BIGFΨ@ΤΥ_ΈData\INI\CommandButton.ini`5΄Data\INI\CommandSet.ini–A 5Data\INI\Object\FactionBuilding.iniΆvl.Data\INI\Object\GLAPower.ini"€"΅]Data\Scripts\SkirmishScripts.scbL225;------------------------------------------------------------------------------ ;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_ConstructGLAPowerPlant Command = DOZER_CONSTRUCT Object = GLAPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant 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 CommandSet SellOnlyGenericCommandSet 14 = Command_Sell 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 11 = Command_ConstructAmericaWarFactory 13 = Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerCommandSet 1 = Command_ConstructGLAPowerPlant 2 = Command_ConstructGLADemoTrap 3 = Command_ConstructGLASupplyStash 4 = Command_ConstructGLAPalace 5 = Command_ConstructGLABarracks 6 = Command_ConstructGLABlackMarket 7 = Command_ConstructGLAStingerSite 8 = Command_ConstructGLAScudStorm 9 = Command_ConstructGLATunnelNetwork 10 = Command_ConstructGLACommandCenter 11 = Command_ConstructGLAArmsDealer 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 ; FILE: FactionBuilding.ini /////////////////////////////////////////////////// ; This file contains only buildings that are part of a player or faction. ; Typically these are the buildings that can be build by the player or ; are part of a base. Objects related to these buildings also appear ; in this file such as debris. ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ ;Note that we must have this GLA Hole defined before we do any of the ;object reskins with it later in this file ;------------------------------------------------------------------------------ Object GLAHole ; *** ART Parameters *** SelectPortrait = SUHole_L ButtonImage = SUHole_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End ; ----------------- the door ------------------- Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes DefaultConditionState Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = MANUAL Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:GLAHole Side = GLA EditorSorting = SYSTEM Prerequisites Object = GLACommandCenter End BuildCost = 100 BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud clearing distance ShroudClearingRange = 50 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_03 ; To set the health for a particular hole, edit the entry in the object ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) MaxHealth = 9999999.9 ;bigger than anything realistic we use InitialHealth = 9999999.9 ;bigger than anything realistic we use End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = GLAInfantryWorker WorkerRespawnDelay = 20000 ;in milliseconds HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureSmallDeath End Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaCommandCenter ; *** ART Parameters *** SelectPortrait = SAComCentr_L ButtonImage = SAComCentr ; ----------------- Main Building ------------------------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ****************************************** ConditionState = NONE Model = ABBtCmdHQ Animation = ABBtCmdHQ.ABBtCmdHQ AnimationMode = LOOP End ConditionState = DAMAGED Model = ABBtCmdHQ_D Animation = ABBtCmdHQ_D.ABBtCmdHQ_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_E Animation = ABBtCmdHQ_E.ABBtCmdHQ_E AnimationMode = LOOP End ; night **************************************** ConditionState = NIGHT Model = ABBtCmdHQ_N Animation = ABBtCmdHQ_N.ABBtCmdHQ_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABBtCmdHQ_DN Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABBtCmdHQ_EN Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = ABBtCmdHQ_S Animation = ABBtCmdHQ_S.ABBtCmdHQ_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABBtCmdHQ_DS Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBtCmdHQ_ES Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES AnimationMode = LOOP End ; night snow **************************************** ConditionState = NIGHT SNOW Model = ABBtCmdHQ_NS Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABBtCmdHQ_DNS Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABBtCmdHQ_ENS Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ Animation = ABBtCmdHQ.ABBtCmdHQ AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_D Animation = ABBtCmdHQ_D.ABBtCmdHQ_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_E Animation = ABBtCmdHQ_E.ABBtCmdHQ_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABBtCmdHQ_N Animation = ABBtCmdHQ_N.ABBtCmdHQ_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABBtCmdHQ_DN Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABBtCmdHQ_EN Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABBtCmdHQ_S Animation = ABBtCmdHQ_S.ABBtCmdHQ_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABBtCmdHQ_DS Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABBtCmdHQ_ES Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABBtCmdHQ_NS Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABBtCmdHQ_DNS Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABBtCmdHQ_ENS Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** ConditionState = DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ------------ Radar Extending ----------------- Draw = W3DModelDraw ModuleTag_03 ConditionState = None Model = ABBtCmdHQ_AC Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC AnimationMode = LOOP End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = ABBtCmdHQ_ACD Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD AnimationMode = LOOP End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_ACE Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE AnimationMode = LOOP End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_AC Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_ACD Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_ACE Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- The Door ------------------------ Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5N Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5S Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5SN Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A3 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A3N Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A3S ; @todo srj -- not found Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A3SN Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A3 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A3N Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A3S ; @todo srj -- not found Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A3S Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagUSA Animation = OCFlagUSA.OCFlagUSA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PREORDER DAMAGED Model = OCFlagUSA_D Animation = OCFlagUSA_D.OCFlagUSA_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PREORDER REALLYDAMAGED RUBBLE Model = OCFlagUSA_E Animation = OCFlagUSA_E.OCFlagUSA_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = America EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command Center should be free CommandSet = AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_08 MaxHealth = 5000.0 InitialHealth = 5000.0 ; 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 = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = GrantUpgradeCreate ModuleTag_09 UpgradeToGrant = Upgrade_AmericaRadar ExemptStatus = UNDER_CONSTRUCTION End Behavior = ProductionUpdate ModuleTag_11 NumDoorAnimations = 1 DoorOpeningTime = 1500 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 1500 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = RadarUpdate ModuleTag_12 RadarExtendTime = 4000 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = BaseRegenerateUpdate ModuleTag_14 ;No data End Behavior = DestroyDie ModuleTag_15 ;nothing End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_LargeStructureDebris End Behavior = CreateObjectDie ModuleTag_17 CreationList = OCL_AmericanRangerDebris10 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_18 DeathFX = FX_StructureMediumDeath End Behavior = RadarUpgrade ModuleTag_19 TriggeredBy = Upgrade_AmericaRadar End Behavior = OCLSpecialPower ModuleTag_20 SpecialPowerTemplate = SuperweaponDaisyCutter UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB OCL = SUPERWEAPON_DaisyCutter CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = SpecialPowerSpyDrone OCL = SUPERWEAPON_SpyDrone CreateLocation = CREATE_ABOVE_LOCATION End Behavior = OCLSpecialPower ModuleTag_22 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. End ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05 ; SpecialPowerTemplate = SuperweaponCarpetBomb ; OCL = SUPERWEAPON_CarpetBomb ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE ; End Behavior = OCLSpecialPower ModuleTag_24 SpecialPowerTemplate = SpecialPowerSpySatellite OCL = SUPERWEAPON_SpySatellite CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_25 SpecialPowerTemplate = SuperweaponCrateDrop OCL = SUPERWEAPON_CrateDrop CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_26 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = SuperweaponEmergencyRepair UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End ;****DEFECTOR SPECIAL POWER HAS BEEN CUT. DO NOT REUSE MODULETAG_28 ;Behavior = DefectorSpecialPower ModuleTag_28 ; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params ;End ;Kris: Now launched by OCLSpecialPower for DaisyCutter. ;Behavior = OCLSpecialPower ModuleTag_29 ; SpecialPowerTemplate = SuperweaponMOAB ; OCL = SUPERWEAPON_MOAB ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE ;End 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 Behavior = TransitionDamageFX ModuleTag_31 ;-------------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 = SpecialAbility ModuleTag_32 SpecialPowerTemplate = SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33 SpecialPowerTemplate = SuperweaponSpectreGunship GunshipTemplateName = AmericaJetSpectreGunship AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End Behavior = OCLSpecialPower ModuleTag_34 SpecialPowerTemplate = SuperweaponLeafletDrop OCL = SUPERWEAPON_LeafletDrop CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End ;Behavior = CommandSetUpgrade ModuleTag_99 ; CommandSet = AmericaCommandCenterCommandSetUpgradedToMOAB ; TriggeredBy = Upgrade_AmericaMOAB ;End Behavior = GrantScienceUpgrade ModuleTag_Science GrantScience = SCIENCE_MOAB TriggeredBy = Upgrade_AmericaMOAB End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = No FactoryExitWidth = 25 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;GLA Command Center Object GLACommandCenter ; *** ART Parameters *** SelectPortrait = SUHeadquarters_L ButtonImage = SUHeadquarters UpgradeCameo1 = Upgrade_GLAFortifiedStructure ; ----- The actual command center Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBCmdHQ ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP End ConditionState = DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP End ConditionState = GARRISONED Model = UBCmdHQEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG.UBCmdHQEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBCmdHQEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_D.UBCmdHQEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBCmdHQEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_E.UBCmdHQEG_E AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBCmdHQ_N ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP End ConditionState = GARRISONED NIGHT Model = UBCmdHQEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_N.UBCmdHQEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBCmdHQEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DN.UBCmdHQEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBCmdHQEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_EN.UBCmdHQEG_EN AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBCmdHQ_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP End ConditionState = GARRISONED SNOW Model = UBCmdHQEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_S.UBCmdHQEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBCmdHQEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DS.UBCmdHQEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBCmdHQEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ES.UBCmdHQEG_ES AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBCmdHQ_NS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP End ConditionState = GARRISONED NIGHT SNOW Model = UBCmdHQEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_NS.UBCmdHQEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBCmdHQ_N Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBCmdHQ_S Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBCmdHQ_NS Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ------------ construction done flashing lights ---------- ; Draw = W3DModelDraw ; DefaultConditionState ; Model = None ; End ; ConditionState = SOLD ; Model = NONE ; End ; ConditionState = CONSTRUCTION_COMPLETE ; Model = ABWarFact_A2 ; Animation = ABWarFact_A2.ABWarFact_A2 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ; End ; End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagGLA Animation = OCFlagGLA.OCFlagGLA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagGLA_D ; Animation = OCFlagGLA_D.OCFlagGLA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED RUBBLE ; Model = OCFlagGLA_E ; Animation = OCFlagGLA_E.OCFlagGLA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = GLA EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE Body = StructureBody ModuleTag_04 MaxHealth = 5000.0 InitialHealth = 5000.0 ; 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 = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = DefaultProductionExitUpdate ModuleTag_06 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RebuildHoleExposeDie ModuleTag_07 HoleName = GLAHoleCommandCenter HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = OCLSpecialPower ModuleTag_11 SpecialPowerTemplate = SuperweaponRebelAmbush UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3 UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2 OCL = SUPERWEAPON_RebelAmbush1 CreateLocation = CREATE_AT_LOCATION OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. End Behavior = OCLSpecialPower ModuleTag_12 SpecialPowerTemplate = SuperweaponBlackMarketNuke OCL = SUPERWEAPON_BlackMarketNuke CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_13 SpecialPowerTemplate = SuperweaponAnthraxBomb OCL = SUPERWEAPON_AnthraxBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_14 SpecialPowerTemplate = SuperweaponEmergencyRepair UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = SuperweaponSneakAttack OCL = OCL_CreateSneakAttackTunnelStart ReferenceObject = GLASneakAttackTunnelNetwork CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_22 SpecialPowerTemplate = SuperweaponGPSScrambler OCL = SUPERWEAPON_GPSScrambler CreateLocation = CREATE_AT_LOCATION End Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 Bounty = 5% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 Bounty = 10% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 Bounty = 20% End Behavior = FlammableUpdate ModuleTag_19 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_20 ;-------------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 = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 FactoryExitWidth = 25 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleCommandCenter GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBCmdHQ_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = UBCmdHQ_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End End End ;------------------------------------------------------------------------------ ;Fake GLA Command Center Object FakeGLACommandCenter ; *** ART Parameters *** SelectPortrait = SUHeadquarters_L ButtonImage = SUHeadquarters UpgradeCameo1 = Upgrade_GLAFortifiedStructure ; ----- The actual command center Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBCmdHQ ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP End ConditionState = DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP End ConditionState = GARRISONED Model = UBCmdHQEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG.UBCmdHQEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBCmdHQEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_D.UBCmdHQEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBCmdHQEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_E.UBCmdHQEG_E AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBCmdHQ_N ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP End ConditionState = GARRISONED NIGHT Model = UBCmdHQEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_N.UBCmdHQEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBCmdHQEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DN.UBCmdHQEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBCmdHQEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_EN.UBCmdHQEG_EN AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBCmdHQ_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP End ConditionState = GARRISONED SNOW Model = UBCmdHQEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_S.UBCmdHQEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBCmdHQEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DS.UBCmdHQEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBCmdHQEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ES.UBCmdHQEG_ES AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBCmdHQ_NS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP End ConditionState = GARRISONED NIGHT SNOW Model = UBCmdHQEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_NS.UBCmdHQEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBCmdHQ_N Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBCmdHQ_S Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBCmdHQ_NS Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ------------ construction done flashing lights ---------- ; Draw = W3DModelDraw ; DefaultConditionState ; Model = None ; End ; ConditionState = SOLD ; Model = NONE ; End ; ConditionState = CONSTRUCTION_COMPLETE ; Model = ABWarFact_A2 ; Animation = ABWarFact_A2.ABWarFact_A2 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ; End ; End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagGLA Animation = OCFlagGLA.OCFlagGLA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagGLA_D ; Animation = OCFlagGLA_D.OCFlagGLA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED RUBBLE ; Model = OCFlagGLA_E ; Animation = OCFlagGLA_E.OCFlagGLA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLACommandCenter End BuildCost = 500 BuildTime = 30.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = FakeGLACommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_04 MaxHealth = 1250.0 InitialHealth = 1250.0 ; 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 = 1450 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = AIUpdateInterface ModuleTag_06 AutoAcquireEnemiesWhenIdle = No End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = SlowDeathBehavior ModuleTag_11 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_12 ReplaceObject = GLACommandCenter TriggeredBy = Upgrade_BecomeRealGLACommandCenter End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = FlammableUpdate ModuleTag_13 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------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 = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 FactoryExitWidth = 25 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 165 ShadowSizeY = 145 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaCommandCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNComCentr_L ButtonImage = SNComCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBConYard Animation = NBConYard.NBConYard AnimationMode = LOOP End ConditionState = DAMAGED Model = NBConYard_D Animation = NBConYard_D.NBConYard_D AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE Model = NBConYard_E Animation = NBConYard_E.NBConYard_E AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;NIGHT *********************************** ConditionState = NIGHT Model = NBConYard_N Animation = NBConYard_N.NBConYard_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBConYard_DN Animation = NBConYard_DN.NBConYard_DN AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBConYard_EN Animation = NBConYard_EN.NBConYard_EN AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;SNOW ************************************* ConditionState = SNOW Model = NBConYard_S Animation = NBConYard_S.NBConYard_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBConYard_DS Animation = NBConYard_DS.NBConYard_DS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBConYard_ES Animation = NBConYard_ES.NBConYard_ES AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;NIGHT SNOW ***************************** ConditionState = NIGHT SNOW Model = NBConYard_NS Animation = NBConYard_NS.NBConYard_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBConYard_DNS Animation = NBConYard_DNS.NBConYard_DNS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBConYard_ENS Animation = NBConYard_ENS.NBConYard_ENS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard Animation = NBConYard.NBConYard AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_D Animation = NBConYard_D.NBConYard_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYard_E Animation = NBConYard_E.NBConYard_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBConYard_N Animation = NBConYard_N.NBConYard_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBConYard_DN Animation = NBConYard_DN.NBConYard_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBConYard_EN Animation = NBConYard_EN.NBConYard_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBConYard_S Animation = NBConYard_S.NBConYard_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBConYard_DS Animation = NBConYard_DS.NBConYard_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBConYard_ES Animation = NBConYard_ES.NBConYard_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBConYard_NS Animation = NBConYard_NS.NBConYard_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBConYard_DNS Animation = NBConYard_DNS.NBConYard_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBConYard_ENS Animation = NBConYard_ENS.NBConYard_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ Radar Extending ----------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = RADAR_EXTENDING RADAR_UPGRADED Model = NBConYard_A2 Animation = NBConYard_A2.NBConYard_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED Model = NBConYard_A2D Animation = NBConYard_A2D.NBConYard_A2D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED Model = NBConYard_A2E Animation = NBConYard_A2E.NBConYard_A2E AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_UPGRADED Model = NBConYard_A2 Animation = NBConYard_A2.NBConYard_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED DAMAGED Model = NBConYard_A2D Animation = NBConYard_A2D.NBConYard_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE Model = NBConYard_A2E Animation = NBConYard_A2E.NBConYard_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_A2D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = NBConYard_A2E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End PlacementViewAngle = -135 ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = SmokeM01 BuildUpSmokeChina ParticleSysBone = SmokeS02 BuildUpSmokeChina ParticleSysBone = SparksM01 BuildUpSmokeChina ParticleSysBone = SparksM02 BuildUpSmokeChina ParticleSysBone = SparksS01 BuildUpSmokeChina ParticleSysBone = SparksS02 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = SmokeM01 BuildUpSmokeChina ParticleSysBone = SmokeS02 BuildUpSmokeChina ParticleSysBone = SparksM01 BuildUpSmokeChina ParticleSysBone = SparksM02 BuildUpSmokeChina ParticleSysBone = SparksS01 BuildUpSmokeChina ParticleSysBone = SparksS02 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = SmokeM01 BuildUpSnowSmoke ParticleSysBone = SmokeS02 BuildUpSnowSmoke ParticleSysBone = SparksM01 BuildUpSnowSmoke ParticleSysBone = SparksM02 BuildUpSnowSmoke ParticleSysBone = SparksS01 BuildUpSnowSmoke ParticleSysBone = SparksS02 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke ParticleSysBone = SparksM01 BuildUpNightSnowSmoke ParticleSysBone = SparksM02 BuildUpNightSnowSmoke ParticleSysBone = SparksS01 BuildUpNightSnowSmoke ParticleSysBone = SparksS02 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5 Animation = NBConYard_A5.NBConYard_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5N Animation = NBConYard_A5N.NBConYard_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5S Animation = NBConYard_A5S.NBConYard_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5SN Animation = NBConYard_A5SN.NBConYard_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYard_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagCHA Animation = OCFlagCHA.OCFlagCHA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagCHA_D ; Animation = OCFlagCHA_D.OCFlagCHA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED ; Model = OCFlagCHA_E ; Animation = OCFlagCHA_E.OCFlagCHA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = China EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_07 MaxHealth = 5000.0 InitialHealth = 5000.0 ; 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 = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_08 NumDoorAnimations = 1 DoorOpeningTime = 3000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 3000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_09 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 RadarExtendTime = 4000 ;in mSeconds End Behavior = DestroyDie ModuleTag_11 ;nothing End Behavior = CreateObjectDie ModuleTag_12 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_13 DeathFX = FX_StructureMediumDeath End Behavior = RadarUpgrade ModuleTag_14 TriggeredBy = Upgrade_ChinaRadar End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = OCLSpecialPower ModuleTag_16 SpecialPowerTemplate = SuperweaponNapalmStrike OCL = SUPERWEAPON_NapalmStrike End Behavior = OCLSpecialPower ModuleTag_17 SpecialPowerTemplate = SuperweaponArtilleryBarrage UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 OCL = SUPERWEAPON_ArtilleryBarrage1 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET End Behavior = OCLSpecialPower ModuleTag_18 SpecialPowerTemplate = SuperweaponClusterMines OCL = SUPERWEAPON_ClusterMines CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_19 SpecialPowerTemplate = SuperweaponEMPPulse OCL = SUPERWEAPON_EMPPulse CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = CashHackSpecialPower ModuleTag_20 SpecialPowerTemplate = SuperweaponCashHack UpgradeMoneyAmount = SCIENCE_CashHack3 4000 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 MoneyAmount = 1000 ; amount of money to steal End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = SuperweaponEmergencyRepair UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb OCL = SUPERWEAPON_ChinaCarpetBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = FlammableUpdate ModuleTag_23 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_24 ;-------------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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaCommandCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = SuperweaponFrenzy UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 OCL = SUPERWEAPON_Frenzy1 CreateLocation = CREATE_AT_LOCATION End Geometry = BOX FactoryExitWidth = 25 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaPowerPlant ; *** ART Parameters *** SelectPortrait = SAPowerPlant_L ButtonImage = SAPowerPlant UpgradeCameo1 = Upgrade_AmericaAdvancedControlRods ; ---- the building itself ------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ******************************************** ConditionState = NONE; Model = ABPWRPLANT Animation = ABPWRPLANT.ABPWRPLANT AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED Model = ABPWRPLANT_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE Model = ABPWRPLANT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks End ; day upgrade ConditionState = POWER_PLANT_UPGRADED ; Model = ABPWRPLANT Animation = ABPWRPLANT.ABPWRPLANT AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = DAMAGED POWER_PLANT_UPGRADED Model = ABPWRPLANT_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED Model = ABPWRPLANT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ; night ConditionState = NIGHT; Model = ABPWRPLANT_N Animation = ABPWRPLANT_N.ABPWRPLANT_N AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED NIGHT Model = ABPWRPLANT_DN Animation = ABPWRPLANT_DN.ABPWRPLANT_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks ParticleSysBone = Sparks03 LiveWireSparks02 End ConditionState = REALLYDAMAGED RUBBLE NIGHT; Model = ABPWRPLANT_EN Animation = ABPWRPLANT_EN.ABPWRPLANT_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks End ; night upgraded ConditionState = NIGHT POWER_PLANT_UPGRADED Model = ABPWRPLANT_N Animation = ABPWRPLANT_N.ABPWRPLANT_N AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED Model = ABPWRPLANT_DN Animation = ABPWRPLANT_DN.ABPWRPLANT_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED Model = ABPWRPLANT_EN Animation = ABPWRPLANT_EN.ABPWRPLANT_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ; day ******************************************** ConditionState = SNOW Model = ABPWRPLANT_S Animation = ABPWRPLANT_S.ABPWRPLANT_S AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED SNOW Model = ABPWRPLANT_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABPWRPLANT_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks End ; day upgrade ConditionState = POWER_PLANT_UPGRADED SNOW; Model = ABPWRPLANT_S Animation = ABPWRPLANT_S.ABPWRPLANT_S AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ; night ConditionState = NIGHT SNOW; Model = ABPWRPLANT_NS Animation = ABPWRPLANT_NS.ABPWRPLANT_NS AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = ABPWRPLANT_DNS Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks ParticleSysBone = Sparks03 LiveWireSparks02 End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; Model = ABPWRPLANT_ENS Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks End ; night upgraded ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_NS Animation = ABPWRPLANT_NS.ABPWRPLANT_NS AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_DNS Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_ENS Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPWRPLANT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABPWRPLANT_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABPWRPLANT_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABPWRPLANT_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABPWRPLANT_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABPWRPLANT_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABPWRPLANT_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABPWRPLANT_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABPWRPLANT_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABPWRPLANT_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABPWRPLANT_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABPWRPLANT_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4 Animation = ABPwrPlant_A4.ABPwrPlant_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4N Animation = ABPwrPlant_A4N.ABPwrPlant_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPwrPlant_A4 Animation = ABPwrPlant_A4.ABPwrPlant_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPwrPlant_A4N Animation = ABPwrPlant_A4N.ABPwrPlant_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPwrPlant_A4SN Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPwrPlant_A4 Animation = ABPwrPlant_A4.ABPwrPlant_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABPwrPlant_A4N Animation = ABPwrPlant_A4N.ABPwrPlant_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABPwrPlant_A4SN Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6 Animation = ABPwrPlant_A6.ABPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6N Animation = ABPwrPlant_A6N.ABPwrPlant_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6S Animation = ABPwrPlant_A6S.ABPwrPlant_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6SN Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPwrPlant_A6 Animation = ABPwrPlant_A6.ABPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPwrPlant_A6N Animation = ABPwrPlant_A6N.ABPwrPlant_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPwrPlant_A6S Animation = ABPwrPlant_A6S.ABPwrPlant_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPwrPlant_A6SN Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPwrPlant_A6 Animation = ABPwrPlant_A6.ABPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABPwrPlant_A6N Animation = ABPwrPlant_A6N.ABPwrPlant_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABPwrPlant_A6S Animation = ABPwrPlant_A6S.ABPwrPlant_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABPwrPlant_A6SN Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5 Animation = ABPwrPlant_A5.ABPwrPlant_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5N Animation = ABPwrPlant_A5N.ABPwrPlant_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5S Animation = ABPwrPlant_A5S.ABPwrPlant_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5SN Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPwrPlant_AB Animation = ABPwrPlant_AB.ABPwrPlant_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPwrPlant_ABN Animation = ABPwrPlant_ABN.ABPwrPlant_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPwrPlant_ABS Animation = ABPwrPlant_ABS.ABPwrPlant_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPwrPlant_ABSN Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPwrPlant_AB Animation = ABPwrPlant_AB.ABPwrPlant_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABPwrPlant_ABN Animation = ABPwrPlant_ABN.ABPwrPlant_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABPwrPlant_ABS Animation = ABPwrPlant_ABS.ABPwrPlant_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABPwrPlant_ABSN Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ---- the control rods ----- Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes ; no upgrade ConditionState = NONE Model ABPWRPLANT_A1 End AliasConditionState = SNOW AliasConditionState = NIGHT AliasConditionState = SNOW NIGHT ConditionState = DAMAGED Model ABPWRPLANT_A1D End AliasConditionState = DAMAGED SNOW AliasConditionState = DAMAGED NIGHT AliasConditionState = DAMAGED SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE Model ABPWRPLANT_A1E End AliasConditionState = REALLYDAMAGED RUBBLE SNOW AliasConditionState = REALLYDAMAGED RUBBLE NIGHT AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPWRPLANT_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABPWRPLANT_A1D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABPWRPLANT_A1E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ; first to upgrade ConditionState = POWER_PLANT_UPGRADING Model ABPWRPLANT_A1 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = POWER_PLANT_UPGRADING SNOW AliasConditionState = POWER_PLANT_UPGRADING NIGHT AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT ConditionState = DAMAGED POWER_PLANT_UPGRADING Model ABPWRPLANT_A1D Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING Model ABPWRPLANT_A1E Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT ; already upgraded ConditionState = POWER_PLANT_UPGRADED Model ABPWRPLANT_A1 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = POWER_PLANT_UPGRADED SNOW AliasConditionState = POWER_PLANT_UPGRADED NIGHT AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT ConditionState = DAMAGED POWER_PLANT_UPGRADED Model ABPWRPLANT_A1D Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED Model ABPWRPLANT_A1E Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:ColdFusionReactor Side = America EditorSorting = STRUCTURE Prerequisites ; Object = AmericaCommandCenter End BuildCost = 800 BuildTime = 10.0 ; in seconds EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = AmericaPowerPlantCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = ColdFusionReactorSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_06 MaxHealth = 800.0 InitialHealth = 800.0 ; 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 = 100 End Behavior = PowerPlantUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaAdvancedControlRods End Behavior = BaseRegenerateUpdate ModuleTag_08 ;No data End Behavior = PowerPlantUpdate ModuleTag_09 RodsExtendTime = 600 End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_12 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_13 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_14 ; nothing End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL 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 Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 30.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaParticleCannonUplink ; *** ART Parameters *** SelectPortrait = SAUplink_L ButtonImage = SAUplink Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = FX01 ExtraPublicBone = FX02 ExtraPublicBone = FX03 ExtraPublicBone = FX04 ExtraPublicBone = FX05 OkToChangeModelColor = Yes ; day ************************************** ConditionState = NONE Model = ABSDILink Animation = ABSDILink.ABSDILink AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = ABSDILink_D Animation = ABSDILink_D.ABSDILink_D AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE Model = ABSDILink_E Animation = ABSDILink_E.ABSDILink_E AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night ************************************* ConditionState = NIGHT Model = ABSDILink_N Animation = ABSDILink_N.ABSDILink_N AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT Model = ABSDILink_DN Animation = ABSDILink_DN.ABSDILink_DN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABSDILink_EN Animation = ABSDILink_EN.ABSDILink_EN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; day snow ************************************** ConditionState = SNOW Model = ABSDILink_S Animation = ABSDILink_S.ABSDILink_S AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED SNOW Model = ABSDILink_DS Animation = ABSDILink_DS.ABSDILink_DS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABSDILink_ES Animation = ABSDILink_ES.ABSDILink_ES AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night snow ************************************* ConditionState = NIGHT SNOW Model = ABSDILink_NS Animation = ABSDILink_NS.ABSDILink_NS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT SNOW Model = ABSDILink_DNS Animation = ABSDILink_DNS.ABSDILink_DNS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABSDILink_ENS Animation = ABSDILink_ENS.ABSDILink_ENS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink Animation = ABSDILink.ABSDILink AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABSDILink_D Animation = ABSDILink_D.ABSDILink_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABSDILink_E Animation = ABSDILink_E.ABSDILink_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABSDILink_N Animation = ABSDILink_N.ABSDILink_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABSDILink_DN Animation = ABSDILink_DN.ABSDILink_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABSDILink_EN Animation = ABSDILink_EN.ABSDILink_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABSDILink_S Animation = ABSDILink_S.ABSDILink_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABSDILink_DS Animation = ABSDILink_DS.ABSDILink_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABSDILink_ES Animation = ABSDILink_ES.ABSDILink_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABSDILink_NS Animation = ABSDILink_NS.ABSDILink_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABSDILink_DNS Animation = ABSDILink_DNS.ABSDILink_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABSDILink_ENS Animation = ABSDILink_ENS.ABSDILink_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ;------------ the cannon section (hatch, dish animations) ----------- Draw = W3DModelDraw ModuleTag_02 ExtraPublicBone = FXConnector ExtraPublicBone = FXMain OkToChangeModelColor = Yes ; day ************************************** ConditionState = NONE Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW ConditionState = DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = AWAITING_CONSTRUCTION Model = None End AliasConditionState = NIGHT AWAITING_CONSTRUCTION AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION AliasConditionState = SNOW AWAITING_CONSTRUCTION ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABSDILink_A1D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE ;Preparing to fire! ConditionState = UNPACKING Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AliasConditionState = NIGHT UNPACKING AliasConditionState = NIGHT SNOW UNPACKING AliasConditionState = SNOW UNPACKING ConditionState = UNPACKING DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AliasConditionState = NIGHT UNPACKING DAMAGED AliasConditionState = NIGHT SNOW UNPACKING DAMAGED AliasConditionState = SNOW UNPACKING DAMAGED ConditionState = UNPACKING REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE ;Ready to fire -- or firing! ConditionState = DEPLOYED Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DEPLOYED AliasConditionState = NIGHT SNOW DEPLOYED AliasConditionState = SNOW DEPLOYED ConditionState = DEPLOYED DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DEPLOYED DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED AliasConditionState = SNOW DEPLOYED DAMAGED ConditionState = DEPLOYED REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE ;Packing up (recharging for new attack) ConditionState = PACKING Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES3 End AliasConditionState = NIGHT PACKING AliasConditionState = NIGHT SNOW PACKING AliasConditionState = SNOW PACKING ConditionState = PACKING DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES3 End AliasConditionState = NIGHT PACKING DAMAGED AliasConditionState = NIGHT SNOW PACKING DAMAGED AliasConditionState = SNOW PACKING DAMAGED ConditionState = PACKING REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES3 End AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE ConditionState = SOLD DEPLOYED Model = NONE End ConditionState = SOLD SNOW DEPLOYED Model = NONE End ConditionState = SOLD NIGHT DEPLOYED Model = NONE End ConditionState = SOLD NIGHT SNOW DEPLOYED Model = NONE End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4 Animation = ABSDILink_A4.ABSDILink_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4N Animation = ABSDILink_A4N.ABSDILink_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4S Animation = ABSDILink_A4S.ABSDILink_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4SN Animation = ABSDILink_A4SN.ABSDILink_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSDILink_A4 Animation = ABSDILink_A4.ABSDILink_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSDILink_A4N Animation = ABSDILink_A4N.ABSDILink_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSDILink_A4S Animation = ABSDILink_A4S.ABSDILink_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSDILink_A4SN Animation = ABSDILink_A4SN.ABSDILink_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSDILink_A4 Animation = ABSDILink_A4.ABSDILink_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSDILink_A4N Animation = ABSDILink_A4N.ABSDILink_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSDILink_A4S Animation = ABSDILink_A4S.ABSDILink_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSDILink_A4SN Animation = ABSDILink_A4SN.ABSDILink_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSDILink_A6 Animation = ABSDILink_A6.ABSDILink_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSDILink_A6N Animation = ABSDILink_A6N.ABSDILink_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSDILink_A6S Animation = ABSDILink_A6S.ABSDILink_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSDILink_A6SN Animation = ABSDILink_A6SN.ABSDILink_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSDILink_A6 Animation = ABSDILink_A6.ABSDILink_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSDILink_A6N Animation = ABSDILink_A6N.ABSDILink_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSDILink_A6S Animation = ABSDILink_A6S.ABSDILink_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSDILink_A6SN Animation = ABSDILink_A6SN.ABSDILink_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSDILink_A6 Animation = ABSDILink_A6.ABSDILink_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSDILink_A6N Animation = ABSDILink_A6N.ABSDILink_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSDILink_A6S Animation = ABSDILink_A6S.ABSDILink_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSDILink_A6SN Animation = ABSDILink_A6SN.ABSDILink_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5 Animation = ABSDILink_A5.ABSDILink_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5N Animation = ABSDILink_A5N.ABSDILink_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5S Animation = ABSDILink_A5S.ABSDILink_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5SN Animation = ABSDILink_A5SN.ABSDILink_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSDILink_AB Animation = ABSDILink_AB.ABSDILink_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSDILink_ABN Animation = ABSDILink_ABN.ABSDILink_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSDILink_ABS Animation = ABSDILink_ABS.ABSDILink_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSDILink_ABSN Animation = ABSDILink_ABSN.ABSDILink_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSDILink_AB Animation = ABSDILink_AB.ABSDILink_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSDILink_ABN Animation = ABSDILink_ABN.ABSDILink_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSDILink_ABS Animation = ABSDILink_ABS.ABSDILink_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSDILink_ABSN Animation = ABSDILink_ABSN.ABSDILink_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:ParticleCannon Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaStrategyCenter End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End CommandSet = AmericaParticleUplinkCannonCommandSet ExperienceValue = 400 400 400 400 ; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = ParticleCannonSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON Body = StructureBody ModuleTag_06 MaxHealth = 4000.0 InitialHealth = 4000.0 ; 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 = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = BaseRegenerateUpdate ModuleTag_07 ;No data End Behavior = SpecialPowerCreate ModuleTag_16 ;nothing End Behavior = SpecialAbility ModuleTag_11 SpecialPowerTemplate = SuperweaponParticleUplinkCannon UpdateModuleStartsAttack = Yes End Behavior = ParticleUplinkCannonUpdate ModuleTag_12 SpecialPowerTemplate = SuperweaponParticleUplinkCannon ;The values trigger the various pre-stages before being ready to actually fire. ;The total combined value of these determines the first sign of activity in the ;cannon. BeginChargeTime = 5000 ;The outer nodes begin to charge. RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. ;***NOTE -- these values effect gameplay***** TotalFiringTime = 10000 ;The total ground contact time of the beam DamagePerSecond = 400 ;Amount of damage inflicted per second TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. DamageType = PARTICLE_BEAM ;Type of damage inflicted. DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. ;******************************************** ;Bone names for required elements OuterEffectBoneName = FX ;The base name for the outer node bones. OuterEffectNumBones = 5 ;The number of outer nodes. ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. FireBoneName = FXMain ;The name of the bone where the main beam is fired from. ;These are particle systems tied to the outer nodes in varying intensities. OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare ;The connectors system connects each of the outer nodes to the central node that receives ;the lasers from outside. ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser ;Currently commented out -- These ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare ;This is the name of the bone on the building where the beam is fired from LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. ;The flare fxlist that is played over and over during the beam firing process. Be ;mindful of the delay because that effects both art and sound. BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration DelayBetweenLaunchFX = 1000 ;Each scorch mark creates an object in the world, so while making more looks better ;it becomes a performance issue. The scalar will calculate the size of the scorch ;mark to make based on the current size of the beam (which changes dynamically). The ;number also matches the number of times the "GroundHitFX" is called. TotalScorchMarks = 20 ScorchMarkScalar = 2.4 ;***NOTE -- these values effect gameplay*** ;The swath of death is the path the laser tracers centered on the targeted position. ;If the amplitude is zero, the line will go straight, with a higher value, it'll do ;a sine wave iteration, but always goes through the target point. SwathOfDeathDistance = 200.0 SwathOfDeathAmplitude = 50.0 ManualDrivingSpeed = 20 ManualFastDrivingSpeed = 40 DoubleClickToFastDriveDelay = 500 ;***SOUNDS!**** PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop ;The trail left behind creates an object that inflicts extra damage for a short period of time. DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_15 ; This is needed in order to get a public timer to work! End Behavior = TransitionDamageFX ModuleTag_17 ;-------------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 = SlowDeathBehavior ModuleTag_18 ; don't run this death if we are under construction... ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 2000 FX = INITIAL FX_ParticleUplinkDeathInitial OCL = INITIAL OCL_SDILinkLasers FX = FINAL FX_StructureMediumDeath OCL = FINAL OCL_ParticleUplinkDeathFinal End Behavior = InstantDeathBehavior ModuleTag_19 ; if we are under construction, use this death instead RequiredStatus = UNDER_CONSTRUCTION OCL = OCL_ABPowerPlantExplode FX = FX_StructureMediumDeath End Geometry = BOX GeometryMajorRadius = 64.0 GeometryMinorRadius = 38.0 GeometryHeight = 38.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object SDILasers Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ABSDILink_L Animation = ABSDILink_L.ABSDILink_L AnimationMode = ONCE End End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End Body = HighlanderBody ModuleTag_03 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_04 ; End End ;------------------------------------------------------------------------------ Object AmericaStrategyCenter ; *** ART Parameters *** SelectPortrait = SAStrategyCenter_L ButtonImage = SAStrategyCenter Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day *************************************************** ConditionState = NONE Model = ABStrategy Animation = ABStrategy.ABStrategy AnimationMode = LOOP End ConditionState = DAMAGED Model = ABStrategy_D Animation = ABStrategy_D.ABStrategy_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABStrategy_E Animation = ABStrategy_E.ABStrategy_E AnimationMode = LOOP End ; SNOW *************************************************** ConditionState = SNOW Model = ABStrategy_S Animation = ABStrategy_S.ABStrategy_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABStrategy_DS Animation = ABStrategy_DS.ABStrategy_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABStrategy_ES Animation = ABStrategy_ES.ABStrategy_ES AnimationMode = LOOP End ; night ************************************************** ConditionState = NIGHT Model = ABStrategy_N Animation = ABStrategy_N.ABStrategy_N AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = NIGHT DAMAGED Model = ABStrategy_DN Animation = ABStrategy_DN.ABStrategy_DN AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = ABStrategy_EN Animation = ABStrategy_EN.ABStrategy_EN AnimationMode = LOOP End ; night Snow************************************************** ConditionState = NIGHT SNOW Model = ABStrategy_NS Animation = ABStrategy_NS.ABStrategy_NS AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = NIGHT DAMAGED SNOW Model = ABStrategy_DNS Animation = ABStrategy_DNS.ABStrategy_DNS AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW Model = ABStrategy_ENS Animation = ABStrategy_ENS.ABStrategy_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy Animation = ABStrategy.ABStrategy AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABStrategy_D Animation = ABStrategy_D.ABStrategy_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABStrategy_E Animation = ABStrategy_E.ABStrategy_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABStrategy_N Animation = ABStrategy_N.ABStrategy_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABStrategy_DN Animation = ABStrategy_DN.ABStrategy_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABStrategy_EN Animation = ABStrategy_EN.ABStrategy_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABStrategy_S Animation = ABStrategy_S.ABStrategy_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABStrategy_DS Animation = ABStrategy_DS.ABStrategy_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABStrategy_ES Animation = ABStrategy_ES.ABStrategy_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABStrategy_NS Animation = ABStrategy_NS.ABStrategy_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABStrategy_DNS Animation = ABStrategy_DNS.ABStrategy_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABStrategy_ENS Animation = ABStrategy_ENS.ABStrategy_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No OkToChangeModelColor = Yes DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4 Animation = ABStrategy_A4.ABStrategy_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4N Animation = ABStrategy_A4N.ABStrategy_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4S Animation = ABStrategy_A4S.ABStrategy_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4SN Animation = ABStrategy_A4SN.ABStrategy_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End TransitionState = DOWN_DEFAULT UP_DAY Model = ABStrategy_A4 Animation = ABStrategy_A4.ABStrategy_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABStrategy_A4N Animation = ABStrategy_A4N.ABStrategy_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABStrategy_A4S Animation = ABStrategy_A4S.ABStrategy_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABStrategy_A4SN Animation = ABStrategy_A4SN.ABStrategy_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABStrategy_A4 Animation = ABStrategy_A4.ABStrategy_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABStrategy_A4N Animation = ABStrategy_A4N.ABStrategy_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABStrategy_A4S Animation = ABStrategy_A4S.ABStrategy_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABStrategy_A4SN Animation = ABStrategy_A4SN.ABStrategy_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM OkToChangeModelColor = Yes DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABStrategy_A6 Animation = ABStrategy_A6.ABStrategy_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABStrategy_A6N Animation = ABStrategy_A6N.ABStrategy_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABStrategy_A6S Animation = ABStrategy_A6S.ABStrategy_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABStrategy_A6SN Animation = ABStrategy_A6SN.ABStrategy_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABStrategy_A6 Animation = ABStrategy_A6.ABStrategy_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABStrategy_A6N Animation = ABStrategy_A6N.ABStrategy_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABStrategy_A6S Animation = ABStrategy_A6S.ABStrategy_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABStrategy_A6SN Animation = ABStrategy_A6SN.ABStrategy_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABStrategy_A6 Animation = ABStrategy_A6.ABStrategy_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABStrategy_A6N Animation = ABStrategy_A6N.ABStrategy_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABStrategy_A6S Animation = ABStrategy_A6S.ABStrategy_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABStrategy_A6SN Animation = ABStrategy_A6SN.ABStrategy_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5 Animation = ABStrategy_A5.ABStrategy_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5N Animation = ABStrategy_A5N.ABStrategy_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5S Animation = ABStrategy_A5S.ABStrategy_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5SN Animation = ABStrategy_A5SN.ABStrategy_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABStrategy_AB Animation = ABStrategy_AB.ABStrategy_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABStrategy_ABN Animation = ABStrategy_ABN.ABStrategy_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABStrategy_ABS Animation = ABStrategy_ABS.ABStrategy_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABStrategy_ABSN Animation = ABStrategy_ABSN.ABStrategy_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABStrategy_AB Animation = ABStrategy_AB.ABStrategy_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABStrategy_ABN Animation = ABStrategy_ABN.ABStrategy_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABStrategy_ABS Animation = ABStrategy_ABS.ABStrategy_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABStrategy_ABSN Animation = ABStrategy_ABSN.ABStrategy_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ BOMBARDMENT BATTLE PLAN ----------------- Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = ONCE End AliasConditionState = DAMAGED DOOR_1_OPENING AliasConditionState = REALLYDAMAGED DOOR_1_OPENING AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_1_CLOSING AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NONE End AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_06 ;***This is the bombardment cannon object that only shows up when ready to fire*** OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A8 WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel Turret = Turret01 TurretPitch = TurretEL HideSubObject = Chassis End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_TO_CLOSE Model = ABStrategy_A8 ShowSubObject = Chassis End AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABStrategy_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABStrategy_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE End ; ------------ HOLD THE LINE BATTLE PLAN ----------------- Draw = W3DModelDraw ModuleTag_07 OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_2_OPENING Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE End AliasConditionState = DAMAGED DOOR_2_OPENING AliasConditionState = REALLYDAMAGED DOOR_2_OPENING AliasConditionState = NIGHT DOOR_2_OPENING AliasConditionState = NIGHT SNOW DOOR_2_OPENING AliasConditionState = SNOW DOOR_2_OPENING AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING AliasConditionState = SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING ConditionState = DOOR_2_CLOSING Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_2_CLOSING AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DOOR_2_CLOSING AliasConditionState = SNOW DOOR_2_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING ConditionState = DOOR_2_WAITING_TO_CLOSE Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE ;************************************************************************************************************************** End ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- Draw = W3DModelDraw ModuleTag_08 OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A2 Animation = ABStrategy_A2.ABStrategy_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = ABStrategy_A2 Animation = ABStrategy_A2.ABStrategy_A2 AnimationMode = ONCE End AliasConditionState = DAMAGED DOOR_3_OPENING AliasConditionState = REALLYDAMAGED DOOR_3_OPENING AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = NIGHT SNOW DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = ABStrategy_A2 Animation = ABStrategy_A2.ABStrategy_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_3_CLOSING AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_TO_CLOSE Model = NONE End AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_09 ;***This is the radar array that only shows up when plan is active*** OkToChangeModelColor = Yes DefaultConditionState Model = NONE End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_WAITING_TO_CLOSE Model = ABStrategy_A3 Animation = ABStrategy_A3.ABStrategy_A3 AnimationMode = LOOP End AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:StrategyCenter Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaWarFactory AmericaAirfield End CommandSet = AmericaStrategyCenterCommandSet BuildCost = 2500 BuildTime = 60.0 ; in seconds EnergyProduction = -2 VisionRange = 400.0 ; Shroud clearing distance MaxSimultaneousOfType = 1 ShroudClearingRange = 400 WeaponSet Conditions = None Weapon = PRIMARY StrategyCenterGun AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 250 250 250 250 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = StrategyCenterSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit. (mp) StrategyCenter_TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGY_CENTER FS_ADVANCED_TECH Body = StructureBody ModuleTag_10 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ProductionUpdate ModuleTag_11 ; nothing End Behavior = BaseRegenerateUpdate ModuleTag_12 ;No data End Behavior = SpecialAbility ModuleTag_13 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans UpdateModuleStartsAttack = Yes End Behavior = BattlePlanUpdate ModuleTag_14 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans ;Transition Timings BombardmentPlanAnimationTime = 7000 HoldTheLinePlanAnimationTime = 7000 SearchAndDestroyPlanAnimationTime = 7000 TransitionIdleTime = 0 ;Messages BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated ;Audio hooks BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement ;Army bonuses granted by different battle plans ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! ;Building bonuses granted based on battle plan mode. StrategyCenterSearchAndDestroySightRangeScalar = 2.0 StrategyCenterSearchAndDestroyDetectsStealth = Yes StrategyCenterHoldTheLineMaxHealthScalar = 2.0 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO End Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky ; since you never know from whence cometh danger NaturalTurretAngle = -90 ; this turret points backwards normally FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS End Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = Yes ; only will be active when search & destroy plan active. DetectionRange = 500 ;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 = SpyVisionSpecialPower SpyTag_1 SpecialPowerTemplate = SuperweaponCIAIntelligence BaseDuration = 30000 ;in milliseconds BonusDurationPerCaptured = 10000 ;in milliseconds MaxDuration = 240000 ;in milliseconds End Behavior = SpyVisionUpdate SpyTag_2 ; End Behavior = DestroyDie ModuleTag_17 ;nothing End Behavior = CreateObjectDie ModuleTag_18 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_19 CreationList = OCL_AmericanRangerDebris04 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_20 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_22 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_23 ;-------------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 = 62.0 GeometryMinorRadius = 44.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaAirfield ; *** ART Parameters *** SelectPortrait = SAACommand_L ButtonImage = SAACommand Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 OkToChangeModelColor = Yes ; day ******************************************** DefaultConditionState Model = ABArFrcCmd Animation = ABArFrcCmd.ABArFrcCmd AnimationMode = LOOP End ConditionState = DAMAGED Model = ABArFrcCmd_D Animation = ABArFrcCmd_D.ABArFrcCmd_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = ABArFrcCmd_E Animation = ABArFrcCmd_E.ABArFrcCmd_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Spark01 SparksLarge End ConditionState = SNOW Model = ABArFrcCmd_S Animation = ABArFrcCmd_S.ABArFrcCmd_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABArFrcCmd_DS Animation = ABArFrcCmd_DS.ABArFrcCmd_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABArFrcCmd_ES Animation = ABArFrcCmd_ES.ABArFrcCmd_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Spark01 SparksLarge End ; night ****************************************** ConditionState = NIGHT Model = ABArFrcCmd_N Animation = ABArFrcCmd_N.ABArFrcCmd_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABArFrcCmd_ND Animation = ABArFrcCmd_ND.ABArFrcCmd_ND AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABArFrcCmd_NE Animation = ABArFrcCmd_NE.ABArFrcCmd_NE AnimationMode = LOOP End ConditionState = NIGHT SNOW Model = ABArFrcCmd_NS Animation = ABArFrcCmd_NS.ABArFrcCmd_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABArFrcCmd_NDS Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABArFrcCmd_NES Animation = ABArFrcCmd_NES.ABArFrcCmd_NES AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd Animation = ABArFrcCmd.ABArFrcCmd AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_D Animation = ABArFrcCmd_D.ABArFrcCmd_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_E Animation = ABArFrcCmd_E.ABArFrcCmd_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABArFrcCmd_N Animation = ABArFrcCmd_N.ABArFrcCmd_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABArFrcCmd_ND Animation = ABArFrcCmd_ND.ABArFrcCmd_ND AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABArFrcCmd_NE Animation = ABArFrcCmd_NE.ABArFrcCmd_NE AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABArFrcCmd_S Animation = ABArFrcCmd_S.ABArFrcCmd_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABArFrcCmd_DS Animation = ABArFrcCmd_DS.ABArFrcCmd_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABArFrcCmd_ES Animation = ABArFrcCmd_ES.ABArFrcCmd_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABArFrcCmd_NS Animation = ABArFrcCmd_NS.ABArFrcCmd_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABArFrcCmd_NDS Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABArFrcCmd_NES Animation = ABArFrcCmd_NES.ABArFrcCmd_NES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ blinky production lights ----------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End ConditionState = ACTIVELY_CONSTRUCTING Model = ABArFrcCmd_A9 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 AnimationMode = LOOP End End ; ----------------- door #1 ------------------- Draw = W3DModelDraw ModuleTag_03 ConditionState = NONE Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_OPEN Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #2 ------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_2_OPENING Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_2_OPENING AliasConditionState = SNOW DOOR_2_OPENING AliasConditionState = NIGHT SNOW DOOR_2_OPENING AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING AliasConditionState = SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING ConditionState = DOOR_2_CLOSING Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_2_CLOSING AliasConditionState = SNOW DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DOOR_2_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING ConditionState = DOOR_2_WAITING_OPEN Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_2_WAITING_OPEN AliasConditionState = SNOW DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #3 ------------------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = NIGHT SNOW DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_OPEN Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_WAITING_OPEN AliasConditionState = SNOW DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #4 ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_4_OPENING Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_4_OPENING AliasConditionState = SNOW DOOR_4_OPENING AliasConditionState = NIGHT SNOW DOOR_4_OPENING AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = SNOW DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING ConditionState = DOOR_4_CLOSING Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_CLOSING AliasConditionState = SNOW DOOR_4_CLOSING AliasConditionState = NIGHT SNOW DOOR_4_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING ConditionState = DOOR_4_WAITING_OPEN Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_WAITING_OPEN AliasConditionState = SNOW DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_08 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_09 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5N Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5S Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5SN Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_AB Animation = ABArFrcCmd_AB.ABArFrcCmd_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_ABN Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_ABS ; @todo srj -- not found Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_ABSN Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_AB Animation = ABArFrcCmd_AB.ABArFrcCmd_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_ABN Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_ABS ; @todo srj -- not found Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_ABS Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:Airfield Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AirfieldUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD Body = StructureBody ModuleTag_10 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ParkingPlaceBehavior ModuleTag_11 HealAmountPerSecond = 10 NumRows = 2 NumCols = 2 HasRunways = Yes ApproachHeight = 50 End Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 4 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1000 ;in mSeconds End Behavior = BaseRegenerateUpdate ModuleTag_13 ;No data End Behavior = DestroyDie ModuleTag_14 ;nothing End Behavior = CreateObjectDie ModuleTag_15 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_17 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_19 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_31 ;-------------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 = 112.0 GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaAirfield ; *** ART Parameters *** SelectPortrait = SNAirfield_L ButtonImage = SNAirfield Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 ; ------------- DAY ------------------ DefaultConditionState Model = NBAirfield Animation = NBAirfield.NBAirfield AnimationMode = LOOP End ConditionState = DAMAGED Model = NBAirfield_D Animation = NBAirfield_D.NBAirfield_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBAirfield_E Animation = NBAirfield_E.NBAirfield_E AnimationMode = LOOP End ; ------------- SNOW ------------------ ConditionState = SNOW Model = NBAirfield_S Animation = NBAirfield_S.NBAirfield_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBAirfield_DS Animation = NBAirfield_DS.NBAirfield_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBAirfield_ES Animation = NBAirfield_ES.NBAirfield_ES AnimationMode = LOOP End ; ------------- NIGHT ------------------ ConditionState = NIGHT Model = NBAirfield_N Animation = NBAirfield_N.NBAirfield_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBAirfield_DN Animation = NBAirfield_DN.NBAirfield_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBAirfield_EN Animation = NBAirfield_EN.NBAirfield_EN AnimationMode = LOOP End ; ------------- NIGHT SNOW------------------ ConditionState = NIGHT SNOW Model = NBAirfield_NS Animation = NBAirfield_NS.NBAirfield_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBAirfield_DNS Animation = NBAirfield_DNS.NBAirfield_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBAirfield_ENS Animation = NBAirfield_ENS.NBAirfield_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield Animation = NBAirfield.NBAirfield AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_D Animation = NBAirfield_D.NBAirfield_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_E Animation = NBAirfield_E.NBAirfield_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBAirfield_N Animation = NBAirfield_N.NBAirfield_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBAirfield_DN Animation = NBAirfield_DN.NBAirfield_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBAirfield_EN Animation = NBAirfield_EN.NBAirfield_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBAirfield_S Animation = NBAirfield_S.NBAirfield_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBAirfield_DS Animation = NBAirfield_DS.NBAirfield_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBAirfield_ES Animation = NBAirfield_ES.NBAirfield_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBAirfield_NS Animation = NBAirfield_NS.NBAirfield_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBAirfield_DNS Animation = NBAirfield_DNS.NBAirfield_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBAirfield_ENS Animation = NBAirfield_ENS.NBAirfield_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End End ; ----------------- door #1 ------------------- Draw = W3DModelDraw ModuleTag_03 DefaultConditionState Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_OPEN Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #2 ------------------- ; this one has no door #2... (srj) ; Draw = W3DModelDraw ; DefaultConditionState ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ; Model = NBAirfield_A10 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = DOOR_2_OPENING ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ; ConditionState = DOOR_2_CLOSING ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_2_WAITING_OPEN ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End ; End ; ----------------- door #3 ------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = SNOW NIGHT DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = SNOW NIGHT DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_OPEN Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_WAITING_OPEN AliasConditionState = SNOW DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- door #4 ------------------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_4_OPENING Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_4_OPENING AliasConditionState = SNOW DOOR_4_OPENING AliasConditionState = SNOW NIGHT DOOR_4_OPENING AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = SNOW DAMAGED DOOR_4_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING ConditionState = DOOR_4_CLOSING Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_CLOSING AliasConditionState = SNOW DOOR_4_CLOSING AliasConditionState = SNOW NIGHT DOOR_4_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING ConditionState = DOOR_4_WAITING_OPEN Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_WAITING_OPEN AliasConditionState = SNOW DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_08 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5 Animation = NBAirfield_A5.NBAirfield_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5N Animation = NBAirfield_A5N.NBAirfield_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5S Animation = NBAirfield_A5S.NBAirfield_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5SN Animation = NBAirfield_A5SN.NBAirfield_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_AB Animation = NBAirfield_AB.NBAirfield_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_ABN Animation = NBAirfield_ABN.NBAirfield_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_ABS Animation = NBAirfield_ABS.NBAirfield_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_ABSN Animation = NBAirfield_ABSN.NBAirfield_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_AB Animation = NBAirfield_AB.NBAirfield_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_ABN Animation = NBAirfield_ABN.NBAirfield_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_ABS Animation = NBAirfield_ABS.NBAirfield_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_ABSN Animation = NBAirfield_ABSN.NBAirfield_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:Airfield Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AirfieldChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY FS_AIRFIELD AUTO_RALLYPOINT Body = StructureBody ModuleTag_09 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ParkingPlaceBehavior ModuleTag_10 HealAmountPerSecond = 10 NumRows = 2 NumCols = 2 HasRunways = Yes ApproachHeight = 50 ParkInHangars = Yes End Behavior = ProductionUpdate ModuleTag_11 NumDoorAnimations = 4 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1000 ;in mSeconds End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_17 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_18 ;-------------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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaAirfieldCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 83.0 GeometryMinorRadius = 76.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLABlackMarket ; *** ART Parameters *** SelectPortrait = SUBlackMarket_L ButtonImage = SUBlackMarket UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED Model = UBBlkMktEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG.UBBlkMktEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBBlkMktEG_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_D.UBBlkMktEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBBlkMktEG_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_E.UBBlkMktEG_E AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED SNOW Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED SNOW Model = UBBlkMktEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_S.UBBlkMktEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBBlkMktEG_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_DS.UBBlkMktEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBBlkMktEG_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_ES.UBBlkMktEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = GARRISONED NIGHT Model = UBBlkMktEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_N.UBBlkMktEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBBlkMktEG_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_DN.UBBlkMktEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBBlkMktEG_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_EN.UBBlkMktEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT SNOW Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED NIGHT SNOW Model = UBBlkMktEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_NS.UBBlkMktEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:BlackMarket Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAPalace End BuildCost = 2500 BuildTime = 30.0 ; in seconds EnergyProduction = -3 CommandSet = GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = BlackMarketSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BLACK_MARKET Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = AutoDepositUpdate ModuleTag_05 DepositTiming = 2000 ; in milliseconds DepositAmount = 20 ; cash amount to deposit every DepositTiming InitialCaptureBonus = 0 ; no initial bonus End Behavior = ProductionUpdate ModuleTag_06 ; nothing End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleBlackMarket HoleMaxHealth = 500.0 End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureSmallDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_13 ;-------------DESIGNED FOR SMALL 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 Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleBlackMarket GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBBlackMkt_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = UBBlackMkt_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End End End ;------------------------------------------------------------------------------ Object FakeGLABlackMarket ; *** ART Parameters *** SelectPortrait = SUBlackMarket_L ButtonImage = SUBlackMarket UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED Model = UBBlkMktEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG.UBBlkMktEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBBlkMktEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_D.UBBlkMktEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBBlkMktEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_E.UBBlkMktEG_E AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED SNOW Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED SNOW Model = UBBlkMktEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_S.UBBlkMktEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBBlkMktEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_DS.UBBlkMktEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBBlkMktEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_ES.UBBlkMktEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED NIGHT Model = UBBlkMktEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_N.UBBlkMktEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBBlkMktEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_DN.UBBlkMktEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBBlkMktEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_EN.UBBlkMktEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT SNOW Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED NIGHT SNOW Model = UBBlkMktEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_NS.UBBlkMktEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:BlackMarket Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAPalace End BuildCost = 625 BuildTime = 20.0 ; in seconds EnergyProduction = -3 CommandSet = FakeGLABlackMarketCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_04 MaxHealth = 125.0 InitialHealth = 125.0 ; 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 = 325 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = No End Behavior = ProductionUpdate ModuleTag_06 ; nothing End Behavior = SlowDeathBehavior ModuleTag_07 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_08 ReplaceObject = GLABlackMarket TriggeredBy = Upgrade_BecomeRealGLABlackMarket End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureSmallDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_13 ;-------------DESIGNED FOR SMALL 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 = AutoDepositUpdate ModuleTag_FakeMoney DepositTiming = 2000 ; in milliseconds DepositAmount = 20 ; cash amount to deposit every DepositTiming InitialCaptureBonus = 0 ; no initial bonus ActualMoney = No ; Display only so I look like a BlackMarket End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 108 ShadowSizeY = 96 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLAScudStorm ; *** ART Parameters *** SelectPortrait = SUScudStorm_L ButtonImage = SUScudStorm UpgradeCameo1 = Upgrade_GLAAnthraxBeta Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset ; day ConditionState = NONE ; lying around Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2 Animation = UBScudStrm_A2.UBScudStrm_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people Model = UBScudStrm_A3 Animation = UBScudStrm_A3.UBScudStrm_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ; day ConditionState = DAMAGED Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED Model = UBScudStrm_DA2 Animation = UBScudStrm_DA2.UBScudStrm_DA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A DAMAGED AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED Model = UBScudStrm_DA3 Animation = UBScudStrm_DA3.UBScudStrm_DA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE Model = UBScudStrm_EA2 Animation = UBScudStrm_EA2.UBScudStrm_EA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED Model = UBScudStrm_EA3 Animation = UBScudStrm_EA3.UBScudStrm_EA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ; SNOW ConditionState = SNOW ; from underground to lying around Model = UBScudStrm_A1S Animation = UBScudStrm_A1S.UBScudStrm_A1S AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW Model = UBScudStrm_A1S Animation = UBScudStrm_A1S.UBScudStrm_A1S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2S Animation = UBScudStrm_A2S.UBScudStrm_A2S AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground Model = UBScudStrm_A3S Animation = UBScudStrm_A3S.UBScudStrm_A3S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = DAMAGED SNOW Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED SNOW Model = UBScudStrm_DA2 Animation = UBScudStrm_DA2.UBScudStrm_DA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW Model = UBScudStrm_DA3 Animation = UBScudStrm_DA3.UBScudStrm_DA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW Model = UBScudStrm_EA2 Animation = UBScudStrm_EA2.UBScudStrm_EA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW Model = UBScudStrm_EA3 Animation = UBScudStrm_EA3.UBScudStrm_EA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ; NIGHT ConditionState = NIGHT ; from underground to lying around Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2 Animation = UBScudStrm_A2.UBScudStrm_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground Model = UBScudStrm_A3 Animation = UBScudStrm_A3.UBScudStrm_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = DAMAGED NIGHT Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED NIGHT Model = UBScudStrm_DA2N Animation = UBScudStrm_DA2N.UBScudStrm_DA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT Model = UBScudStrm_DA3N Animation = UBScudStrm_DA3N.UBScudStrm_DA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT Model = UBScudStrm_EA2N Animation = UBScudStrm_EA2N.UBScudStrm_EA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT Model = UBScudStrm_EA3N Animation = UBScudStrm_EA3N.UBScudStrm_EA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ; NIGHT SNOW ConditionState = NIGHT SNOW ; from underground to lying around Model = UBScudStrm_A1NS Animation = UBScudStrm_A1NS.UBScudStrm_A1NS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW Model = UBScudStrm_A1NS Animation = UBScudStrm_A1NS.UBScudStrm_A1NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2NS Animation = UBScudStrm_A2NS.UBScudStrm_A2NS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground Model = UBScudStrm_A3NS Animation = UBScudStrm_A3NS.UBScudStrm_A3NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = DAMAGED NIGHT SNOW Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED NIGHT SNOW Model = UBScudStrm_DA2N Animation = UBScudStrm_DA2N.UBScudStrm_DA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW Model = UBScudStrm_DA3N Animation = UBScudStrm_DA3N.UBScudStrm_DA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBScudStrm_EA2N Animation = UBScudStrm_EA2N.UBScudStrm_EA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW Model = UBScudStrm_EA3N Animation = UBScudStrm_EA3N.UBScudStrm_EA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = SOLD Model = NONE End AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD DAMAGED SNOW AliasConditionState = SOLD REALLYDAMAGED SNOW AliasConditionState = SOLD NIGHT AliasConditionState = SOLD DAMAGED NIGHT AliasConditionState = SOLD REALLYDAMAGED NIGHT AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD DAMAGED NIGHT SNOW AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW End ;------------------------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------------------------------------- Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = None Model = UBScudStrm_A5 Animation = UBScudStrm_A5.UBScudStrm_A5 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = PREATTACK_A ATTACKING Model = UBScudStrm_A5 Animation = UBScudStrm_A5.UBScudStrm_A5 AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = ATTACKING Model = UBScudStrm_A5 Animation = UBScudStrm_A5.UBScudStrm_A5 AnimationMode = LOOP Flags = START_FRAME_FIRST End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = DAMAGED ; Model = UBScudStrm_DA5 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = PREATTACK_A ATTACKING DAMAGED ; Model = UBScudStrm_DA5 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = ATTACKING DAMAGED ; Model = UBScudStrm_DA5 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = REALLYDAMAGED ; Model = UBScudStrm_EA5 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED ; Model = UBScudStrm_EA5 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = ATTACKING REALLYDAMAGED ; Model = UBScudStrm_EA5 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End End Draw = W3DModelDraw ModuleTag_03 OkToChangeModelColor = Yes ConditionState = None Model = UBScudStrm_A6 Animation = UBScudStrm_A6.UBScudStrm_A6 AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = UBScudStrm_DA6 Animation = UBScudStrm_DA6.UBScudStrm_DA6 AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE Model = UBScudStrm_EA6 Animation = UBScudStrm_EA6.UBScudStrm_EA6 AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_A6 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBScudStrm_DA6 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = UBScudStrm_EA6 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End End Draw = W3DModelDraw ModuleTag_04 OkToChangeModelColor = Yes ConditionState = None Model = UBScudStrm_F Animation = UBScudStrm_F.UBScudStrm_F AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = UBScudStrm_DF Animation = UBScudStrm_DF.UBScudStrm_DF AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE Model = UBScudStrm_EF Animation = UBScudStrm_EF.UBScudStrm_EF AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = SOLD Model = NONE End AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD DAMAGED SNOW AliasConditionState = SOLD REALLYDAMAGED SNOW AliasConditionState = SOLD NIGHT AliasConditionState = SOLD DAMAGED NIGHT AliasConditionState = SOLD REALLYDAMAGED NIGHT AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD DAMAGED NIGHT SNOW AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_AB Animation = UBScudStrm_AB.UBScudStrm_AB AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_ABN Animation = UBScudStrm_ABN.UBScudStrm_ABN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_ABS Animation = UBScudStrm_ABS.UBScudStrm_ABS AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_ABSN Animation = UBScudStrm_ABSN.UBScudStrm_ABSN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBScudStrm_AB Animation = UBScudStrm_AB.UBScudStrm_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBScudStrm_ABN Animation = UBScudStrm_ABN.UBScudStrm_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBScudStrm_ABS Animation = UBScudStrm_ABS.UBScudStrm_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBScudStrm_ABSN Animation = UBScudStrm_ABSN.UBScudStrm_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBScudStrm_AB Animation = UBScudStrm_AB.UBScudStrm_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBScudStrm_ABN Animation = UBScudStrm_ABN.UBScudStrm_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBScudStrm_ABS Animation = UBScudStrm_ABS.UBScudStrm_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBScudStrm_ABSN Animation = UBScudStrm_ABSN.UBScudStrm_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBScudStrm_AC Animation = UBScudStrm_AC.UBScudStrm_AC AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBScudStrm_ACN Animation = UBScudStrm_ACN.UBScudStrm_ACN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBScudStrm_ACS Animation = UBScudStrm_ACS.UBScudStrm_ACS AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBScudStrm_ACSN Animation = UBScudStrm_ACSN.UBScudStrm_ACSN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBScudStrm_AC Animation = UBScudStrm_AC.UBScudStrm_AC AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBScudStrm_ACN Animation = UBScudStrm_ACN.UBScudStrm_ACN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBScudStrm_ACS Animation = UBScudStrm_ACS.UBScudStrm_ACS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBScudStrm_ACSN Animation = UBScudStrm_ACSN.UBScudStrm_ACSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBScudStrm_AC Animation = UBScudStrm_AC.UBScudStrm_AC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBScudStrm_ACN Animation = UBScudStrm_ACN.UBScudStrm_ACN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBScudStrm_ACS Animation = UBScudStrm_ACS.UBScudStrm_ACS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBScudStrm_ACSN Animation = UBScudStrm_ACSN.UBScudStrm_ACSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:ScudStorm Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAPalace End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -5 CommandSet = GLAScudStormCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = None Weapon = PRIMARY ScudStormWeapon AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 400 400 400 400 ; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = ScudStormSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD POWERED STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON Body = StructureBody ModuleTag_07 MaxHealth = 4000.0 InitialHealth = 4000.0 ; 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 = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm HoleMaxHealth = 500.0 End Behavior = AIUpdateInterface ModuleTag_09 End Behavior = OCLSpecialPower ModuleTag_10 SpecialPowerTemplate = SuperweaponScudStorm OCL = SUPERWEAPON_ScudStorm End Behavior = SpecialPowerCreate ModuleTag_11 ;nothing End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_PoisonFieldMedium ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_14 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation ExemptStatus = UNDER_CONSTRUCTION End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = RadiusDecalUpdate ModuleTag_17 ; nothing End Behavior = TransitionDamageFX ModuleTag_18 ;-------------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 = FXListDie ModuleTag_19 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 71.0 GeometryMinorRadius = 67.