------------------------------------------------------------------- CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet GC_Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Slth_GLAWorkerCommandSet 1 = GC_Slth_Command_ConstructGLASupplyStash 2 = GC_Slth_Command_ConstructGLAPalace 3 = GC_Slth_Command_ConstructGLABarracks 4 = GC_Slth_Command_ConstructGLABlackMarket 5 = GC_Slth_Command_ConstructGLAStingerSite 6 = GC_Slth_Command_ConstructGLAScudStorm 7 = GC_Slth_Command_ConstructGLATunnelNetwork 8 = GC_Slth_Command_ConstructGLADemoTrap 9 = GC_Slth_Command_ConstructGLAArmsDealer 10 = GC_Slth_Command_ConstructGLACommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet GC_Slth_GLACommandCenterCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLASupplyStashCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLABarracksCommandSet 1 = GC_Slth_Command_ConstructGLAInfantryRebel 2 = GC_Slth_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Slth_Command_ConstructGLAInfantryTerrorist 4 = GC_Slth_Command_ConstructGLAInfantryHijacker 5 = GC_Slth_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet GC_Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAArmsDealerCommandSet 1 = GC_Slth_Command_ConstructGLAVehicleTechnical 2 = GC_Slth_Command_ConstructGLAVehicleRadarVan 3 = GC_Slth_Command_ConstructGLAVehicleQuadCannon ;4 = GC_Slth_Command_ConstructGLAVehicleCombatBike ;5 = GC_Slth_Command_ConstructGLAVehicleBattleBus 6 = Command_ConstructGLAVehicleRocketBuggy 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 9 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun 14 = Command_Sell End CommandSet GC_Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GC_Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GC_Slth_GLAVehicleBattleBusCommandSet 1 = GC_Slth_Command_DisguiseAsVehicle 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Air Force General ;-------------------------------------------------------------------------------- CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = AirF_Command_PurchaseScienceCarpetBomb 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 8 = Command_PurchaseScienceSpectreGunship1 9 = Command_PurchaseScienceSpectreGunship2 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet AirF_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = AirF_Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = AirF_Command_CarpetBombFromShortcut END CommandSet AirF_AmericaDozerCommandSet 1 = AirF_Command_ConstructAmericaPowerPlant 2 = AirF_Command_ConstructAmericaStrategyCenter 3 = AirF_Command_ConstructAmericaBarracks 4 = AirF_Command_ConstructAmericaSupplyDropZone 5 = AirF_Command_ConstructAmericaSupplyCenter 6 = AirF_Command_ConstructAmericaParticleCannonUplink 7 = AirF_Command_ConstructAmericaPatriotBattery 8 = AirF_Command_ConstructAmericaCommandCenter 9 = AirF_Command_ConstructAmericaFireBase 11 = AirF_Command_ConstructAmericaWarFactory 13 = AirF_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet AirF_AmericaCommandCenterCommandSet 1 = AirF_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Command_LeafletDrop 5 = AirF_Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Early_Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AirF_AmericaCommandCenterCommandSetToMOAB ; 1 = AirF_Command_ConstructAmericaDozer ; 2 = AirF_Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = AirF_Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Early_Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet AirF_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AirF_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 12 = AirF_Command_CarpetBomb 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AirF_AmericaBarracksCommandSet 1 = AirF_Command_ConstructAmericaInfantryRanger 2 = AirF_Command_ConstructAmericaInfantryMissileDefender 3 = AirF_Command_ConstructAmericaInfantryColonelBurton 4 = AirF_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet AirF_AmericaAirfieldCommandSet 1 = AirF_Command_ConstructAmericaJetRaptor 2 = AirF_Command_ConstructAmericaVehicleComanche 3 = AirF_Command_ConstructAmericaJetAurora 4 = AirF_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = AirF_Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 11 = AirF_Command_UpgradeStealthComanche 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet AirF_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AirF_AmericaSupplyCenterCommandSet 1 = AirF_Command_ConstructAFGChinook 3 = AirF_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaWarFactoryCommandSet 2 = AirF_Command_ConstructAmericaVehicleTomahawk 3 = AirF_Command_ConstructAmericaVehicleHumvee 4 = AirF_Command_ConstructAmericaVehicleMedic 6 = AirF_Command_ConstructAmericaVehicleSentryDrone 7 = AirF_Command_ConstructAmericaVehicleAvenger 8 = AirF_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Demo General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Demolitions General ;--- CommandSet Demo_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet Demo_SCIENCE_GLA_CommandSetRank3 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Demo_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Demo_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet Demo_GLAWorkerCommandSet 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLAWorkerFakeBuildingsCommandSet 1 = Demo_Command_ConstructFakeGLACommandCenter 2 = Demo_Command_ConstructFakeGLABarracks 3 = Demo_Command_ConstructFakeGLASupplyStash 4 = Demo_Command_ConstructFakeGLAArmsDealer 5 = Demo_Command_ConstructFakeGLABlackMarket 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Demo_GLACommandCenterCommandSet 1 = Demo_Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSet 1 = Demo_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_UpgradeSuicideBomb 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSet 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 3 = Command_UpgradeGLAJunkRepair 5 = Command_UpgradeGLARadarVanScan 2 = Command_UpgradeGLAAPRockets 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSet 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; upgraded sets ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Demo_GLATankMarauderCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSetUpgrade 1 = Command_GLAToxinTractorContaminateGround 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAWorkerCommandSetUpgrade 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLACommandCenterCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 3 = Demo_Command_TertiarySuicide 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 2 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSetUpgrade 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_DetonateFakeBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSetUpgrade 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Demo_Command_TertiarySuicide 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 2 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSetUpgrade 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSetUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSetUpgrade 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 5 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSetUpgrade 1 = Command_RadarVanScan 2 = Demo_Command_TertiarySuicide 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannonUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSetUpgrade 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSetUpgrade 1 = Command_GLAInfantryHijack 2 = Demo_Command_TertiarySuicide 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSetUpgrade 1 = Command_ScuttleCombatBike 2 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Stealth General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Stealth General ;--- CommandSet Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Slth_Command_GPSScramblerFromShortcut END CommandSet Slth_GLAWorkerCommandSet 1 = Slth_Command_ConstructGLASupplyStash 2 = Slth_Command_ConstructGLADemoTrap 3 = Slth_Command_ConstructGLABarracks 4 = Slth_Command_ConstructGLAPalace 5 = Slth_Command_ConstructGLAStingerSite 6 = Slth_Command_ConstructGLABlackMarket 7 = Slth_Command_ConstructGLATunnelNetwork 8 = Slth_Command_ConstructGLAScudStorm 9 = Slth_Command_ConstructGLAArmsDealer 10 = Slth_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Slth_GLAWorkerFakeBuildingsCommandSet 1 = Slth_Command_ConstructFakeGLACommandCenter 2 = Slth_Command_ConstructFakeGLABarracks 3 = Slth_Command_ConstructFakeGLASupplyStash 4 = Slth_Command_ConstructFakeGLAArmsDealer 5 = Slth_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Slth_GLACommandCenterCommandSet 1 = Slth_Command_ConstructGLAWorker 4 = Slth_Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLASupplyStashCommandSet 1 = Slth_Command_ConstructGLAWorker 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 9 = Command_UpgradeGLACamouflage ;comes free for stealth general 11 = Command_UpgradeGLAAnthraxBeta 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLABarracksCommandSet 1 = Slth_Command_ConstructGLAInfantryRebel 2 = Slth_Command_ConstructGLAInfantryRPGTrooper 3 = Slth_Command_ConstructGLAInfantryTerrorist 4 = Slth_Command_ConstructGLAInfantryAngryMob 5 = Slth_Command_ConstructGLAInfantryHijacker 6 = Slth_Command_ConstructGLAInfantryJarmenKell 7 = Slth_Command_ConstructGLAInfantrySaboteur 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAArmsDealerCommandSet 2 = Slth_Command_ConstructGLAVehicleTechnical 3 = Slth_Command_ConstructGLAVehicleRadarVan 4 = Slth_Command_ConstructGLAVehicleQuadCannon 5 = Slth_Command_ConstructGLAVehicleToxinTruck 6 = Slth_Command_ConstructGLAVehicleRocketBuggy 8 = Slth_Command_ConstructGLAVehicleBombTruck 10 = Slth_Command_ConstructGLAVehicleBattleBus 11 = Slth_Command_ConstructGLAVehicleCombatBike 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell 15 = Command_ConstructGLAVehicleCombatBikeTerrorist ;??? is this for script then? End CommandSet Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Slth_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding ; 2 = Slth_Command_RebelTimedSlthCharge 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Slth_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleBattleBusCommandSet 1 = Slth_Command_DisguiseAsVehicle 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Chem_Command_PurchaseScienceMarauderTank 3 = Chem_Command_PurchaseScienceTechnicalTraining END CommandSet Chem_SCIENCE_GLA_CommandSetRank3 4 = Chem_Command_PurchaseScienceRebelAmbush1 5 = Chem_Command_PurchaseScienceRebelAmbush2 6 = Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Chem_SpecialPowerShortcutGLA 1 = Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut ;7 = Command_GPSScramblerFromShortcut END CommandSet Chem_GLAWorkerCommandSet 1 = Chem_Command_ConstructGLASupplyStash 2 = Chem_Command_ConstructGLADemoTrap 3 = Chem_Command_ConstructGLABarracks 4 = Chem_Command_ConstructGLAPalace 5 = Chem_Command_ConstructGLAStingerSite 6 = Chem_Command_ConstructGLABlackMarket 7 = Chem_Command_ConstructGLATunnelNetwork 8 = Chem_Command_ConstructGLAScudStorm 9 = Chem_Command_ConstructGLAArmsDealer 10 = Chem_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Chem_GLAWorkerFakeBuildingsCommandSet 1 = Chem_Command_ConstructFakeGLACommandCenter 2 = Chem_Command_ConstructFakeGLABarracks 3 = Chem_Command_ConstructFakeGLASupplyStash 4 = Chem_Command_ConstructFakeGLAArmsDealer 5 = Chem_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Chem_GLABarracksCommandSet 1 = Chem_Command_ConstructGLAInfantryRebel 2 = Chem_Command_ConstructGLAInfantryRPGTrooper 3 = Chem_Command_ConstructGLAInfantryTerrorist 4 = Chem_Command_ConstructGLAInfantryAngryMob 6 = Chem_Command_ConstructGLAInfantryJarmenKell 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb ; 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_GLAVehicleScudLauncherCommandSet ; 1 = Command_GLAExplosiveWarhead ; 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet Chem_GLACommandCenterCommandSet 1 = Chem_Command_ConstructGLAWorker 5 = Chem_Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLAArmsDealerCommandSet 1 = Chem_Command_ConstructGLATankScorpion 2 = Chem_Command_ConstructGLAVehicleTechnical 3 = Chem_Command_ConstructGLAVehicleRadarVan 4 = Chem_Command_ConstructGLAVehicleQuadCannon 5 = Chem_Command_ConstructGLAVehicleToxinTruck 6 = Chem_Command_ConstructGLAVehicleRocketBuggy 7 = Chem_Command_ConstructGLATankMarauder 8 = Chem_Command_ConstructGLAVehicleBombTruck 9 = Chem_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Chem_Command_ConstructGLAVehicleCombatBike 12 = Chem_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLASupplyStashCommandSet 1 = Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLABlackMarketCommandSet 1 = Chem_Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Chem_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Chem_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ;Nuke General ;-------------------------------------------------------------------------------- CommandSet Nuke_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Nuke_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet Nuke_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet Nuke_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Nuke_Command_ChinaCarpetBombFromShortcut 10 = Command_FrenzyFromShortcut END CommandSet Nuke_ChinaDozerCommandSet 1 = Nuke_Command_ConstructChinaPowerPlant 2 = Nuke_Command_ConstructChinaInternetCenter 3 = Nuke_Command_ConstructChinaBarracks 4 = Nuke_Command_ConstructChinaAirfield 5 = Nuke_Command_ConstructChinaSupplyCenter 6 = Nuke_Command_ConstructChinaPropagandaCenter 7 = Nuke_Command_ConstructChinaBunker 8 = Nuke_Command_ConstructChinaSpeakerTower 9 = Nuke_Command_ConstructChinaGattlingCannon 10 = Nuke_Command_ConstructChinaNuclearMissileLauncher 11 = Nuke_Command_ConstructChinaWarFactory 12 = Nuke_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Nuke_ChinaSupplyCenterCommandSet 1 = Nuke_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaSupplyCenterCommandSetUpgrade 1 = Nuke_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaCommandCenterCommandSet 1 = Nuke_Command_ConstructChinaDozer 2 = Nuke_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaCommandCenterCommandSetUpgrade 1 = Nuke_Command_ConstructChinaDozer 2 = Nuke_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaBarracksCommandSet 1 = Nuke_Command_ConstructChinaInfantryRedguard 2 = Nuke_Command_ConstructChinaInfantryTankHunter 3 = Nuke_Command_ConstructChinaInfantryHacker 4 = Nuke_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaBarracksCommandSetUpgrade 1 = Nuke_Command_ConstructChinaInfantryRedguard 2 = Nuke_Command_ConstructChinaInfantryTankHunter 3 = Nuke_Command_ConstructChinaInfantryHacker 4 = Nuke_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaInfantryPropagandaTrooperCommandSet 14 = Command_Stop End CommandSet Nuke_ChinaInfantryMiniGunnerCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaWarFactoryCommandSet 1 = Nuke_Command_ConstructChinaTankBattleMaster 2 = Nuke_Command_ConstructChinaTankOverlord 3 = Nuke_Command_ConstructChinaVehicleTroopCrawler 4 = Nuke_Command_ConstructChinaVehicleListeningOutpost 5 = Nuke_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Nuke_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Nuke_Command_ConstructChinaVehicleInfernoCannon 10 = Nuke_Command_ConstructChinaVehicleNukeLauncher 11 = Nuke_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaWarFactoryCommandSetUpgrade 1 = Nuke_Command_ConstructChinaTankBattleMaster 2 = Nuke_Command_ConstructChinaTankOverlord 3 = Nuke_Command_ConstructChinaVehicleTroopCrawler 4 = Nuke_Command_ConstructChinaVehicleListeningOutpost 5 = Nuke_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Nuke_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Nuke_Command_ConstructChinaVehicleInfernoCannon 10 = Nuke_Command_ConstructChinaVehicleNukeLauncher 11 = Nuke_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Nuke_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Nuke_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaNuclearMissileCommandSet 1 = Nuke_Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade 1 = Nuke_Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Nuke_ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Nuke_ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Nuke_ChinaAirfieldCommandSet 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix ; 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaAirfieldCommandSetUpgrade 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Super Weapon General ;-------------------------------------------------------------------------------- CommandSet SupW_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = Command_PurchaseScienceStealthFighter END CommandSet SupW_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 3 = Early_Command_PurchaseScienceLeafletDrop 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 14 = Command_PurchaseScienceSpectreGunship1 15 = Command_PurchaseScienceSpectreGunship2 END CommandSet SupW_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SupW_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_SpySatelliteScanFromShortcut 7 = SupW_Command_FireParticleUplinkCannonFromShortcut 8 = AirF_Command_SpectreGunshipFromShortcut 9 = Early_Command_LeafletDropFromShortcut 10 = Command_CIAIntelligenceFromShortcut END CommandSet SupW_AmericaDozerCommandSet 1 = SupW_Command_ConstructAmericaPowerPlant 2 = SupW_Command_ConstructAmericaStrategyCenter 3 = SupW_Command_ConstructAmericaBarracks 4 = SupW_Command_ConstructAmericaSupplyDropZone 5 = SupW_Command_ConstructAmericaSupplyCenter 6 = SupW_Command_ConstructAmericaParticleCannonUplink 7 = SupW_Command_ConstructAmericaPatriotBattery 8 = SupW_Command_ConstructAmericaCommandCenter 9 = SupW_Command_ConstructAmericaFireBase 11 = SupW_Command_ConstructAmericaWarFactory 13 = SupW_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet SupW_AmericaBarracksCommandSet 1 = SupW_Command_ConstructAmericaInfantryRanger 2 = SupW_Command_ConstructAmericaInfantryMissileDefender 3 = SupW_Command_ConstructAmericaInfantryColonelBurton 4 = SupW_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaCommandCenterCommandSet 1 = SupW_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Early_Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet SupW_AmericaCommandCenterCommandSetToMOAB ; 1 = SupW_Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Early_Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet SupW_AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet SupW_AmericaSupplyCenterCommandSet 1 = SupW_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaWarFactoryCommandSet 2 = SupW_Command_ConstructAmericaVehicleTomahawk 3 = SupW_Command_ConstructAmericaVehicleHumvee 4 = SupW_Command_ConstructAmericaVehicleMedic 6 = SupW_Command_ConstructAmericaVehicleSentryDrone 7 = SupW_Command_ConstructAmericaVehicleAvenger 8 = SupW_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet SupW_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaAirfieldCommandSet 1 = SupW_Command_ConstructAmericaJetRaptor 2 = SupW_Command_ConstructAmericaVehicleComanche 3 = SupW_Command_ConstructAmericaJetAurora 4 = SupW_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaNuclearMissileCommandSet 1 = SupW_Command_NeutronMissile 14 = Command_Sell End CommandSet SupW_AmericaCruiseMissileCommandSet 1 = SupW_Command_CruiseMissile 14 = Command_Sell End CommandSet SupW_AmericaTomahawkStormCommandSet ;1 = SupW_Command_TomahawkStorm 14 = Command_Sell End CommandSet SupW_AmericaPowerPlantCommandSet 1 = SupW_Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet SupW_AmericaParticleUplinkCannonCommandSet 1 = SupW_Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet SupW_AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankCrusaderCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleTomahawkCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleHumveeCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankMicrowaveCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleAmbulanceCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankAvengerCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet SupW_AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankPaladinCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Infantry General ;-------------------------------------------------------------------------------- CommandSet Infa_SCIENCE_CHINA_CommandSetRank1 1 = Infa_Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher 4 = Early_Command_PurchaseScienceFrenzy1 END CommandSet Infa_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceEmergencyRepair1 8 = Command_PurchaseScienceEmergencyRepair2 9 = Command_PurchaseScienceEmergencyRepair3 10 = Early_Command_PurchaseScienceFrenzy2 11 = Early_Command_PurchaseScienceFrenzy3 13 = Infa_Command_PurchaseScienceInfantryParadrop1 14 = Infa_Command_PurchaseScienceInfantryParadrop2 15 = Infa_Command_PurchaseScienceInfantryParadrop3 END CommandSet Infa_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet Infa_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Infa_Command_ParadropFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Early_Command_FrenzyFromShortcut END CommandSet Infa_ChinaDozerCommandSet 1 = Infa_Command_ConstructChinaPowerPlant 2 = Infa_Command_ConstructChinaInternetCenter 3 = Infa_Command_ConstructChinaBarracks 4 = Infa_Command_ConstructChinaAirfield 5 = Infa_Command_ConstructChinaSupplyCenter 6 = Infa_Command_ConstructChinaPropagandaCenter 7 = Infa_Command_ConstructChinaBunker 8 = Infa_Command_ConstructChinaSpeakerTower 9 = Infa_Command_ConstructChinaGattlingCannon 10 = Infa_Command_ConstructChinaNuclearMissileLauncher 11 = Infa_Command_ConstructChinaWarFactory 12 = Infa_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Infa_ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaCommandCenterCommandSet 1 = Infa_Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Infa_Command_Paradrop 4 = Command_ClusterMines 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Early_Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaSupplyCenterCommandSet 1 = Infa_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaSupplyCenterCommandSetUpgrade 1 = Infa_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaCommandCenterCommandSetUpgrade 1 = Infa_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Infa_Command_Paradrop 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaBarracksCommandSet 1 = Infa_Command_ConstructChinaInfantryMiniGunner 2 = Infa_Command_ConstructChinaInfantryTankHunter 3 = Infa_Command_ConstructChinaInfantryHacker 4 = Infa_Command_ConstructChinaInfantryBlackLotus 7 = Infa_Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaBarracksCommandSetUpgrade 1 = Infa_Command_ConstructChinaInfantryMiniGunner 2 = Infa_Command_ConstructChinaInfantryTankHunter 3 = Infa_Command_ConstructChinaInfantryHacker 4 = Infa_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaInfantryPropagandaTrooperCommandSet 14 = Command_Stop End CommandSet Infa_ChinaInfantryMiniGunnerCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaWarFactoryCommandSet 3 = Infa_Command_ConstructChinaVehicleTroopCrawler 4 = Infa_Command_ConstructChinaVehicleListeningOutpost ;5 = Infa_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Infa_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Infa_Command_ConstructChinaVehicleInfernoCannon 10 = Infa_Command_ConstructChinaVehicleNukeLauncher 11 = Infa_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaWarFactoryCommandSetUpgrade 3 = Infa_Command_ConstructChinaVehicleTroopCrawler 4 = Infa_Command_ConstructChinaVehicleListeningOutpost ;5 = Infa_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Infa_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Infa_Command_ConstructChinaVehicleInfernoCannon 10 = Infa_Command_ConstructChinaVehicleNukeLauncher 11 = Infa_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaFanaticism ;2 = Command_UpgradeAmericaChemicalSuits 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaFanaticism ;2 = Command_UpgradeAmericaChemicalSuits 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaAirfieldCommandSet 1 = Infa_Command_ConstructChinaJetMig 2 = Infa_Command_UpgradeChinaAircraftArmor 3 = Infa_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaAirfieldCommandSetUpgrade 1 = Infa_Command_ConstructChinaJetMig 2 = Infa_Command_UpgradeChinaAircraftArmor 3 = Infa_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_BunkerExit 7 = Command_BunkerExit 8 = Command_BunkerExit 9 = Command_BunkerExit 10 = Command_BunkerExit 11 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Infa_ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_BunkerExit 7 = Command_BunkerExit 8 = Command_BunkerExit 9 = Command_BunkerExit 10 = Command_BunkerExit 11 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Infa_ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet Infa_ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ; 9 = Command_TransportExit ;10 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ;--------- 9 = Command_UpgradeChinaHelixNapalmBomb ; 10 = Command_ChinaHelixDropNapalmBomb 10 = Infa_Command_UpgradeChinaHelixBattleBunker ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaHelixBombCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ;--------- 9 = Command_ChinaHelixDropNapalmBomb 10 = Infa_Command_UpgradeChinaHelixBattleBunker 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Infa_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack 5 = Infa_Command_ChinaInfantryHackerVehicleHack ;13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Laser General ;-------------------------------------------------------------------------------- CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = Command_PurchaseScienceStealthFighter END CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet Lazr_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = Lazr_Command_FireLaserCannonFromShortcut END CommandSet Lazr_AmericaDozerCommandSet 1 = Lazr_Command_ConstructAmericaPowerPlant 2 = Lazr_Command_ConstructAmericaStrategyCenter 3 = Lazr_Command_ConstructAmericaBarracks 4 = Lazr_Command_ConstructAmericaSupplyDropZone 5 = Lazr_Command_ConstructAmericaSupplyCenter ; 6 = Lazr_Command_ConstructLaserCannon 6 = Lazr_Command_ConstructAmericaParticleCannonUplink 7 = Lazr_Command_ConstructAmericaPatriotBattery 8 = Lazr_Command_ConstructAmericaCommandCenter 9 = Lazr_Command_ConstructAmericaFireBase 11 = Lazr_Command_ConstructAmericaWarFactory 13 = Lazr_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet Lazr_AmericaSupplyCenterCommandSet 1 = Lazr_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaCommandCenterCommandSet 1 = Lazr_Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet Lazr_AmericaCommandCenterCommandSetToMOAB ; 1 = Lazr_Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Lazr_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet Lazr_AmericaWarFactoryCommandSet 1 = Lazr_Command_ConstructAmericaTankCrusader 3 = Lazr_Command_ConstructAmericaVehicleHumvee 4 = Lazr_Command_ConstructAmericaVehicleMedic 6 = Lazr_Command_ConstructAmericaVehicleSentryDrone 7 = Lazr_Command_ConstructAmericaVehicleAvenger 8 = Lazr_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaBarracksCommandSet 1 = Lazr_Command_ConstructAmericaInfantryRanger 2 = Lazr_Command_ConstructAmericaInfantryMissileDefender 3 = Lazr_Command_ConstructAmericaInfantryColonelBurton 4 = Lazr_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate ; 7 = Lazr_Command_AmericaLaserGuidedHowitzer 12 = Command_Sell 14 = Command_Stop End CommandSet Lazr_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet Lazr_AmericaAirfieldCommandSet 1 = Lazr_Command_ConstructAmericaJetRaptor 2 = Lazr_Command_ConstructAmericaVehicleComanche 3 = Lazr_Command_ConstructAmericaJetAurora 4 = Lazr_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet Lazr_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankAvengerCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankCrusaderCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleHumveeCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankMicrowaveCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleAmbulanceCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankPaladinCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaLaserCannonCommandSet 1 = Lazr_Command_FireLaserCannon 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Tank General ;-------------------------------------------------------------------------------- CommandSet Tank_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceBattlemasterTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Tank_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Tank_Command_PurchaseScienceTankParadrop1 8 = Tank_Command_PurchaseScienceTankParadrop2 9 = Tank_Command_PurchaseScienceTankParadrop3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet Tank_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceCarpetBomb END CommandSet Tank_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Tank_Command_TankParadropFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut End CommandSet Tank_ChinaDozerCommandSet 1 = Tank_Command_ConstructChinaPowerPlant 2 = Tank_Command_ConstructChinaInternetCenter 3 = Tank_Command_ConstructChinaBarracks 4 = Tank_Command_ConstructChinaAirfield 5 = Tank_Command_ConstructChinaSupplyCenter 6 = Tank_Command_ConstructChinaPropagandaCenter 7 = Tank_Command_ConstructChinaBunker 8 = Tank_Command_ConstructChinaSpeakerTower 9 = Tank_Command_ConstructChinaGattlingCannon 10 = Tank_Command_ConstructChinaNuclearMissileLauncher 11 = Tank_Command_ConstructChinaWarFactory 12 = Tank_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Tank_ChinaSupplyCenterCommandSet 1 = Tank_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaSupplyCenterCommandSetUpgrade 1 = Tank_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaCommandCenterCommandSet 1 = Tank_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Tank_Command_TankParadrop 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaCommandCenterCommandSetUpgrade 1 = Tank_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Tank_Command_TankParadrop 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaWarFactoryCommandSet 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaWarFactoryCommandSetUpgrade 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaPropagandaCenterCommandSet ;DO NOT CHANGE THIS COMMAND SET AGAIN 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade ;DO NOT CHANGE THIS COMMAND SET AGAIN 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Tank_ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Tank_ChinaTankEmperorDefaultCommandSet ;1 = Command_UpgradeChinaOverlordBattleBunker ;Does not get this upgrade. 3 = Tank_Command_UpgradeChinaOverlordGattlingCannon ;5 = Command_UpgradeChinaOverlordPropagandaTower ;Is granted this upgrade innately. 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Tank_ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Tank_ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaBarracksCommandSet 1 = Tank_Command_ConstructChinaInfantryRedguard 2 = Tank_Command_ConstructChinaInfantryTankHunter 3 = Tank_Command_ConstructChinaInfantryHacker 4 = Tank_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaBarracksCommandSetUpgrade 1 = Tank_Command_ConstructChinaInfantryRedguard 2 = Tank_Command_ConstructChinaInfantryTankHunter 3 = Tank_Command_ConstructChinaInfantryHacker 4 = Tank_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Tank_ChinaAirfieldCommandSet 1 = Tank_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Tank_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaAirfieldCommandSetUpgrade 1 = Tank_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Tank_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Who's the BOSS ? Ohhh yeah! ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Boss_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseSciencePathfinder 3 = Command_PurchaseScienceClusterMines ; 4 = Command_PurchaseScienceEmergencyRepair1 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceCarpetBomb ; 2 = Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 ; 10 = Command_PurchaseScienceParadrop1 ; 11 = Command_PurchaseScienceParadrop2 ; 12 = Command_PurchaseScienceParadrop3 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceSpectreGunship 3 = Command_PurchaseScienceSneakAttack END CommandSet Boss_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaPowerPlantCommandSetUpgrade 1 = Command_UpgradeAmericaAdvancedControlRods 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_AmericaPatriotBatteryCommandSet 11 = Command_Stop 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaPatriotBatteryCommandSetUpgrade 11 = Command_Stop 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_AmericaDozerCommandSet 1 = Boss_Command_ConstructAmericaPowerPlant 2 = Boss_Command_ConstructChinaBunker 3 = Boss_Command_ConstructChinaSupplyCenter 4 = Boss_Command_ConstructChinaGattlingCannon 5 = Boss_Command_ConstructChinaBarracks 6 = Boss_Command_ConstructAmericaPatriotBattery 7 = Boss_Command_ConstructChinaWarFactory 8 = Boss_Command_ConstructGLATunnelNetwork 9 = Boss_Command_ConstructChinaAirfield 10 = Boss_Command_ConstructChinaSpeakerTower 11 = Boss_Command_ConstructChinaNuclearMissileLauncher 12 = Boss_Command_ConstructChinaCommandCenter 13 = Boss_Command_ConstructGLAScudStorm 14 = Boss_Command_ConstructAmericaParticleCannonUplink End CommandSet Boss_ChinaCommandCenterCommandSet 1 = Boss_Command_ConstructChinaDozer 5 = Command_ArtilleryBarrage 6 = Command_EMPPulse 7 = Command_ClusterMines 8 = Command_SpectreGunship 9 = Command_SneakAttack 10 = Command_ChinaCarpetBomb 11 = Command_UpgradeChinaRadar 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaCommandCenterCommandSetUpgrade 1 = Boss_Command_ConstructChinaDozer 5 = Command_ArtilleryBarrage 6 = Command_EMPPulse 7 = Command_ClusterMines 8 = Command_SpectreGunship 9 = Command_SneakAttack 10 = Command_ChinaCarpetBomb 11 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaAirfieldCommandSet 1 = Boss_Command_ConstructChinaJetMIG 2 = Boss_Command_ConstructAmericaJetRaptor ; AirF version 3 = Boss_Command_ConstructChinaVehicleHelix 4 = Boss_Command_ConstructAmericaJetAurora 8 = Command_UpgradeChinaAircraftArmor ; 10 = Command_UpgradeAmericaBunkerBusters 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_ChinaAirfieldCommandSetUpgrade 1 = Boss_Command_ConstructChinaJetMIG 2 = Boss_Command_ConstructAmericaJetRaptor ; AirF version 3 = Boss_Command_ConstructChinaVehicleHelix 4 = Boss_Command_ConstructAmericaJetAurora 8 = Command_UpgradeChinaAircraftArmor ; 10 = Command_UpgradeAmericaBunkerBusters 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_ChinaSupplyCenterCommandSet 1 = Boss_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaSupplyCenterCommandSetUpgrade 1 = Boss_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaBarracksCommandSet 1 = Boss_Command_ConstructAmericaInfantryRanger 2 = Boss_Command_ConstructChinaInfantryBlackLotus 3 = Boss_Command_ConstructChinaInfantryTankHunter 4 = Boss_Command_ConstructGLAInfantryJarmenKell 5 = Boss_Command_ConstructChinaInfantryHacker 6 = Boss_Command_ConstructAmericaInfantryColonelBurton 7 = Boss_Command_ConstructAmericaInfantryPathfinder 8 = Boss_Command_ConstructGLAInfantryAngryMob 9 = Command_UpgradeAmericaRangerCaptureBuilding 10 = Command_UpgradeAmericaChemicalSuits 11 = Command_UpgradeAmericaRangerFlashBangGrenade 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaBarracksCommandSetUpgrade 1 = Boss_Command_ConstructAmericaInfantryRanger 2 = Boss_Command_ConstructChinaInfantryBlackLotus 3 = Boss_Command_ConstructChinaInfantryTankHunter 4 = Boss_Command_ConstructGLAInfantryJarmenKell 5 = Boss_Command_ConstructChinaInfantryHacker 6 = Boss_Command_ConstructAmericaInfantryColonelBurton 7 = Boss_Command_ConstructAmericaInfantryPathfinder 8 = Boss_Command_ConstructGLAInfantryAngryMob 9 = Command_UpgradeChinaRedguardCaptureBuilding 10 = Command_UpgradeAmericaChemicalSuits 11 = Command_UpgradeAmericaRangerFlashBangGrenade 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaWarFactoryCommandSet 1 = Boss_Command_ConstructAmericaVehiclePaladin 2 = Boss_Command_ConstructChinaTankGattling 3 = Boss_Command_ConstructChinaTankDragon 4 = Boss_Command_ConstructAmericaVehicleAvenger 5 = Boss_Command_ConstructChinaTankOverlord 6 = Boss_Command_ConstructAmericaVehicleTomahawk 7 = Boss_Command_ConstructGLAVehicleCombatBikeTerrorist 8 = Boss_Command_ConstructGLAVehicleRocketBuggy 9 = Boss_Command_ConstructAmericaVehicleSentryDrone 10 = Command_UpgradeChinaBlackNapalm 11 = Command_UpgradeChinaChainGuns 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaWarFactoryCommandSetUpgrade 1 = Boss_Command_ConstructAmericaVehiclePaladin 2 = Boss_Command_ConstructChinaTankGattling 3 = Boss_Command_ConstructChinaTankDragon 4 = Boss_Command_ConstructAmericaVehicleAvenger 5 = Boss_Command_ConstructChinaTankOverlord 6 = Boss_Command_ConstructAmericaVehicleTomahawk 7 = Boss_Command_ConstructGLAVehicleCombatBikeTerrorist 8 = Boss_Command_ConstructGLAVehicleRocketBuggy 9 = Boss_Command_ConstructAmericaVehicleSentryDrone 10 = Command_UpgradeChinaBlackNapalm 11 = Command_UpgradeChinaChainGuns 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 4 = Command_UpgradeAmericaSentryDroneGun 6 = Command_UpgradeAmericaCompositeArmor 8 = Command_UpgradeAmericaAdvancedTraining 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaParticleUplinkCannonCommandSetUpgrade 1 = Command_FireParticleUplinkCannon 4 = Command_UpgradeAmericaSentryDroneGun 6 = Command_UpgradeAmericaCompositeArmor 8 = Command_UpgradeAmericaAdvancedTraining 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_GLAScudStormCommandSet 1 = Command_ScudStorm 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAAPRockets 8 = Command_UpgradeGLAArmTheMob 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAAPRockets 8 = Command_UpgradeGLAArmTheMob 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 4 = Command_UpgradeChinaSubliminalMessaging 6 = Boss_Command_UpgradeChinaNationalism 7 = Command_UpgradeChinaNuclearTanks 9 = Command_UpgradeChinaUraniumShells 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 4 = Command_UpgradeChinaSubliminalMessaging 6 = Command_UpgradeChinaNationalism 7 = Command_UpgradeChinaNuclearTanks 9 = Command_UpgradeChinaUraniumShells 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet DroneCommandSet 1 = Command_Battle 2 = Command_Hellfire 3 = Command_Scout 14 = Command_Sell End ;------------------------------------------------------------------------------ Object AmericaVehicleHumvee ; *** ART Parameters *** SelectPortrait = SAHummer_L ButtonImage = SAHummer UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaTOWMissile Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVHUMMER Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = REALLYDAMAGED Model = AVHUMMER_d Turret = Turret ShowSubObject = Turret HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01 WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVHUMMER_d Turret = TurretUp01 HideSubObject = Turret MuzzleFX01 ShowSubObject = TurretUp01 Housecolor03 WeaponFireFXBone = PRIMARY MuzzleUp WeaponMuzzleFlash = PRIMARY MuzzleFXUp WeaponFireFXBone = SECONDARY WeaponB WeaponLaunchBone = SECONDARY WeaponB WeaponFireFXBone = TERTIARY WeaponB WeaponLaunchBone = TERTIARY WeaponB End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 1.25 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Humvee Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeaponAirDummy End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY HumveeGun Weapon = SECONDARY HumveeMissileWeapon Weapon = TERTIARY HumveeMissileWeaponAir PreferredAgainst = TERTIARY AIRCRAFT End ArmorSet Conditions = None Armor = HumveeArmor DamageFX = TruckDamageFX End BuildCost = 700 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 320 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleHumveeCommandSet ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs ;TurretMoveStart = NoSound VoiceCreate = HumveeVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = HumveeVoiceCrush ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = HumveeVoiceUnload VoiceEnter = HumveeVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = TransportAIUpdate ModuleTag_03 Turret TurretTurnRate = 180 RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL HumveeLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = TransportContain ModuleTag_05 PassengersAllowedToFire = Yes Slots = 5 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit DamagePercentToUnits = 100% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_14 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = WeaponSetUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaTOWMissile End Behavior = ExperienceScalarUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 25 DestructionDelay = 1 OCL = INITIAL OCL_InitialHumveeDebris FX = FINAL FX_BattleMasterExplosionOneFinal OCL = FINAL OCL_FinalHumveeDebris End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End ; This is commented out per hotlist request 10/9 ML ; Behavior = CreateObjectDie ModuleTag_15 ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_AmericanRangerDebris01 ; ExemptStatus = HIJACKED ; End Behavior = EjectPilotDie ModuleTag_16 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED ; The following added out per hotlist request 10/9 as above ML VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;---------------------------------------------------------- Object AmericaVehicleTomahawk ; *** ART Parameters *** SelectPortrait = SACTomahawk_L ButtonImage = SACTomahawk UpgradeCameo1 = Upgrade_AmericaScoutDrone UpgradeCameo2 = Upgrade_AmericaBattleDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = XXX Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset DefaultConditionState Model = AVTomahawk Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponHideShowBone = PRIMARY MISSILE End ConditionState = REALLYDAMAGED Model = AVTomahawk_D End AliasConditionState = RUBBLE TrackMarks = EXTnkTrack.tga End ; ***DESIGN parameters *** DisplayName = OBJECT:Tomahawk Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1200 BuildTime = 20.0 ;in seconds VisionRange = 180 ShroudClearingRange = 200 Prerequisites Object = AmericaWarFactory Object = AmericaStrategyCenter End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience WeaponSet Conditions = None Weapon = PRIMARY TomahawkMissileWeapon End ArmorSet Conditions = None Armor = TruckArmor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleTomahawkCommandSet ; *** AUDIO Parameters *** VoiceSelect = TomahawkVoiceSelect VoiceMove = TomahawkVoiceMove VoiceGuard = TomahawkVoiceMove VoiceAttack = TomahawkVoiceAttack SoundMoveStart = TomahawkMoveStart SoundMoveStartDamaged = TomahawkMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = TomahawkVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoopLoud SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = TomahawkVoiceCrush VoiceEnter = TomahawkVoiceMove VoiceBombard = TomahawkVoiceAttack End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 180.0 InitialHealth = 180.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 360 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 ; turn rate, in degrees per sec TurretPitchRate = 60 FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End Locomotor = SET_NORMAL TomahawkLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_15 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = DestroyDie ModuleTag_10 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag SalvageData CrateData = SalvageCrateData End Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End ; Behavior = FXListDie ; DeathTypes = ALL -CRUSHED -SPLATTED ; DeathFX = FX_GenericTankDeathEffect ; End ; Behavior = CreateObjectDie ; DeathTypes = ALL -CRUSHED -SPLATTED ; CreationList = OCL_GenericTankDeathEffect ; End Behavior = EjectPilotDie ModuleTag_13 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute End Behavior = TransitionDamageFX ModuleTag_14 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ; Also known as the Ambulance Object AmericaVehicleMedic ; *** ART Parameters *** SelectPortrait = SAAmbulance_L ButtonImage = SAAmbulance UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 ConditionState = NONE Model = AVAmbulance Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA End ConditionState = REALLYDAMAGED Model = AVAmbulance_D Turret = Turret TurretPitch = TurretEL WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = PRIMARY WeaponA End ConditionState = RUBBLE Model = AVAmbulance_D End TrackMarks = EXTireTrack.tga OkToChangeModelColor = Yes Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 2.5 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Medic Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet ;*** Fully automated and driven by the CleanupHazardUpdate *** Conditions = None Weapon = PRIMARY AmbulanceCleanHazardWeapon AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = ToxinTruckArmor DamageFX = TruckDamageFX End BuildCost = 600 BuildTime = 10.0 ;in seconds VisionRange = 100 ShroudClearingRange = 400 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 50 50 ;Experience point value at each level IsTrainable = No CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleAmbulanceCommandSet ; *** AUDIO Parameters *** VoiceSelect = AmbulanceVoiceSelect VoiceMove = AmbulanceVoiceMove VoiceGuard = AmbulanceVoiceMove VoiceAttack = AmbulanceVoiceDetox SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AmbulanceVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop ; Required for the W3DTruckDraw module TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceCrush = AmbulanceVoiceCrush VoiceEnter = AmbulanceVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT Body = ActiveBody ModuleTag_02 MaxHealth = 240.0 InitialHealth = 240.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = CleanupHazardUpdate ModuleTag_03 WeaponSlot = PRIMARY ScanRate = 1000 ScanRange = 100.0 ;If this range exceeds the AmbulanceCleanHazardWeapon AttackRange, it'll move! End ;Can be ordered to clean up a larger area with the ability to move around at an extended range. Behavior = CleanupAreaPower ModuleTag_04 SpecialPowerTemplate = SpecialAbilityAmbulanceCleanupArea MaxMoveDistanceFromLocation = 300.0 ;allows the unit to move around while cleaning up InitiateSound = AmbulanceVoiceDetox End Behavior = TransportAIUpdate ModuleTag_05 AutoAcquireEnemiesWhenIdle = No ;CleanupHazardUpdate handles this... Turret TurretTurnRate = 180 TurretPitchRate = 180 AllowsPitch = Yes MinPhysicalPitch = -20 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) TurretFireAngleSweep = PRIMARY 25 ControlledWeaponSlots = PRIMARY End End Locomotor = SET_NORMAL HumveeLocomotor Behavior = TransportContain ModuleTag_06 Slots = 3 HealthRegen%PerSec = 25 DamagePercentToUnits = 10% AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 0 FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_FinalAmbulanceDebris End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_10 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_11 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = FXListDie ModuleTag_15 DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_GenericTankDeathEffect End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = ExperienceScalarUpgrade ModuleTag_17 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_18 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = AutoHealBehavior ModuleTag_22 HealingAmount = 4 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = INFANTRY End Behavior = AutoHealBehavior ModuleTag_23 HealingAmount = 5 HealingDelay = 1000 ; msec Radius = 100.0f StartsActive = Yes KindOf = VEHICLE ForbiddenKindOf = AIRCRAFT SkipSelfForHealing = Yes End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 12.0 ; height set to allow clear clipping of projectile streams GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericaVehicleBattleDrone ; *** ART Parameters *** SelectPortrait = SABattleDrone_L ButtonImage = SABattleDrone UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE ;MAIN CHASSIS Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR Animation = AVBATTLEDR.AVBATTLEDR AnimationMode = LOOP Turret = Turret01 TurretPitch = TurretEL01 WeaponMuzzleFlash = PRIMARY TurretFX01 WeaponFireFXBone = PRIMARY Muzzle01 End ConditionState = REALLYDAMAGED Model = AVBATTLEDR_D Animation = AVBATTLEDR_D.AVBATTLEDR_D AnimationMode = LOOP End End ;EXTENDING ARM (FOR REPAIRING) Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes DefaultConditionState Model = AVBATTLEDR_A End ;Unloading the arm (before starting to repair) ConditionState = UNPACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE End ;Loading the arm (after reparing complete) ConditionState = PACKING Animation = AVBATTLEDR_A1.AVBATTLEDR_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ;Repair extending animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_B Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE End ;Repair retracting animation 1 (using bogus condition states -- doesn't justify making a whole new set) ConditionState = FIRING_C Animation = AVBATTLEDR_A2.AVBATTLEDR_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:BattleDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY BattleDroneMachineGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End CommandSet = GenericCommandSet BuildCost = 200 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 150 ; Prerequisites ; Object = AmericaWarFactory ; End ExperienceValue = 10 10 10 10 ;Experience point value at each level IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_03 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 MinPhysicalPitch = -75 ; If allows pitch, the lowest I can dip down to shoot. defaults to 0 (horizontal) AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BattleDroneLocomotor Locomotor = SET_PANIC BattleDronePanicLocomotor ;used for repairing master (zippy) Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = MaxHealthUpgrade ModuleTag_06 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = SlavedUpdate ModuleTag_07 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. RepairRange = 8 ;How far I can zip around while repair (only moves when he stops welding) RepairMinAltitude = 18.0 ;My minimum repair hover altitude. RepairMaxAltitude = 24.0 ;My maximum repair hover altitude. RepairRatePerSecond = 10.0 ;How many health points can I repair per second. RepairWhenBelowHealth% = 60 ;How low should my master's health be (in %) before I should prioritize repairing. RepairMinReadyTime = 300 RepairMaxReadyTime = 750 RepairMinWeldTime = 250 RepairMaxWeldTime = 500 RepairWeldingSys = BlueSparks RepairWeldingFXBone = Muzzle02 StayOnSameLayerAsMaster = Yes End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaBattleDroneExplode End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = FXListDie ModuleTag_11 DeathTypes = ALL DeathFX = FX_AmericaBattleDroneExplode End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaBattleDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5 GeometryMinorRadius = 5 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaVehicleScoutDrone ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVScoutDr Animation = AVScoutDr.AVScoutDr AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = AVScoutDr_d Animation = AVScoutDr_d.AVScoutDr_d AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScoutDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CommandSet = GenericCommandSet ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 100 BuildTime = 5.0 ;in seconds VisionRange = 150 ShroudClearingRange = 500 IsTrainable = No ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE DRONE NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL DroneLocomotor Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. DistToTargetToGrantRangeBonus = 20 ;How close I have to be to the master's target in order to grant master a range bonus. StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaScoutDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaVehicleHellfireDrone ; *** ART Parameters *** SelectPortrait = SAHellfire_L ButtonImage = SAHellfire UpgradeCameo1 = Upgrade_AmericaDroneArmor ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVHellDrone WeaponLaunchBone = PRIMARY WeaponA End ConditionState = REALLYDAMAGED Model = AVHellDrone_d End End ; ***DESIGN parameters *** DisplayName = OBJECT:HellfireDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = TankArmor DamageFX = SmallTankDamageFX End BuildCost = 500 BuildTime = 5.0 ;in seconds VisionRange = 100 ShroudClearingRange = 500 IsTrainable = No ;Can gain experience CommandSet = GenericCommandSet ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound WeaponSet Conditions = NONE Weapon = PRIMARY HellfireMissileWeapon End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 360 // turn rate, in degrees per sec TurretPitchRate = 360 ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL HellfireDroneLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End Behavior = SlavedUpdate ModuleTag_06 GuardMaxRange = 35 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 35 ;How far away I'm allowed to wander from master while guarding. AttackRange = 75 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 10 ;How far I'm allowed to wander from target. ScoutRange = 75 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 10 ;How far I'm allowed to wander from scout point. StayOnSameLayerAsMaster = Yes End Behavior = MaxHealthUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 25.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_09 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_AmericaScoutDroneExplode End Behavior = TransitionDamageFX ModuleTag_11 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleDroneDamageTransitionSmall End Behavior = UpgradeDie ModuleTag_12 ;This frees the object based upgrade for the producer object. DeathTypes = ALL UpgradeToRemove = Upgrade_AmericaHellfireDrone ModuleTag_13 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaVehicleSpyDrone ; *** ART Parameters *** SelectPortrait = SAScout_L ButtonImage = SAScout UpgradeCameo1 = Upgrade_AmericaDroneArmor Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVSpyDrone Animation = AVSpyDrone.AVSpyDrone AnimationMode = LOOP End ; Damage state waiting for pristine's approval (or may just not need one) ; ConditionState = REALLYDAMAGED ; Model = AVSpyDrone_d ; Animation = AVSpyDrone_d.AVSpyDrone_d ; AnimationMode = LOOP ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:SpyDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = SmallTankDamageFX End VisionRange = 250 ShroudClearingRange = 0; Dynamic range below IsTrainable = No ; *** AUDIO Parameters *** VoiceSelect = NoSound VoiceMove = NoSound VoiceAttack = NoSound SoundMoveStart = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE DRONE SELECTABLE INERT NO_SELECT Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = No End Locomotor = SET_NORMAL SpyDroneLocomtor Behavior = DynamicShroudClearingRangeUpdate ModuleTag_04 FinalVision = 250.0 ChangeInterval = 50 ShrinkDelay = 2000 ShrinkTime = 1000 GrowDelay = 0 GrowTime = 1000 GrowInterval = 10 ; Faster than most GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 //dim blue, additive End End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. End Behavior = PhysicsBehavior ModuleTag_06 Mass = 50.0 End Behavior = DestroyDie ModuleTag_07 DeathTypes = ALL End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = ALL CreationList = OCL_AmericaScoutDroneExplode End Behavior = StealthUpdate ModuleTag_09 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 6.0 GeometryHeight = 3.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaTankCrusader ; *** ART Parameters *** SelectPortrait = SACLeopard_L ButtonImage = SACLeopard UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 DefaultConditionState Model = AVLeopard Turret = Turret WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = REALLYDAMAGED Model = AVLeopard_D End ConditionState = RUBBLE Model = AVLeopard_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Crusader Side = America EditorSorting = VEHICLE TransportSlotCount = 3 WeaponSet Conditions = None Weapon = PRIMARY CrusaderTankGun ; Uncomment this when we want the crusader to have a machine too again ;Weapon = SECONDARY CrusaderMachineGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 900 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankCrusaderCommandSet ; *** AUDIO Parameters *** VoiceSelect = CrusaderTankVoiceSelect VoiceMove = CrusaderTankVoiceMove VoiceGuard = CrusaderTankVoiceMove VoiceAttack = CrusaderTankVoiceAttack SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CrusaderTankVoiceCreate VoiceEnter = CrusaderTankVoiceMove TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = CrusaderTankVoiceCrush End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots= PRIMARY End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = ObjectCreationUpgrade ModuleTag_05 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_06 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_20 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_07 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_CrusaderTurret End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;USA Construction Dozer or USDozer Object AmericaVehicleDozer ; *** ART Parameters *** SelectPortrait = SACDozer_L ButtonImage = SACDozer ;UpgradeCameo1 = NONE ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVCONSTDOZ_A ParticleSysBone = EXHAUSTFX01 DozerSmokeLight WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = PREATTACK_A Animation = AVCONSTDOZ_A.AVCONSTDOZ_A AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy ParticleSysBone = DIRTFX01 DozerDirtFall ;gush of dirt TransitionKey = TRANS_DIGGING End ConditionState = MOVING ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING End ConditionState = REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End ConditionState = PREATTACK_A REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD Animation = AVCONSTDOZ_AD.AVCONSTDOZ_AD AnimationMode = ONCE ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy TransitionKey = TRANS_DIGGING_DAMAGED End ConditionState = MOVING REALLYDAMAGED RUBBLE Model = AVCONSTDOZ_AD ParticleSysBone = EXHAUSTFX01 DozerSmokeHeavy WaitForStateToFinishIfPossible = TRANS_DIGGING_DAMAGED End TrackMarks = EXTireTrack2.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = TIRE01 RightFrontTireBone = TIRE02 LeftRearTireBone = TIRE03 RightRearTireBone = TIRE04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide. ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Dozer Side = America EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = MINE_CLEARING_DETAIL Weapon = PRIMARY DozerMineDisarmingWeapon End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaDozerCommandSet ; *** AUDIO Parameters *** VoiceSelect = DozerUSAVoiceSelect VoiceMove = DozerUSAVoiceMove VoiceGuard = DozerUSAVoiceMove VoiceTaskComplete = DozerUSAVoiceBuildComplete SoundMoveStart = DozerUSAMoveStart SoundMoveStartDamaged = DozerUSAMoveStart UnitSpecificSounds VoiceCreate = DozerUSAVoiceCreate VoiceNoBuild = DozerUSAVoiceBuildNot VoiceCrush = DozerUSAVoiceCrush VoiceRepair = DozerUSAVoiceRepair VoiceDisarm = DozerUSAVoiceClearMine TruckLandingSound = NoSound TruckPowerslideSound = NoSound VoiceEnter = DozerUSAVoiceMove VoiceBuildResponse = DozerUSAVoiceBuild End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CAN_CAST_REFLECTIONS DOZER Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 5000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something ; the only "enemies" that workers can acquire are mines, to be disarmed... AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AmericaVehicleDozerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End Behavior = StealthDetectorUpdate ModuleTag_05 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) ;DetectionRange = ??? ;Dustin, enable this for independant balancing! CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of. CanDetectWhileContained = No ;Contained means being in a transport or tunnel network. ExtraRequiredKindOf = MINE ; we can only detect MINES, not other stealthed things End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 100 DestructionDelay = 1500 DestructionDelayVariance = 600 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_AmericaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 ;;;;;;;; End Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = DestroyDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 15.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaTankPaladin ; *** ART Parameters *** SelectPortrait = SAPaladin_L ButtonImage = SAPaladin UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 ExtraPublicBone = Laser ConditionState = NONE Model = AVPaladin Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = REALLYDAMAGED Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End ConditionState = RUBBLE Model = AVPaladin_D Turret = Turret01 WeaponFireFXBone = PRIMARY TurretMS WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY TurretFX WeaponLaunchBone = PRIMARY TurretMS End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 2.0 ; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:Paladin Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY PaladinTankGun End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 1100 BuildTime = 12.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory Science = SCIENCE_PaladinTank End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankPaladinCommandSet ; *** AUDIO Parameters *** VoiceSelect = PaladinTankVoiceSelect VoiceMove = PaladinTankVoiceMove VoiceGuard = PaladinTankVoiceMove VoiceAttack = PaladinTankVoiceAttack SoundMoveStart = PaladinTankMoveStart SoundMoveStartDamaged = PaladinTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = PaladinTankVoiceCreate TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = PaladinTankVoiceCrush VoiceEnter = PaladinTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ;60 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End ;AltTurret ; TurretTurnRate = 9000; ; ControlledWeaponSlots = SECONDARY ;End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_PaladinTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_PaladinTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = PointDefenseLaserUpdate ModuleTag_07 WeaponTemplate = PaladinPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE SecondaryTargetTypes = INFANTRY ScanRate = 500 ScanRange = 120.0 PredictTargetVelocityFactor = 3.0 End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Upgrade_AmericaHallfireDrone Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ ;Sentry Drone Object AmericaVehicleSentryDrone ; *** ART Parameters *** SelectPortrait = SAsentry_L ButtonImage = SAsentry UpgradeCameo1 = Upgrade_AmericaSentryDroneGun UpgradeCameo2 = Upgrade_AmericaDroneArmor ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 InitialRecoilSpeed = 10 MaxRecoilDistance = 1.5 RecoilSettleSpeed = 3 OkToChangeModelColor = Yes DefaultConditionState Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP Turret = TURRET01 HideSubObject = TURRETUP09 ;Hide controlled turret WeaponFireFXBone = PRIMARY TurretFX WeaponMuzzleFlash = PRIMARY TurretFX WeaponRecoilBone = PRIMARY TurretUp End ConditionState = REALLYDAMAGED Turret = TURRET01 Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP HideSubObject = TURRETUP09 ;Hide controlled turret End ConditionState = RUBBLE Model = AVSENTRY_D1 HideSubObject = TURRETUP09 ;Hide controlled turret End AliasConditionState = RUBBLE WEAPONSET_PLAYER_UPGRADE ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVSENTRY Animation = AVSENTRY.AVSENTRY AnimationMode = LOOP ShowSubObject = TURRETUP09 End ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED Model = AVSENTRY_D Animation = AVSENTRY_D.AVSENTRY_D AnimationMode = LOOP ShowSubObject = TURRETUP09 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:SentryDrone Side = America EditorSorting = VEHICLE TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY SentryDroneGun End ArmorSet Conditions = None Armor = SentryDroneArmor DamageFX = TruckDamageFX End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 350 Prerequisites Object = AmericaWarFactory End ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = No ;Can gain experience CrusherLevel = 0 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleSentryDroneCommandSet ; *** AUDIO Parameters *** VoiceSelect = SentryDroneVoiceSelect VoiceMove = SentryDroneVoiceMove VoiceGuard = SentryDroneVoiceMove VoiceAttack = SentryDroneVoiceMove SoundMoveStart = SentryDroneMoveStart SoundMoveStartDamaged = NoSound UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = NoSound TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceEnter = NoSound Deploy = NoSound Undeploy = NoSound End Behavior = WeaponSetUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaSentryDroneGun End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE ATTACK_NEEDS_LINE_OF_SIGHT DRONE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = MaxHealthUpgrade ModuleTag_99 TriggeredBy = Upgrade_AmericaDroneArmor AddMaxHealth = 75.0 ChangeType = ADD_CURRENT_HEALTH_TOO End Behavior = DeployStyleAIUpdate ModuleTag_04 Turret TurretTurnRate = 180 TurretPitchRate = 180 FirePitch = 0 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = No RecenterTime = 1000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY NaturalTurretAngle = 0 InitiallyDisabled = No MinIdleScanInterval = 250 ; in milliseconds MaxIdleScanInterval = 250 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;Stealthed ; Means "Yes when idle, even if I am stealthed" PackTime = 1000 UnpackTime = 1000 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes End Locomotor = SET_NORMAL SentryLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 50.0 End Behavior = StealthUpdate ModuleTag_06 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY MOVING HintDetectableConditions = IS_FIRING_WEAPON FriendlyOpacityMin = 50.0% FriendlyOpacityMax = 100.0% InnateStealth = Yes OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_AmericaVehicleSentryDroneDie FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion End Behavior = DestroyDie ModuleTag_08 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = FXListDie ModuleTag_09 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthDetectorUpdate ModuleTag_12 DetectionRate = 900 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 225 ;Dustin, enable this for independant balancing! End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_Nationalism UpgradeCameo2 = Upgrade_ChinaUraniumShells UpgradeCameo3 = Upgrade_ChinaNuclearTanks ;UpgradeCameo4 = NONE UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower Draw = W3DDependencyModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX01 ExtraPublicBone = TurretFX02 ExtraPublicBone = TURRET01 ExtraPublicBone = TURRETEL ExtraPublicBone = TURRETEL01 AttachToBoneInContainer = FIREPOINT01 DefaultConditionState Model = AVAVNGER_G Turret = TURRET01 TurretPitch = TURRETEL01 End ConditionState = REALLYDAMAGED Model = AVAVNGER_GD Turret = TURRET01 TurretPitch = TURRETEL01 End End PlacementViewAngle = -45 ; ***DESIGN parameters *** Side = America EditorSorting = SYSTEM TransportSlotCount = 1 WeaponSet Conditions = None Weapon = PRIMARY AvengerAirLaserOne Weapon = SECONDARY AvengerAirLaserTwo End ArmorSet Conditions = None Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Avenger with his damage module End VisionRange = 200 ; *** AUDIO Parameters *** UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;TurretMoveLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 500 ; default is 2000 End Behavior = DestroyDie ModuleTag_05 ; End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaTankAvenger ; *** ART Parameters *** SelectPortrait = SAAvnger_L ButtonImage = SAAvnger UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DOverlordTruckDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = TurretFX03 ExtraPublicBone = LazerSpot01 ExtraPublicBone = LazerSpot02 DefaultConditionState Model = AVAVNGER HideSubObject = TURRET01 ;Hide controlled turret End ConditionState = REALLYDAMAGED Model = AVAVNGER_D HideSubObject = TURRET01 ;Hide controlled turret End ConditionState = RUBBLE Model = AVAVNGER_D1 End ;When a bombtruck disguises as an avenger, show the turret! ConditionState = DISGUISED Model = AVAVNGER ShowSubObject = TURRET01 End ConditionState = REALLYDAMAGED DISGUISED Model = AVAVNGER_D ShowSubObject = TURRET01 ;Hide controlled turret End TrackMarks = EXTireTrack.tga Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 LeftRearTireBone = Tire03 RightRearTireBone = Tire04 TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:Avenger Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY AvengerTargetDesignator Weapon = SECONDARY AvengerAirLaserDummy End ArmorSet Conditions = None Armor = AvengerArmor DamageFX = TankDamageFX End BuildCost = 2000 BuildTime = 10.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory ; Object = AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankAvengerCommandSet ; *** AUDIO Parameters *** VoiceSelect = AvengerVoiceSelect VoiceMove = AvengerVoiceMove VoiceGuard = AvengerVoiceMove VoiceAttack = AvengerVoicePaint VoiceAttackAir = AvengerVoiceAttack SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = AvengerVoiceCreate TurretMoveLoop = NoSound SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = NoSound VoiceEnter = AvengerVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 300.0 InitialHealth = 300.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL AvengerLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 ; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_AvengerTankDeathEffect End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AvengerPointDefenseLaserOne PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two WeaponTemplate = AvengerPointDefenseLaserTwo PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 100 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Behavior = OverlordContain ModuleTag_OverlordContain Slots = 1 DamagePercentToUnits = 100% AllowInsideKindOf = PORTABLE_STRUCTURE PassengersAllowedToFire = Yes PayloadTemplateName = AmericaTankAvengerLaserTurret ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills End Behavior = ObjectCreationUpgrade ModuleTag_08 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_09 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_19 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_10 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_11 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = DestroyDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED End Behavior = CreateCrateDie ModuleTag_16 CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 DeathTypes = ALL -CRUSHED -SPLATTED ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object AmericaTankMicrowave ; *** ART Parameters *** SelectPortrait = SAThunderBolt_L ButtonImage = SAThunderBolt UpgradeCameo1 = Upgrade_AmericaBattleDrone UpgradeCameo2 = Upgrade_AmericaScoutDrone UpgradeCameo3 = Upgrade_AmericaHellfireDrone UpgradeCameo4 = Upgrade_AmericaAdvancedTraining UpgradeCameo5 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 ExtraPublicBone = WEAPON02 OkToChangeModelColor = Yes ConditionState = NONE Model = AVTHUNDRBLT ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare ParticleSysBone = NONE MicrowaveRotisserie End ConditionState = USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C Model = AVTHUNDRBLT End ConditionState = REALLYDAMAGED RUBBLE Model = AVTHUNDRBLT_D ParticleSysBone = PROJECTORGLOW09 MicrowaveLenzflare ParticleSysBone = NONE MicrowaveRotisserie End ConditionState = REALLYDAMAGED RUBBLE USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C Model = AVTHUNDRBLT_D End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:Microwave Side = America EditorSorting = VEHICLE TransportSlotCount = 3 ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End WeaponSet Conditions = None ; Weapon = PRIMARY MicrowaveTankVehicleDisabler Weapon = PRIMARY MicrowaveTankBuildingDisabler ;SECONDARY MicrowaveTankBuildingDisabler Weapon = SECONDARY MicrowaveTankBuildingClearer ;TERTIARY MicrowaveTankBuildingClearer End BuildCost = 800 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = AmericaWarFactory Object = AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaTankMicrowaveCommandSet ; *** AUDIO Parameters *** VoiceSelect = MicrowaveTankVoiceSelect VoiceMove = MicrowaveTankVoiceMove VoiceGuard = MicrowaveTankVoiceMove VoiceAttack = MicrowaveTankVoiceAttack SoundMoveStart = MicrowaveTankMoveStart SoundMoveStartDamaged = MicrowaveTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = MicrowaveTankVoiceCreate VoiceEnter = MicrowaveTankVoiceMove SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = MicrowaveTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 480 InitialHealth = 480 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL CrusaderLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_MicrowaveTankDeath FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_MicrowaveTankDeath_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = ExperienceScalarUpgrade ModuleTag_Upgrade01 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade02 UpgradeObject = OCL_AmericanBattleDrone TriggeredBy = Upgrade_AmericaBattleDrone ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone End Behavior = ProductionUpdate ModuleTag_Prod01 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FireWeaponUpdate ModuleTag_22 Weapon = MicrowaveTankEmitterWeapon ExclusiveWeaponDelay = 1000 ; If we fire a real weapon, we turn this module off for this long End Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ; FILE: CivilianBuilding.ini ////////////////////////////////////////////////// ; This file contains only buildings that are not part of any specific ; game faction. Here is where you will find "neutral" buildings and ; any related objects to those buildings (such as debris or bibs) ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ ; this is just a handy placeholder to allow units to have a target ; that can't get hurt, to test repeated firing Object IndestructibleThing ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = TempBldgLg End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 70.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ; Bridge towers appear at the 4 corners of a bridge area ;------------------------------------------------------------------------------ Object GenericBridgeTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = TempBldgSm End End ; ***DESIGN parameters *** DisplayName = OBJECT:BridgeTower EditorSorting = SYSTEM ; not available in the editor. ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = UNATTACKABLE STRUCTURE IMMOBILE BRIDGE_TOWER NO_HEAL_ICON Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = BridgeTowerBehavior ModuleTag_03 ;No Data End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 5.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteLeft01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteLeft02 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteRight01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteRight02 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin IndustrialBridgeTower01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBIn01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBIn01_d End ConditionState = RUBBLE Model = CBBIn01_e End ConditionState = SNOW Model = CBBIn01_s End End End ;------------------------------------------------------------------------------ ObjectReskin EuropeanTowerBridge01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBArcp01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBArcp01_d End ConditionState = RUBBLE Model = CBBArcp01_e End ConditionState = SNOW Model = CBBArcp01_s End End End ;------------------------------------------------------------------- Object BaghdadVictoryMemorial01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CMBaghdadV End ConditionState = DAMAGED Model = CMBaghdadV_D End ConditionState = REALLYDAMAGED Model = CMBaghdadV_E End ConditionState = RUBBLE Model = CMBaghdadV_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Monument EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- ; for backwards compatibility (srj) ObjectReskin BaghdadVictoryMemorial BaghdadVictoryMemorial01 End ;------------------------------------------------------------------------------ Object BaghdadVictoryMemorial02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CMBaghdadV2 End ConditionState = DAMAGED Model = CMBaghdadV2_D End ConditionState = REALLYDAMAGED Model = CMBaghdadV2_E End ConditionState = RUBBLE Model = CMBaghdadV2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Monument EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyWarehouse ; *** ART Parameters *** ; day Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff ConditionState = NONE Model = ZBSupplyWH End ; damaged ConditionState = DAMAGED Model = ZBSupplyWH_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ; reallydamaged ConditionState = REALLYDAMAGED Model = ZBSupplyWH_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire End ; night ConditionState = NIGHT Model = ZBSupplyWH_N ;@TODO -- MISSING ANIMATION FILE End ; damaged ConditionState = DAMAGED NIGHT Model = ZBSupplyWH_DN ;@TODO -- MISSING ANIMATION FILE ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ; reallydamaged ConditionState = REALLYDAMAGED NIGHT Model = ZBSupplyWH_EN ;@TODO -- MISSING ANIMATION FILE ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire End End Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBSupplyWH_B End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyWarehouse EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 SelfHealSupression = 3000 ; Time since last damage until I can start to heal SelfHealDelay = 500 ; Once I am okay to heal, how often to do so SelfHealAmount = 5 ; And how much ; The Crippling part is tied to ReallyDamaged, or 30% health. End Behavior = SupplyWarehouseCreate ModuleTag_05 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_06 NumberApproachPositions = 9 ; There are 9 approach bones in the art StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. End Behavior = FlammableUpdate ModuleTag_08 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 51.0 GeometryHeight = 37.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyDock ; *** ART Parameters *** ; day Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff ConditionState = NONE Model = ZBSupplyDK End ; damaged ConditionState = DAMAGED Model = ZBSupplyDK_D End ; reallydamaged ConditionState = REALLYDAMAGED Model = ZBSupplyDK_E End ; night ConditionState = NIGHT Model = ZBSupplyDK_N End ; damaged ConditionState = DAMAGED NIGHT Model = ZBSupplyDK_DN End ; reallydamaged ConditionState = REALLYDAMAGED NIGHT Model = ZBSupplyDK_EN End End Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBSupplyDK_B End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_NewAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBSupplyDK_A1 Animation = ZBSupplyDK_A1.ZBSupplyDK_A1 AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyDock EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_03 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SupplyWarehouseCreate ModuleTag_05 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_06 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 61.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyPile ; *** ART Parameters *** ; There is no art except for the pile here. Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ;ExtraPublicBone = SUP ConditionState = NONE Model = ZBSupplyDK_A1 End ;SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyPile EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = SupplyWarehouseCreate ModuleTag_03 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_04 NumberApproachPositions = 5 ; There are 5 approach bones in the art StartingBoxes = 150 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. DeleteWhenEmpty = Yes End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 32.0 GeometryHeight = 16.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyPileSmall ; *** ART Parameters *** Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBSmalPile End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyPile EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Behavior = SupplyWarehouseCreate ModuleTag_03 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_04 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach StartingBoxes = 50 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. DeleteWhenEmpty = Yes End Geometry = CYLINDER GeometryMajorRadius = 16.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ; here, tank means container and not vehicle that destroys things Object GLAToxinTank ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = PMToxicTnk End ConditionState = DAMAGED Model = PMToxicTnk_d ParticleSysBone = Slime01 ToxicSlime ParticleSysBone = Slime01 ToxicSmoke ParticleSysBone = OilTank ToxinTankPuddle End ConditionState = REALLYDAMAGED Model = PMToxicTnk_e ParticleSysBone = Smoke01 ToxicSmoke ParticleSysBone = Fire01 FireToxicMedium ParticleSysBone = Fire02 FireToxicSmall ParticleSysBone = Slime01 ToxicSlime ParticleSysBone = Slime02 ToxicSlime ParticleSysBone = OilTank ToxinTankPuddle End ConditionState = RUBBLE Model = PMToxicTnk_r ParticleSysBone = RootTransform ToxicTankSmoke ParticleSysBone = Fire01 FireToxicMedium ParticleSysBone = Fire02 FireToxicSmall End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:ToxinTank Side = GLA EditorSorting = STRUCTURE TransportSlotCount = 1 VisionRange = 300 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS STRUCTURE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1000 InitialHealth = 1000 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FXListDie ModuleTag_04 DeathTypes = ALL -BURNED DeathFX = WeaponFX_BombTruckBioBombDetonation End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_PoisonFieldSmall End Behavior = TransitionDamageFX ModuleTag_06 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CivilianAirport ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBAirport End ConditionState = DAMAGED Model = CBAirport_D End ConditionState = REALLYDAMAGED Model = CBAirport_E End ConditionState = RUBBLE Model = CBAirport_R End ; day garrisoned ConditionState = GARRISONED Model = CBAirport_G Animation = CBAirport_G.CBAirport_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBAirport_DG Animation = CBAirport_DG.CBAirport_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBAirport_N End ConditionState = DAMAGED NIGHT Model = CBAirport_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBAirport_EN End ConditionState = RUBBLE NIGHT Model = CBAirport_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBAirport_NG Animation = CBAirport_NG.CBAirport_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBAirport_DNG Animation = CBAirport_DNG.CBAirport_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBAirport_S End ConditionState = DAMAGED SNOW Model = CBAirport_DS End ConditionState = REALLYDAMAGED SNOW Model = CBAirport_ES End ConditionState = RUBBLE SNOW Model = CBAirport_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBAirport_SG Animation = CBAirport_SG.CBAirport_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBAirport_DSG Animation = CBAirport_DSG.CBAirport_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBAirport_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBAirport_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBAirport_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBAirport_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBAirport_SNG Animation = CBAirport_SNG.CBAirport_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBAirport_DSNG Animation = CBAirport_DSNG.CBAirport_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Airport EditorSorting = STRUCTURE ; ***AUDIO parameters *** SoundAmbient = CivAirportAmbience SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 106.0 GeometryHeight = 28.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHangar ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBHangr02 End ConditionState = DAMAGED Model = CBHangr02_D End ConditionState = REALLYDAMAGED Model = CBHangr02_E End ConditionState = RUBBLE Model = CBHangr02_R End ; day garrisoned ConditionState = GARRISONED Model = CBHangr02_G Animation = CBHangr02_G.CBHangr02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHangr02_DG Animation = CBHangr02_DG.CBHangr02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBHangr02_N End ConditionState = DAMAGED NIGHT Model = CBHangr02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHangr02_EN End ConditionState = RUBBLE NIGHT Model = CBHangr02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBHangr02_NG Animation = CBHangr02_NG.CBHangr02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHangr02_DNG Animation = CBHangr02_DNG.CBHangr02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHangr02_S End ConditionState = DAMAGED SNOW Model = CBHangr02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBHangr02_ES End ConditionState = RUBBLE SNOW Model = CBHangr02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBHangr02_SG Animation = CBHangr02_SG.CBHangr02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBHangr02_DSG Animation = CBHangr02_DSG.CBHangr02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBHangr02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBHangr02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBHangr02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBHangr02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBHangr02_SNG Animation = CBHangr02_SNG.CBHangr02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBHangr02_DSNG Animation = CBHangr02_DSNG.CBHangr02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 76.0 GeometryMinorRadius = 115.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouse1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTownHs01 End ConditionState = DAMAGED Model = CBTownHs01_D End ConditionState = REALLYDAMAGED Model = CBTownHs01_E End ConditionState = RUBBLE Model = CBTownHs01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTownHs01_G Animation = CBTownHs01_G.CBTownHs01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTownHs01_DG Animation = CBTownHs01_DG.CBTownHs01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTownHs01_N End ConditionState = DAMAGED NIGHT Model = CBTownHs01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTownHs01_EN End ConditionState = RUBBLE NIGHT Model = CBTownHs01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTownHs01_NG Animation = CBTownHs01_NG.CBTownHs01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTownHs01_DNG Animation = CBTownHs01_DNG.CBTownHs01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTownHs01_S End ConditionState = DAMAGED SNOW Model = CBTownHs01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTownHs01_ES End ConditionState = RUBBLE SNOW Model = CBTownHs01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTownHs01_SG Animation = CBTownHs01_SG.CBTownHs01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTownHs01_DSG Animation = CBTownHs01_DSG.CBTownHs01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTownHs01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTownHs01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTownHs01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTownHs01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTownHs01_SNG Animation = CBTownHs01_SNG.CBTownHs01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTownHs01_DSNG Animation = CBTownHs01_DSNG.CBTownHs01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChurch01 End ConditionState = DAMAGED Model = CBChurch01_D End ConditionState = REALLYDAMAGED Model = CBChurch01_E End ConditionState = RUBBLE Model = CBChurch01_R End ; day garrisoned ConditionState = GARRISONED Model = CBChurch01_G Animation = CBChurch01_G.CBChurch01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChurch01_DG Animation = CBChurch01_DG.CBChurch01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChurch01_N End ConditionState = DAMAGED NIGHT Model = CBChurch01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChurch01_EN End ConditionState = RUBBLE NIGHT Model = CBChurch01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChurch01_NG Animation = CBChurch01_NG.CBChurch01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChurch01_DNG Animation = CBChurch01_DNG.CBChurch01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChurch01_S End ConditionState = DAMAGED SNOW Model = CBChurch01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChurch01_ES End ConditionState = RUBBLE SNOW Model = CBChurch01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChurch01_SG ; @todo animation missing ; Animation = CBChurch01_SG.CBChurch01_SG ; AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChurch01_DSG ; @todo animation missing ; Animation = CBChurch01_DSG.CBChurch01_DSG ; AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChurch01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChurch01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChurch01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChurch01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChurch01_SNG ; @todo animation missing ; Animation = CBChurch01_SNG.CBChurch01_SNG ; AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChurch01_DSNG ; @todo animation missing ; Animation = CBChurch01_DSNG.CBChurch01_DSNG ; AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 49.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuropeanMuseum ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBCthdrl End ConditionState = DAMAGED Model = CBCthdrl_D End ConditionState = REALLYDAMAGED Model = CBCthdrl_E End ConditionState = RUBBLE Model = CBCthdrl_R End ; day garrisoned ConditionState = GARRISONED Model = CBCthdrl_G Animation = CBCthdrl_G.CBCthdrl_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBCthdrl_DG Animation = CBCthdrl_DG.CBCthdrl_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBCthdrl_N End ConditionState = DAMAGED NIGHT Model = CBCthdrl_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBCthdrl_EN End ConditionState = RUBBLE NIGHT Model = CBCthdrl_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBCthdrl_NG Animation = CBCthdrl_NG.CBCthdrl_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBCthdrl_DNG Animation = CBCthdrl_DNG.CBCthdrl_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBCthdrl_S End ConditionState = DAMAGED SNOW Model = CBCthdrl_DS End ConditionState = REALLYDAMAGED SNOW Model = CBCthdrl_ES End ConditionState = RUBBLE SNOW Model = CBCthdrl_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBCthdrl_SG Animation = CBCthdrl_SG.CBCthdrl_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBCthdrl_DSG Animation = CBCthdrl_DSG.CBCthdrl_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBCthdrl_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBCthdrl_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBCthdrl_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBCthdrl_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBCthdrl_SNG Animation = CBCthdrl_SNG.CBCthdrl_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBCthdrl_DSNG Animation = CBCthdrl_DSNG.CBCthdrl_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 65.0 GeometryMinorRadius = 101.0 GeometryHeight = 62.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanCotage01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGCtage01 End ConditionState = DAMAGED Model = CBGCtage01_D End ConditionState = REALLYDAMAGED Model = CBGCtage01_E End ConditionState = RUBBLE Model = CBGCtage01_R End ; day garrisoned ConditionState = GARRISONED Model = CBGCtage01_G Animation = CBGCtage01_G.CBGCtage01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGCtage01_DG Animation = CBGCtage01_DG.CBGCtage01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGCtage01_N End ConditionState = DAMAGED NIGHT Model = CBGCtage01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGCtage01_EN End ConditionState = RUBBLE NIGHT Model = CBGCtage01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGCtage01_NG Animation = CBGCtage01_NG.CBGCtage01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGCtage01_DNG Animation = CBGCtage01_DNG.CBGCtage01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGCtage01_S End ConditionState = DAMAGED SNOW Model = CBGCtage01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGCtage01_ES End ConditionState = RUBBLE SNOW Model = CBGCtage01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGCtage01_SG Animation = CBGCtage01_SG.CBGCtage01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGCtage01_DSG Animation = CBGCtage01_DSG.CBGCtage01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGCtage01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGCtage01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGCtage01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGCtage01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGCtage01_SNG Animation = CBGCtage01_SNG.CBGCtage01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGCtage01_DSNG Animation = CBGCtage01_DSNG.CBGCtage01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 39.0 GeometryMinorRadius = 37.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanPub01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGShop End ConditionState = DAMAGED Model = CBGShop_D End ConditionState = REALLYDAMAGED Model = CBGShop_E End ConditionState = RUBBLE Model = CBGShop_R End ; day garrisoned ConditionState = GARRISONED Model = CBGShop_G Animation = CBGShop_G.CBGShop_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGShop_DG Animation = CBGShop_DG.CBGShop_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGShop_N End ConditionState = DAMAGED NIGHT Model = CBGShop_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGShop_EN End ConditionState = RUBBLE NIGHT Model = CBGShop_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGShop_NG Animation = CBGShop_NG.CBGShop_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGShop_DNG Animation = CBGShop_DNG.CBGShop_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGShop_S End ConditionState = DAMAGED SNOW Model = CBGShop_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGShop_ES End ConditionState = RUBBLE SNOW Model = CBGShop_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGShop_SG Animation = CBGShop_SG.CBGShop_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGShop_DSG Animation = CBGShop_DSG.CBGShop_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGShop_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGShop_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGShop_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGShop_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGShop_SNG Animation = CBGShop_SNG.CBGShop_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGShop_DSNG Animation = CBGShop_DSNG.CBGShop_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 19.0 GeometryHeight = 43.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanPub02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGPub02 End ConditionState = DAMAGED Model = CBGPub02_D End ConditionState = REALLYDAMAGED Model = CBGPub02_E End ConditionState = RUBBLE Model = CBGPub02_R End ; day garrisoned ConditionState = GARRISONED Model = CBGPub02_G Animation = CBGPub02_G.CBGPub02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGPub02_DG Animation = CBGPub02_DG.CBGPub02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGPub02_N End ConditionState = DAMAGED NIGHT Model = CBGPub02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGPub02_EN End ConditionState = RUBBLE NIGHT Model = CBGPub02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGPub02_NG Animation = CBGPub02_NG.CBGPub02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGPub02_DNG Animation = CBGPub02_DNG.CBGPub02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGPub02_S End ConditionState = DAMAGED SNOW Model = CBGPub02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGPub02_ES End ConditionState = RUBBLE SNOW Model = CBGPub02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGPub02_SG Animation = CBGPub02_SG.CBGPub02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGPub02_DSG Animation = CBGPub02_DSG.CBGPub02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGPub02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGPub02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGPub02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGPub02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGPub02_SNG Animation = CBGPub02_SNG.CBGPub02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGPub02_DSNG Animation = CBGPub02_DSNG.CBGPub02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 19.0 GeometryHeight = 38.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanWindMill01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGWMill1 Animation = CBGWMill1.CBGWMill1 AnimationMode = LOOP End ConditionState = DAMAGED Model = CBGWMill1_D Animation = CBGWMill1_D.CBGWMill1_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBGWMill1_E Animation = CBGWMill1_E.CBGWMill1_E AnimationMode = LOOP End ConditionState = RUBBLE Model = CBGWMill1_R End ; day garrisoned ConditionState = GARRISONED Model = CBGWMill1_G Animation = CBGWMill1_G.CBGWMill1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGWMill1_DG Animation = CBGWMill1_DG.CBGWMill1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGWMill1_N End ConditionState = DAMAGED NIGHT Model = CBGWMill1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGWMill1_EN End ConditionState = RUBBLE NIGHT Model = CBGWMill1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGWMill1_NG Animation = CBGWMill1_NG.CBGWMill1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGWMill1_DNG Animation = CBGWMill1_DNG.CBGWMill1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGWMill1_S End ConditionState = DAMAGED SNOW Model = CBGWMill1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGWMill1_ES End ConditionState = RUBBLE SNOW Model = CBGWMill1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGWMill1_SG Animation = CBGWMill1_SG.CBGWMill1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGWMill1_DSG Animation = CBGWMill1_DSG.CBGWMill1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGWMill1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGWMill1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGWMill1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGWMill1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGWMill1_SNG Animation = CBGWMill1_SNG.CBGWMill1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGWMill1_DSNG Animation = CBGWMill1_DSNG.CBGWMill1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 29.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BarnShed ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBBrnShed End ConditionState = DAMAGED Model = CBBrnShed_D End ConditionState = REALLYDAMAGED Model = CBBrnShed_E End ConditionState = RUBBLE Model = CBBrnShed_R End ; day garrisoned ConditionState = GARRISONED Model = CBBrnShed_G Animation = CBBrnShed_G.CBBrnShed_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBBrnShed_DG Animation = CBBrnShed_DG.CBBrnShed_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBBrnShed_N End ConditionState = DAMAGED NIGHT Model = CBBrnShed_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBBrnShed_EN End ConditionState = RUBBLE NIGHT Model = CBBrnShed_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBBrnShed_NG Animation = CBBrnShed_NG.CBBrnShed_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBBrnShed_DNG Animation = CBBrnShed_DNG.CBBrnShed_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBBrnShed_S End ConditionState = DAMAGED SNOW Model = CBBrnShed_DS End ConditionState = REALLYDAMAGED SNOW Model = CBBrnShed_ES End ConditionState = RUBBLE SNOW Model = CBBrnShed_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBBrnShed_SG Animation = CBBrnShed_SG.CBBrnShed_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBBrnShed_DSG Animation = CBBrnShed_DSG.CBBrnShed_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBBrnShed_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBBrnShed_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBBrnShed_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBBrnShed_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBBrnShed_SNG Animation = CBBrnShed_SNG.CBBrnShed_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBBrnShed_DSNG Animation = CBBrnShed_DSNG.CBBrnShed_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 26.0 GeometryHeight = 28.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Chalet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBChalet End ConditionState = DAMAGED Model = CBChalet_D End ConditionState = REALLYDAMAGED Model = CBChalet_E End ConditionState = RUBBLE Model = CBChalet_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBChalet_G Animation = CBChalet_G.CBChalet_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChalet_DG Animation = CBChalet_DG.CBChalet_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBChalet_N End ConditionState = DAMAGED NIGHT Model = CBChalet_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChalet_EN End ConditionState = RUBBLE NIGHT Model = CBChalet_RN End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBChalet_NG Animation = CBChalet_NG.CBChalet_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChalet_DNG Animation = CBChalet_DNG.CBChalet_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChalet_S End ConditionState = DAMAGED SNOW Model = CBChalet_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChalet_ES End ConditionState = RUBBLE SNOW Model = CBChalet_RS End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBChalet_SG Animation = CBChalet_SG.CBChalet_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChalet_DSG Animation = CBChalet_DSG.CBChalet_DSG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBChalet_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChalet_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChalet_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChalet_RSN End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChalet_SNG Animation = CBChalet_SNG.CBChalet_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChalet_DSNG Animation = CBChalet_DSNG.CBChalet_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 55.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTAprtmn1 End ConditionState = DAMAGED Model = CBTAprtmn1_D End ConditionState = REALLYDAMAGED Model = CBTAprtmn1_E End ConditionState = RUBBLE Model = CBTAprtmn1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTAprtmn1_G Animation = CBTAprtmn1_G.CBTAprtmn1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTAprtmn1_DG Animation = CBTAprtmn1_DG.CBTAprtmn1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTAprtmn1_N End ConditionState = DAMAGED NIGHT Model = CBTAprtmn1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTAprtmn1_EN End ConditionState = RUBBLE NIGHT Model = CBTAprtmn1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTAprtmn1_NG Animation = CBTAprtmn1_NG.CBTAprtmn1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTAprtmn1_DNG Animation = CBTAprtmn1_DNG.CBTAprtmn1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTAprtmn1_S End ConditionState = DAMAGED SNOW Model = CBTAprtmn1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTAprtmn1_ES End ConditionState = RUBBLE SNOW Model = CBTAprtmn1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTAprtmn1_SG Animation = CBTAprtmn1_SG.CBTAprtmn1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTAprtmn1_DSG Animation = CBTAprtmn1_DSG.CBTAprtmn1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTAprtmn1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTAprtmn1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTAprtmn1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTAprtmn1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTAprtmn1_SNG Animation = CBTAprtmn1_SNG.CBTAprtmn1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTAprtmn1_DSNG Animation = CBTAprtmn1_DSNG.CBTAprtmn1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 25.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTAprtmn2 End ConditionState = DAMAGED Model = CBTAprtmn2_D End ConditionState = REALLYDAMAGED Model = CBTAprtmn2_E End ConditionState = RUBBLE Model = CBTAprtmn2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTAprtmn2_G Animation = CBTAprtmn2_G.CBTAprtmn2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTAprtmn2_DG Animation = CBTAprtmn2_DG.CBTAprtmn2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTAprtmn2_N End ConditionState = DAMAGED NIGHT Model = CBTAprtmn2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTAprtmn2_EN End ConditionState = RUBBLE NIGHT Model = CBTAprtmn2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTAprtmn2_NG Animation = CBTAprtmn2_NG.CBTAprtmn2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTAprtmn2_DNG Animation = CBTAprtmn2_DNG.CBTAprtmn2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTAprtmn2_S End ConditionState = DAMAGED SNOW Model = CBTAprtmn2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTAprtmn2_ES End ConditionState = RUBBLE SNOW Model = CBTAprtmn2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTAprtmn2_SG Animation = CBTAprtmn2_SG.CBTAprtmn2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTAprtmn2_DSG Animation = CBTAprtmn2_DSG.CBTAprtmn2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTAprtmn2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTAprtmn2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTAprtmn2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTAprtmn2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTAprtmn2_SNG Animation = CBTAprtmn2_SNG.CBTAprtmn2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTAprtmn2_DSNG Animation = CBTAprtmn2_DSNG.CBTAprtmn2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 22.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanConvenienceStore01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTConvSt1 End ConditionState = DAMAGED Model = CBTConvSt1_D End ConditionState = REALLYDAMAGED Model = CBTConvSt1_E End ConditionState = RUBBLE Model = CBTConvSt1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTConvSt1_G Animation = CBTConvSt1_G.CBTConvSt1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTConvSt1_DG Animation = CBTConvSt1_DG.CBTConvSt1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTConvSt1_N End ConditionState = DAMAGED NIGHT Model = CBTConvSt1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTConvSt1_EN End ConditionState = RUBBLE NIGHT Model = CBTConvSt1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTConvSt1_NG Animation = CBTConvSt1_NG.CBTConvSt1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTConvSt1_DNG Animation = CBTConvSt1_DNG.CBTConvSt1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTConvSt1_S End ConditionState = DAMAGED SNOW Model = CBTConvSt1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTConvSt1_ES End ConditionState = RUBBLE SNOW Model = CBTConvSt1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTConvSt1_SG Animation = CBTConvSt1_SG.CBTConvSt1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTConvSt1_DSG Animation = CBTConvSt1_DSG.CBTConvSt1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTConvSt1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTConvSt1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTConvSt1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTConvSt1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTConvSt1_SNG Animation = CBTConvSt1_SNG.CBTConvSt1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTConvSt1_DSNG Animation = CBTConvSt1_DSNG.CBTConvSt1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanConvenienceStore02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTConvSt2 End ConditionState = DAMAGED Model = CBTConvSt2_D End ConditionState = REALLYDAMAGED Model = CBTConvSt2_E End ConditionState = RUBBLE Model = CBTConvSt2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTConvSt2_G Animation = CBTConvSt2_G.CBTConvSt2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTConvSt2_DG Animation = CBTConvSt2_DG.CBTConvSt2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTConvSt2_N End ConditionState = DAMAGED NIGHT Model = CBTConvSt2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTConvSt2_EN End ConditionState = RUBBLE NIGHT Model = CBTConvSt2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTConvSt2_NG Animation = CBTConvSt2_NG.CBTConvSt2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTConvSt2_DNG Animation = CBTConvSt2_DNG.CBTConvSt2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTConvSt2_S End ConditionState = DAMAGED SNOW Model = CBTConvSt2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTConvSt2_ES End ConditionState = RUBBLE SNOW Model = CBTConvSt2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTConvSt2_SG Animation = CBTConvSt2_SG.CBTConvSt2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTConvSt2_DSG Animation = CBTConvSt2_DSG.CBTConvSt2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTConvSt2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTConvSt2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTConvSt2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTConvSt2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTConvSt2_SNG Animation = CBTConvSt2_SNG.CBTConvSt2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTConvSt2_DSNG Animation = CBTConvSt2_DSNG.CBTConvSt2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanGasStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTGasStn End ConditionState = DAMAGED Model = CBTGasStn_D End ConditionState = REALLYDAMAGED Model = CBTGasStn_E End ConditionState = RUBBLE Model = CBTGasStn_R End ; day garrisoned ConditionState = GARRISONED Model = CBTGasStn_G Animation = CBTGasStn_G.CBTGasStn_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTGasStn_DG Animation = CBTGasStn_DG.CBTGasStn_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTGasStn_N End ConditionState = DAMAGED NIGHT Model = CBTGasStn_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTGasStn_EN End ConditionState = RUBBLE NIGHT Model = CBTGasStn_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTGasStn_NG Animation = CBTGasStn_NG.CBTGasStn_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTGasStn_DNG Animation = CBTGasStn_DNG.CBTGasStn_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTGasStn_S End ConditionState = DAMAGED SNOW Model = CBTGasStn_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTGasStn_ES End ConditionState = RUBBLE SNOW Model = CBTGasStn_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTGasStn_SG Animation = CBTGasStn_SG.CBTGasStn_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTGasStn_DSG Animation = CBTGasStn_DSG.CBTGasStn_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTGasStn_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTGasStn_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTGasStn_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTGasStn_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTGasStn_SNG Animation = CBTGasStn_SNG.CBTGasStn_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTGasStn_DSNG Animation = CBTGasStn_DSNG.CBTGasStn_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 42.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanGasStation02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGasSttn End ConditionState = DAMAGED Model = CBGasSttn_D End ConditionState = REALLYDAMAGED Model = CBGasSttn_E End ConditionState = RUBBLE Model = CBGasSttn_R End ; day garrisoned ConditionState = GARRISONED Model = CBGasSttn_G Animation = CBGasSttn_G.CBGasSttn_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGasSttn_DG Animation = CBGasSttn_DG.CBGasSttn_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGasSttn_N End ConditionState = DAMAGED NIGHT Model = CBGasSttn_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGasSttn_EN End ConditionState = RUBBLE NIGHT Model = CBGasSttn_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGasSttn_NG Animation = CBGasSttn_NG.CBGasSttn_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGasSttn_DNG Animation = CBGasSttn_DNG.CBGasSttn_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGasSttn_S End ConditionState = DAMAGED SNOW Model = CBGasSttn_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGasSttn_ES End ConditionState = RUBBLE SNOW Model = CBGasSttn_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGasSttn_SG Animation = CBGasSttn_SG.CBGasSttn_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGasSttn_DSG Animation = CBGasSttn_DSG.CBGasSttn_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGasSttn_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGasSttn_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGasSttn_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGasSttn_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGasSttn_SNG Animation = CBGasSttn_SNG.CBGasSttn_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGasSttn_DSNG Animation = CBGasSttn_DSNG.CBGasSttn_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = KeepObjectDie ModuleTag_NoGarrisonWithRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 33.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHotel01 End ConditionState = DAMAGED Model = CBTHotel01_D End ConditionState = REALLYDAMAGED Model = CBTHotel01_E End ConditionState = RUBBLE Model = CBTHotel01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHotel01_G Animation = CBTHotel01_G.CBTHotel01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHotel01_DG Animation = CBTHotel01_DG.CBTHotel01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHotel01_N End ConditionState = DAMAGED NIGHT Model = CBTHotel01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHotel01_EN End ConditionState = RUBBLE NIGHT Model = CBTHotel01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHotel01_NG Animation = CBTHotel01_NG.CBTHotel01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHotel01_DNG Animation = CBTHotel01_DNG.CBTHotel01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHotel01_S End ConditionState = DAMAGED SNOW Model = CBTHotel01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHotel01_ES End ConditionState = RUBBLE SNOW Model = CBTHotel01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHotel01_SG Animation = CBTHotel01_SG.CBTHotel01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHotel01_DSG Animation = CBTHotel01_DSG.CBTHotel01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHotel01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHotel01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHotel01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHotel01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHotel01_SNG Animation = CBTHotel01_SNG.CBTHotel01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHotel01_DSNG Animation = CBTHotel01_DSNG.CBTHotel01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 29.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHotel02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHotel02 End ConditionState = DAMAGED Model = CBTHotel02_D End ConditionState = REALLYDAMAGED Model = CBTHotel02_E End ConditionState = RUBBLE Model = CBTHotel02_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHotel02_G Animation = CBTHotel02_G.CBTHotel02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHotel02_DG Animation = CBTHotel02_DG.CBTHotel02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHotel02_N End ConditionState = DAMAGED NIGHT Model = CBTHotel02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHotel02_EN End ConditionState = RUBBLE NIGHT Model = CBTHotel02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHotel02_NG Animation = CBTHotel02_NG.CBTHotel02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHotel02_DNG Animation = CBTHotel02_DNG.CBTHotel02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHotel02_S End ConditionState = DAMAGED SNOW Model = CBTHotel02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHotel02_ES End ConditionState = RUBBLE SNOW Model = CBTHotel02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHotel02_SG Animation = CBTHotel02_SG.CBTHotel02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHotel02_DSG Animation = CBTHotel02_DSG.CBTHotel02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHotel02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHotel02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHotel02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHotel02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHotel02_SNG Animation = CBTHotel02_SNG.CBTHotel02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHotel02_DSNG Animation = CBTHotel02_DSNG.CBTHotel02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 90.0 GeometryMinorRadius = 85.