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleScudStorm GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End ;Remove comments for this section and replace the model entries for the ;pristine, and damage/reallydamaged rubble around the GLA hole below Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBScudStrm_R End End ; ConditionState = DAMAGED REALLYDAMAGED ; Model = UBScudStrm_R ; End ; End MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType End ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object ChinaNuclearMissileLauncher ; *** ART Parameters *** SelectPortrait = SNNukeMisl_L ButtonImage = SNNukeMisl SelectPortrait = SNNukeMisl_L ButtonImage = SNNukeMisl Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBNMissle End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = DAMAGED Model = NBNMissle_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = NBNMissle_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBNMissle_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = NBNMissle_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING Model = NBNMissle_A2 Animation = NBNMissle_A2.NBNMissle_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN Model = NBNMissle_A2 Animation = NBNMissle_A2.NBNMissle_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NBNMissle_A3 Animation = NBNMissle_A3.NBNMissle_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING Model = NBNMissle_A3 Animation = NBNMissle_A3.NBNMissle_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED Model = NBNMissle_A2D Animation = NBNMissle_A2D.NBNMissle_A2D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBNMissle_A2D Animation = NBNMissle_A2D.NBNMissle_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED Model = NBNMissle_A3D Animation = NBNMissle_A3D.NBNMissle_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED Model = NBNMissle_A3D Animation = NBNMissle_A3D.NBNMissle_A3D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBNMissle_A2E Animation = NBNMissle_A2E.NBNMissle_A2E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBNMissle_A2E Animation = NBNMissle_A2E.NBNMissle_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE Model = NBNMissle_A3E Animation = NBNMissle_A3E.NBNMissle_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBNMissle_A3E Animation = NBNMissle_A3E.NBNMissle_A3E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ; night ConditionState = NIGHT Model = NBNMissle_N End ConditionState = DAMAGED NIGHT Model = NBNMissle_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION NIGHT Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBNMissle_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBNMissle_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBNMissle_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT Model = NBNMissle_A2N Animation = NBNMissle_A2N.NBNMissle_A2N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT Model = NBNMissle_A2N Animation = NBNMissle_A2N.NBNMissle_A2N AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT Model = NBNMissle_A3N Animation = NBNMissle_A3N.NBNMissle_A3N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING NIGHT Model = NBNMissle_A3N Animation = NBNMissle_A3N.NBNMissle_A3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT Model = NBNMissle_A2DN Animation = NBNMissle_A2DN.NBNMissle_A2DN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT Model = NBNMissle_A2DN Animation = NBNMissle_A2DN.NBNMissle_A2DN AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT Model = NBNMissle_A3DN Animation = NBNMissle_A3DN.NBNMissle_A3DN AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED NIGHT Model = NBNMissle_A3DN Animation = NBNMissle_A3DN.NBNMissle_A3DN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A2EN Animation = NBNMissle_A2EN.NBNMissle_A2EN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A2EN Animation = NBNMissle_A2EN.NBNMissle_A2EN AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A3EN Animation = NBNMissle_A3EN.NBNMissle_A3EN AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT Model = NBNMissle_A3EN Animation = NBNMissle_A3EN.NBNMissle_A3EN AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ;-------------- SNOW! -------------------- ConditionState = SNOW Model = NBNMissle_S End ConditionState = DAMAGED SNOW Model = NBNMissle_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION SNOW Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBNMissle_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBNMissle_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBNMissle_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING SNOW Model = NBNMissle_A2S Animation = NBNMissle_A2S.NBNMissle_A2S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN SNOW Model = NBNMissle_A2S Animation = NBNMissle_A2S.NBNMissle_A2S AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE SNOW Model = NBNMissle_A3S Animation = NBNMissle_A3S.NBNMissle_A3S AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING SNOW Model = NBNMissle_A3S Animation = NBNMissle_A3S.NBNMissle_A3S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED SNOW Model = NBNMissle_A2DS Animation = NBNMissle_A2DS.NBNMissle_A2DS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED SNOW Model = NBNMissle_A2DS Animation = NBNMissle_A2DS.NBNMissle_A2DS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW Model = NBNMissle_A3DS Animation = NBNMissle_A3DS.NBNMissle_A3DS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED SNOW Model = NBNMissle_A3DS Animation = NBNMissle_A3DS.NBNMissle_A3DS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A2ES Animation = NBNMissle_A2ES.NBNMissle_A2ES AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A2ES Animation = NBNMissle_A2ES.NBNMissle_A2ES AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A3ES Animation = NBNMissle_A3ES.NBNMissle_A3ES AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW Model = NBNMissle_A3ES Animation = NBNMissle_A3ES.NBNMissle_A3ES AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ; night ConditionState = NIGHT SNOW Model = NBNMissle_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBNMissle_DNS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBNMissle_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBNMissle_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBNMissle_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT SNOW Model = NBNMissle_A2NS Animation = NBNMissle_A2NS.NBNMissle_A2NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT SNOW Model = NBNMissle_A2NS Animation = NBNMissle_A2NS.NBNMissle_A2NS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW Model = NBNMissle_A3NS Animation = NBNMissle_A3NS.NBNMissle_A3NS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING NIGHT SNOW Model = NBNMissle_A3NS Animation = NBNMissle_A3NS.NBNMissle_A3NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT SNOW Model = NBNMissle_A2DNS Animation = NBNMissle_A2DNS.NBNMissle_A2DNS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW Model = NBNMissle_A2DNS Animation = NBNMissle_A2DNS.NBNMissle_A2DNS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW Model = NBNMissle_A3DNS Animation = NBNMissle_A3DNS.NBNMissle_A3DNS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING DAMAGED NIGHT SNOW Model = NBNMissle_A3DNS Animation = NBNMissle_A3DNS.NBNMissle_A3DNS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A2ENS Animation = NBNMissle_A2ENS.NBNMissle_A2ENS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A2ENS Animation = NBNMissle_A2ENS.NBNMissle_A2ENS AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A3ENS Animation = NBNMissle_A3ENS.NBNMissle_A3ENS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBNMissle_A3ENS Animation = NBNMissle_A3ENS.NBNMissle_A3ENSS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4 Animation = NBNMissle_A4.NBNMissle_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4N Animation = NBNMissle_A4N.NBNMissle_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4S Animation = NBNMissle_A4S.NBNMissle_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A4SN Animation = NBNMissle_A4SN.NBNMissle_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBNMissle_A4 Animation = NBNMissle_A4.NBNMissle_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBNMissle_A4N Animation = NBNMissle_A4N.NBNMissle_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBNMissle_A4S Animation = NBNMissle_A4S.NBNMissle_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBNMissle_A4SN Animation = NBNMissle_A4SN.NBNMissle_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBNMissle_A4 Animation = NBNMissle_A4.NBNMissle_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBNMissle_A4N Animation = NBNMissle_A4N.NBNMissle_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBNMissle_A4S Animation = NBNMissle_A4S.NBNMissle_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBNMissle_A4SN Animation = NBNMissle_A4SN.NBNMissle_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBNMissle_A6 Animation = NBNMissle_A6.NBNMissle_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBNMissle_A6N Animation = NBNMissle_A6N.NBNMissle_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBNMissle_A6S Animation = NBNMissle_A6S.NBNMissle_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBNMissle_A6SN Animation = NBNMissle_A6SN.NBNMissle_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBNMissle_A6 Animation = NBNMissle_A6.NBNMissle_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBNMissle_A6N Animation = NBNMissle_A6N.NBNMissle_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBNMissle_A6S Animation = NBNMissle_A6S.NBNMissle_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBNMissle_A6SN Animation = NBNMissle_A6SN.NBNMissle_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBNMissle_A6 Animation = NBNMissle_A6.NBNMissle_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBNMissle_A6N Animation = NBNMissle_A6N.NBNMissle_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBNMissle_A6S Animation = NBNMissle_A6S.NBNMissle_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBNMissle_A6SN Animation = NBNMissle_A6SN.NBNMissle_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5 Animation = NBNMissle_A5.NBNMissle_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5N Animation = NBNMissle_A5N.NBNMissle_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5S Animation = NBNMissle_A5S.NBNMissle_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_A5SN Animation = NBNMissle_A5SN.NBNMissle_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBNMissle_AB Animation = NBNMissle_AB.NBNMissle_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBNMissle_ABN Animation = NBNMissle_ABN.NBNMissle_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBNMissle_ABS Animation = NBNMissle_ABS.NBNMissle_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBNMissle_ABSN Animation = NBNMissle_ABSN.NBNMissle_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBNMissle_AB Animation = NBNMissle_AB.NBNMissle_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBNMissle_ABN Animation = NBNMissle_ABN.NBNMissle_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBNMissle_ABS Animation = NBNMissle_ABS.NBNMissle_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBNMissle_ABSN Animation = NBNMissle_ABSN.NBNMissle_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Blinking lights Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBNMissle_AC Animation = NONE End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle_AC Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End ConditionState = DOOR_1_OPENING Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = DOOR_1_WAITING_OPEN Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_FIRST ;WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING Model = NBNMissle_AC Animation = NBNMissle_AC.NBNMissle_AC AnimationMode = LOOP Flags = START_FRAME_FIRST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:NuclearMissile Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaPropagandaCenter End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! CommandSet = ChinaNuclearMissileCommandSet ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 400 400 400 400 ; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = NuclearMissileSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON Body = StructureBody ModuleTag_06 MaxHealth = 4000.0 InitialHealth = 4000.0 ; 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 = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponNeutronMissile OCL = SUPERWEAPON_NeutronMissile End Behavior = SpecialPowerCreate ModuleTag_08 ;nothing End Behavior = MissileLauncherBuildingUpdate ModuleTag_09 SpecialPowerTemplate = SuperweaponNeutronMissile DoorOpenTime = 8000 DoorWaitOpenTime = 2000 DoorCloseTime = 8000 ; FXLists to play at transitions: DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen ;DoorOpenFX = FX_ABPowerPlantExplode DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch ;DoorClosingFX = FX_ABPowerPlantExplode ;DoorClosedFX = FX_ABPowerPlantExplode ; looping sound to play while open: DoorOpenIdleAudio = BuildingNeutronMissileHiss End Behavior = ProductionUpdate ModuleTag_10 DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED End Behavior = DestroyDie ModuleTag_11 ;Nothing End Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End Behavior = GenerateMinefieldBehavior ModuleTag_13 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_15 ;-------------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 = CreateObjectDie ModuleTag_20 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_21 ExemptStatus = UNDER_CONSTRUCTION DeathFX = FX_NukeGLA End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaNuclearMissileCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 55.0 GeometryHeight = 64.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaSpeakerTower ; *** ART Parameters *** SelectPortrait = SNPropSpeaker_L ButtonImage = SNPropSpeaker UpgradeCameo1 = Upgrade_ChinaSubliminalMessaging Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBPTower Animation = NBPTower.NBPTower AnimationMode = LOOP End ConditionState = DAMAGED Model = NBPTower_D Animation = NBPTower_D.NBPTower_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE Model = NBPTower_E Animation = NBPTower_E.NBPTower_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; day Snow ConditionState = SNOW Model = NBPTower_S Animation = NBPTower_S.NBPTower_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBPTower_DS Animation = NBPTower_DS.NBPTower_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBPTower_ES Animation = NBPTower_ES.NBPTower_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 SmolderingFire ParticleSysBone = Flame01 SmolderingFlameCore ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT Model = NBPTower_N Animation = NBPTower_N.NBPTower_N AnimationMode = LOOP End ConditionState = NIGHT DAMAGED Model = NBPTower_DN Animation = NBPTower_DN.NBPTower_DN AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = NBPTower_EN Animation = NBPTower_EN.NBPTower_EN AnimationMode = LOOP End ;Snow Night ConditionState = NIGHT SNOW Model = NBPTower_NS Animation = NBPTower_NS.NBPTower_NS AnimationMode = LOOP End ConditionState = NIGHT SNOW DAMAGED Model = NBPTower_DNS Animation = NBPTower_DNS.NBPTower_DNS AnimationMode = LOOP End ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE Model = NBPTower_ENS Animation = NBPTower_ENS.NBPTower_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower Animation = NBPTower.NBPTower AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBPTower_D Animation = NBPTower_D.NBPTower_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBPTower_E Animation = NBPTower_E.NBPTower_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBPTower_N Animation = NBPTower_N.NBPTower_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBPTower_DN Animation = NBPTower_DN.NBPTower_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBPTower_EN Animation = NBPTower_EN.NBPTower_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBPTower_S Animation = NBPTower_S.NBPTower_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBPTower_DS Animation = NBPTower_DS.NBPTower_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBPTower_ES Animation = NBPTower_ES.NBPTower_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBPTower_NS Animation = NBPTower_NS.NBPTower_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBPTower_DNS Animation = NBPTower_DNS.NBPTower_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBPTower_ENS Animation = NBPTower_ENS.NBPTower_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4 Animation = NBPTower_A4.NBPTower_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4N Animation = NBPTower_A4N.NBPTower_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4S Animation = NBPTower_A4S.NBPTower_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A4SN Animation = NBPTower_A4SN.NBPTower_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPTower_A4 Animation = NBPTower_A4.NBPTower_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPTower_A4N Animation = NBPTower_A4N.NBPTower_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPTower_A4S Animation = NBPTower_A4S.NBPTower_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPTower_A4SN Animation = NBPTower_A4SN.NBPTower_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPTower_A4 Animation = NBPTower_A4.NBPTower_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPTower_A4N Animation = NBPTower_A4N.NBPTower_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPTower_A4S Animation = NBPTower_A4S.NBPTower_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPTower_A4SN Animation = NBPTower_A4SN.NBPTower_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBPTower_A6 Animation = NBPTower_A6.NBPTower_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBPTower_A6N Animation = NBPTower_A6N.NBPTower_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBPTower_A6S Animation = NBPTower_A6S.NBPTower_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBPTower_A6SN Animation = NBPTower_A6SN.NBPTower_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPTower_A6 Animation = NBPTower_A6.NBPTower_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPTower_A6N Animation = NBPTower_A6N.NBPTower_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPTower_A6S Animation = NBPTower_A6S.NBPTower_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPTower_A6SN Animation = NBPTower_A6SN.NBPTower_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPTower_A6 Animation = NBPTower_A6.NBPTower_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPTower_A6N Animation = NBPTower_A6N.NBPTower_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPTower_A6S Animation = NBPTower_A6S.NBPTower_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPTower_A6SN Animation = NBPTower_A6SN.NBPTower_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5 Animation = NBPTower_A5.NBPTower_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5N Animation = NBPTower_A5N.NBPTower_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5S Animation = NBPTower_A5S.NBPTower_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPTower_A5SN Animation = NBPTower_A5SN.NBPTower_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPTower_AB Animation = NBPTower_AB.NBPTower_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPTower_ABN Animation = NBPTower_ABN.NBPTower_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPTower_ABS Animation = NBPTower_ABS.NBPTower_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPTower_ABSN Animation = NBPTower_ABSN.NBPTower_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPTower_AB Animation = NBPTower_AB.NBPTower_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPTower_ABN Animation = NBPTower_ABN.NBPTower_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPTower_ABS Animation = NBPTower_ABS.NBPTower_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPTower_ABSN Animation = NBPTower_ABSN.NBPTower_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SpeakerTower Side = China EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = -1 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Prerequisites Object = ChinaPropagandaCenter End CommandSet = ChinaSpeakerTowerCommandSet ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SpeakerTowerSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_05 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 = 500 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PropagandaTowerBehavior ModuleTag_06 Radius = 150.0 DelayBetweenUpdates = 2000 ; in milliseconds HealPercentEachSecond = 2% ; get this % of max health every second PulseFX = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates UpgradeRequired = Upgrade_ChinaSubliminalMessaging UpgradedHealPercentEachSecond = 4% ; get this % of max health every second UpgradedPulseFX = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates End Behavior = DestroyDie ModuleTag_07 ; End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureTinyDeath End Behavior = ProductionUpdate ModuleTag_10 ; But is required if we have any Object-level Upgrades! End Behavior = GenerateMinefieldBehavior ModuleTag_11 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_13 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaSpeakerTowerCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 6.0 GeometryHeight = 51.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;GLA Demo Trap Object GLADemoTrap ; *** ART Parameters *** SelectPortrait = SSHideBomb ButtonImage = SSHideBomb Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = EXHideBomb End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = EXHideBomb Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = EXHideBomb Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = EXHideBomb Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:DemoTrap Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAArmsDealer End BuildCost = 400 BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150.0 ; Shroud clearing distance ExperienceValue = 50 50 50 50 ; Experience point value at each level WeaponSet ;The weapon set is used to determine detonation mode Conditions = None Weapon = PRIMARY DummyWeapon ;Used for mode matching only (when to detonate) Weapon = SECONDARY DummyWeapon ;Used for mode matching only (when to detonate) Weapon = TERTIARY DummyWeapon ;Used for mode matching only (when to detonate) AutoChooseSources = PRIMARY NONE AutoChooseSources = SECONDARY NONE AutoChooseSources = TERTIARY NONE End ArmorSet Conditions = None Armor = StructureArmor DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent End CommandSet = = GLADemoTrapCommandSet ; *** AUDIO Parameters *** VoiceSelect = UndergroundGeneratorSelect SoundOnDamaged = NoSound SoundOnReallyDamaged = NoSound UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE DEMOTRAP Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = StealthUpdate ModuleTag_03 StealthDelay = 0 ; msec StealthForbiddenConditions = NONE FriendlyOpacityMin = 100.0% OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = DemoTrapUpdate ModuleTag_04 DefaultProximityMode = Yes ;If yes, defaults to proximity mode, otherwise defaults to manual. DetonationWeaponSlot = PRIMARY ;The slot the weapon is in when it detonates. ProximityModeWeaponSlot = SECONDARY ;The slot proximity mode is determined by (bogus weapon) ManualModeWeaponSlot = TERTIARY ;The slot manual mode is determined by (bogus weapon) TriggerDetonationRange = 40.0 ;Detonation range when in proximity mode (and must be on ground) IgnoreTargetTypes = PROJECTILE UNATTACKABLE AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech ; DetonationWeapon = DemoTrapDetonationWeapon DetonateWhenKilled = Yes End Behavior = SlowDeathBehavior ModuleTag_05 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 1000 FX = INITIAL FX_GLADemoTrapWarning Weapon = FINAL DemoTrapDetonationWeapon End Behavior = FlammableUpdate ModuleTag_07 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = InstantDeathBehavior ModuleTag_08 ; if we are under construction, use this death instead RequiredStatus = UNDER_CONSTRUCTION ; no effect End BuildCompletion = PLACED_BY_PLAYER Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 4.0 GeometryHeight = 9 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleDemoTrap GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End ;Remove comments for this section and replace the model entries for the ;pristine, and damage/reallydamaged rubble around the GLA hole below ; Draw = W3DModelDraw ; OkToChangeModelColor = Yes ; ConditionState = NONE ; Model = UBSupply_R ; End ; ConditionState = DAMAGED REALLYDAMAGED ; Model = UBSupply_R ; End ; End End ; ----------------------------------------------------------------------------- Object GLAPowerPlantWindmillBlade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBPwrPlant_D1 End End ; ***DESIGN parameters *** ; DisplayName = OBJECT:RocketBuggyDebris EditorSorting = DEBRIS KindOf = IMMOBILE Side = GLA ; *** AUDIO Parameters *** ; *** ENGINEERING Parameters *** ; RadarPriority = UNIT ; KindOf = PRELOAD CAN_CAST_REFLECTIONS Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_03 Mass = 50 AllowBouncing = Yes End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 10000 ; min lifetime in msec MaxLifetime = 15000 ; max lifetime in msec End Behavior = SlowDeathBehavior ModuleTag_05 SinkDelay = 1000 SinkRate = 1 ; in Dist/Sec DestructionDelay = 2000 End Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 GeometryHeight = 7.5 GeometryIsSmall = Yes End ; ----------------------------------------------------------------------------- Object GLATunnelNetwork ; *** ART Parameters *** SelectPortrait = SUTunnel_L ButtonImage = SUTunnel UpgradeCameo1 = Upgrade_GLACamoNetting ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UBUndTunn Turret = Turret01 WeaponFireFXBone = PRIMARY BarrelMS WeaponMuzzleFlash = PRIMARY BarrelFX End ConditionState = DAMAGED Model = UBUndTunn_D End ConditionState = REALLYDAMAGED RUBBLE Model = UBUndTunn_E ParticleSysBone = Steam01 SteamVent End ConditionState = SNOW Model = UBUndTunn_S End ConditionState = DAMAGED SNOW Model = UBUndTunn_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBUndTunn_ES ParticleSysBone = Steam01 SteamVent End ConditionState = NIGHT Model = UBUndTunn_N End ConditionState = DAMAGED NIGHT Model = UBUndTunn_DN End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBUndTunn_EN ParticleSysBone = Steam01 SteamVent End ConditionState = SNOW NIGHT Model = UBUndTunn_NS End ConditionState = DAMAGED SNOW NIGHT Model = UBUndTunn_DNS End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = UBUndTunn_ENS ParticleSysBone = Steam01 SteamVent End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBUndTunn_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBUndTunn_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBUndTunn_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBUndTunn_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBUndTunn_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBUndTunn_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBUndTunn_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBUndTunn_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBUndTunn_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBUndTunn_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBUndTunn_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4 Animation = UBUndTunn_A4.UBUndTunn_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4N Animation = UBUndTunn_A4N.UBUndTunn_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4S Animation = UBUndTunn_A4S.UBUndTunn_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4SN Animation = UBUndTunn_A4SN.UBUndTunn_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBUndTunn_A4 Animation = UBUndTunn_A4.UBUndTunn_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBUndTunn_A4N Animation = UBUndTunn_A4N.UBUndTunn_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBUndTunn_A4S Animation = UBUndTunn_A4S.UBUndTunn_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBUndTunn_A4SN Animation = UBUndTunn_A4SN.UBUndTunn_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBUndTunn_A4 Animation = UBUndTunn_A4.UBUndTunn_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBUndTunn_A4N Animation = UBUndTunn_A4N.UBUndTunn_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBUndTunn_A4S Animation = UBUndTunn_A4S.UBUndTunn_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBUndTunn_A4SN Animation = UBUndTunn_A4SN.UBUndTunn_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBUndTunn_A6 Animation = UBUndTunn_A6.UBUndTunn_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBUndTunn_A6N Animation = UBUndTunn_A6N.UBUndTunn_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBUndTunn_A6S Animation = UBUndTunn_A6S.UBUndTunn_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBUndTunn_A6SN Animation = UBUndTunn_A6SN.UBUndTunn_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBUndTunn_A6 Animation = UBUndTunn_A6.UBUndTunn_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBUndTunn_A6N Animation = UBUndTunn_A6N.UBUndTunn_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBUndTunn_A6S Animation = UBUndTunn_A6S.UBUndTunn_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBUndTunn_A6SN Animation = UBUndTunn_A6SN.UBUndTunn_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBUndTunn_A6 Animation = UBUndTunn_A6.UBUndTunn_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBUndTunn_A6N Animation = UBUndTunn_A6N.UBUndTunn_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBUndTunn_A6S Animation = UBUndTunn_A6S.UBUndTunn_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBUndTunn_A6SN Animation = UBUndTunn_A6SN.UBUndTunn_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:TunnelNetwork Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 800 RefundValue = 100 ; With nothing (or zero) listed, we sell for half price. BuildTime = 15.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End WeaponSet Conditions = None Weapon = PRIMARY TunnelNetworkGun End CommandSet = GLATunnelNetworkCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy SoundEnter = GarrisonEnter SoundExit = GarrisonExit UnitSpecificSounds UnderConstruction = UnderConstructionLoop TurretMoveLoop = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 150 ;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 = AIUpdateInterface ModuleTag_16 Turret TurretTurnRate = 180 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon End Behavior = TunnelContain ModuleTag_05 TimeForFullHeal = 5000 ;(in milliseconds) End ;Kris: Removed this module from because units exiting the container would extract information ;from the wrong exit interface. And we don't appear to need it for the spawns because they ;use OpenContain instead. ;Behavior = DefaultProductionExitUpdate ModuleTag_06 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 ;End Behavior = SpawnBehavior ModuleTag_07 SpawnNumber = 2 SpawnReplaceDelay = 9999 SpawnTemplateName = GLAInfantryTunnelDefender OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End Behavior = RebuildHoleExposeDie ModuleTag_09 HoleName = GLAHoleTunnelNetwork HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_ABTunnelNetworkDebris End Behavior = FXListDie ModuleTag_12 DeathFX = FX_StructureSmallDeath End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StealthUpdate ModuleTag_17 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE MoveThresholdSpeed = 3 InnateStealth = No ;Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_GLACamoNetting End Behavior = ProductionUpdate ModuleTag_19 End Behavior = TransitionDamageFX ModuleTag_20 ;-------------DESIGNED FOR SMALL 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 Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleTunnelNetwork GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBUndTunn_R End ConditionState = DAMAGED REALLYDAMAGED Model = UBUndTunn_R End End End ;------------------------------------------------------------------------------ ;GLA Tunnel Network copy, without the spawn module Object GLATunnelNetworkNoSpawn ; *** ART Parameters *** SelectPortrait = SUTunnel_L ButtonImage = SUTunnel Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = UBUndTunn Turret = Turret01 WeaponFireFXBone = PRIMARY BarrelMS WeaponMuzzleFlash = PRIMARY BarrelFX End ConditionState = DAMAGED Model = UBUndTunn_D End ConditionState = REALLYDAMAGED RUBBLE Model = UBUndTunn_E ParticleSysBone = Steam01 SteamVent End ConditionState = SNOW Model = UBUndTunn_S End ConditionState = DAMAGED SNOW Model = UBUndTunn_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBUndTunn_ES ParticleSysBone = Steam01 SteamVent End ConditionState = NIGHT Model = UBUndTunn_N End ConditionState = DAMAGED NIGHT Model = UBUndTunn_DN End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBUndTunn_EN ParticleSysBone = Steam01 SteamVent End ConditionState = SNOW NIGHT Model = UBUndTunn_NS End ConditionState = DAMAGED SNOW NIGHT Model = UBUndTunn_DNS End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = UBUndTunn_ENS ParticleSysBone = Steam01 SteamVent End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBUndTunn_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBUndTunn_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBUndTunn_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBUndTunn_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBUndTunn_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBUndTunn_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBUndTunn_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBUndTunn_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBUndTunn_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBUndTunn_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBUndTunn_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4 Animation = UBUndTunn_A4.UBUndTunn_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4N Animation = UBUndTunn_A4N.UBUndTunn_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4S Animation = UBUndTunn_A4S.UBUndTunn_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A4SN Animation = UBUndTunn_A4SN.UBUndTunn_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBUndTunn_A4 Animation = UBUndTunn_A4.UBUndTunn_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBUndTunn_A4N Animation = UBUndTunn_A4N.UBUndTunn_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBUndTunn_A4S Animation = UBUndTunn_A4S.UBUndTunn_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBUndTunn_A4SN Animation = UBUndTunn_A4SN.UBUndTunn_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBUndTunn_A4 Animation = UBUndTunn_A4.UBUndTunn_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBUndTunn_A4N Animation = UBUndTunn_A4N.UBUndTunn_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBUndTunn_A4S Animation = UBUndTunn_A4S.UBUndTunn_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBUndTunn_A4SN Animation = UBUndTunn_A4SN.UBUndTunn_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A6 Animation = UBUndTunn_A6.UBUndTunn_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A6N Animation = UBUndTunn_A6N.UBUndTunn_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A6S Animation = UBUndTunn_A6S.UBUndTunn_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBUndTunn_A6SN Animation = UBUndTunn_A6SN.UBUndTunn_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBUndTunn_A6 Animation = UBUndTunn_A6.UBUndTunn_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBUndTunn_A6N Animation = UBUndTunn_A6N.UBUndTunn_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBUndTunn_A6S Animation = UBUndTunn_A6S.UBUndTunn_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBUndTunn_A6SN Animation = UBUndTunn_A6SN.UBUndTunn_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBUndTunn_A6 Animation = UBUndTunn_A6.UBUndTunn_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBUndTunn_A6N Animation = UBUndTunn_A6N.UBUndTunn_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBUndTunn_A6S Animation = UBUndTunn_A6S.UBUndTunn_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBUndTunn_A6SN Animation = UBUndTunn_A6SN.UBUndTunn_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:TunnelNetwork Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 800 BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End WeaponSet Conditions = None Weapon = PRIMARY TunnelNetworkGun End CommandSet = GLATunnelNetworkCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy SoundEnter = GarrisonEnter SoundExit = GarrisonExit UnitSpecificSounds UnderConstruction = UnderConstructionLoop TurretMoveLoop = NoSound End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 150 ;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 = AIUpdateInterface ModuleTag_16 Turret TurretTurnRate = 180 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon End Behavior = TunnelContain ModuleTag_05 TimeForFullHeal = 5000 ;(in milliseconds) End ; The lack of these two modules is what makes this Single player version different from the normal one ; Behavior = DefaultProductionExitUpdate ModuleTag_06 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML ; End ; ; Behavior = SpawnBehavior ModuleTag_07 ; SpawnNumber = 2 ; SpawnReplaceDelay = 9999 ; SpawnTemplateName = GLAInfantryTunnelDefender ; OneShot = Yes ; CanReclaimOrphans = No ; SlavesHaveFreeWill = Yes ; End Behavior = RebuildHoleExposeDie ModuleTag_09 HoleName = GLAHoleTunnelNetwork HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_ABTunnelNetworkDebris End Behavior = FXListDie ModuleTag_12 DeathFX = FX_StructureSmallDeath End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL 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 Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleTunnelNetworkNoSpawn GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBUndTunn_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED Model = UBUndTunn_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke End End End ;------------------------------------------------------------------------------ Object GLAStingerSite ; *** ART Parameters *** SelectPortrait = SUStinger_L ButtonImage = SUStinger UpgradeCameo1 = Upgrade_GLAAPRockets UpgradeCameo2 = Upgrade_GLACamoNetting ;UpgradeCameo2 = NONE ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ************************************ ConditionState = NONE Model = UBStingerS End ConditionState = DAMAGED Model = UBStingerS_D End ConditionState = REALLYDAMAGED RUBBLE Model = UBStingerS_E End ; day snow ************************************ ConditionState = SNOW Model = UBStingerS_S End ConditionState = DAMAGED SNOW Model = UBStingerS_DS End ConditionState = REALLYDAMAGED SNOW RUBBLE Model = UBStingerS_ES End ; night ********************************** ConditionState = NIGHT Model = UBStingerS_N End ConditionState = DAMAGED NIGHT Model = UBStingerS_DN End ConditionState = REALLYDAMAGED NIGHT RUBBLE Model = UBStingerS_EN End ; night snow ********************************** ConditionState = NIGHT SNOW Model = UBStingerS_NS End ConditionState = DAMAGED NIGHT SNOW Model = UBStingerS_DNS End ConditionState = REALLYDAMAGED NIGHT SNOW RUBBLE Model = UBStingerS_ENS End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS ; Animation = UBStingerS.UBStingerS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBStingerS_D ; Animation = UBStingerS_D.UBStingerS_D ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBStingerS_E ; Animation = UBStingerS_E.UBStingerS_E ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBStingerS_N ; Animation = UBStingerS_N.UBStingerS_N ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBStingerS_DN ; Animation = UBStingerS_DN.UBStingerS_DN ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBStingerS_EN ; Animation = UBStingerS_EN.UBStingerS_EN ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBStingerS_S ; Animation = UBStingerS_S.UBStingerS_S ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBStingerS_DS ; Animation = UBStingerS_DS.UBStingerS_DS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBStingerS_ES ; Animation = UBStingerS_ES.UBStingerS_ES ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBStingerS_NS ; Animation = UBStingerS_NS.UBStingerS_NS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBStingerS_DNS ; Animation = UBStingerS_DNS.UBStingerS_DNS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBStingerS_ENS ; Animation = UBStingerS_ENS.UBStingerS_ENS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4 Animation = UBStingerS_A4.UBStingerS_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4N Animation = UBStingerS_A4N.UBStingerS_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4S Animation = UBStingerS_A4S.UBStingerS_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4SN Animation = UBStingerS_A4SN.UBStingerS_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBStingerS_A4 Animation = UBStingerS_A4.UBStingerS_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBStingerS_A4N Animation = UBStingerS_A4N.UBStingerS_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBStingerS_A4S Animation = UBStingerS_A4S.UBStingerS_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBStingerS_A4SN Animation = UBStingerS_A4SN.UBStingerS_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBStingerS_A4 Animation = UBStingerS_A4.UBStingerS_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBStingerS_A4N Animation = UBStingerS_A4N.UBStingerS_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBStingerS_A4S Animation = UBStingerS_A4S.UBStingerS_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBStingerS_A4SN Animation = UBStingerS_A4SN.UBStingerS_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBStingerS_A6 Animation = UBStingerS_A6.UBStingerS_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBStingerS_A6N Animation = UBStingerS_A6N.UBStingerS_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBStingerS_A6S Animation = UBStingerS_A6S.UBStingerS_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBStingerS_A6SN Animation = UBStingerS_A6SN.UBStingerS_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBStingerS_A6 Animation = UBStingerS_A6.UBStingerS_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBStingerS_A6N Animation = UBStingerS_A6N.UBStingerS_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBStingerS_A6S Animation = UBStingerS_A6S.UBStingerS_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBStingerS_A6SN Animation = UBStingerS_A6SN.UBStingerS_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBStingerS_A6 Animation = UBStingerS_A6.UBStingerS_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBStingerS_A6N Animation = UBStingerS_A6N.UBStingerS_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBStingerS_A6S Animation = UBStingerS_A6S.UBStingerS_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBStingerS_A6SN Animation = UBStingerS_A6SN.UBStingerS_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:StingerSite Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 900 BuildTime = 15.0 ; in seconds EnergyProduction = -2 VisionRange = 600.0 ; Shroud clearing distance ShroudClearingRange = 400 ArmorSet Conditions = None Armor = StingerSiteArmor DamageFX = StructureDamageFXNoShake End CommandSet = GLAStingerSiteCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = StingerSiteSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE POWERED Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! MaxHealth = 1000.0 InitialHealth = 1000.0 ;**Careful with these damage types -- because area damage types will already ;**damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER +MICROWAVE SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 SpawnPointBoneName = SpawnPoint End Behavior = SpawnBehavior ModuleTag_06 SpawnNumber = 3 SpawnReplaceDelay = 30000 ;msec SpawnTemplateName = GLAInfantryStingerSoldier CanReclaimOrphans = No SpawnedRequireSpawner = Yes SlavesHaveFreeWill = No End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleStingerSite HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_09 ; End Behavior = CreateObjectDie ModuleTag_10 CreationList = OCL_ABStingerSiteDebris End Behavior = FXListDie ModuleTag_11 DeathFX = FX_StructureSmallDeath End Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 DeathWeapon = StingerSiteDeathConcussion StartsActive = Yes End Behavior = StealthUpdate ModuleTag_13 StealthDelay = 2500 ; msec StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE MoveThresholdSpeed = 3 InnateStealth = No ;Requires upgrade first OrderIdleEnemiesToAttackMeUponReveal = Yes End Behavior = StealthUpgrade ModuleTag_14 TriggeredBy = Upgrade_GLACamoNetting End Behavior = ProductionUpdate ModuleTag_15 End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL 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 Geometry = CYLINDER GeometryMajorRadius = 36.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleStingerSite GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBStingerS_R End ConditionState = DAMAGED REALLYDAMAGED Model = UBStingerS_R End End End ;------------------------------------------------------------------------------ Object GLAPalace ; *** ART Parameters *** SelectPortrait = SUPalace_L ButtonImage = SUPalace UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBPalace ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace.UBPalace AnimationMode = LOOP End ConditionState = DAMAGED Model = UBPalace_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_D.UBPalace_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBPalace_E ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED Model = UBPalace_G ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_G.UBPalace_G AnimationMode = LOOP End ConditionState = USER_1 Model = UBPalaceEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG.UBPalaceEG AnimationMode = LOOP End ConditionState = USER_1 GARRISONED Model = UBPalaceEGX ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX.UBPalaceEGX AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBPalace_DG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DG.UBPalace_DG AnimationMode = LOOP End ConditionState = DAMAGED USER_1 Model = UBPalaceEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_D.UBPalaceEG_D AnimationMode = LOOP End ConditionState = DAMAGED USER_1 GARRISONED Model = UBPalaceEGX_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_D.UBPalaceEGX_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBPalace_EG ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 Model = UBPalaceEG_E ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 GARRISONED Model = UBPalaceEGX_E ParticleSysBone = Smoke01 SmolderingSmoke End ; day snow ConditionState = SNOW Model = UBPalace_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_S.UBPalace_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBPalace_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DS.UBPalace_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBPalace_ES ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED SNOW Model = UBPalace_SG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_SG.UBPalace_SG AnimationMode = LOOP End ConditionState = USER_1 SNOW Model = UBPalaceEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_S.UBPalaceEG_S AnimationMode = LOOP End ConditionState = USER_1 SNOW GARRISONED Model = UBPalaceEGX_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_S.UBPalaceEGX_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBPalace_DSG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DSG.UBPalace_DSG AnimationMode = LOOP End ConditionState = DAMAGED USER_1 SNOW Model = UBPalaceEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_DS.UBPalaceEG_DS AnimationMode = LOOP End ConditionState = DAMAGED USER_1 SNOW GARRISONED Model = UBPalaceEGX_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_DSG.UBPalaceEGX_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBPalace_ESG ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 SNOW Model = UBPalaceEG_ES ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 GARRISONED SNOW Model = UBPalaceEGX_ES ParticleSysBone = Smoke01 SmolderingSmoke End ; night ConditionState = NIGHT Model = UBPalace_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_N.UBPalace_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBPalace_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DN.UBPalace_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBPalace_EN ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED NIGHT Model = UBPalace_NG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_NG.UBPalace_NG AnimationMode = LOOP End ConditionState = USER_1 NIGHT Model = UBPalaceEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_N.UBPalaceEG_N AnimationMode = LOOP End ; commented out until we get the right state (garrison + elite guard) ConditionState = USER_1 NIGHT GARRISONED Model = UBPalaceEGX_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_N.UBPalaceEGX_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBPalace_DGN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DGN.UBPalace_DGN AnimationMode = LOOP End ConditionState = DAMAGED USER_1 NIGHT Model = UBPalaceEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_DN.UBPalaceEG_DN AnimationMode = LOOP End ConditionState = DAMAGED USER_1 NIGHT GARRISONED Model = UBPalaceEGX_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_DN.UBPalaceEGX_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBPalace_ENG ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 NIGHT Model = UBPalaceEG_EN ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 NIGHT GARRISONED Model = UBPalaceEGX_EN ParticleSysBone = Smoke01 SmolderingSmoke End ; night snow ConditionState = SNOW NIGHT Model = UBPalace_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_NS.UBPalace_NS AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = UBPalace_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DNS.UBPalace_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = UBPalace_ENS ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED SNOW NIGHT Model = UBPalace_GNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_GNS.UBPalace_GNS AnimationMode = LOOP End ConditionState = USER_1 SNOW NIGHT Model = UBPalaceEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_NS.UBPalaceEG_NS AnimationMode = LOOP End ConditionState = USER_1 SNOW NIGHT GARRISONED Model = UBPalaceEGX_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_NS.UBPalaceEGX_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW NIGHT Model = UBPalace_DGNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalace_DGNS.UBPalace_DGNS AnimationMode = LOOP End ConditionState = DAMAGED USER_1 SNOW NIGHT Model = UBPalaceEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEG_DNS.UBPalaceEG_DNS AnimationMode = LOOP End ConditionState = DAMAGED USER_1 SNOW NIGHT GARRISONED Model = UBPalaceEGX_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBPalaceEGX_DNS.UBPalaceEGX_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT Model = UBPalace_ENSG ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT Model = UBPalaceEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED USER_1 SNOW NIGHT GARRISONED Model = UBPalaceEGX_ENS ParticleSysBone = Smoke01 SmolderingSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPalace Animation = UBPalace.UBPalace AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBPalace_D Animation = UBPalace_D.UBPalace_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBPalace_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBPalace_N Animation = UBPalace_N.UBPalace_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBPalace_DN Animation = UBPalace_DN.UBPalace_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBPalace_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBPalace_S Animation = UBPalace_S.UBPalace_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBPalace_DS Animation = UBPalace_DS.UBPalace_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBPalace_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBPalace_NS Animation = UBPalace_NS.UBPalace_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBPalace_DNS Animation = UBPalace_DNS.UBPalace_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBPalace_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 AliasConditionState = SOLD USER_1 AliasConditionState = SOLD DAMAGED USER_1 AliasConditionState = SOLD REALLYDAMAGED USER_1 AliasConditionState = SOLD NIGHT USER_1 AliasConditionState = SOLD NIGHT DAMAGED USER_1 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 AliasConditionState = SOLD SNOW USER_1 AliasConditionState = SOLD SNOW DAMAGED USER_1 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 AliasConditionState = SOLD NIGHT SNOW USER_1 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD USER_1 AliasConditionState = GARRISONED SOLD DAMAGED USER_1 AliasConditionState = GARRISONED SOLD REALLYDAMAGED USER_1 AliasConditionState = GARRISONED SOLD NIGHT USER_1 AliasConditionState = GARRISONED SOLD NIGHT DAMAGED USER_1 AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED USER_1 AliasConditionState = GARRISONED SOLD SNOW USER_1 AliasConditionState = GARRISONED SOLD SNOW DAMAGED USER_1 AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED USER_1 AliasConditionState = GARRISONED SOLD NIGHT SNOW USER_1 AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED USER_1 AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED USER_1 ;************************************************************************************************************************** End PlacementViewAngle = -45 ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPalace_A4 Animation = UBPalace_A4.UBPalace_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPalace_A4N Animation = UBPalace_A4N.UBPalace_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPalace_A4S Animation = UBPalace_A4S.UBPalace_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPalace_A4SN Animation = UBPalace_A4SN.UBPalace_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBPalace_A4 Animation = UBPalace_A4.UBPalace_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBPalace_A4N Animation = UBPalace_A4N.UBPalace_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBPalace_A4S Animation = UBPalace_A4S.UBPalace_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBPalace_A4SN Animation = UBPalace_A4SN.UBPalace_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBPalace_A4 Animation = UBPalace_A4.UBPalace_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBPalace_A4N Animation = UBPalace_A4N.UBPalace_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBPalace_A4S Animation = UBPalace_A4S.UBPalace_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBPalace_A4SN Animation = UBPalace_A4SN.UBPalace_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBPalace_A6 Animation = UBPalace_A6.UBPalace_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke ParticleSysBone = Smoke05 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBPalace_A6N Animation = UBPalace_A6N.UBPalace_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke ParticleSysBone = Smoke05 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBPalace_A6S Animation = UBPalace_A6S.UBPalace_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBPalace_A6SN Animation = UBPalace_A6SN.UBPalace_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBPalace_A6 Animation = UBPalace_A6.UBPalace_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBPalace_A6N Animation = UBPalace_A6N.UBPalace_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBPalace_A6S Animation = UBPalace_A6S.UBPalace_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBPalace_A6SN Animation = UBPalace_A6SN.UBPalace_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBPalace_A6 Animation = UBPalace_A6.UBPalace_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBPalace_A6N Animation = UBPalace_A6N.UBPalace_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBPalace_A6S Animation = UBPalace_A6S.UBPalace_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBPalace_A6SN Animation = UBPalace_A6SN.UBPalace_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Palace Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAArmsDealer End BuildCost = 2500 BuildTime = 45.0 ; in seconds EnergyProduction = -3 VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = GLAPalaceCommandSet ExperienceValue = 300 300 300 300 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = PalaceSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE FS_ADVANCED_TECH Body = StructureBody ModuleTag_04 MaxHealth = 3000.0 InitialHealth = 3000.0 ; 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 = 3200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = USER_1 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureMediumDeath End Behavior = GarrisonContain ModuleTag_10 ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = RebuildHoleExposeDie ModuleTag_06 HoleName = GLAHolePalace HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = TransitionDamageFX ModuleTag_12 ;-------------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 = 43.0 GeometryMinorRadius = 58.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHolePalace GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBPalace_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Flame01 FireBurningBarricade01 End ConditionState = DAMAGED REALLYDAMAGED Model = UBPalace_R ParticleSysBone = Smoke01 SmolderingSmoke End End End ;------------------------------------------------------------------------------ ;China Nuclear Reactor Object ChinaPowerPlant ; *** ART Parameters *** SelectPortrait = SNReactor_L ButtonImage = SNReactor ;day Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBPwrPlant ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED Model = NBPwrPlant_D ParticleSysBone = Smoke01 SteamLarge ParticleSysBone = Smoke02 SteamMedium ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 FireFactionLarge ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = NBPwrPlant_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksMedium ParticleSysBone = Spark03 SparksSmall ParticleSysBone = Spark04 LiveWireSparks End ; day overcharge ConditionState = POWER_PLANT_UPGRADED Model = NBPwrPlant ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = DAMAGED POWER_PLANT_UPGRADED Model = NBPwrPlant_D ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED Model = NBPwrPlant_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ; Snow-Day ConditionState = SNOW Model = NBPwrPlant_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED SNOW Model = NBPwrPlant_DS ParticleSysBone = Smoke01 SteamLarge ParticleSysBone = Smoke02 SteamMedium ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 FireFactionLarge ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBPwrPlant_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksMedium ParticleSysBone = Spark03 SparksSmall ParticleSysBone = Spark04 LiveWireSparks End ; day overcharge ConditionState = POWER_PLANT_UPGRADED SNOW Model = NBPwrPlant_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW Model = NBPwrPlant_DS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW Model = NBPwrPlant_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ;night snow ConditionState = NIGHT SNOW Model = NBPwrPlant_NS Animation = NBPwrPlant_NS.NBPwrPlant_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = NIGHT DAMAGED SNOW Model = NBPwrPlant_DNS Animation = NBPwrPlant_DNS.NBPwrPlant_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBPwrPlant_ENS Animation = NBPwrPlant_ENS.NBPwrPlant_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks ParticleSysBone = Spark03 LiveWireSparks ParticleSysBone = Spark04 LiveWireSparks End ; night overcharge ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW Model = NBPwrPlant_NS Animation = NBPwrPlant_NS.NBPwrPlant_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW Model = NBPwrPlant_DNS Animation = NBPwrPlant_DNS.NBPwrPlant_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW Model = NBPwrPlant_ENS Animation = NBPwrPlant_ENS.NBPwrPlant_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ;night ConditionState = NIGHT Model = NBPwrPlant_N Animation = NBPwrPlant_N.NBPwrPlant_N AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = NIGHT DAMAGED Model = NBPwrPlant_DN Animation = NBPwrPlant_DN.NBPwrPlant_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBPwrPlant_EN Animation = NBPwrPlant_EN.NBPwrPlant_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks ParticleSysBone = Spark03 LiveWireSparks ParticleSysBone = Spark04 LiveWireSparks End ; night overcharge ConditionState = NIGHT POWER_PLANT_UPGRADED Model = NBPwrPlant_N Animation = NBPwrPlant_N.NBPwrPlant_N AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksSmall ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = NIGHT DAMAGED POWER_PLANT_UPGRADED Model = NBPwrPlant_DN Animation = NBPwrPlant_DN.NBPwrPlant_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksMedium ParticleSysBone = Spark04 SparksMedium ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksSmall ParticleSysBone = Spark07 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED Model = NBPwrPlant_EN Animation = NBPwrPlant_EN.NBPwrPlant_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Spark01 SparksLarge ParticleSysBone = Spark02 SparksLarge ParticleSysBone = Spark03 SparksLarge ParticleSysBone = Spark04 SparksLarge ParticleSysBone = Spark05 SparksMedium ParticleSysBone = Spark06 SparksMedium ParticleSysBone = Spark07 SparksSmall End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBPwrPlant_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBPwrPlant_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBPwrPlant_N Animation = NBPwrPlant_N.NBPwrPlant_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBPwrPlant_DN Animation = NBPwrPlant_DN.NBPwrPlant_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBPwrPlant_EN Animation = NBPwrPlant_EN.NBPwrPlant_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBPwrPlant_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBPwrPlant_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBPwrPlant_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBPwrPlant_NS Animation = NBPwrPlant_NS.NBPwrPlant_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBPwrPlant_DNS Animation = NBPwrPlant_DNS.NBPwrPlant_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBPwrPlant_ENS Animation = NBPwrPlant_ENS.NBPwrPlant_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD POWER_PLANT_UPGRADED AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4 Animation = NBPwrPlant_A4.NBPwrPlant_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4N Animation = NBPwrPlant_A4N.NBPwrPlant_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4S Animation = NBPwrPlant_A4S.NBPwrPlant_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A4SN Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPwrPlant_A4 Animation = NBPwrPlant_A4.NBPwrPlant_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPwrPlant_A4N Animation = NBPwrPlant_A4N.NBPwrPlant_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPwrPlant_A4S Animation = NBPwrPlant_A4S.NBPwrPlant_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPwrPlant_A4SN Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPwrPlant_A4 Animation = NBPwrPlant_A4.NBPwrPlant_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPwrPlant_A4N Animation = NBPwrPlant_A4N.NBPwrPlant_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPwrPlant_A4S Animation = NBPwrPlant_A4S.NBPwrPlant_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPwrPlant_A4SN Animation = NBPwrPlant_A4SN.NBPwrPlant_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6 Animation = NBPwrPlant_A6.NBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6N Animation = NBPwrPlant_A6N.NBPwrPlant_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6S Animation = NBPwrPlant_A6S.NBPwrPlant_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBPwrPlant_A6SN Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPwrPlant_A6 Animation = NBPwrPlant_A6.NBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPwrPlant_A6N Animation = NBPwrPlant_A6N.NBPwrPlant_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPwrPlant_A6S Animation = NBPwrPlant_A6S.NBPwrPlant_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPwrPlant_A6SN Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPwrPlant_A6 Animation = NBPwrPlant_A6.NBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPwrPlant_A6N Animation = NBPwrPlant_A6N.NBPwrPlant_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPwrPlant_A6S Animation = NBPwrPlant_A6S.NBPwrPlant_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPwrPlant_A6SN Animation = NBPwrPlant_A6SN.NBPwrPlant_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5 Animation = NBPwrPlant_A5.NBPwrPlant_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5N Animation = NBPwrPlant_A5N.NBPwrPlant_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5S Animation = NBPwrPlant_A5S.NBPwrPlant_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPwrPlant_A5SN Animation = NBPwrPlant_A5SN.NBPwrPlant_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPwrPlant_AB Animation = NBPwrPlant_AB.NBPwrPlant_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPwrPlant_ABN Animation = NBPwrPlant_ABN.NBPwrPlant_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPwrPlant_ABS Animation = NBPwrPlant_ABS.NBPwrPlant_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPwrPlant_ABSN Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPwrPlant_AB Animation = NBPwrPlant_AB.NBPwrPlant_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPwrPlant_ABN Animation = NBPwrPlant_ABN.NBPwrPlant_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPwrPlant_ABS Animation = NBPwrPlant_ABS.NBPwrPlant_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPwrPlant_ABSN Animation = NBPwrPlant_ABSN.NBPwrPlant_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:NuclearReactor Side = China EditorSorting = STRUCTURE BuildCost = 1000 BuildTime = 10.0 ; in seconds EnergyProduction = 10 EnergyBonus = 5 ; for the overcharge bonus VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaPowerPlantCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = NuclearReactorSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_05 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = OverchargeBehavior ModuleTag_06 HealthPercentToDrainPerSecond = 3% ;% of max health to drain per second NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FireWeaponWhenDeadBehavior ModuleTag_09 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End Behavior = ProductionUpdate ModuleTag_10 ; nothing, but is required if we have any Object-level Upgrades! End Behavior = PowerPlantUpdate ModuleTag_11 RodsExtendTime = 1 End Behavior = GenerateMinefieldBehavior ModuleTag_12 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR SMALL 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 = FXListDie ModuleTag_16 DeathFX = FX_BuildingDie End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaPowerPlantCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 34.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaSupplyCenter ; *** ART Parameters *** SelectPortrait = SASupplyCntr_L ButtonImage = SASupplyCntr UpgradeCameo1 = Upgrade_AmericaSupplyLines Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ************************************** ConditionState = NONE Model = ABSupplyCT Animation = ABSupplyCT.ABSupplyCT AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = ABSupplyCT_D Animation = ABSupplyCT_D.ABSupplyCT_D AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = ABSupplyCT_E Animation = ABSupplyCT_E.ABSupplyCT_E AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ; day Snow ************************************** ConditionState = SNOW Model = ABSupplyCT_S Animation = ABSupplyCT_S.ABSupplyCT_S AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED SNOW Model = ABSupplyCT_DS Animation = ABSupplyCT_DS.ABSupplyCT_DS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABSupplyCT_ES Animation = ABSupplyCT_ES.ABSupplyCT_ES AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire ParticleSysBone = Smoke04 SmolderingFire ParticleSysBone = Smoke05 SmolderingFire ParticleSysBone = Smoke06 SmolderingFire End ; Night ************************************* ConditionState = NIGHT Model = ABSupplyCT_N Animation = ABSupplyCT_N.ABSupplyCT_N AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT Model = ABSupplyCT_DN Animation = ABSupplyCT_DN.ABSupplyCT_DN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABSupplyCT_EN Animation = ABSupplyCT_EN.ABSupplyCT_EN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; Night Snow************************************* ConditionState = NIGHT SNOW Model = ABSupplyCT_NS Animation = ABSupplyCT_NS.ABSupplyCT_NS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT SNOW Model = ABSupplyCT_DNS Animation = ABSupplyCT_DNS.ABSupplyCT_DNS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABSupplyCT_ENS Animation = ABSupplyCT_ENS.ABSupplyCT_ENS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT Animation = ABSupplyCT.ABSupplyCT AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABSupplyCT_D Animation = ABSupplyCT_D.ABSupplyCT_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABSupplyCT_E Animation = ABSupplyCT_E.ABSupplyCT_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABSupplyCT_N Animation = ABSupplyCT_N.ABSupplyCT_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABSupplyCT_DN Animation = ABSupplyCT_DN.ABSupplyCT_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABSupplyCT_EN Animation = ABSupplyCT_EN.ABSupplyCT_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABSupplyCT_S Animation = ABSupplyCT_S.ABSupplyCT_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABSupplyCT_DS Animation = ABSupplyCT_DS.ABSupplyCT_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABSupplyCT_ES Animation = ABSupplyCT_ES.ABSupplyCT_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABSupplyCT_NS Animation = ABSupplyCT_NS.ABSupplyCT_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABSupplyCT_DNS Animation = ABSupplyCT_DNS.ABSupplyCT_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABSupplyCT_ENS Animation = ABSupplyCT_ENS.ABSupplyCT_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A4 Animation = ABSupplyCT_A4.ABSupplyCT_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A4N Animation = ABSupplyCT_A4N.ABSupplyCT_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A4S Animation = ABSupplyCT_A4S.ABSupplyCT_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A4SN Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupplyCT_A4 Animation = ABSupplyCT_A4.ABSupplyCT_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupplyCT_A4N Animation = ABSupplyCT_A4N.ABSupplyCT_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupplyCT_A4S Animation = ABSupplyCT_A4S.ABSupplyCT_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupplyCT_A4SN Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupplyCT_A4 Animation = ABSupplyCT_A4.ABSupplyCT_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupplyCT_A4N Animation = ABSupplyCT_A4N.ABSupplyCT_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupplyCT_A4S Animation = ABSupplyCT_A4S.ABSupplyCT_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupplyCT_A4SN Animation = ABSupplyCT_A4SN.ABSupplyCT_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSupplyCT_A6 Animation = ABSupplyCT_A6.ABSupplyCT_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupplyCT_A6N Animation = ABSupplyCT_A6N.ABSupplyCT_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSupplyCT_A6S Animation = ABSupplyCT_A6S.ABSupplyCT_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSupplyCT_A6SN Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupplyCT_A6 Animation = ABSupplyCT_A6.ABSupplyCT_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupplyCT_A6N Animation = ABSupplyCT_A6N.ABSupplyCT_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupplyCT_A6S Animation = ABSupplyCT_A6S.ABSupplyCT_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupplyCT_A6SN Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupplyCT_A6 Animation = ABSupplyCT_A6.ABSupplyCT_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupplyCT_A6N Animation = ABSupplyCT_A6N.ABSupplyCT_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupplyCT_A6S Animation = ABSupplyCT_A6S.ABSupplyCT_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupplyCT_A6SN Animation = ABSupplyCT_A6SN.ABSupplyCT_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A5 Animation = ABSupplyCT_A5.ABSupplyCT_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A5N Animation = ABSupplyCT_A5N.ABSupplyCT_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A5S Animation = ABSupplyCT_A5S.ABSupplyCT_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A5SN Animation = ABSupplyCT_A5SN.ABSupplyCT_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupplyCT_AB Animation = ABSupplyCT_AB.ABSupplyCT_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupplyCT_ABN Animation = ABSupplyCT_ABN.ABSupplyCT_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupplyCT_ABS Animation = ABSupplyCT_ABS.ABSupplyCT_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupplyCT_ABSN Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupplyCT_AB Animation = ABSupplyCT_AB.ABSupplyCT_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupplyCT_ABN Animation = ABSupplyCT_ABN.ABSupplyCT_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupplyCT_ABS Animation = ABSupplyCT_ABS.ABSupplyCT_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupplyCT_ABSN Animation = ABSupplyCT_ABSN.ABSupplyCT_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ Grabbing box crane arm ----------------- Draw = W3DModelDraw ModuleTag_19 OkToChangeModelColor = Yes ConditionState = NONE ; sit there Model = ABSupplyCT_A8 Animation = ABSupplyCT_A8.ABSupplyCT_A8 AnimationMode = LOOP Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT WaitForStateToFinishIfPossible = TRANS_Playing End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = DAMAGED AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOCKING_ACTIVE ; play arm box anim once Model = ABSupplyCT_A7 Animation = ABSupplyCT_A7.ABSupplyCT_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST TransitionKey = TRANS_Playing End AliasConditionState = NIGHT DOCKING_ACTIVE AliasConditionState = SNOW DOCKING_ACTIVE AliasConditionState = NIGHT SNOW DOCKING_ACTIVE AliasConditionState = DAMAGED DOCKING_ACTIVE AliasConditionState = NIGHT DAMAGED DOCKING_ACTIVE AliasConditionState = SNOW DAMAGED DOCKING_ACTIVE AliasConditionState = NIGHT SNOW DAMAGED DOCKING_ACTIVE AliasConditionState = REALLYDAMAGED RUBBLE DOCKING_ACTIVE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE End ; ------------ Spinny Belt ----------------- Draw = W3DModelDraw ModuleTag_SpinnyBelt OkToChangeModelColor = Yes ConditionState = NONE ; sit there Model = ABSupplyCT_A9 Animation = ABSupplyCT_A9.ABSupplyCT_A9 AnimationMode = LOOP End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = DAMAGED AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = REALLYDAMAGED RUBBLE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupplyCT_A9 Animation = ABSupplyCT_A9.ABSupplyCT_A9 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyCenter Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaPowerPlant End BuildCost = 2000 RefundValue = 400 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = AmericaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SupplyCenterUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER Body = StructureBody ModuleTag_05 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = SupplyCenterCreate ModuleTag_06 ;nothing End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_AmericanRangerDebris03 ExemptStatus = UNDER_CONSTRUCTION End Behavior = ProductionUpdate ModuleTag_09 ; nothing End Behavior = SupplyCenterProductionExitUpdate ModuleTag_10 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 44.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = BaseRegenerateUpdate ModuleTag_11 ;No data End Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = AmericaVehicleChinook OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End Behavior = SupplyCenterDockUpdate ModuleTag_13 NumberApproachPositions = 9 ; There are 9 approach bones in the art End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_17 DeathFX = FX_StructureSmallDeath End Behavior = TransitionDamageFX ModuleTag_18 ;-------------DESIGNED FOR SMALL 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 Geometry = BOX GeometryMajorRadius = 44.0 GeometryMinorRadius = 45.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaSupplyDropZone ; *** ART Parameters *** SelectPortrait = SADropZone_L ButtonImage = SADropZone UpgradeCameo1 = Upgrade_AmericaSupplyLines Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ABSupDrop ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop.ABSupDrop AnimationMode = LOOP End ConditionState = DAMAGED Model = ABSupDrop_D ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_D.ABSupDrop_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABSupDrop_E ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_E.ABSupDrop_E AnimationMode = LOOP End ConditionState = NIGHT Model = ABSupDrop_N ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_N.ABSupDrop_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABSupDrop_DN ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_DN.ABSupDrop_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABSupDrop_EN ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_EN.ABSupDrop_EN AnimationMode = LOOP End ;----------- SNOW ConditionState = SNOW Model = ABSupDrop_S ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_S.ABSupDrop_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABSupDrop_DS ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_DS.ABSupDrop_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABSupDrop_ES ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_ES.ABSupDrop_ES AnimationMode = LOOP End ;---------- SNOW NIGHT ConditionState = NIGHT SNOW Model = ABSupDrop_NS ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_NS.ABSupDrop_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABSupDrop_DNS ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_DNS.ABSupDrop_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABSupDrop_ENS ParticleSysBone = Flare01 LandingZoneSmoke Animation = ABSupDrop_ENS.ABSupDrop_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop Animation = ABSupDrop.ABSupDrop AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABSupDrop_D Animation = ABSupDrop_D.ABSupDrop_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABSupDrop_E Animation = ABSupDrop_E.ABSupDrop_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABSupDrop_N Animation = ABSupDrop_N.ABSupDrop_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABSupDrop_DN Animation = ABSupDrop_DN.ABSupDrop_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABSupDrop_EN Animation = ABSupDrop_EN.ABSupDrop_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABSupDrop_S Animation = ABSupDrop_S.ABSupDrop_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABSupDrop_DS Animation = ABSupDrop_DS.ABSupDrop_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABSupDrop_ES Animation = ABSupDrop_ES.ABSupDrop_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABSupDrop_NS Animation = ABSupDrop_NS.ABSupDrop_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABSupDrop_DNS Animation = ABSupDrop_DNS.ABSupDrop_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABSupDrop_ENS Animation = ABSupDrop_ENS.ABSupDrop_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:AmericaSupplyDropZone Side = America EditorSorting = STRUCTURE BuildCost = 2500 BuildTime = 45.0 ; in seconds Prerequisites Object = AmericaStrategyCenter End EnergyProduction = -4 ShroudClearingRange = 100 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SupplyDropZoneSelect UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE... ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML KindOf = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_SUPPLY_DROPZONE RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet OCL = OCL_AmericaSupplyDropZoneCrateDrop MinDelay = 120000 MaxDelay = 120000 CreateAtEdge = Yes ; as opposed to just creating on self End Behavior = DestroyDie ModuleTag_06 End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_AmericanRangerDebris03 ExemptStatus = UNDER_CONSTRUCTION End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FlammableUpdate ModuleTag_09 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = BaseRegenerateUpdate ModuleTag_11 ;No data End Behavior = TransitionDamageFX ModuleTag_31 ;-------------DESIGNED FOR SMALL 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 Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 27.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GLASupplyStash ; *** ART Parameters *** SelectPortrait = SUSupplyCenter_L ButtonImage = SUSupplyCenter UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBSupply ParticleSysBone = Smoke01 SteamVent Animation = UBSupply.UBSupply AnimationMode = LOOP End ConditionState = DAMAGED Model = UBSupply_D ParticleSysBone = Smoke01 SteamVent Animation = UBSupply_D.UBSupply_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBSupply_E ParticleSysBone = Smoke01 SteamVent End ConditionState = GARRISONED Model = UBSpplyEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG.UBSpplyEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBSpplyEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_D.UBSpplyEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBSpplyEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_E.UBSpplyEG_E AnimationMode = LOOP End ; SNOW ConditionState = SNOW Model = UBSupply_S ParticleSysBone = Smoke01 SteamVent Animation = UBSupply_S.UBSupply_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBSupply_DS ParticleSysBone = Smoke01 SteamVent Animation = UBSupply_DS.UBSupply_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBSupply_ES ParticleSysBone = Smoke01 SteamVent End ConditionState = GARRISONED SNOW Model = UBSpplyEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_S.UBSpplyEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBSpplyEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_DS.UBSpplyEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBSpplyEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_ES.UBSpplyEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBSupply_N Animation = UBSupply_N.UBSupply_N AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent End ConditionState = DAMAGED NIGHT Model = UBSupply_DN Animation = UBSupply_DN.UBSupply_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBSupply_EN ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire End ConditionState = GARRISONED NIGHT Model = UBSpplyEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_N.UBSpplyEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBSpplyEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_DN.UBSpplyEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBSpplyEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_EN.UBSpplyEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBSupply_NS Animation = UBSupply_NS.UBSupply_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = UBSupply_DNS Animation = UBSupply_DNS.UBSupply_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBSupply_ENS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire End ConditionState = GARRISONED SNOW NIGHT Model = UBSpplyEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_NS.UBSpplyEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW NIGHT Model = UBSpplyEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_DNS.UBSpplyEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT Model = UBSpplyEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_ENS.UBSpplyEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply Animation = UBSupply.UBSupply AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBSupply_D Animation = UBSupply_D.UBSupply_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBSupply_E ;Animation = UBSupply_E.UBSupply_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBSupply_N Animation = UBSupply_N.UBSupply_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBSupply_DN Animation = UBSupply_DN.UBSupply_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBSupply_EN ;Animation = UBSupply_EN.UBSupply_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBSupply_S Animation = UBSupply_S.UBSupply_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBSupply_DS Animation = UBSupply_DS.UBSupply_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBSupply_ES ;Animation = UBSupply_ES.UBSupply_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBSupply_NS Animation = UBSupply_NS.UBSupply_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBSupply_DNS Animation = UBSupply_DNS.UBSupply_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBSupply_ENS ;Animation = UBSupply_ENS.UBSupply_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4 Animation = UBSupply_A4.UBSupply_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4N Animation = UBSupply_A4N.UBSupply_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4S Animation = UBSupply_A4S.UBSupply_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4SN Animation = UBSupply_A4SN.UBSupply_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBSupply_A4 Animation = UBSupply_A4.UBSupply_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBSupply_A4N Animation = UBSupply_A4N.UBSupply_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBSupply_A4S Animation = UBSupply_A4S.UBSupply_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBSupply_A4SN Animation = UBSupply_A4SN.UBSupply_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBSupply_A4 Animation = UBSupply_A4.UBSupply_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBSupply_A4N Animation = UBSupply_A4N.UBSupply_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBSupply_A4S Animation = UBSupply_A4S.UBSupply_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBSupply_A4SN Animation = UBSupply_A4SN.UBSupply_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBSupply_A6 Animation = UBSupply_A6.UBSupply_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBSupply_A6N Animation = UBSupply_A6N.UBSupply_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBSupply_A6S Animation = UBSupply_A6S.UBSupply_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBSupply_A6SN Animation = UBSupply_A6SN.UBSupply_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBSupply_A6 Animation = UBSupply_A6.UBSupply_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBSupply_A6N Animation = UBSupply_A6N.UBSupply_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBSupply_A6S Animation = UBSupply_A6S.UBSupply_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBSupply_A6SN Animation = UBSupply_A6SN.UBSupply_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBSupply_A6 Animation = UBSupply_A6.UBSupply_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBSupply_A6N Animation = UBSupply_A6N.UBSupply_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBSupply_A6S Animation = UBSupply_A6S.UBSupply_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBSupply_A6SN Animation = UBSupply_A6SN.UBSupply_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyStash Side = GLA EditorSorting = STRUCTURE BuildCost = 1500 RefundValue = 650 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = GLASupplyStashCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 Prerequisites Object = GLAPowerPlant End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SupplyCenterGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER IGNORE_DOCKING_BONES Body = StructureBody ModuleTag_04 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = SupplyCenterCreate ModuleTag_05 ;nothing End Behavior = RebuildHoleExposeDie ModuleTag_06 HoleName = GLAHoleSupplyStash HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 36.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = GLAInfantryWorker OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End Behavior = SupplyCenterDockUpdate ModuleTag_13 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 End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_16 ;-------------DESIGNED FOR SMALL 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 ;Dont forget to edit the GLA Hole geometry for this object too Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 35.0 GeometryHeight = 30.0 GeometryIsSmall = No ;FactoryExtraBibWidth= 1.0 ; extra placement border. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleSupplyStash GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBSupply_R ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = UBSupply_R ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke End End End ;------------------------------------------------------------------------------ Object FakeGLASupplyStash ; *** ART Parameters *** SelectPortrait = SUSupplyCenter_L ButtonImage = SUSupplyCenter UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBSupply ParticleSysBone = Smoke01 SteamVent Animation = UBSupply.UBSupply AnimationMode = LOOP End ConditionState = DAMAGED Model = UBSupply_D ParticleSysBone = Smoke01 SteamVent Animation = UBSupply_D.UBSupply_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBSupply_E ParticleSysBone = Smoke01 SteamVent End ConditionState = GARRISONED Model = UBSpplyEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG.UBSpplyEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBSpplyEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_D.UBSpplyEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBSpplyEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_E.UBSpplyEG_E AnimationMode = LOOP End ; SNOW ConditionState = SNOW Model = UBSupply_S ParticleSysBone = Smoke01 SteamVent Animation = UBSupply_S.UBSupply_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBSupply_DS ParticleSysBone = Smoke01 SteamVent Animation = UBSupply_DS.UBSupply_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBSupply_ES ParticleSysBone = Smoke01 SteamVent End ConditionState = GARRISONED SNOW Model = UBSpplyEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_S.UBSpplyEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBSpplyEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_DS.UBSpplyEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBSpplyEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_ES.UBSpplyEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBSupply_N Animation = UBSupply_N.UBSupply_N AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent End ConditionState = DAMAGED NIGHT Model = UBSupply_DN Animation = UBSupply_DN.UBSupply_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBSupply_EN ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire End ConditionState = GARRISONED NIGHT Model = UBSpplyEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_N.UBSpplyEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBSpplyEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_DN.UBSpplyEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBSpplyEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_EN.UBSpplyEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBSupply_NS Animation = UBSupply_NS.UBSupply_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = UBSupply_DNS Animation = UBSupply_DNS.UBSupply_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBSupply_ENS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire End ConditionState = GARRISONED SNOW NIGHT Model = UBSpplyEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_S.UBSpplyEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW NIGHT Model = UBSpplyEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_DNS.UBSpplyEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW NIGHT Model = UBSpplyEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBSpplyEG_ENS.UBSpplyEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply Animation = UBSupply.UBSupply AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBSupply_D Animation = UBSupply_D.UBSupply_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBSupply_E ;Animation = UBSupply_E.UBSupply_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBSupply_N Animation = UBSupply_N.UBSupply_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBSupply_DN Animation = UBSupply_DN.UBSupply_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBSupply_EN ;Animation = UBSupply_EN.UBSupply_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBSupply_S Animation = UBSupply_S.UBSupply_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBSupply_DS Animation = UBSupply_DS.UBSupply_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBSupply_ES ;Animation = UBSupply_ES.UBSupply_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBSupply_NS Animation = UBSupply_NS.UBSupply_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBSupply_DNS Animation = UBSupply_DNS.UBSupply_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBSupply_ENS ;Animation = UBSupply_ENS.UBSupply_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4 Animation = UBSupply_A4.UBSupply_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4N Animation = UBSupply_A4N.UBSupply_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4S Animation = UBSupply_A4S.UBSupply_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBSupply_A4SN Animation = UBSupply_A4SN.UBSupply_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBSupply_A4 Animation = UBSupply_A4.UBSupply_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBSupply_A4N Animation = UBSupply_A4N.UBSupply_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBSupply_A4S Animation = UBSupply_A4S.UBSupply_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBSupply_A4SN Animation = UBSupply_A4SN.UBSupply_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBSupply_A4 Animation = UBSupply_A4.UBSupply_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBSupply_A4N Animation = UBSupply_A4N.UBSupply_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBSupply_A4S Animation = UBSupply_A4S.UBSupply_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBSupply_A4SN Animation = UBSupply_A4SN.UBSupply_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBSupply_A6 Animation = UBSupply_A6.UBSupply_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBSupply_A6N Animation = UBSupply_A6N.UBSupply_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBSupply_A6S Animation = UBSupply_A6S.UBSupply_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBSupply_A6SN Animation = UBSupply_A6SN.UBSupply_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBSupply_A6 Animation = UBSupply_A6.UBSupply_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBSupply_A6N Animation = UBSupply_A6N.UBSupply_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBSupply_A6S Animation = UBSupply_A6S.UBSupply_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBSupply_A6SN Animation = UBSupply_A6SN.UBSupply_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBSupply_A6 Animation = UBSupply_A6.UBSupply_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBSupply_A6N Animation = UBSupply_A6N.UBSupply_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBSupply_A6S Animation = UBSupply_A6S.UBSupply_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBSupply_A6SN Animation = UBSupply_A6SN.UBSupply_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyStash Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLACommandCenter End BuildCost = 375 BuildTime = 5.0 ; in seconds EnergyProduction = -1 CommandSet = FakeGLASupplyStashCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_04 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 = 450 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = AIUpdateInterface ModuleTag_11 AutoAcquireEnemiesWhenIdle = No End Behavior = SlowDeathBehavior ModuleTag_12 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_13 ReplaceObject = GLASupplyStash TriggeredBy = Upgrade_BecomeRealGLASupplyStash End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_16 ;-------------DESIGNED FOR SMALL 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 ;Dont forget to edit the GLA Hole geometry for this object too Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 35.0 GeometryHeight = 30.0 GeometryIsSmall = No ;FactoryExtraBibWidth= 1.0 ; extra placement border. Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 105 ShadowSizeY = 105 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaSupplyCenter ; *** ART Parameters *** SelectPortrait = SNSupplyCenter_L ButtonImage = SNSupplyCenter Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBSupCent ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED Model = NBSupCent_D ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBSupCent_E ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = SNOW Model = NBSupCent_S ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBSupCent_DS ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBSupCent_ES ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = SNOW NIGHT Model = NBSupCent_NS ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = NBSupCent_DNS ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = NBSupCent_ENS ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP End ConditionState = NIGHT Model = NBSupCent_N ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ConditionState = NIGHT DAMAGED Model = NBSupCent_DN ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = NBSupCent_EN ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent ;Animation = NBSupCent.NBSupCent ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBSupCent_D ;Animation = NBSupCent_D.NBSupCent_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBSupCent_E ;Animation = NBSupCent_E.NBSupCent_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBSupCent_N ;Animation = NBSupCent_N.NBSupCent_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBSupCent_DN ;Animation = NBSupCent_DN.NBSupCent_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBSupCent_EN ;Animation = NBSupCent_EN.NBSupCent_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBSupCent_S ;Animation = NBSupCent_S.NBSupCent_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBSupCent_DS ;Animation = NBSupCent_DS.NBSupCent_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBSupCent_ES ;Animation = NBSupCent_ES.NBSupCent_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBSupCent_NS ;Animation = NBSupCent_NS.NBSupCent_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBSupCent_DNS ;Animation = NBSupCent_DNS.NBSupCent_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBSupCent_ENS ;Animation = NBSupCent_ENS.NBSupCent_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5 Animation = NBSupCent_A5.NBSupCent_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5N Animation = NBSupCent_A5N.NBSupCent_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5S Animation = NBSupCent_A5S.NBSupCent_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5SN Animation = NBSupCent_A5SN.NBSupCent_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyCenter Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaPowerPlant End BuildCost = 1500 RefundValue = 450 ; With nothing (or zero) listed, we sell for half price. BuildTime = 10.0 ; in seconds EnergyProduction = -1 CommandSet = ChinaSupplyCenterCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = SupplyCenterChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES FS_SUPPLY_CENTER Body = StructureBody ModuleTag_05 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = SupplyCenterCreate ModuleTag_06 ;nothing End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = SupplyCenterProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 52.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = SpawnBehavior ModuleTag_12 SpawnNumber = 1 SpawnReplaceDelay = 9999 SpawnTemplateName = ChinaVehicleSupplyTruck OneShot = Yes CanReclaimOrphans = No SlavesHaveFreeWill = Yes End Behavior = SupplyCenterDockUpdate ModuleTag_13 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 End Behavior = GenerateMinefieldBehavior ModuleTag_14 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL 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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaSupplyCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 52.0 GeometryMinorRadius = 47.