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanRestaurant01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTRestrn1 End ConditionState = DAMAGED Model = CBTRestrn1_D End ConditionState = REALLYDAMAGED Model = CBTRestrn1_E End ConditionState = RUBBLE Model = CBTRestrn1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTRestrn1_G Animation = CBTRestrn1_G.CBTRestrn1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTRestrn1_DG Animation = CBTRestrn1_DG.CBTRestrn1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTRestrn1_N End ConditionState = DAMAGED NIGHT Model = CBTRestrn1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTRestrn1_EN End ConditionState = RUBBLE NIGHT Model = CBTRestrn1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTRestrn1_NG Animation = CBTRestrn1_NG.CBTRestrn1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTRestrn1_DNG Animation = CBTRestrn1_DNG.CBTRestrn1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTRestrn1_S End ConditionState = DAMAGED SNOW Model = CBTRestrn1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTRestrn1_ES End ConditionState = RUBBLE SNOW Model = CBTRestrn1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTRestrn1_SG Animation = CBTRestrn1_SG.CBTRestrn1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTRestrn1_DSG Animation = CBTRestrn1_DSG.CBTRestrn1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTRestrn1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTRestrn1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTRestrn1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTRestrn1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTRestrn1_SNG Animation = CBTRestrn1_SNG.CBTRestrn1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTRestrn1_DSNG Animation = CBTRestrn1_DSNG.CBTRestrn1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 25.0 GeometryHeight = 55.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanRestaurant02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTRestrn2 End ConditionState = DAMAGED Model = CBTRestrn2_D End ConditionState = REALLYDAMAGED Model = CBTRestrn2_E End ConditionState = RUBBLE Model = CBTRestrn2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTRestrn2_G Animation = CBTRestrn2_G.CBTRestrn2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTRestrn2_DG Animation = CBTRestrn2_DG.CBTRestrn2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTRestrn2_N End ConditionState = DAMAGED NIGHT Model = CBTRestrn2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTRestrn2_EN End ConditionState = RUBBLE NIGHT Model = CBTRestrn2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTRestrn2_NG Animation = CBTRestrn2_NG.CBTRestrn2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTRestrn2_DNG Animation = CBTRestrn2_DNG.CBTRestrn2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTRestrn2_S End ConditionState = DAMAGED SNOW Model = CBTRestrn2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTRestrn2_ES End ConditionState = RUBBLE SNOW Model = CBTRestrn2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTRestrn2_SG Animation = CBTRestrn2_SG.CBTRestrn2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTRestrn2_DSG Animation = CBTRestrn2_DSG.CBTRestrn2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTRestrn2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTRestrn2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTRestrn2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTRestrn2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTRestrn2_SNG Animation = CBTRestrn2_SNG.CBTRestrn2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTRestrn2_DSNG Animation = CBTRestrn2_DSNG.CBTRestrn2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSchoolhouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTSchlhs End ConditionState = DAMAGED Model = CBTSchlhs_D End ConditionState = REALLYDAMAGED Model = CBTSchlhs_E End ConditionState = RUBBLE Model = CBTSchlhs_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSchlhs_G Animation = CBTSchlhs_G.CBTSchlhs_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSchlhs_DG Animation = CBTSchlhs_DG.CBTSchlhs_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSchlhs_N End ConditionState = DAMAGED NIGHT Model = CBTSchlhs_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSchlhs_EN End ConditionState = RUBBLE NIGHT Model = CBTSchlhs_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSchlhs_NG Animation = CBTSchlhs_NG.CBTSchlhs_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSchlhs_DNG Animation = CBTSchlhs_DNG.CBTSchlhs_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTSchlhs_S End ConditionState = DAMAGED SNOW Model = CBTSchlhs_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTSchlhs_ES End ConditionState = RUBBLE SNOW Model = CBTSchlhs_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTSchlhs_SG Animation = CBTSchlhs_SG.CBTSchlhs_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTSchlhs_DSG Animation = CBTSchlhs_DSG.CBTSchlhs_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTSchlhs_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTSchlhs_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTSchlhs_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTSchlhs_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTSchlhs_SNG Animation = CBTSchlhs_SNG.CBTSchlhs_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTSchlhs_DSNG Animation = CBTSchlhs_DSNG.CBTSchlhs_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSmallRetail01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsmlrtl1 End ConditionState = DAMAGED Model = cbtsmlrtl1_D End ConditionState = REALLYDAMAGED Model = cbtsmlrtl1_E End ConditionState = RUBBLE Model = cbtsmlrtl1_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsmlrtl1_G Animation = cbtsmlrtl1_G.cbtsmlrtl1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsmlrtl1_DG Animation = cbtsmlrtl1_DG.cbtsmlrtl1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbtsmlrtl1_N End ConditionState = DAMAGED NIGHT Model = cbtsmlrtl1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbtsmlrtl1_EN End ConditionState = RUBBLE NIGHT Model = cbtsmlrtl1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbtsmlrtl1_NG Animation = cbtsmlrtl1_NG.cbtsmlrtl1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbtsmlrtl1_DNG Animation = cbtsmlrtl1_DNG.cbtsmlrtl1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbtsmlrtl1_S End ConditionState = DAMAGED SNOW Model = cbtsmlrtl1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbtsmlrtl1_ES End ConditionState = RUBBLE SNOW Model = cbtsmlrtl1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbtsmlrtl1_SG Animation = cbtsmlrtl1_SG.cbtsmlrtl1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbtsmlrtl1_DSG Animation = cbtsmlrtl1_DSG.cbtsmlrtl1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbtsmlrtl1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbtsmlrtl1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbtsmlrtl1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbtsmlrtl1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbtsmlrtl1_SNG Animation = cbtsmlrtl1_SNG.cbtsmlrtl1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbtsmlrtl1_DSNG Animation = cbtsmlrtl1_DSNG.cbtsmlrtl1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 20.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSmallRetail02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsmlrtl2 End ConditionState = DAMAGED Model = cbtsmlrtl2_D End ConditionState = REALLYDAMAGED Model = cbtsmlrtl2_E End ConditionState = RUBBLE Model = cbtsmlrtl2_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsmlrtl2_G Animation = cbtsmlrtl2_G.cbtsmlrtl2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsmlrtl2_DG Animation = cbtsmlrtl2_DG.cbtsmlrtl2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbtsmlrtl2_N End ConditionState = DAMAGED NIGHT Model = cbtsmlrtl2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbtsmlrtl2_EN End ConditionState = RUBBLE NIGHT Model = cbtsmlrtl2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbtsmlrtl2_NG Animation = cbtsmlrtl2_NG.cbtsmlrtl2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbtsmlrtl2_DNG Animation = cbtsmlrtl2_DNG.cbtsmlrtl2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbtsmlrtl2_S End ConditionState = DAMAGED SNOW Model = cbtsmlrtl2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbtsmlrtl2_ES End ConditionState = RUBBLE SNOW Model = cbtsmlrtl2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbtsmlrtl2_SG Animation = cbtsmlrtl2_SG.cbtsmlrtl2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbtsmlrtl2_DSG Animation = cbtsmlrtl2_DSG.cbtsmlrtl2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbtsmlrtl2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbtsmlrtl2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbtsmlrtl2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbtsmlrtl2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbtsmlrtl2_SNG Animation = cbtsmlrtl2_SNG.cbtsmlrtl2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbtsmlrtl2_DSNG Animation = cbtsmlrtl2_DSNG.cbtsmlrtl2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 20.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSmallRetail03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsmlrtl03 End ConditionState = DAMAGED Model = cbtsmlrtl03_D End ConditionState = REALLYDAMAGED Model = cbtsmlrtl03_E End ConditionState = RUBBLE Model = cbtsmlrtl03_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsmlrtl03_G Animation = cbtsmlrtl03_G.cbtsmlrtl03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsmlrtl03_DG Animation = cbtsmlrtl03_DG.cbtsmlrtl03_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 20.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSovietOffice01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsvtofc1 End ConditionState = DAMAGED Model = cbtsvtofc1_D End ConditionState = REALLYDAMAGED Model = cbtsvtofc1_E End ConditionState = RUBBLE Model = cbtsvtofc1_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsvtofc1_G Animation = cbtsvtofc1_G.cbtsvtofc1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsvtofc1_DG Animation = cbtsvtofc1_DG.cbtsvtofc1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbtsvtofc1_N End ConditionState = DAMAGED NIGHT Model = cbtsvtofc1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbtsvtofc1_EN End ConditionState = RUBBLE NIGHT Model = cbtsvtofc1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbtsvtofc1_NG Animation = cbtsvtofc1_NG.cbtsvtofc1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbtsvtofc1_DNG Animation = cbtsvtofc1_DNG.cbtsvtofc1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbtsvtofc1_S End ConditionState = DAMAGED SNOW Model = cbtsvtofc1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbtsvtofc1_ES End ConditionState = RUBBLE SNOW Model = cbtsvtofc1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbtsvtofc1_SG Animation = cbtsvtofc1_SG.cbtsvtofc1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbtsvtofc1_DSG Animation = cbtsvtofc1_DSG.cbtsvtofc1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbtsvtofc1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbtsvtofc1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbtsvtofc1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbtsvtofc1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbtsvtofc1_SNG Animation = cbtsvtofc1_SNG.cbtsvtofc1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbtsvtofc1_DSNG Animation = cbtsvtofc1_DSNG.cbtsvtofc1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSovietOffice02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTSvtOfc2 End ConditionState = DAMAGED Model = CBTSvtOfc2_D End ConditionState = REALLYDAMAGED Model = CBTSvtOfc2_E End ConditionState = RUBBLE Model = CBTSvtOfc2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSvtOfc2_G Animation = CBTSvtOfc2_G.CBTSvtOfc2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSvtOfc2_DG Animation = CBTSvtOfc2_DG.CBTSvtOfc2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSvtOfc2_N End ConditionState = DAMAGED NIGHT Model = CBTSvtOfc2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSvtOfc2_EN End ConditionState = RUBBLE NIGHT Model = CBTSvtOfc2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSvtOfc2_NG Animation = CBTSvtOfc2_NG.CBTSvtOfc2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSvtOfc2_DNG Animation = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTSvtOfc2_S End ConditionState = DAMAGED SNOW Model = CBTSvtOfc2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTSvtOfc2_ES End ConditionState = RUBBLE SNOW Model = CBTSvtOfc2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTSvtOfc2_SG Animation = CBTSvtOfc2_SG.CBTSvtOfc2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTSvtOfc2_DSG Animation = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTSvtOfc2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTSvtOfc2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTSvtOfc2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTSvtOfc2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTSvtOfc2_SNG Animation = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTSvtOfc2_DSNG Animation = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 55.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_StanSovietOffice02 ;Used in USA08 ending cinematic. ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBUSABldng01 Animation = CBUSABldng01.CBUSABldng01 AnimationMode = LOOP End ConditionState = DAMAGED Model = CBTSvtOfc2_D End ConditionState = REALLYDAMAGED Model = CBTSvtOfc2_E End ConditionState = RUBBLE Model = CBTSvtOfc2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSvtOfc2_G Animation = CBTSvtOfc2_G.CBTSvtOfc2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSvtOfc2_DG Animation = CBTSvtOfc2_DG.CBTSvtOfc2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSvtOfc2_N End ConditionState = DAMAGED NIGHT Model = CBTSvtOfc2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSvtOfc2_EN End ConditionState = RUBBLE NIGHT Model = CBTSvtOfc2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSvtOfc2_NG Animation = CBTSvtOfc2_NG.CBTSvtOfc2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSvtOfc2_DNG Animation = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTSvtOfc2_S End ConditionState = DAMAGED SNOW Model = CBTSvtOfc2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTSvtOfc2_ES End ConditionState = RUBBLE SNOW Model = CBTSvtOfc2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTSvtOfc2_SG Animation = CBTSvtOfc2_SG.CBTSvtOfc2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTSvtOfc2_DSG Animation = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTSvtOfc2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTSvtOfc2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTSvtOfc2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTSvtOfc2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTSvtOfc2_SNG Animation = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTSvtOfc2_DSNG Animation = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 55.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouse2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTownHs02 End ConditionState = DAMAGED Model = CBTownHs02_D End ConditionState = REALLYDAMAGED Model = CBTownHs02_E End ConditionState = RUBBLE Model = CBTownHs02_R End ; day garrisoned ConditionState = GARRISONED Model = CBTownHs02_G Animation = CBTownHs02_G.CBTownHs02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTownHs02_DG Animation = CBTownHs02_DG.CBTownHs02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTownHs02_N End ConditionState = DAMAGED NIGHT Model = CBTownHs02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTownHs02_E End ConditionState = RUBBLE NIGHT Model = CBTownHs02_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTownHs02_NG Animation = CBTownHs02_NG.CBTownHs02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTownHs02_DNG Animation = CBTownHs02_DNG.CBTownHs02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTownHs02_S End ConditionState = DAMAGED SNOW Model = CBTownHs02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTownHs02_ES End ConditionState = RUBBLE SNOW Model = CBTownHs02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTownHs02_SG Animation = CBTownHs02_SG.CBTownHs02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTownHs02_DSG Animation = CBTownHs02_DSG.CBTownHs02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTownHs02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTownHs02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTownHs02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTownHs02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTownHs02_SNG Animation = CBTownHs02_SNG.CBTownHs02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTownHs02_DSNG Animation = CBTownHs02_DSNG.CBTownHs02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechHospitalBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = ZBHospibib End ConditionState = DAMAGED Model = ZBHospibib_D End ConditionState = REALLYDAMAGED Model = ZBHospibib_E End ConditionState = SNOW Model = ZBHospibib_S End ConditionState = SNOW DAMAGED Model = ZBHospibib_DS End ConditionState = SNOW REALLYDAMAGED Model = ZBHospibib_ES End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanCottageBib1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBGCtage01Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SecretLab ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBSECRTLAB End ConditionState = DAMAGED Model = CBSECRTLAB_D End ConditionState = REALLYDAMAGED Model = CBSECRTLAB_E End ConditionState = RUBBLE Model = CBSECRTLAB_R End ; day garrisoned ConditionState = GARRISONED Model = CBSECRTLAB_G Animation = CBSECRTLAB_G.CBSECRTLAB_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBSECRTLAB_DG Animation = CBSECRTLAB_DG.CBSECRTLAB_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBSECRTLAB_N End ConditionState = DAMAGED NIGHT Model = CBSECRTLAB_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBSECRTLAB_EN End ConditionState = RUBBLE NIGHT Model = CBSECRTLAB_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBSECRTLAB_NG Animation = CBSECRTLAB_NG.CBSECRTLAB_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBSECRTLAB_DNG Animation = CBSECRTLAB_DNG.CBSECRTLAB_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBSECRTLAB_S End ConditionState = DAMAGED SNOW Model = CBSECRTLAB_DS End ConditionState = REALLYDAMAGED SNOW Model = CBSECRTLAB_ES End ConditionState = RUBBLE SNOW Model = CBSECRTLAB_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBSECRTLAB_SG Animation = CBSECRTLAB_SG.CBSECRTLAB_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBSECRTLAB_DSG Animation = CBSECRTLAB_DSG.CBSECRTLAB_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBSECRTLAB_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBSECRTLAB_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBSECRTLAB_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBSECRTLAB_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBSECRTLAB_SNG Animation = CBSECRTLAB_SNG.CBSECRTLAB_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBSECRTLAB_DSNG Animation = CBSECRTLAB_DSNG.CBSECRTLAB_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SecretLab EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 41.0 GeometryMinorRadius = 44.0 GeometryHeight = 75.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouseBib1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTownHs01Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouseBib2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTownHs02Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanPubBib2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBGPub02Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaMall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNMegaMal End ConditionState = DAMAGED Model = CBNMegaMal_D End ConditionState = REALLYDAMAGED Model = CBNMegaMal_E End ConditionState = RUBBLE Model = CBNMegaMal_R End ; day garrisoned ConditionState = GARRISONED Model = CBNMegaMal_G Animation = CBNMegaMal_G.CBNMegaMal_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNMegaMal_DG Animation = CBNMegaMal_DG.CBNMegaMal_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNMegaMal_N End ConditionState = DAMAGED NIGHT Model = CBNMegaMal_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNMegaMal_EN End ConditionState = RUBBLE NIGHT Model = CBNMegaMal_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNMegaMal_NG Animation = CBNMegaMal_NG.CBNMegaMal_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNMegaMal_DNG Animation = CBNMegaMal_DNG.CBNMegaMal_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNMegaMal_S End ConditionState = DAMAGED SNOW Model = CBNMegaMal_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNMegaMal_ES End ConditionState = RUBBLE SNOW Model = CBNMegaMal_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNMegaMal_SG Animation = CBNMegaMal_SG.CBNMegaMal_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNMegaMal_DSG Animation = CBNMegaMal_DSG.CBNMegaMal_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNMegaMal_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNMegaMal_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNMegaMal_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNMegaMal_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNMegaMal_SNG Animation = CBNMegaMal_SNG.CBNMegaMal_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNMegaMal_DSNG Animation = CBNMegaMal_DSNG.CBNMegaMal_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 66.0 GeometryHeight = 66.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianElectricRetail ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNElecRtl End ConditionState = DAMAGED Model = CBNElecRtl_D End ConditionState = REALLYDAMAGED Model = CBNElecRtl_E End ConditionState = RUBBLE Model = CBNElecRtl_R End ; day garrisoned ConditionState = GARRISONED Model = CBNElecRtl_G Animation = CBNElecRtl_G.CBNElecRtl_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNElecRtl_DG Animation = CBNElecRtl_DG.CBNElecRtl_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNElecRtl_N End ConditionState = DAMAGED NIGHT Model = CBNElecRtl_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNElecRtl_EN End ConditionState = RUBBLE NIGHT Model = CBNElecRtl_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNElecRtl_NG Animation = CBNElecRtl_NG.CBNElecRtl_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNElecRtl_DNG Animation = CBNElecRtl_DNG.CBNElecRtl_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNElecRtl_S End ConditionState = DAMAGED SNOW Model = CBNElecRtl_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNElecRtl_ES End ConditionState = RUBBLE SNOW Model = CBNElecRtl_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNElecRtl_SG Animation = CBNElecRtl_SG.CBNElecRtl_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNElecRtl_DSG Animation = CBNElecRtl_DSG.CBNElecRtl_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNElecRtl_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNElecRtl_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNElecRtl_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNElecRtl_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNElecRtl_SNG Animation = CBNElecRtl_SNG.CBNElecRtl_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNElecRtl_DSNG Animation = CBNElecRtl_DSNG.CBNElecRtl_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 28.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianNightClub ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNiteClub Animation = CBNiteClub.CBNiteClub AnimationMode = LOOP End ConditionState = DAMAGED Model = CBNiteClub_D End ConditionState = REALLYDAMAGED Model = CBNiteClub_E End ConditionState = RUBBLE Model = CBNiteClub_R End ; day garrisoned ConditionState = GARRISONED Model = CBNiteClub_G Animation = CBNiteClub_G.CBNiteClub_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNiteClub_DG Animation = CBNiteClub_DG.CBNiteClub_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNiteClub_N Animation = CBNiteClub_N.CBNiteClub_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBNiteClub_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNiteClub_EN End ConditionState = RUBBLE NIGHT Model = CBNiteClub_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNiteClub_NG Animation = CBNiteClub_NG.CBNiteClub_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNiteClub_DNG Animation = CBNiteClub_DNG.CBNiteClub_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNiteClub_S Animation = CBNiteClub_S.CBNiteClub_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = CBNiteClub_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNiteClub_ES End ConditionState = RUBBLE SNOW Model = CBNiteClub_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNiteClub_SG Animation = CBNiteClub_SG.CBNiteClub_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNiteClub_DSG Animation = CBNiteClub_DSG.CBNiteClub_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNiteClub_SN Animation = CBNiteClub_SN.CBNiteClub_SN AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = CBNiteClub_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNiteClub_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNiteClub_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNiteClub_SNG Animation = CBNiteClub_SNG.CBNiteClub_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNiteClub_DSNG Animation = CBNiteClub_DSNG.CBNiteClub_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** ; SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 43.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianTVStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTVSTAT Animation = CBNTVSTAT.CBNTVSTAT AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = CBNTVSTAT_D Animation = CBNTVSTAT_D.CBNTVSTAT_D AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED Model = CBNTVSTAT_E End ConditionState = RUBBLE Model = CBNTVSTAT_E End ConditionState = POST_COLLAPSE Model = CBNTVSTAT_R End ; day garrisoned ConditionState = GARRISONED Model = CBNTVSTAT_G Animation = CBNTVSTAT_G.CBNTVSTAT_G AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED Model = CBNTVSTAT_DG Animation = CBNTVSTAT_DG.CBNTVSTAT_DG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night ConditionState = NIGHT Model = CBNTVSTAT_N Animation = CBNTVSTAT_N.CBNTVSTAT_N AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT Model = CBNTVSTAT_DN Animation = CBNTVSTAT_DN.CBNTVSTAT_DN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT Model = CBNTVSTAT_E End ConditionState = RUBBLE NIGHT Model = CBNTVSTAT_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNTVSTAT_NG Animation = CBNTVSTAT_NG.CBNTVSTAT_NG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNTVSTAT_DNG Animation = CBNTVSTAT_DNG.CBNTVSTAT_DNG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = CBNTVSTAT_E End ConditionState = RUBBLE NIGHT GARRISONED Model = CBNTVSTAT_R End ;Snow States ; Snow ConditionState = SNOW Model = CBNTVSTAT_S Animation = CBNTVSTAT_S.CBNTVSTAT_S AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED SNOW Model = CBNTVSTAT_DS Animation = CBNTVSTAT_DS.CBNTVSTAT_DS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED SNOW Model = CBNTVSTAT_ES End ConditionState = RUBBLE SNOW Model = CBNTVSTAT_ES End ConditionState = POST_COLLAPSE SNOW Model = CBNTVSTAT_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNTVSTAT_SG Animation = CBNTVSTAT_SG.CBNTVSTAT_SG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED SNOW Model = CBNTVSTAT_DSG Animation = CBNTVSTAT_DSG.CBNTVSTAT_DSG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night snow ConditionState = NIGHT SNOW Model = CBNTVSTAT_SN Animation = CBNTVSTAT_SN.CBNTVSTAT_SN AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT SNOW Model = CBNTVSTAT_DSN Animation = CBNTVSTAT_DSN.CBNTVSTAT_DSN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBNTVSTAT_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBNTVSTAT_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBNTVSTAT_SNG Animation = CBNTVSTAT_SNG.CBNTVSTAT_SNG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBNTVSTAT_DSNG Animation = CBNTVSTAT_DSNG.CBNTVSTAT_DSNG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT GARRISONED SNOW Model = CBNTVSTAT_ESN End ConditionState = RUBBLE NIGHT GARRISONED SNOW Model = CBNTVSTAT_RSN End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureCollapseUpdate ModuleTag_04 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 35.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EnglishTVStatio ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBETVStat Animation = CBETVStat.CBETVStat AnimationMode = LOOP End ConditionState = DAMAGED Model = CBETVStat_D Animation = CBETVStat_D.CBETVStat_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBETVStat_E End ConditionState = RUBBLE Model = CBETVStat_R End ; day garrisoned ConditionState = GARRISONED Model = CBETVStat_G Animation = CBETVStat_G.CBETVStat_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBETVStat_DG Animation = CBETVStat_DG.CBETVStat_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBETVStat_N Animation = CBETVStat_N.CBETVStat_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBETVStat_DN Animation = CBETVStat_DN.CBETVStat_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT Model = CBETVStat_E End ConditionState = RUBBLE NIGHT Model = CBETVStat_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBETVStat_NG Animation = CBETVStat_NG.CBETVStat_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBETVStat_DNG Animation = CBETVStat_DNG.CBETVStat_DNG AnimationMode = LOOP End ;Snow States ConditionState = SNOW Model = CBETVStat_S Animation = CBETVStat_S.CBETVStat_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = CBETVStat_DS Animation = CBETVStat_DS.CBETVStat_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW Model = CBETVStat_ES End ConditionState = RUBBLE SNOW Model = CBETVStat_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBETVStat_SG Animation = CBETVStat_SG.CBETVStat_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBETVStat_DSG Animation = CBETVStat_DSG.CBETVStat_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBETVStat_SN Animation = CBETVStat_SN.CBETVStat_SN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = CBETVStat_DSN Animation = CBETVStat_DSN.CBETVStat_DSN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBETVStat_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBETVStat_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBETVStat_SNG Animation = CBETVStat_SNG.CBETVStat_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBETVStat_DSNG Animation = CBETVStat_DSNG.CBETVStat_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 39.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianArcade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNArcade Animation = CBNArcade.CBNArcade AnimationMode = LOOP End ConditionState = DAMAGED Model = CBNArcade_D Animation = CBNArcade_D.CBNArcade_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBNArcade_E End ConditionState = RUBBLE Model = CBNArcade_R End ; day garrisoned ConditionState = GARRISONED Model = CBNArcade_G Animation = CBNArcade_G.CBNArcade_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNArcade_DG Animation = CBNArcade_DG.CBNArcade_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNArcade_N Animation = CBNArcade_N.CBNArcade_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBNArcade_DN Animation = CBNArcade_DN.CBNArcade_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT Model = CBNArcade_EN End ConditionState = RUBBLE NIGHT Model = CBNArcade_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNArcade_NG Animation = CBNArcade_NG.CBNArcade_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNArcade_DNG Animation = CBNArcade_DNG.CBNArcade_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNArcade_S End ConditionState = DAMAGED SNOW Model = CBNArcade_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNArcade_ES End ConditionState = RUBBLE SNOW Model = CBNArcade_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNArcade_SG Animation = CBNArcade_SG.CBNArcade_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNArcade_DSG Animation = CBNArcade_DSG.CBNArcade_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNArcade_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNArcade_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNArcade_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNArcade_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNArcade_SNG Animation = CBNArcade_SNG.CBNArcade_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNArcade_DSNG Animation = CBNArcade_DSNG.CBNArcade_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 14.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianDealership ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNDealerS Animation = CBNDealerS.CBNDealerS AnimationMode = LOOP End ConditionState = DAMAGED Model = CBNDealerS_D Animation = CBNDealerS_D.CBNDealerS_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBNDealerS_E End ConditionState = RUBBLE Model = CBNDealerS_R End ; day garrisoned ConditionState = GARRISONED Model = CBNDealerS_G Animation = CBNDealerS_G.CBNDealerS_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNDealerS_DG Animation = CBNDealerS_DG.CBNDealerS_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNDealerS_N Animation = CBNDealerS_N.CBNDealerS_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBNDealerS_DN Animation = CBNDealerS_DN.CBNDealerS_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT Model = CBNDealerS_EN End ConditionState = RUBBLE NIGHT Model = CBNDealerS_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNDealerS_NG Animation = CBNDealerS_NG.CBNDealerS_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNDealerS_DNG Animation = CBNDealerS_DNG.CBNDealerS_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNDealerS_S Animation = CBNDealerS_S.CBNDealerS_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = CBNDealerS_DS Animation = CBNDealerS_DS.CBNDealerS_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW Model = CBNDealerS_ES End ConditionState = RUBBLE SNOW Model = CBNDealerS_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNDealerS_SG Animation = CBNDealerS_SG.CBNDealerS_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNDealerS_DSG Animation = CBNDealerS_DSG.CBNDealerS_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNDealerS_SN Animation = CBNDealerS_SN.CBNDealerS_SN AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = CBNDealerS_DSN Animation = CBNDealerS_DSN.CBNDealerS_DSN AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNDealerS_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNDealerS_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNDealerS_SNG Animation = CBNDealerS_SNG.CBNDealerS_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNDealerS_DSNG Animation = CBNDealerS_DSNG.CBNDealerS_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 35.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianBank ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBank End ConditionState = DAMAGED Model = CBNBank_D End ConditionState = REALLYDAMAGED Model = CBNBank_E End ConditionState = RUBBLE Model = CBNBank_E End ConditionState = POST_COLLAPSE Model = CBNBank_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBank_G Animation = CBNBank_G.CBNBank_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBank_DG Animation = CBNBank_DG.CBNBank_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBank_N End ConditionState = DAMAGED NIGHT Model = CBNBank_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBank_EN End ConditionState = RUBBLE NIGHT Model = CBNBank_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBNBank_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBank_NG Animation = CBNBank_NG.CBNBank_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBank_DNG Animation = CBNBank_DNG.CBNBank_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBank_S End ConditionState = DAMAGED SNOW Model = CBNBank_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBank_ES End ConditionState = RUBBLE SNOW Model = CBNBank_ES End ConditionState = POST_COLLAPSE SNOW Model = CBNBank_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNBank_SG Animation = CBNBank_SG.CBNBank_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBNBank_DSG Animation = CBNBank_DSG.CBNBank_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBNBank_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBNBank_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBNBank_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBNBank_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBNBank_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBNBank_SNG Animation = CBNBank_SNG.CBNBank_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBNBank_DSNG Animation = CBNBank_DSNG.CBNBank_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 35.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianRetailStore01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal01 End ConditionState = DAMAGED Model = CBNRetal01_D End ConditionState = REALLYDAMAGED Model = CBNRetal01_E End ConditionState = RUBBLE Model = CBNRetal01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRetal01_G Animation = CBNRetal01_G.CBNRetal01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRetal01_DG Animation = CBNRetal01_DG.CBNRetal01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRetal01_N End ConditionState = DAMAGED NIGHT Model = CBNRetal01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRetal01_EN End ConditionState = RUBBLE NIGHT Model = CBNRetal01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRetal01_NG Animation = CBNRetal01_NG.CBNRetal01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRetal01_DNG Animation = CBNRetal01_DNG.CBNRetal01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRetal01_S End ConditionState = DAMAGED SNOW Model = CBNRetal01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRetal01_ES End ConditionState = RUBBLE SNOW Model = CBNRetal01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRetal01_SG Animation = CBNRetal01_SG.CBNRetal01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRetal01_DSG Animation = CBNRetal01_DSG.CBNRetal01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRetal01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRetal01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRetal01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRetal01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRetal01_SNG Animation = CBNRetal01_SNG.CBNRetal01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRetal01_DSNG Animation = CBNRetal01_DSNG.CBNRetal01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 16.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianRetailStore02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal02 End ConditionState = DAMAGED Model = CBNRetal02_D End ConditionState = REALLYDAMAGED Model = CBNRetal02_E End ConditionState = RUBBLE Model = CBNRetal02_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRetal02_G Animation = CBNRetal02_G.CBNRetal02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRetal02_DG Animation = CBNRetal02_DG.CBNRetal02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRetal02_N End ConditionState = DAMAGED NIGHT Model = CBNRetal02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRetal02_EN End ConditionState = RUBBLE NIGHT Model = CBNRetal02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRetal02_NG Animation = CBNRetal02_NG.CBNRetal02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRetal02_DNG Animation = CBNRetal02_DNG.CBNRetal02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRetal02_S End ConditionState = DAMAGED SNOW Model = CBNRetal02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRetal02_ES End ConditionState = RUBBLE SNOW Model = CBNRetal02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRetal02_SG Animation = CBNRetal02_SG.CBNRetal02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRetal02_DSG Animation = CBNRetal02_DSG.CBNRetal02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRetal02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRetal02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRetal02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRetal02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRetal02_SNG Animation = CBNRetal02_SNG.CBNRetal02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRetal02_DSNG Animation = CBNRetal02_DSNG.CBNRetal02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNHotel01 End ConditionState = DAMAGED Model = CBNHotel01_D End ConditionState = REALLYDAMAGED Model = CBNHotel01_E End ConditionState = RUBBLE Model = CBNHotel01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHotel01_G Animation = CBNHotel01_G.CBNHotel01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNHotel01_DG Animation = CBNHotel01_DG.CBNHotel01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNHotel01_N End ConditionState = DAMAGED NIGHT Model = CBNHotel01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNHotel01_EN End ConditionState = RUBBLE NIGHT Model = CBNHotel01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNHotel01_NG Animation = CBNHotel01_NG.CBNHotel01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNHotel01_DNG Animation = CBNHotel01_DNG.CBNHotel01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNHotel01_S End ConditionState = DAMAGED SNOW Model = CBNHotel01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNHotel01_ES End ConditionState = RUBBLE SNOW Model = CBNHotel01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNHotel01_SG Animation = CBNHotel01_SG.CBNHotel01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNHotel01_DSG Animation = CBNHotel01_DSG.CBNHotel01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNHotel01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNHotel01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNHotel01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNHotel01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNHotel01_SNG Animation = CBNHotel01_SNG.CBNHotel01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNHotel01_DSNG Animation = CBNHotel01_DSNG.CBNHotel01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 20.0 GeometryHeight = 72.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianBunker01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBBunker01 End ConditionState = DAMAGED Model = CBBunker01_D End ConditionState = REALLYDAMAGED Model = CBBunker01_E End ConditionState = RUBBLE Model = CBBunker01_R End ; day garrisoned ConditionState = GARRISONED Model = CBBunker01_G Animation = CBBunker01_G.CBBunker01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBBunker01_DG Animation = CBBunker01_DG.CBBunker01_DG AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = CBBunker01_EG Animation = CBBunker01_EG.CBBunker01_EG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBBunker01_N End ConditionState = DAMAGED NIGHT Model = CBBunker01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBBunker01_EN End ConditionState = RUBBLE NIGHT Model = CBBunker01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBBunker01_NG Animation = CBBunker01_NG.CBBunker01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBBunker01_DNG Animation = CBBunker01_DNG.CBBunker01_DNG AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = CBBunker01_ENG Animation = CBBunker01_ENG.CBBunker01_ENG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBBunker01_S End ConditionState = DAMAGED SNOW Model = CBBunker01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBBunker01_ES End ConditionState = RUBBLE SNOW Model = CBBunker01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBBunker01_SG Animation = CBBunker01_SG.CBBunker01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBBunker01_DSG Animation = CBBunker01_DSG.CBBunker01_DSG AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW GARRISONED Model = CBBunker01_ESG Animation = CBBunker01_ESG.CBBunker01_ESG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBBunker01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBBunker01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBBunker01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBBunker01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBBunker01_SNG Animation = CBBunker01_SNG.CBBunker01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBBunker01_DSNG Animation = CBBunker01_DSNG.CBBunker01_DSNG AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW NIGHT GARRISONED Model = CBBunker01_ESNG Animation = CBBunker01_ESNG.CBBunker01_ESNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 16.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object NuclearBunker ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNukeBunk2 End ConditionState = DAMAGED Model = CBNukeBunk2_D End ConditionState = REALLYDAMAGED Model = CBNukeBunk2_E End ConditionState = RUBBLE Model = CBNukeBunk2_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 48.0 GeometryMinorRadius = 66.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object NukeBunker01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNukeBunk End ConditionState = DAMAGED Model = CBNukeBunk_D End ConditionState = REALLYDAMAGED Model = CBNukeBunk_E End ConditionState = RUBBLE Model = CBNukeBunk_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 36.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianOffice01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNOffice1 End ConditionState = DAMAGED Model = CBNOffice1_D End ConditionState = REALLYDAMAGED Model = CBNOffice1_E End ConditionState = RUBBLE Model = CBNOffice1_R End ; day garrisoned ConditionState = GARRISONED Model = CBNOffice1_G Animation = CBNOffice1_G.CBNOffice1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNOffice1_DG Animation = CBNOffice1_DG.CBNOffice1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNOffice1_N End ConditionState = DAMAGED NIGHT Model = CBNOffice1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNOffice1_EN End ConditionState = RUBBLE NIGHT Model = CBNOffice1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNOffice1_NG Animation = CBNOffice1_NG.CBNOffice1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNOffice1_DNG Animation = CBNOffice1_DNG.CBNOffice1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNOffice1_S End ConditionState = DAMAGED SNOW Model = CBNOffice1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNOffice1_ES End ConditionState = RUBBLE SNOW Model = CBNOffice1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNOffice1_SG Animation = CBNOffice1_SG.CBNOffice1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNOffice1_DSG Animation = CBNOffice1_DSG.CBNOffice1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNOffice1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNOffice1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNOffice1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNOffice1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNOffice1_SNG Animation = CBNOffice1_SNG.CBNOffice1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNOffice1_DSNG Animation = CBNOffice1_DSNG.CBNOffice1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 19.0 GeometryHeight = 67.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianTEROilDepot ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOilDepo End ConditionState = DAMAGED Model = CBTOilDepo_D End ConditionState = REALLYDAMAGED Model = CBTOilDepo_E End ConditionState = RUBBLE Model = CBTOilDepo_R End ; day garrisoned ConditionState = GARRISONED Model = CBTOilDepo_G Animation = CBTOilDepo_G.CBTOilDepo_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTOilDepo_DG Animation = CBTOilDepo_DG.CBTOilDepo_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTOilDepo_N End ConditionState = DAMAGED NIGHT Model = CBTOilDepo_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTOilDepo_EN End ConditionState = RUBBLE NIGHT Model = CBTOilDepo_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTOilDepo_NG Animation = CBTOilDepo_NG.CBTOilDepo_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTOilDepo_DNG Animation = CBTOilDepo_DNG.CBTOilDepo_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTOilDepo_S End ConditionState = DAMAGED SNOW Model = CBTOilDepo_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTOilDepo_ES End ConditionState = RUBBLE SNOW Model = CBTOilDepo_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTOilDepo_SG Animation = CBTOilDepo_SG.CBTOilDepo_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTOilDepo_DSG Animation = CBTOilDepo_DSG.CBTOilDepo_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTOilDepo_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTOilDepo_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTOilDepo_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTOilDepo_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTOilDepo_SNG Animation = CBTOilDepo_SNG.CBTOilDepo_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTOilDepo_DSNG Animation = CBTOilDepo_DSNG.CBTOilDepo_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:OilDepot EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 40.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianTEROutPost ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOutpost End ConditionState = DAMAGED Model = CBTOutpost_D End ConditionState = REALLYDAMAGED Model = CBTOutpost_E End ConditionState = RUBBLE Model = CBTOutpost_R End ; day garrisoned ConditionState = GARRISONED Model = CBTOutpost_G Animation = CBTOutpost_G.CBTOutpost_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTOutpost_DG Animation = CBTOutpost_DG.CBTOutpost_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTOutpost_N End ConditionState = DAMAGED NIGHT Model = CBTOutpost_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTOutpost_EN End ConditionState = RUBBLE NIGHT Model = CBTOutpost_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTOutpost_NG Animation = CBTOutpost_NG.CBTOutpost_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTOutpost_DNG Animation = CBTOutpost_DNG.CBTOutpost_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTOutpost_S End ConditionState = DAMAGED SNOW Model = CBTOutpost_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTOutpost_ES End ConditionState = RUBBLE SNOW Model = CBTOutpost_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTOutpost_SG Animation = CBTOutpost_SG.CBTOutpost_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTOutpost_DSG Animation = CBTOutpost_DSG.CBTOutpost_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTOutpost_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTOutpost_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTOutpost_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTOutpost_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTOutpost_SNG Animation = CBTOutpost_SNG.CBTOutpost_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTOutpost_DSNG Animation = CBTOutpost_DSNG.CBTOutpost_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule ; Behavior = KeepObjectDie ModuleTag_IWantRubble ; End Behavior = GarrisonContain ModuleTag_10 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 39.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHighrise01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis01 End ConditionState = DAMAGED Model = CBMogdis01_D End ConditionState = REALLYDAMAGED Model = CBMogdis01_E End ConditionState = RUBBLE Model = CBMogdis01_E End ConditionState = POST_COLLAPSE Model = CBMogdis01_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis01_G Animation = CBMogdis01_G.CBMogdis01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis01_DG Animation = CBMogdis01_DG.CBMogdis01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis01_N End ConditionState = DAMAGED NIGHT Model = CBMogdis01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis01_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis01_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBMogdis01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis01_NG Animation = CBMogdis01_NG.CBMogdis01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis01_DNG Animation = CBMogdis01_DNG.CBMogdis01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis01_S End ConditionState = DAMAGED SNOW Model = CBMogdis01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis01_ES End ConditionState = RUBBLE SNOW Model = CBMogdis01_ES End ConditionState = POST_COLLAPSE SNOW Model = CBMogdis01_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBMogdis01_SG ; @todo srj -- anim missing ; Animation = CBMogdis01_SG.CBMogdis01_SG ; AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBMogdis01_DSG Animation = CBMogdis01_DSG.CBMogdis01_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBMogdis01_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBMogdis01_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBMogdis01_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBMogdis01_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBMogdis01_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBMogdis01_SNG ; @todo srj -- anim missing ; Animation = CBMogdis01_SNG.CBMogdis01_SNG ; AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBMogdis01_DSNG Animation = CBMogdis01_DSNG.CBMogdis01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_04 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_07 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 40.0 GeometryHeight = 75.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object QuonsetHut01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBQuonset1 End ConditionState = DAMAGED Model = CBQuonset1_D End ConditionState = REALLYDAMAGED Model = CBQuonset1_E End ConditionState = RUBBLE Model = CBQuonset1_R End ; day garrisoned ConditionState = GARRISONED Model = CBQuonset1_G Animation = CBQuonset1_G.CBQuonset1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBQuonset1_DG Animation = CBQuonset1_DG.CBQuonset1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBQuonset1_N End ConditionState = DAMAGED NIGHT Model = CBQuonset1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBQuonset1_EN End ConditionState = RUBBLE NIGHT Model = CBQuonset1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBQuonset1_NG Animation = CBQuonset1_NG.CBQuonset1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBQuonset1_DNG Animation = CBQuonset1_DNG.CBQuonset1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBQuonset1_S End ConditionState = DAMAGED SNOW Model = CBQuonset1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBQuonset1_ES End ConditionState = RUBBLE SNOW Model = CBQuonset1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBQuonset1_SG Animation = CBQuonset1_SG.CBQuonset1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBQuonset1_DSG Animation = CBQuonset1_DSG.CBQuonset1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBQuonset1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBQuonset1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBQuonset1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBQuonset1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBQuonset1_SNG Animation = CBQuonset1_SNG.CBQuonset1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBQuonset1_DSNG Animation = CBQuonset1_DSNG.CBQuonset1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 14.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHanger01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHanger1 End ConditionState = DAMAGED Model = CBTHanger1_D End ConditionState = REALLYDAMAGED Model = CBTHanger1_E End ConditionState = RUBBLE Model = CBTHanger1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHanger1_G Animation = CBTHanger1_G.CBTHanger1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHanger1_DG Animation = CBTHanger1_DG.CBTHanger1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHanger1_N End ConditionState = DAMAGED NIGHT Model = CBTHanger1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHanger1_EN End ConditionState = RUBBLE NIGHT Model = CBTHanger1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHanger1_NG Animation = CBTHanger1_NG.CBTHanger1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHanger1_DNG Animation = CBTHanger1_DNG.CBTHanger1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHanger1_S End ConditionState = DAMAGED SNOW Model = CBTHanger1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHanger1_ES End ConditionState = RUBBLE SNOW Model = CBTHanger1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHanger1_SG Animation = CBTHanger1_SG.CBTHanger1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHanger1_DSG Animation = CBTHanger1_DSG.CBTHanger1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHanger1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHanger1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHanger1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHanger1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHanger1_SNG Animation = CBTHanger1_SNG.CBTHanger1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHanger1_DSNG Animation = CBTHanger1_DSNG.CBTHanger1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 48.0 GeometryMinorRadius = 23.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_MH03 ;-- Added underside polygons for this building. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CINE_MH07 End ConditionState = DAMAGED Model = CBMogdis07_D End ConditionState = REALLYDAMAGED Model = CBMogdis07_E End ConditionState = RUBBLE Model = CBMogdis07_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis07_G Animation = CBMogdis07_G.CBMogdis07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis07_DG Animation = CBMogdis07_DG.CBMogdis07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis07_N End ConditionState = DAMAGED NIGHT Model = CBMogdis07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis07_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis07_NG Animation = CBMogdis07_NG.CBMogdis07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis07_DNG Animation = CBMogdis07_DNG.CBMogdis07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis07_S End ConditionState = DAMAGED SNOW Model = CBMogdis07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis07_ES End ConditionState = RUBBLE SNOW Model = CBMogdis07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis07_SG Animation = CBMogdis07_SG.CBMogdis07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis07_DSG Animation = CBMogdis07_DSG.CBMogdis07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis07_SNG Animation = CBMogdis07_SNG.CBMogdis07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis07_DSNG Animation = CBMogdis07_DSNG.CBMogdis07_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHanger02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHanger2 End ConditionState = DAMAGED Model = CBTHanger2_D End ConditionState = REALLYDAMAGED Model = CBTHanger2_E End ConditionState = RUBBLE Model = CBTHanger2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHanger2_G Animation = CBTHanger2_G.CBTHanger2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHanger2_DG Animation = CBTHanger2_DG.CBTHanger2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHanger2_N End ConditionState = DAMAGED NIGHT Model = CBTHanger2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHanger2_EN End ConditionState = RUBBLE NIGHT Model = CBTHanger2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHanger2_NG Animation = CBTHanger2_NG.CBTHanger2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHanger2_DNG Animation = CBTHanger2_DNG.CBTHanger2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHanger2_S End ConditionState = DAMAGED SNOW Model = CBTHanger2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHanger2_ES End ConditionState = RUBBLE SNOW Model = CBTHanger2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHanger2_SG Animation = CBTHanger2_SG.CBTHanger2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHanger2_DSG Animation = CBTHanger2_DSG.CBTHanger2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHanger2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHanger2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHanger2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHanger2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHanger2_SNG Animation = CBTHanger2_SNG.CBTHanger2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHanger2_DSNG Animation = CBTHanger2_DSNG.CBTHanger2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 36.0 GeometryHeight = 23.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanOilTank01 ;Are we sure this shouldn't be considered a prop? -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOilTnk1 End ConditionState = DAMAGED Model = CBTOilTnk1_D End ConditionState = REALLYDAMAGED Model = CBTOilTnk1_E End ConditionState = RUBBLE Model = CBTOilTnk1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:OilTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 19.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanOilTank02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOilTnk2 End ConditionState = DAMAGED Model = CBTOilTnk2_D End ConditionState = REALLYDAMAGED Model = CBTOilTnk2_E End ConditionState = RUBBLE Model = CBTOilTnk2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:OilTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 19.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object VehicleHanger01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBVhanger1 End ConditionState = DAMAGED Model = CBVhanger1_D End ConditionState = REALLYDAMAGED Model = CBVhanger1_E End ConditionState = RUBBLE Model = CBVhanger1_R End ConditionState = GARRISONED Model = CBVhanger1_G Animation = CBVhanger1_G.CBVhanger1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBVhanger1_DG Animation = CBVhanger1_DG.CBVhanger1_DG AnimationMode = LOOP End ; NIGHT ConditionState = NIGHT Model = CBVhanger1_N End ConditionState = DAMAGED NIGHT Model = CBVhanger1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBVhanger1_EN End ConditionState = RUBBLE NIGHT Model = CBVhanger1_RN End ConditionState = GARRISONED NIGHT Model = CBVhanger1_NG Animation = CBVhanger1_NG.CBVhanger1_NG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = CBVhanger1_DNG Animation = CBVhanger1_DNG.CBVhanger1_DNG AnimationMode = LOOP End ; SNOW ConditionState = SNOW Model = CBVhanger1_S End ConditionState = DAMAGED SNOW Model = CBVhanger1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBVhanger1_ES End ConditionState = RUBBLE SNOW Model = CBVhanger1_RS End ConditionState = GARRISONED SNOW Model = CBVhanger1_SG Animation = CBVhanger1_SG.CBVhanger1_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBVhanger1_DSG Animation = CBVhanger1_DSG.CBVhanger1_DSG AnimationMode = LOOP End ; SNOW NIGHT ConditionState = SNOW NIGHT Model = CBVhanger1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBVhanger1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBVhanger1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBVhanger1_RSN End ConditionState = GARRISONED SNOW NIGHT Model = CBVhanger1_SNG Animation = CBVhanger1_SNG.CBVhanger1_SNG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW NIGHT Model = CBVhanger1_DSNG Animation = CBVhanger1_DSNG.CBVhanger1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 30.0 GeometryHeight = 34.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanWatchTowerTall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower01 End ConditionState = DAMAGED Model = CBTower01_D End ConditionState = REALLYDAMAGED Model = CBTower01_E ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE Model = CBTower01_E ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE Model = CBTower01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower01_G Animation = CBTower01_G.CBTower01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower01_DG Animation = CBTower01_DG.CBTower01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower01_N End ConditionState = DAMAGED NIGHT Model = CBTower01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower01_EN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE NIGHT Model = CBTower01_EN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE NIGHT Model = CBTower01_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower01_NG Animation = CBTower01_NG.CBTower01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower01_DNG Animation = CBTower01_DNG.CBTower01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTower01_S End ConditionState = DAMAGED SNOW Model = CBTower01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTower01_ES ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE SNOW Model = CBTower01_ES ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE SNOW Model = CBTower01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTower01_SG Animation = CBTower01_SG.CBTower01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTower01_DSG Animation = CBTower01_DSG.CBTower01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTower01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTower01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTower01_ESN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE SNOW NIGHT Model = CBTower01_ESN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBTower01_RS End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTower01_SNG Animation = CBTower01_SNG.CBTower01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTower01_DSNG Animation = CBTower01_DSNG.CBTower01_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End ; Behavior = BoneFXUpdate ModuleTag_05 ; DamageFXTypes = ALL -WATER ; RubbleFXList1 = bone:Fire02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary ; DamageParticleTypes = ALL -WATER ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail ; End ; ; Behavior = BoneFXDamage ModuleTag_06 ; ;nothing ; End ; ; Behavior = TransitionDamageFX ModuleTag_07 ; DamageFXTypes = ALL -WATER ; RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion ; DamageParticleTypes = ALL -WATER ; ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion ; End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 120.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GLAVictoryStatue_Topple ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = PMGLAVICTORY End ConditionState = DAMAGED Model = PMGLAVICTORY End ConditionState = REALLYDAMAGED Model = PMGLAVICTORY End ConditionState = RUBBLE Model = PMGLAVICTORY End ConditionState = POST_COLLAPSE Model = PMGLAVICTORY_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End ; Behavior = BoneFXUpdate ModuleTag_05 ; DamageFXTypes = ALL -WATER ; RubbleFXList1 = bone:Fire02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary ; DamageParticleTypes = ALL -WATER ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail ; End ; ; Behavior = BoneFXDamage ModuleTag_06 ; ;nothing ; End ; ; Behavior = TransitionDamageFX ModuleTag_07 ; DamageFXTypes = ALL -WATER ; RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion ; DamageParticleTypes = ALL -WATER ; ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion ; End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 12.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Shack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNShack End ConditionState = DAMAGED Model = CBNShack_D End ConditionState = REALLYDAMAGED Model = CBNShack_E End ConditionState = RUBBLE Model = CBNShack_R End ; day garrisoned ConditionState = GARRISONED Model = CBNShack_G Animation = CBNShack_G.CBNShack_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNShack_DG Animation = CBNShack_DG.CBNShack_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNShack_N End ConditionState = DAMAGED NIGHT Model = CBNShack_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNShack_EN End ConditionState = RUBBLE NIGHT Model = CBNShack_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNShack_NG Animation = CBNShack_NG.CBNShack_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNShack_DNG Animation = CBNShack_DNG.CBNShack_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNShack_S End ConditionState = DAMAGED SNOW Model = CBNShack_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNShack_ES End ConditionState = RUBBLE SNOW Model = CBNShack_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNShack_SG Animation = CBNShack_SG.CBNShack_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNShack_DSG Animation = CBNShack_DSG.CBNShack_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNShack_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNShack_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNShack_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNShack_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNShack_SNG Animation = CBNShack_SNG.CBNShack_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNShack_DSNG Animation = CBNShack_DSNG.CBNShack_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 16.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BarnCoop ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBarnCoo End ConditionState = DAMAGED Model = CBNBarnCoo_D End ConditionState = REALLYDAMAGED Model = CBNBarnCoo_E End ConditionState = RUBBLE Model = CBNBarnCoo_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBarnCoo_G Animation = CBNBarnCoo_G.CBNBarnCoo_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBarnCoo_DG Animation = CBNBarnCoo_DG.CBNBarnCoo_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBarnCoo_N End ConditionState = DAMAGED NIGHT Model = CBNBarnCoo_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBarnCoo_EN End ConditionState = RUBBLE NIGHT Model = CBNBarnCoo_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBarnCoo_NG Animation = CBNBarnCoo_NG.CBNBarnCoo_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBarnCoo_DNG Animation = CBNBarnCoo_DNG.CBNBarnCoo_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBarnCoo_S End ConditionState = DAMAGED SNOW Model = CBNBarnCoo_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBarnCoo_ES End ConditionState = RUBBLE SNOW Model = CBNBarnCoo_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBarnCoo_SG Animation = CBNBarnCoo_SG.CBNBarnCoo_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBarnCoo_DSG Animation = CBNBarnCoo_DSG.CBNBarnCoo_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBarnCoo_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBarnCoo_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBarnCoo_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBarnCoo_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBarnCoo_SNG Animation = CBNBarnCoo_SNG.CBNBarnCoo_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBarnCoo_DSNG Animation = CBNBarnCoo_DSNG.CBNBarnCoo_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = FarmAmbientLoop SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 34.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RiverHouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRiverHo End ConditionState = DAMAGED Model = CBNRiverHo_D End ConditionState = REALLYDAMAGED Model = CBNRiverHo_E End ConditionState = RUBBLE Model = CBNRiverHo_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRiverHo_G Animation = CBNRiverHo_G.CBNRiverHo_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRiverHo_DG Animation = CBNRiverHo_DG.CBNRiverHo_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRiverHo_N End ConditionState = DAMAGED NIGHT Model = CBNRiverHo_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRiverHo_EN End ConditionState = RUBBLE NIGHT Model = CBNRiverHo_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRiverHo_NG Animation = CBNRiverHo_NG.CBNRiverHo_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRiverHo_DNG Animation = CBNRiverHo_DNG.CBNRiverHo_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRiverHo_S End ConditionState = DAMAGED SNOW Model = CBNRiverHo_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRiverHo_ES End ConditionState = RUBBLE SNOW Model = CBNRiverHo_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRiverHo_SG Animation = CBNRiverHo_SG.CBNRiverHo_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRiverHo_DSG Animation = CBNRiverHo_DSG.CBNRiverHo_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRiverHo_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRiverHo_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRiverHo_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRiverHo_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRiverHo_SNG Animation = CBNRiverHo_SNG.CBNRiverHo_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRiverHo_DSNG Animation = CBNRiverHo_DSNG.CBNRiverHo_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = DocksWallaLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 16.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RiverHouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRiverH2 End ConditionState = DAMAGED Model = CBNRiverH2_D End ConditionState = REALLYDAMAGED Model = CBNRiverH2_E End ConditionState = RUBBLE Model = CBNRiverH2_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRiverH2_G Animation = CBNRiverH2_G.CBNRiverH2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRiverH2_DG Animation = CBNRiverH2_DG.CBNRiverH2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRiverH2_N End ConditionState = DAMAGED NIGHT Model = CBNRiverH2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRiverH2_EN End ConditionState = RUBBLE NIGHT Model = CBNRiverH2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRiverH2_NG Animation = CBNRiverH2_NG.CBNRiverH2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRiverH2_DNG Animation = CBNRiverH2_DNG.CBNRiverH2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRiverH2_S End ConditionState = DAMAGED SNOW Model = CBNRiverH2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRiverH2_ES End ConditionState = RUBBLE SNOW Model = CBNRiverH2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRiverH2_SG Animation = CBNRiverH2_SG.CBNRiverH2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRiverH2_DSG Animation = CBNRiverH2_DSG.CBNRiverH2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRiverH2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRiverH2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRiverH2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRiverH2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRiverH2_SNG Animation = CBNRiverH2_SNG.CBNRiverH2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRiverH2_DSNG Animation = CBNRiverH2_DSNG.CBNRiverH2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = DocksWallaLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatDocks01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBoatDoc End ConditionState = DAMAGED Model = CBNBoatDoc_D End ConditionState = REALLYDAMAGED Model = CBNBoatDoc_E End ConditionState = RUBBLE Model = CBNBoatDoc_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBoatDoc_G Animation = CBNBoatDoc_G.CBNBoatDoc_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBoatDoc_DG Animation = CBNBoatDoc_DG.CBNBoatDoc_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBoatDoc_N End ConditionState = DAMAGED NIGHT Model = CBNBoatDoc_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBoatDoc_EN End ConditionState = RUBBLE NIGHT Model = CBNBoatDoc_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBoatDoc_NG Animation = CBNBoatDoc_NG.CBNBoatDoc_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBoatDoc_DNG Animation = CBNBoatDoc_DNG.CBNBoatDoc_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBoatDoc_S End ConditionState = DAMAGED SNOW Model = CBNBoatDoc_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBoatDoc_ES End ConditionState = RUBBLE SNOW Model = CBNBoatDoc_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBoatDoc_SG Animation = CBNBoatDoc_SG.CBNBoatDoc_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBoatDoc_DSG Animation = CBNBoatDoc_DSG.CBNBoatDoc_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBoatDoc_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBoatDoc_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBoatDoc_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBoatDoc_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBoatDoc_SNG Animation = CBNBoatDoc_SNG.CBNBoatDoc_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBoatDoc_DSNG Animation = CBNBoatDoc_DSNG.CBNBoatDoc_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Docks EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** SoundAmbient = DocksVillageWaterLapping ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 39.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatDocks02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBoatDo2 End ConditionState = DAMAGED Model = CBNBoatDo2_D End ConditionState = REALLYDAMAGED Model = CBNBoatDo2_E End ConditionState = RUBBLE Model = CBNBoatDo2_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBoatDo2_G Animation = CBNBoatDo2_G.CBNBoatDo2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBoatDo2_DG Animation = CBNBoatDo2_DG.CBNBoatDo2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBoatDo2_N End ConditionState = DAMAGED NIGHT Model = CBNBoatDo2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBoatDo2_EN End ConditionState = RUBBLE NIGHT Model = CBNBoatDo2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBoatDo2_NG Animation = CBNBoatDo2_NG.CBNBoatDo2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBoatDo2_DNG Animation = CBNBoatDo2_DNG.CBNBoatDo2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBoatDo2_S End ConditionState = DAMAGED SNOW Model = CBNBoatDo2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBoatDo2_ES End ConditionState = RUBBLE SNOW Model = CBNBoatDo2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBoatDo2_SG Animation = CBNBoatDo2_SG.CBNBoatDo2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBoatDo2_DSG Animation = CBNBoatDo2_DSG.CBNBoatDo2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBoatDo2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBoatDo2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBoatDo2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBoatDo2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBoatDo2_SNG Animation = CBNBoatDo2_SNG.CBNBoatDo2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBoatDo2_DSNG Animation = CBNBoatDo2_DSNG.CBNBoatDo2_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Docks EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** SoundAmbient = DocksVillageWaterLapping ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 36.0 GeometryHeight = 8.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStorageFacility ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGasfacl End ConditionState = DAMAGED Model = CBGasfacl_D End ConditionState = REALLYDAMAGED Model = CBGasfacl_E End ConditionState = RUBBLE Model = CBGasfacl_R End ; day garrisoned ConditionState = GARRISONED Model = CBGasfacl_G Animation = CBGasfacl_G.CBGasfacl_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGasfacl_DG Animation = CBGasfacl_DG.CBGasfacl_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGasfacl_N End ConditionState = DAMAGED NIGHT Model = CBGasfacl_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGasfacl_EN End ConditionState = RUBBLE NIGHT Model = CBGasfacl_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGasfacl_NG Animation = CBGasfacl_NG.CBGasfacl_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGasfacl_DNG Animation = CBGasfacl_DNG.CBGasfacl_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGasfacl_S End ConditionState = DAMAGED SNOW Model = CBGasfacl_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGasfacl_ES End ConditionState = RUBBLE SNOW Model = CBGasfacl_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGasfacl_SG Animation = CBGasfacl_SG.CBGasfacl_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGasfacl_DSG Animation = CBGasfacl_DSG.CBGasfacl_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGasfacl_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGasfacl_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGasfacl_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGasfacl_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGasfacl_SNG Animation = CBGasfacl_SNG.CBGasfacl_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGasfacl_DSNG Animation = CBGasfacl_DSNG.CBGasfacl_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = CivIndustrialPlantAmbientLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 75.0 GeometryMinorRadius = 96.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietGovernmentBuildingSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBsovbld2 End ConditionState = DAMAGED Model = CBsovbld2_D End ConditionState = REALLYDAMAGED Model = CBsovbld2_E End ConditionState = RUBBLE Model = CBsovbld2_R End ; day garrisoned ConditionState = GARRISONED Model = CBsovbld2_G Animation = CBsovbld2_G.CBsovbld2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBsovbld2_DG Animation = CBsovbld2_DG.CBsovbld2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBsovbld2_N End ConditionState = DAMAGED NIGHT Model = CBsovbld2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBsovbld2_EN End ConditionState = RUBBLE NIGHT Model = CBsovbld2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBsovbld2_NG Animation = CBsovbld2_NG.CBsovbld2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBsovbld2_DNG Animation = CBsovbld2_DNG.CBsovbld2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBsovbld2_S End ConditionState = DAMAGED SNOW Model = CBsovbld2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBsovbld2_ES End ConditionState = RUBBLE SNOW Model = CBsovbld2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBsovbld2_SG Animation = CBsovbld2_SG.CBsovbld2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBsovbld2_DSG Animation = CBsovbld2_DSG.CBsovbld2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBsovbld2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBsovbld2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBsovbld2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBsovbld2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBsovbld2_SNG Animation = CBsovbld2_SNG.CBsovbld2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBsovbld2_DSNG Animation = CBsovbld2_DSNG.CBsovbld2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 16.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBIndWhs02 End ConditionState = DAMAGED Model = CBIndWhs02_D End ConditionState = REALLYDAMAGED Model = CBIndWhs02_E End ConditionState = RUBBLE Model = CBIndWhs02_R End ; day garrisoned ConditionState = GARRISONED Model = CBIndWhs02_G Animation = CBIndWhs02_G.CBIndWhs02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBIndWhs02_DG Animation = CBIndWhs02_DG.CBIndWhs02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBIndWhs02_N End ConditionState = DAMAGED NIGHT Model = CBIndWhs02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBIndWhs02_EN End ConditionState = RUBBLE NIGHT Model = CBIndWhs02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBIndWhs02_NG Animation = CBIndWhs02_NG.CBIndWhs02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBIndWhs02_DNG Animation = CBIndWhs02_DNG.CBIndWhs02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBIndWhs02_S End ConditionState = DAMAGED SNOW Model = CBIndWhs02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBIndWhs02_ES End ConditionState = RUBBLE SNOW Model = CBIndWhs02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBIndWhs02_SG Animation = CBIndWhs02_SG.CBIndWhs02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBIndWhs02_DSG Animation = CBIndWhs02_DSG.CBIndWhs02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBIndWhs02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBIndWhs02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBIndWhs02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBIndWhs02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBIndWhs02_SNG Animation = CBIndWhs02_SNG.CBIndWhs02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBIndWhs02_DSNG Animation = CBIndWhs02_DSNG.CBIndWhs02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 61.0 GeometryMinorRadius = 33.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBIndWhs01 End ConditionState = DAMAGED Model = CBIndWhs01_D End ConditionState = REALLYDAMAGED Model = CBIndWhs01_E End ConditionState = RUBBLE Model = CBIndWhs01_R End ; day garrisoned ConditionState = GARRISONED Model = CBIndWhs01_G Animation = CBIndWhs01_G.CBIndWhs01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBIndWhs01_DG Animation = CBIndWhs01_DG.CBIndWhs01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBIndWhs01_N End ConditionState = DAMAGED NIGHT Model = CBIndWhs01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBIndWhs01_EN End ConditionState = RUBBLE NIGHT Model = CBIndWhs01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBIndWhs01_NG Animation = CBIndWhs01_NG.CBIndWhs01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBIndWhs01_DNG Animation = CBIndWhs01_DNG.CBIndWhs01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBIndWhs01_S End ConditionState = DAMAGED SNOW Model = CBIndWhs01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBIndWhs01_ES End ConditionState = RUBBLE SNOW Model = CBIndWhs01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBIndWhs01_SG Animation = CBIndWhs01_SG.CBIndWhs01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBIndWhs01_DSG Animation = CBIndWhs01_DSG.CBIndWhs01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBIndWhs01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBIndWhs01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBIndWhs01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBIndWhs01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBIndWhs01_SNG Animation = CBIndWhs01_SNG.CBIndWhs01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBIndWhs01_DSNG Animation = CBIndWhs01_DSNG.CBIndWhs01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 72.0 GeometryMinorRadius = 31.0 GeometryHeight = 44.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuropeanParkingGarage ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroPkg End ConditionState = DAMAGED Model = CBEuroPkg_D End ConditionState = REALLYDAMAGED Model = CBEuroPkg_E End ConditionState = RUBBLE Model = CBEuroPkg_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroPkg_G Animation = CBEuroPkg_G.CBEuroPkg_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroPkg_DG Animation = CBEuroPkg_DG.CBEuroPkg_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroPkg_N End ConditionState = DAMAGED NIGHT Model = CBEuroPkg_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroPkg_EN End ConditionState = RUBBLE NIGHT Model = CBEuroPkg_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroPkg_NG Animation = CBEuroPkg_NG.CBEuroPkg_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroPkg_DNG Animation = CBEuroPkg_DNG.CBEuroPkg_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroPkg_S End ConditionState = DAMAGED SNOW Model = CBEuroPkg_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroPkg_ES End ConditionState = RUBBLE SNOW Model = CBEuroPkg_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBEuroPkg_SG Animation = CBEuroPkg_SG.CBEuroPkg_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBEuroPkg_DSG Animation = CBEuroPkg_DSG.CBEuroPkg_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBEuroPkg_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBEuroPkg_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBEuroPkg_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBEuroPkg_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBEuroPkg_SNG Animation = CBEuroPkg_SNG.CBEuroPkg_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBEuroPkg_DSNG Animation = CBEuroPkg_DSNG.CBEuroPkg_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 46.0 GeometryMinorRadius = 24.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent01 End ConditionState = DAMAGED Model = CBTTent01_D End ConditionState = REALLYDAMAGED Model = CBTTent01_E End ConditionState = RUBBLE Model = CBTTent01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent01_G Animation = CBTTent01_G.CBTTent01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent01_DG Animation = CBTTent01_DG.CBTTent01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent01_N End ConditionState = DAMAGED NIGHT Model = CBTTent01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent01_EN End ConditionState = RUBBLE NIGHT Model = CBTTent01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent01_NG Animation = CBTTent01_NG.CBTTent01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent01_DNG Animation = CBTTent01_DNG.CBTTent01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent01_S End ConditionState = DAMAGED SNOW Model = CBTTent01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent01_ES End ConditionState = RUBBLE SNOW Model = CBTTent01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent01_SG Animation = CBTTent01_SG.CBTTent01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent01_DSG Animation = CBTTent01_DSG.CBTTent01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent01_SNG Animation = CBTTent01_SNG.CBTTent01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent01_DSNG Animation = CBTTent01_DSNG.CBTTent01_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 20.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent02 End ConditionState = DAMAGED Model = CBTTent02_D End ConditionState = REALLYDAMAGED Model = CBTTent02_E End ConditionState = RUBBLE Model = CBTTent02_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent02_G Animation = CBTTent02_G.CBTTent02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent02_DG Animation = CBTTent02_DG.CBTTent02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent02_N End ConditionState = DAMAGED NIGHT Model = CBTTent02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent02_EN End ConditionState = RUBBLE NIGHT Model = CBTTent02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent02_NG Animation = CBTTent02_NG.CBTTent02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent02_DNG Animation = CBTTent02_DNG.CBTTent02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent02_S End ConditionState = DAMAGED SNOW Model = CBTTent02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent02_ES End ConditionState = RUBBLE SNOW Model = CBTTent02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent02_SG Animation = CBTTent02_SG.CBTTent02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent02_DSG Animation = CBTTent02_DSG.CBTTent02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent02_SNG Animation = CBTTent02_SNG.CBTTent02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent02_DSNG Animation = CBTTent02_DSNG.CBTTent02_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 6.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent03 End ConditionState = DAMAGED Model = CBTTent03_D End ConditionState = REALLYDAMAGED Model = CBTTent03_E End ConditionState = RUBBLE Model = CBTTent03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent03_G Animation = CBTTent03_G.CBTTent03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent03_DG Animation = CBTTent03_DG.CBTTent03_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent03_N End ConditionState = DAMAGED NIGHT Model = CBTTent03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent03_EN End ConditionState = RUBBLE NIGHT Model = CBTTent03_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent03_NG Animation = CBTTent03_NG.CBTTent03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent03_DNG Animation = CBTTent03_DNG.CBTTent03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent03_S End ConditionState = DAMAGED SNOW Model = CBTTent03_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent03_ES End ConditionState = RUBBLE SNOW Model = CBTTent03_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent03_SG Animation = CBTTent03_SG.CBTTent03_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent03_DSG Animation = CBTTent03_DSG.CBTTent03_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent03_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent03_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent03_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent03_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent03_SNG Animation = CBTTent03_SNG.CBTTent03_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent03_DSNG Animation = CBTTent03_DSNG.CBTTent03_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 13.0 GeometryHeight = 8.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent04 End ConditionState = DAMAGED Model = CBTTent04_D End ConditionState = REALLYDAMAGED Model = CBTTent04_E End ConditionState = RUBBLE Model = CBTTent04_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent04_G Animation = CBTTent04_G.CBTTent04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent04_DG Animation = CBTTent04_DG.CBTTent04_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent04_N End ConditionState = DAMAGED NIGHT Model = CBTTent04_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent04_EN End ConditionState = RUBBLE NIGHT Model = CBTTent04_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent04_NG Animation = CBTTent04_NG.CBTTent04_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent04_DNG Animation = CBTTent04_DNG.CBTTent04_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent04_S End ConditionState = DAMAGED SNOW Model = CBTTent04_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent04_ES End ConditionState = RUBBLE SNOW Model = CBTTent04_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent04_SG Animation = CBTTent04_SG.CBTTent04_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent04_DSG Animation = CBTTent04_DSG.CBTTent04_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent04_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent04_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent04_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent04_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent04_SNG Animation = CBTTent04_SNG.CBTTent04_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent04_DSNG Animation = CBTTent04_DSNG.CBTTent04_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 26.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTallTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTalTower End ConditionState = DAMAGED Model = CBTalTower_D End ConditionState = REALLYDAMAGED Model = CBTalTower_E End ConditionState = RUBBLE Model = CBTalTower_E End ConditionState = POST_COLLAPSE Model = CBTalTower_R End ; day garrisoned ConditionState = GARRISONED Model = CBTalTower_G Animation = CBTalTower_G.CBTalTower_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTalTower_DG Animation = CBTalTower_DG.CBTalTower_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTalTower_N End ConditionState = DAMAGED NIGHT Model = CBTalTower_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTalTower_E End ConditionState = RUBBLE NIGHT Model = CBTalTower_E End ConditionState = POST_COLLAPSE NIGHT Model = CBTalTower_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTalTower_NG Animation = CBTalTower_NG.CBTalTower_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTalTower_DNG Animation = CBTalTower_DNG.CBTalTower_DNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 80.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvienceStore ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBCnvStr01 End ConditionState = DAMAGED Model = CBCnvStr01_D End ConditionState = REALLYDAMAGED Model = CBCnvStr01_E End ConditionState = RUBBLE Model = CBCnvStr01_R End ; day garrisoned ConditionState = GARRISONED Model = CBCnvStr01_G Animation = CBCnvStr01_G.CBCnvStr01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBCnvStr01_DG Animation = CBCnvStr01_DG.CBCnvStr01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBCnvStr01_N End ConditionState = DAMAGED NIGHT Model = CBCnvStr01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBCnvStr01_EN End ConditionState = RUBBLE NIGHT Model = CBCnvStr01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBCnvStr01_NG Animation = CBCnvStr01_NG.CBCnvStr01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBCnvStr01_DNG Animation = CBCnvStr01_DNG.CBCnvStr01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBCnvStr01_S End ConditionState = DAMAGED SNOW Model = CBCnvStr01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBCnvStr01_ES End ConditionState = RUBBLE SNOW Model = CBCnvStr01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBCnvStr01_SG Animation = CBCnvStr01_SG.CBCnvStr01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBCnvStr01_DSG Animation = CBCnvStr01_DSG.CBCnvStr01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBCnvStr01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBCnvStr01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBCnvStr01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBCnvStr01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBCnvStr01_SNG Animation = CBCnvStr01_SNG.CBCnvStr01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBCnvStr01_DSNG Animation = CBCnvStr01_DSNG.CBCnvStr01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 22.0 GeometryHeight = 57.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGasSttn End ConditionState = DAMAGED Model = CBGasSttn_D End ConditionState = REALLYDAMAGED Model = CBGasSttn_E End ConditionState = RUBBLE Model = CBGasSttn_R End ; day garrisoned ConditionState = GARRISONED Model = CBGasSttn_G Animation = CBGasSttn_G.CBGasSttn_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGasSttn_DG Animation = CBGasSttn_DG.CBGasSttn_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGasSttn_N End ConditionState = DAMAGED NIGHT Model = CBGasSttn_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGasSttn_EN End ConditionState = RUBBLE NIGHT Model = CBGasSttn_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGasSttn_NG Animation = CBGasSttn_NG.CBGasSttn_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGasSttn_DNG Animation = CBGasSttn_DNG.CBGasSttn_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGasSttn_S End ConditionState = DAMAGED SNOW Model = CBGasSttn_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGasSttn_ES End ConditionState = RUBBLE SNOW Model = CBGasSttn_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGasSttn_SG Animation = CBGasSttn_SG.CBGasSttn_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGasSttn_DSG Animation = CBGasSttn_DSG.CBGasSttn_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGasSttn_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGasSttn_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGasSttn_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGasSttn_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGasSttn_SNG Animation = CBGasSttn_SNG.CBGasSttn_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGasSttn_DSNG Animation = CBGasSttn_DSNG.CBGasSttn_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 30.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterPlant ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBH2oPlnt End ConditionState = DAMAGED Model = CBH2oPlnt_D End ConditionState = REALLYDAMAGED Model = CBH2oPlnt_E End ConditionState = RUBBLE Model = CBH2oPlnt_R End ; day garrisoned ConditionState = GARRISONED Model = CBH2oPlnt_G Animation = CBH2oPlnt_G.CBH2oPlnt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBH2oPlnt_DG Animation = CBH2oPlnt_DG.CBH2oPlnt_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBH2oPlnt_N End ConditionState = DAMAGED NIGHT Model = CBH2oPlnt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBH2oPlnt_EN End ConditionState = RUBBLE NIGHT Model = CBH2oPlnt_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBH2oPlnt_NG Animation = CBH2oPlnt_NG.CBH2oPlnt_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBH2oPlnt_DNG Animation = CBH2oPlnt_DNG.CBH2oPlnt_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBH2oPlnt_S End ConditionState = DAMAGED SNOW Model = CBH2oPlnt_DS End ConditionState = REALLYDAMAGED SNOW Model = CBH2oPlnt_ES End ConditionState = RUBBLE SNOW Model = CBH2oPlnt_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBH2oPlnt_SG Animation = CBH2oPlnt_SG.CBH2oPlnt_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBH2oPlnt_DSG Animation = CBH2oPlnt_DSG.CBH2oPlnt_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBH2oPlnt_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBH2oPlnt_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBH2oPlnt_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBH2oPlnt_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBH2oPlnt_SNG Animation = CBH2oPlnt_SNG.CBH2oPlnt_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBH2oPlnt_DSNG Animation = CBH2oPlnt_DSNG.CBH2oPlnt_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 95.0 GeometryMinorRadius = 76.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTownHall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbmectdrl1 End ConditionState = DAMAGED Model = cbmectdrl1_D End ConditionState = REALLYDAMAGED Model = cbmectdrl1_E End ConditionState = RUBBLE Model = cbmectdrl1_R End ; day garrisoned ConditionState = GARRISONED Model = cbmectdrl1_G Animation = cbmectdrl1_G.cbmectdrl1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbmectdrl1_DG Animation = cbmectdrl1_DG.cbmectdrl1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbmectdrl1_N End ConditionState = DAMAGED NIGHT Model = cbmectdrl1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbmectdrl1_EN End ConditionState = RUBBLE NIGHT Model = cbmectdrl1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbmectdrl1_NG Animation = cbmectdrl1_NG.cbmectdrl1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbmectdrl1_DNG Animation = cbmectdrl1_DNG.cbmectdrl1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbmectdrl1_S End ConditionState = DAMAGED SNOW Model = cbmectdrl1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbmectdrl1_ES End ConditionState = RUBBLE SNOW Model = cbmectdrl1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbmectdrl1_SG Animation = cbmectdrl1_SG.cbmectdrl1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbmectdrl1_DSG Animation = cbmectdrl1_DSG.cbmectdrl1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbmectdrl1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbmectdrl1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbmectdrl1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbmectdrl1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbmectdrl1_SNG Animation = cbmectdrl1_SNG.cbmectdrl1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbmectdrl1_DSNG Animation = cbmectdrl1_DSNG.cbmectdrl1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 75.0 GeometryMinorRadius = 60.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTownHall02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbmectdrl2 End ConditionState = DAMAGED Model = cbmectdrl2_D End ConditionState = REALLYDAMAGED Model = cbmectdrl2_E End ConditionState = RUBBLE Model = cbmectdrl2_R End ; day garrisoned ConditionState = GARRISONED Model = cbmectdrl2_G Animation = cbmectdrl2_G.cbmectdrl2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbmectdrl2_DG Animation = cbmectdrl2_DG.cbmectdrl2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbmectdrl2_N End ConditionState = DAMAGED NIGHT Model = cbmectdrl2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbmectdrl2_EN End ConditionState = RUBBLE NIGHT Model = cbmectdrl2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbmectdrl2_NG Animation = cbmectdrl2_NG.cbmectdrl2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbmectdrl2_DNG Animation = cbmectdrl2_DNG.cbmectdrl2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbmectdrl2_S End ConditionState = DAMAGED SNOW Model = cbmectdrl2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbmectdrl2_ES End ConditionState = RUBBLE SNOW Model = cbmectdrl2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbmectdrl2_SG Animation = cbmectdrl2_SG.cbmectdrl2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbmectdrl2_DSG Animation = cbmectdrl2_DSG.cbmectdrl2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbmectdrl2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbmectdrl2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbmectdrl2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbmectdrl2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbmectdrl2_SNG Animation = cbmectdrl2_SNG.cbmectdrl2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbmectdrl2_DSNG Animation = cbmectdrl2_DSNG.cbmectdrl2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 58.0 GeometryHeight = 51.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Crypt01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBoldmslm End ConditionState = DAMAGED Model = CBoldmslm_D End ConditionState = REALLYDAMAGED Model = CBoldmslm_E End ConditionState = RUBBLE Model = CBoldmslm_R End ; day garrisoned ConditionState = GARRISONED Model = CBoldmslm_G Animation = CBoldmslm_G.CBoldmslm_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBoldmslm_DG Animation = CBoldmslm_DG.CBoldmslm_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBoldmslm_N End ConditionState = DAMAGED NIGHT Model = CBoldmslm_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBoldmslm_EN End ConditionState = RUBBLE NIGHT Model = CBoldmslm_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBoldmslm_NG Animation = CBoldmslm_NG.CBoldmslm_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBoldmslm_DNG Animation = CBoldmslm_DNG.CBoldmslm_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBoldmslm_S End ConditionState = DAMAGED SNOW Model = CBoldmslm_DS End ConditionState = REALLYDAMAGED SNOW Model = CBoldmslm_ES End ConditionState = RUBBLE SNOW Model = CBoldmslm_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBoldmslm_SG Animation = CBoldmslm_SG.CBoldmslm_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBoldmslm_DSG Animation = CBoldmslm_DSG.CBoldmslm_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBoldmslm_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBoldmslm_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBoldmslm_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBoldmslm_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBoldmslm_SNG Animation = CBoldmslm_SNG.CBoldmslm_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBoldmslm_DSNG Animation = CBoldmslm_DSNG.CBoldmslm_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 25.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OilRefinery ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBOilRfny End ConditionState = DAMAGED Model = CBOilRfny_D End ConditionState = REALLYDAMAGED Model = CBOilRfny_E End ConditionState = RUBBLE Model = CBOilRfny_R End ; day garrisoned ConditionState = GARRISONED Model = CBOilRfny_G Animation = CBOilRfny_G.CBOilRfny_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBOilRfny_DG Animation = CBOilRfny_DG.CBOilRfny_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBOilRfny_N End ConditionState = DAMAGED NIGHT Model = CBOilRfny_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBOilRfny_EN End ConditionState = RUBBLE NIGHT Model = CBOilRfny_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBOilRfny_NG Animation = CBOilRfny_NG.CBOilRfny_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBOilRfny_DNG Animation = CBOilRfny_DNG.CBOilRfny_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBOilRfny_S End ConditionState = DAMAGED SNOW Model = CBOilRfny_DS End ConditionState = REALLYDAMAGED SNOW Model = CBOilRfny_ES End ConditionState = RUBBLE SNOW Model = CBOilRfny_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBOilRfny_SG Animation = CBOilRfny_SG.CBOilRfny_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBOilRfny_DSG Animation = CBOilRfny_DSG.CBOilRfny_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBOilRfny_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBOilRfny_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBOilRfny_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBOilRfny_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBOilRfny_SNG Animation = CBOilRfny_SNG.CBOilRfny_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBOilRfny_DSNG Animation = CBOilRfny_DSNG.CBOilRfny_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = CivIndustrialPlantAmbientLoop SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 66.0 GeometryMinorRadius = 71.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBSovBldg End ConditionState = DAMAGED Model = CBSovBldg_D End ConditionState = REALLYDAMAGED Model = CBSovBldg_E End ConditionState = RUBBLE Model = CBSovBldg_R End ; day garrisoned ConditionState = GARRISONED Model = CBSovBldg_G Animation = CBSovBldg_G.CBSovBldg_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBSovBldg_DG Animation = CBSovBldg_DG.CBSovBldg_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBSovBldg_N End ConditionState = DAMAGED NIGHT Model = CBSovBldg_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBSovBldg_EN End ConditionState = RUBBLE NIGHT Model = CBSovBldg_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBSovBldg_NG Animation = CBSovBldg_NG.CBSovBldg_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBSovBldg_DNG Animation = CBSovBldg_DNG.CBSovBldg_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBSovBldg_S End ConditionState = DAMAGED SNOW Model = CBSovBldg_DS End ConditionState = REALLYDAMAGED SNOW Model = CBSovBldg_ES End ConditionState = RUBBLE SNOW Model = CBSovBldg_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBSovBldg_SG Animation = CBSovBldg_SG.CBSovBldg_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBSovBldg_DSG Animation = CBSovBldg_DSG.CBSovBldg_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBSovBldg_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBSovBldg_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBSovBldg_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBSovBldg_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBSovBldg_SNG Animation = CBSovBldg_SNG.CBSovBldg_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBSovBldg_DSNG Animation = CBSovBldg_DSNG.CBSovBldg_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 51.0 GeometryMinorRadius = 36.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietRadioBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBSovRdio End ConditionState = DAMAGED Model = CBSovRdio_D End ConditionState = REALLYDAMAGED Model = CBSovRdio_E End ConditionState = RUBBLE Model = CBSovRdio_R End ; day garrisoned ConditionState = GARRISONED Model = CBSovRdio_G Animation = CBSovRdio_G.CBSovRdio_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBSovRdio_DG Animation = CBSovRdio_DG.CBSovRdio_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBSovRdio_N End ConditionState = DAMAGED NIGHT Model = CBSovRdio_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBSovRdio_EN End ConditionState = RUBBLE NIGHT Model = CBSovRdio_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBSovRdio_NG Animation = CBSovRdio_NG.CBSovRdio_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBSovRdio_DNG Animation = CBSovRdio_DNG.CBSovRdio_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBSovRdio_S End ConditionState = DAMAGED SNOW Model = CBSovRdio_DS End ConditionState = REALLYDAMAGED SNOW Model = CBSovRdio_ES End ConditionState = RUBBLE SNOW Model = CBSovRdio_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBSovRdio_SG Animation = CBSovRdio_SG.CBSovRdio_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBSovRdio_DSG Animation = CBSovRdio_DSG.CBSovRdio_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBSovRdio_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBSovRdio_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBSovRdio_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBSovRdio_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBSovRdio_SNG Animation = CBSovRdio_SNG.CBSovRdio_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBSovRdio_DSNG Animation = CBSovRdio_DSNG.CBSovRdio_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End ;----------------------- This Building Doesnt need to do this. ; Behavior = StructureCollapseUpdate ModuleTag_04 ; MinCollapseDelay = 500 ; MaxCollapseDelay = 1000 ; CollapseDamping = 0.0 ; MaxShudder = 0.6 ; MinBurstDelay = 250 ; MaxBurstDelay = 800 ; BigBurstFrequency = 4 ; OCL = INITIAL OCL_StructureCollapseInitial ; OCL = DELAY OCL_StructureCollapseDelay ; OCL = FINAL OCL_StructureCollapseFinal ; FXList = INITIAL FX_StructureCollapseInitial ; FXList = DELAY FX_StructureCollapseDelay ; FXList = BURST FX_StructureCollapseBurst ; FXList = FINAL FX_StructureCollapseFinal ; End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 61.0 GeometryMinorRadius = 26.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut1 End ConditionState = DAMAGED Model = CBGrasHut1_D End ConditionState = REALLYDAMAGED Model = CBGrasHut1_E End ConditionState = RUBBLE Model = CBGrasHut1_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut1_G Animation = CBGrasHut1_G.CBGrasHut1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut1_DG Animation = CBGrasHut1_DG.CBGrasHut1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut1_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut1_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut1_NG Animation = CBGrasHut1_NG.CBGrasHut1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut1_DNG Animation = CBGrasHut1_DNG.CBGrasHut1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut1_S End ConditionState = DAMAGED SNOW Model = CBGrasHut1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut1_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut1_SG Animation = CBGrasHut1_SG.CBGrasHut1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut1_DSG Animation = CBGrasHut1_DSG.CBGrasHut1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut1_SNG Animation = CBGrasHut1_SNG.CBGrasHut1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut1_DSNG Animation = CBGrasHut1_DSNG.CBGrasHut1_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 28.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut2 End ConditionState = DAMAGED Model = CBGrasHut2_D End ConditionState = REALLYDAMAGED Model = CBGrasHut2_E End ConditionState = RUBBLE Model = CBGrasHut2_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut2_G Animation = CBGrasHut2_G.CBGrasHut2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut2_DG Animation = CBGrasHut2_DG.CBGrasHut2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut2_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut2_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut2_NG Animation = CBGrasHut2_NG.CBGrasHut2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut2_DNG Animation = CBGrasHut2_DNG.CBGrasHut2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut2_S End ConditionState = DAMAGED SNOW Model = CBGrasHut2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut2_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut2_SG Animation = CBGrasHut2_SG.CBGrasHut2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut2_DSG Animation = CBGrasHut2_DSG.CBGrasHut2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut2_SNG Animation = CBGrasHut2_SNG.CBGrasHut2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut2_DSNG Animation = CBGrasHut2_DSNG.CBGrasHut2_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 15.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut3 End ConditionState = DAMAGED Model = CBGrasHut3_D End ConditionState = REALLYDAMAGED Model = CBGrasHut3_E End ConditionState = RUBBLE Model = CBGrasHut3_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut3_G Animation = CBGrasHut3_G.CBGrasHut3_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut3_DG Animation = CBGrasHut3_DG.CBGrasHut3_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut3_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut3_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut3_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut3_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut3_NG Animation = CBGrasHut3_NG.CBGrasHut3_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut3_DNG Animation = CBGrasHut3_DNG.CBGrasHut3_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut3_S End ConditionState = DAMAGED SNOW Model = CBGrasHut3_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut3_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut3_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut3_SG Animation = CBGrasHut3_SG.CBGrasHut3_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut3_DSG Animation = CBGrasHut3_DSG.CBGrasHut3_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut3_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut3_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut3_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut3_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut3_SNG Animation = CBGrasHut3_SNG.CBGrasHut3_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut3_DSNG Animation = CBGrasHut3_DSNG.CBGrasHut3_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 13.