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaBarracks ; *** ART Parameters *** SelectPortrait = SABarracks_L ButtonImage = SABarracks PlacementViewAngle = -45 ;Main barracks model Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;DAY ******************************* ConditionState = NONE Model = ABBARRACKS Animation = ABBarracks.ABBarracks AnimationMode = LOOP End ConditionState = DAMAGED Model = ABBarracks_D Animation = ABBarracks_D.ABBarracks_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABBarracks_E Animation = ABBarracks_E.ABBarracks_E AnimationMode = LOOP End ;NIGHT ***************************** ConditionState = NIGHT Model = ABBARRACKS_N Animation = ABBarracks_N.ABBarracks_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABBarracks_DN Animation = ABBarracks_DN.ABBarracks_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABBarracks_EN Animation = ABBarracks_EN.ABBarracks_EN AnimationMode = LOOP End ;SNOW ****************************** ConditionState = SNOW Model = ABBARRACKS_S Animation = ABBarracks_S.ABBarracks_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABBarracks_DS Animation = ABBarracks_DS.ABBarracks_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBarracks_ES Animation = ABBarracks_ES.ABBarracks_ES AnimationMode = LOOP End ;SNOW AND NIGHT ******************** ConditionState = SNOW NIGHT Model = ABBARRACKS_NS Animation = ABBarracks_NS.ABBarracks_NS AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = ABBarracks_DNS Animation = ABBarracks_DNS.ABBarracks_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = ABBarracks_ENS Animation = ABBarracks_ENS.ABBarracks_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks Animation = ABBarracks.ABBarracks AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBarracks_D Animation = ABBarracks_D.ABBarracks_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBarracks_E Animation = ABBarracks_E.ABBarracks_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABBarracks_N Animation = ABBarracks_N.ABBarracks_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABBarracks_DN Animation = ABBarracks_DN.ABBarracks_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABBarracks_EN Animation = ABBarracks_EN.ABBarracks_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABBarracks_S Animation = ABBarracks_S.ABBarracks_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABBarracks_DS Animation = ABBarracks_DS.ABBarracks_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABBarracks_ES Animation = ABBarracks_ES.ABBarracks_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABBarracks_NS Animation = ABBarracks_NS.ABBarracks_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABBarracks_DNS Animation = ABBarracks_DNS.ABBarracks_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABBarracks_ENS Animation = ABBarracks_ENS.ABBarracks_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; Draw = W3DModelDraw ModuleTag_TestFlag ; DefaultConditionState ; Model = ABBarracks_FA ; Animation = ABBarracks_FA.ABBarracks_FA ; AnimationMode = LOOP ; End ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ; Model = None ; End ; End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A4 Animation = ABBarracks_A4.ABBarracks_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A4N Animation = ABBarracks_A4N.ABBarracks_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A4S Animation = ABBarracks_A4S.ABBarracks_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A4SN Animation = ABBarracks_A4SN.ABBarracks_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBarracks_A4 Animation = ABBarracks_A4.ABBarracks_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBarracks_A4N Animation = ABBarracks_A4N.ABBarracks_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBarracks_A4S Animation = ABBarracks_A4S.ABBarracks_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBarracks_A4SN Animation = ABBarracks_A4SN.ABBarracks_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBarracks_A4 Animation = ABBarracks_A4.ABBarracks_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBarracks_A4N Animation = ABBarracks_A4N.ABBarracks_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBarracks_A4S Animation = ABBarracks_A4S.ABBarracks_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBarracks_A4SN Animation = ABBarracks_A4SN.ABBarracks_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABBarracks_A6 Animation = ABBarracks_A6.ABBarracks_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABBarracks_A6N Animation = ABBarracks_A6N.ABBarracks_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABBarracks_A6S Animation = ABBarracks_A6S.ABBarracks_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABBarracks_A6SN Animation = ABBarracks_A6SN.ABBarracks_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBarracks_A6 Animation = ABBarracks_A6.ABBarracks_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBarracks_A6N Animation = ABBarracks_A6N.ABBarracks_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBarracks_A6S Animation = ABBarracks_A6S.ABBarracks_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBarracks_A6SN Animation = ABBarracks_A6SN.ABBarracks_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBarracks_A6 Animation = ABBarracks_A6.ABBarracks_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBarracks_A6N Animation = ABBarracks_A6N.ABBarracks_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBarracks_A6S Animation = ABBarracks_A6S.ABBarracks_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBarracks_A6SN Animation = ABBarracks_A6SN.ABBarracks_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A5 Animation = ABBarracks_A5.ABBarracks_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A5N Animation = ABBarracks_A5N.ABBarracks_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A5S Animation = ABBarracks_A5S.ABBarracks_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBarracks_A5SN Animation = ABBarracks_A5SN.ABBarracks_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBarracks_AB Animation = ABBarracks_AB.ABBarracks_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBarracks_ABN Animation = ABBarracks_ABN.ABBarracks_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBarracks_ABS Animation = ABBarracks_ABS.ABBarracks_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBarracks_ABSN Animation = ABBarracks_ABSN.ABBarracks_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBarracks_AB Animation = ABBarracks_AB.ABBarracks_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBarracks_ABN Animation = ABBarracks_ABN.ABBarracks_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBarracks_ABS Animation = ABBarracks_ABS.ABBarracks_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBarracks_ABSN Animation = ABBarracks_ABSN.ABBarracks_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Barracks Side = America EditorSorting = STRUCTURE BuildCost = 600 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = AmericaBarracksCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 100 100 100 100 ; Experience point value at each level Prerequisites ; Object = AmericaPowerPlant End ; *** AUDIO Parameters *** VoiceSelect = BarracksUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ;way bigger than the # of objects we can have TimeForFullHeal = 2000 ;(in milliseconds) AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = ProductionUpdate ModuleTag_11 ; nothing End Behavior = DefaultProductionExitUpdate ModuleTag_12 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 55.0 Y: 0.0 Z:0.0 End Behavior = BaseRegenerateUpdate ModuleTag_13 ;No data End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_16 ;-------------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 = 55.0 GeometryMinorRadius = 45.0 GeometryHeight = 20.0 GeometryIsSmall = No FactoryExitWidth = 25 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;GLA Barracks Object GLABarracks ; *** ART Parameters *** SelectPortrait = SUBarracks_L ButtonImage = SUBarracks UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBARRACKS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks.UBBarracks AnimationMode = LOOP End ConditionState = DAMAGED Model = UBBarracks_D ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Flame01 FireFactionMedium Animation = UBBarracks_D.UBBarracks_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBBarracks_E ParticleSysBone = Smoke01 ChimneySmokeSmall ; ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Smoke04 SmokeFactionLarge ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Flame01 FireFactionMedium ; ParticleSysBone = Flame02 FireFactionLarge Animation = UBBarracks_E.UBBarracks_E AnimationMode = LOOP End ConditionState = GARRISONED Model = UBBarrksEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG.UBBarrksEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBBarrksEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_D.UBBarrksEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBBarrksEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_E.UBBarrksEG_E AnimationMode = LOOP End ; day ConditionState = SNOW Model = UBBARRACKS_S ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks_S.UBBarracks_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBBarracks_DS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Flame01 FireFactionMedium Animation = UBBarracks_DS.UBBarracks_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBBarracks_ES ParticleSysBone = Smoke01 ChimneySmokeSmall ; ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Smoke04 SmokeFactionLarge ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Flame01 FireFactionMedium ; ParticleSysBone = Flame02 FireFactionLarge Animation = UBBarracks_ES.UBBarracks_ES AnimationMode = LOOP End ConditionState = GARRISONED SNOW Model = UBBarrksEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_S.UBBarrksEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBBarrksEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_DS.UBBarrksEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBBarrksEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_ES.UBBarrksEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBBARRACKS_N ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks_N.UBBarracks_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBBarracks_DN ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Flame01 GLAPowerPlantFlame Animation = UBBarracks_DN.UBBarracks_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBBarracks_EN ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Smoke05 GLAPowerPlantSmoke ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Flame02 GLAPowerPlantFlame Animation = UBBarracks_EN.UBBarracks_EN AnimationMode = LOOP End ConditionState = GARRISONED NIGHT Model = UBBarrksEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_N.UBBarrksEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBBarrksEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_DN.UBBarrksEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBBarrksEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_EN.UBBarrksEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBBARRACKS_NS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks_NS.UBBarracks_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBBarracks_DNS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Flame01 GLAPowerPlantFlame Animation = UBBarracks_DNS.UBBarracks_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBBarracks_ENS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Smoke05 GLAPowerPlantSmoke ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Flame02 GLAPowerPlantFlame Animation = UBBarracks_ENS.UBBarracks_ENS AnimationMode = LOOP End ConditionState = GARRISONED NIGHT SNOW Model = UBBarrksEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_NS.UBBarrksEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBBarrksEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_DNS.UBBarrksEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBBarrksEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_ENS.UBBarrksEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks Animation = UBBarracks.UBBarracks AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBBarracks_D Animation = UBBarracks_D.UBBarracks_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBBarracks_E Animation = UBBarracks_E.UBBarracks_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBBarracks_N Animation = UBBarracks_N.UBBarracks_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBBarracks_DN Animation = UBBarracks_DN.UBBarracks_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBBarracks_EN Animation = UBBarracks_EN.UBBarracks_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBBarracks_S Animation = UBBarracks_S.UBBarracks_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBBarracks_DS Animation = UBBarracks_DS.UBBarracks_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBBarracks_ES Animation = UBBarracks_ES.UBBarracks_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBBarracks_NS Animation = UBBarracks_NS.UBBarracks_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBBarracks_DNS Animation = UBBarracks_DNS.UBBarracks_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBBarracks_ENS Animation = UBBarracks_ENS.UBBarracks_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4 Animation = UBBarracks_A4.UBBarracks_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4N Animation = UBBarracks_A4N.UBBarracks_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4S Animation = UBBarracks_A4S.UBBarracks_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4SN Animation = UBBarracks_A4SN.UBBarracks_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBarracks_A4 Animation = UBBarracks_A4.UBBarracks_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBarracks_A4N Animation = UBBarracks_A4N.UBBarracks_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBarracks_A4S Animation = UBBarracks_A4S.UBBarracks_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBarracks_A4SN Animation = UBBarracks_A4SN.UBBarracks_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBarracks_A4 Animation = UBBarracks_A4.UBBarracks_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBarracks_A4N Animation = UBBarracks_A4N.UBBarracks_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBarracks_A4S Animation = UBBarracks_A4S.UBBarracks_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBarracks_A4SN Animation = UBBarracks_A4SN.UBBarracks_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBBarracks_A6 Animation = UBBarracks_A6.UBBarracks_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke ParticleSysBone = Smoke05 BuildUpSmoke ParticleSysBone = Smoke06 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBBarracks_A6N Animation = UBBarracks_A6N.UBBarracks_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke ParticleSysBone = Smoke05 BuildUpSmoke ParticleSysBone = Smoke06 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBBarracks_A6S Animation = UBBarracks_A6S.UBBarracks_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke ParticleSysBone = Smoke06 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBBarracks_A6SN Animation = UBBarracks_A6SN.UBBarracks_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke ParticleSysBone = Smoke06 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBarracks_A6 Animation = UBBarracks_A6.UBBarracks_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBarracks_A6N Animation = UBBarracks_A6N.UBBarracks_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBarracks_A6S Animation = UBBarracks_A6S.UBBarracks_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBarracks_A6SN Animation = UBBarracks_A6SN.UBBarracks_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBarracks_A6 Animation = UBBarracks_A6.UBBarracks_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBarracks_A6N Animation = UBBarracks_A6N.UBBarracks_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBarracks_A6S Animation = UBBarracks_A6S.UBBarracks_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBarracks_A6SN Animation = UBBarracks_A6SN.UBBarracks_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Barracks Side = GLA EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = GLABarracksCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 100 100 100 100 ; Experience point value at each level Prerequisites ; Object = GLASupplyStash End ; *** AUDIO Parameters *** VoiceSelect = BarracksGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BARRACKS Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = HealContain ModuleTag_05 ContainMax = 10 ;way bigger than the # of objects we can have TimeForFullHeal = 2000 ;(in milliseconds) AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No End Behavior = RebuildHoleExposeDie ModuleTag_06 HoleName = GLAHoleBarracks HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = DefaultProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 42.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = FlammableUpdate ModuleTag_13 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_16 ;-------------DESIGNED FOR SMALL MEDIUM 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 Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;Fake GLA Barracks Object FakeGLABarracks ; *** ART Parameters *** SelectPortrait = SUBarracks_L ButtonImage = SUBarracks UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBARRACKS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks.UBBarracks AnimationMode = LOOP End ConditionState = DAMAGED Model = UBBarracks_D ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Flame01 FireFactionMedium Animation = UBBarracks_D.UBBarracks_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBBarracks_E ParticleSysBone = Smoke01 ChimneySmokeSmall ; ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Smoke04 SmokeFactionLarge ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Flame01 FireFactionMedium ; ParticleSysBone = Flame02 FireFactionLarge Animation = UBBarracks_E.UBBarracks_E AnimationMode = LOOP End ConditionState = GARRISONED Model = UBBarrksEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG.UBBarrksEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBBarrksEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_D.UBBarrksEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBBarrksEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_E.UBBarrksEG_E AnimationMode = LOOP End ; day ConditionState = SNOW Model = UBBARRACKS_S ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks_S.UBBarracks_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBBarracks_DS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Flame01 FireFactionMedium Animation = UBBarracks_DS.UBBarracks_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBBarracks_ES ParticleSysBone = Smoke01 ChimneySmokeSmall ; ParticleSysBone = Smoke02 SteamVent ; ParticleSysBone = Smoke03 SmokeFactionMedium ; ParticleSysBone = Smoke04 SmokeFactionLarge ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Flame01 FireFactionMedium ; ParticleSysBone = Flame02 FireFactionLarge Animation = UBBarracks_ES.UBBarracks_ES AnimationMode = LOOP End ConditionState = GARRISONED SNOW Model = UBBarrksEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_S.UBBarrksEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBBarrksEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_DS.UBBarrksEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBBarrksEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_ES.UBBarrksEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBBARRACKS_N ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks_N.UBBarracks_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBBarracks_DN ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Flame01 GLAPowerPlantFlame Animation = UBBarracks_DN.UBBarracks_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBBarracks_EN ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Smoke05 GLAPowerPlantSmoke ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Flame02 GLAPowerPlantFlame Animation = UBBarracks_EN.UBBarracks_EN AnimationMode = LOOP End ConditionState = GARRISONED NIGHT Model = UBBarrksEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_N.UBBarrksEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBBarrksEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_DN.UBBarrksEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBBarrksEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_EN.UBBarrksEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBBARRACKS_NS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent Animation = UBBarracks_NS.UBBarracks_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBBarracks_DNS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Flame01 GLAPowerPlantFlame Animation = UBBarracks_DNS.UBBarracks_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBBarracks_ENS ParticleSysBone = Smoke01 ChimneySmokeSmall ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 GLAPowerPlantSmoke ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Smoke05 GLAPowerPlantSmoke ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Flame02 GLAPowerPlantFlame Animation = UBBarracks_ENS.UBBarracks_ENS AnimationMode = LOOP End ConditionState = GARRISONED NIGHT SNOW Model = UBBarrksEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_NS.UBBarrksEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBBarrksEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_DNS.UBBarrksEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBBarrksEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBarrksEG_ENS.UBBarrksEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks Animation = UBBarracks.UBBarracks AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBBarracks_D Animation = UBBarracks_D.UBBarracks_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBBarracks_E Animation = UBBarracks_E.UBBarracks_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBBarracks_N Animation = UBBarracks_N.UBBarracks_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBBarracks_DN Animation = UBBarracks_DN.UBBarracks_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBBarracks_EN Animation = UBBarracks_EN.UBBarracks_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBBarracks_S Animation = UBBarracks_S.UBBarracks_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBBarracks_DS Animation = UBBarracks_DS.UBBarracks_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBBarracks_ES Animation = UBBarracks_ES.UBBarracks_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBBarracks_NS Animation = UBBarracks_NS.UBBarracks_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBBarracks_DNS Animation = UBBarracks_DNS.UBBarracks_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBBarracks_ENS Animation = UBBarracks_ENS.UBBarracks_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4 Animation = UBBarracks_A4.UBBarracks_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4N Animation = UBBarracks_A4N.UBBarracks_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4S Animation = UBBarracks_A4S.UBBarracks_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBarracks_A4SN Animation = UBBarracks_A4SN.UBBarracks_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBarracks_A4 Animation = UBBarracks_A4.UBBarracks_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBarracks_A4N Animation = UBBarracks_A4N.UBBarracks_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBarracks_A4S Animation = UBBarracks_A4S.UBBarracks_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBarracks_A4SN Animation = UBBarracks_A4SN.UBBarracks_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBarracks_A4 Animation = UBBarracks_A4.UBBarracks_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBarracks_A4N Animation = UBBarracks_A4N.UBBarracks_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBarracks_A4S Animation = UBBarracks_A4S.UBBarracks_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBarracks_A4SN Animation = UBBarracks_A4SN.UBBarracks_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBBarracks_A6 Animation = UBBarracks_A6.UBBarracks_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke ParticleSysBone = Smoke05 BuildUpSmoke ParticleSysBone = Smoke06 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBBarracks_A6N Animation = UBBarracks_A6N.UBBarracks_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke ParticleSysBone = Smoke05 BuildUpSmoke ParticleSysBone = Smoke06 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBBarracks_A6S Animation = UBBarracks_A6S.UBBarracks_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke ParticleSysBone = Smoke06 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBBarracks_A6SN Animation = UBBarracks_A6SN.UBBarracks_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke ParticleSysBone = Smoke06 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBarracks_A6 Animation = UBBarracks_A6.UBBarracks_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBarracks_A6N Animation = UBBarracks_A6N.UBBarracks_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBarracks_A6S Animation = UBBarracks_A6S.UBBarracks_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBarracks_A6SN Animation = UBBarracks_A6SN.UBBarracks_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBarracks_A6 Animation = UBBarracks_A6.UBBarracks_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBBarracks_A6N Animation = UBBarracks_A6N.UBBarracks_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBBarracks_A6S Animation = UBBarracks_A6S.UBBarracks_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBBarracks_A6SN Animation = UBBarracks_A6SN.UBBarracks_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Barracks Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLACommandCenter End BuildCost = 125 BuildTime = 5.0 ; in seconds EnergyProduction = 0 CommandSet = FakeGLABarracksCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 25 25 25 25 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_04 MaxHealth = 125.0 InitialHealth = 125.0 ; 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 = 325 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_06 AutoAcquireEnemiesWhenIdle = No End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = FlammableUpdate ModuleTag_11 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_12 ;-------------DESIGNED FOR SMALL MEDIUM 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 = SlowDeathBehavior ModuleTag_13 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_14 ReplaceObject = GLABarracks TriggeredBy = Upgrade_BecomeRealGLABarracks End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 52.0 GeometryHeight = 20.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 120 ShadowSizeY = 110 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleBarracks GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBBarracks_R ParticleSysBone = FLame01 FireSmallContinuous ParticleSysBone = Flame02 FireSmallContinuous ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED Model = UBBarracks_R ParticleSysBone = FLame01 FireSmallContinuous ParticleSysBone = Flame02 FireSmallContinuous ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End End End ;------------------------------------------------------------------------------ Object ChinaBarracks ; *** ART Parameters *** SelectPortrait = SNBarracks_L ButtonImage = SNBarracks Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBBarracks ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks.NBBarracks AnimationMode = LOOP End ConditionState = DAMAGED Model = NBBarracks_D ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_D.NBBarracks_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBBarracks_E ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_E.NBBarracks_E AnimationMode = LOOP End ; day SNOW ConditionState = SNOW Model = NBBarracks_S ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_S.NBBarracks_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBBarracks_DS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_DS.NBBarracks_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBBarracks_ES ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_ES.NBBarracks_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = NBBarracks_N ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_N.NBBarracks_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBBarracks_DN ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_DN.NBBarracks_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBBarracks_EN ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_EN.NBBarracks_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = NBBarracks_NS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_NS.NBBarracks_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBBarracks_DNS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_DNS.NBBarracks_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBBarracks_ENS ParticleSysBone= Fire01 SmolderingFire Animation = NBBarracks_ENS.NBBarracks_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks Animation = NBBarracks.NBBarracks AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBBarracks_D Animation = NBBarracks_D.NBBarracks_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBBarracks_E Animation = NBBarracks_E.NBBarracks_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBBarracks_N Animation = NBBarracks_N.NBBarracks_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBBarracks_DN Animation = NBBarracks_DN.NBBarracks_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBBarracks_EN Animation = NBBarracks_EN.NBBarracks_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBBarracks_S Animation = NBBarracks_S.NBBarracks_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBBarracks_DS Animation = NBBarracks_DS.NBBarracks_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBBarracks_ES Animation = NBBarracks_ES.NBBarracks_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBBarracks_NS Animation = NBBarracks_NS.NBBarracks_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBBarracks_DNS Animation = NBBarracks_DNS.NBBarracks_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBBarracks_ENS Animation = NBBarracks_ENS.NBBarracks_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4 Animation = NBBarracks_A4.NBBarracks_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4N Animation = NBBarracks_A4N.NBBarracks_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4S Animation = NBBarracks_A4S.NBBarracks_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A4SN Animation = NBBarracks_A4SN.NBBarracks_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBarracks_A4 Animation = NBBarracks_A4.NBBarracks_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBarracks_A4N Animation = NBBarracks_A4N.NBBarracks_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBarracks_A4S Animation = NBBarracks_A4S.NBBarracks_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBarracks_A4SN Animation = NBBarracks_A4SN.NBBarracks_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBarracks_A4 Animation = NBBarracks_A4.NBBarracks_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBarracks_A4N Animation = NBBarracks_A4N.NBBarracks_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBarracks_A4S Animation = NBBarracks_A4S.NBBarracks_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBarracks_A4SN Animation = NBBarracks_A4SN.NBBarracks_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBBarracks_A6 Animation = NBBarracks_A6.NBBarracks_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBBarracks_A6N Animation = NBBarracks_A6N.NBBarracks_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBBarracks_A6S Animation = NBBarracks_A6S.NBBarracks_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBBarracks_A6SN Animation = NBBarracks_A6SN.NBBarracks_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBarracks_A6 Animation = NBBarracks_A6.NBBarracks_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBarracks_A6N Animation = NBBarracks_A6N.NBBarracks_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBarracks_A6S Animation = NBBarracks_A6S.NBBarracks_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBarracks_A6SN Animation = NBBarracks_A6SN.NBBarracks_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBarracks_A6 Animation = NBBarracks_A6.NBBarracks_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBarracks_A6N Animation = NBBarracks_A6N.NBBarracks_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBarracks_A6S Animation = NBBarracks_A6S.NBBarracks_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBarracks_A6SN Animation = NBBarracks_A6SN.NBBarracks_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5 Animation = NBBarracks_A5.NBBarracks_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5N Animation = NBBarracks_A5N.NBBarracks_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5S Animation = NBBarracks_A5S.NBBarracks_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBarracks_A5SN Animation = NBBarracks_A5SN.NBBarracks_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBarracks_AB Animation = NBBarracks_AB.NBBarracks_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBarracks_ABN Animation = NBBarracks_ABN.NBBarracks_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBarracks_ABS Animation = NBBarracks_ABS.NBBarracks_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBarracks_ABSN Animation = NBBarracks_ABSN.NBBarracks_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBarracks_AB Animation = NBBarracks_AB.NBBarracks_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBarracks_ABN Animation = NBBarracks_ABN.NBBarracks_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBarracks_ABS Animation = NBBarracks_ABS.NBBarracks_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBarracks_ABSN Animation = NBBarracks_ABSN.NBBarracks_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Barracks Side = China EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = ChinaBarracksCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = BarracksChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_BARRACKS Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = HealContain ModuleTag_06 ContainMax = 10 ;way bigger than the # of objects we can have TimeForFullHeal = 2000 ;(in milliseconds) AllowInsideKindOf = INFANTRY AllowAlliesInside = Yes AllowNeutralInside = No AllowEnemiesInside = No End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_10 QuantityModifier = ChinaInfantryRedguard 2 End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: 0.0 Y: -25.0 Z:0.0 NaturalRallyPoint = X: 36.0 Y: -25.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML ExitDelay = 300 ; Mainly for the multiple produced Red Guard. Make them come out one at a time. End Behavior = GenerateMinefieldBehavior ModuleTag_12 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR SMALL 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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaBarracksCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 44.0 GeometryHeight = 30.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaWarFactory ; *** ART Parameters *** SelectPortrait = SACWeaponsfact_L ButtonImage = SACWeaponsfact ; ------------ the main factory itself ----------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ************************************************** DefaultConditionState Model = ABWarFact Animation = ABWarFact.ABWarFact AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED Model = ABWarFact_D Animation = ABWarFact_D.ABWarFact_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABWarFact_E Animation = ABWarFact_E.ABWarFact_E AnimationMode = LOOP End ; night ************************************************* ConditionState = NIGHT Model = ABWarFact_N Animation = ABWarFact_N.ABWarFact_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABWarFact_DN Animation = ABWarFact_DN.ABWarFact_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABWarFact_EN Animation = ABWarFact_EN.ABWarFact_EN AnimationMode = LOOP End ; snow ************************************************* ConditionState = SNOW Model = ABWarFact_S Animation = ABWarFact_S.ABWarFact_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABWarFact_DS Animation = ABWarFact_DS.ABWarFact_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABWarFact_ES Animation = ABWarFact_ES.ABWarFact_ES AnimationMode = LOOP End ; night snow ************************************************* ConditionState = NIGHT SNOW Model = ABWarFact_NS Animation = ABWarFact_NS.ABWarFact_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABWarFact_DNS Animation = ABWarFact_DNS.ABWarFact_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABWarFact_ENS Animation = ABWarFact_ENS.ABWarFact_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact Animation = ABWarFact.ABWarFact AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABWarFact_D Animation = ABWarFact_D.ABWarFact_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABWarFact_E Animation = ABWarFact_E.ABWarFact_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABWarFact_N Animation = ABWarFact_N.ABWarFact_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABWarFact_DN Animation = ABWarFact_DN.ABWarFact_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABWarFact_EN Animation = ABWarFact_EN.ABWarFact_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABWarFact_S Animation = ABWarFact_S.ABWarFact_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABWarFact_DS Animation = ABWarFact_DS.ABWarFact_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABWarFact_ES Animation = ABWarFact_ES.ABWarFact_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABWarFact_NS Animation = ABWarFact_NS.ABWarFact_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABWarFact_DNS Animation = ABWarFact_DNS.ABWarFact_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABWarFact_ENS Animation = ABWarFact_ENS.ABWarFact_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = ABWarFact_A8 Animation = ABWarFact_A8.ABWarFact_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ConditionState = DAMAGED Model = ABWarFact_A8D Animation = ABWarFact_A8D.ABWarFact_A8D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABWarFact_A8E Animation = ABWarFact_A8E.ABWarFact_A8E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABWarFact_A8 Animation = ABWarFact_A8.ABWarFact_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = ABWarFact_A8D Animation = ABWarFact_A8D.ABWarFact_A8D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABWarFact_A8E Animation = ABWarFact_A8E.ABWarFact_A8E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = ABWarFact_A8 Animation = ABWarFact_A8.ABWarFact_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = ABWarFact_A8D Animation = ABWarFact_A8D.ABWarFact_A8D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABWarFact_A8E Animation = ABWarFact_A8E.ABWarFact_A8E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = ABWarFact_A8 Animation = ABWarFact_A8.ABWarFact_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABWarFact_A8D Animation = ABWarFact_A8D.ABWarFact_A8D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABWarFact_A8E Animation = ABWarFact_A8E.ABWarFact_A8E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED End ; ------------------ the construction crane ------------ Draw = W3DModelDraw ModuleTag_03 ; ----------------------------------------------------------- OkToChangeModelColor = Yes ; ----------------------------------------------------------- DefaultConditionState Model = ABWarFact_A1 Animation = ABWarFact_A1.ABWarFact_A1 AnimationMode = LOOP TransitionKey = TRANS_Idle End ConditionState = DAMAGED Model = ABWarFact_A1D Animation = ABWarFact_A1D.ABWarFact_A1D AnimationMode = LOOP TransitionKey = TRANS_IdleDamaged End ConditionState = REALLYDAMAGED RUBBLE Model = ABWarFact_A1E Animation = ABWarFact_A1E.ABWarFact_A1E AnimationMode = LOOP TransitionKey = TRANS_IdleReallyDamaged End ; ----------------------------------------------------------- TransitionState = TRANS_Constructing TRANS_Idle Model = ABWarFact_A3 Animation = ABWarFact_A3.ABWarFact_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End TransitionState = TRANS_ConstructingDamaged TRANS_IdleDamaged Model = ABWarFact_A3D Animation = ABWarFact_A3D.ABWarFact_A3D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End TransitionState = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged Model = ABWarFact_A3E Animation = ABWarFact_A3E.ABWarFact_A3E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ; ----------------------------------------------------------- ConditionState = ACTIVELY_CONSTRUCTING Model = ABWarFact_A3 Animation = ABWarFact_A3.ABWarFact_A3 AnimationMode = ONCE TransitionKey = TRANS_Constructing Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ConditionState = ACTIVELY_CONSTRUCTING DAMAGED Model = ABWarFact_A3D Animation = ABWarFact_A3D.ABWarFact_A3D AnimationMode = ONCE TransitionKey = TRANS_ConstructingDamaged Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE Model = ABWarFact_A3E Animation = ABWarFact_A3E.ABWarFact_A3E AnimationMode = ONCE TransitionKey = TRANS_ConstructingReallyDamaged Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE End ; ----------------------------------------------------------- ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD Model = ABWarFact_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = SOLD Model = NONE End End ; ------------------ the construction conveyor belt ------------ Draw = W3DModelDraw ModuleTag_04 OkToChangeModelColor = Yes DefaultConditionState Model = ABWarFact_A7 Animation = ABWarFact_A7.ABWarFact_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = SNOW AliasConditionState = NIGHT AliasConditionState = SNOW NIGHT ConditionState = SOLD Model = NONE End AliasConditionState = SNOW SOLD AliasConditionState = NIGHT SOLD AliasConditionState = SNOW NIGHT SOLD ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ConditionState = DAMAGED Model = ABWarFact_A7D Animation = ABWarFact_A7D.ABWarFact_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABWarFact_A7E Animation = ABWarFact_A7E.ABWarFact_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = ACTIVELY_CONSTRUCTING Model = ABWarFact_A7 Animation = ABWarFact_A7.ABWarFact_A7 AnimationMode = LOOP End AliasConditionState = SNOW ACTIVELY_CONSTRUCTING AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING ConditionState = ACTIVELY_CONSTRUCTING DAMAGED Model = ABWarFact_A7D Animation = ABWarFact_A7D.ABWarFact_A7D AnimationMode = LOOP End AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE Model = ABWarFact_A7E Animation = ABWarFact_A7E.ABWarFact_A7E AnimationMode = LOOP End AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE End ; ------------ construction done flashing lights ---------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = None End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = CONSTRUCTION_COMPLETE Model = ABWarFact_A2 Animation = ABWarFact_A2.ABWarFact_A2 AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A4 Animation = ABWarFact_A4.ABWarFact_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A4N Animation = ABWarFact_A4N.ABWarFact_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A4S Animation = ABWarFact_A4S.ABWarFact_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A4SN Animation = ABWarFact_A4SN.ABWarFact_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABWarFact_A4 Animation = ABWarFact_A4.ABWarFact_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABWarFact_A4N Animation = ABWarFact_A4N.ABWarFact_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABWarFact_A4S Animation = ABWarFact_A4S.ABWarFact_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABWarFact_A4SN Animation = ABWarFact_A4SN.ABWarFact_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABWarFact_A4 Animation = ABWarFact_A4.ABWarFact_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABWarFact_A4N Animation = ABWarFact_A4N.ABWarFact_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABWarFact_A4S Animation = ABWarFact_A4S.ABWarFact_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABWarFact_A4SN Animation = ABWarFact_A4SN.ABWarFact_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABWarFact_A6 Animation = ABWarFact_A6.ABWarFact_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABWarFact_A6N Animation = ABWarFact_A6N.ABWarFact_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABWarFact_A6S Animation = ABWarFact_A6S.ABWarFact_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABWarFact_A6SN Animation = ABWarFact_A6SN.ABWarFact_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABWarFact_A6 Animation = ABWarFact_A6.ABWarFact_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABWarFact_A6N Animation = ABWarFact_A6N.ABWarFact_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABWarFact_A6S Animation = ABWarFact_A6S.ABWarFact_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABWarFact_A6SN Animation = ABWarFact_A6SN.ABWarFact_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABWarFact_A6 Animation = ABWarFact_A6.ABWarFact_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABWarFact_A6N Animation = ABWarFact_A6N.ABWarFact_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABWarFact_A6S Animation = ABWarFact_A6S.ABWarFact_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABWarFact_A6SN Animation = ABWarFact_A6SN.ABWarFact_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_08 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A5 Animation = ABWarFact_A5.ABWarFact_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A5N Animation = ABWarFact_A5N.ABWarFact_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A5S Animation = ABWarFact_A5S.ABWarFact_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABWarFact_A5SN Animation = ABWarFact_A5SN.ABWarFact_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABWarFact_AB Animation = ABWarFact_AB.ABWarFact_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABWarFact_ABN Animation = ABWarFact_ABN.ABWarFact_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABWarFact_ABS Animation = ABWarFact_ABS.ABWarFact_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABWarFact_ABSN Animation = ABWarFact_ABSN.ABWarFact_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABWarFact_AB Animation = ABWarFact_AB.ABWarFact_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABWarFact_ABN Animation = ABWarFact_ABN.ABWarFact_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABWarFact_ABS Animation = ABWarFact_ABS.ABWarFact_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABWarFact_ABSN Animation = ABWarFact_ABSN.ABWarFact_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:WarFactory Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = AmericaWarFactoryCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = WarFactoryUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY Body = StructureBody ModuleTag_09 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 DoorOpeningTime = 3250 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 4000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: -10.0 Y:-30.0 Z:0.0 NaturalRallyPoint = X: 53.0 Y:-30.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 TimeForFullHeal = 5000 ;(in milliseconds) NumberApproachPositions = 5 End Behavior = BaseRegenerateUpdate ModuleTag_13 ;No data End ;---- Removed module ; Behavior = SlowDeathBehavior ModuleTag_14 ; DestructionDelay = 500 ; FX = FINAL FX_StructureMediumDeath ; OCL = FINAL OCL_AmericaWarFactoryDebris ; End Behavior = TransitionDamageFX ModuleTag_15 ;-------------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 = CreateObjectDie ModuleTag_16 CreationList = OCL_AmericanRangerDebris05 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FlammableUpdate ModuleTag_18 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_20 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_21 DeathFX = FX_StructureMediumDeath End Behavior = DestroyDie ModuleTag_22 ;nothing End Geometry = BOX GeometryMajorRadius = 53.0 GeometryMinorRadius = 60.0 GeometryHeight = 40.0 GeometryIsSmall = No FactoryExitWidth = 25 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;GLA Arms Dealer Object GLAArmsDealer ; *** ART Parameters *** SelectPortrait = SUArmsDealer_L ButtonImage = SUArmsDealer UpgradeCameo1 = Upgrade_GLAFortifiedStructure ; ----------------- Main Building ------------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBArmDeal Animation = UBArmDeal.UBArmDeal AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ;damaged ConditionState = DAMAGED Model = UBArmDeal_D Animation = UBArmDeal_D.UBArmDeal_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmolderingSmoke ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 SmolderingFire ; ParticleSysBone = Fire06 SmolderingFire End ;really damaged ConditionState = REALLYDAMAGED RUBBLE Model = UBArmDeal_E Animation = UBArmDeal_E.UBArmDeal_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Smoke07 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 FireFactionLarge ; ParticleSysBone = Fire06 SmolderingFire ; ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED Model = UBArmDlEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG.UBArmDlEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBArmDlEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_D.UBArmDlEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBArmDlEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_E.UBArmDlEG_E AnimationMode = LOOP End ; snow ConditionState = SNOW Model = UBArmDeal_S Animation = UBArmDeal_S.UBArmDeal_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ;damaged ConditionState = DAMAGED SNOW Model = UBArmDeal_DS Animation = UBArmDeal_DS.UBArmDeal_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmolderingSmoke ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 SmolderingFire ; ParticleSysBone = Fire06 SmolderingFire End ;really damaged ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBArmDeal_ES Animation = UBArmDeal_ES.UBArmDeal_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Smoke07 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 FireFactionLarge ; ParticleSysBone = Fire06 SmolderingFire ; ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED SNOW Model = UBArmDlEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_S.UBArmDlEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBArmDlEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_DS.UBArmDlEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBArmDlEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_ES.UBArmDlEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBArmDeal_N Animation = UBArmDeal_N.UBArmDeal_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ConditionState = DAMAGED NIGHT Model = UBArmDeal_DN Animation = UBArmDeal_DN.UBArmDeal_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBArmDeal_EN Animation = UBArmDeal_EN.UBArmDeal_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED NIGHT Model = UBArmDlEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_N.UBArmDlEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBArmDlEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_DN.UBArmDlEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBArmDlEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_EN.UBArmDlEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBArmDeal_NS Animation = UBArmDeal_NS.UBArmDeal_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = UBArmDeal_DNS Animation = UBArmDeal_DNS.UBArmDeal_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBArmDeal_ENS Animation = UBArmDeal_ENS.UBArmDeal_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED NIGHT SNOW Model = UBArmDlEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_NS.UBArmDlEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBArmDlEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_DNS.UBArmDlEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBArmDlEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_ENS.UBArmDlEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal Animation = UBArmDeal.UBArmDeal AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArmDeal_D Animation = UBArmDeal_D.UBArmDeal_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArmDeal_E Animation = UBArmDeal_E.UBArmDeal_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBArmDeal_N Animation = UBArmDeal_N.UBArmDeal_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBArmDeal_DN Animation = UBArmDeal_DN.UBArmDeal_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBArmDeal_EN Animation = UBArmDeal_EN.UBArmDeal_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBArmDeal_S Animation = UBArmDeal_S.UBArmDeal_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBArmDeal_DS Animation = UBArmDeal_DS.UBArmDeal_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBArmDeal_ES Animation = UBArmDeal_ES.UBArmDeal_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBArmDeal_NS Animation = UBArmDeal_NS.UBArmDeal_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBArmDeal_DNS Animation = UBArmDeal_DNS.UBArmDeal_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBArmDeal_ENS Animation = UBArmDeal_ENS.UBArmDeal_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4S Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4SN Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBArmDeal_A4S ; @todo srj -- anim missing Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBArmDeal_A4SN ; @todo srj -- anim missing Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBArmDeal_A4S ; @todo srj -- anim missing Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBArmDeal_A4SN Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ----------------- the door ----------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArmDeal_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArmDeal_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:ArmsDealer Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLASupplyStash End BuildCost = 2500 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = WarFactoryGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY Body = StructureBody ModuleTag_05 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = RebuildHoleExposeDie ModuleTag_06 HoleName = GLAHoleArmsDealer HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureMediumDeath End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 TimeForFullHeal = 5000 ;(in milliseconds) NumberApproachPositions = 5 End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_31 ;-------------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 = 40.0 GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleArmsDealer GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBArmDeal_R ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED Model = UBArmDeal_R ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End End End ;------------------------------------------------------------------------------ ;GLA Arms Dealer Object FakeGLAArmsDealer ; *** ART Parameters *** SelectPortrait = SUArmsDealer_L ButtonImage = SUArmsDealer UpgradeCameo1 = Upgrade_GLAFortifiedStructure ; ----------------- Main Building ------------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBArmDeal Animation = UBArmDeal.UBArmDeal AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ;damaged ConditionState = DAMAGED Model = UBArmDeal_D Animation = UBArmDeal_D.UBArmDeal_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmolderingSmoke ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 SmolderingFire ; ParticleSysBone = Fire06 SmolderingFire End ;really damaged ConditionState = REALLYDAMAGED RUBBLE Model = UBArmDeal_E Animation = UBArmDeal_E.UBArmDeal_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Smoke07 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 FireFactionLarge ; ParticleSysBone = Fire06 SmolderingFire ; ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED Model = UBArmDlEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG.UBArmDlEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBArmDlEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_D.UBArmDlEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBArmDlEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_E.UBArmDlEG_E AnimationMode = LOOP End ; snow ConditionState = SNOW Model = UBArmDeal_S Animation = UBArmDeal_S.UBArmDeal_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ;damaged ConditionState = DAMAGED SNOW Model = UBArmDeal_DS Animation = UBArmDeal_DS.UBArmDeal_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmolderingSmoke ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 SmolderingFire ; ParticleSysBone = Fire06 SmolderingFire End ;really damaged ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBArmDeal_ES Animation = UBArmDeal_ES.UBArmDeal_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Smoke07 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 FireFactionLarge ; ParticleSysBone = Fire06 SmolderingFire ; ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED SNOW Model = UBArmDlEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_S.UBArmDlEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBArmDlEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_DS.UBArmDlEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBArmDlEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_ES.UBArmDlEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBArmDeal_N Animation = UBArmDeal_N.UBArmDeal_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ConditionState = DAMAGED NIGHT Model = UBArmDeal_DN Animation = UBArmDeal_DN.UBArmDeal_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBArmDeal_EN Animation = UBArmDeal_EN.UBArmDeal_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED NIGHT Model = UBArmDlEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_N.UBArmDlEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBArmDlEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_DN.UBArmDlEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBArmDlEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_EN.UBArmDlEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBArmDeal_NS Animation = UBArmDeal_NS.UBArmDeal_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = UBArmDeal_DNS Animation = UBArmDeal_DNS.UBArmDeal_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBArmDeal_ENS Animation = UBArmDeal_ENS.UBArmDeal_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = GARRISONED NIGHT SNOW Model = UBArmDlEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_NS.UBArmDlEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBArmDlEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_DNS.UBArmDlEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBArmDlEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBArmDlEG_ENS.UBArmDlEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal Animation = UBArmDeal.UBArmDeal AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArmDeal_D Animation = UBArmDeal_D.UBArmDeal_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArmDeal_E Animation = UBArmDeal_E.UBArmDeal_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBArmDeal_N Animation = UBArmDeal_N.UBArmDeal_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBArmDeal_DN Animation = UBArmDeal_DN.UBArmDeal_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBArmDeal_EN Animation = UBArmDeal_EN.UBArmDeal_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBArmDeal_S Animation = UBArmDeal_S.UBArmDeal_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBArmDeal_DS Animation = UBArmDeal_DS.UBArmDeal_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBArmDeal_ES Animation = UBArmDeal_ES.UBArmDeal_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBArmDeal_NS Animation = UBArmDeal_NS.UBArmDeal_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBArmDeal_DNS Animation = UBArmDeal_DNS.UBArmDeal_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBArmDeal_ENS Animation = UBArmDeal_ENS.UBArmDeal_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4S Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4SN Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBArmDeal_A4S ; @todo srj -- anim missing Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBArmDeal_A4SN ; @todo srj -- anim missing Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBArmDeal_A4S ; @todo srj -- anim missing Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBArmDeal_A4SN Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ----------------- the door ----------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArmDeal_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArmDeal_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:ArmsDealer Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLASupplyStash End BuildCost = 625 BuildTime = 10.0 ; in seconds EnergyProduction = 0 CommandSet = FakeGLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_05 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 = 700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureMediumDeath End Behavior = AIUpdateInterface ModuleTag_10 AutoAcquireEnemiesWhenIdle = No End Behavior = ProductionUpdate ModuleTag_11 ; nothing End Behavior = SlowDeathBehavior ModuleTag_12 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_13 ReplaceObject = GLAArmsDealer TriggeredBy = Upgrade_BecomeRealGLAArmsDealer End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_31 ;-------------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 = 40.0 GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 127 ShadowSizeY = 144 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaWarFactory ; *** ART Parameters *** SelectPortrait = SNWarFact_L ButtonImage = SNWarFact ; ------------ the main factory itself ----------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day DefaultConditionState Model = NBWarFact End ConditionState = DAMAGED Model = NBWarFact_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE Model = NBWarFact_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ConditionState = SNOW Model = NBWarFact_S End ConditionState = DAMAGED SNOW Model = NBWarFact_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBWarFact_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ; night ********************************************** ConditionState = NIGHT Model = NBWarFact_N End ConditionState = DAMAGED NIGHT Model = NBWarFact_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBWarFact_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ; night SNOW ConditionState = NIGHT SNOW Model = NBWarFact_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBWarFact_DNS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBWarFact_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact ;Animation = NBWarFact.NBWarFact ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBWarFact_D ;Animation = NBWarFact_D.NBWarFact_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBWarFact_E ;Animation = NBWarFact_E.NBWarFact_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBWarFact_N ;Animation = NBWarFact_N.NBWarFact_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBWarFact_DN ;Animation = NBWarFact_DN.NBWarFact_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBWarFact_EN ;Animation = NBWarFact_EN.NBWarFact_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBWarFact_S ;Animation = NBWarFact_S.NBWarFact_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBWarFact_DS ;Animation = NBWarFact_DS.NBWarFact_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBWarFact_ES ;Animation = NBWarFact_ES.NBWarFact_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBWarFact_NS ;Animation = NBWarFact_NS.NBWarFact_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBWarFact_DNS ;Animation = NBWarFact_DNS.NBWarFact_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBWarFact_ENS ;Animation = NBWarFact_ENS.NBWarFact_ENS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------------ the construction crane ------------ Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = None Model = NBWarFact_A1 Animation = NBWarFact_A1.NBWarFact_A1 AnimationMode = LOOP WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch End ConditionState = DAMAGED Model = NBWarFact_A1D Animation = NBWarFact_A1D.NBWarFact_A1D AnimationMode = LOOP WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch End ConditionState = REALLYDAMAGED RUBBLE Model = NBWarFact_A1E Animation = NBWarFact_A1E.NBWarFact_A1E AnimationMode = LOOP WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch End ConditionState = ACTIVELY_CONSTRUCTING Model = NBWarFact_A2 Animation = NBWarFact_A2.NBWarFact_A2 AnimationMode = ONCE TransitionKey = TransitionFinishBeforeSwitch End ConditionState = ACTIVELY_CONSTRUCTING DAMAGED Model = NBWarFact_A2D Animation = NBWarFact_A2D.NBWarFact_A2D AnimationMode = ONCE TransitionKey = TransitionFinishBeforeSwitch End ConditionState = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE Model = NBWarFact_A2E Animation = NBWarFact_A2E.NBWarFact_A2E AnimationMode = ONCE TransitionKey = TransitionFinishBeforeSwitch End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = SOLD DAMAGED REALLYDAMAGED RUBBLE Model = NONE End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4 Animation = NBWarFact_A4.NBWarFact_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4N Animation = NBWarFact_A4N.NBWarFact_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4S Animation = NBWarFact_A4S.NBWarFact_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A4SN Animation = NBWarFact_A4SN.NBWarFact_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire End TransitionState = DOWN_DEFAULT UP_DAY Model = NBWarFact_A4 Animation = NBWarFact_A4.NBWarFact_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBWarFact_A4N Animation = NBWarFact_A4N.NBWarFact_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBWarFact_A4S Animation = NBWarFact_A4S.NBWarFact_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBWarFact_A4SN Animation = NBWarFact_A4SN.NBWarFact_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBWarFact_A4 Animation = NBWarFact_A4.NBWarFact_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBWarFact_A4N Animation = NBWarFact_A4N.NBWarFact_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBWarFact_A4S Animation = NBWarFact_A4S.NBWarFact_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBWarFact_A4SN Animation = NBWarFact_A4SN.NBWarFact_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBWarFact_A6 Animation = NBWarFact_A6.NBWarFact_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBWarFact_A6N Animation = NBWarFact_A6N.NBWarFact_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBWarFact_A6S Animation = NBWarFact_A6S.NBWarFact_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBWarFact_A6SN Animation = NBWarFact_A6SN.NBWarFact_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBWarFact_A6 Animation = NBWarFact_A6.NBWarFact_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBWarFact_A6N Animation = NBWarFact_A6N.NBWarFact_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBWarFact_A6S Animation = NBWarFact_A6S.NBWarFact_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBWarFact_A6SN Animation = NBWarFact_A6SN.NBWarFact_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBWarFact_A6 Animation = NBWarFact_A6.NBWarFact_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBWarFact_A6N Animation = NBWarFact_A6N.NBWarFact_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBWarFact_A6S Animation = NBWarFact_A6S.NBWarFact_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBWarFact_A6SN Animation = NBWarFact_A6SN.NBWarFact_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------------ the construction conveyor belt ------------ Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes DefaultConditionState Model = NBWarFact_A7 Animation = NBWarFact_A7.NBWarFact_A7 AnimationMode = LOOP ; Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = ACTIVELY_CONSTRUCTING Model = NBWarFact_A7 Animation = NBWarFact_A7.NBWarFact_A7 AnimationMode = LOOP ; Flags = START_FRAME_FIRST End AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING AliasConditionState = SNOW ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A7 Animation = NBWarFact_A7.NBWarFact_A7 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = NBWarFact_A8 Animation = NBWarFact_A8.NBWarFact_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBWarFact_A8D Animation = NBWarFact_A8D.NBWarFact_A8D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBWarFact_A8E Animation = NBWarFact_A8E.NBWarFact_A8E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBWarFact_A8D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBWarFact_A8E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5 Animation = NBWarFact_A5.NBWarFact_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5N Animation = NBWarFact_A5N.NBWarFact_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5S Animation = NBWarFact_A5S.NBWarFact_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBWarFact_A5SN Animation = NBWarFact_A5SN.NBWarFact_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBWarFact_AB Animation = NBWarFact_AB.NBWarFact_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBWarFact_ABN Animation = NBWarFact_ABN.NBWarFact_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBWarFact_ABS Animation = NBWarFact_ABS.NBWarFact_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBWarFact_ABSN Animation = NBWarFact_ABSN.NBWarFact_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBWarFact_AB Animation = NBWarFact_AB.NBWarFact_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBWarFact_ABN Animation = NBWarFact_ABN.NBWarFact_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBWarFact_ABS Animation = NBWarFact_ABS.NBWarFact_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBWarFact_ABSN Animation = NBWarFact_ABSN.NBWarFact_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:WarFactory Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaSupplyCenter End BuildCost = 2000 BuildTime = 15.0 ; in seconds EnergyProduction = -1 CommandSet = ChinaWarFactoryCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = WarFactoryChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY FS_WARFACTORY Body = StructureBody ModuleTag_08 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = DestroyDie ModuleTag_09 ;nothing End Behavior = CreateObjectDie ModuleTag_10 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_11 DeathFX = FX_StructureMediumDeath End Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 1 DoorOpeningTime = 4000 ;in mSeconds DoorWaitOpenTime = 2000 ;in mSeconds DoorCloseTime = 5000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X: 0.0 Y:-27.0 Z:0.0 NaturalRallyPoint = X: 57.0 Y:-27.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_14 TimeForFullHeal = 5000 ;(in milliseconds) NumberApproachPositions = 5 End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GenerateMinefieldBehavior ModuleTag_22 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = TransitionDamageFX ModuleTag_23 ;-------------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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaWarFactoryCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 57.0 GeometryMinorRadius = 61.0 GeometryHeight = 30.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaWall ; *** ART Parameters *** SelectPortrait = SNWall_L ButtonImage = SNWall Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day DefaultConditionState Model = NBWall02Y End ConditionState = DAMAGED Model = NBWall02Y_D End ConditionState = REALLYDAMAGED RUBBLE Model = NBWall02Y_E End ConditionState = SNOW Model = NBWall02Y_S End ConditionState = DAMAGED SNOW Model = NBWall02Y_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBWall02Y_ES End End ; ***DESIGN parameters *** DisplayName = OBJECT:ConcreteWall Side = China EditorSorting = STRUCTURE BuildCost = 100 BuildTime = 2.0 ; in seconds VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level FenceWidth = 9 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = DestroyDie ModuleTag_03 ; none End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaWall ; *** ART Parameters *** SelectPortrait = SAFence_L ButtonImage = SAFence Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = ABSecWallY End ConditionState = DAMAGED Model = ABSecWallY_D ParticleSysBone = SparkS01 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE Model = ABSecWallY_E Animation = ABSecWallY_E.ABSecWallY_E AnimationMode = LOOP ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:SecurityFence Side = America EditorSorting = STRUCTURE BuildCost = 100 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = WallArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level FenceWidth = 19 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -TOPPLED End Behavior = CreateObjectDie ModuleTag_04 DeathTypes = ALL -TOPPLED CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathTypes = ALL -TOPPLED DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 3.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;Added for the Hub piece Object AmericaWallHub ; *** ART Parameters *** SelectPortrait = SAFence_L ButtonImage = SAFence Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = ABSecWallX End ConditionState = DAMAGED Model = ABSecWallX_D ParticleSysBone = SparkS01 SparksSmall End ConditionState = REALLYDAMAGED RUBBLE Model = ABSecWallX_E ParticleSysBone = SmokeM01 SmokeFactionMedium ;ParticleSysBone = FireM01 FireFactionMedium ParticleSysBone = SparkM01 SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Wall Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaBarracks End BuildCost = 50 BuildTime = 2.0 ; in seconds VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level FenceWidth = 6 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -TOPPLED End Behavior = CreateObjectDie ModuleTag_04 DeathTypes = ALL -TOPPLED CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathTypes = ALL -TOPPLED DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 3.0 GeometryMinorRadius = 4.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLAWall ; *** ART Parameters *** SelectPortrait = SUBarricade_L ButtonImage = SUBarricade Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBurnBarrY ParticleSysBone = Fire01 FireBurningBarricade02 ParticleSysBone = Fire02 FireBurningBarricade02 ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = DAMAGED Model = UBBurnBarrY_D End ConditionState = REALLYDAMAGED RUBBLE Model = UBBurnBarrY_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:BurningBarricade Side = GLA EditorSorting = STRUCTURE BuildCost = 100 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level FenceWidth = 28 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = DestroyDie ModuleTag_03 ; none End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 11.0 GeometryMinorRadius = 8.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;Added for the Hub piece Object GLAWallHub ; *** ART Parameters *** SelectPortrait = SUBarricade_L ButtonImage = SUBarricade Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBurnBarrX ParticleSysBone = Fire01 FireBurningBarricade02 ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = DAMAGED Model = UBBurnBarrX_D End ConditionState = REALLYDAMAGED RUBBLE Model = UBBurnBarrX_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:Wall Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 50 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ; none End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;Added for the Hub piece Object ChinaWallHub ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBWall02X End ConditionState = DAMAGED Model = NBWall02X_D End ConditionState = REALLYDAMAGED RUBBLE Model = NBWall02X_E End ConditionState = SNOW Model = NBWall02X_S End ConditionState = DAMAGED SNOW Model = NBWall02X_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBWall02X_ES End End ; ***DESIGN parameters *** DisplayName = OBJECT:Wall Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaBarracks End BuildCost = 50 BuildTime = 1.0 ; in seconds VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = WallArmor DamageFX = StructureDamageFXNoShake End FenceWidth = 12 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ; none End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 6.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLATrap ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = NBWall End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankTrap Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 50 BuildTime = 1.0 ; in seconds EnergyProduction = 0 VisionRange = 150.0 ; Shroud clearing distance ShroudClearingRange = 150 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End FenceWidth = 14 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_05 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaMoat ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = TempBldgSm End End ; ***DESIGN parameters *** DisplayName = OBJECT:Moat Side = China EditorSorting = STRUCTURE BuildCost = 100 BuildTime = 2.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud clearing distance ShroudClearingRange = 50 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_05 DeathFX = FX_SmallStructureDeath End Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 9.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object PatriotBinaryDataStream ; *** ART Parameters *** Draw = W3DLaserDraw ModuleTag_01 Texture = EXBinaryStream32.tga NumBeams = 1 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10 InnerBeamWidth = 4 ;The total width of beam InnerColor = R:0 G:255 B:0 A:180 ;The inside color of the laser (hot) Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling. ScrollRate = -0.25 ;Scrolls the texture offset this fast -- towards(-) away(+) Segments = 20 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20 ArcHeight = 30.0 ;The height of the arc SegmentOverlapRatio = 0.0000 ;This value overlaps(+) or separates(-) the segments by ratio TilingScalar = 0.25 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural) End KindOf = IMMOBILE ClientUpdate = LaserUpdate ModuleTag_02 ;nothing End ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state. Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 600 ; min lifetime in msec MaxLifetime = 600 ; max lifetime in msec End End ;------------------------------------------------------------------------------ Object AmericaPatriotBattery ; *** ART Parameters *** SelectPortrait = SAPatriot_L ButtonImage = SAPatriot Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = ABPatriot Turret = TURRET01 TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponA WeaponLaunchBone = TERTIARY WeaponA WeaponFireFXBone = PRIMARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponFireFXBone = TERTIARY WeaponA End AliasConditionState = NIGHT ConditionState = DAMAGED Model = ABPatriot_D End AliasConditionState = DAMAGED NIGHT ConditionState = REALLYDAMAGED RUBBLE Model = ABPatriot_E End AliasConditionState = REALLYDAMAGED RUBBLE NIGHT ConditionState = SNOW Model = ABPatriot_S End AliasConditionState = SNOW NIGHT ConditionState = DAMAGED SNOW Model = ABPatriot_DS End AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABPatriot_ES End AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPatriot Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABPatriot_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABPatriot_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = ABPatriot_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABPatriot_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW Model = ABPatriot_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPatriot_A4 Animation = ABPatriot_A4.ABPatriot_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPatriot_A4N Animation = ABPatriot_A4N.ABPatriot_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPatriot_A4S Animation = ABPatriot_A4S.ABPatriot_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPatriot_A4SN Animation = ABPatriot_A4SN.ABPatriot_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPatriot_A4 Animation = ABPatriot_A4.ABPatriot_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPatriot_A4N Animation = ABPatriot_A4N.ABPatriot_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPatriot_A4S Animation = ABPatriot_A4S.ABPatriot_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPatriot_A4SN Animation = ABPatriot_A4SN.ABPatriot_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPatriot_A4 Animation = ABPatriot_A4.ABPatriot_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABPatriot_A4N Animation = ABPatriot_A4N.ABPatriot_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABPatriot_A4S Animation = ABPatriot_A4S.ABPatriot_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABPatriot_A4SN Animation = ABPatriot_A4SN.ABPatriot_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABPatriot_A6 Animation = ABPatriot_A6.ABPatriot_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABPatriot_A6N Animation = ABPatriot_A6N.ABPatriot_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABPatriot_A6S Animation = ABPatriot_A6S.ABPatriot_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABPatriot_A6SN Animation = ABPatriot_A6SN.ABPatriot_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPatriot_A6 Animation = ABPatriot_A6.ABPatriot_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPatriot_A6N Animation = ABPatriot_A6N.ABPatriot_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPatriot_A6S Animation = ABPatriot_A6S.ABPatriot_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPatriot_A6SN Animation = ABPatriot_A6SN.ABPatriot_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPatriot_A6 Animation = ABPatriot_A6.ABPatriot_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABPatriot_A6N Animation = ABPatriot_A6N.ABPatriot_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABPatriot_A6S Animation = ABPatriot_A6S.ABPatriot_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABPatriot_A6SN Animation = ABPatriot_A6SN.ABPatriot_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:PatriotBattery Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaPowerPlant End BuildCost = 1000 BuildTime = 25.0 ; in seconds EnergyProduction = -3 WeaponSet Conditions = None Weapon = PRIMARY PatriotMissileWeapon Weapon = SECONDARY PatriotMissileAssistWeapon Weapon = TERTIARY PatriotMissileWeaponAir AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT AutoChooseSources = SECONDARY NONE AutoChooseSources = TERTIARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = PRIMARY VEHICLE INFANTRY PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT PreferredAgainst = TERTIARY BALLISTIC_MISSILE AIRCRAFT ShareWeaponReloadTime = Yes End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = AmericaPatriotBatteryCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ;Behavior = AIUpdateInterface ModuleTag_20 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS ; MoodAttackCheckRate = 250 ;End ; *** AUDIO Parameters *** VoiceSelect = PatriotBatterySelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200 ;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 = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes NaturalTurretPitch = 45 GroundUnitPitch = 40 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY 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 ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = AssistedTargetingUpdate ModuleTag_07 AssistingClipSize = 4 ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon AssistingWeaponSlot = SECONDARY ; And the weapon to use. Should have huge range and no natural clip. LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me LaserToTarget = PatriotBinaryDataStream ; Stream to draw from me to the target End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_AmericanRangerDebris03 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureTinyDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryMinorRadius = 1.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaBunker ; *** ART Parameters *** SelectPortrait = SNBunker_L ButtonImage = SNBunker Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBBunker End ConditionState = DAMAGED Model = NBBunker_D ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE Model = NBBunker_E ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = GARRISONED Model = NBBunker_G End ConditionState = DAMAGED GARRISONED Model = NBBunker_DG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE GARRISONED Model = NBBunker_EG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = SNOW Model = NBBunker_S End ConditionState = DAMAGED SNOW Model = NBBunker_DS ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBBunker_ES ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ConditionState = SNOW GARRISONED Model = NBBunker_SG End ConditionState = DAMAGED SNOW GARRISONED Model = NBBunker_DSG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE SNOW GARRISONED Model = NBBunker_ESG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night ConditionState = NIGHT Model = NBBunker_N End ConditionState = DAMAGED NIGHT Model = NBBunker_DN ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBBunker_EN ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night ConditionState = NIGHT GARRISONED Model = NBBunker_NG End ConditionState = DAMAGED NIGHT GARRISONED Model = NBBunker_DNG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT GARRISONED Model = NBBunker_ENG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night snow ConditionState = NIGHT SNOW Model = NBBunker_NS End ConditionState = DAMAGED NIGHT SNOW Model = NBBunker_DNS ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBBunker_ENS ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;night snow ConditionState = NIGHT SNOW GARRISONED Model = NBBunker_NSG End ConditionState = DAMAGED NIGHT SNOW GARRISONED Model = NBBunker_DNSG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFlameCore End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED Model = NBBunker_ENSG ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire02 SmolderingFlameCore ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire03 SmolderingFlameCore ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire04 SmolderingFlameCore ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire05 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker ;Animation = NBBunker.NBBunker ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBBunker_D ;Animation = NBBunker_D.NBBunker_D ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBBunker_E ;Animation = NBBunker_E.NBBunker_E ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBBunker_N ;Animation = NBBunker_N.NBBunker_N ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBBunker_DN ;Animation = NBBunker_DN.NBBunker_DN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBBunker_EN ;Animation = NBBunker_EN.NBBunker_EN ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBBunker_S ;Animation = NBBunker_S.NBBunker_S ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBBunker_DS ;Animation = NBBunker_DS.NBBunker_DS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBBunker_ES ;Animation = NBBunker_ES.NBBunker_ES ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBBunker_NS ;Animation = NBBunker_NS.NBBunker_NS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBBunker_DNS ;Animation = NBBunker_DNS.NBBunker_DNS ;AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBBunker_ENS ; Animation = NBBunker_ENS.NBBunker_ENS ; AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD GARRISONED AliasConditionState = SOLD DAMAGED GARRISONED AliasConditionState = SOLD REALLYDAMAGED GARRISONED AliasConditionState = SOLD NIGHT GARRISONED AliasConditionState = SOLD NIGHT DAMAGED GARRISONED AliasConditionState = SOLD NIGHT REALLYDAMAGED GARRISONED AliasConditionState = SOLD SNOW GARRISONED AliasConditionState = SOLD SNOW DAMAGED GARRISONED AliasConditionState = SOLD SNOW REALLYDAMAGED GARRISONED AliasConditionState = SOLD NIGHT SNOW GARRISONED AliasConditionState = SOLD NIGHT SNOW DAMAGED GARRISONED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4 Animation = NBBunker_A4.NBBunker_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4N Animation = NBBunker_A4N.NBBunker_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4S Animation = NBBunker_A4S.NBBunker_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A4SN Animation = NBBunker_A4SN.NBBunker_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBunker_A4 Animation = NBBunker_A4.NBBunker_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBunker_A4N Animation = NBBunker_A4N.NBBunker_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBunker_A4S Animation = NBBunker_A4S.NBBunker_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBunker_A4SN Animation = NBBunker_A4SN.NBBunker_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBunker_A4 Animation = NBBunker_A4.NBBunker_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBunker_A4N Animation = NBBunker_A4N.NBBunker_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBunker_A4S Animation = NBBunker_A4S.NBBunker_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBunker_A4SN Animation = NBBunker_A4SN.NBBunker_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBBunker_A6 Animation = NBBunker_A6.NBBunker_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBBunker_A6N Animation = NBBunker_A6N.NBBunker_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBBunker_A6S Animation = NBBunker_A6S.NBBunker_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBBunker_A6SN Animation = NBBunker_A6SN.NBBunker_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBunker_A6 Animation = NBBunker_A6.NBBunker_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBunker_A6N Animation = NBBunker_A6N.NBBunker_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBunker_A6S Animation = NBBunker_A6S.NBBunker_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBunker_A6SN Animation = NBBunker_A6SN.NBBunker_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBunker_A6 Animation = NBBunker_A6.NBBunker_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBunker_A6N Animation = NBBunker_A6N.NBBunker_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBunker_A6S Animation = NBBunker_A6S.NBBunker_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBunker_A6SN Animation = NBBunker_A6SN.NBBunker_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5 Animation = NBBunker_A5.NBBunker_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5N Animation = NBBunker_A5N.NBBunker_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5S Animation = NBBunker_A5S.NBBunker_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBBunker_A5SN Animation = NBBunker_A5SN.NBBunker_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBBunker_AB Animation = NBBunker_AB.NBBunker_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBBunker_ABN Animation = NBBunker_ABN.NBBunker_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBBunker_ABS Animation = NBBunker_ABS.NBBunker_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBBunker_ABSN Animation = NBBunker_ABSN.NBBunker_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBBunker_AB Animation = NBBunker_AB.NBBunker_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBBunker_ABN Animation = NBBunker_ABN.NBBunker_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBBunker_ABS Animation = NBBunker_ABS.NBBunker_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBBunker_ABSN Animation = NBBunker_ABSN.NBBunker_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaBarracks End BuildCost = 400 BuildTime = 5.0 ; in seconds EnergyProduction = 0 VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaBunkerCommandSet ; *** AUDIO Parameters *** VoiceSelect = BunkerSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End ; Behavior = FXListDie ModuleTag_07 ; DeathFX = FX_SmallStructureDeath ; End ExperienceValue = 20 20 20 20 ; Experience point value at each level Behavior = GarrisonContain ModuleTag_08 ContainMax = 5 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes End Behavior = GenerateMinefieldBehavior ModuleTag_09 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = ProductionUpdate ModuleTag_10 ; nothing, but is required if we have any Object-level Upgrades! End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureSmallDeath End Behavior = DestroyDie ModuleTag_06 ;nothing End Behavior = TransitionDamageFX ModuleTag_15 ;-------------DESIGNED FOR SMALL 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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaBunkerCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaPropagandaCenter ; *** ART Parameters *** SelectPortrait = SNPropCentr_L ButtonImage = SNPropCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;day ConditionState = NONE Model = NBPCenter Animation = NBPCenter.NBPCenter AnimationMode = LOOP End ConditionState = DAMAGED Model = NBPCenter_D Animation = NBPCenter_D.NBPCenter_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = NBPCenter_E Animation = NBPCenter_E.NBPCenter_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ;night ConditionState = NIGHT Model = NBPCenter_N Animation = NBPCenter_N.NBPCenter_N AnimationMode = LOOP End ;damaged ConditionState = DAMAGED NIGHT Model = NBPCenter_DN Animation = NBPCenter_DN.NBPCenter_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ;reallydamaged ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBPCenter_EN Animation = NBPCenter_EN.NBPCenter_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ConditionState = SNOW Model = NBPCenter_S Animation = NBPCenter_S.NBPCenter_S AnimationMode = LOOP End ;damaged ConditionState = DAMAGED SNOW Model = NBPCenter_DS Animation = NBPCenter_DS.NBPCenter_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ;reallydamaged ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBPCenter_ES Animation = NBPCenter_ES.NBPCenter_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ;night ConditionState = NIGHT SNOW Model = NBPCenter_NS Animation = NBPCenter_NS.NBPCenter_NS AnimationMode = LOOP End ;damaged ConditionState = DAMAGED NIGHT SNOW Model = NBPCenter_DNS Animation = NBPCenter_DNS.NBPCenter_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ;reallydamaged ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBPCenter_ENS Animation = NBPCenter_ENS.NBPCenter_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Spark01 End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter Animation = NBPCenter.NBPCenter AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBPCenter_D Animation = NBPCenter_D.NBPCenter_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBPCenter_E Animation = NBPCenter_E.NBPCenter_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBPCenter_N Animation = NBPCenter_N.NBPCenter_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBPCenter_DN Animation = NBPCenter_DN.NBPCenter_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBPCenter_EN Animation = NBPCenter_EN.NBPCenter_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBPCenter_S Animation = NBPCenter_S.NBPCenter_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBPCenter_DS Animation = NBPCenter_DS.NBPCenter_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBPCenter_ES Animation = NBPCenter_ES.NBPCenter_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBPCenter_NS Animation = NBPCenter_NS.NBPCenter_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBPCenter_DNS Animation = NBPCenter_DNS.NBPCenter_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBPCenter_ENS Animation = NBPCenter_ENS.NBPCenter_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED AliasConditionState = SNOW REALLYDAMAGED AliasConditionState = NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ; ConditionState = DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ; ConditionState = REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ConditionState = DOOR_1_OPENING Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING ; ConditionState = DOOR_1_OPENING DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ; ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ConditionState = DOOR_1_CLOSING Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING ; ConditionState = DOOR_1_CLOSING DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ConditionState = DOOR_1_WAITING_OPEN Model = NBPCenter_A1 Animation = NBPCenter_A1.NBPCenter_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN ; ConditionState = DOOR_1_WAITING_OPEN DAMAGED ; Model = NBPCenter_A1D ; Animation = NBPCenter_A1D.NBPCenter_A1D ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ; Model = NBPCenter_A1E ; Animation = NBPCenter_A1E.NBPCenter_A1E ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End End ; -------- spreading propaganda flashing lights ---------- Draw = W3DModelDraw ModuleTag_03 DefaultConditionState Model = None End ConditionState = SOLD Model = NONE End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End ConditionState = CONSTRUCTION_COMPLETE Model = NBPCenter_A2 Animation = NBPCenter_A2.NBPCenter_A2 AnimationMode = LOOP Flags = START_FRAME_FIRST End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4 Animation = NBPCenter_A4.NBPCenter_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4N Animation = NBPCenter_A4N.NBPCenter_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4S Animation = NBPCenter_A4S.NBPCenter_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A4SN Animation = NBPCenter_A4SN.NBPCenter_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPCenter_A4 Animation = NBPCenter_A4.NBPCenter_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPCenter_A4N Animation = NBPCenter_A4N.NBPCenter_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPCenter_A4S Animation = NBPCenter_A4S.NBPCenter_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPCenter_A4SN Animation = NBPCenter_A4SN.NBPCenter_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPCenter_A4 Animation = NBPCenter_A4.NBPCenter_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPCenter_A4N Animation = NBPCenter_A4N.NBPCenter_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPCenter_A4S Animation = NBPCenter_A4S.NBPCenter_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPCenter_A4SN Animation = NBPCenter_A4SN.NBPCenter_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBPCenter_A6 Animation = NBPCenter_A6.NBPCenter_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBPCenter_A6N Animation = NBPCenter_A6N.NBPCenter_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBPCenter_A6S Animation = NBPCenter_A6S.NBPCenter_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBPCenter_A6SN Animation = NBPCenter_A6SN.NBPCenter_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPCenter_A6 Animation = NBPCenter_A6.NBPCenter_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPCenter_A6N Animation = NBPCenter_A6N.NBPCenter_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPCenter_A6S Animation = NBPCenter_A6S.NBPCenter_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPCenter_A6SN Animation = NBPCenter_A6SN.NBPCenter_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPCenter_A6 Animation = NBPCenter_A6.NBPCenter_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPCenter_A6N Animation = NBPCenter_A6N.NBPCenter_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPCenter_A6S Animation = NBPCenter_A6S.NBPCenter_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPCenter_A6SN Animation = NBPCenter_A6SN.NBPCenter_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5 Animation = NBPCenter_A5.NBPCenter_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5N Animation = NBPCenter_A5N.NBPCenter_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5S Animation = NBPCenter_A5S.NBPCenter_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBPCenter_A5SN Animation = NBPCenter_A5SN.NBPCenter_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBPCenter_AB Animation = NBPCenter_AB.NBPCenter_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBPCenter_ABN Animation = NBPCenter_ABN.NBPCenter_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBPCenter_ABS Animation = NBPCenter_ABS.NBPCenter_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBPCenter_ABSN Animation = NBPCenter_ABSN.NBPCenter_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBPCenter_AB Animation = NBPCenter_AB.NBPCenter_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBPCenter_ABN Animation = NBPCenter_ABN.NBPCenter_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBPCenter_ABS Animation = NBPCenter_ABS.NBPCenter_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBPCenter_ABSN Animation = NBPCenter_ABSN.NBPCenter_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:PropagandaCenter Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaWarFactory End BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = -2 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaPropagandaCenterCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = PropagandaCenterSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_ADVANCED_TECH Body = StructureBody ModuleTag_07 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ProductionUpdate ModuleTag_10 ; End Behavior = DestroyDie ModuleTag_12 ; End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_17 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_18 ;-------------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 = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaPropagandaCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 57.