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut4 End ConditionState = DAMAGED Model = CBGrasHut4_D End ConditionState = REALLYDAMAGED Model = CBGrasHut4_E End ConditionState = RUBBLE Model = CBGrasHut4_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut4_G Animation = CBGrasHut4_G.CBGrasHut4_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut4_DG Animation = CBGrasHut4_DG.CBGrasHut4_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut4_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut4_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut4_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut4_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut4_NG Animation = CBGrasHut4_NG.CBGrasHut4_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut4_DNG Animation = CBGrasHut4_DNG.CBGrasHut4_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut4_S End ConditionState = DAMAGED SNOW Model = CBGrasHut4_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut4_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut4_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut4_SG Animation = CBGrasHut4_SG.CBGrasHut4_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut4_DSG Animation = CBGrasHut4_DSG.CBGrasHut4_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut4_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut4_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut4_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut4_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut4_SNG Animation = CBGrasHut4_SNG.CBGrasHut4_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut4_DSNG Animation = CBGrasHut4_DSNG.CBGrasHut4_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 22.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WoodTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower End ConditionState = DAMAGED Model = CBTower_D End ConditionState = REALLYDAMAGED Model = CBTower_E End ConditionState = RUBBLE Model = CBTower_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower_G Animation = CBTower_G.CBTower_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower_DG Animation = CBTower_DG.CBTower_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower_N End ConditionState = DAMAGED NIGHT Model = CBTower_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower_EN End ConditionState = RUBBLE NIGHT Model = CBTower_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower_NG Animation = CBTower_NG.CBTower_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower_DNG Animation = CBTower_DNG.CBTower_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTower_S End ConditionState = DAMAGED SNOW Model = CBTower_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTower_ES End ConditionState = RUBBLE SNOW Model = CBTower_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTower_SG Animation = CBTower_SG.CBTower_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTower_DSG Animation = CBTower_DSG.CBTower_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTower_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTower_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTower_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTower_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTower_SNG Animation = CBTower_SNG.CBTower_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTower_DSNG Animation = CBTower_DSNG.CBTower_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 11.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GuardTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower2 End ConditionState = DAMAGED Model = CBTower2_D End ConditionState = REALLYDAMAGED Model = CBTower2_E End ConditionState = RUBBLE Model = CBTower2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower2_G Animation = CBTower2_G.CBTower2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower2_DG Animation = CBTower2_DG.CBTower2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower2_N End ConditionState = DAMAGED NIGHT Model = CBTower2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower2_EN End ConditionState = RUBBLE NIGHT Model = CBTower2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower2_NG Animation = CBTower2_NG.CBTower2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower2_DNG Animation = CBTower2_DNG.CBTower2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTower2_S End ConditionState = DAMAGED SNOW Model = CBTower2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTower2_ES End ConditionState = RUBBLE SNOW Model = CBTower2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTower2_SG Animation = CBTower2_SG.CBTower2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTower2_DSG Animation = CBTower2_DSG.CBTower2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTower2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTower2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTower2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTower2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTower2_SNG Animation = CBTower2_SNG.CBTower2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTower2_DSNG Animation = CBTower2_DSNG.CBTower2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 12.0 GeometryHeight = 49.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuGarage ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis02 End ConditionState = DAMAGED Model = CBMogdis02_D End ConditionState = REALLYDAMAGED Model = CBMogdis02_E End ConditionState = RUBBLE Model = CBMogdis02_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis02_G Animation = CBMogdis02_G.CBMogdis02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis02_DG Animation = CBMogdis02_DG.CBMogdis02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogDis02_N End ConditionState = DAMAGED NIGHT Model = CBMogDis02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogDis02_EN End ConditionState = RUBBLE NIGHT Model = CBMogDis02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogDis02_NG Animation = CBMogDis02_NG.CBMogDis02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogDis02_DNG Animation = CBMogDis02_DNG.CBMogDis02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogDis02_S End ConditionState = DAMAGED SNOW Model = CBMogDis02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogDis02_ES End ConditionState = RUBBLE SNOW Model = CBMogDis02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogDis02_SG Animation = CBMogDis02_SG.CBMogDis02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogDis02_DSG Animation = CBMogDis02_DSG.CBMogDis02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogDis02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogDis02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogDis02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogDis02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogDis02_SNG Animation = CBMogDis02_SNG.CBMogDis02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogDis02_DSNG Animation = CBMogDis02_DSNG.CBMogDis02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuShop01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis03 End ConditionState = DAMAGED Model = CBMogdis03_D End ConditionState = REALLYDAMAGED Model = CBMogdis03_E End ConditionState = RUBBLE Model = CBMogdis03_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis03_G Animation = CBMogdis03_G.CBMogdis03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis03_DG Animation = CBMogdis03_DG.CBMogdis03_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis03_N End ConditionState = DAMAGED NIGHT Model = CBMogdis03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis03_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis03_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis03_NG Animation = CBMogdis03_NG.CBMogdis03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis03_DNG Animation = CBMogdis03_DNG.CBMogdis03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis03_S End ConditionState = DAMAGED SNOW Model = CBMogdis03_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis03_ES End ConditionState = RUBBLE SNOW Model = CBMogdis03_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis03_SG Animation = CBMogdis03_SG.CBMogdis03_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis03_DSG Animation = CBMogdis03_DSG.CBMogdis03_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis03_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis03_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis03_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis03_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis03_SNG Animation = CBMogdis03_SNG.CBMogdis03_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis03_DSNG Animation = CBMogdis03_DSNG.CBMogdis03_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuShop02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis04 End ConditionState = DAMAGED Model = CBMogdis04_D End ConditionState = REALLYDAMAGED Model = CBMogdis04_E End ConditionState = RUBBLE Model = CBMogdis04_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis04_G Animation = CBMogdis04_G.CBMogdis04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis04_DG Animation = CBMogdis04_DG.CBMogdis04_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis04_N End ConditionState = DAMAGED NIGHT Model = CBMogdis04_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis04_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis04_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis04_NG Animation = CBMogdis04_NG.CBMogdis04_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis04_DNG Animation = CBMogdis04_DNG.CBMogdis04_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis04_S End ConditionState = DAMAGED SNOW Model = CBMogdis04_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis04_ES End ConditionState = RUBBLE SNOW Model = CBMogdis04_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis04_SG Animation = CBMogdis04_SG.CBMogdis04_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis04_DSG Animation = CBMogdis04_DSG.CBMogdis04_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis04_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis04_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis04_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis04_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis04_SNG Animation = CBMogdis04_SNG.CBMogdis04_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis04_DSNG Animation = CBMogdis04_DSNG.CBMogdis04_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis08 End ConditionState = DAMAGED Model = CBMogdis08_D End ConditionState = REALLYDAMAGED Model = CBMogdis08_E End ConditionState = RUBBLE Model = CBMogdis08_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis08_G Animation = CBMogdis08_G.CBMogdis08_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis08_DG Animation = CBMogdis08_DG.CBMogdis08_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis08_N End ConditionState = DAMAGED NIGHT Model = CBMogdis08_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis08_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis08_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis08_NG Animation = CBMogdis08_NG.CBMogdis08_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis08_DNG Animation = CBMogdis08_DNG.CBMogdis08_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis08_S End ConditionState = DAMAGED SNOW Model = CBMogdis08_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis08_ES End ConditionState = RUBBLE SNOW Model = CBMogdis08_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis08_SG Animation = CBMogdis08_SG.CBMogdis08_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis08_DSG Animation = CBMogdis08_DSG.CBMogdis08_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis08_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis08_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis08_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis08_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis08_SNG Animation = CBMogdis08_SNG.CBMogdis08_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis08_DSNG Animation = CBMogdis08_DSNG.CBMogdis08_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 21.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuGarage02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis05 End ConditionState = DAMAGED Model = CBMogdis05_D End ConditionState = REALLYDAMAGED Model = CBMogdis05_E End ConditionState = RUBBLE Model = CBMogdis05_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis05_G Animation = CBMogdis05_G.CBMogdis05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis05_DG Animation = CBMogdis05_DG.CBMogdis05_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis05_N End ConditionState = DAMAGED NIGHT Model = CBMogdis05_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis05_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis05_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis05_NG Animation = CBMogdis05_NG.CBMogdis05_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis05_DNG Animation = CBMogdis05_DNG.CBMogdis05_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis05_S End ConditionState = DAMAGED SNOW Model = CBMogdis05_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis05_ES End ConditionState = RUBBLE SNOW Model = CBMogdis05_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis05_SG Animation = CBMogdis05_SG.CBMogdis05_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis05_DSG Animation = CBMogdis05_DSG.CBMogdis05_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis05_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis05_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis05_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis05_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis05_SNG ; @todo srj -- missing ; Animation = CBMogdis05_SNG.CBMogdis05_SNG ; AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis05_DSNG Animation = CBMogdis05_DSNG.CBMogdis05_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuWell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBMogWell End ConditionState = DAMAGED Model = CBMogWell_D End ConditionState = REALLYDAMAGED Model = CBMogWell_E End ConditionState = RUBBLE Model = CBMogWell_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Shadow = SHADOW_VOLUME Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ;ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ;RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 4.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHighrise02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis06 End ConditionState = DAMAGED Model = CBMogdis06_D End ConditionState = REALLYDAMAGED Model = CBMogdis06_E End ConditionState = RUBBLE Model = CBMogdis06_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis06_G Animation = CBMogdis06_G.CBMogdis06_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis06_DG Animation = CBMogdis06_DG.CBMogdis06_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis06_N End ConditionState = DAMAGED NIGHT Model = CBMogdis06_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis06_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis06_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis06_NG Animation = CBMogdis06_NG.CBMogdis06_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis06_DNG Animation = CBMogdis06_DNG.CBMogdis06_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis06_S End ConditionState = DAMAGED SNOW Model = CBMogdis06_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis06_ES End ConditionState = RUBBLE SNOW Model = CBMogdis06_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis06_SG Animation = CBMogdis06_SG.CBMogdis06_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis06_DSG Animation = CBMogdis06_DSG.CBMogdis06_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis06_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis06_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis06_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis06_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis06_SNG Animation = CBMogdis06_SNG.CBMogdis06_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis06_DSNG Animation = CBMogdis06_DSNG.CBMogdis06_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHighrise03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis07 End ConditionState = DAMAGED Model = CBMogdis07_D End ConditionState = REALLYDAMAGED Model = CBMogdis07_E End ConditionState = RUBBLE Model = CBMogdis07_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis07_G Animation = CBMogdis07_G.CBMogdis07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis07_DG Animation = CBMogdis07_DG.CBMogdis07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis07_N End ConditionState = DAMAGED NIGHT Model = CBMogdis07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis07_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis07_NG Animation = CBMogdis07_NG.CBMogdis07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis07_DNG Animation = CBMogdis07_DNG.CBMogdis07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis07_S End ConditionState = DAMAGED SNOW Model = CBMogdis07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis07_ES End ConditionState = RUBBLE SNOW Model = CBMogdis07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis07_SG Animation = CBMogdis07_SG.CBMogdis07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis07_DSG Animation = CBMogdis07_DSG.CBMogdis07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis07_SNG Animation = CBMogdis07_SNG.CBMogdis07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis07_DSNG Animation = CBMogdis07_DSNG.CBMogdis07_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FarmHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNFarmHse End ConditionState = DAMAGED Model = CBNFarmHse_D End ConditionState = REALLYDAMAGED Model = CBNFarmHse_E End ConditionState = RUBBLE Model = CBNFarmHse_R End ; day garrisoned ConditionState = GARRISONED Model = CBNFarmHse_G Animation = CBNFarmHse_G.CBNFarmHse_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFarmHse_DG Animation = CBNFarmHse_DG.CBNFarmHse_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNFarmHse_N End ConditionState = DAMAGED NIGHT Model = CBNFarmHse_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNFarmHse_EN End ConditionState = RUBBLE NIGHT Model = CBNFarmHse_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNFarmHse_NG Animation = CBNFarmHse_NG.CBNFarmHse_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNFarmHse_DNG Animation = CBNFarmHse_DNG.CBNFarmHse_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNFarmHse_S End ConditionState = DAMAGED SNOW Model = CBNFarmHse_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNFarmHse_ES End ConditionState = RUBBLE SNOW Model = CBNFarmHse_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNFarmHse_SG Animation = CBNFarmHse_SG.CBNFarmHse_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNFarmHse_DSG Animation = CBNFarmHse_DSG.CBNFarmHse_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNFarmHse_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNFarmHse_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNFarmHse_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNFarmHse_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNFarmHse_SNG Animation = CBNFarmHse_SNG.CBNFarmHse_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNFarmHse_DSNG Animation = CBNFarmHse_DSNG.CBNFarmHse_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuroHighrise ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroCnd End ConditionState = DAMAGED Model = CBEuroCnd_D End ConditionState = REALLYDAMAGED Model = CBEuroCnd_E End ConditionState = RUBBLE Model = CBEuroCnd_E End ConditionState = POST_COLLAPSE Model = CBEuroCnd_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroCnd_G Animation = CBEuroCnd_G.CBEuroCnd_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroCnd_DG Animation = CBEuroCnd_DG.CBEuroCnd_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroCnd_N End ConditionState = DAMAGED NIGHT Model = CBEuroCnd_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroCnd_EN End ConditionState = RUBBLE NIGHT Model = CBEuroCnd_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBEuroCnd_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroCnd_NG Animation = CBEuroCnd_NG.CBEuroCnd_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroCnd_DNG Animation = CBEuroCnd_DNG.CBEuroCnd_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroCnd_S End ConditionState = DAMAGED SNOW Model = CBEuroCnd_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroCnd_ES End ConditionState = RUBBLE SNOW Model = CBEuroCnd_ES End ConditionState = POST_COLLAPSE SNOW Model = CBEuroCnd_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBEuroCnd_SG Animation = CBEuroCnd_SG.CBEuroCnd_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBEuroCnd_DSG Animation = CBEuroCnd_DSG.CBEuroCnd_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBEuroCnd_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBEuroCnd_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBEuroCnd_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBEuroCnd_SNG Animation = CBEuroCnd_SNG.CBEuroCnd_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBEuroCnd_DSNG Animation = CBEuroCnd_DSNG.CBEuroCnd_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureCollapseUpdate ModuleTag_04 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 36.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuroHighrise2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroCnd2 End ConditionState = DAMAGED Model = CBEuroCnd2_D End ConditionState = REALLYDAMAGED Model = CBEuroCnd2_E End ConditionState = RUBBLE Model = CBEuroCnd2_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroCnd2_G Animation = CBEuroCnd2_G.CBEuroCnd2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroCnd2_DG Animation = CBEuroCnd2_DG.CBEuroCnd2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroCnd2_N End ConditionState = DAMAGED NIGHT Model = CBEuroCnd2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroCnd2_EN End ConditionState = RUBBLE NIGHT Model = CBEuroCnd2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroCnd2_NG Animation = CBEuroCnd2_NG.CBEuroCnd2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroCnd2_DNG Animation = CBEuroCnd2_DNG.CBEuroCnd2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroCnd2_S End ConditionState = DAMAGED SNOW Model = CBEuroCnd2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroCnd2_ES End ConditionState = RUBBLE SNOW Model = CBEuroCnd2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBEuroCnd2_SG Animation = CBEuroCnd2_SG.CBEuroCnd2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBEuroCnd2_DSG Animation = CBEuroCnd2_DSG.CBEuroCnd2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBEuroCnd2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBEuroCnd2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBEuroCnd2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBEuroCnd2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBEuroCnd2_SNG Animation = CBEuroCnd2_SNG.CBEuroCnd2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBEuroCnd2_DSNG Animation = CBEuroCnd2_DSNG.CBEuroCnd2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 21.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MidEastCathedral02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbmectdrl2 End ConditionState = DAMAGED Model = cbmectdrl2_D End ConditionState = REALLYDAMAGED Model = cbmectdrl2_E End ConditionState = RUBBLE Model = cbmectdrl2_R End ; day garrisoned ConditionState = GARRISONED Model = cbmectdrl2_G Animation = cbmectdrl2_G.cbmectdrl2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbmectdrl2_DG Animation = cbmectdrl2_DG.cbmectdrl2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbmectdrl2_N End ConditionState = DAMAGED NIGHT Model = cbmectdrl2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbmectdrl2_EN End ConditionState = RUBBLE NIGHT Model = cbmectdrl2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbmectdrl2_NG Animation = cbmectdrl2_NG.cbmectdrl2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbmectdrl2_DNG Animation = cbmectdrl2_DNG.cbmectdrl2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbmectdrl2_S End ConditionState = DAMAGED SNOW Model = cbmectdrl2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbmectdrl2_ES End ConditionState = RUBBLE SNOW Model = cbmectdrl2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbmectdrl2_SG Animation = cbmectdrl2_SG.cbmectdrl2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbmectdrl2_DSG Animation = cbmectdrl2_DSG.cbmectdrl2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbmectdrl2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbmectdrl2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbmectdrl2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbmectdrl2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbmectdrl2_SNG Animation = cbmectdrl2_SNG.cbmectdrl2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbmectdrl2_DSNG Animation = cbmectdrl2_DSNG.cbmectdrl2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 65.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse01 End ConditionState = DAMAGED Model = CBTHouse01_D End ConditionState = REALLYDAMAGED Model = CBTHouse01_E End ConditionState = RUBBLE Model = CBTHouse01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse01_G Animation = CBTHouse01_G.CBTHouse01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse01_DG Animation = CBTHouse01_DG.CBTHouse01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse01_N End ConditionState = DAMAGED NIGHT Model = CBTHouse01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse01_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse01_NG Animation = CBTHouse01_NG.CBTHouse01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse01_DNG Animation = CBTHouse01_DNG.CBTHouse01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse01_S End ConditionState = DAMAGED SNOW Model = CBTHouse01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse01_ES End ConditionState = RUBBLE SNOW Model = CBTHouse01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse01_SG Animation = CBTHouse01_SG.CBTHouse01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse01_DSG Animation = CBTHouse01_DSG.CBTHouse01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse01_SNG Animation = CBTHouse01_SNG.CBTHouse01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse01_DSNG Animation = CBTHouse01_DSNG.CBTHouse01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 32.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TallTower02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTower02 End ConditionState = DAMAGED Model = CBTower02_D ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ConditionState = REALLYDAMAGED Model = CBTower02_E ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = RUBBLE Model = CBTower02_E ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = POST_COLLAPSE Model = CBTower02_R ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Smoke04 GLATowerSmoke ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ; day garrisoned ConditionState = GARRISONED Model = CBTower02_G Animation = CBTower02_G.CBTower02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower02_GD Animation = CBTower02_GD.CBTower02_GD AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke End ; night ConditionState = NIGHT Model = CBTower02_N End ConditionState = DAMAGED NIGHT Model = CBTower02_DN ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTower02_E ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = RUBBLE NIGHT Model = CBTower02_E ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = POST_COLLAPSE NIGHT Model = CBTower02_R ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Smoke04 GLATowerSmoke ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower02_GN Animation = CBTower02_GN.CBTower02_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower02_GDN Animation = CBTower02_GDN.CBTower02_GDN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke End ; snow ConditionState = SNOW Model = CBTower02_S End ConditionState = DAMAGED SNOW Model = CBTower02_DS ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke End ConditionState = REALLYDAMAGED SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = RUBBLE SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = POST_COLLAPSE SNOW Model = CBTower02_RS ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Smoke04 GLATowerSmoke ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ; day garrisoned ConditionState = GARRISONED SNOW Model = CBTower02_GS Animation = CBTower02_GS.CBTower02_GS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBTower02_GDS Animation = CBTower02_GDS.CBTower02_GDS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ; night snow ConditionState = NIGHT SNOW Model = CBTower02_NS End ConditionState = DAMAGED NIGHT SNOW Model = CBTower02_DNS ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = RUBBLE NIGHT SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ConditionState = POST_COLLAPSE NIGHT SNOW Model = CBTower02_RS ParticleSysBone = Smoke01 SteamVentTower ParticleSysBone = Smoke02 GLATowerSmoke ParticleSysBone = Smoke03 SteamVentTower ParticleSysBone = Smoke04 GLATowerSmoke ParticleSysBone = Fire01 GLATowerFlame ParticleSysBone = Fire02 GLATowerFlame ParticleSysBone = Fire03 GLATowerFlame End ; night garrisoned ConditionState = NIGHT GARRISONED SNOW Model = CBTower02_GNS Animation = CBTower02_GNS.CBTower02_GNS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBTower02_GDNS Animation = CBTower02_GDNS.CBTower02_GDNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End ; ***ENGINEERING parameters *** Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_SmallTowerCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 GeometryHeight = 92.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBHigh01 End ConditionState = DAMAGED Model = CBHigh01_D End ConditionState = REALLYDAMAGED Model = CBHigh01_E End ConditionState = RUBBLE Model = CBHigh01_E End ConditionState = POST_COLLAPSE Model = CBHigh01_R End ; day garrisoned ConditionState = GARRISONED Model = CBHigh01_G Animation = CBHigh01_G.CBHigh01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHigh01_DG Animation = CBHigh01_DG.CBHigh01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBHigh01_N End ConditionState = DAMAGED NIGHT Model = CBHigh01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHigh01_EN End ConditionState = RUBBLE NIGHT Model = CBHigh01_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBHigh01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBHigh01_NG Animation = CBHigh01_NG.CBHigh01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHigh01_DNG Animation = CBHigh01_DNG.CBHigh01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHigh01_S End ConditionState = DAMAGED SNOW Model = CBHigh01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBHigh01_ES End ConditionState = RUBBLE SNOW Model = CBHigh01_ES End ConditionState = POST_COLLAPSE SNOW Model = CBHigh01_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBHigh01_SG Animation = CBHigh01_SG.CBHigh01_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBHigh01_DSG Animation = CBHigh01_DSG.CBHigh01_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBHigh01_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBHigh01_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBHigh01_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBHigh01_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBHigh01_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBHigh01_SNG Animation = CBHigh01_SNG.CBHigh01_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBHigh01_DSNG Animation = CBHigh01_DSNG.CBHigh01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 18.0 GeometryHeight = 81.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBHigh02 End ConditionState = DAMAGED Model = CBHigh02_D End ConditionState = REALLYDAMAGED Model = CBHigh02_E End ConditionState = RUBBLE Model = CBHigh02_E End ConditionState = POST_COLLAPSE Model = CBHigh02_R End ; day garrisoned ConditionState = GARRISONED Model = CBHigh02_G Animation = CBHigh02_G.CBHigh02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHigh02_DG Animation = CBHigh02_DG.CBHigh02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBHigh02_N End ConditionState = DAMAGED NIGHT Model = CBHigh02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHigh02_EN End ConditionState = RUBBLE NIGHT Model = CBHigh02_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBHigh02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBHigh02_NG Animation = CBHigh02_NG.CBHigh02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHigh02_DNG Animation = CBHigh02_DNG.CBHigh02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHigh02_S End ConditionState = DAMAGED SNOW Model = CBHigh02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBHigh02_ES End ConditionState = RUBBLE SNOW Model = CBHigh02_ES End ConditionState = POST_COLLAPSE SNOW Model = CBHigh02_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBHigh02_SG Animation = CBHigh02_SG.CBHigh02_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBHigh02_DSG Animation = CBHigh02_DSG.CBHigh02_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBHigh02_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBHigh02_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBHigh02_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBHigh02_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBHigh02_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBHigh02_SNG Animation = CBHigh02_SNG.CBHigh02_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBHigh02_DSNG Animation = CBHigh02_DSNG.CBHigh02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 29.0 GeometryHeight = 90.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Dam ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBDam ParticleSysBone = Spray01 DamOverflow ParticleSysBone = Spray03 DamOverflow ParticleSysBone = Spray05 DamOverflow ParticleSysBone = Spray06 DamWavesOutward End ConditionState = DAMAGED Model = CBDam_D ParticleSysBone = Spray04 DamOverflow ParticleSysBone = Spray07 DamOverflow ParticleSysBone = Spray08 DamOverflow ParticleSysBone = WaterSpray01 WaterSpraySplash ParticleSysBone = WaterSpray02 WaterSpraySplash ParticleSysBone = WaterSpray03 WaterSpraySplash ParticleSysBone = Spray08 DamWavesOutward End ConditionState = REALLYDAMAGED Model = CBDam_E Animation = CBDam_E.CBDam_E AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WaterSpray01 WaterSpraySplash ParticleSysBone = WaterSpray02 WaterSpraySplash ParticleSysBone = WaterSpray04 WaterSpraySplash ParticleSysBone = Spray03 DamWavesOutward ParticleSysBone = WaterSprayBig01 WaterSpray End ConditionState = RUBBLE Model = CBDam_R Animation = CBDam_R.CBDam_R AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WaterSpray01 WaterSpray ParticleSysBone = WaterSpray02 WaterSpray ParticleSysBone = WaterSpray03 WaterSpray ParticleSysBone = WaterSpray01 DamMist End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dam EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 3000.0 InitialHealth = 3000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** SoundAmbient = DamAmbientLoop SoundAmbientDamaged = DamDamageLoop1 SoundAmbientReallyDamaged = DamDamageLoop2 SoundAmbientRubble = DamDamageLoop3 ;Don't comment out the sounds! Behavior = TransitionDamageFX ModuleTag_03 ; DamagedParticleSystem1 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpraySplash ; DamagedParticleSystem2 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpraySplash2 ; DamagedParticleSystem3 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpraySplash ; DamagedParticleSystem4 = Bone:Spray04 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem5 = Bone:Spray05 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem6 = Bone:Spray06 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem7 = Bone:Spray07 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem8 = Bone:Spray08 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem9 = Bone:Spray08 RandomBone:No PSys:DamMistSmall DamagedFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamDamaged ; ReallyDamagedParticleSystem1 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSpray ; ReallyDamagedParticleSystem2 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSprayLargeSpray ; ReallyDamagedParticleSystem3 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpraySplash ; ReallyDamagedParticleSystem4 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpraySplash ; ReallyDamagedParticleSystem5 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpraySplash ; ReallyDamagedParticleSystem6 = Bone:Spray06 RandomBone:No PSys:DamMistSmall ReallyDamagedFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamReallyDamaged ; RubbleParticleSystem1 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpray ; RubbleParticleSystem2 = Bone:WaterSpray01 RandomBone:No PSys:WaterSprayLargeSpray ; RubbleParticleSystem3 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpray ; RubbleParticleSystem4 = Bone:WaterSpray02 RandomBone:No PSys:WaterSprayLargeSpray ; RubbleParticleSystem5 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpray ; RubbleParticleSystem6 = Bone:WaterSpray03 RandomBone:No PSys:WaterSprayLargeSpray ; RubbleParticleSystem7 = Bone:WaterSpray04 RandomBone:No PSys:DamMistSmall ; RubbleParticleSystem8 = Bone:WaterSpray01 RandomBone:No PSys:DamMist RubbleFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamRubble End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_DamDie End Behavior = DamDie ModuleTag_05 ;nothing End ;Note, must be after create object die Geometry = BOX GeometryMajorRadius = 150 ; 25.0 GeometryMinorRadius = 25 ; 16.0 GeometryHeight = 200 ; 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ParticleTestObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ; day garrisoned ConditionState = GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ;ConditionState = RUBBLE GARRISONED ; Model = EXTestObject ; ParticleSysBone = Fire01 SmolderingFire ; ParticleSysBone = Fire01 SmolderingFlameCore ; ParticleSysBone = Smoke01 SmolderingSmoke ;End ; night garrisoned ConditionState = NIGHT GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ;ConditionState = RUBBLE NIGHT GARRISONED ; Model = EXTestObject ; ParticleSysBone = Fire01 SmolderingFire ; ParticleSysBone = Fire01 SmolderingFlameCore ; ParticleSysBone = Smoke01 SmolderingSmoke ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WatchTower03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTower03 End ConditionState = DAMAGED Model = CBTower03_D End ConditionState = REALLYDAMAGED Model = CBTower03_E End ConditionState = RUBBLE Model = CBTower03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower03_G Animation = CBTower03_G.CBTower03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower03_DG Animation = CBTower03_DG.CBTower03_DG AnimationMode = LOOP End AliasConditionState = REALLYDAMAGED GARRISONED ; night ConditionState = NIGHT Model = CBTower03_N End ConditionState = DAMAGED NIGHT Model = CBTower03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower03_E End ConditionState = RUBBLE NIGHT Model = CBTower03_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower03_NG Animation = CBTower03_NG.CBTower03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower03_DNG Animation = CBTower03_DNG.CBTower03_DNG AnimationMode = LOOP End AliasConditionState = REALLYDAMAGED NIGHT GARRISONED End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 75.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse03 End ConditionState = DAMAGED Model = CBTHouse03_D End ConditionState = REALLYDAMAGED Model = CBTHouse03_E End ConditionState = RUBBLE Model = CBTHouse03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse03_G Animation = CBTHouse03_G.CBTHouse03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse03_DG Animation = CBTHouse03_DG.CBTHouse03_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse03_N End ConditionState = DAMAGED NIGHT Model = CBTHouse03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse03_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse03_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse03_NG Animation = CBTHouse03_NG.CBTHouse03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse03_DNG Animation = CBTHouse03_DNG.CBTHouse03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse03_S End ConditionState = DAMAGED SNOW Model = CBTHouse03_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse03_ES End ConditionState = RUBBLE SNOW Model = CBTHouse03_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse03_SG Animation = CBTHouse03_SG.CBTHouse03_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse03_DSG Animation = CBTHouse03_DSG.CBTHouse03_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse03_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse03_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse03_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse03_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse03_SNG Animation = CBTHouse03_SNG.CBTHouse03_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse03_DSNG Animation = CBTHouse03_DSNG.CBTHouse03_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 56.0 GeometryMinorRadius = 45.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse04 End ConditionState = DAMAGED Model = CBTHouse04_D End ConditionState = REALLYDAMAGED Model = CBTHouse04_E End ConditionState = RUBBLE Model = CBTHouse04_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse04_G Animation = CBTHouse04_G.CBTHouse04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse04_DG Animation = CBTHouse04_DG.CBTHouse04_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse04_N End ConditionState = DAMAGED NIGHT Model = CBTHouse04_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse04_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse04_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse04_NG Animation = CBTHouse04_NG.CBTHouse04_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse04_DNG Animation = CBTHouse04_DNG.CBTHouse04_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse04_S End ConditionState = DAMAGED SNOW Model = CBTHouse04_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse04_ES End ConditionState = RUBBLE SNOW Model = CBTHouse04_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse04_SG Animation = CBTHouse04_SG.CBTHouse04_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse04_DSG Animation = CBTHouse04_DSG.CBTHouse04_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse04_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse04_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse04_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse04_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse04_SNG Animation = CBTHouse04_SNG.CBTHouse04_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse04_DSNG Animation = CBTHouse04_DSNG.CBTHouse04_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse05 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse05 End ConditionState = DAMAGED Model = CBTHouse05_D End ConditionState = REALLYDAMAGED Model = CBTHouse05_E End ConditionState = RUBBLE Model = CBTHouse05_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse05_G Animation = CBTHouse05_G.CBTHouse05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse05_DG Animation = CBTHouse05_DG.CBTHouse05_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse05_N End ConditionState = DAMAGED NIGHT Model = CBTHouse05_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse05_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse05_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse05_NG Animation = CBTHouse05_NG.CBTHouse05_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse05_DNG Animation = CBTHouse05_DNG.CBTHouse05_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse05_S End ConditionState = DAMAGED SNOW Model = CBTHouse05_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse05_ES End ConditionState = RUBBLE SNOW Model = CBTHouse05_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse05_SG Animation = CBTHouse05_SG.CBTHouse05_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse05_DSG Animation = CBTHouse05_DSG.CBTHouse05_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse05_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse05_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse05_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse05_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse05_SNG Animation = CBTHouse05_SNG.CBTHouse05_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse05_DSNG Animation = CBTHouse05_DSNG.CBTHouse05_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 28.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse06 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse06 End ConditionState = DAMAGED Model = CBTHouse06_D End ConditionState = REALLYDAMAGED Model = CBTHouse06_E End ConditionState = RUBBLE Model = CBTHouse06_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse06_G Animation = CBTHouse06_G.CBTHouse06_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse06_DG Animation = CBTHouse06_DG.CBTHouse06_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse06_N End ConditionState = DAMAGED NIGHT Model = CBTHouse06_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse06_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse06_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse06_NG Animation = CBTHouse06_NG.CBTHouse06_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse06_DNG Animation = CBTHouse06_DNG.CBTHouse06_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse06_S End ConditionState = DAMAGED SNOW Model = CBTHouse06_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse06_ES End ConditionState = RUBBLE SNOW Model = CBTHouse06_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse06_SG Animation = CBTHouse06_SG.CBTHouse06_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse06_DSG Animation = CBTHouse06_DSG.CBTHouse06_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse06_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse06_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse06_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse06_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse06_SNG Animation = CBTHouse06_SNG.CBTHouse06_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse06_DSNG Animation = CBTHouse06_DSNG.CBTHouse06_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 21.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse07 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse07 End ConditionState = DAMAGED Model = CBTHouse07_D End ConditionState = REALLYDAMAGED Model = CBTHouse07_E End ConditionState = RUBBLE Model = CBTHouse07_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse07_G Animation = CBTHouse07_G.CBTHouse07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse07_DG Animation = CBTHouse07_DG.CBTHouse07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse07_N End ConditionState = DAMAGED NIGHT Model = CBTHouse07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse07_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse07_NG Animation = CBTHouse07_NG.CBTHouse07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse07_DNG Animation = CBTHouse07_DNG.CBTHouse07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse07_S End ConditionState = DAMAGED SNOW Model = CBTHouse07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse07_ES End ConditionState = RUBBLE SNOW Model = CBTHouse07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse07_SG Animation = CBTHouse07_SG.CBTHouse07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse07_DSG Animation = CBTHouse07_DSG.CBTHouse07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse07_SNG Animation = CBTHouse07_SNG.CBTHouse07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse07_DSNG Animation = CBTHouse07_DSNG.CBTHouse07_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 54.0 GeometryMinorRadius = 27.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse08 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse08 End ConditionState = DAMAGED Model = CBTHouse08_D End ConditionState = REALLYDAMAGED Model = CBTHouse08_E End ConditionState = RUBBLE Model = CBTHouse08_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse08_G Animation = CBTHouse08_G.CBTHouse08_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse08_DG Animation = CBTHouse08_DG.CBTHouse08_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse08_N End ConditionState = DAMAGED NIGHT Model = CBTHouse08_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse08_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse08_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse08_NG Animation = CBTHouse08_NG.CBTHouse08_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse08_DNG Animation = CBTHouse08_DNG.CBTHouse08_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse08_S End ConditionState = DAMAGED SNOW Model = CBTHouse08_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse08_ES End ConditionState = RUBBLE SNOW Model = CBTHouse08_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse08_SG Animation = CBTHouse08_SG.CBTHouse08_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse08_DSG Animation = CBTHouse08_DSG.CBTHouse08_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse08_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse08_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse08_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse08_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse08_SNG Animation = CBTHouse08_SNG.CBTHouse08_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse08_DSNG Animation = CBTHouse08_DSNG.CBTHouse08_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 56.0 GeometryMinorRadius = 45.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse09 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse09 End ConditionState = DAMAGED Model = CBTHouse09_D End ConditionState = REALLYDAMAGED Model = CBTHouse09_E End ConditionState = RUBBLE Model = CBTHouse09_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse09_G Animation = CBTHouse09_G.CBTHouse09_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse09_DG Animation = CBTHouse09_DG.CBTHouse09_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse09_N End ConditionState = DAMAGED NIGHT Model = CBTHouse09_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse09_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse09_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse09_NG Animation = CBTHouse09_NG.CBTHouse09_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse09_DNG Animation = CBTHouse09_DNG.CBTHouse09_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse09_S End ConditionState = DAMAGED SNOW Model = CBTHouse09_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse09_ES End ConditionState = RUBBLE SNOW Model = CBTHouse09_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse09_SG Animation = CBTHouse09_SG.CBTHouse09_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse09_DSG Animation = CBTHouse09_DSG.CBTHouse09_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse09_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse09_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse09_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse09_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse09_SNG Animation = CBTHouse09_SNG.CBTHouse09_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse09_DSNG Animation = CBTHouse09_DSNG.CBTHouse09_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse10 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse10 End ConditionState = DAMAGED Model = CBTHouse10_D End ConditionState = REALLYDAMAGED Model = CBTHouse10_E End ConditionState = RUBBLE Model = CBTHouse10_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse10_G Animation = CBTHouse10_G.CBTHouse10_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse10_DG Animation = CBTHouse10_DG.CBTHouse10_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse10_N End ConditionState = DAMAGED NIGHT Model = CBTHouse10_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse10_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse10_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse10_NG Animation = CBTHouse10_NG.CBTHouse10_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse10_DNG Animation = CBTHouse10_DNG.CBTHouse10_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse10_S End ConditionState = DAMAGED SNOW Model = CBTHouse10_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse10_ES End ConditionState = RUBBLE SNOW Model = CBTHouse10_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse10_SG Animation = CBTHouse10_SG.CBTHouse10_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse10_DSG Animation = CBTHouse10_DSG.CBTHouse10_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse10_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse10_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse10_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse10_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse10_SNG Animation = CBTHouse10_SNG.CBTHouse10_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse10_DSNG Animation = CBTHouse10_DSNG.CBTHouse10_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 28.0 GeometryHeight = 40v.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse11 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse11 End ConditionState = DAMAGED Model = CBTHouse11_D End ConditionState = REALLYDAMAGED Model = CBTHouse11_E End ConditionState = RUBBLE Model = CBTHouse11_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse11_G Animation = CBTHouse11_G.CBTHouse11_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse11_DG Animation = CBTHouse11_DG.CBTHouse11_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse11_N End ConditionState = DAMAGED NIGHT Model = CBTHouse11_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse11_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse11_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse11_NG Animation = CBTHouse11_NG.CBTHouse11_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse11_DNG Animation = CBTHouse11_DNG.CBTHouse11_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse11_S End ConditionState = DAMAGED SNOW Model = CBTHouse11_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse11_ES End ConditionState = RUBBLE SNOW Model = CBTHouse11_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse11_SG Animation = CBTHouse11_SG.CBTHouse11_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse11_DSG Animation = CBTHouse11_DSG.CBTHouse11_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse11_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse11_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse11_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse11_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse11_SNG Animation = CBTHouse11_SNG.CBTHouse11_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse11_DSNG Animation = CBTHouse11_DSNG.CBTHouse11_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 21.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse12 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse12 End ConditionState = DAMAGED Model = CBTHouse12_D End ConditionState = REALLYDAMAGED Model = CBTHouse12_E End ConditionState = RUBBLE Model = CBTHouse12_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse12_G Animation = CBTHouse12_G.CBTHouse12_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse12_DG Animation = CBTHouse12_DG.CBTHouse12_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse12_N End ConditionState = DAMAGED NIGHT Model = CBTHouse12_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse12_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse12_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse12_NG Animation = CBTHouse12_NG.CBTHouse12_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse12_DNG Animation = CBTHouse12_DNG.CBTHouse12_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse12_S End ConditionState = DAMAGED SNOW Model = CBTHouse12_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse12_ES End ConditionState = RUBBLE SNOW Model = CBTHouse12_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse12_SG Animation = CBTHouse12_SG.CBTHouse12_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse12_DSG Animation = CBTHouse12_DSG.CBTHouse12_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse12_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse12_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse12_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse12_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse12_SNG Animation = CBTHouse12_SNG.CBTHouse12_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse12_DSNG Animation = CBTHouse12_DSNG.CBTHouse12_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 54.0 GeometryMinorRadius = 27.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse13 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse13 End ConditionState = DAMAGED Model = CBTHouse13_D End ConditionState = REALLYDAMAGED Model = CBTHouse13_E End ConditionState = RUBBLE Model = CBTHouse13_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse13_G Animation = CBTHouse13_G.CBTHouse13_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse13_DG Animation = CBTHouse13_DG.CBTHouse13_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse13_N End ConditionState = DAMAGED NIGHT Model = CBTHouse13_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse13_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse13_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse13_NG Animation = CBTHouse13_NG.CBTHouse13_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse13_DNG Animation = CBTHouse13_DNG.CBTHouse13_DNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 39.