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaGattlingCannon ; *** ART Parameters *** SelectPortrait = SNGatTower_L ButtonImage = SNGatTower UpgradeCameo1 = Upgrade_ChinaChainGuns Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;--------------------- IDLE -------------------------------------------------- ;------------------------------------------------------------------------------- ; DAY DefaultConditionState Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ; NIGHT --------------------------------------------------------------- ConditionState = NIGHT Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED NIGHT Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ;SNOW --------------------------------------------------------------- ConditionState = SNOW Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED SNOW Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ; NIGHT SNOW --------------------------------------------------------------- ConditionState = NIGHT SNOW Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX End ConditionState = DAMAGED NIGHT SNOW Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = SmokeM01 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = MANUAL Turret = TURRET TurretPitch = TURRETEL WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponFireFXBone = SECONDARY Muzzle WeaponMuzzleFlash = SECONDARY MuzzleFX ParticleSysBone = Smoke01 SmokeFactionMedium ParticleSysBone = Smoke02 SmokeFactionMedium ParticleSysBone = Smoke03 SmokeFactionMedium ParticleSysBone = SparkM01 SparksMedium ParticleSysBone = SparkM02 SparksMedium End ;---------------- ATTACKING ---------------------------------- ;------------------------------------------------------------- ; DAY ConditionState = ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;NIGHT --------------------------------------------------------------- ConditionState = ATTACKING NIGHT Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED NIGHT Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED NIGHT Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;SNOW --------------------------------------------------------------- ConditionState = ATTACKING SNOW Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED SNOW Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED SNOW Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;SNOW NIGHT --------------------------------------------------------------- ConditionState = ATTACKING NIGHT SNOW Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING DAMAGED SNOW NIGHT Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ConditionState = ATTACKING REALLYDAMAGED NIGHT SNOW Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate s l o w l y End ;---------------- CONTINUOUS_FIRE_SLOW ----------------------- ;------------------------------------------------------------- ; DAY ConditionState = CONTINUOUS_FIRE_SLOW ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_SLOW SNOW ATTACKING Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;SNOW NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ConditionState = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate s l o w l y End ;------------- CONTINUOUS_FIRE_MEAN ------------------------ ;----------------------------------------------------------- ;DAY ConditionState = CONTINUOUS_FIRE_MEAN ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ;NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_MEAN SNOW ATTACKING Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;NIGHT SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate medium-fast End ;------------- CONTINUOUS_FIRE_FAST ------------------------ ;DAY ConditionState = CONTINUOUS_FIRE_FAST ATTACKING Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;NIGHT --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_FAST NIGHT ATTACKING Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_FAST SNOW ATTACKING Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst End ;NIGHT SNOW --------------------------------------------------------------- ConditionState = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ConditionState = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate vryfst ParticleSysBone = Muzzle01 GattlingMuzzleSmoke ParticleSysBone = Muzzle02 GattlingMuzzleSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBGattling_D Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBGattling_E Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBGattling_N Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBGattling_DN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBGattling_EN Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBGattling_S Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBGattling_DS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBGattling_ES Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBGattling_NS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBGattling_DNS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBGattling_ENS Animation = NBGattling_A2.NBGattling_A2 AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4 Animation = NBGattling_A4.NBGattling_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4N Animation = NBGattling_A4N.NBGattling_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4S Animation = NBGattling_A4S.NBGattling_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBGattling_A4SN Animation = NBGattling_A4SN.NBGattling_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBGattling_A4 Animation = NBGattling_A4.NBGattling_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBGattling_A4N Animation = NBGattling_A4N.NBGattling_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBGattling_A4S Animation = NBGattling_A4S.NBGattling_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBGattling_A4SN Animation = NBGattling_A4SN.NBGattling_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBGattling_A4 Animation = NBGattling_A4.NBGattling_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBGattling_A4N Animation = NBGattling_A4N.NBGattling_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBGattling_A4S Animation = NBGattling_A4S.NBGattling_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBGattling_A4SN Animation = NBGattling_A4SN.NBGattling_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBGattling_A6 Animation = NBGattling_A6.NBGattling_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBGattling_A6N Animation = NBGattling_A6N.NBGattling_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBGattling_A6S Animation = NBGattling_A6S.NBGattling_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBGattling_A6SN Animation = NBGattling_A6SN.NBGattling_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBGattling_A6 Animation = NBGattling_A6.NBGattling_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBGattling_A6N Animation = NBGattling_A6N.NBGattling_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBGattling_A6S Animation = NBGattling_A6S.NBGattling_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBGattling_A6SN Animation = NBGattling_A6SN.NBGattling_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBGattling_A6 Animation = NBGattling_A6.NBGattling_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBGattling_A6N Animation = NBGattling_A6N.NBGattling_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBGattling_A6S Animation = NBGattling_A6S.NBGattling_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBGattling_A6SN Animation = NBGattling_A6SN.NBGattling_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:GattlingCannon Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaPowerPlant End BuildCost = 1200 BuildTime = 25.0 ; in seconds EnergyProduction = -3 ExperienceValue = 200 200 200 200 ; Experience point value at each level WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY GattlingBuildingGunAir AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = BaseDefenseArmor DamageFX = StructureDamageFXNoShake End CommandSet = ChinaGattlingCannonCommandSet ;Behavior = AIUpdateInterface ModuleTag_20 ; AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS ; MoodAttackCheckRate = 250 ;End ; *** AUDIO Parameters *** VoiceSelect = GattlingCannonSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop VoiceRapidFire = NoSound End UnitSpecificSounds TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE Body = StructureBody ModuleTag_05 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 200 ;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 = GenerateMinefieldBehavior ModuleTag_04 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = AIUpdateInterface ModuleTag_06 Turret ControlledWeaponSlots = PRIMARY SECONDARY TurretTurnRate = 180 // turn rate, in degrees per sec TurretPitchRate = 180 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky 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 ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = ProductionUpdate ModuleTag_07 ; nothing, but is required if we have any Object-level Upgrades! End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureTinyDeath End Behavior = ProductionUpdate ModuleTag_10 ; nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_LargeStructureDebris End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Behavior = WeaponBonusUpgrade ModuleTag_15 TriggeredBy = Upgrade_ChinaChainGuns End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaGattlingCannonCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 8.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLABurningBarrier ; *** ART Parameters *** SelectPortrait = SUBarricade_L ButtonImage = SUBarricade Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBurnBarr End ConditionState = ENEMYNEAR Model = UBBurnBarr ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 FireBurningBarricade01 ParticleSysBone = Fire03 FireBurningBarricade01 ParticleSysBone = Fire04 FireBurningBarricade01 ParticleSysBone = Smoke01 SmokeBurningBarricade01 ParticleSysBone = Smoke02 SmokeBurningBarricade01 ParticleSysBone = Smoke03 SmokeBurningBarricade01 ParticleSysBone = Smoke04 SmokeBurningBarricade01 End ConditionState = DAMAGED Model = UBBurnBarr_D End ConditionState = DAMAGED ENEMYNEAR Model = UBBurnBarr_D ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 FireBurningBarricade01 ParticleSysBone = Fire03 FireBurningBarricade01 ParticleSysBone = Fire04 FireBurningBarricade01 ParticleSysBone = Fire05 FireBurningBarricade01 ParticleSysBone = Fire06 FireBurningBarricade01 ParticleSysBone = Fire07 FireBurningBarricade01 ParticleSysBone = Smoke01 SmokeBurningBarricade01 ParticleSysBone = Smoke02 SmokeBurningBarricade01 ParticleSysBone = Smoke03 SmokeBurningBarricade01 ParticleSysBone = Smoke04 SmokeBurningBarricade01 ParticleSysBone = Smoke05 SmokeBurningBarricade01 ParticleSysBone = Smoke06 SmokeBurningBarricade01 ParticleSysBone = Smoke07 SmokeBurningBarricade01 End ConditionState = REALLYDAMAGED RUBBLE Model = UBBurnBarr_E End ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR Model = UBBurnBarr_E ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 FireBurningBarricade01 ParticleSysBone = Fire03 FireBurningBarricade01 ParticleSysBone = Fire04 FireBurningBarricade01 ParticleSysBone = Fire05 FireBurningBarricade01 ParticleSysBone = Fire06 FireBurningBarricade01 ParticleSysBone = Fire07 FireBurningBarricade01 ParticleSysBone = Smoke01 SmokeBurningBarricade01 ParticleSysBone = Smoke02 SmokeBurningBarricade01 ParticleSysBone = Smoke03 SmokeBurningBarricade01 ParticleSysBone = Smoke04 SmokeBurningBarricade01 ParticleSysBone = Smoke05 SmokeBurningBarricade01 ParticleSysBone = Smoke06 SmokeBurningBarricade01 ParticleSysBone = Smoke07 SmokeBurningBarricade01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BurningBarricade Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 50 BuildTime = 2.0 ; in seconds VisionRange = 50.0 ; Shroud clearing distance ShroudClearingRange = 50 ArmorSet Conditions = None Armor = WallArmor DamageFX = StructureDamageFXNoShake End FenceWidth = 40 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = EnemyNearUpdate ModuleTag_03 ;nothing End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_06 DeathFX = FX_SmallStructureDeath End Geometry = BOX GeometryMajorRadius = 21.0 GeometryMinorRadius = 7.0 GeometryHeight = 4.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaCheckpoint ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = PMChkPnt02 End ConditionState = DOOR_1_OPENING Model = PMChkPnt02 ;REAL THING Animation = PMChkPnt02.PMChkPnt02 ;REAL THING AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = PMChkPnt02 Animation = PMChkPnt02.PMChkPnt02 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:Checkpoint Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaCommandCenter Object = AmericaBarracks Object = AmericaPowerPlant End BuildCost = 100 BuildTime = 5.0 ; in seconds VisionRange = 100.0 ; Shroud clearing distance ShroudClearingRange = 100 ArmorSet Conditions = None Armor = WallArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = NoSound ; *** ENGINEERING Parameters *** KindOf = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE Body = StructureBody ModuleTag_02 MaxHealth = 1000.0 InitialHealth = 1000.0 End Behavior = CheckpointUpdate ModuleTag_03 ;nothing End Behavior = DestroyDie ModuleTag_04 ;nothing End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_SmallStructureDebris End Behavior = FXListDie ModuleTag_06 DeathFX = FX_SmallStructureDeath End Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 3.0 GeometryMinorRadius = 26.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;--------------------------------------------------------------------- Object GLAStingerSiteNoHole ; *** ART Parameters *** SelectPortrait = SUStinger_L ButtonImage = SUStinger Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ************************************ ConditionState = NONE Model = UBStingerS End ConditionState = DAMAGED Model = UBStingerS_D End ConditionState = REALLYDAMAGED RUBBLE Model = UBStingerS_E End ConditionState = AWAITING_CONSTRUCTION Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; day snow ************************************ ConditionState = SNOW Model = UBStingerS_S End ConditionState = DAMAGED SNOW Model = UBStingerS_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBStingerS_ES End ConditionState = AWAITING_CONSTRUCTION SNOW Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBStingerS_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; night ********************************** ConditionState = NIGHT Model = UBStingerS_N End ConditionState = DAMAGED NIGHT Model = UBStingerS_DN End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBStingerS_EN End ConditionState = AWAITING_CONSTRUCTION NIGHT Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBStingerS_N Animation = None Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; night snow ********************************** ConditionState = NIGHT SNOW Model = UBStingerS_NS End ConditionState = DAMAGED NIGHT SNOW Model = UBStingerS_DNS End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBStingerS_ENS End ConditionState = AWAITING_CONSTRUCTION NIGHT SNOW Model = None End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBStingerS_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = SOLD Model = None End ConditionState = SOLD SNOW Model = NONE End ConditionState = SOLD NIGHT Model = NONE End ConditionState = SOLD NIGHT SNOW Model = NONE End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4 Animation = UBStingerS_A4.UBStingerS_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4N Animation = UBStingerS_A4N.UBStingerS_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4S Animation = UBStingerS_A4S.UBStingerS_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBStingerS_A4SN Animation = UBStingerS_A4SN.UBStingerS_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBStingerS_A4 Animation = UBStingerS_A4.UBStingerS_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBStingerS_A4N Animation = UBStingerS_A4N.UBStingerS_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBStingerS_A4S Animation = UBStingerS_A4S.UBStingerS_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBStingerS_A4SN Animation = UBStingerS_A4SN.UBStingerS_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBStingerS_A4 Animation = UBStingerS_A4.UBStingerS_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBStingerS_A4N Animation = UBStingerS_A4N.UBStingerS_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBStingerS_A4S Animation = UBStingerS_A4S.UBStingerS_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBStingerS_A4SN Animation = UBStingerS_A4SN.UBStingerS_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBStingerS_A6 Animation = UBStingerS_A6.UBStingerS_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBStingerS_A6N Animation = UBStingerS_A6N.UBStingerS_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBStingerS_A6S Animation = UBStingerS_A6S.UBStingerS_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBStingerS_A6SN Animation = UBStingerS_A6SN.UBStingerS_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBStingerS_A6 Animation = UBStingerS_A6.UBStingerS_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBStingerS_A6N Animation = UBStingerS_A6N.UBStingerS_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBStingerS_A6S Animation = UBStingerS_A6S.UBStingerS_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBStingerS_A6SN Animation = UBStingerS_A6SN.UBStingerS_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBStingerS_A6 Animation = UBStingerS_A6.UBStingerS_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBStingerS_A6N Animation = UBStingerS_A6N.UBStingerS_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBStingerS_A6S Animation = UBStingerS_A6S.UBStingerS_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBStingerS_A6SN Animation = UBStingerS_A6SN.UBStingerS_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:StingerSite Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLABarracks End BuildCost = 900 BuildTime = 25.0 ; in seconds EnergyProduction = -2 VisionRange = 600.0 ; Shroud clearing distance ShroudClearingRange = 400 ArmorSet Conditions = None Armor = StingerSiteArmor DamageFX = StructureDamageFXNoShake End CommandSet = GLAStingerSiteCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = StingerSiteSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS SCORE_CREATE Body = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior! MaxHealth = 1000.0 InitialHealth = 1000.0 ;**Careful with these damage types -- because area damage types will already ;**damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +POISON +RADIATION +SURRENDER SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = SpawnPointProductionExitUpdate ModuleTag_05 SpawnPointBoneName = SpawnPoint End Behavior = SpawnBehavior ModuleTag_06 SpawnNumber = 3 SpawnReplaceDelay = 30000 ;msec SpawnTemplateName = GLAInfantryStingerSoldier CanReclaimOrphans = No SpawnedRequireSpawner = Yes SlavesHaveFreeWill = No End Behavior = DestroyDie ModuleTag_09 ; End Behavior = CreateObjectDie ModuleTag_10 CreationList = OCL_ABStingerSiteDebris End Behavior = FXListDie ModuleTag_11 DeathFX = FX_StructureSmallDeath End Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 DeathWeapon = StingerSiteDeathConcussion StartsActive = Yes End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_16 ;-------------DESIGNED FOR SMALL 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 Geometry = CYLINDER GeometryMajorRadius = 36.0 GeometryHeight = 9.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaAircraftCarrier ; *** ART Parameters *** SelectPortrait = SACarrier_L ButtonImage = SACarrier_L Draw = W3DModelDraw ModuleTag_01 ReceivesDynamicLights = No ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway1Prep3 ExtraPublicBone = Runway1Prep4 ExtraPublicBone = Runway1Prep5 ExtraPublicBone = Runway1Prep6 ExtraPublicBone = Runway1Prep7 ExtraPublicBone = Runway1Prep8 ExtraPublicBone = Runway1Prep9 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayLDEnd1 ExtraPublicBone = RunwayLDStart1 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = Runway2Prep3 ExtraPublicBone = Runway2Prep4 ExtraPublicBone = Runway2Prep5 ExtraPublicBone = Runway2Prep6 ExtraPublicBone = Runway2Prep7 ExtraPublicBone = Runway2Prep8 ExtraPublicBone = Runway2Prep9 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = RunwayLDEnd2 ExtraPublicBone = RunwayLDStart2 ExtraPublicBone = Taxi1 ExtraPublicBone = Taxi2 ExtraPublicBone = Taxi3 ExtraPublicBone = Taxi4 ExtraPublicBone = Taxi5 ExtraPublicBone = Taxi6 ExtraPublicBone = Hanger1 OkToChangeModelColor = Yes ; day ******************************************** DefaultConditionState Model = PSAirCarrier Animation = PSAirCarrier.PSAirCarrier AnimationMode = LOOP ParticleSysBone = BOWWAKE AirCarrierWaterRipples ParticleSysBone = LEFTWAKE AirCarrierWaterRipples ParticleSysBone = RIGHTWAKE AirCarrierWaterRipples ParticleSysBone = BOWWAKEL AirCarrierWaterRipples ParticleSysBone = BOWWAKERB AirCarrierWaterRipples End ; day moving******************************************** ConditionState = MOVING Model = PSAirCarrier Animation = PSAirCarrier.PSAirCarrier AnimationMode = LOOP ParticleSysBone = BOWWAKE AirCarrierBowWake ParticleSysBone = LEFTWAKE AirCarrierSideWake ParticleSysBone = RIGHTWAKE AirCarrierSideWake ParticleSysBone = PROPELLERWAKE AirCarrierPropWake ParticleSysBone = BOWWAKEL AirCarrierWaterWake ParticleSysBone = BOWWAKERB AirCarrierWaterWakePort End ; night ****************************************** ConditionState = NIGHT Model = PSAirCarrier_N Animation = PSAirCarrier_N.PSAirCarrier_N AnimationMode = LOOP End ConditionState = NIGHT SNOW Model = PSAirCarrier_NS Animation = PSAirCarrier_NS.PSAirCarrier_NS AnimationMode = LOOP End End ;Below deck hangar Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ReceivesDynamicLights = No DefaultConditionState Model = PSAirCarrier_A2 Animation = PSAirCarrier_A2.PSAirCarrier_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_WAITING_OPEN AnimationMode = ONCE Flags = START_FRAME_LAST End End ;Launch blast blocks Draw = W3DModelDraw ModuleTag_03 ReceivesDynamicLights = No DefaultConditionState Model = PSAirCarrier_A3 Animation = PSAirCarrier_A3.PSAirCarrier_A3 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_2_OPENING AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_2_CLOSING AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End Draw = W3DModelDraw ModuleTag_04 ReceivesDynamicLights = No DefaultConditionState Model = PSAirCarrier_A1 Animation = PSAirCarrier_A1.PSAirCarrier_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = DOOR_3_OPENING AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_3_CLOSING AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:AircraftCarrier Side = America EditorSorting = STRUCTURE Prerequisites ;None End BuildCost = 0 BuildTime = 30.0 ; in seconds EnergyProduction = 0 CommandSet = AmericaAircraftCarrierCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY AircraftCarrierOrderLaunch End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AircraftCarrierVoiceSelect VoiceAttack = AircraftCarrierVoiceAttack VoiceMove = AircraftCarrierVoiceMove SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK Body = ImmortalBody ModuleTag_10 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FlightDeckBehavior ModuleTag_11 NumRunways = 2 NumSpacesPerRunway = 10 Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9 Runway1Takeoff = RunwayStart1 RunwayEnd1 Runway1Landing = RunwayLDStart1 RunwayLDEnd1 Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6 Runway1Creation = Hanger1 Taxi4 Taxi6 Runway1CatapultSystem = AircraftCarrierCatapultSteamParent Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9 Runway2Takeoff = RunwayStart2 RunwayEnd2 Runway2Landing = RunwayLDStart2 RunwayLDEnd2 Runway2Taxi = Taxi1 Taxi3 Taxi5 Runway2Creation = Hanger1 Taxi4 Runway2CatapultSystem = AircraftCarrierCatapultSteamParent HealAmountPerSecond = 20 ApproachHeight = 50 LandingDeckHeightOffset = 45.0 ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves. ;Template of payload, and how quickly destroyed ones get replaced. PayloadTemplate = AmericaJetAircraftCarrierRaptor ReplacementDelay = 4000 DockAnimationDelay = 3000 ;How quickly a wave of fighters can be launched. LaunchWaveDelay = 3000 LaunchRampDelay = 667 LowerRampDelay = 600 CatapultFireDelay = 750 End Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 1 DoorOpeningTime = 3000 ;matches the dock animation timing. DoorWaitOpenTime = 33 ;add a single frame to hold the plane because there is a one frame delay before we see the new plane DoorCloseTime = 0 ;in mSeconds ConstructionCompleteDuration = 0 ;in mSeconds End Behavior = BaseRegenerateUpdate ModuleTag_13 ;No data End Behavior = DestroyDie ModuleTag_14 ;nothing End Behavior = CreateObjectDie ModuleTag_15 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_17 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_19 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_31 ;-------------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 = 112.0 GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ; ----------------------------------------------------------------------------- Object GLASneakAttackTunnelNetworkStart ; *** ART Parameters *** SelectPortrait = SUTunnel_L ButtonImage = SUTunnel Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;***NONE ConditionState = NONE Model = UBSNKATK_1ANM Animation = UBSNKATK_1ANM.UBSNKATK_1ANM AnimationMode = ONCE ParticleSysBone = DIRT SneakAttackCrackDust ;;; ParticleSysBone = DIRT SneakAttackDirt ;SteveM commeted out 8.4.03 ParticleSysBone = DIRT SneakAttackCrackDust1 ParticleSysBone = DIRT SneakAttackDebris ParticleSysBone = DIRT SneakAttackDebris0 ParticleSysBone = DIRT SneakAttackDebris1 ParticleSysBone = DIRT SneakAttackCrackDust0 ParticleSysBone = DIRT SneakAttackSteamVent End ; ConditionState ; Model = UBSNKATK_1ANM ; Animation = UBSNKATK_1ANM.UBSNKATK_1ANM ; AnimationMode = ONCE ; End ConditionState = DAMAGED Model = UBSNATK_E ParticleSysBone = DIRT SneakAttackCrackDust ParticleSysBone = DIRT SneakAttackDirt ParticleSysBone = DIRT SneakAttackCrackDust1 ParticleSysBone = DIRT SneakAttackDebris ParticleSysBone = DIRT SneakAttackDebris0 ParticleSysBone = DIRT SneakAttackDebris1 ParticleSysBone = DIRT SneakAttackCrackDust0 ParticleSysBone = DIRT SneakAttackSteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBSNATK_R End ConditionState = SNOW Model = UBSNATK_Sanm Animation = UBSNATK_Sanm.UBSNATK_Sanm AnimationMode = ONCE ParticleSysBone = DIRT SneakAttackCrackDustSnow ParticleSysBone = DIRT SneakAttackDirtSnow ParticleSysBone = DIRT SneakAttackCrackDust1Snow ParticleSysBone = DIRT SneakAttackDebrisSnow ParticleSysBone = DIRT SneakAttackDebris0Snow ParticleSysBone = DIRT SneakAttackDebris1Snow ParticleSysBone = DIRT SneakAttackCrackDust0Snow ParticleSysBone = DIRT SneakAttackSteamVent End ConditionState = DAMAGED SNOW Model = UBSNATK_ES ParticleSysBone = DIRT SneakAttackCrackDustSnow ParticleSysBone = DIRT SneakAttackDirtSnow ParticleSysBone = DIRT SneakAttackCrackDust1Snow ParticleSysBone = DIRT SneakAttackDebrisSnow ParticleSysBone = DIRT SneakAttackDebris0Snow ParticleSysBone = DIRT SneakAttackDebris1Snow ParticleSysBone = DIRT SneakAttackCrackDust0Snow ParticleSysBone = DIRT SneakAttackSteamVent End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBSNATK_RS ParticleSysBone = DIRT SneakAttackCrackDustSnow ParticleSysBone = DIRT SneakAttackDirtSnow ParticleSysBone = DIRT SneakAttackCrackDust1Snow ParticleSysBone = DIRT SneakAttackDebrisSnow ParticleSysBone = DIRT SneakAttackDebris0Snow ParticleSysBone = DIRT SneakAttackDebris1Snow ParticleSysBone = DIRT SneakAttackCrackDust0Snow ParticleSysBone = DIRT SneakAttackSteamVent End ConditionState = NIGHT Model = UBSNKATK_1ANM Animation = UBSNKATK_1ANM.UBSNKATK_1ANM AnimationMode = ONCE End ConditionState = DAMAGED NIGHT Model = UBSNATK_E End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBSNATK_R End ConditionState = SNOW NIGHT Model = UBSNATK_Sanm Animation = UBSNATK_Sanm.UBSNATK_Sanm AnimationMode = ONCE End ConditionState = DAMAGED SNOW NIGHT Model = UBSNATK_ES End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = UBSNATK_RS End End PlacementViewAngle = -44 ; ***DESIGN parameters *** DisplayName = OBJECT:TunnelNetwork Side = GLA EditorSorting = STRUCTURE Prerequisites ;None End EnergyProduction = 0 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = DamageFX_Empty End ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy SoundEnter = GarrisonEnter SoundExit = GarrisonExit ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = SELECTABLE NO_SELECT PRELOAD STRUCTURE IMMOBILE IMMUNE_TO_CAPTURE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_CreateSneakAttackTunnel TransferPreviousHealth = Yes End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = LifetimeUpdate ModuleTag_16 MinLifetime = 5000 ; min lifetime in msec MaxLifetime = 5000 ; max lifetime in msec End Behavior = FireWeaponUpdate ModuleTag_17 Weapon = SneakAttackShockwaveWeaponSmall InitialDelay = 10; End Behavior = FireWeaponUpdate ModuleTag_18 Weapon = SneakAttackShockwaveWeaponBig InitialDelay = 1000; End Behavior = FireWeaponUpdate ModuleTag_19 Weapon = SneakAttackShockwaveWeaponBig InitialDelay = 2500; End ; IMPORTANT: DO NOT GIVE THIS OBJECT ANY EXTENTS -ML Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 20.0 GeometryIsSmall = No FactoryExtraBibWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ; ----------------------------------------------------------------------------- Object GLASneakAttackTunnelNetwork ; *** ART Parameters *** SelectPortrait = SUSneakAttack_L ButtonImage = SUSneakAttack Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ;***DEFAULT ;DefaultConditionState ConditionState Model = UBSNATK_1 End ConditionState = DAMAGED Model = UBSNATK_E End ConditionState = REALLYDAMAGED RUBBLE Model = UBSNATK_R ;ParticleSysBone = Mound SteamVent End ConditionState = SNOW Model = UBSNATK_S End ConditionState = DAMAGED SNOW Model = UBSNATK_ES End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBSNATK_RS ;ParticleSysBone = Mound SteamVent End ConditionState = NIGHT Model = UBSNATK_N End ConditionState = DAMAGED NIGHT Model = UBSNATK_E End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBSNATK_R ;ParticleSysBone = Mound SteamVent End ConditionState = SNOW NIGHT Model = UBSNATK_NS End ConditionState = DAMAGED SNOW NIGHT Model = UBSNATK_ES End ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT Model = UBSNATK_RS ;ParticleSysBone = Mound SteamVent End End PlacementViewAngle = -44 ; ***DESIGN parameters *** DisplayName = OBJECT:TunnelNetwork Side = GLA EditorSorting = STRUCTURE Prerequisites ;None End EnergyProduction = 0 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY TunnelNetworkGunDUMMY ;So AI can attack from it in guard mode. End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = GLASneakAttackTunnelCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy SoundEnter = GarrisonEnter SoundExit = GarrisonExit ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SCORE_CREATE AUTO_RALLYPOINT Body = StructureBody ModuleTag_04 MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = StealthDetectorUpdate ModuleTag_13 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) DetectionRange = 150 ;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 = TunnelContain ModuleTag_05 TimeForFullHeal = 5000 ;(in milliseconds) End Behavior = AIUpdateInterface ModuleTag_AI Turret TurretTurnRate = 180 // turn rate, in degrees per sec ControlledWeaponSlots = PRIMARY End AutoAcquireEnemiesWhenIdle = Yes Stealthed; defensive weapon End ;Kris: Removed this module because units exiting the container would extract information from ;the wrong exit interface. Because TunnelContain has the proper information for exiting properly ;we don't need this one. Plus sneak attack tunnels don't produce units anyway. ;Behavior = DefaultProductionExitUpdate ModuleTag_06 ; UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 ; NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 ;End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_ABTunnelNetworkDebris End Behavior = FXListDie ModuleTag_12 DeathFX = FX_StructureSmallDeath End Behavior = FlammableUpdate ModuleTag_15 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL 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 Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 20.0 GeometryIsSmall = No FactoryExtraBibWidth = 25.0 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaInternetCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNIntCnt_L ButtonImage = SNIntCnt UpgradeCameo1 = Upgrade_ChinaSatelliteHackOne UpgradeCameo2 = Upgrade_ChinaSatelliteHackTwo Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBINTCNT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2 Animation = NBINTCNT_A2.NBINTCNT_A2 AnimationMode = ONCE End ConditionState = USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2F Animation = NBINTCNT_A2F.NBINTCNT_A2F AnimationMode = ONCE End ConditionState = DAMAGED Model = NBINTCNT_D End ConditionState = DAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2D Animation = NBINTCNT_A2D.NBINTCNT_A2D AnimationMode = ONCE End ConditionState = DAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FD Animation = NBINTCNT_A2FD.NBINTCNT_A2FD AnimationMode = ONCE End ConditionState = REALLYDAMAGED Model = NBINTCNT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE ConditionState = REALLYDAMAGED USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2E Animation = NBINTCNT_A2E.NBINTCNT_A2E AnimationMode = ONCE End AliasConditionState = RUBBLE USER_1 ConditionState = REALLYDAMAGED USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FE Animation = NBINTCNT_A2FE.NBINTCNT_A2FE AnimationMode = ONCE End AliasConditionState = RUBBLE USER_1 USER_2 ;NIGHT *********************************** ConditionState = NIGHT Model = NBINTCNT_N End ConditionState = NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2N Animation = NBINTCNT_A2N.NBINTCNT_A2N AnimationMode = ONCE End ConditionState = NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FN Animation = NBINTCNT_A2FN.NBINTCNT_A2FN AnimationMode = ONCE End ConditionState = DAMAGED NIGHT Model = NBINTCNT_DN End ConditionState = DAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2DN Animation = NBINTCNT_A2DN.NBINTCNT_A2DN AnimationMode = ONCE End ConditionState = DAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FDN Animation = NBINTCNT_A2FDN.NBINTCNT_A2FDN AnimationMode = ONCE End ConditionState = REALLYDAMAGED NIGHT Model = NBINTCNT_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE NIGHT ConditionState = REALLYDAMAGED NIGHT USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2EN Animation = NBINTCNT_A2EN.NBINTCNT_A2EN AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT USER_1 ConditionState = REALLYDAMAGED NIGHT USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FEN Animation = NBINTCNT_A2FEN.NBINTCNT_A2FEN AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT USER_1 USER_2 ;SNOW ************************************* ConditionState = SNOW Model = NBINTCNT_S End ConditionState = SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2S Animation = NBINTCNT_A2S.NBINTCNT_A2S AnimationMode = ONCE End ConditionState = SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FS Animation = NBINTCNT_A2FS.NBINTCNT_A2FS AnimationMode = ONCE End ConditionState = DAMAGED SNOW Model = NBINTCNT_DS End ConditionState = DAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2DS Animation = NBINTCNT_A2DS.NBINTCNT_A2DS AnimationMode = ONCE End ConditionState = DAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FDS Animation = NBINTCNT_A2FDS.NBINTCNT_A2FDS AnimationMode = ONCE End ConditionState = REALLYDAMAGED SNOW Model = NBINTCNT_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE SNOW ConditionState = REALLYDAMAGED SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2ES Animation = NBINTCNT_A2ES.NBINTCNT_A2ES AnimationMode = ONCE End AliasConditionState = RUBBLE SNOW USER_1 ConditionState = REALLYDAMAGED SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FES Animation = NBINTCNT_A2FES.NBINTCNT_A2FES AnimationMode = ONCE End AliasConditionState = RUBBLE SNOW USER_1 USER_2 ;NIGHT SNOW ***************************** ConditionState = NIGHT SNOW Model = NBINTCNT_NS End ConditionState = NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2NS Animation = NBINTCNT_A2NS.NBINTCNT_A2NS AnimationMode = ONCE End ConditionState = NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FNS Animation = NBINTCNT_A2FNS.NBINTCNT_A2FNS AnimationMode = ONCE End ConditionState = DAMAGED NIGHT SNOW Model = NBINTCNT_DNS End ConditionState = DAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2DNS Animation = NBINTCNT_A2DNS.NBINTCNT_A2DNS AnimationMode = ONCE End ConditionState = DAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FDNS Animation = NBINTCNT_A2FDNS.NBINTCNT_A2FDNS AnimationMode = ONCE End ConditionState = REALLYDAMAGED NIGHT SNOW Model = NBINTCNT_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge End AliasConditionState = RUBBLE NIGHT SNOW ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 ; User 1 is set by an upgrade module. First doors opening Model = NBINTCNT_A2ENS Animation = NBINTCNT_A2ENS.NBINTCNT_A2ENS AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT SNOW USER_1 ConditionState = REALLYDAMAGED NIGHT SNOW USER_1 USER_2 ; Second doors opening (Can't get the second without the first) Model = NBINTCNT_A2FENS Animation = NBINTCNT_A2FENS.NBINTCNT_A2FENS AnimationMode = ONCE End AliasConditionState = RUBBLE NIGHT SNOW USER_1 USER_2 ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBINTCNT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBINTCNT_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBINTCNT_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBINTCNT_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBINTCNT_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBINTCNT_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBINTCNT_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBINTCNT_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBINTCNT_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBINTCNT_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBINTCNT_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBINTCNT_ENS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION SNOW USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED USER_1 USER_2 AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD USER_1 USER_2 AliasConditionState = SOLD DAMAGED USER_1 USER_2 AliasConditionState = SOLD REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT USER_1 USER_2 AliasConditionState = SOLD NIGHT DAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD SNOW USER_1 USER_2 AliasConditionState = SOLD SNOW DAMAGED USER_1 USER_2 AliasConditionState = SOLD SNOW REALLYDAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT SNOW USER_1 USER_2 AliasConditionState = SOLD NIGHT SNOW DAMAGED USER_1 USER_2 AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED USER_1 USER_2 ;************************************************************************************************************************** End ; ------------ Fan in back -------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = NBINTCNT_F Animation = NBINTCNT_F.NBINTCNT_F AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End ; ------------- First Satellite ----------- Draw = W3DModelDraw ModuleTag_03 ConditionState = NONE Model = None TransitionKey = Trans_Down End AliasConditionState = SOLD AliasConditionState = AWAITING_CONSTRUCTION AliasConditionState = ACTIVELY_BEING_CONSTRUCTED AliasConditionState = AWAITING_CONSTRUCTION USER_1 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 ConditionState = DAMAGED Model = None TransitionKey = Trans_Down_Damaged End AliasConditionState = SOLD DAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED ConditionState = REALLYDAMAGED Model = None TransitionKey = Trans_Down_Really_Damaged End AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED TransitionState = Trans_Down Trans_Up Model = NBINTCNT_AB Animation = NBINTCNT_AB.NBINTCNT_AB AnimationMode = ONCE End TransitionState = Trans_Down_Damaged Trans_Up_Damaged Model = NBINTCNT_DAB Animation = NBINTCNT_DAB.NBINTCNT_DAB AnimationMode = ONCE End TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged Model = NBINTCNT_EAB Animation = NBINTCNT_EAB.NBINTCNT_EAB AnimationMode = ONCE End ConditionState = USER_1 Model = NBINTCNT_AC Animation = NBINTCNT_AC.NBINTCNT_AC AnimationMode = LOOP TransitionKey = Trans_Up Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_1 DAMAGED Model = NBINTCNT_DAC Animation = NBINTCNT_DAC.NBINTCNT_DAC AnimationMode = LOOP TransitionKey = Trans_Up_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_1 REALLYDAMAGED Model = NBINTCNT_EAC Animation = NBINTCNT_EAC.NBINTCNT_EAC AnimationMode = LOOP TransitionKey = Trans_Up_Really_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End TransitionState = Trans_Up Trans_Down Model = NBINTCNT_AB Animation = NBINTCNT_AB.NBINTCNT_AB AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Damaged Trans_Down_Damaged Model = NBINTCNT_DAB Animation = NBINTCNT_DAB.NBINTCNT_DAB AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged Model = NBINTCNT_EAB Animation = NBINTCNT_EAB.NBINTCNT_EAB AnimationMode = ONCE_BACKWARDS End End ; ------------- Second Satellite ----------- Draw = W3DModelDraw ModuleTag_04 ConditionState = NONE Model = None TransitionKey = Trans_Down End AliasConditionState = SOLD AliasConditionState = AWAITING_CONSTRUCTION AliasConditionState = ACTIVELY_BEING_CONSTRUCTED AliasConditionState = AWAITING_CONSTRUCTION USER_1 AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 ConditionState = DAMAGED Model = None TransitionKey = Trans_Down_Damaged End AliasConditionState = SOLD DAMAGED AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 DAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 DAMAGED ConditionState = REALLYDAMAGED Model = None TransitionKey = Trans_Down_Really_Damaged End AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION USER_1 REALLYDAMAGED AliasConditionState = ACTIVELY_BEING_CONSTRUCTED USER_1 REALLYDAMAGED TransitionState = Trans_Down Trans_Up Model = NBINTCNT_AF Animation = NBINTCNT_AF.NBINTCNT_AF AnimationMode = ONCE End TransitionState = Trans_Down_Damaged Trans_Up_Damaged Model = NBINTCNT_DAF Animation = NBINTCNT_DAF.NBINTCNT_DAF AnimationMode = ONCE End TransitionState = Trans_Down_Really_Damaged Trans_Up_Really_Damaged Model = NBINTCNT_EAF Animation = NBINTCNT_EAF.NBINTCNT_EAF AnimationMode = ONCE End ConditionState = USER_2 Model = NBINTCNT_AG Animation = NBINTCNT_AG.NBINTCNT_AG AnimationMode = LOOP TransitionKey = Trans_Up Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_2 DAMAGED Model = NBINTCNT_DAG Animation = NBINTCNT_DAG.NBINTCNT_DAG AnimationMode = LOOP TransitionKey = Trans_Up_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = USER_2 REALLYDAMAGED Model = NBINTCNT_EAG Animation = NBINTCNT_EAG.NBINTCNT_EAG AnimationMode = LOOP TransitionKey = Trans_Up_Really_Damaged Flags = MAINTAIN_FRAME_ACROSS_STATES End TransitionState = Trans_Up Trans_Down Model = NBINTCNT_AF Animation = NBINTCNT_AF.NBINTCNT_AF AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Damaged Trans_Down_Damaged Model = NBINTCNT_DAF Animation = NBINTCNT_DAF.NBINTCNT_DAF AnimationMode = ONCE_BACKWARDS End TransitionState = Trans_Up_Really_Damaged Trans_Down_Really_Damaged Model = NBINTCNT_EAF Animation = NBINTCNT_EAF.NBINTCNT_EAF AnimationMode = ONCE_BACKWARDS End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A4 Animation = NBSupCent_A4.NBSupCent_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A4N Animation = NBSupCent_A4N.NBSupCent_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A4S Animation = NBSupCent_A4S.NBSupCent_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A4SN Animation = NBSupCent_A4SN.NBSupCent_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = Smoke01 BuildUpSmokeChina ParticleSysBone = Smoke02 BuildUpSmokeChina ParticleSysBone = Smoke03 BuildUpSmokeChina ParticleSysBone = Smoke04 BuildUpSmokeChina ParticleSysBone = Smoke05 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke ParticleSysBone = Smoke05 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_A6 Animation = NBSupCent_A6.NBSupCent_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_A6N Animation = NBSupCent_A6N.NBSupCent_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_A6S Animation = NBSupCent_A6S.NBSupCent_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_A6SN Animation = NBSupCent_A6SN.NBSupCent_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5 Animation = NBSupCent_A5.NBSupCent_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5N Animation = NBSupCent_A5N.NBSupCent_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5S Animation = NBSupCent_A5S.NBSupCent_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBSupCent_A5SN Animation = NBSupCent_A5SN.NBSupCent_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBSupCent_AB Animation = NBSupCent_AB.NBSupCent_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBSupCent_ABN Animation = NBSupCent_ABN.NBSupCent_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBSupCent_ABS Animation = NBSupCent_ABS.NBSupCent_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBSupCent_ABSN Animation = NBSupCent_ABSN.NBSupCent_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:InternetCenter Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaWarFactory End BuildCost = 2500 BuildTime = 30.0 ; in seconds EnergyProduction = 0 CommandSet = ChinaInternetCenterCommandSetOne VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmorInternetCenter DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ;******************************************************************************************************************* MaxSimultaneousOfType = 1 ; *** Kris: DO NOT INCREASE THIS NUMBER -- UNLESS YOU WANT TO INTRODUCE A LOT OF BUGS! *** ;******************************************************************************************************************* ; *** AUDIO Parameters *** VoiceSelect = InternetCenterSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY FS_INTERNET_CENTER Body = StructureBody ModuleTag_08 MaxHealth = 2500.0 InitialHealth = 2500.0 ; 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 = 2700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = InternetHackContain ModuleTag_10 ; Contain module that gives aiHackInternet command to passengers PassengersAllowedToFire = No Slots = 8 ScatterNearbyOnExit = No HealthRegen%PerSec = 10 DamagePercentToUnits = 50% AllowInsideKindOf = MONEY_HACKER ExitDelay = 500 NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = No ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = SpyVisionUpdate ModuleTag_15 NeedsUpgrade = Yes SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers (No timers means always on) SpyOnKindof = COMMANDCENTER ; Defaults to ALL TriggeredBy = Upgrade_ChinaSatelliteHackOne End Behavior = SpyVisionUpdate ModuleTag_16 NeedsUpgrade = Yes SelfPowered = Yes ; No SpecialPower module, turns self on and off on timers SelfPoweredDuration = 20000 SelfPoweredInterval = 240000 TriggeredBy = Upgrade_ChinaSatelliteHackTwo End Behavior = ArmorUpgrade ModuleTag_30 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = CommandSetUpgrade ModuleTag_31 CommandSet = ChinaInternetCenterCommandSetOneUpgrade TriggeredBy = Upgrade_ChinaMines CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade TriggerAlt = Upgrade_ChinaSatelliteHackOne End Behavior = CommandSetUpgrade ModuleTag_32 CommandSet = ChinaInternetCenterCommandSetTwo TriggeredBy = Upgrade_ChinaSatelliteHackOne CommandSetAlt = ChinaInternetCenterCommandSetTwoUpgrade TriggerAlt = Upgrade_ChinaMines End Behavior = ModelConditionUpgrade ModuleTag_18 ConditionFlag = USER_1 TriggeredBy = Upgrade_ChinaSatelliteHackOne End Behavior = ModelConditionUpgrade ModuleTag_19 ConditionFlag = USER_2 TriggeredBy = Upgrade_ChinaSatelliteHackTwo End Behavior = ProductionUpdate ModuleTag_22 End Behavior = GenerateMinefieldBehavior ModuleTag_23 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_24 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_25 ;-------------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 = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 36.