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuSmallApartment ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTSmlApt End ConditionState = DAMAGED Model = CBTSmlApt_D End ConditionState = REALLYDAMAGED Model = CBTSmlApt_E End ConditionState = RUBBLE Model = CBTSmlApt_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSmlApt_G Animation = CBTSmlApt_G.CBTSmlApt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSmlApt_GD Animation = CBTSmlApt_GD.CBTSmlApt_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSmlApt_N End ConditionState = DAMAGED NIGHT Model = CBTSmlApt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSmlApt_EN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSmlApt_GN Animation = CBTSmlApt_GN.CBTSmlApt_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSmlApt_GDN Animation = CBTSmlApt_GDN.CBTSmlApt_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuArchedHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTArcHse End ConditionState = DAMAGED Model = CBTArcHse_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = CBTArcHse_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE Model = CBTArcHse_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ; day garrisoned ConditionState = GARRISONED Model = CBTArcHse_G Animation = CBTArcHse_G.CBTArcHse_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTArcHse_GD Animation = CBTArcHse_GD.CBTArcHse_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTArcHse_N End ConditionState = DAMAGED NIGHT Model = CBTArcHse_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTArcHse_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE NIGHT Model = CBTArcHse_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTArcHse_NG Animation = CBTArcHse_NG.CBTArcHse_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTArcHse_GDN Animation = CBTArcHse_GDN.CBTArcHse_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 16.0 GeometryHeight = 27.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuDome ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTDome End ConditionState = DAMAGED Model = CBTDome_D ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower End ConditionState = REALLYDAMAGED Model = CBTDome_E ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower ParticleSysBone = Smoke04 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower End ConditionState = RUBBLE Model = CBTDome_R ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower ParticleSysBone = Smoke03 SmolderingFireTower End ; day garrisoned ConditionState = GARRISONED Model = CBTDome_G Animation = CBTDome_G.CBTDome_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTDome_GD Animation = CBTDome_GD.CBTDome_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTDome_N End ConditionState = DAMAGED NIGHT Model = CBTDome_DN ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower End ConditionState = REALLYDAMAGED NIGHT Model = CBTDome_E ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower ParticleSysBone = Smoke04 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower End ConditionState = RUBBLE NIGHT Model = CBTDome_R ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower ParticleSysBone = Smoke03 SmolderingFireTower End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTDome_GN Animation = CBTDome_GN.CBTDome_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTDome_GDN Animation = CBTDome_GDN.CBTDome_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower04 End ConditionState = DAMAGED Model = CBTower04_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ConditionState = POST_COLLAPSE Model = CBTower04_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower04_G Animation = CBTower04_G.CBTower04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower04_GD Animation = CBTower04_GD.CBTower04_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower04_N End ConditionState = DAMAGED NIGHT Model = CBTower04_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE NIGHT Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ConditionState = POST_COLLAPSE NIGHT Model = CBTower04_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower04_GN Animation = CBTower04_GN.CBTower04_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower04_GDN Animation = CBTower04_GDN.CBTower04_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = BoneFXUpdate ModuleTag_05 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 ;nothing End Behavior = TransitionDamageFX ModuleTag_07 DamageFXTypes = ALL -WATER RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion DamageParticleTypes = ALL -WATER ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_11 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower05 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower05 End ConditionState = DAMAGED Model = CBTower05_D ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower End ConditionState = REALLYDAMAGED Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower End ConditionState = RUBBLE Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower ParticleSysBone = Smoke03 SmolderingFireTower End ConditionState = POST_COLLAPSE Model = CBTower05_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower05_G Animation = CBTower05_G.CBTower05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower05_GD Animation = CBTower05_GD.CBTower05_GD AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmokeTower End ; night ConditionState = NIGHT Model = CBTower05_N End ConditionState = DAMAGED NIGHT Model = CBTower05_DN ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower End ConditionState = REALLYDAMAGED NIGHT Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower End ConditionState = RUBBLE NIGHT Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke02 SmolderingSmokeTower ParticleSysBone = Smoke03 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFireTower ParticleSysBone = Smoke02 SmolderingFireTower ParticleSysBone = Smoke03 SmolderingFireTower End ConditionState = POST_COLLAPSE NIGHT Model = CBTower05_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower05_GN Animation = CBTower05_GN.CBTower05_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower05_GDN Animation = CBTower05_GDN.CBTower05_GDN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmokeTower ParticleSysBone = Smoke01 SmolderingFire End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = BoneFXUpdate ModuleTag_05 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 ;nothing End Behavior = TransitionDamageFX ModuleTag_07 DamageFXTypes = ALL -WATER RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion DamageParticleTypes = ALL -WATER ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_11 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 80.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Outhouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = PMOuthouse01 End ConditionState = DAMAGED Model = PMOuthouse01_D End ConditionState = REALLYDAMAGED Model = PMOuthouse01_E End ConditionState = RUBBLE Model = PMOuthouse01_E End ; day garrisoned ConditionState = GARRISONED Model = PMOuthouse01_G Animation = PMOuthouse01_G.PMOuthouse01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = PMOuthouse01_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TheLoo EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 40.0 InitialHealth = 40.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 3.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Outhouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = PMOuthouse02 End ConditionState = DAMAGED Model = PMOuthouse02_D End ConditionState = REALLYDAMAGED Model = PMOuthouse02_E End ConditionState = RUBBLE Model = PMOuthouse02_E End ; day garrisoned ConditionState = GARRISONED Model = PMOuthouse02 Animation = PMOuthouse02_G.PMOuthouse02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = PMOuthouse02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TheLoo EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 40.0 InitialHealth = 40.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 5.0 GeometryHeight = 18.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse15 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHouse15 End ConditionState = DAMAGED Model = CBTHouse15_D End ConditionState = REALLYDAMAGED Model = CBTHouse15_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE Model = CBTHouse15_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse15_G Animation = CBTHouse15_G.CBTHouse15_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse15_DG Animation = CBTHouse15_DG.CBTHouse15_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse15_N End ConditionState = DAMAGED NIGHT Model = CBTHouse15_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse15_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE NIGHT Model = CBTHouse15_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse15_G Animation = CBTHouse15_G.CBTHouse15_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse15_DG Animation = CBTHouse15_DG.CBTHouse15_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 32.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse16 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHouse16 End ConditionState = DAMAGED Model = CBTHouse16_D End ConditionState = REALLYDAMAGED Model = CBTHouse16_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE Model = CBTHouse16_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse16_G Animation = CBTHouse16_G.CBTHouse16_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse16_DG Animation = CBTHouse16_DG.CBTHouse16_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse16_N End ConditionState = DAMAGED NIGHT Model = CBTHouse16_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse16_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE NIGHT Model = CBTHouse16_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse16_NG ; Animation = CBTHouse16_NG.CBTHouse16_NG ; AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse16_DNG ; Animation = CBTHouse16_DNG.CBTHouse16_DNG ; AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 31.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse17 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHouse17 End ConditionState = DAMAGED Model = CBTHouse17_D End ConditionState = REALLYDAMAGED Model = CBTHouse17_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = RUBBLE Model = CBTHouse17_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse17_G Animation = CBTHouse17_G.CBTHouse17_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse17_DG Animation = CBTHouse17_DG.CBTHouse17_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse17_N End ConditionState = DAMAGED NIGHT Model = CBTHouse17_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse17_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = RUBBLE NIGHT Model = CBTHouse17_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse17_G Animation = CBTHouse17_G.CBTHouse17_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse17_DG Animation = CBTHouse17_DG.CBTHouse17_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 21.0 GeometryMinorRadius = 24.0 GeometryHeight = 39.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Subway01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNSubSt End ConditionState = DAMAGED Model = CBNSubSt_D End ConditionState = REALLYDAMAGED Model = CBNSubSt_E End ConditionState = RUBBLE Model = CBNSubSt_R End ; day garrisoned ConditionState = GARRISONED Model = CBNSubSt_G Animation = CBNSubSt_G.CBNSubSt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNSubSt_DG Animation = CBNSubSt_DG.CBNSubSt_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNSubSt_N End ConditionState = DAMAGED NIGHT Model = CBNSubSt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNSubSt_EN End ConditionState = RUBBLE NIGHT Model = CBNSubSt_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNSubSt_NG Animation = CBNSubSt_NG.CBNSubSt_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNSubSt_DNG Animation = CBNSubSt_DNG.CBNSubSt_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNSubSt_S End ConditionState = DAMAGED SNOW Model = CBNSubSt_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNSubSt_ES End ConditionState = RUBBLE SNOW Model = CBNSubSt_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNSubSt_SG Animation = CBNSubSt_SG.CBNSubSt_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNSubSt_DSG Animation = CBNSubSt_DSG.CBNSubSt_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNSubSt_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNSubSt_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNSubSt_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNSubSt_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNSubSt_SNG Animation = CBNSubSt_SNG.CBNSubSt_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNSubSt_DSNG Animation = CBNSubSt_DSNG.CBNSubSt_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 50.0 GeometryHeight = 16.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsiaTownHall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNTBuil End ConditionState = DAMAGED Model = CBNTBuil_D End ConditionState = REALLYDAMAGED Model = CBNTBuil_E End ConditionState = RUBBLE Model = CBNTBuil_R End ; day garrisoned ConditionState = GARRISONED Model = CBNTBuil_G Animation = CBNTBuil_G.CBNTBuil_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTBuil_DG Animation = CBNTBuil_DG.CBNTBuil_DG AnimationMode = LOOP End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNTBuil End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNTBuil_D End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 24.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentComplex ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNAptCom End ConditionState = DAMAGED Model = CBNAptCom_D End ConditionState = REALLYDAMAGED Model = CBNAptCom_E End ConditionState = RUBBLE Model = CBNAptCom_R End ; day garrisoned ConditionState = GARRISONED Model = CBNAptCom_G Animation = CBNAptCom_G.CBNAptCom_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNAptCom_DG Animation = CBNAptCom_DG.CBNAptCom_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNAptCom_N End ConditionState = DAMAGED NIGHT Model = CBNAptCom_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNAptCom_EN End ConditionState = RUBBLE NIGHT Model = CBNAptCom_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNAptCom_NG Animation = CBNAptCom_NG.CBNAptCom_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNAptCom_DNG Animation = CBNAptCom_DNG.CBNAptCom_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNAptCom_S End ConditionState = DAMAGED SNOW Model = CBNAptCom_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNAptCom_ES End ConditionState = RUBBLE SNOW Model = CBNAptCom_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNAptCom_SG Animation = CBNAptCom_SG.CBNAptCom_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNAptCom_DSG Animation = CBNAptCom_DSG.CBNAptCom_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNAptCom_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNAptCom_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNAptCom_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNAptCom_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNAptCom_SNG Animation = CBNAptCom_SNG.CBNAptCom_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNAptCom_DSNG Animation = CBNAptCom_DSNG.CBNAptCom_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 105.0 GeometryMinorRadius = 30.0 GeometryHeight = 56.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentUnit ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNAptUnit End ConditionState = DAMAGED Model = CBNAptUnit_D End ConditionState = REALLYDAMAGED Model = CBNAptUnit_E End ConditionState = RUBBLE Model = CBNAptUnit_R End ; day garrisoned ConditionState = GARRISONED Model = CBNAptUnit_G Animation = CBNAptUnit_G.CBNAptUnit_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNAptUnit_DG Animation = CBNAptUnit_DG.CBNAptUnit_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNAptUnit_N End ConditionState = DAMAGED NIGHT Model = CBNAptUnit_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNAptUnit_EN End ConditionState = RUBBLE NIGHT Model = CBNAptUnit_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNAptUnit_NG Animation = CBNAptUnit_NG.CBNAptUnit_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNAptUnit_DNG Animation = CBNAptUnit_DNG.CBNAptUnit_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNAptUnit_S End ConditionState = DAMAGED SNOW Model = CBNAptUnit_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNAptUnit_ES End ConditionState = RUBBLE SNOW Model = CBNAptUnit_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNAptUnit_SG Animation = CBNAptUnit_SG.CBNAptUnit_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNAptUnit_DSG Animation = CBNAptUnit_DSG.CBNAptUnit_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNAptUnit_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNAptUnit_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNAptUnit_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNAptUnit_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNAptUnit_SNG Animation = CBNAptUnit_SNG.CBNAptUnit_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNAptUnit_DSNG Animation = CBNAptUnit_DSNG.CBNAptUnit_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 21.0 GeometryMinorRadius = 13.0 GeometryHeight = 34.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object ChemicalFactory ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemFact End ConditionState = DAMAGED Model = CBChemFact_D End ConditionState = REALLYDAMAGED Model = CBChemFact_E End ConditionState = RUBBLE Model = CBChemFact_R End ; day garrisoned ConditionState = GARRISONED Model = CBChemFact_G Animation = CBChemFact_G.CBChemFact_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChemFact_DG Animation = CBChemFact_DG.CBChemFact_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChemFact_N End ConditionState = DAMAGED NIGHT Model = CBChemFact_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemFact_EN End ConditionState = RUBBLE NIGHT Model = CBChemFact_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChemFact_NG Animation = CBChemFact_NG.CBChemFact_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChemFact_DNG Animation = CBChemFact_DNG.CBChemFact_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChemFact_S End ConditionState = DAMAGED SNOW Model = CBChemFact_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemFact_ES End ConditionState = RUBBLE SNOW Model = CBChemFact_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChemFact_SG Animation = CBChemFact_SG.CBChemFact_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChemFact_DSG Animation = CBChemFact_DSG.CBChemFact_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChemFact_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemFact_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemFact_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemFact_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChemFact_SNG Animation = CBChemFact_SNG.CBChemFact_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChemFact_DSNG Animation = CBChemFact_DSNG.CBChemFact_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ChemicalFactory EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05 StartsActive = Yes ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL DamageAmount = 1 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_08 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 61.0 GeometryHeight = 73.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PharmaceuticalFactory ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemFact End ConditionState = DAMAGED Model = CBChemFact_D End ConditionState = REALLYDAMAGED Model = CBChemFact_E End ConditionState = RUBBLE Model = CBChemFact_R End ; day garrisoned ConditionState = GARRISONED Model = CBChemFact_G Animation = CBChemFact_G.CBChemFact_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChemFact_DG Animation = CBChemFact_DG.CBChemFact_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChemFact_N End ConditionState = DAMAGED NIGHT Model = CBChemFact_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemFact_EN End ConditionState = RUBBLE NIGHT Model = CBChemFact_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChemFact_NG Animation = CBChemFact_NG.CBChemFact_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChemFact_DNG Animation = CBChemFact_DNG.CBChemFact_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChemFact_S End ConditionState = DAMAGED SNOW Model = CBChemFact_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemFact_ES End ConditionState = RUBBLE SNOW Model = CBChemFact_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChemFact_SG Animation = CBChemFact_SG.CBChemFact_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChemFact_DSG Animation = CBChemFact_DSG.CBChemFact_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChemFact_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemFact_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemFact_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemFact_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChemFact_SNG Animation = CBChemFact_SNG.CBChemFact_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChemFact_DSNG Animation = CBChemFact_DSNG.CBChemFact_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:PharmaceuticalFactory EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05 StartsActive = Yes ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL DamageAmount = 1 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_08 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 61.0 GeometryHeight = 73.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChemicalBunker ; *** ART Parameters *** SelectPortrait = SSChemBunk_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemBunk End ConditionState = DAMAGED Model = CBChemBunk_D End ConditionState = REALLYDAMAGED Model = CBChemBunk_E End ConditionState = RUBBLE Model = CBChemBunk_R End ; night ConditionState = NIGHT Model = CBChemBunk_N End ConditionState = DAMAGED NIGHT Model = CBChemBunk_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemBunk_EN End ConditionState = RUBBLE NIGHT Model = CBChemBunk_RN End ; Snow ConditionState = SNOW Model = CBChemBunk_S End ConditionState = DAMAGED SNOW Model = CBChemBunk_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemBunk_ES End ConditionState = RUBBLE SNOW Model = CBChemBunk_RS End ; night snow ConditionState = SNOW NIGHT Model = CBChemBunk_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemBunk_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemBunk_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemBunk_RSN End End ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ShroudClearingRange = 100 ; ***AUDIO parameters *** SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FireWeaponWhenDeadBehavior ModuleTag_ChangeDeathWeapon DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_SoloMissionChange StartsActive = Yes ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL DamageAmount = 1 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_06 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_07 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 36.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_ChemicalBunker ;Removed anthrax bomb poison field. ; *** ART Parameters *** SelectPortrait = SSChemBunk_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemBunk End ConditionState = DAMAGED Model = CBChemBunk_D End ConditionState = REALLYDAMAGED Model = CBChemBunk_E End ConditionState = RUBBLE Model = CBChemBunk_R End ; night ConditionState = NIGHT Model = CBChemBunk_N End ConditionState = DAMAGED NIGHT Model = CBChemBunk_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemBunk_EN End ConditionState = RUBBLE NIGHT Model = CBChemBunk_RN End ; Snow ConditionState = SNOW Model = CBChemBunk_S End ConditionState = DAMAGED SNOW Model = CBChemBunk_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemBunk_ES End ConditionState = RUBBLE SNOW Model = CBChemBunk_RS End ; night snow ConditionState = SNOW NIGHT Model = CBChemBunk_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemBunk_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemBunk_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemBunk_RSN End End ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ShroudClearingRange = 100 ; ***AUDIO parameters *** SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; - REMOVED to increase framerate on USA05 Cinematic. ; Behavior = FireWeaponWhenDeadBehavior ModuleTag_ChangeDeathWeapon ; DeathWeapon = AnthraxBombWeapon ; StartsActive = Yes ; End ; ; Behavior = FireWeaponWhenDamagedBehavior ModuleTag_SoloMissionChange ; StartsActive = Yes ; ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ; ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded ; DamageTypes = ALL ; DamageAmount = 1 ; if damage is >= this value, fire the weapon ; End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_06 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_07 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 36.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStation03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNGasSt End ConditionState = DAMAGED Model = CBNGasSt_D End ConditionState = REALLYDAMAGED Model = CBNGasSt_E End ConditionState = RUBBLE Model = CBNGasSt_R End ; day garrisoned ConditionState = GARRISONED Model = CBNGasSt_G Animation = CBNGasSt_G.CBNGasSt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNGasSt_DG Animation = CBNGasSt_DG.CBNGasSt_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNGasSt_N End ConditionState = DAMAGED NIGHT Model = CBNGasSt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNGasSt_EN End ConditionState = RUBBLE NIGHT Model = CBNGasSt_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNGasSt_NG Animation = CBNGasSt_NG.CBNGasSt_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNGasSt_DNG Animation = CBNGasSt_DNG.CBNGasSt_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNGasSt_S End ConditionState = DAMAGED SNOW Model = CBNGasSt_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNGasSt_ES End ConditionState = RUBBLE SNOW Model = CBNGasSt_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNGasSt_SG Animation = CBNGasSt_SG.CBNGasSt_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNGasSt_DSG Animation = CBNGasSt_DSG.CBNGasSt_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNGasSt_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNGasSt_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNGasSt_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNGasSt_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNGasSt_SNG Animation = CBNGasSt_SNG.CBNGasSt_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNGasSt_DSNG Animation = CBNGasSt_DSNG.CBNGasSt_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 34.0 GeometryHeight = 23.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsiaGovernmentBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNGovBuil End ConditionState = DAMAGED Model = CBNGovBuil_D End ConditionState = REALLYDAMAGED Model = CBNGovBuil_E End ConditionState = RUBBLE Model = CBNGovBuil_R End ; day garrisoned ConditionState = GARRISONED Model = CBNGovBuil_G Animation = CBNGovBuil_G.CBNGovBuil_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNGovBuil_DG Animation = CBNGovBuil_DG.CBNGovBuil_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNGovBuil_N End ConditionState = DAMAGED NIGHT Model = CBNGovBuil_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNGovBuil_EN End ConditionState = RUBBLE NIGHT Model = CBNGovBuil_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNGovBuil_NG Animation = CBNGovBuil_NG.CBNGovBuil_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNGovBuil_DNG Animation = CBNGovBuil_DNG.CBNGovBuil_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNGovBuil_S End ConditionState = DAMAGED SNOW Model = CBNGovBuil_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNGovBuil_ES End ConditionState = RUBBLE SNOW Model = CBNGovBuil_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNGovBuil_SG Animation = CBNGovBuil_SG.CBNGovBuil_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNGovBuil_DSG Animation = CBNGovBuil_DSG.CBNGovBuil_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNGovBuil_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNGovBuil_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNGovBuil_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNGovBuil_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNGovBuil_SNG Animation = CBNGovBuil_SNG.CBNGovBuil_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNGovBuil_DSNG Animation = CBNGovBuil_DSNG.CBNGovBuil_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 47.0 GeometryMinorRadius = 28.0 GeometryHeight = 58.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianTrainStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTraist End ConditionState = DAMAGED Model = CBNTraist_D End ConditionState = REALLYDAMAGED Model = CBNTraist_E End ConditionState = RUBBLE Model = CBNTraist_R End ; day garrisoned ConditionState = GARRISONED Model = CBNTraist_G Animation = CBNTraist_G.CBNTraist_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTraist_DG Animation = CBNTraist_DG.CBNTraist_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNTraist_N End ConditionState = DAMAGED NIGHT Model = CBNTraist_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNTraist_EN End ConditionState = RUBBLE NIGHT Model = CBNTraist_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNTraist_NG Animation = CBNTraist_NG.CBNTraist_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNTraist_DNG Animation = CBNTraist_DNG.CBNTraist_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNTraist_S End ConditionState = DAMAGED SNOW Model = CBNTraist_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNTraist_ES End ConditionState = RUBBLE SNOW Model = CBNTraist_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNTraist_SG Animation = CBNTraist_SG.CBNTraist_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNTraist_DSG Animation = CBNTraist_DSG.CBNTraist_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNTraist_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNTraist_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNTraist_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNTraist_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNTraist_SNG Animation = CBNTraist_SNG.CBNTraist_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNTraist_DSNG Animation = CBNTraist_DSNG.CBNTraist_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 47.0 GeometryMinorRadius = 21.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianTrainStation02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBTraist End ConditionState = DAMAGED Model = CBNBTraist_D End ConditionState = REALLYDAMAGED Model = CBNBTraist_E End ConditionState = RUBBLE Model = CBNBTraist_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBTraist_G Animation = CBNBTraist_G.CBNBTraist_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBTraist_DG Animation = CBNBTraist_DG.CBNBTraist_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBTraist_N End ConditionState = DAMAGED NIGHT Model = CBNBTraist_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBTraist_EN End ConditionState = RUBBLE NIGHT Model = CBNBTraist_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBTraist_NG Animation = CBNBTraist_NG.CBNBTraist_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBTraist_DNG Animation = CBNBTraist_DNG.CBNBTraist_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBTraist_S End ConditionState = DAMAGED SNOW Model = CBNBTraist_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBTraist_ES End ConditionState = RUBBLE SNOW Model = CBNBTraist_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBTraist_SG Animation = CBNBTraist_SG.CBNBTraist_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBTraist_DSG Animation = CBNBTraist_DSG.CBNBTraist_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBTraist_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBTraist_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBTraist_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBTraist_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBTraist_SNG Animation = CBNBTraist_SNG.CBNBTraist_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBTraist_DSNG Animation = CBNBTraist_DSNG.CBNBTraist_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 40.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechHospital ; *** ART Parameters *** SelectPortrait = SSTechHospital_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ ConditionState = NONE Model = ZBHospital ;Animation = ZBHospital.ZBHospital ;AnimationMode = LOOP End ; DAMAGED ********************************* ConditionState = DAMAGED Model = ZBHospital_D Animation = ZBHospital_D.ZBHospital_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; REALLYDAMAGED ******************************* ConditionState = REALLYDAMAGED Model = ZBHospital_E Animation = ZBHospital_E.ZBHospital_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; RUBBLE ***************************************** ConditionState = RUBBLE Model = ZBHospital_R End ; NIGHT ************************************ ConditionState = NIGHT Model = ZBHospital_N Animation = ZBHospital_N.ZBHospital_N AnimationMode = LOOP End ; NIGHT DAMAGED ********************************* ConditionState = NIGHT DAMAGED Model = ZBHospital_DN Animation = ZBHospital_DN.ZBHospital_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; NIGHT REALLYDAMAGED ***************************** ConditionState = NIGHT REALLYDAMAGED Model = ZBHospital_EN Animation = ZBHospital_EN.ZBHospital_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; NIGHT RUBBLE ******************************** ConditionState = RUBBLE NIGHT Model = ZBHospital_R End ; SNOW ************************************ ConditionState = SNOW Model = ZBHospital_S Animation = ZBHospital_S.ZBHospital_S AnimationMode = LOOP End ; SNOW DAMAGED ********************************* ConditionState = SNOW DAMAGED Model = ZBHospital_DS Animation = ZBHospital_DS.ZBHospital_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; SNOW REALLYDAMAGED ************************** ConditionState = SNOW REALLYDAMAGED Model = ZBHospital_ES Animation = ZBHospital_ES.ZBHospital_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; SNOW RUBBLE ************************************* ConditionState = SNOW RUBBLE Model = ZBHospital_RS End ; NIGHT SNOW ************************************ ConditionState = NIGHT SNOW Model = ZBHospital_NS Animation = ZBHospital_NS.ZBHospital_NS AnimationMode = LOOP End ; NIGHT SNOW DAMAGED ********************************* ConditionState = NIGHT SNOW DAMAGED Model = ZBHospital_DNS Animation = ZBHospital_DNS.ZBHospital_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; NIGHT SNOW REALLYDAMAGED ************************ ConditionState = NIGHT SNOW REALLYDAMAGED Model = ZBHospital_ENS Animation = ZBHospital_ENS.ZBHospital_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; NIGHT SNOW RUBBLE **************************** ConditionState = NIGHT SNOW RUBBLE Model = ZBHospital_R End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBHospital_F Animation = ZBHospital_F.ZBHospital_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED **************************************************** ConditionState = REALLYDAMAGED Model = ZBHospital_FE Animation = ZBHospital_FE.ZBHospital_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_LightingAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBHospital_A1 Animation = ZBHospital_A1.ZBHospital_A1 AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBHospital_A1D Animation = ZBHospital_A1D.ZBHospital_A1D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = ZBHospital_A1E Animation = ZBHospital_A1E.ZBHospital_A1E AnimationMode = LOOP End ConditionState = RUBBLE Model = NONE End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechHospital EditorSorting = STRUCTURE ShroudClearingRange = 100 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = FX_StructureMediumDeath End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = TechBuildingBehavior ModuleTag_08 ; End Behavior = AutoHealBehavior ModuleTag_09 HealingAmount = 2 HealingDelay = 1000 ; msec AffectsWholePlayer = Yes StartsActive = Yes KindOf = INFANTRY End Behavior = FXListDie ModuleTag_10 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 58.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechOilDerrick ; *** ART Parameters *** SelectPortrait = SSTechOilDerrick_L ; ========================= Main Model =============================== Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************************************** ConditionState = NONE Model = ZBODerrick End ConditionState = CAPTURED Model = ZBODerrick Animation = ZBODerrick.ZBODerrick AnimationMode = LOOP End ; DAMAGED ********************************************************** ConditionState = DAMAGED Model = ZBODerrick_D End ConditionState = DAMAGED CAPTURED Model = ZBODerrick_D Animation = ZBODerrick_D.ZBODerrick_D AnimationMode = LOOP End ; REALLYDAMAGED **************************************************** ConditionState = REALLYDAMAGED Model = ZBODerrick_E End ConditionState = REALLYDAMAGED CAPTURED Model = ZBODerrick_E Animation = ZBODerrick_E.ZBODerrick_E AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = ZBODerrick_R End ; NIGHT ************************************************************ ConditionState = NIGHT Model = ZBODerrick_N End ConditionState = NIGHT CAPTURED Model = ZBODerrick_N Animation = ZBODerrick_N.ZBODerrick_N AnimationMode = LOOP End ; NIGHT DAMAGED **************************************************** ConditionState = DAMAGED NIGHT Model = ZBODerrick_DN End ConditionState = DAMAGED NIGHT CAPTURED Model = ZBODerrick_DN Animation = ZBODerrick_DN.ZBODerrick_DN AnimationMode = LOOP End ; NIGHT REALLYDAMAGED ********************************************** ConditionState = REALLYDAMAGED NIGHT Model = ZBODerrick_EN End ConditionState = REALLYDAMAGED NIGHT CAPTURED Model = ZBODerrick_EN Animation = ZBODerrick_EN.ZBODerrick_EN AnimationMode = LOOP End ; NIGHT RUBBLE ***************************************************** ConditionState = NIGHT RUBBLE Model = ZBODerrick_R End ; SNOW ************************************************************* ConditionState = SNOW Model = ZBODerrick_S End ConditionState = SNOW CAPTURED Model = ZBODerrick_S Animation = ZBODerrick_S.ZBODerrick_S AnimationMode = LOOP End ; SNOW DAMAGED ***************************************************** ConditionState = DAMAGED SNOW Model = ZBODerrick_DS End ConditionState = DAMAGED SNOW CAPTURED Model = ZBODerrick_DS Animation = ZBODerrick_DS.ZBODerrick_DS AnimationMode = LOOP End ; SNOW REALLYDAMAGED *********************************************** ConditionState = REALLYDAMAGED SNOW Model = ZBODerrick_ES End ConditionState = REALLYDAMAGED SNOW CAPTURED Model = ZBODerrick_ES Animation = ZBODerrick_ES.ZBODerrick_ES AnimationMode = LOOP End ; SNOW RUBBLE ****************************************************** ConditionState = SNOW RUBBLE Model = ZBODerrick_RS End ; SNOW NIGHT ******************************************************* ConditionState = SNOW NIGHT Model = ZBODerrick_NS End ConditionState = SNOW NIGHT CAPTURED Model = ZBODerrick_NS Animation = ZBODerrick_NS.ZBODerrick_NS AnimationMode = LOOP End ; SNOW NIGHT DAMAGED *********************************************** ConditionState = SNOW NIGHT DAMAGED Model = ZBODerrick_DNS End ConditionState = SNOW NIGHT DAMAGED CAPTURED Model = ZBODerrick_DNS Animation = ZBODerrick_DNS.ZBODerrick_DNS AnimationMode = LOOP End ; SNOW NIGHT REALLYDAMAGED ***************************************** ConditionState = SNOW NIGHT REALLYDAMAGED Model = ZBODerrick_ENS End ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED Model = ZBODerrick_ENS Animation = ZBODerrick_EN.ZBODerrick_ENS AnimationMode = LOOP End ; SNOW NIGHT RUBBLE ************************************************ ConditionState = SNOW NIGHT RUBBLE Model = ZBODerrick_RS End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBODerrick_F Animation = ZBODerrick_F.ZBODerrick_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED***************************************************** ConditionState = REALLYDAMAGED Model = ZBODerrick_FE Animation = ZBODerrick_FE.ZBODerrick_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_LightingAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBODerrick_A1 Animation = ZBODerrick_A1.ZBODerrick_A1 AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBODerrick_A1D Animation = ZBODerrick_A1D.ZBODerrick_A1D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = ZBODerrick_A1E Animation = ZBODerrick_A1E.ZBODerrick_A1E AnimationMode = LOOP End ConditionState = RUBBLE Model = NONE End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechOilDerrick EditorSorting = STRUCTURE ShroudClearingRange = 100 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = AutoDepositUpdate ModuleTag_04 DepositTiming = 12000 ; in milliseconds DepositAmount = 200 ; cash amount to deposit every Deposit Timings InitialCaptureBonus = 1000 ;capture bonus only happens once UpgradedBoost = UpgradeType:Upgrade_AmericaSupplyLines Boost:20 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_07 DeathFX = WeaponFX_BombTruckDefaultBombDetonation End Behavior = TransitionDamageFX ModuleTag_08 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = TechBuildingBehavior ModuleTag_09 ; End Behavior = FXListDie ModuleTag_10 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 21.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechOilRefinery ; *** ART Parameters *** SelectPortrait = SSTechOilRefinery_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ******************************************** ConditionState = NONE Model = ZBRefinery Animation = ZBRefinery.ZBRefinery AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; DAMAGED ******************************************** ConditionState = DAMAGED Model = ZBRefinery_D Animation = ZBRefinery_D.ZBRefinery_D AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; REALLYDAMAGED **************************************** ConditionState = REALLYDAMAGED Model = ZBRefinery_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; RUBBLE ********************************************* ConditionState = RUBBLE Model = ZBRefinery_R End ; NIGHT ******************************************** ConditionState = NIGHT Model = ZBRefinery_N ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT DAMAGED ******************************************** ConditionState = NIGHT DAMAGED Model = ZBRefinery_DN Animation = ZBRefinery_DN.ZBRefinery_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT REALLYDAMAGED ******************************************** ConditionState = NIGHT REALLYDAMAGED Model = ZBRefinery_EN Animation = ZBRefinery_EN.ZBRefinery_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; NIGHT RUBBLE **************************************** ConditionState = NIGHT RUBBLE Model = ZBRefinery_R End ; SNOW ******************************************** ConditionState = SNOW Model = ZBRefinery_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; SNOW DAMAGED ******************************************** ConditionState = SNOW DAMAGED Model = ZBRefinery_DS Animation = ZBRefinery_DS.ZBRefinery_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; SNOW REALLYDAMAGED ******************************************** ConditionState = SNOW REALLYDAMAGED Model = ZBRefinery_ES Animation = ZBRefinery_ES.ZBRefinery_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; SNOW RUBBLE **************************************** ConditionState = SNOW RUBBLE Model = ZBRefinery_RS End ; NIGHT SNOW ******************************************** ConditionState = NIGHT SNOW Model = ZBRefinery_NS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT SNOW DAMAGED ******************************************** ConditionState = NIGHT SNOW DAMAGED Model = ZBRefinery_DNS Animation = ZBRefinery_DNS.ZBRefinery_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT SNOW REALLYDAMAGED ******************************************** ConditionState = NIGHT SNOW REALLYDAMAGED Model = ZBRefinery_ENS Animation = ZBRefinery_ENS.ZBRefinery_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; NIGHT SNOW RUBBLE **************************************** ConditionState = NIGHT SNOW RUBBLE Model = ZBRefinery_RS End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBRefinery_F Animation = ZBRefinery_F.ZBRefinery_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED ***************************************************** ConditionState = REALLYDAMAGED Model = ZBRefinery_FE Animation = ZBRefinery_FE.ZBRefinery_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_LightingAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBRefinery_A1 Animation = ZBRefinery_A1.ZBRefinery_A1 AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBRefinery_A1D Animation = ZBRefinery_A1D.ZBRefinery_A1D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = ZBRefinery_A1E Animation = ZBRefinery_A1E.ZBRefinery_A1E AnimationMode = LOOP End ConditionState = RUBBLE Model = NONE End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechOilRefinery EditorSorting = STRUCTURE ShroudClearingRange = 100 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING CONSERVATIVE_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GrantUpgradeCreate ModuleTag_04 UpgradeToGrant = Upgrade_CostReduction End Behavior = CostModifierUpgrade ModuleTag_05 TriggeredBy = Upgrade_CostReduction EffectKindOf = VEHICLE Percentage = -10% End Behavior = FlammableUpdate ModuleTag_07 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_08 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TechBuildingBehavior ModuleTag_10 ; End Behavior = FXListDie ModuleTag_11 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 40.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsiaApartment02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBApt01 End ConditionState = DAMAGED Model = CBApt01_D End ConditionState = REALLYDAMAGED Model = CBApt01_E End ConditionState = RUBBLE Model = CBApt01_R End ; day garrisoned ConditionState = GARRISONED Model = CBApt01_G Animation = CBApt01_G.CBApt01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBApt01_DG Animation = CBApt01_DG.CBApt01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBApt01_N End ConditionState = DAMAGED NIGHT Model = CBApt01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBApt01_EN End ConditionState = RUBBLE NIGHT Model = CBApt01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBApt01_NG Animation = CBApt01_NG.CBApt01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBApt01_DNG Animation = CBApt01_DNG.CBApt01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBApt01_S End ConditionState = DAMAGED SNOW Model = CBApt01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBApt01_ES End ConditionState = RUBBLE SNOW Model = CBApt01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBApt01_SG Animation = CBApt01_SG.CBApt01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBApt01_DSG Animation = CBApt01_DSG.CBApt01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBApt01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBApt01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBApt01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBApt01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBApt01_SNG Animation = CBApt01_SNG.CBApt01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBApt01_DSNG Animation = CBApt01_DSNG.CBApt01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 27.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartment01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNApart01 End ConditionState = DAMAGED Model = CBNApart01_D End ConditionState = REALLYDAMAGED Model = CBNApart01_E End ConditionState = RUBBLE Model = CBNApart01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNApart01_G Animation = CBNApart01_G.CBNApart01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNApart01_DG Animation = CBNApart01_DG.CBNApart01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNApart01_N End ConditionState = DAMAGED NIGHT Model = CBNApart01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNApart01_EN End ConditionState = RUBBLE NIGHT Model = CBNApart01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNApart01_NG Animation = CBNApart01_NG.CBNApart01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNApart01_DNG Animation = CBNApart01_DNG.CBNApart01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNApart01_S End ConditionState = DAMAGED SNOW Model = CBNApart01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNApart01_ES End ConditionState = RUBBLE SNOW Model = CBNApart01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNApart01_SG Animation = CBNApart01_SG.CBNApart01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNApart01_DSG Animation = CBNApart01_DSG.CBNApart01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNApart01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNApart01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNApart01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNApart01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNApart01_SNG Animation = CBNApart01_SNG.CBNApart01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNApart01_DSNG Animation = CBNApart01_DSNG.CBNApart01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 21.0 GeometryMinorRadius = 18.0 GeometryHeight = 68.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChineeseSpyPost ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNSpypost End ; damaged ConditionState = DAMAGED Model = CBNSpypost_D End ; reallydamaged ConditionState = REALLYDAMAGED Model = CBNSpypost_E End ; rubble ConditionState = RUBBLE Model = CBNSpypost_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = DroneCommandSet Prerequisites Object = AmericaPowerPlant End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = ProductionUpdate ModuleTag_99 NumDoorAnimations = 0 DoorOpeningTime = 1500 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 1500 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_98 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 19.0 GeometryHeight = 53.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object EuropeanLandmarkBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ; day ConditionState = NONE Model = CMFldBrdg End ConditionState = DAMAGED Model = CBBridgeArc_d End ConditionState = REALLYDAMAGED Model = CBBridgeArc_e End ConditionState = RUBBLE Model = CBBridgeArc_r End End ; ***DESIGN parameters *** DisplayName = ThingTemplate:EuropeanTowerBridge01 EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_BodyOverride MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End Geometry = BOX GeometryMajorRadius = 105.0 GeometryMinorRadius = 40.0 GeometryHeight = 5.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object TsingMaLandmarkBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ExtraPublicBone Explosion01 ExtraPublicBone Explosion02 ExtraPublicBone Explosion03 ExtraPublicBone Explosion04 ExtraPublicBone Explosion05 ExtraPublicBone Explosion06 ExtraPublicBone Explosion07 ExtraPublicBone Splash01 ExtraPublicBone Splash02 ExtraPublicBone Splash03 ExtraPublicBone Splash04 ExtraPublicBone Splash05 ExtraPublicBone Splash06 ; day ConditionState = NONE Model = CMTsingMa End ConditionState = RUBBLE Model = CMTsingMa_a Animation = CMTsingMa_a.CMTsingMa_a AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = ThingTemplate:EuropeanTowerBridge01 EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 BridgeDieOCL = OCL:OCL_TsingMaTankColumn Delay: 0 Bone:ParentObject BridgeDieOCL = OCL:OCL_TsingMaInfantryColumn Delay: 0 Bone:ParentObject BridgeDieFX = FX:FX_TsingMaExplosion Delay: 45000 Bone:Explosion01 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 45000 Bone:Explosion01 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 46000 Bone:Explosion02 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 46000 Bone:Explosion02 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 46500 Bone:Explosion03 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 46500 Bone:Explosion03 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 47500 Bone:Explosion04 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 47500 Bone:Explosion04 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 48250 Bone:Explosion05 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 48250 Bone:Explosion05 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 49500 Bone:Explosion06 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 49500 Bone:Explosion06 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 50000 Bone:Explosion07 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 50000 Bone:Explosion07 BridgeDieFX = FX:FX_TsingMaSplash Delay: 45000 Bone:Splash01 BridgeDieFX = FX:FX_TsingMaSplash Delay: 46000 Bone:Splash02 BridgeDieFX = FX:FX_TsingMaSplash Delay: 46500 Bone:Splash03 BridgeDieFX = FX:FX_TsingMaSplash Delay: 47500 Bone:Splash04 BridgeDieFX = FX:FX_TsingMaSplash Delay: 48250 Bone:Splash05 BridgeDieFX = FX:FX_TsingMaSplash Delay: 49400 Bone:Splash06 End Geometry = BOX GeometryMajorRadius = 1117.0 GeometryMinorRadius = 25.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;--------------------------------------------------------------------------- Object TsingMaTankColumn ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CMTsingMaTanks Animation = CMTsingMaTanks.CMTsingMaTanks AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE ; Behavior = PhysicsBehavior ModuleTag_03 ; Mass = 100.0 ; AllowBouncing = Yes ; KillWhenRestingOnGround = Yes ; End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 100000 ; min lifetime in msec MaxLifetime = 100000 ; max lifetime in msec End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 8000 ; End Shadow = SHADOW_VOLUME End ;--------------------------------------------------------------------------- Object TsingMaInfantryColumn ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = INF4BRG_SKN Animation = INF4BRG_SKL.INF4BRG_ANM3 AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE ; Behavior = PhysicsBehavior ModuleTag_03 ; Mass = 100.0 ; AllowBouncing = Yes ; KillWhenRestingOnGround = Yes ; End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 100000 ; min lifetime in msec MaxLifetime = 100000 ; max lifetime in msec End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 8000 ; End ; Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object MonumentTrainBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ParticlesAttachedToAnimatedBones = Yes ; day ConditionState = NONE Model = CMTBridge_A1 End ConditionState = RUBBLE Model = CMTBridge_A1 Animation = CMTBridge_A1.CMTBridge_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 0.5 Flags = START_FRAME_FIRST ParticleSysBone = SPARK01 FireBurningBarricade01 ;left standing ParticleSysBone = SPARK02 FireBurningBarricade01 ;left standing ParticleSysBone = SPARK03 FireBurningBarricade01 ;left standing ParticleSysBone = SPARK04 FireBurningBarricade01 ;left standing ParticleSysBone = EXPLOSION03 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION04 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION05 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION06 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION11 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION01 HumveeExplosionDebris ;falls down ParticleSysBone = EXPLOSION02 CarCrushDebris ;falls down ParticleSysBone = EXPLOSION07 DragonTankExplosionDebris ;falls down ParticleSysBone = EXPLOSION08 OverlordTankExplosionDebris;falls down ParticleSysBone = EXPLOSION09 JetDebris ;falls down ParticleSysBone = EXPLOSION10 BuggyExplosionDebris ;falls down ParticleSysBone = EXPLOSION12 StructureExplosionDebris ;falls down ParticleSysBone = EXPLOSION01 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION02 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION07 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION08 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION09 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION10 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION12 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION01 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION02 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION07 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION08 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION09 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION10 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION12 BurningBridgeBeam ;falls down End End ; ***DESIGN parameters *** DisplayName = OBJECT:RailroadBridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadBridgeCollapse End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_StructureCollapseFinal End ;Lorenzen commented out for Sean K ;Behavior = CreateObjectDie ModuleTag_07 ; CreationList = OCL_TrainWreck ;End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 18.0 GeometryHeight = 2.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object MonumentTrainBridgeHigh ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ParticlesAttachedToAnimatedBones = Yes ; day ConditionState = NONE Model = CMTBridgeH End End ; ***DESIGN parameters *** DisplayName = OBJECT:RailroadBridgeH EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadBridgeCollapse End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_StructureCollapseFinal End ;Lorenzen commented out for Sean K ;Behavior = CreateObjectDie ModuleTag_07 ; CreationList = OCL_TrainWreck ;End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 18.0 GeometryHeight = 2.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End ;------------------------------------------------------------------------------ Object AsianFloodBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ; day ConditionState = NONE Model = CMFldBrdg End ConditionState = RUBBLE Model = CMFldBrdg Animation = CMFldBrdg.CMFldBrdg AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = OBJECT:RailroadBridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End Geometry = BOX GeometryMajorRadius = 1117.0 GeometryMinorRadius = 25.0 GeometryHeight = 3.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Crane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVCSTCRN End ConditionState = DAMAGED Model = CVCSTCRN End ConditionState = REALLYDAMAGED Model = CVCSTCRN_D End ConditionState = RUBBLE Model = CVCSTCRN_D1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crane EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = CraneAmbience ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurHanger ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikHang End ConditionState = DAMAGED Model = CBBaikHang_D End ConditionState = REALLYDAMAGED Model = CBBaikHang_E End ConditionState = RUBBLE Model = CBBaikHang_R End ConditionState = GARRISONED Model = CBBaikHang_G Animation = CBBaikHang_G.CBBaikHang_G AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 97.0 GeometryMinorRadius = 116.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurGroundControlCenter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikGrnd End ConditionState = DAMAGED Model = CBBaikGrnd_D End ConditionState = REALLYDAMAGED Model = CBBaikGrnd_E End ConditionState = RUBBLE Model = CBBaikGrnd_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 66.0 GeometryHeight = 43.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurRocketPad ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE ParticleSysBone = Engine01 BaikonurRocketFlare ParticleSysBone = Engine02 BaikonurRocketFlare ParticleSysBone = Engine03 BaikonurRocketFlare ParticleSysBone = Engine04 BaikonurRocketFlare ParticleSysBone = Engine05 BaikonurRocketFlare ParticleSysBone = Engine06 BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurRocketPad_C ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikRock_C End ConditionState = DAMAGED Model = CBBaikRock_CD End ConditionState = REALLYDAMAGED Model = CBBaikRock_CE End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 46.0 GeometryHeight = 130.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------Cinematic Only----------------------------- Object CINE_Biak ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Biak Animation = CINE_Biak.CINE_Biak AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CINE_Biak Animation = CINE_Biak.CINE_Biak AnimationMode = ONCE ParticleSysBone = Engine01 BaikonurRocketFlare ParticleSysBone = Engine02 BaikonurRocketFlare ParticleSysBone = Engine03 BaikonurRocketFlare ParticleSysBone = Engine04 BaikonurRocketFlare ParticleSysBone = Engine05 BaikonurRocketFlare ParticleSysBone = Engine06 BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------Cinematic Only----------------------------- Object CINE_Biak01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Biak01 Animation = CINE_Biak01.CINE_Biak01 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CINE_Biak01 Animation = CINE_Biak01.CINE_Biak01 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_Biak02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Biak02 Animation = CINE_Biak02.CINE_Biak02 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CINE_Biak02 Animation = CINE_Biak02.CINE_Biak02 AnimationMode = ONCE ParticleSysBone = Engine01 CINE_BaikonurRocketFlare ParticleSysBone = Engine02 CINE_BaikonurRocketFlare ParticleSysBone = Engine03 CINE_BaikonurRocketFlare ParticleSysBone = Engine04 CINE_BaikonurRocketFlare ParticleSysBone = Engine05 CINE_BaikonurRocketFlare ParticleSysBone = Engine06 CINE_BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_Biak03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Biak03 Animation = CINE_Biak03.CINE_Biak03 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CINE_Biak03 Animation = CINE_Biak03.CINE_Biak03 AnimationMode = ONCE ParticleSysBone = Engine01 BaikonurRocketFlare ParticleSysBone = Engine02 BaikonurRocketFlare ParticleSysBone = Engine03 BaikonurRocketFlare ParticleSysBone = Engine04 BaikonurRocketFlare ParticleSysBone = Engine05 BaikonurRocketFlare ParticleSysBone = Engine06 BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 845.0 GeometryMinorRadius = 846.0 GeometryHeight = 460.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_B301 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_B301 Animation = CINE_B301.CINE_B301 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_B301 Animation = CINE_B301.CINE_B301 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_B302 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_B302 Animation = CINE_B302.CINE_B302 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_B302 Animation = CINE_B302.CINE_B302 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_B303 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_B303 Animation = CINE_B303.CINE_B303 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_B303 Animation = CINE_B303.CINE_B303 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_Sattelite1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Sattelite1 Animation = CINE_Sattelite1.CINE_Sattelite1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_Sattelite1 Animation = CINE_Sattelite1.CINE_Sattelite1 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** SoundAmbient = CINE_SatSound01Loop SoundAmbient = ParticleUplinkCannon_PowerupSoundLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_Sattelite2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Sattelite2 Animation = CINE_Sattelite2.CINE_Sattelite2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_Sattelite2 Animation = CINE_Sattelite2.CINE_Sattelite2 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** SoundAmbient = CINE_SatSound01Loop SoundAmbient = ParticleUplinkCannon_PowerupSoundLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_CPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_CPlane Animation = CINE_CPlane.CINE_CPlane AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_CPlane Animation = CINE_CPlane.CINE_CPlane AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_CPlane02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_CPlane02 Animation = CINE_CPlane02.CINE_CPlane02 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_CPlane02 Animation = CINE_CPlane02.CINE_CPlane02 AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = None End ;------------------------------Cinematic Only----------------------------- Object CINE_CShadow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_CShadow Animation = CINE_CShadow.CINE_CShadow AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_CShadow Animation = CINE_CShadow.CINE_CShadow AnimationMode = ONCE End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------Cinematic Only----------------------------- Object CINE_Raptors01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Raptors01 Animation = CINE_Raptors01.CINE_Raptors01 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_Raptors01 Animation = CINE_Raptors01.CINE_Raptors01 AnimationMode = ONCE AnimationSpeedFactorRange = 1.01 1.01 ParticleSysBone = Engine01 CINE_JetLenzflare ParticleSysBone = Engine02 CINE_JetLenzflare ParticleSysBone = Engine03 CINE_JetLenzflare ParticleSysBone = Engine04 CINE_JetLenzflare ParticleSysBone = Engine05 CINE_JetLenzflare ParticleSysBone = Engine06 CINE_JetLenzflare End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------Cinematic Only----------------------------- Object CINE_Raptors02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Raptors02 Animation = CINE_Raptors02.CINE_Raptors02 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_Raptors02 Animation = CINE_Raptors02.CINE_Raptors02 AnimationMode = ONCE AnimationSpeedFactorRange = 1.01 1.01 ParticleSysBone = Engine01 CINE_JetLenzflare ParticleSysBone = Engine02 CINE_JetLenzflare ParticleSysBone = Engine03 CINE_JetLenzflare ParticleSysBone = Engine04 CINE_JetLenzflare ParticleSysBone = Engine05 CINE_JetLenzflare ParticleSysBone = Engine06 CINE_JetLenzflare End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------Cinematic Only----------------------------- Object CINE_Raptors03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CINE_Raptors03 Animation = CINE_Raptors03.CINE_Raptors03 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = CINE_Raptors03 Animation = CINE_Raptors03.CINE_Raptors03 AnimationMode = ONCE AnimationSpeedFactorRange = 1.01 1.01 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ParticleSysBone = Engine03 JetLenzflare ParticleSysBone = Engine04 JetLenzflare ParticleSysBone = Engine05 JetLenzflare ParticleSysBone = Engine06 JetLenzflare End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 200000.0 InitialHealth = 200000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------Cinematic Only----------------------------- Object CINE_Raptors04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CIN_Raptor04 Animation = CIN_Raptor04.CIN_Raptor04 AnimationMode = LOOP AnimationSpeedFactorRange = 1.01 1.01 End ConditionState = DOOR_1_OPENING Model = CIN_Raptor04 Animation = CIN_Raptor04.CIN_Raptor04 AnimationMode = ONCE AnimationSpeedFactorRange = 1.01 1.01 End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 200000.0 InitialHealth = 200000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------------------------------------------------------ ;****************************Required For Various Intros*********************** Object CINE_Sun ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINE_Sun End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_BODY MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = InstantDeathBehavior ModuleTag_DIE DeathTypes = ALL FX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ ;****************************Required For Various Intros*********************** Object CINE_Moon ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINE_Moon End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = VEHICLE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_BODY MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = InstantDeathBehavior ModuleTag_DIE DeathTypes = ALL FX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ ;****************************Required For Various Intros*********************** Object CINE_CPlane03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CINE_CPlane03 Animation = CINE_CPlane03.CINE_CPlane03 AnimationMode = ONCE AnimationSpeedFactorRange = 1.01 1.01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE WeaponSet Conditions = None Weapon = PRIMARY None End ; *** ENGINEERING Parameters *** KindOf = SELECTABLE Body = ActiveBody ModuleTag_BODY MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = InstantDeathBehavior ModuleTag_DIE DeathTypes = ALL FX = FX_GenericCarExplode End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 4.0 End ;------------------------------------------------------------------------------ Object OceanConventionCenter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CMOceanCen End ConditionState = DAMAGED Model = CMOceanCen_D End ConditionState = REALLYDAMAGED Model = CMOceanCen_E End ConditionState = RUBBLE Model = CMOceanCen_R End ConditionState = GARRISONED Model = CMOCEANCEN_G Animation = CMOCEANCEN_G.CMOCEANCEN_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CMOCEANCEN_GD Animation = CMOCEANCEN_GD.CMOCEANCEN_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:OceanCenter EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End ;This effect wasnt working for the building so I removed it. - GB ; Behavior = StructureCollapseUpdate ModuleTag_04 ; MinCollapseDelay = 500 ; MaxCollapseDelay = 1000 ; CollapseDamping = 0.5 ; MaxShudder = 0.6 ; MinBurstDelay = 250 ; MaxBurstDelay = 800 ; BigBurstFrequency = 4 ; OCL = INITIAL OCL_StructureCollapseInitial ; OCL = DELAY OCL_StructureCollapseDelay ; OCL = FINAL OCL_StructureCollapseFinal ; FXList = INITIAL FX_StructureCollapseInitial ; FXList = DELAY FX_StructureCollapseDelay ; FXList = BURST FX_StructureCollapseBurst ; FXList = FINAL FX_StructureCollapseFinal ; End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 115.0 GeometryMinorRadius = 166.0 GeometryHeight = 110.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;Bleacher ends ;------------------------------------------------------------------------------ Object SoccerStadiumBleacherEnd ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadEnd End ConditionState = DAMAGED Model = CBStadEnd_D End ConditionState = REALLYDAMAGED Model = CBStadEnd_E End ConditionState = RUBBLE Model = CBStadEnd_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadium EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;The soccer field ;------------------------------------------------------------------------------ Object SoccerStadiumField ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadField End ConditionState = DAMAGED Model = CBStadField_D End ConditionState = REALLYDAMAGED Model = CBStadField_E End ConditionState = RUBBLE Model = CBStadField_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Field EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 0.0 GeometryMinorRadius = 0.0 GeometryHeight = 0.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;The entrance way for tanks ;------------------------------------------------------------------------------ Object SoccerStadiumEntrance ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadGate End ConditionState = DAMAGED Model = CBStadGate_D End ConditionState = REALLYDAMAGED Model = CBStadGate_E End ConditionState = RUBBLE Model = CBStadGate_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Entrance EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 17.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;the soccer goal ;------------------------------------------------------------------------------ Object SoccerStadiumGoal ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadGoal End ConditionState = DAMAGED Model = CBStadGoal_D End ConditionState = REALLYDAMAGED Model = CBStadGoal_E End ConditionState = RUBBLE Model = CBStadGoal_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadiumGoal EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 16.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;the side bleacher sections. ;------------------------------------------------------------------------------ Object SoccerStadiumSideBleachers ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadSide End ConditionState = DAMAGED Model = CBStadSide_D End ConditionState = REALLYDAMAGED Model = CBStadSide_E End ConditionState = RUBBLE Model = CBStadSide_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadium EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 33.0 GeometryHeight = 39.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;the side bleacher sections. ;------------------------------------------------------------------------------ Object SoccerStadiumLight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBStadLight End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigLightpost EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ;Behavior = FlammableUpdate ModuleTag_05 ; FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... ; FlameDamageExpiration = 2000 ;in a span of this long ; AflameDuration = 5000 ; If I catch fire, I'll burn for this long... ; AflameDamageAmount = 25 ; taking this much damage... ; AflameDamageDelay = 500 ; this often. ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = ToppleUpdate ModuleTag_06 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianSkyScraper01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNHongK01 End ConditionState = DAMAGED Model = CBNHongK01_D End ConditionState = REALLYDAMAGED Model = CBNHongK01_E End ConditionState = RUBBLE Model = CBNHongK01_E End ConditionState = POST_COLLAPSE Model = CBNHongK01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHongK01_G Animation = CBNHongK01_G.CBNHongK01_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNHongK01_GD Animation = CBNHongK01_GD.CBNHongK01_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 43.0 GeometryHeight = 170.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNHongK02 End ConditionState = DAMAGED Model = CBNHongK02_D End ConditionState = REALLYDAMAGED Model = CBNHongK02_E End ConditionState = RUBBLE Model = CBNHongK02_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHongK02_G Animation = CBNHongK02_G.CBNHongK02_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNHongK02_GD Animation = CBNHongK02_GD.CBNHongK02_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = HotelAmbientDiver SoundAmbient = HotelAmbientTennisLoop SoundAmbient = HotelAmbientSwimmerLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 195.0 GeometryMinorRadius = 126.0 GeometryHeight = 150.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianOffice02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNHongK03 End ConditionState = DAMAGED Model = CBNHongK03_D End ConditionState = REALLYDAMAGED Model = CBNHongK03_E End ConditionState = RUBBLE Model = CBNHongK03_E End ConditionState = POST_COLLAPSE Model = CBNHongK03_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHongK03_G Animation = CBNHongK03_G.CBNHongK03_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNHongK03_GD Animation = CBNHongK03_GD.CBNHongK03_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 42.0 GeometryHeight = 110.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object InternationalHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHotel03 End ConditionState = DAMAGED Model = CBTHotel03_D End ConditionState = REALLYDAMAGED Model = CBTHotel03_E End ConditionState = RUBBLE Model = CBTHotel03_E End ConditionState = POST_COLLAPSE Model = CBTHotel03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHotel03_G Animation = CBTHotel03_G.CBTHotel03_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBTHotel03_GD Animation = CBTHotel03_GD.CBTHotel03_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 82.0 GeometryMinorRadius = 72.0 GeometryHeight = 150.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TiananmenGate ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMTianGate End ConditionState = DAMAGED Model = CMTianGate_D End ConditionState = REALLYDAMAGED Model = CMTianGate_E End ConditionState = RUBBLE Model = CMTianGate_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Behavior = GarrisonContain ModuleTag_06 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 68.0 GeometryMinorRadius = 112.0 GeometryHeight = 90.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForbiddenCityGates ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNFCitySH End ConditionState = DAMAGED Model = CBNFCitySH_D End ConditionState = REALLYDAMAGED Model = CBNFCitySH_E End ConditionState = RUBBLE Model = CBNFCitySH_R End ConditionState = GARRISONED Model = CBNFCitySH_G Animation = CBNFCitySH_G.CBNFCitySH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFCitySH_GD Animation = CBNFCitySH_GD.CBNFCitySH_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 58.0 GeometryMinorRadius = 85.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForbiddenCityWall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNFCityWH End ConditionState = DAMAGED Model = CBNFCityWH_D End ConditionState = REALLYDAMAGED Model = CBNFCityWH_E End ConditionState = RUBBLE Model = CBNFCityWH_R End ConditionState = GARRISONED Model = CBNFCityWH_G Animation = CBNFCityWH_G.CBNFCityWH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFCityWH_GD Animation = CBNFCityWH_GD.CBNFCityWH_GD AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 72.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForbiddenCityTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNFCityCH End ConditionState = DAMAGED Model = CBNFCityCH_D End ConditionState = REALLYDAMAGED Model = CBNFCityCH_E End ConditionState = RUBBLE Model = CBNFCityCH_R End ConditionState = GARRISONED Model = CBNFCityCH_G Animation = CBNFCityCH_G.CBNFCityCH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFCityCH_GD Animation = CBNFCityCH_GD.CBNFCityCH_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 25.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChineeseFireworksFactory ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbfwfctry End ConditionState = DAMAGED Model = cbfwfctry_D End ConditionState = REALLYDAMAGED Model = cbfwfctry_E End ConditionState = RUBBLE Model = cbfwfctry_R End ; day garrisoned ConditionState = GARRISONED Model = cbfwfctry_G Animation = cbfwfctry_G.cbfwfctry_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbfwfctry_DG Animation = cbfwfctry_DG.cbfwfctry_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbfwfctry_N End ConditionState = DAMAGED NIGHT Model = cbfwfctry_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbfwfctry_EN End ConditionState = RUBBLE NIGHT Model = cbfwfctry_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbfwfctry_NG Animation = cbfwfctry_NG.cbfwfctry_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbfwfctry_DNG Animation = cbfwfctry_DNG.cbfwfctry_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbfwfctry_S End ConditionState = DAMAGED SNOW Model = cbfwfctry_DS End ConditionState = REALLYDAMAGED SNOW Model = cbfwfctry_ES End ConditionState = RUBBLE SNOW Model = cbfwfctry_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbfwfctry_SG Animation = cbfwfctry_SG.cbfwfctry_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbfwfctry_DSG Animation = cbfwfctry_DSG.cbfwfctry_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbfwfctry_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbfwfctry_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbfwfctry_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbfwfctry_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbfwfctry_SNG Animation = cbfwfctry_SNG.cbfwfctry_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbfwfctry_DSNG Animation = cbfwfctry_DSNG.cbfwfctry_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Outpost EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 17.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterfrontWherehouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBWrFWhrs1 End ConditionState = DAMAGED Model = CBWrFWhrs1_D End ConditionState = REALLYDAMAGED Model = CBWrFWhrs1_E End ConditionState = RUBBLE Model = CBWrFWhrs1_R End ; day garrisoned ConditionState = GARRISONED Model = CBWrFWhrs1_G Animation = CBWrFWhrs1_G.CBWrFWhrs1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBWrFWhrs1_DG Animation = CBWrFWhrs1_DG.CBWrFWhrs1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBWrFWhrs1_N End ConditionState = DAMAGED NIGHT Model = CBWrFWhrs1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBWrFWhrs1_EN End ConditionState = RUBBLE NIGHT Model = CBWrFWhrs1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBWrFWhrs1_NG Animation = CBWrFWhrs1_NG.CBWrFWhrs1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBWrFWhrs1_DNG Animation = CBWrFWhrs1_DNG.CBWrFWhrs1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBWrFWhrs1_S End ConditionState = DAMAGED SNOW Model = CBWrFWhrs1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBWrFWhrs1_ES End ConditionState = RUBBLE SNOW Model = CBWrFWhrs1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBWrFWhrs1_SG Animation = CBWrFWhrs1_SG.CBWrFWhrs1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBWrFWhrs1_DSG Animation = CBWrFWhrs1_DSG.CBWrFWhrs1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBWrFWhrs1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBWrFWhrs1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBWrFWhrs1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBWrFWhrs1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBWrFWhrs1_SNG Animation = CBWrFWhrs1_SNG.CBWrFWhrs1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBWrFWhrs1_DSNG Animation = CBWrFWhrs1_DSNG.CBWrFWhrs1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 22.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterfrontWherehouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbwfrwhrs2 End ConditionState = DAMAGED Model = cbwfrwhrs2_D End ConditionState = REALLYDAMAGED Model = cbwfrwhrs2_E End ConditionState = RUBBLE Model = cbwfrwhrs2_R End ; day garrisoned ConditionState = GARRISONED Model = cbwfrwhrs2_G Animation = cbwfrwhrs2_G.cbwfrwhrs2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbwfrwhrs2_DG Animation = cbwfrwhrs2_DG.cbwfrwhrs2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbwfrwhrs2_N End ConditionState = DAMAGED NIGHT Model = cbwfrwhrs2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbwfrwhrs2_EN End ConditionState = RUBBLE NIGHT Model = cbwfrwhrs2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbwfrwhrs2_NG Animation = cbwfrwhrs2_NG.cbwfrwhrs2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbwfrwhrs2_DNG Animation = cbwfrwhrs2_DNG.cbwfrwhrs2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbwfrwhrs2_S End ConditionState = DAMAGED SNOW Model = cbwfrwhrs2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbwfrwhrs2_ES End ConditionState = RUBBLE SNOW Model = cbwfrwhrs2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbwfrwhrs2_SG Animation = cbwfrwhrs2_SG.cbwfrwhrs2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbwfrwhrs2_DSG Animation = cbwfrwhrs2_DSG.cbwfrwhrs2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbwfrwhrs2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbwfrwhrs2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbwfrwhrs2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbwfrwhrs2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbwfrwhrs2_SNG Animation = cbwfrwhrs2_SNG.cbwfrwhrs2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbwfrwhrs2_DSNG Animation = cbwfrwhrs2_DSNG.cbwfrwhrs2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 29.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirfieldHanger01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbhangar1 End ConditionState = DAMAGED Model = cbhangar1_D End ConditionState = REALLYDAMAGED Model = cbhangar1_E End ConditionState = RUBBLE Model = cbhangar1_R End ; day garrisoned ConditionState = GARRISONED Model = cbhangar1_G Animation = cbhangar1_G.cbhangar1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbhangar1_DG Animation = cbhangar1_DG.cbhangar1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbhangar1_N End ConditionState = DAMAGED NIGHT Model = cbhangar1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbhangar1_EN End ConditionState = RUBBLE NIGHT Model = cbhangar1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbhangar1_NG Animation = cbhangar1_NG.cbhangar1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbhangar1_DNG Animation = cbhangar1_DNG.cbhangar1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbhangar1_S End ConditionState = DAMAGED SNOW Model = cbhangar1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbhangar1_ES End ConditionState = RUBBLE SNOW Model = cbhangar1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbhangar1_SG Animation = cbhangar1_SG.cbhangar1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbhangar1_DSG Animation = cbhangar1_DSG.cbhangar1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbhangar1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbhangar1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbhangar1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbhangar1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbhangar1_SNG Animation = cbhangar1_SNG.cbhangar1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbhangar1_DSNG Animation = cbhangar1_DSNG.cbhangar1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 53.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirfieldHanger02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbhangr02 End ConditionState = DAMAGED Model = cbhangr02_D End ConditionState = REALLYDAMAGED Model = cbhangr02_E End ConditionState = RUBBLE Model = cbhangr02_R End ; day garrisoned ConditionState = GARRISONED Model = cbhangr02_G Animation = cbhangr02_G.cbhangr02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbhangr02_DG Animation = cbhangr02_DG.cbhangr02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbhangr02_N End ConditionState = DAMAGED NIGHT Model = cbhangr02_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbhangr02_EN End ConditionState = RUBBLE NIGHT Model = cbhangr02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbhangr02_NG Animation = cbhangr02_NG.cbhangr02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbhangr02_DNG Animation = cbhangr02_DNG.cbhangr02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbhangr02_S End ConditionState = DAMAGED SNOW Model = cbhangr02_DS End ConditionState = REALLYDAMAGED SNOW Model = cbhangr02_ES End ConditionState = RUBBLE SNOW Model = cbhangr02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbhangr02_SG Animation = cbhangr02_SG.cbhangr02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbhangr02_DSG Animation = cbhangr02_DSG.cbhangr02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbhangr02_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbhangr02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbhangr02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbhangr02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbhangr02_SNG Animation = cbhangr02_SNG.cbhangr02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbhangr02_DSNG Animation = cbhangr02_DSNG.cbhangr02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 76.0 GeometryMinorRadius = 115.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallMiddle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna1 End ConditionState = REALLYDAMAGED Model = CMWalChna1_D End ConditionState = RUBBLE Model = CMWalChna1_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 54.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallSmallArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna2 End ConditionState = REALLYDAMAGED Model = CMWalChna2_D End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 0.0 GeometryMinorRadius = 0.0 GeometryHeight = 0.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallLargeArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna3 End ConditionState = REALLYDAMAGED Model = CMWalChna3_D End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 50.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna4 Animation = CMWalChna4.CMWalChna4 AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CMWalChna4_D Animation = CMWalChna4_D.CMWalChna4_D AnimationMode = LOOP End ConditionState = RUBBLE Model = CMWalChna4_D Animation = CMWalChna4_D.CMWalChna4_D AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 26.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallCorner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna5 Animation = CMWalChna5.CMWalChna5 AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CMWalChna5_D Animation = CMWalChna5_D.CMWalChna5_D AnimationMode = LOOP End ConditionState = RUBBLE Model = CMWalChna5_D Animation = CMWalChna5_D.CMWalChna5_D AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 25.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTAprtmn1_TR End ConditionState = DAMAGED Model = CBTAprtmn1_TRD End ConditionState = REALLYDAMAGED Model = CBTAprtmn1_TRD End ConditionState = RUBBLE Model = CBTAprtmn1_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTAprtmn2_TR End ConditionState = DAMAGED Model = CBTAprtmn2_TRD End ConditionState = REALLYDAMAGED Model = CBTAprtmn2_TRD End ConditionState = RUBBLE Model = CBTAprtmn2_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanConvenienceStore01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTConvSt1_TR End ConditionState = DAMAGED Model = CBTConvSt1_TRD End ConditionState = REALLYDAMAGED Model = CBTConvSt1_TRD End ConditionState = RUBBLE Model = CBTConvSt1_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanConvenienceStore02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTConvSt2_TR End ConditionState = DAMAGED Model = CBTConvSt2_TRD End ConditionState = REALLYDAMAGED Model = CBTConvSt2_TRD End ConditionState = RUBBLE Model = CBTConvSt2_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanHotel01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTHotel01_TR End ConditionState = DAMAGED Model = CBTHotel01_TRD End ConditionState = REALLYDAMAGED Model = CBTHotel01_TRD End ConditionState = RUBBLE Model = CBTHotel01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanSmallRetail03Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtsmlrtl03_TR End ConditionState = DAMAGED Model = cbtsmlrtl03_TRD End ConditionState = REALLYDAMAGED Model = cbtsmlrtl03_TRD End ConditionState = RUBBLE Model = cbtsmlrtl03_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MogadishuHouse02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbthouse01_TR End ConditionState = DAMAGED Model = cbthouse01_TRD End ConditionState = REALLYDAMAGED Model = cbthouse01_TRD End ConditionState = RUBBLE Model = cbthouse01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MogadishuHouse03Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbthouse03_TR End ConditionState = DAMAGED Model = cbthouse03_TRD End ConditionState = REALLYDAMAGED Model = cbthouse03_TRD End ConditionState = RUBBLE Model = cbthouse03_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MogadishuHouse04Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbthouse04_TR End ConditionState = DAMAGED Model = cbthouse04_TRD End ConditionState = REALLYDAMAGED Model = cbthouse04_TRD End ConditionState = RUBBLE Model = cbthouse04_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuShop01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBModis03_TR End ConditionState = DAMAGED Model = CBModis03_TRD End ConditionState = REALLYDAMAGED Model = CBModis03_TRD End ConditionState = RUBBLE Model = CBModis03_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuSmallApartmentBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtsmlapt_TR End ConditionState = DAMAGED Model = cbtsmlapt_TRD End ConditionState = REALLYDAMAGED Model = cbtsmlapt_TRD End ConditionState = RUBBLE Model = cbtsmlapt_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower04Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtower04_TR End ConditionState = DAMAGED Model = cbtower04_TRD End ConditionState = REALLYDAMAGED Model = cbtower04_TRD End ConditionState = RUBBLE Model = cbtower04_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower05Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtower05_TR End ConditionState = DAMAGED Model = cbtower05_TRD End ConditionState = REALLYDAMAGED Model = cbtower05_TRD End ConditionState = RUBBLE Model = cbtower05_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTallTowerBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTalTower_TR End ConditionState = DAMAGED Model = CBTalTower_TRD End ConditionState = REALLYDAMAGED Model = CBTalTower_TRD End ConditionState = RUBBLE Model = CBTalTower_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanWatchTowerTallBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtower01_TR End ConditionState = DAMAGED Model = cbtower01_TRD End ConditionState = REALLYDAMAGED Model = cbtower01_TRD End ConditionState = RUBBLE Model = cbtower01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TallTower02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTower02_TR End ConditionState = DAMAGED Model = CBTower02_TRD End ConditionState = REALLYDAMAGED Model = CBTower02_TRD End ConditionState = RUBBLE Model = CBTower02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTownHall02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbmectdrl02_TR End ConditionState = DAMAGED Model = cbmectdrl02_TRD End ConditionState = REALLYDAMAGED Model = cbmectdrl02_TRD End ConditionState = RUBBLE Model = cbmectdrl02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentComplexBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNAptCom_TR End ConditionState = DAMAGED Model = CBNAptCom_TRD End ConditionState = REALLYDAMAGED Model = CBNAptCom_TRD End ConditionState = RUBBLE Model = CBNAptCom_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietRadioBuildingBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBSovRdio_TR End ConditionState = DAMAGED Model = CBSovRdio_TRD End ConditionState = REALLYDAMAGED Model = CBSovRdio_TRD End ConditionState = RUBBLE Model = CBSovRdio_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaHotel01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNHongK02_TR End ConditionState = DAMAGED Model = CBNHongK02_TRD End ConditionState = REALLYDAMAGED Model = CBNHongK02_TRD End ConditionState = RUBBLE Model = CBNHongK02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaMall01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNMegaMal_TR End ConditionState = DAMAGED Model = CBNMegaMal_TRD End ConditionState = REALLYDAMAGED Model = CBNMegaMal_TRD End ConditionState = RUBBLE Model = CBNMegaMal_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianOffice01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNOffice1_TR End ConditionState = DAMAGED Model = CBNOffice1_TRD End ConditionState = REALLYDAMAGED Model = CBNOffice1_TRD End ConditionState = RUBBLE Model = CBNOffice1_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartment01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNApart01_TR End ConditionState = DAMAGED Model = CBNApart01_TRD End ConditionState = REALLYDAMAGED Model = CBNApart01_TRD End ConditionState = RUBBLE Model = CBNApart01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianRetailStore01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNRetal01_TR End ConditionState = DAMAGED Model = CBNRetal01_TRD End ConditionState = REALLYDAMAGED Model = CBNRetal01_TRD End ConditionState = RUBBLE Model = CBNRetal01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuroHighriseBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBEuroCnd_TR End ConditionState = DAMAGED Model = CBEuroCnd_TRD End ConditionState = REALLYDAMAGED Model = CBEuroCnd_TRD End ConditionState = RUBBLE Model = CBEuroCnd_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBHigh01_TR End ConditionState = DAMAGED Model = CBHigh01_TRD End ConditionState = REALLYDAMAGED Model = CBHigh01_TRD End ConditionState = RUBBLE Model = CBHigh01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBHigh02_TR End ConditionState = DAMAGED Model = CBHigh02_TRD End ConditionState = REALLYDAMAGED Model = CBHigh02_TRD End ConditionState = RUBBLE Model = CBHigh02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietBuildingBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbsovbldg_TR End ConditionState = DAMAGED Model = cbsovbldg_TRD End ConditionState = REALLYDAMAGED Model = cbsovbldg_TRD End ConditionState = RUBBLE Model = cbsovbldg_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianBankBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNBank_TR End ConditionState = DAMAGED Model = CBNBank_TRD End ConditionState = REALLYDAMAGED Model = CBNBank_TRD End ConditionState = RUBBLE Model = CBNBank_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogodishuHighrise01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBMogdis01_TR End ConditionState = DAMAGED Model = CBMogdis01_TRD End ConditionState = REALLYDAMAGED Model = CBMogdis01_TRD End ConditionState = RUBBLE Model = CBMogdis01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBIndWhs01_TR End ConditionState = DAMAGED Model = CBIndWhs01_TRD End ConditionState = REALLYDAMAGED Model = CBIndWhs01_TRD End ConditionState = RUBBLE Model = CBIndWhs01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBIndWhs02_TR End ConditionState = DAMAGED Model = CBIndWhs02_TRD End ConditionState = REALLYDAMAGED Model = CBIndWhs02_TRD End ConditionState = RUBBLE Model = CBIndWhs02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentSingle01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNAptSingle End ConditionState = DAMAGED Model = CBNAptSingle_D End ConditionState = REALLYDAMAGED Model = CBNAptSingle_E End ConditionState = RUBBLE Model = CBNAptSingle_R End ConditionState = GARRISONED Model = CBNAptSingle_G Animation = CBNAptSingle_G.CBNAptSingle_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNAptSingle_DG Animation = CBNAptSingle_DG.CBNAptSingle_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End KindOf = STRUCTURE SELECTABLE IMMOBILE Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 28.0 GeometryHeight = 57.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartmentSingle01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNAptBuil End ConditionState = DAMAGED Model = CBNAptBuil_D End ConditionState = REALLYDAMAGED Model = CBNAptBuil_E End ConditionState = RUBBLE Model = CBNAptBuil_R End ConditionState = GARRISONED Model = CBNAptBuil_G Animation = CBNAptBuil_G.CBNAptBuil_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNAptBuil_DG Animation = CBNAptBuil_DG.CBNAptBuil_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 46.0 GeometryMinorRadius = 24.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object TempleOfHeavenMonumentBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNTmplHvn_TR End ConditionState = DAMAGED Model = CBNTmplHvn_TRD End ConditionState = REALLYDAMAGED Model = CBNTmplHvn_TRD End ConditionState = RUBBLE Model = CBNTmplHvn_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End KindOf = STRUCTURE IMMOBILE SELECTABLE Geometry = CYLINDER GeometryMajorRadius = 120.0 GeometryMinorRadius = 120.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------- Object TempleOfHeavenMainTemple ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvMN End ConditionState = DAMAGED Model = CBNTmHvMN_D End ConditionState = REALLYDAMAGED Model = CBNTmHvMN_E End ConditionState = RUBBLE Model = CBNTmHvMN_R End ConditionState = GARRISONED Model = CBNTmHvMN_G Animation = CBNTmHvMN_G.CBNTmHvMN_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvMN_GD Animation = CBNTmHvMN_GD.CBNTmHvMN_GD AnimationMode = LOOP End ConditionState = SNOW Model = CBNTmHvMN_S End ConditionState = DAMAGED SNOW Model = CBNTmHvMN_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNTmHvMN_ES End ConditionState = RUBBLE SNOW Model = CBNTmHvMN_R End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNTmHvMN_GS Animation = CBNTmHvMN_GS.CBNTmHvMN_GS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED SNOW Model = CBNTmHvMN_GDS Animation = CBNTmHvMN_GDS.CBNTmHvMN_GDS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = CYLINDER GeometryMajorRadius = 31.0 GeometryMinorRadius = 26.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object TempleOfHeavenFrontHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvFH End ConditionState = DAMAGED Model = CBNTmHvFH_D End ConditionState = REALLYDAMAGED Model = CBNTmHvFH_E End ConditionState = RUBBLE Model = CBNTmHvFH_R End ConditionState = GARRISONED Model = CBNTmHvFH_G Animation = CBNTmHvFH_G.CBNTmHvFH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvFH_GD Animation = CBNTmHvFH_GD.CBNTmHvFH_GD AnimationMode = LOOP End ConditionState = SNOW Model = CBTmpHvnFH_S End ConditionState = DAMAGED SNOW Model = CBTmpHvnFH_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTmpHvnFH_ES End ConditionState = RUBBLE SNOW Model = CBNTmHvFH_R End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNTmHvFH_GS Animation = CBNTmHvFH_GS.CBNTmHvFH_GS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED SNOW Model = CBNTmHvFH_GDS Animation = CBNTmHvFH_GDS.CBNTmHvFH_GDS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 44.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object TempleOfHeavenSideHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvSH End ConditionState = DAMAGED Model = CBNTmHvSH_D End ConditionState = REALLYDAMAGED Model = CBNTmHvSH_E End ConditionState = RUBBLE Model = CBNTmHvSH_R End ConditionState = GARRISONED Model = CBNTmHvSH_G Animation = CBNTmHvSH_G.CBNTmHvSH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvSH_GD Animation = CBNTmHvSH_GD.CBNTmHvSH_GD AnimationMode = LOOP End ConditionState = SNOW Model = CBTmHvSH_S End ConditionState = DAMAGED SNOW Model = CBTmHvSH_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTmHvSH_ES End ConditionState = RUBBLE SNOW Model = CBNTmHvSH_R End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNTmHvSH_GS Animation = CBNTmHvSH_GS.CBNTmHvSH_GS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED SNOW Model = CBNTmHvSH_GDS Animation = CBNTmHvSH_GDS.CBNTmHvSH_GDS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 67.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object TempleOfHeavenGateHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvGT End ConditionState = DAMAGED Model = CBNTmHvGT_D End ConditionState = REALLYDAMAGED Model = CBNTmHvGT_E End ConditionState = RUBBLE Model = CBNTmHvGT_R End ConditionState = GARRISONED Model = CBNTmHvGT_G Animation = CBNTmHvGT_G.CBNTmHvGT_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvGT_GD Animation = CBNTmHvGT_GD.CBNTmHvGT_GD AnimationMode = LOOP End ConditionState = SNOW Model = CBNTmHvGT_S End ConditionState = DAMAGED SNOW Model = CBNTmHvGT_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNTmHvGT_ES End ConditionState = RUBBLE SNOW Model = CBNTmHvGT_R End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNTmHvGT_GS Animation = CBNTmHvGT_GS.CBNTmHvGT_GS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED SNOW Model = CBNTmHvGT_GDS Animation = CBNTmHvGT_GDS.CBNTmHvGT_GDS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 30.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object StanTownHall03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NIGHT ConditionState = NONE Model = CMTGovBuil_N End ConditionState = DAMAGED Model = CMTGovBuil_DN End ConditionState = REALLYDAMAGED Model = CMTGovBuil_EN End ConditionState = RUBBLE Model = CMTGovBuil_RN End ; garrison night ConditionState = GARRISONED Model = CMTGovBuil_NG Animation = cmtgovbuil_NG.cmtgovbuil_NG AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CMTGovBuil_DNG Animation = cmtgovbuil_DNG.cmtgovbuil_DNG AnimationMode = LOOP End ; NIGHT ConditionState = NIGHT Model = CMTGovBuil_N End ConditionState = NIGHT DAMAGED Model = CMTGovBuil_DN End ConditionState = NIGHT REALLYDAMAGED Model = CMTGovBuil_EN End ConditionState = NIGHT RUBBLE Model = CMTGovBuil_RN End ; garrison night ConditionState = NIGHT GARRISONED Model = CMTGovBuil_NG Animation = cmtgovbuil_NG.cmtgovbuil_NG AnimationMode = LOOP End ConditionState = NIGHT GARRISONED DAMAGED Model = CMTGovBuil_DNG Animation = cmtgovbuil_DNG.cmtgovbuil_DNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 47.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChinaRetail01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal03 End ConditionState = DAMAGED Model = CBNRetal03_D End ConditionState = REALLYDAMAGED Model = CBNRetal03_E End ConditionState = RUBBLE Model = CBNRetal03_R End ConditionState = GARRISONED Model = CBNRetal03_G Animation = CBNRetal03_G.CBNRetal03_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNRetal03_DG Animation = CBNRetal03_DG.CBNRetal03_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 20.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChinaRetail02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNRetal04 End ConditionState = DAMAGED Model = CBNRetal04_D End ConditionState = REALLYDAMAGED Model = CBNRetal04_E End ConditionState = RUBBLE Model = CBNRetal04_R End ConditionState = GARRISONED Model = CBNRetal04_G Animation = CBNRetal04_G.CBNRetal04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRetal04_DG Animation = CBNRetal04_DG.CBNRetal04_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 20.0 GeometryHeight = 38.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChinaRetail03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal05 End ConditionState = DAMAGED Model = CBNRetal05_D End ConditionState = REALLYDAMAGED Model = CBNRetal05_E End ConditionState = RUBBLE Model = CBNRetal05_R End ; garrisoned day ConditionState = GARRISONED Model = CBNRetal05_G End ConditionState = DAMAGED GARRISONED Model = CBNRetal05_DG End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 22.0 GeometryHeight = 62.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object FortressWallMiddle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml1 End ConditionState = DAMAGED Model = CMWalAkml1_D End ConditionState = REALLYDAMAGED Model = CMWalAkml1_E End ConditionState = RUBBLE Model = CMWalAkml1_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 58.0 GeometryHeight = 34.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallSmallArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml2 End ConditionState = DAMAGED Model = CMWalAkml2_D End ConditionState = REALLYDAMAGED Model = CMWalAkml2_E End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 32.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallLargeArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml3 End ConditionState = DAMAGED Model = CMWalAkml3_D End ConditionState = REALLYDAMAGED Model = CMWalAkml3_E End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 41.0 GeometryHeight = 1.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml4 End ConditionState = DAMAGED Model = CMWalAkml4_D End ConditionState = REALLYDAMAGED Model = CMWalAkml4_E End ConditionState = RUBBLE Model = CMWalAkml7_R End ; day garrisoned ConditionState = GARRISONED Model = CMWalAkml4 Animation = CMWalAkml4.CMWalAkml4 AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMWalAkml4_D Animation = CMWalAkml4_D.CMWalAkml4_D AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 28.0 GeometryHeight = 37.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallCorner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml5 End ConditionState = DAMAGED Model = CMWalAkml5_D End ConditionState = REALLYDAMAGED Model = CMWalAkml5_E End ConditionState = RUBBLE Model = CMWalAkml7_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 37.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWall45Degree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml6 End ConditionState = DAMAGED Model = CMWalAkml6_D End ConditionState = REALLYDAMAGED Model = CMWalAkml6_E End ConditionState = RUBBLE Model = CMWalAkml7_R End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 32.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; ******************* Cinematic-only unit *************************** Object CINE_EuroHighrise ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroCnd End ConditionState = DAMAGED Model = CBEuroCnd_D End ConditionState = REALLYDAMAGED Model = CBEuroCnd_E End ConditionState = RUBBLE Model = CBEuroCnd_E End ConditionState = POST_COLLAPSE Model = CBEuroCnd_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroCnd_G Animation = CBEuroCnd_G.CBEuroCnd_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroCnd_DG Animation = CBEuroCnd_DG.CBEuroCnd_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroCnd_N End ConditionState = DAMAGED NIGHT Model = CBEuroCnd_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroCnd_EN End ConditionState = RUBBLE NIGHT Model = CBEuroCnd_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBEuroCnd_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroCnd_NG Animation = CBEuroCnd_NG.CBEuroCnd_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroCnd_DNG Animation = CBEuroCnd_DNG.CBEuroCnd_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroCnd_S End ConditionState = DAMAGED SNOW Model = CBEuroCnd_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroCnd_ES End ConditionState = RUBBLE SNOW Model = CBEuroCnd_ES End ConditionState = POST_COLLAPSE SNOW Model = CBEuroCnd_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBEuroCnd_SG Animation = CBEuroCnd_SG.CBEuroCnd_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBEuroCnd_DSG Animation = CBEuroCnd_DSG.CBEuroCnd_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBEuroCnd_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBEuroCnd_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBEuroCnd_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBEuroCnd_SNG Animation = CBEuroCnd_SNG.CBEuroCnd_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBEuroCnd_DSNG Animation = CBEuroCnd_DSNG.CBEuroCnd_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureCollapseUpdate ModuleTag_04 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs End Behavior = FXListDie ModuleTag_08 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 36.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_MogadishuHighrise03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis07 End ConditionState = DAMAGED Model = CBMogdis07_D End ConditionState = REALLYDAMAGED Model = CBMogdis07_E End ConditionState = RUBBLE Model = CBMogdis07_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis07_G Animation = CBMogdis07_G.CBMogdis07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis07_DG Animation = CBMogdis07_DG.CBMogdis07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis07_N End ConditionState = DAMAGED NIGHT Model = CBMogdis07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis07_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis07_NG Animation = CBMogdis07_NG.CBMogdis07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis07_DNG Animation = CBMogdis07_DNG.CBMogdis07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis07_S End ConditionState = DAMAGED SNOW Model = CBMogdis07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis07_ES End ConditionState = RUBBLE SNOW Model = CBMogdis07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis07_SG Animation = CBMogdis07_SG.CBMogdis07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis07_DSG Animation = CBMogdis07_DSG.CBMogdis07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis07_SNG Animation = CBMogdis07_SNG.CBMogdis07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis07_DSNG Animation = CBMogdis07_DSNG.CBMogdis07_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;--------------------------------------------------------------------- Object TempBuildingSize ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = zzBuildingSize End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 70.0 GeometryIsSmall = No End ;--------------------------------------------------------------------- Object TempChokePoint ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = zzChokePoint End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 70.0 GeometryIsSmall = No End ;--------------------------------------------------------------------- Object TempSupplyDock ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = zzSupplyDock End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 70.0 GeometryIsSmall = No End ;--------------------------------------------------------------------- Object SecretResearchLab ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBRSRCHLB ParticleSysBone = Chemical ToxicSmoke ParticleSysBone = Chemical1 SteamLarge Animation = UBRSRCHLB.UBRSRCHLB AnimationMode = LOOP End ConditionState = DAMAGED Model = UBRSRCHLB_A1D ParticleSysBone = Fire01 StructureTransitionSmallExplosion ParticleSysBone = Fire02 JetBigExplosion ParticleSysBone = Fire03 JetExplosion ParticleSysBone = Fire04 StructureTransitionMediumSmoke ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 SteamLarge ParticleSysBone = Fire09 SteamLarge ParticleSysBone = Fire10 CarpetBombWave ParticleSysBone = Fire11 SteamLarge ParticleSysBone = Fire12 FireFactionLarge ParticleSysBone = Fire13 SteamLarge Animation = UBRSRCHLB_A1D.UBRSRCHLB_A1D AnimationMode = ONCE AnimationSpeedFactorRange = 0.65 0.65 Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED RUBBLE Model = UBRSRCHLB_A1D End End ; ***DESIGN parameters *** DisplayName = OBJECT:SecretResearchLab EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 50.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME Behavior = FlammableUpdate ModuleTag_30 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End End ;------------------------------------------------------------------------------ Object GreekHouse1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGreek1 End ConditionState = DAMAGED Model = CBGreek1_D End ConditionState = REALLYDAMAGED Model = CBGreek1_E End ConditionState = RUBBLE Model = CBGreek1_R End ; day garrisoned ConditionState = GARRISONED Model = CBGreek1_G Animation = CBGreek1_G.CBGreek1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGreek1_DG Animation = CBGreek1_DG.CBGreek1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGreek1 End ConditionState = DAMAGED NIGHT Model = CBGreek1_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGreek1_E End ConditionState = RUBBLE NIGHT Model = CBGreek1_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGreek1_G Animation = CBGreek1_G.CBGreek1_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGreek1_DG Animation = CBGreek1_DG.CBGreek1_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGreek1 End ConditionState = DAMAGED SNOW Model = CBGreek1_D End ConditionState = REALLYDAMAGED SNOW Model = CBGreek1_E End ConditionState = RUBBLE SNOW Model = CBGreek1_R End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGreek1_G Animation = CBGreek1_G.CBGreek1_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGreek1_DG Animation = CBGreek1_DG.CBGreek1_DG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGreek1 End ConditionState = DAMAGED SNOW NIGHT Model = CBGreek1_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGreek1_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGreek1_R End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGreek1_G Animation = CBGreek1_G.CBGreek1_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGreek1_DG Animation = CBGreek1_DG.CBGreek1_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 55.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreekHouse2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGreek2 End ConditionState = DAMAGED Model = CBGreek2_D End ConditionState = REALLYDAMAGED Model = CBGreek2_E End ConditionState = RUBBLE Model = CBGreek2_R End ; day garrisoned ConditionState = GARRISONED Model = CBGreek2_G Animation = CBGreek2_G.CBGreek2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGreek2_DG Animation = CBGreek2_DG.CBGreek2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGreek2 End ConditionState = DAMAGED NIGHT Model = CBGreek2_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGreek2_E End ConditionState = RUBBLE NIGHT Model = CBGreek2_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGreek2_G Animation = CBGreek2_G.CBGreek2_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGreek2_DG Animation = CBGreek2_DG.CBGreek2_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGreek2 End ConditionState = DAMAGED SNOW Model = CBGreek2_D End ConditionState = REALLYDAMAGED SNOW Model = CBGreek2_E End ConditionState = RUBBLE SNOW Model = CBGreek2_R End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGreek2_G Animation = CBGreek2_G.CBGreek2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGreek2_DG Animation = CBGreek2_DG.CBGreek2_DG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGreek2 End ConditionState = DAMAGED SNOW NIGHT Model = CBGreek2_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGreek2_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGreek2_R End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGreek2_G Animation = CBGreek2_G.CBGreek2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGreek2_DG Animation = CBGreek2_DG.CBGreek2_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreekHouse3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGreek3 End ConditionState = DAMAGED Model = CBGreek3_D End ConditionState = REALLYDAMAGED Model = CBGreek3_E End ConditionState = RUBBLE Model = CBGreek3_R End ; day garrisoned ConditionState = GARRISONED Model = CBGreek3_G Animation = CBGreek3_G.CBGreek3_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGreek3_DG Animation = CBGreek3_DG.CBGreek3_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGreek3 End ConditionState = DAMAGED NIGHT Model = CBGreek3_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGreek3_E End ConditionState = RUBBLE NIGHT Model = CBGreek3_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGreek3_G Animation = CBGreek3_G.CBGreek3_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGreek3_DG Animation = CBGreek3_DG.CBGreek3_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGreek3 End ConditionState = DAMAGED SNOW Model = CBGreek3_D End ConditionState = REALLYDAMAGED SNOW Model = CBGreek3_E End ConditionState = RUBBLE SNOW Model = CBGreek3_R End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGreek3_G Animation = CBGreek3_G.CBGreek3_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGreek3_DG Animation = CBGreek3_DG.CBGreek3_DG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGreek3 End ConditionState = DAMAGED SNOW NIGHT Model = CBGreek3_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGreek3_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGreek3_R End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGreek3_G Animation = CBGreek3_G.CBGreek3_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGreek3_DG Animation = CBGreek3_DG.CBGreek3_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 55.0 GeometryMinorRadius = 60.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreekShop ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGRESHOP End ConditionState = DAMAGED Model = CBGRESHOP_D End ConditionState = REALLYDAMAGED Model = CBGRESHOP_E End ConditionState = RUBBLE Model = CBGRESHOP_R End ; day garrisoned ConditionState = GARRISONED Model = CBGRESHOP_G Animation = CBGRESHOP_G.CBGRESHOP_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGRESHOP_DG Animation = CBGRESHOP_DG.CBGRESHOP_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGRESHOP End ConditionState = DAMAGED NIGHT Model = CBGRESHOP_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGRESHOP_E End ConditionState = RUBBLE NIGHT Model = CBGRESHOP_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGRESHOP_G Animation = CBGRESHOP_G.CBGRESHOP_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGRESHOP_DG Animation = CBGRESHOP_DG.CBGRESHOP_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGRESHOP End ConditionState = DAMAGED SNOW Model = CBGRESHOP_D End ConditionState = REALLYDAMAGED SNOW Model = CBGRESHOP_E End ConditionState = RUBBLE SNOW Model = CBGRESHOP_R End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGRESHOP_G Animation = CBGRESHOP_G.CBGRESHOP_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGRESHOP_DG Animation = CBGRESHOP_DG.CBGRESHOP_DG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGRESHOP End ConditionState = DAMAGED SNOW NIGHT Model = CBGRESHOP_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGRESHOP_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGRESHOP_R End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGRESHOP_G Animation = CBGRESHOP_G.CBGRESHOP_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGRESHOP_DG Animation = CBGRESHOP_DG.CBGRESHOP_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 38.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Chalet2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBChalet2 End ConditionState = DAMAGED Model = CBChalet2_D End ConditionState = REALLYDAMAGED Model = CBChalet2_E End ConditionState = RUBBLE Model = CBChalet3_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBChalet2_G Animation = CBChalet2_G.CBChalet2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChalet2_DG Animation = CBChalet2_DG.CBChalet2_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBChalet2_N End ConditionState = DAMAGED NIGHT Model = CBChalet2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChalet2_EN End ConditionState = RUBBLE NIGHT Model = CBChalet3_RN End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBChalet2_NG Animation = CBChalet2_NG.CBChalet2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChalet2_DNG Animation = CBChalet2_DNG.CBChalet2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChalet2_S End ConditionState = DAMAGED SNOW Model = CBChalet2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChalet2_ES End ConditionState = RUBBLE SNOW Model = CBChalet3_RS End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBChalet2_SG Animation = CBChalet2_SG.CBChalet2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChalet2_DSG Animation = CBChalet2_DSG.CBChalet2_DSG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBChalet2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChalet2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChalet2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChalet3_RSN End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChalet2_SNG Animation = CBChalet2_SNG.CBChalet2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChalet2_DSNG Animation = CBChalet2_DSNG.CBChalet2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 55.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Chalet3 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBChalet3 End ConditionState = DAMAGED Model = CBChalet3_D End ConditionState = REALLYDAMAGED Model = CBChalet3_E End ConditionState = RUBBLE Model = CBChalet3_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBChalet3_G Animation = CBChalet3_G.CBChalet3_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChalet3_DG Animation = CBChalet3_DG.CBChalet3_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBChalet3_N End ConditionState = DAMAGED NIGHT Model = CBChalet3_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChalet3_EN End ConditionState = RUBBLE NIGHT Model = CBChalet3_RN End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBChalet3_NG Animation = CBChalet3_NG.CBChalet3_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChalet3_DNG Animation = CBChalet3_DNG.CBChalet3_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChalet3_S End ConditionState = DAMAGED SNOW Model = CBChalet3_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChalet3_ES End ConditionState = RUBBLE SNOW Model = CBChalet3_RS End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBChalet3_SG Animation = CBChalet3_SG.CBChalet3_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChalet3_DSG Animation = CBChalet3_DSG.CBChalet3_DSG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBChalet3_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChalet3_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChalet3_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChalet3_RSN End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChalet3_SNG Animation = CBChalet3_SNG.CBChalet3_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChalet3_DSNG Animation = CBChalet3_DSNG.CBChalet3_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 55.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBNukeA ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBNUKEA End ConditionState = DAMAGED Model = CBNUKEA_D End ConditionState = REALLYDAMAGED Model = CBNUKEA_D End ConditionState = RUBBLE Model = CBNUKEA_D End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBNUKEA_G Animation = CBNUKEA_G.CBNUKEA_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNUKEA_DG Animation = CBNUKEA_DG.CBNUKEA_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBNUKEA End ConditionState = DAMAGED NIGHT Model = CBNUKEA_D End ConditionState = REALLYDAMAGED NIGHT Model = CBNUKEA_D End ConditionState = RUBBLE NIGHT Model = CBNUKEA_D End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBNUKEA_DG Animation = CBNUKEA_DG.CBNUKEA_DG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNUKEA_DG Animation = CBNUKEA_DG.CBNUKEA_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNUKEA_S End ConditionState = DAMAGED SNOW Model = CBNUKEA_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNUKEA_DS End ConditionState = RUBBLE SNOW Model = CBNUKEA_DS End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBNUKEA_SG Animation = CBNUKEA_SG.CBNUKEA_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNUKEA_DSG Animation = CBNUKEA_DSG.CBNUKEA_DSG AnimationMode = LOOP End ; Snow Nighttime ConditionState = SNOW NIGHT Model = CBNUKEA_S End ConditionState = DAMAGED SNOW NIGHT Model = CBNUKEA_DS End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNUKEA_DS End ConditionState = RUBBLE SNOW NIGHT Model = CBNUKEA_DS End ; Snow Nighttime Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNUKEA_SG Animation = CBNUKEA_SG.CBNUKEA_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNUKEA_DSG Animation = CBNUKEA_DSG.CBNUKEA_DSG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 55.0 GeometryMinorRadius = 110.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBNukeB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBNUKEB ParticleSysBone = Smoke01 CoolingTowerSteam ParticleSysBone = Smoke04 CoolingTowerSteam End ConditionState = DAMAGED Model = CBNUKEB_D ParticleSysBone = Smoke01 CoolingTowerSteam ParticleSysBone = Smoke04 CoolingTowerSteam End ConditionState = REALLYDAMAGED Model = CBNUKEB_D ParticleSysBone = Smoke01 CoolingTowerSteam ParticleSysBone = Smoke04 CoolingTowerSteam End ConditionState = RUBBLE Model = CBNUKEB_D End ; Nighttime ConditionState = NIGHT Model = CBNUKEB End ConditionState = DAMAGED NIGHT Model = CBNUKEB_D End ConditionState = REALLYDAMAGED NIGHT Model = CBNUKEB_D End ConditionState = RUBBLE NIGHT Model = CBNUKEB_D End ; Snow ConditionState = SNOW Model = CBNUKEB_S End ConditionState = DAMAGED SNOW Model = CBNUKEB_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNUKEB_DS End ConditionState = RUBBLE SNOW Model = CBNUKEB_DS End ; Snow Nighttime ConditionState = SNOW NIGHT Model = CBNUKEB_S End ConditionState = DAMAGED SNOW NIGHT Model = CBNUKEB_DS End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNUKEB_DS End ConditionState = RUBBLE SNOW NIGHT Model = CBNUKEB_DS End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 3000.0 InitialHealth = 3000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 150.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBNukeC ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBNUKEC End ConditionState = DAMAGED Model = CBNUKEC_D End ConditionState = REALLYDAMAGED Model = CBNUKEC_D End ConditionState = RUBBLE Model = CBNUKEC_D End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBNUKEC_G Animation = CBNUKEC_G.CBNUKEC_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNUKEC_DG Animation = CBNUKEC_DG.CBNUKEC_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBNUKEC End ConditionState = DAMAGED NIGHT Model = CBNUKEC_D End ConditionState = REALLYDAMAGED NIGHT Model = CBNUKEC_D End ConditionState = RUBBLE NIGHT Model = CBNUKEC_D End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBNUKEC_G Animation = CBNUKEC_G.CBNUKEC_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNUKEC_DG Animation = CBNUKEC_DG.CBNUKEC_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNUKEC_S End ConditionState = DAMAGED SNOW Model = CBNUKEC_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNUKEC_DS End ConditionState = RUBBLE SNOW Model = CBNUKEC_DS End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBNUKEC_SG Animation = CBNUKEC_SG.CBNUKEC_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNUKEC_DSG Animation = CBNUKEC_DSG.CBNUKEC_DSG AnimationMode = LOOP End ; Snow Nighttime ConditionState = SNOW NIGHT Model = CBNUKEC_S End ConditionState = DAMAGED SNOW NIGHT Model = CBNUKEC_DS End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNUKEC_DS End ConditionState = RUBBLE SNOW NIGHT Model = CBNUKEC_DS End ; Snow Nighttime Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNUKEC_G Animation = CBNUKEC_G.CBNUKEC_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNUKEC_DSG Animation = CBNUKEC_DSG.CBNUKEC_DSG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 45.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBNukeD ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ; Daytime ConditionState = NONE Model = CBNUKED ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = DAMAGED Model = CBNUKED_D ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = REALLYDAMAGED Model = CBNUKED_D End ConditionState = RUBBLE Model = CBNUKED_D End ; Nighttime ConditionState = NIGHT Model = CBNUKED ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = DAMAGED NIGHT Model = CBNUKED_D ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = REALLYDAMAGED NIGHT Model = CBNUKED_D End ConditionState = RUBBLE NIGHT Model = CBNUKED_D End ; Snow ConditionState = SNOW Model = CBNUKED_S ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = DAMAGED SNOW Model = CBNUKED_DS ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = REALLYDAMAGED SNOW Model = CBNUKED_DS End ConditionState = RUBBLE SNOW Model = CBNUKED_DS End ; Snow Nighttime ConditionState = SNOW NIGHT Model = CBNUKED_S ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = DAMAGED SNOW NIGHT Model = CBNUKED_S ParticleSysBone = TowerSteam00 CoolingTowerSteam ParticleSysBone = TowerSteam000 CoolingTowerSteam End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNUKED_DS End ConditionState = RUBBLE SNOW NIGHT Model = CBNUKED_DS End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigNuclearReactor EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 3000.0 InitialHealth = 3000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 150.0 GeometryMinorRadius = 65.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBNukeE ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBNUKEE End ConditionState = DAMAGED Model = CBNUKEE_D End ConditionState = REALLYDAMAGED Model = CBNUKEE_D End ConditionState = RUBBLE Model = CBNUKEE_D End ; Nighttime ConditionState = NIGHT Model = CBNUKEE End ConditionState = DAMAGED NIGHT Model = CBNUKEE End ConditionState = REALLYDAMAGED NIGHT Model = CBNUKEE End ConditionState = RUBBLE NIGHT Model = CBNUKEE End ; Snow ConditionState = SNOW Model = CBNUKEE_S End ConditionState = DAMAGED SNOW Model = CBNUKEE_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNUKEE_DS End ConditionState = RUBBLE SNOW Model = CBNUKEE_DS End ; Snow Nighttime ConditionState = SNOW NIGHT Model = CBNUKEE_S End ConditionState = DAMAGED SNOW NIGHT Model = CBNUKEE_DS End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNUKEE_DS End ConditionState = RUBBLE SNOW NIGHT Model = CBNUKEE_DS End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 3000.0 InitialHealth = 3000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_07 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 82.0 GeometryMinorRadius = 40.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBGerbl01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGerbl01 End ConditionState = DAMAGED Model = CBGerbl01_D End ConditionState = REALLYDAMAGED Model = CBGerbl01_E End ConditionState = RUBBLE Model = CBGerbl01_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGerbl01_G Animation = CBGerbl01_G.CBGerbl01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGerbl01_DG Animation = CBGerbl01_DG.CBGerbl01_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGerbl01 End ConditionState = DAMAGED NIGHT Model = CBGerbl01_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGerbl01_E End ConditionState = RUBBLE NIGHT Model = CBGerbl01_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGerbl01_G Animation = CBGerbl01_G.CBGerbl01_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGerbl01_DG Animation = CBGerbl01_DG.CBGerbl01_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGerbl01 End ConditionState = DAMAGED SNOW Model = CBGerbl01_D End ConditionState = REALLYDAMAGED SNOW Model = CBGerbl01_E End ConditionState = RUBBLE SNOW Model = CBGerbl01_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGerbl01_G Animation = CBGerbl01_G.CBGerbl01_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGerbl01_DG Animation = CBGerbl01_DG.CBGerbl01_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGerbl01 End ConditionState = DAMAGED SNOW NIGHT Model = CBGerbl01_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGerbl01_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGerbl01_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGerbl01_G Animation = CBGerbl01_G.CBGerbl01_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGerbl01_DG Animation = CBGerbl01_DG.CBGerbl01_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 36.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBGerbl02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGerbl02 End ConditionState = DAMAGED Model = CBGerbl02_D End ConditionState = REALLYDAMAGED Model = CBGerbl02_E End ConditionState = RUBBLE Model = CBGerbl02_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGerbl02_G Animation = CBGerbl02_G.CBGerbl02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGerbl02_DG Animation = CBGerbl02_DG.CBGerbl02_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGerbl02 End ConditionState = DAMAGED NIGHT Model = CBGerbl02_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGerbl02_E End ConditionState = RUBBLE NIGHT Model = CBGerbl02_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGerbl02_G Animation = CBGerbl02_G.CBGerbl02_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGerbl02_DG Animation = CBGerbl02_DG.CBGerbl02_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGerbl02 End ConditionState = DAMAGED SNOW Model = CBGerbl02_D End ConditionState = REALLYDAMAGED SNOW Model = CBGerbl02_E End ConditionState = RUBBLE SNOW Model = CBGerbl02_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGerbl02_G Animation = CBGerbl02_G.CBGerbl02_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGerbl02_DG Animation = CBGerbl02_DG.CBGerbl02_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGerbl02 End ConditionState = DAMAGED SNOW NIGHT Model = CBGerbl02_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGerbl02_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGerbl02_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGerbl02_G Animation = CBGerbl02_G.CBGerbl02_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGerbl02_DG Animation = CBGerbl02_DG.CBGerbl02_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 41.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBGerbl03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGerbl03 End ConditionState = DAMAGED Model = CBGerbl03_D End ConditionState = REALLYDAMAGED Model = CBGerbl03_E End ConditionState = RUBBLE Model = CBGerbl03_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGerbl03_G Animation = CBGerbl03_G.CBGerbl03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGerbl03_DG Animation = CBGerbl03_DG.CBGerbl03_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGerbl03 End ConditionState = DAMAGED NIGHT Model = CBGerbl03_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGerbl03_E End ConditionState = RUBBLE NIGHT Model = CBGerbl03_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGerbl03_G Animation = CBGerbl03_G.CBGerbl03_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGerbl03_DG Animation = CBGerbl03_DG.CBGerbl03_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGerbl03 End ConditionState = DAMAGED SNOW Model = CBGerbl03_D End ConditionState = REALLYDAMAGED SNOW Model = CBGerbl03_E End ConditionState = RUBBLE SNOW Model = CBGerbl03_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGerbl03_G Animation = CBGerbl03_G.CBGerbl03_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGerbl03_DG Animation = CBGerbl03_DG.CBGerbl03_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGerbl03 End ConditionState = DAMAGED SNOW NIGHT Model = CBGerbl03_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGerbl03_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGerbl03_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGerbl03_G Animation = CBGerbl03_G.CBGerbl03_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGerbl03_DG Animation = CBGerbl03_DG.CBGerbl03_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 38.0 GeometryHeight = 53.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBGerbl04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGerbl04 End ConditionState = DAMAGED Model = CBGerbl04_D End ConditionState = REALLYDAMAGED Model = CBGerbl04_E End ConditionState = RUBBLE Model = CBGerbl04_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGerbl04_G Animation = CBGerbl04_G.CBGerbl04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGerbl04_DG Animation = CBGerbl04_DG.CBGerbl04_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGerbl04 End ConditionState = DAMAGED NIGHT Model = CBGerbl04_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGerbl04_E End ConditionState = RUBBLE NIGHT Model = CBGerbl04_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGerbl04_G Animation = CBGerbl04_G.CBGerbl04_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGerbl04_DG Animation = CBGerbl04_DG.CBGerbl04_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGerbl04 End ConditionState = DAMAGED SNOW Model = CBGerbl04_D End ConditionState = REALLYDAMAGED SNOW Model = CBGerbl04_E End ConditionState = RUBBLE SNOW Model = CBGerbl04_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGerbl04_G Animation = CBGerbl04_G.CBGerbl04_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGerbl04_DG Animation = CBGerbl04_DG.CBGerbl04_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGerbl04 End ConditionState = DAMAGED SNOW NIGHT Model = CBGerbl04_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGerbl04_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGerbl04_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGerbl04_G Animation = CBGerbl04_G.CBGerbl04_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGerbl04_DG Animation = CBGerbl04_DG.CBGerbl04_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 37.0 GeometryHeight = 55.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBGerbl05 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGerbl05 End ConditionState = DAMAGED Model = CBGerbl05_D End ConditionState = REALLYDAMAGED Model = CBGerbl05_E End ConditionState = RUBBLE Model = CBGerbl05_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGerbl05_G Animation = CBGerbl05_G.CBGerbl05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGerbl05_DG Animation = CBGerbl05_DG.CBGerbl05_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGerbl05 End ConditionState = DAMAGED NIGHT Model = CBGerbl05_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGerbl05_E End ConditionState = RUBBLE NIGHT Model = CBGerbl05_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGerbl05_G Animation = CBGerbl05_G.CBGerbl05_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGerbl05_DG Animation = CBGerbl05_DG.CBGerbl05_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGerbl05 End ConditionState = DAMAGED SNOW Model = CBGerbl05_D End ConditionState = REALLYDAMAGED SNOW Model = CBGerbl05_E End ConditionState = RUBBLE SNOW Model = CBGerbl05_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGerbl05_G Animation = CBGerbl05_G.CBGerbl05_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGerbl05_DG Animation = CBGerbl05_DG.CBGerbl05_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGerbl05 End ConditionState = DAMAGED SNOW NIGHT Model = CBGerbl05_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGerbl05_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGerbl05_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGerbl05_G Animation = CBGerbl05_G.CBGerbl05_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGerbl05_DG Animation = CBGerbl05_DG.CBGerbl05_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 41.0 GeometryMinorRadius = 41.0 GeometryHeight = 55.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CBGerbl06 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGerbl06 End ConditionState = DAMAGED Model = CBGerbl06_D End ConditionState = REALLYDAMAGED Model = CBGerbl06_E End ConditionState = RUBBLE Model = CBGerbl06_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGerbl06_G Animation = CBGerbl06_G.CBGerbl06_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGerbl06_DG Animation = CBGerbl06_DG.CBGerbl06_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGerbl06 End ConditionState = DAMAGED NIGHT Model = CBGerbl06_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGerbl06_E End ConditionState = RUBBLE NIGHT Model = CBGerbl06_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGerbl06_G Animation = CBGerbl06_G.CBGerbl06_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGerbl06_DG Animation = CBGerbl06_DG.CBGerbl06_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGerbl06 End ConditionState = DAMAGED SNOW Model = CBGerbl06_D End ConditionState = REALLYDAMAGED SNOW Model = CBGerbl06_E End ConditionState = RUBBLE SNOW Model = CBGerbl06_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGerbl06_G Animation = CBGerbl06_G.CBGerbl06_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGerbl06_DG Animation = CBGerbl06_DG.CBGerbl06_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGerbl06 End ConditionState = DAMAGED SNOW NIGHT Model = CBGerbl06_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGerbl06_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGerbl06_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGerbl06_G Animation = CBGerbl06_G.CBGerbl06_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGerbl06_DG Animation = CBGerbl06_DG.CBGerbl06_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 41.0 GeometryMinorRadius = 41.0 GeometryHeight = 55.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanMuseum ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBGermus End ConditionState = DAMAGED Model = CBGermus_D End ConditionState = REALLYDAMAGED Model = CBGermus_E End ConditionState = RUBBLE Model = CBGermus_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBGermus_G Animation = CBGermus_G.CBGermus_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGermus_DG Animation = CBGermus_DG.CBGermus_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBGermus End ConditionState = DAMAGED NIGHT Model = CBGermus_D End ConditionState = REALLYDAMAGED NIGHT Model = CBGermus_E End ConditionState = RUBBLE NIGHT Model = CBGermus_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBGermus_G Animation = CBGermus_G.CBGermus_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGermus_DG Animation = CBGermus_DG.CBGermus_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGermus End ConditionState = DAMAGED SNOW Model = CBGermus_D End ConditionState = REALLYDAMAGED SNOW Model = CBGermus_E End ConditionState = RUBBLE SNOW Model = CBGermus_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBGermus_G Animation = CBGermus_G.CBGermus_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGermus_DG Animation = CBGermus_DG.CBGermus_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBGermus End ConditionState = DAMAGED SNOW NIGHT Model = CBGermus_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGermus_E End ConditionState = RUBBLE SNOW NIGHT Model = CBGermus_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGermus_G Animation = CBGermus_G.CBGermus_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGermus_DG Animation = CBGermus_DG.CBGermus_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 70.0 GeometryMinorRadius = 87.0 GeometryHeight = 65.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ToxinRepository ; *** ART Parameters *** ; Daytime Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff ConditionState = NONE Model = CBToxRepos End ; Damaged ; ConditionState = DAMAGED ; Model = CBToxRepos ; End ; Really Damaged ; ConditionState = REALLYDAMAGED ; Model = CBToxRepos ; End ; Nighttime ConditionState = NIGHT Model = CBToxRepos End ; Nighttime Damaged ; ConditionState = DAMAGED NIGHT ; Model = CBToxRepos ; End ; Nighttime Really Damaged ; ConditionState = REALLYDAMAGED NIGHT ; Model = CBToxRepos ; End End Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = CBToxRepos ; !!This usually has a _B extension. Does this function as intended? End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ------------ New Animations Fence ----------------- ; Draw = W3DModelDraw ModuleTag_NewAnimations ; AnimationsRequirePower = No ; DefaultConditionState ; Model = ZBSupplyDK_A1 ; Animation = ZBSupplyDK_A1.ZBSupplyDK_A1 ; AnimationMode = LOOP ; End ; End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_03 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SupplyWarehouseCreate ModuleTag_04 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_05 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 61.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EgyptianPyramidLarge ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ReceivesDynamicLights = No DefaultConditionState Model = CMGRPYRA End ;ConditionState = DAMAGED ;Model = CMGRPYRA ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE UNATTACKABLE IGNORED_IN_GUI DEFENSIVE_WALL Body = ActiveBody ModuleTag_02 MaxHealth = 100000.0 InitialHealth = 100000.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 325 GeometryMinorRadius = 325 GeometryHeight = 240 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object EgyptianPyramidSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ReceivesDynamicLights = No DefaultConditionState Model = CMSMPYRA End ;ConditionState = DAMAGED ;Model = CMSMPYRA ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE UNATTACKABLE IGNORED_IN_GUI DEFENSIVE_WALL Body = ActiveBody ModuleTag_02 MaxHealth = 100000.0 InitialHealth = 100000.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 208 GeometryMinorRadius = 208 GeometryHeight = 203 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object EgyptianSphinx ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ReceivesDynamicLights = No DefaultConditionState Model = CMGSPYRA End ;ConditionState = DAMAGED ;Model = CMGSPYRA ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE UNATTACKABLE IGNORED_IN_GUI DEFENSIVE_WALL Body = ActiveBody ModuleTag_02 MaxHealth = 100000.0 InitialHealth = 100000.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 161 GeometryMinorRadius = 61 GeometryHeight = 120 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object AmericanDriveInScreen ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBDRIVEINF End ConditionState = DAMAGED Model = CBDRIVEINF_D End ConditionState = REALLYDAMAGED Model = CBDRIVEINF_E End ConditionState = RUBBLE Model = CBDRIVEINF_R End ; Daytime Garrisoned ; ConditionState = GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; Nighttime ConditionState = NIGHT Model = CBDRIVEINF End ConditionState = DAMAGED NIGHT Model = CBDRIVEINF_D End ConditionState = REALLYDAMAGED NIGHT Model = CBDRIVEINF_E End ConditionState = RUBBLE NIGHT Model = CBDRIVEINF_R End ; Nighttime Garrisoned ; ConditionState = NIGHT GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED NIGHT GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; Snow ConditionState = SNOW Model = CBDRIVEINF End ConditionState = DAMAGED SNOW Model = CBDRIVEINF_D End ConditionState = REALLYDAMAGED SNOW Model = CBDRIVEINF_E End ConditionState = RUBBLE SNOW Model = CBDRIVEINF_R End ; Snow Garrisoned ; ConditionState = SNOW GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED SNOW GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBDRIVEINF End ConditionState = DAMAGED SNOW NIGHT Model = CBDRIVEINF_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBDRIVEINF_E End ConditionState = RUBBLE SNOW NIGHT Model = CBDRIVEINF_R End ; Nighttime Snow Garrisoned ; ConditionState = SNOW NIGHT GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED SNOW NIGHT GARRISONED ; Model = CBDRIVEINF ; Animation = CBDRIVEINF.CBDRIVEINF ; AnimationMode = LOOP ; End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 78.0 GeometryMinorRadius = 20.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanDriveInEntrance ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBDRIVEINE End ConditionState = DAMAGED Model = CBDRIVEINE_D End ConditionState = REALLYDAMAGED Model = CBDRIVEINE_E End ConditionState = RUBBLE Model = CBDRIVEINE_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBDRIVEINE_G Animation = CBDRIVEINE_G.CBDRIVEINE_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBDRIVEINE_DG Animation = CBDRIVEINE_DG.CBDRIVEINE_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBDRIVEINE End ConditionState = DAMAGED NIGHT Model = CBDRIVEINE_D End ConditionState = REALLYDAMAGED NIGHT Model = CBDRIVEINE_E End ConditionState = RUBBLE NIGHT Model = CBDRIVEINE_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBDRIVEINE_G Animation = CBDRIVEINE_G.CBDRIVEINE_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBDRIVEINE_DG Animation = CBDRIVEINE_DG.CBDRIVEINE_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBDRIVEINE End ConditionState = DAMAGED SNOW Model = CBDRIVEINE_D End ConditionState = REALLYDAMAGED SNOW Model = CBDRIVEINE_E End ConditionState = RUBBLE SNOW Model = CBDRIVEINE_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBDRIVEINE_G Animation = CBDRIVEINE_G.CBDRIVEINE_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBDRIVEINE_DG Animation = CBDRIVEINE_DG.CBDRIVEINE_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBDRIVEINE End ConditionState = DAMAGED SNOW NIGHT Model = CBDRIVEINE_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBDRIVEINE_E End ConditionState = RUBBLE SNOW NIGHT Model = CBDRIVEINE_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBDRIVEINE_G Animation = CBDRIVEINE_G.CBDRIVEINE_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBDRIVEINE_DG Animation = CBDRIVEINE_DG.CBDRIVEINE_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 12.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanDriveInSign ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBDRIVEINM End ConditionState = DAMAGED Model = CBDRIVEINM End ConditionState = REALLYDAMAGED Model = CBDRIVEINM End ConditionState = RUBBLE Model = CBDRIVEINM End ; Daytime Garrisoned ; ConditionState = GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; Nighttime ConditionState = NIGHT Model = CBDRIVEINM End ConditionState = DAMAGED NIGHT Model = CBDRIVEINM End ConditionState = REALLYDAMAGED NIGHT Model = CBDRIVEINM End ConditionState = RUBBLE NIGHT Model = CBDRIVEINM End ; Nighttime Garrisoned ; ConditionState = NIGHT GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED NIGHT GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; Snow ConditionState = SNOW Model = CBDRIVEINM End ConditionState = DAMAGED SNOW Model = CBDRIVEINM End ConditionState = REALLYDAMAGED SNOW Model = CBDRIVEINM End ConditionState = RUBBLE SNOW Model = CBDRIVEINM End ; Snow Garrisoned ; ConditionState = SNOW GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED SNOW GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBDRIVEINM End ConditionState = DAMAGED SNOW NIGHT Model = CBDRIVEINM End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBDRIVEINM End ConditionState = RUBBLE SNOW NIGHT Model = CBDRIVEINM End ; Nighttime Snow Garrisoned ; ConditionState = SNOW NIGHT GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED SNOW NIGHT GARRISONED ; Model = CBDRIVEINM ; Animation = CBDRIVEINM.CBDRIVEINM ; AnimationMode = LOOP ; End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 8.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanDriveInSpeaker ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBDRIVEINP End ConditionState = DAMAGED Model = CBDRIVEINP End ConditionState = REALLYDAMAGED Model = CBDRIVEINP End ConditionState = RUBBLE Model = CBDRIVEINP End ; Daytime Garrisoned ; ConditionState = GARRISONED ; Model = CBDRIVEINP ; Animation = CBDRIVEINP.CBDRIVEINP ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED GARRISONED ; Model = CBDRIVEINP ; Animation = CBDRIVEINP.CBDRIVEINP ; AnimationMode = LOOP ; End ; Nighttime ConditionState = NIGHT Model = CBDRIVEINP End ConditionState = DAMAGED NIGHT Model = CBDRIVEINP End ConditionState = REALLYDAMAGED NIGHT Model = CBDRIVEINP End ConditionState = RUBBLE NIGHT Model = CBDRIVEINP End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBDRIVEINP Animation = CBDRIVEINP.CBDRIVEINP AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBDRIVEINP Animation = CBDRIVEINP.CBDRIVEINP AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBDRIVEINP End ConditionState = DAMAGED SNOW Model = CBDRIVEINP End ConditionState = REALLYDAMAGED SNOW Model = CBDRIVEINP End ConditionState = RUBBLE SNOW Model = CBDRIVEINP End ; Snow Garrisoned ; ConditionState = SNOW GARRISONED ; Model = CBDRIVEINP ; Animation = CBDRIVEINP.CBDRIVEINP ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED SNOW GARRISONED ; Model = CBDRIVEINP ; Animation = CBDRIVEINP.CBDRIVEINP ; AnimationMode = LOOP ; End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBDRIVEINP End ConditionState = DAMAGED SNOW NIGHT Model = CBDRIVEINP End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBDRIVEINP End ConditionState = RUBBLE SNOW NIGHT Model = CBDRIVEINP End ; Nighttime Snow Garrisoned ; ConditionState = SNOW NIGHT GARRISONED ; Model = CBDRIVEINP ; Animation = CBDRIVEINP.CBDRIVEINP ; AnimationMode = LOOP ; End ; ConditionState = DAMAGED SNOW NIGHT GARRISONED ; Model = CBDRIVEINP ; Animation = CBDRIVEINP.CBDRIVEINP ; AnimationMode = LOOP ; End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanDriveInSnacks ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBDRIVEINS End ConditionState = DAMAGED Model = CBDRIVEINS_D End ConditionState = REALLYDAMAGED Model = CBDRIVEINS_E End ConditionState = RUBBLE Model = CBDRIVEINS_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBDRIVEINS_G Animation = CBDRIVEINS_G.CBDRIVEINS_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBDRIVEINS_DG Animation = CBDRIVEINS_DG.CBDRIVEINS_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBDRIVEINS End ConditionState = DAMAGED NIGHT Model = CBDRIVEINS_D End ConditionState = REALLYDAMAGED NIGHT Model = CBDRIVEINS_E End ConditionState = RUBBLE NIGHT Model = CBDRIVEINS_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBDRIVEINS_G Animation = CBDRIVEINS_G.CBDRIVEINS_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBDRIVEINS_DG Animation = CBDRIVEINS_DG.CBDRIVEINS_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBDRIVEINS End ConditionState = DAMAGED SNOW Model = CBDRIVEINS_D End ConditionState = REALLYDAMAGED SNOW Model = CBDRIVEINS_E End ConditionState = RUBBLE SNOW Model = CBDRIVEINS_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBDRIVEINS_G Animation = CBDRIVEINS_G.CBDRIVEINS_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBDRIVEINS_DG Animation = CBDRIVEINS_DG.CBDRIVEINS_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBDRIVEINS End ConditionState = DAMAGED SNOW NIGHT Model = CBDRIVEINS_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBDRIVEINS_E End ConditionState = RUBBLE SNOW NIGHT Model = CBDRIVEINS_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBDRIVEINS_G Animation = CBDRIVEINS_G.CBDRIVEINS_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBDRIVEINS_DG Animation = CBDRIVEINS_DG.CBDRIVEINS_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 63.0 GeometryMinorRadius = 37.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ValveStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = ZBValvStat End ConditionState = DAMAGED Model = ZBValvStat End ConditionState = REALLYDAMAGED Model = ZBValvStat End ConditionState = RUBBLE Model = ZBValvStat End ; Daytime Garrisoned ConditionState = GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = ZBValvStat End ConditionState = DAMAGED NIGHT Model = ZBValvStat End ConditionState = REALLYDAMAGED NIGHT Model = ZBValvStat End ConditionState = RUBBLE NIGHT Model = ZBValvStat End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = ZBValvStat End ConditionState = DAMAGED SNOW Model = ZBValvStat End ConditionState = REALLYDAMAGED SNOW Model = ZBValvStat End ConditionState = RUBBLE SNOW Model = ZBValvStat End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = ZBValvStat End ConditionState = DAMAGED SNOW NIGHT Model = ZBValvStat End ConditionState = REALLYDAMAGED SNOW NIGHT Model = ZBValvStat End ConditionState = RUBBLE SNOW NIGHT Model = ZBValvStat End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = ZBValvStat_G Animation = ZBValvStat_G.ZBValvStat_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End Behavior = GarrisonContain ModuleTag_03 ContainMax = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 44.0 GeometryMinorRadius = 33.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanShop01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBAmerShp1 End ConditionState = DAMAGED Model = CBAmerShp1_D End ConditionState = REALLYDAMAGED Model = CBAmerShp1_E End ConditionState = RUBBLE Model = CBAmerShp1_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBAmerShp1_G Animation = CBAmerShp1_G.CBAmerShp1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBAmerShp1_DG Animation = CBAmerShp1_DG.CBAmerShp1_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBAmerShp1 End ConditionState = DAMAGED NIGHT Model = CBAmerShp1_D End ConditionState = REALLYDAMAGED NIGHT Model = CBAmerShp1_E End ConditionState = RUBBLE NIGHT Model = CBAmerShp1_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBAmerShp1_G Animation = CBAmerShp1_G.CBAmerShp1_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBAmerShp1_DG Animation = CBAmerShp1_DG.CBAmerShp1_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBAmerShp1 End ConditionState = DAMAGED SNOW Model = CBAmerShp1_D End ConditionState = REALLYDAMAGED SNOW Model = CBAmerShp1_E End ConditionState = RUBBLE SNOW Model = CBAmerShp1_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBAmerShp1_G Animation = CBAmerShp1_G.CBAmerShp1_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBAmerShp1_DG Animation = CBAmerShp1_DG.CBAmerShp1_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBAmerShp1 End ConditionState = DAMAGED SNOW NIGHT Model = CBAmerShp1_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBAmerShp1_E End ConditionState = RUBBLE SNOW NIGHT Model = CBAmerShp1_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBAmerShp1_G Animation = CBAmerShp1_G.CBAmerShp1_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBAmerShp1_DG Animation = CBAmerShp1_DG.CBAmerShp1_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 41.0 GeometryHeight = 71.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanShop02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBAmerShp2 End ConditionState = DAMAGED Model = CBAmerShp2_D End ConditionState = REALLYDAMAGED Model = CBAmerShp2_E End ConditionState = RUBBLE Model = CBAmerShp2_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBAmerShp2_G Animation = CBAmerShp2_G.CBAmerShp2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBAmerShp2_DG Animation = CBAmerShp2_DG.CBAmerShp2_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBAmerShp2 End ConditionState = DAMAGED NIGHT Model = CBAmerShp2_D End ConditionState = REALLYDAMAGED NIGHT Model = CBAmerShp2_E End ConditionState = RUBBLE NIGHT Model = CBAmerShp2_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBAmerShp2_G Animation = CBAmerShp2_G.CBAmerShp2_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBAmerShp2_DG Animation = CBAmerShp2_DG.CBAmerShp2_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBAmerShp2 End ConditionState = DAMAGED SNOW Model = CBAmerShp2_D End ConditionState = REALLYDAMAGED SNOW Model = CBAmerShp2_E End ConditionState = RUBBLE SNOW Model = CBAmerShp2_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBAmerShp2_G Animation = CBAmerShp2_G.CBAmerShp2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBAmerShp2_DG Animation = CBAmerShp2_DG.CBAmerShp2_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBAmerShp2 End ConditionState = DAMAGED SNOW NIGHT Model = CBAmerShp2_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBAmerShp2_E End ConditionState = RUBBLE SNOW NIGHT Model = CBAmerShp2_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBAmerShp2_G Animation = CBAmerShp2_G.CBAmerShp2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBAmerShp2_DG Animation = CBAmerShp2_DG.CBAmerShp2_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 50.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanHome01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CMAMHOME1 End ConditionState = DAMAGED Model = CMAMHOME1_D End ConditionState = REALLYDAMAGED Model = CMAMHOME1_E End ConditionState = RUBBLE Model = CMAMHOME1_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CMAMHOME1_G Animation = CMAMHOME1_G.CMAMHOME1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMAMHOME1_DG Animation = CMAMHOME1_DG.CMAMHOME1_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CMAMHOME1 End ConditionState = DAMAGED NIGHT Model = CMAMHOME1_D End ConditionState = REALLYDAMAGED NIGHT Model = CMAMHOME1_E End ConditionState = RUBBLE NIGHT Model = CMAMHOME1_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CMAMHOME1_G Animation = CMAMHOME1_G.CMAMHOME1_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CMAMHOME1_DG Animation = CMAMHOME1_DG.CMAMHOME1_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CMAMHOME1 End ConditionState = DAMAGED SNOW Model = CMAMHOME1_D End ConditionState = REALLYDAMAGED SNOW Model = CMAMHOME1_E End ConditionState = RUBBLE SNOW Model = CMAMHOME1_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CMAMHOME1_G Animation = CMAMHOME1_G.CMAMHOME1_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CMAMHOME1_DG Animation = CMAMHOME1_DG.CMAMHOME1_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CMAMHOME1 End ConditionState = DAMAGED SNOW NIGHT Model = CMAMHOME1_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CMAMHOME1_E End ConditionState = RUBBLE SNOW NIGHT Model = CMAMHOME1_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CMAMHOME1_G Animation = CMAMHOME1_G.CMAMHOME1_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CMAMHOME1_DG Animation = CMAMHOME1_DG.CMAMHOME1_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 30.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanHome02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CMAMHOME2 End ConditionState = DAMAGED Model = CMAMHOME2_D End ConditionState = REALLYDAMAGED Model = CMAMHOME2_E End ConditionState = RUBBLE Model = CMAMHOME2_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CMAMHOME2_G Animation = CMAMHOME2_G.CMAMHOME2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMAMHOME2_DG Animation = CMAMHOME2_DG.CMAMHOME2_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CMAMHOME2 End ConditionState = DAMAGED NIGHT Model = CMAMHOME2_D End ConditionState = REALLYDAMAGED NIGHT Model = CMAMHOME2_E End ConditionState = RUBBLE NIGHT Model = CMAMHOME2_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CMAMHOME2_G Animation = CMAMHOME2_G.CMAMHOME2_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CMAMHOME2_DG Animation = CMAMHOME2_DG.CMAMHOME2_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CMAMHOME2 End ConditionState = DAMAGED SNOW Model = CMAMHOME2_D End ConditionState = REALLYDAMAGED SNOW Model = CMAMHOME2_E End ConditionState = RUBBLE SNOW Model = CMAMHOME2_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CMAMHOME2_G Animation = CMAMHOME2_G.CMAMHOME2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CMAMHOME2_DG Animation = CMAMHOME2_DG.CMAMHOME2_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CMAMHOME2 End ConditionState = DAMAGED SNOW NIGHT Model = CMAMHOME2_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CMAMHOME2_E End ConditionState = RUBBLE SNOW NIGHT Model = CMAMHOME2_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CMAMHOME2_G Animation = CMAMHOME2_G.CMAMHOME2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CMAMHOME2_DG Animation = CMAMHOME2_DG.CMAMHOME2_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 52.0 GeometryMinorRadius = 42.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanHangar03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBHANGR03 End ConditionState = DAMAGED Model = CBHANGR03_D End ConditionState = REALLYDAMAGED Model = CBHANGR03_E End ConditionState = RUBBLE Model = CBHANGR03_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBHANGR03_G Animation = CBHANGR03_G.CBHANGR03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHANGR03_DG Animation = CBHANGR03_DG.CBHANGR03_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBHANGR03_N End ConditionState = DAMAGED NIGHT Model = CBHANGR03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHANGR03_EN End ConditionState = RUBBLE NIGHT Model = CBHANGR03_RN End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBHANGR03_NG Animation = CBHANGR03_NG.CBHANGR03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHANGR03_DNG Animation = CBHANGR03_DNG.CBHANGR03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHANGR03 End ConditionState = DAMAGED SNOW Model = CBHANGR03_D End ConditionState = REALLYDAMAGED SNOW Model = CBHANGR03_E End ConditionState = RUBBLE SNOW Model = CBHANGR03_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBHANGR03_G Animation = CBHANGR03_G.CBHANGR03_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBHANGR03_DG Animation = CBHANGR03_DG.CBHANGR03_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBHANGR03_N End ConditionState = DAMAGED SNOW NIGHT Model = CBHANGR03_DN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBHANGR03_EN End ConditionState = RUBBLE SNOW NIGHT Model = CBHANGR03_RN End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBHANGR03_NG Animation = CBHANGR03_NG.CBHANGR03_NG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBHANGR03_DNG Animation = CBHANGR03_DNG.CBHANGR03_DNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 57.0 GeometryMinorRadius = 62.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanAirport02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CBAIRPORT2 End ConditionState = DAMAGED Model = CBAIRPORT2_D End ConditionState = REALLYDAMAGED Model = CBAIRPORT2_E End ConditionState = RUBBLE Model = CBAIRPORT2_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CBAIRPORT2_G Animation = CBAIRPORT2_G.CBAIRPORT2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBAIRPORT2_DG Animation = CBAIRPORT2_DG.CBAIRPORT2_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CBAIRPORT2_N End ConditionState = DAMAGED NIGHT Model = CBAIRPORT2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBAIRPORT2_EN End ConditionState = RUBBLE NIGHT Model = CBAIRPORT2_RN End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CBAIRPORT2_NG Animation = CBAIRPORT2_NG.CBAIRPORT2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBAIRPORT2_DNG Animation = CBAIRPORT2_DNG.CBAIRPORT2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBAIRPORT2 End ConditionState = DAMAGED SNOW Model = CBAIRPORT2_D End ConditionState = REALLYDAMAGED SNOW Model = CBAIRPORT2_E End ConditionState = RUBBLE SNOW Model = CBAIRPORT2_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CBAIRPORT2_G Animation = CBAIRPORT2_G.CBAIRPORT2_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBAIRPORT2_DG Animation = CBAIRPORT2_DG.CBAIRPORT2_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CBAIRPORT2_N End ConditionState = DAMAGED SNOW NIGHT Model = CBAIRPORT2_DN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBAIRPORT2_EN End ConditionState = RUBBLE SNOW NIGHT Model = CBAIRPORT2_RN End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBAIRPORT2_NG Animation = CBAIRPORT2_NG.CBAIRPORT2_NG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBAIRPORT2_DNG Animation = CBAIRPORT2_DNG.CBAIRPORT2_DNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 48.0 GeometryMinorRadius = 100.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanGasStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CMAMGASST End ConditionState = DAMAGED Model = CMAMGASST_D End ConditionState = REALLYDAMAGED Model = CMAMGASST_E End ConditionState = RUBBLE Model = CMAMGASST_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CMAMGASST_G Animation = CMAMGASST_G.CMAMGASST_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMAMGASST_DG Animation = CMAMGASST_DG.CMAMGASST_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CMAMGASST End ConditionState = DAMAGED NIGHT Model = CMAMGASST_D End ConditionState = REALLYDAMAGED NIGHT Model = CMAMGASST_E End ConditionState = RUBBLE NIGHT Model = CMAMGASST_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CMAMGASST_G Animation = CMAMGASST_G.CMAMGASST_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CMAMGASST_DG Animation = CMAMGASST_DG.CMAMGASST_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CMAMGASST End ConditionState = DAMAGED SNOW Model = CMAMGASST_D End ConditionState = REALLYDAMAGED SNOW Model = CMAMGASST_E End ConditionState = RUBBLE SNOW Model = CMAMGASST_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CMAMGASST_G Animation = CMAMGASST_G.CMAMGASST_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CMAMGASST_DG Animation = CMAMGASST_DG.CMAMGASST_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CMAMGASST End ConditionState = DAMAGED SNOW NIGHT Model = CMAMGASST_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CMAMGASST_E End ConditionState = RUBBLE SNOW NIGHT Model = CMAMGASST_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CMAMGASST_G Animation = CMAMGASST_G.CMAMGASST_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CMAMGASST_DG Animation = CMAMGASST_DG.CMAMGASST_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 48.0 GeometryMinorRadius = 45.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AmericanFastFood ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CMFASTFOO End ConditionState = DAMAGED Model = CMFASTFOO_D End ConditionState = REALLYDAMAGED Model = CMFASTFOO_E End ConditionState = RUBBLE Model = CMFASTFOO_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CMFASTFOO_G Animation = CMFASTFOO_G.CMFASTFOO_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMFASTFOO_DG Animation = CMFASTFOO_DG.CMFASTFOO_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CMFASTFOO End ConditionState = DAMAGED NIGHT Model = CMFASTFOO_D End ConditionState = REALLYDAMAGED NIGHT Model = CMFASTFOO_E End ConditionState = RUBBLE NIGHT Model = CMFASTFOO_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CMFASTFOO_G Animation = CMFASTFOO_G.CMFASTFOO_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CMFASTFOO_DG Animation = CMFASTFOO_DG.CMFASTFOO_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CMFASTFOO End ConditionState = DAMAGED SNOW Model = CMFASTFOO_D End ConditionState = REALLYDAMAGED SNOW Model = CMFASTFOO_E End ConditionState = RUBBLE SNOW Model = CMFASTFOO_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CMFASTFOO_G Animation = CMFASTFOO_G.CMFASTFOO_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CMFASTFOO_DG Animation = CMFASTFOO_DG.CMFASTFOO_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CMFASTFOO End ConditionState = DAMAGED SNOW NIGHT Model = CMFASTFOO_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CMFASTFOO_E End ConditionState = RUBBLE SNOW NIGHT Model = CMFASTFOO_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CMFASTFOO_G Animation = CMFASTFOO_G.CMFASTFOO_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CMFASTFOO_DG Animation = CMFASTFOO_DG.CMFASTFOO_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Behavior = GarrisonContain ModuleTag_03 ; ContainMax = 10 ; EnterSound = GarrisonEnter ; ExitSound = GarrisonExit ; End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 28.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BioRocketPad ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ConditionState = NONE Model = CBBioRock_A1 Animation = CBBioRock_A1.CBBioRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CBBioRock_A1 Animation = CBBioRock_A1.CBBioRock_A1 AnimationMode = ONCE ParticleSysBone = Engine01 BaikonurRocketFlare ParticleSysBone = Engine02 BaikonurRocketFlare ParticleSysBone = Engine03 BaikonurRocketFlare ParticleSysBone = Engine04 BaikonurRocketFlare ParticleSysBone = Engine05 BaikonurRocketFlare ParticleSysBone = Engine06 BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End ConditionState = DAMAGED Model = CBBioRock_A1 Animation = CBBioRock_A1.CBBioRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBioRock_A1 Animation = CBBioRock_A1.CBBioRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBioRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:MissileSilo EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 36.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BioRocketPad_C ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBioRock_C End ConditionState = DAMAGED Model = CBBioRock_CD End ConditionState = REALLYDAMAGED Model = CBBioRock_CE End ConditionState = RUBBLE Model = CBBioRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:MissileSilo EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 36.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanCastle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; Daytime ConditionState = NONE Model = CMCASTLE End ConditionState = DAMAGED Model = CMCASTLE_D End ConditionState = REALLYDAMAGED Model = CMCASTLE_E End ConditionState = RUBBLE Model = CMCASTLE_R End ; Daytime Garrisoned ConditionState = GARRISONED Model = CMCASTLE_G Animation = CMCASTLE_G.CMCASTLE_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMCASTLE_DG Animation = CMCASTLE_DG.CMCASTLE_DG AnimationMode = LOOP End ; Nighttime ConditionState = NIGHT Model = CMCASTLE End ConditionState = DAMAGED NIGHT Model = CMCASTLE_D End ConditionState = REALLYDAMAGED NIGHT Model = CMCASTLE_E End ConditionState = RUBBLE NIGHT Model = CMCASTLE_R End ; Nighttime Garrisoned ConditionState = NIGHT GARRISONED Model = CMCASTLE_G Animation = CMCASTLE_G.CMCASTLE_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CMCASTLE_DG Animation = CMCASTLE_DG.CMCASTLE_DG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CMCASTLE End ConditionState = DAMAGED SNOW Model = CMCASTLE_D End ConditionState = REALLYDAMAGED SNOW Model = CMCASTLE_E End ConditionState = RUBBLE SNOW Model = CMCASTLE_R End ; Snow Garrisoned ConditionState = SNOW GARRISONED Model = CMCASTLE_G Animation = CMCASTLE_G.CMCASTLE_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CMCASTLE_DG Animation = CMCASTLE_DG.CMCASTLE_DG AnimationMode = LOOP End ; Nighttime Snow ConditionState = SNOW NIGHT Model = CMCASTLE End ConditionState = DAMAGED SNOW NIGHT Model = CMCASTLE_D End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CMCASTLE_E End ConditionState = RUBBLE SNOW NIGHT Model = CMCASTLE_R End ; Nighttime Snow Garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CMCASTLE_G Animation = CMCASTLE_G.CMCASTLE_G AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CMCASTLE_DG Animation = CMCASTLE_DG.CMCASTLE_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_05 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FXListDie ModuleTag_06 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 90.0 GeometryMinorRadius = 90.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End