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaFireBase ; *** ART Parameters *** SelectPortrait = SAFirebase_L ButtonImage = SAFirebase Draw = W3DModelDraw ModuleTag_01 IgnoreConditionStates = NIGHT OkToChangeModelColor = Yes ExtraPublicBone = STATION01 ExtraPublicBone = STATION02 ExtraPublicBone = STATION03 ExtraPublicBone = STATION04 DefaultConditionState Model = ABFIREBASE WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel Turret = TURRET01 TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY MUZZLE01 WeaponFireFXBone = PRIMARY MUZZLEFX End ConditionState = DAMAGED Model = ABFIREBASE_D End ConditionState = REALLYDAMAGED RUBBLE Model = ABFIREBASE_E End ConditionState = SNOW Model = ABFIREBASE_S End ConditionState = DAMAGED SNOW Model = ABFIREBASE_DS End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABFIREBASE_ES End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED ;************************************************************************************************************************** ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABFIREBASE Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABFIREBASE_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABFIREBASE_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = ABFIREBASE_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A4 Animation = ABSupDrop_A4.ABSupDrop_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A4N Animation = ABSupDrop_A4N.ABSupDrop_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A4S Animation = ABSupDrop_A4S.ABSupDrop_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A4SN Animation = ABSupDrop_A4SN.ABSupDrop_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks03 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSupDrop_A6 Animation = ABSupDrop_A6.ABSupDrop_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSupDrop_A6N Animation = ABSupDrop_A6N.ABSupDrop_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSupDrop_A6S Animation = ABSupDrop_A6S.ABSupDrop_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSupDrop_A6SN Animation = ABSupDrop_A6SN.ABSupDrop_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:FireBase Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaPowerPlant End BuildCost = 1000 BuildTime = 25.0 ; in seconds EnergyProduction = 0 WeaponSet Conditions = None Weapon = PRIMARY FireBaseHowitzerGun End VisionRange = 360.0 ; Shroud clearing distance AND targeting range ShroudClearingRange = 360 ArmorSet Conditions = None Armor = FireBaseArmor DamageFX = StructureDamageFXNoShake End CommandSet = AmericaFireBaseCommandSet ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FireBaseSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE IMMUNE_TO_CAPTURE GARRISONABLE_UNTIL_DESTROYED Body = HiveStructureBody ModuleTag_04; MaxHealth = 1000.0 InitialHealth = 1000.0 ; 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 = 1200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 ;**Careful with these damage types -- because area damage types will already ;**damage slaves. PropagateDamageTypesToSlavesWhenExisting = NONE +SNIPER ;+SMALL_ARMS +POISON +RADIATION +SURRENDER ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to End Behavior = BaseRegenerateUpdate ModuleTag_05 ;No data End Behavior = AIUpdateInterface ModuleTag_06 Turret TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes NaturalTurretPitch = 1 GroundUnitPitch = 40 MinPhysicalPitch = -20 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY MinIdleScanInterval = 550 ; in milliseconds MaxIdleScanInterval = 950 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 360 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon MoodAttackCheckRate = 250 End Behavior = GarrisonContain ModuleTag_07 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit ImmuneToClearBuildingAttacks = Yes DamagePercentToUnits = 100% IsEnclosingContainer = No End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_12 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = TransitionDamageFX ModuleTag_14 ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 26.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;******************** Gla Arms Dealer No Gla Hole ***************************** ;GLA Arms Dealer No Hole Object GLAArmsDealerNoHole ; *** ART Parameters *** SelectPortrait = SUArmsDealer_L ButtonImage = SUArmsDealer ; ----------------- Main Building ------------------- Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBArmDeal Animation = UBArmDeal.UBArmDeal AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ;damaged ConditionState = DAMAGED Model = UBArmDeal_D Animation = UBArmDeal_D.UBArmDeal_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmolderingSmoke ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 SmolderingFire ; ParticleSysBone = Fire06 SmolderingFire End ;really damaged ConditionState = REALLYDAMAGED RUBBLE Model = UBArmDeal_E Animation = UBArmDeal_E.UBArmDeal_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Smoke07 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 FireFactionLarge ; ParticleSysBone = Fire06 SmolderingFire ; ParticleSysBone = Fire07 SmolderingFire End ConditionState = SNOW Model = UBArmDeal_S Animation = UBArmDeal_S.UBArmDeal_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ;damaged ConditionState = DAMAGED SNOW Model = UBArmDeal_DS Animation = UBArmDeal_DS.UBArmDeal_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmolderingSmoke ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 SmolderingFire ; ParticleSysBone = Fire06 SmolderingFire End ;really damaged ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBArmDeal_ES Animation = UBArmDeal_ES.UBArmDeal_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ; ParticleSysBone = Smoke02 SmolderingSmoke ; ParticleSysBone = Smoke03 SmolderingSmoke ; ParticleSysBone = Smoke04 SmolderingSmoke ; ParticleSysBone = Smoke05 SmokeFactionLarge ; ParticleSysBone = Smoke06 SmolderingSmoke ; ParticleSysBone = Smoke07 SmolderingSmoke ; ParticleSysBone = Fire02 SmolderingFire ; ParticleSysBone = Fire03 SmolderingFire ; ParticleSysBone = Fire04 SmolderingFire ; ParticleSysBone = Fire05 FireFactionLarge ; ParticleSysBone = Fire06 SmolderingFire ; ParticleSysBone = Fire07 SmolderingFire End ; night ConditionState = NIGHT Model = UBArmDeal_N Animation = UBArmDeal_N.UBArmDeal_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ConditionState = DAMAGED NIGHT Model = UBArmDeal_DN Animation = UBArmDeal_DN.UBArmDeal_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBArmDeal_EN Animation = UBArmDeal_EN.UBArmDeal_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ; night snow ConditionState = NIGHT SNOW Model = UBArmDeal_NS Animation = UBArmDeal_NS.UBArmDeal_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Steam01 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = UBArmDeal_DNS Animation = UBArmDeal_DNS.UBArmDeal_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBArmDeal_ENS Animation = UBArmDeal_ENS.UBArmDeal_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal Animation = UBArmDeal.UBArmDeal AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArmDeal_D Animation = UBArmDeal_D.UBArmDeal_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArmDeal_E Animation = UBArmDeal_E.UBArmDeal_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBArmDeal_N Animation = UBArmDeal_N.UBArmDeal_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBArmDeal_DN Animation = UBArmDeal_DN.UBArmDeal_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBArmDeal_EN Animation = UBArmDeal_EN.UBArmDeal_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBArmDeal_S Animation = UBArmDeal_S.UBArmDeal_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBArmDeal_DS Animation = UBArmDeal_DS.UBArmDeal_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBArmDeal_ES Animation = UBArmDeal_ES.UBArmDeal_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBArmDeal_NS Animation = UBArmDeal_NS.UBArmDeal_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBArmDeal_DNS Animation = UBArmDeal_DNS.UBArmDeal_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBArmDeal_ENS Animation = UBArmDeal_ENS.UBArmDeal_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4S Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A4SN Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBArmDeal_A4S ; @todo srj -- anim missing Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBArmDeal_A4SN ; @todo srj -- anim missing Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBArmDeal_A4 Animation = UBArmDeal_A4.UBArmDeal_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBArmDeal_A4N Animation = UBArmDeal_A4N.UBArmDeal_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBArmDeal_A4S ; @todo srj -- anim missing Animation = UBArmDeal_A4S.UBArmDeal_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBArmDeal_A4SN Animation = UBArmDeal_A4SN.UBArmDeal_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBArmDeal_A6 Animation = UBArmDeal_A6.UBArmDeal_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBArmDeal_A6N Animation = UBArmDeal_A6N.UBArmDeal_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBArmDeal_A6S Animation = UBArmDeal_A6S.UBArmDeal_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBArmDeal_A6SN Animation = UBArmDeal_A6SN.UBArmDeal_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ----------------- the door ----------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = UBArmDeal_A7 Animation = UBArmDeal_A7.UBArmDeal_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = UBArmDeal_A7D Animation = UBArmDeal_A7D.UBArmDeal_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = UBArmDeal_A7E Animation = UBArmDeal_A7E.UBArmDeal_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBArmDeal_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBArmDeal_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBArmDeal_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:ArmsDealer Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLASupplyStash End BuildCost = 2500 BuildTime = 25.0 ; in seconds EnergyProduction = 0 CommandSet = GLAArmsDealerCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = WarFactoryGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY FS_WARFACTORY Body = StructureBody ModuleTag_05 MaxHealth = 2000.0 InitialHealth = 2000.0 ; 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 = 2200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = CreateObjectDie ModuleTag_08 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_09 DeathFX = FX_StructureMediumDeath End Behavior = ProductionUpdate ModuleTag_10 NumDoorAnimations = 1 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_11 UnitCreatePoint = X: -20.0 Y:-15.0 Z:0.0 NaturalRallyPoint = X: 40.0 Y:-15.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RepairDockUpdate ModuleTag_12 TimeForFullHeal = 5000 ;(in milliseconds) NumberApproachPositions = 5 End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_31 ;-------------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 = 40.0 GeometryMinorRadius = 62.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLAPowerPlant ; *** ART Parameters *** SelectPortrait = SAPowerPlant_L ButtonImage = SAPowerPlant ; ---- the building itself ------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ******************************************** ConditionState = NONE; Model = UBPWRPLANT Animation = UBPWRPLANT.UBPWRPLANT AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED Model = UBPWRPLANT_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE Model = UBPWRPLANT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT; Model = UBPWRPLANT_N Animation = UBPWRPLANT_N.UBPWRPLANT_N AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED NIGHT Model = UBPWRPLANT_DN Animation = UBPWRPLANT_DN.ABPWRPLANT_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks ParticleSysBone = Sparks03 LiveWireSparks02 End ConditionState = REALLYDAMAGED RUBBLE NIGHT; Model = UBPWRPLANT_EN Animation = UBPWRPLANT_EN.UBPWRPLANT_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks End ; day ******************************************** ConditionState = SNOW Model = UBPWRPLANT Animation = UBPWRPLANT.UBPWRPLANT AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED SNOW Model = UBPWRPLANT_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBPWRPLANT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks End ; night ConditionState = NIGHT SNOW; Model = UBPWRPLANT_N Animation = UBPWRPLANT_NS.UBPWRPLANT_N AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = UBPWRPLANT_DN Animation = UBPWRPLANT_DN.UBPWRPLANT_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks ParticleSysBone = Sparks03 LiveWireSparks02 End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; Model = UBPWRPLANT_EN Animation = UBPWRPLANT_EN.ABPWRPLANT_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPWRPLANT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBPWRPLANT_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBPWRPLANT_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBPWRPLANT_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBPWRPLANT_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBPWRPLANT_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBPWRPLANT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBPWRPLANT_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBPWRPLANT_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBPWRPLANT_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBPWRPLANT_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBPWRPLANT_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_03 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_04 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBPwrPlant_A6 Animation = UBPwrPlant_A6.UBPwrPlant_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:PowerPlant Side = GLA EditorSorting = STRUCTURE BuildCost = 500 BuildTime = 10.0 ; in seconds EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = SellOnlyGenericCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = ColdFusionReactorSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_06 MaxHealth = 800.0 InitialHealth = 800.0 ; 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 = 100 End Behavior = BaseRegenerateUpdate ModuleTag_08 ;No data End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_12 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_13 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_14 ; nothing End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR SMALL 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 Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 30.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End CkMp› WaypointsList› teamVeterancyš teamUnitType4™teamOnIdleScript˜teamIsAIRecruitable—teamGenericScriptHook3–teamGenericScriptHook2•teamGenericScriptHook1”teamOnUnitDestroyedScript“teamAllClearScript’teamEnemySightedScript‘ teamUnitType3 teamUnitType2teamGenericScriptHook0ŽteamOnDestroyedScriptteamOnCreateScriptŒteamAttackCommonTarget‹teamAutoReinforceŠteamProductionCondition‰teamAggressivenessˆteamDestroyedThreshold‡teamExecutesActionsOnCreate†teamInitialIdleFrames…%teamProductionPriorityFailureDecrease„%teamProductionPrioritySuccessIncreaseƒteamMaxInstances‚teamDescriptionteamUnitMinCount7€teamUnitMaxCount7teamUnitMinCount6~teamUnitMaxCount6}teamUnitMinCount5|teamUnitMaxCount5{teamUnitMinCount4zteamUnitMaxCount4yteamUnitMinCount3xteamUnitMaxCount3wteamUnitMinCount2vteamUnitMaxCount2uteamUnitMinCount1tteamUnitMaxCount1steamProductionPriorityr teamUnitType1qexportWithScriptpteamIsSingletono teamOwnernteamNamem ScriptTeamslPolygonTriggersk ObjectsListj playerEnemiesi playerAlliesh playerFactiongplayerDisplayNamef playerIsHumane playerNamedScriptsPlayerscPLAYER_LOST_OBJECT_TYPEbMUSIC_TRACK_HAS_COMPLETEDaMUSIC_SET_TRACK` RECRUIT_TEAM_-SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL^TEAM_STOP_SEQUENTIAL_SCRIPT]!PLAYER_EXCESS_POWER_COMPARE_VALUE\TEAM_SOME_HAVE_OBJECT_STATUS[TEAM_GUARD_IN_TUNNEL_NETWORKZ0TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPEY TEAM_EXIT_ALLX UNIT_HEALTHWPLAYER_COMPLETED_SPECIAL_POWERVPLAYER_TRIGGERED_SPECIAL_POWERUSET_RANDOM_TIMERT!AI_PLAYER_BUILD_TYPE_NEAREST_TEAMSTEAM_ENTERED_AREA_ENTIRELYRTEAM_INCREASE_PRIORITYQPLAYER_ACQUIRED_SCIENCEPTEAM_LOAD_TRANSPORTSOSET_RANDOM_MSEC_TIMERNTEAM_ENTER_NAMEDMSTART_POSITION_ISLNAMED_NOT_DESTROYEDK(SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COSTJSKIRMISH_SPECIAL_POWER_READYI&SKIRMISH_TECH_BUILDING_WITHIN_DISTANCEHSKIRMISH_BUILD_STRUCTURE_FLANKGSKIRMISH_BUILD_STRUCTURE_FRONTFPLAYER_HAS_NO_POWEREPLAYER_POWER_COMPARE_PERCENTD!SKIRMISH_BUILD_BASE_DEFENSE_FLANKC!SKIRMISH_BUILD_BASE_DEFENSE_FRONTBSKIRMISH_BUILD_BUILDINGATEAM_AVAILABLE_FOR_RECRUITMENT@)TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT? TEAM_STOP>TEAM_GARRISON_NEAREST_BUILDING=TEAM_SET_ATTITUDE<%TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE;TEAM_DECREASE_PRIORITY:TEAM_USE_COMMANDBUTTON_ABILITY9TEAM_HUNT_WITH_COMMAND_BUTTON8SKIRMISH_FOLLOW_APPROACH_PATH7SKIRMISH_MOVE_TO_APPROACH_PATH6TEAM_OUTSIDE_AREA_ENTIRELY5TEAM_EXECUTE_SEQUENTIAL_SCRIPT4TEAM_ATTACK_AREA3 TEAM_HUNT2TEAM_INSIDE_AREA_PARTIALLY1SET_ATTACK_PRIORITY_THING0PLAYER_ALL_DESTROYED/SKIRMISH_PLAYER_FACTION.PLAYER_BUILT_UPGRADE-TEAM_STOP_AND_DISBAND,TEAM_APPLY_ATTACK_PRIORITY_SET+TEAM_PARTIAL_USE_COMMANDBUTTON*AI_PLAYER_BUILD_UPGRADE)TEAM_HAS_UNITS(TEAM_DESTROYED'TEAM_MERGE_INTO_TEAM&$SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS%/PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA$DISABLE_SCRIPT#ScriptActionFalse"NO_OP!TEAM_GUARD_AREA BUILT_BY_PLAYERINCREMENT_COUNTERSKIRMISH_VALUE_IN_AREAPLAYER_ENABLE_BASE_CONSTRUCTIONPLAYER_ENABLE_UNIT_CONSTRUCTION SET_COUNTER SET_TIMEROBJECTLIST_ADDOBJECTTYPECONDITION_TRUEPLAYER_SELL_EVERYTHINGPLAYER_HAS_POWER TIMER_EXPIREDSET_FLAG BUILD_TEAMAI_PLAYER_BUILD_SUPPLY_CENTERPLAYER_GIVE_MONEYFLAGSUPPLY_SOURCE_SAFECALL_SUBROUTINE SET_MILLISECOND_TIMER ENABLE_SCRIPT ScriptAction COUNTER PLAYER_HAS_CREDITSPLAYER_HAS_OBJECT_COMPARISON Condition OrConditionScript ScriptGroup ScriptListPlayerScriptsList™ηš‘China Base ExpansionδChina Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 3 China Base Expand Start-B 3 China Base Expand Start-C E China Build Expansion Timer-B A E China Build Expansion Timer-CΘA 5   China Base Expand Start - N 5   China Base Expand Start - H%China Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   V ChinaGattlingCannon¨a T ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BD <China Base Expanding E China Build Expansion Timer-CHD%China Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   V ChinaGattlingCannon¨a T ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BC <China Base Expanding E China Build Expansion Timer-CpC΄China Base Expand Start-BA7China Build Expansion Timer-B 4 China Base Expansion CheckΌChina Base Expand Start-CA7China Build Expansion Timer-C <China Base ExpandingŠ#China Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! V ChinaGattlingCannon¨a = #China Base Expansion Base Defense 2Š#China Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! V ChinaGattlingCannon¨a = #China Base Expansion Base Defense 3Š#China Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! V ChinaGattlingCannon¨a = #China Base Expansion Base Defense 4b#China Base Expansion Base Defense 4 |A  _ESCALATION<'! V ChinaGattlingCannon¨a = #China Base Expansion Base Defense 5b#China Base Expansion Base Defense 5 |A  _ESCALATIONn'! V ChinaGattlingCannon¨a = #China Base Expansion Base Defense 6#China Base Expansion Base Defense 6 |A  _ESCALATION'! V ChinaGattlingCannon¨a½China Sell OffψChina Sell off checkBb9 ChinaVehicleDozerc9 ChinaCommandCenter_9 Base FactoriesCΠ h9 ChinaVehicleSupplyTruckd9 ChinaInfantryHackerb9 ChinaSupplyCenter_9 TechOilDerrick > China - Sell Off Timer A ( China Sell offŸChina Sell off:0China - Sell Off Timer '= E‚China Paper Work}China Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer G/Base FactoriesFakeGLAArmsDealer L/Base FactoriesDemo_FakeGLAArmsDealer L/Base FactoriesSlth_FakeGLAArmsDealer L/Base FactoriesChem_FakeGLAArmsDealer E/Base FactoriesFakeGLABarracks J/Base FactoriesDemo_FakeGLABarracks J/Base FactoriesSlth_FakeGLABarracks J/Base FactoriesChem_FakeGLABarracks A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsFakeGLACommandCenter O/Base BuildingsDemo_FakeGLACommandCenter O/Base BuildingsSlth_FakeGLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash R/Supply Lines - BuildingsFakeGLASupplyStash W/Supply Lines - BuildingsDemo_FakeGLASupplyStash W/Supply Lines - BuildingsSlth_FakeGLASupplyStash W/Supply Lines - BuildingsChem_FakeGLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket R/Supply Lines - BuildingsFakeGLABlackMarket W/Supply Lines - BuildingsDemo_FakeGLABlackMarket W/Supply Lines - BuildingsSlth_FakeGLABlackMarket W/Supply Lines - BuildingsChem_FakeGLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined China Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE I!China Start Garrisoning Buildings BChina Air Team Is Building BChina Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION >China Tech Stop Trying ;_COUNTER_FOR_ATTACK¦Turn Everything On  'C 'A S China Give AI money to cover bugΒThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free truck. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› @2China World State DetectionΐChina AI Bonus Really LateKA  _ESCALATIONK 5› NΉChina AI Bonus LateKA  _ESCALATION( 5› ˜:ΈChina AI Bonus MidKA  _ESCALATION 5› 'ΊChina AI Bonus EarlyKA  _ESCALATION 5› 'Ι China Escalation China Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 6 China Invasion Alert - Catch4China Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE :  China Clear Alert Response Flags 4 China Invasion Alert - TryϊChina Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER :  China Clear Alert Response Flags8 China Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSEˆChina Time Escalation - E  3 _ESCALATIONˆChina Time Escalation - H   3 _ESCALATIONˆChina Time Escalation - N   3 _ESCALATIONΛ China Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΛ China Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΛ China Tech Center Escalation - HRH Tech Center  3 _ESCALATIONκ!China Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONκ!China Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION[China Build Conditions - EasyΟ_CHINA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeter₯!China Build Condition - Hackers ERHChinaInternetCenter  !ΪChina Build Conditions - Normal_CHINA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter)China Dozer - Build ConditionΉCθ b9 ChinaVehicleDozer -EChina Replace Dozerζ!China Build Condition - Hackers N“HChinaInternetCenter 7_INVASION_ALERT  !± China Build Conditions - HardΠ_CHINA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter½%China Build Condition - Fill Bunker 1f\9  ChinaBunker  !½%China Build Condition - Fill Bunker 2f\9  ChinaBunker  !½%China Build Condition - Fill Bunker 3f\9  ChinaBunker  !½%China Build Condition - Fill Bunker 4f\9  ChinaBunker  !θ!China Build Condition - Hackers H•JChinaPropagandaCenter 7_INVASION_ALERT  !(China Dozer - High Money Build ConditionMC N -EChina Replace Dozer"B #(China Dozer - High Money Build Condition*China Dozer - High Money Build Condition 2MC@œ -EChina Replace Dozer"D #*China Dozer - High Money Build Condition 2˜China Build Conditions - AlertsChina Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter1#China Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter#China Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterάChina Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeterΉ China Complimentary - General―China CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFωChina CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE -   China CT - Run SubsŠChina CT - Run Subs  >   $China CT - Overlords Build Gattlings 9   China CT - Overlords Build Prop 3   China Priority - Set Tank 7   China Priority - Set Infantry 2   China Priority - Set Air€China CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE K]&China Complimentary Team :_CT_READY_TO_MERGE -   China CT - Run SubsbChina CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  K]& China Complimentary Team 3 _CT1_EXISTSτChina CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSJ"China CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSε#China Complimentary - Infantry TeamkChina CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 7 China CT - WATCH Infantry Off > $China CT - Overlords Build Gattlings 7 China Priority - Set InfantrykChina CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 3 China CT - WATCH Infantry > #$China CT - Overlords Build Gattlings 7 #China Priority - Set Infantry China CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !$China CT - Infantry Upgrades“/_CT_AIRPChinaNuclearMissileLauncher O) Upgrade_ChinaNeutronShellsΛ$China CT - Overlords Build Gattlings  k *HB )*Command_UpgradeChinaOverlordGattlingCannon£China Priority - Set Infantry  J++ China Infantry PriorityŠ China Complimentary - Air TeamΦChina CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, China CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeterŽChina CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 2 China CT - WATCH Air Off 2 China Priority - Set Air 2 China CT - Air D Disband > $China CT - Overlords Build Gattlings China CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR . China CT - WATCH Air 2 #China Priority - Set AirChina CT - Air Upgrades‡/_CT_AIRDChinaWarFactory K) Upgrade_ChinaChainGuns China CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !™China Priority - Set Air  E++ China Air PriorityΤChina Complimentary - Tank TeamEChina CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 3 China CT - WATCH Tank Off 3 China Priority - Set Tank 9 China CT - Overlords Build PropΚChina CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK / China CT - WATCH Tank 3 #China Priority - Set Tank 9 #China CT - Overlords Build PropChina CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΗChina CT - Overlords Build Prop  l *HB )+Command_UpgradeChinaOverlordPropagandaTower›China Priority - Set Tank  F++ China Tank PriorityO"China Complimentary - Stealth TeamβChina CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  China CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterΚChina CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team. 3 _CT_STEALTHRD-  Upgrade_GLACamouflageg9 Base Buildings£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 6 China CT - WATCH Stealth Off 6 China CT - Stealth D Disband'China CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 2 China CT - WATCH StealthChina CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !Ι#China Complimentary - Base Def TeamλChina CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 7 China CT - WATCH Base Def Off`China CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 3 China CT - WATCH Base DefChina CT - Base Def Upgrades ‰3 _CT_BASEDEFB ChinaAirfield O) Upgrade_ChinaAircraftArmor China CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !Ή-China Attack PrioritiesGChina Air Priority6,ObjectListsDefined X0China Air PriorityAnti-Air Vehicle P0China Air PriorityAircraft Q0China Air Priority Artillery T0China Air Priority Supply Lines M0China Air PriorityTanks M0China Air PriorityPower V0China Air PriorityBase Factories V0China Air PriorityBase Buildings²China Apply Air Priority/% ( E++ China Air PriorityxChina Tank Priority6,ObjectListsDefined L0China Tank PrioritySpy N0China Tank PriorityTanks V0China Tank Priority Base Defenses R0China Tank Priority Artillery P0China Tank PriorityUtility P0China Tank PriorityVehicle Y0China Tank PriorityAnti-Air Vehicle N0China Tank PriorityPower U0China Tank Priority Supply Lines T0China Tank Priority Tech Center Q0China Tank PriorityInfantry W0China Tank PriorityBase Factories V0China Tank Priority Super Weapons W0China Tank PriorityBase Buildings΄China Apply Tank Priority/% ( F++ China Tank PriorityοChina Infantry Priority6,ObjectListsDefined P0China Infantry PrioritySpy U0China Infantry PriorityInfantry V0China Infantry Priority Artillery Z0China Infantry Priority Base Defenses R0China Infantry PriorityTanks ]0China Infantry PriorityAnti-Air Vehicle T0China Infantry PriorityVehicle T0China Infantry PriorityUtility R0China Infantry PriorityPower [0China Infantry PriorityBase Factories Z0China Infantry Priority Super Weapons [0China Infantry PriorityBase BuildingsΌChina Apply Infantry Priority/% ( J++ China Infantry Priority‘China Path Finder Priority6,ObjectListsDefined S0China Path Finder PrioritySpy2 X0China Path Finder PriorityInfantry2 \0China Path Finder Priority Supply Lines2Β China Apply Path Finder Priority/% ( M++ China Path Finder PriorityChina Rocket Guy Priority6,ObjectListsDefined T0China Rocket Guy PriorityTanks _0China Rocket Guy PriorityAnti-Air Vehicle W0China Rocket Guy PriorityAircraft \0China Rocket Guy Priority Base Defenses [0China Rocket Guy Priority Supply Lines V0China Rocket Guy PriorityUtility T0China Rocket Guy PriorityPowerΐChina Apply Rocket Guy Priority/% ( L++ China Rocket Guy PriorityoChina Stealth Plane Priority6,ObjectListsDefined Y0China Stealth Priority Base Defenses Q0China Stealth PriorityPower X0China Stealth Priority Supply Lines S0China Stealth PriorityUtility U0China Stealth Priority Artillery \0China Stealth PriorityAnti-Air Vehicle Q0China Stealth PriorityTanks Z0China Stealth PriorityBase FactoriesΊChina Apply Stealth Priority/% ( I++ China Stealth PriorityΧChina Capture Tech Building6,ObjectListsDefined `0China Tech Building PriorityTech BuildingsˆΖ"China Apply Tech Building Priority/% ( O++ China Tech Building PriorityΓChina Raider Priority6,ObjectListsDefined R0China Raider PriorityUtilityˆϋ%China Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ H++ China Raider PriorityΈChina Apply Raider Priority/% ( H++ China Raider PriorityChina Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined ]0China Supply Lines Priority Supply Lines– i0China Supply Lines PrioritySupply Lines - Buildings” V0China Supply Lines PriorityPower# _0China Supply Lines PriorityBase Factories ^0China Supply Lines Priority Super Weapons _0China Supply Lines PriorityBase BuildingsΔ!China Apply Supply Lines Priority/% ( N++ China Supply Lines Priority China Power Priority6,ObjectListsDefined O0China Power PriorityPower W0China Power Priority Base Defenses X0China Power PriorityBase Factories Q0China Power PriorityUtility W0China Power Priority Super Weapons X0China Power PriorityBase BuildingsΆChina Apply Power Priority/% ( G++ China Power Priorityί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech Buildings·Easy Default Priority6,ObjectListsDefined F++teamSkirmishChina Easy PriorityΎChina Default Priority6,ObjectListsDefined L++teamSkirmishChinaChina Tank Priority–China Attack Waves China E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVEQChina H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF ;_COUNTER_FOR_ATTACK China H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVEQChina H Attack Wave 4 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK ;_COUNTER_FOR_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVEQChina H Attack Wave 5 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK ;_COUNTER_FOR_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKChina Generic Attack• China Hunt@6_LAUNCH_ATTACK %<2 oChina Hunt Air  %<2 ™China Guard Base  MΜ  [Skirmish]MyInnerPerimeterŸChina Guard Base Outer  MΜ  [Skirmish]MyOuterPerimeter’China Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterChina Guard Combat Zone  =Μ  CombatZoneΗChina Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone’China Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterε(China Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΝChina Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter8China Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ QΎ4 China Attack Enemy Base Center6China Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ PΎ4 China Attack Enemy Base Flank4China Attack Sequence Back₯6_LAUNCH_ATTACK[5 [Skirmish]MyOuterPerimeter$ OΎ4 China Attack Enemy Base BackΚChina Commando Raid Sequence@6_LAUNCH_ATTACK HΎ4 China Commando OrdersFChina Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor ]8 )*Command_ChinaInfantryBlackLotusCaptureHackChina Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 China Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 China Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 rChina Attack Hunt  %<2 ΘChina Behavior: Helix Attack@6_LAUNCH_ATTACK Zρ9 )'Command_UpgradeChinaHelixGattlingCannon Vρ9 )#Command_UpgradeChinaHelixNapalmBomb S8 ) Command_ChinaHelixDropNapalmBomb %<2 Ι China Team Behaviorsτ&China Behavior: Pre-Attack Guard Base   ;_COUNTER_FOR_ATTACK MΜ  [Skirmish]MyOuterPerimeterl*China Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter A 'China Behavior: Guard CZ from Artillery\'China Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone D *China Behavior: Guard Base After ArtilleryuChina Team Destroyed  %λ: China Behavior - ECM Defender  nδ; ChinaGattlingCannon [Skirmish]MyOuterPerimeter 3.< °China Behavior - Hack Idle  Zρ9 )'Command_ChinaInfantryHackerInternetHackξ China Behavior - Hacker Enter IC  5› ξ SΎ4  China Sequence - Hacker Enter ICω China Sequence - Hacker Enter IC  nδ; ChinaInternetCenter [Skirmish]MyOuterPerimeter %i= China Base Invaded HuntA7_INVASION_ALERT %―> %<2 ―China Helix Guard Upgrade  Zρ9 )'Command_UpgradeChinaHelixGattlingCannon=China Alert Team AttacksͺChina Invasion Alert HuntF<_INVASION_ALERT_OVER %°, $China Sequence Capture Neutral Units  NΎ4 China Capture Neutral Units«China Capture Neutral Units  %? %<2 ΨChina Combat Zone”China Guard the Combat Zone  =Μ  CombatZoneΪChina CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 7China Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ , China Base Building - Easy~China 1st Power Plant - E  )τAChinaPowerPlant6China Build 1st Defense - EιFChinaSupplyCenter DChinaWarFactory A  _ESCALATION  ϊBίChina Supply Center - ENDChinaPowerPlant T ChinaSupplyCenter'­China Barracks - ENDChinaPowerPlant 'τA ChinaBarracks΄China War Factory - EPFChinaSupplyCenter )τAChinaWarFactoryVChina 2nd Power Plant - E™DChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ )τAChinaPowerPlantChina Prop Center - E™DChinaWarFactory A  _ESCALATION( /τAChinaPropagandaCenter China Internet Center - E‘JChinaPropagandaCenter CΈ  -τAChinaInternetCenterZChina Nuke Silo - EμJChinaPropagandaCenter A  _ESCALATION΄Cp 5τAChinaNuclearMissileLauncher‘China Base Building - Normal~China 1st Power Plant - N  )τAChinaPowerPlantίChina Supply Center - NNDChinaPowerPlant T ChinaSupplyCenter'­China Barracks - NNDChinaPowerPlant 'τA ChinaBarracks΄China War Factory - NPFChinaSupplyCenter )τAChinaWarFactoryƒChina Build 1st Defense - N6FChinaSupplyCenter DChinaWarFactory A  _ESCALATION C°  ϊBƒChina Build 2nd Defense - N6FChinaSupplyCenter DChinaWarFactory A  _ESCALATIONC°  ώCHChina Air Field - NθFChinaSupplyCenter A  _ESCALATION CΔ  'τA ChinaAirfieldChina Prop Center - N™DChinaWarFactory A  _ESCALATION /τAChinaPropagandaCenterVChina 2nd Power Plant - N™DChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ )τAChinaPowerPlant China Internet Center - N‘JChinaPropagandaCenter CΈ  -τAChinaInternetCenterάChina Build Power Plant 3 - NψCRD x7_INVASION_ALERT`9 ChinaPowerPlantnd9 ChinaGattlingCannon )τAChinaPowerPlantZChina Nuke Silo - NμJChinaPropagandaCenter A  _ESCALATIONdCp 5τAChinaNuclearMissileLauncherΉChina Build Power Plant 4 - NψCRD c7_INVASION_ALERT`9 ChinaPowerPlantKA  _ESCALATION– )τAChinaPowerPlant'China Additional Power Plants Front - N‘'.E V9 Power )FChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - Nά:China Enable Additional Power Plant Construction Front - N;1China Build Power Plant A 'China Additional Power Plants Front - N^'China Base Building - HardΎChina High Money Builds - HΉC0u b9 ChinaSupplyCenter )GChinaWarFactory )GChinaPowerPlant -GChinaGattlingCannon 'G ChinaBarracksuChina Barracks - H  'τA ChinaBarracksΤChina 1st Power Plant - Hlb9 ChinaVehicleDozer )τAChinaPowerPlant China 2nd Power Plant - HNDChinaWarFactory KA  _ESCALATIONd )τAChinaPowerPlantΨChina 3rd Power Plant - HψCRD x7_INVASION_ALERT`9 ChinaPowerPlantnd9 ChinaGattlingCannon )τAChinaPowerPlant΅China 4th Power Plant - HψCRD x7_INVASION_ALERT`9 ChinaPowerPlantKA  _ESCALATION< )τAChinaPowerPlantChina 5th Power Plant - H·CRD x`9 ChinaPowerPlant )τAChinaPowerPlantžChina 6+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power )GChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - H²China 6+ Power Plants Front - HϊCRD x7_INVASION_ALERTb9 AmericaPowerPlant'.E b9 AmericaPowerPlant )FChinaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΤ:China Enable Additional Power Plant Construction Flank - H;1China Build Power Plant 9 China 6+ Power Plants Flank - HΤ:China Enable Additional Power Plant Construction Front - H;1China Build Power Plant 9 China 6+ Power Plants Front - HίChina Supply Center - HNDChinaPowerPlant T ChinaSupplyCenter'΄China War Factory - HPFChinaSupplyCenter )τAChinaWarFactoryΠChina War Factory 2 - Hj`9 ChinaWarFactory )τAChinaWarFactoryύChina Air Field - HFChinaSupplyCenter CΔ  'τA ChinaAirfieldθChina Build 1st Defense - H›DChinaPowerPlant C°  ϊBChina Supply Gat - HPFChinaSupplyCenter V ChinaGattlingCannon' 5› ΠChina Build 1st Bunker - HŸHChinaGattlingCannon C° %F ChinaBunkerbChina Build 2nd Defense - HζDChinaWarFactory A  _ESCALATIONC°  ώC %G ChinaBunkerBChina Prop Center - H™DChinaWarFactory A  _ESCALATION 5›   /τAChinaPropagandaCenterChina Internet Center - HTJChinaPropagandaCenter 5› ˆ -τAChinaInternetCenterLChina Nuke Silo - HŸJChinaPropagandaCenter A  _ESCALATIONK 5τAChinaNuclearMissileLauncher 5› Xδ!China Build More Gat Defenses - HA  _ESCALATION(d9 ChinaGattlingCannonCp -FChinaGattlingCannon -GChinaGattlingCannon )GChinaPowerPlant€$China Build More Bunker Defenses - HA  _ESCALATION(d9 ChinaGattlingCannonCp %F ChinaBunker %G ChinaBunkerδChina Build Speaker Tower 1 - HtA  _ESCALATION(f9 ChinaPropagandaCenterb9 ChinaSpeakerTowerCΈ  +τAChinaSpeakerTowerδChina Build Speaker Tower 2 - HtA  _ESCALATION(f9 ChinaPropagandaCenterb9 ChinaSpeakerTowerCΈ  +τAChinaSpeakerTowerδChina Build Speaker Tower 3 - HtA  _ESCALATION(f9 ChinaPropagandaCenterb9 ChinaSpeakerTowerCΈ  +τAChinaSpeakerTowerδChina Build Speaker Tower 4 - HtA  _ESCALATION(f9 ChinaPropagandaCenterb9 ChinaSpeakerTowerCΈ  +τAChinaSpeakerTower-China Tech BuildingsChina Tech Building DetectΟ]XH ϊC [Skirmish]MyInnerPerimeter^9  ChinaBarracks @China Tech Building Near 4 #China Tech Building DetectκChina Tech Capture Build N China Tech Building Near>China Tech Stop Trying  ! China Tech Capture Sequential  UΎ4 "China Tech Building Capture Orders T) Upgrade_InfantryCaptureBuildingy"China Tech Building Capture Orders  O++ China Tech Building Priority Yδ; Tech Buildings CombatZone _8 ),Command_ChinaInfantryRedGuardCaptureBuildingŒChina Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterQChina Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.“>China Tech Stop TryingA  _ESCALATIONd >China Tech Stop TryingLChina Upgrades$ China Mines‘JChinaPropagandaCenter C' Rρ9teamSkirmishChina)Command_UpgradeChinaMines,China Mines EMP§PChinaNuclearMissileLauncher C˜: Pρ9teamSkirmishChina)Command_UpgradeEMPMinesChina Upgrade Black Napalm·`9 ChinaTankDragonCΠ ³\9  ChinaJetMIGCΠ M) Upgrade_ChinaBlackNapalm?China Upgrade MiG Armor ³\9  ChinaJetMIGCθ O) Upgrade_ChinaAircraftArmorChina Upgrade Chain GunsΉb9 ChinaTankGattlingCά »d9 ChinaGattlingCannonCά K) Upgrade_ChinaChainGunsJChina Upgrade Uranium ShellsΉb9 ChinaTankOverlordCΠ O) Upgrade_ChinaUraniumShells»China Upgrade Nuke Tanks/b9 ChinaTankOverlordl9 ChinaNuclearMissileLauncherCΠ N) Upgrade_ChinaNuclearTanksDChina Upgrade Nationalism ½f9 ChinaPropagandaCenterCΠ H) Upgrade_NationalismV"China Upgrade Subliminal Messaging Ήb9 ChinaSpeakerTowerCΠ U) Upgrade_ChinaSubliminalMessagingQChina Upgrade Neutron Shellsΐi9 ChinaVehicleNukeLauncherCΠ O) Upgrade_ChinaNeutronShellsEChina Upgrade Radar Ήb9 ChinaVehicleDozerCτ Rρ9teamSkirmishChina)Command_UpgradeChinaRadarΑChina Generals Powers0China EMP FireRHTI SuperweaponEMPPulse HϋJ SuperweaponEMPPulse &  China EMP AI ( #China EMP Fireά China EMP AIRHTI SuperweaponEMPPulse ( China EMP Fire & # China EMP AI|China EMP Fire - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK HϋJ SuperweaponEMPPulse * China EMP AI - H , #China EMP Fire - H(China EMP AI - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK , China EMP Fire - H * #China EMP AI - HPChina Arillery FireZPTI SuperweaponArtilleryBarrage PϋJ SuperweaponArtilleryBarrage , China Artillery AI - #China Arillery FireυChina Artillery AIZPTI SuperweaponArtilleryBarrage - China Arillery Fire , #China Artillery AIMChina Arillery Fire - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK§PTI SuperweaponArtilleryBarrageCθ PϋJ SuperweaponArtilleryBarrage 0 China Artillery AI - H 1 #China Arillery Fire - HςChina Artillery AI - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK§PTI SuperweaponArtilleryBarrageCθ 1 China Arillery Fire - H 0 #China Artillery AI - HSChina Cluster Mine FireVLTI SuperweaponClusterMines LϋJ SuperweaponClusterMines / China Cluster Mine AI 1 #China Cluster Mine FireϋChina Cluster Mine AIVLTI SuperweaponClusterMines 1 China Cluster Mine Fire / #China Cluster Mine AIVChina Carpet Bomb FireYOTI SuperweaponChinaCarpetBomb OϋJ SuperweaponChinaCarpetBomb . China Carpet Bomb AI 0 #China Carpet Bomb FireϋChina Carpet Bomb AIYOTI SuperweaponChinaCarpetBomb 0 China Carpet Bomb Fire . #China Carpet Bomb AIRChina Carpet Bomb Fire - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK¦OTI SuperweaponChinaCarpetBombCθ OϋJ SuperweaponChinaCarpetBomb 2 China Carpet Bomb AI - H 4 #China Carpet Bomb Fire - HχChina Carpet Bomb AI - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK¦OTI SuperweaponChinaCarpetBombCθ 4 China Carpet Bomb Fire - H 2 #China Carpet Bomb AI - HώChina Super Weapon Use\China Fire Nuke MissileXNTI SuperweaponNeutronMissile NϋJ SuperweaponNeutronMissile 4 China Fire Nuke Missile AI 1 #China Fire Nuke MissileChina Fire Nuke Missile AIXNTI SuperweaponNeutronMissile 1 China Fire Nuke Missile 4 #China Fire Nuke Missile AIWChina Fire Nuke Missile - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK₯NTI SuperweaponNeutronMissileCθ NϋJ SuperweaponNeutronMissile 8 China Fire Nuke Missile AI - H 5 #China Fire Nuke Missile - HChina Fire Nuke Missile AI - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK₯NTI SuperweaponNeutronMissileCθ 5 China Fire Nuke Missile - H 8 #China Fire Nuke Missile AI - Hέ'China Garrison BuildsChina Garrison BuildingsKA  _ESCALATION I!China Start Garrisoning Buildings•China Build Garrison P1 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterzChina Garrison OrdersΊChina Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΊChina Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΊChina Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΊChina Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΊChina Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1»China Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΊChina Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΊChina Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΊChina Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΊChina Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΊChina Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΊChina Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΊChina Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΊChina Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΊChina Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΊChina Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΊChina Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΊChina Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΊChina Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΊChina Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΊChina Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΊChina Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΊChina Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΊChina Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3ΐChina Bunker Orders¨China Enter Bunker Sequential  OΎ4 China Garrison Bunker OrdersνChina Garrison Bunker Orders  fδ;  ChinaBunker [Skirmish]MyOuterPerimeter %i= μυ$GLA Base Expansion§GLA Start First Expansion  R”NGLA Random Initial ExpansionpAπB³GLA Start First Expansion-B@6GLA Random Initial Expansion 2 GLA Base Expansion CheckΦGLA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 GLA Base Expand Start-B 1 GLA Base Expand Start-C C GLA Build Expansion Timer-B A C GLA Build Expansion Timer-CΘA 3   GLA Base Expand Start - N 3   GLA Base Expand Start - H0GLA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 90 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ Q GLAStingerSite¨a Q GLASupplyStash¨a $E GLA Worker C GLA Build Expansion Timer-BϊC :GLA Base Expanding C GLA Build Expansion Timer-C%D>GLA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 90 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ Q GLAStingerSite¨a Q GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-B4B΄B :GLA Base Expanding C GLA Build Expansion Timer-CpCGLA Base Expand Start-B?5GLA Build Expansion Timer-B 2 GLA Base Expansion CheckΆGLA Base Expand Start-C?5GLA Build Expansion Timer-C :GLA Base ExpandingP!GLA Base Expansion Base Defense 1 si9 Supply Lines - Buildings Q GLAStingerSite¨a ; !GLA Base Expansion Base Defense 2P!GLA Base Expansion Base Defense 2 si9 Supply Lines - Buildings Q GLAStingerSite¨a ; !GLA Base Expansion Base Defense 3μ!GLA Base Expansion Base Defense 3 si9 Supply Lines - Buildings Q GLAStingerSite¨a > $GLA Base Expansion Base Defense 4+ A > $GLA Base Expansion Base Defense 4+ B G -GLA Base Expansion Base Defense 4+ Reactivate2$GLA Base Expansion Base Defense 4+ AŠIf the player has a lot of money, he builds more defenses quickly. But we don't want him to get out of control, so we'll cap at 12. - kds )Cp _9 GLAStingerSitei9 Supply Lines - Buildings)Cp _9  GLAStingerSitei9 Supply Lines - Buildings)Cp _9 GLAStingerSitei9 Supply Lines - Buildings)Cp _9 GLAStingerSitei9 Supply Lines - Buildings Q GLAStingerSite¨a A GLA Build Supply DefensesπAχ$GLA Base Expansion Base Defense 4+ BOIf the player has sufficient money, he gradually builds up his supply defenses. )CΔ  _9 GLAStingerSitei9 Supply Lines - Buildings)CΔ  _9 GLAStingerSitei9 Supply Lines - Buildings)CΔ  _9  GLAStingerSitei9 Supply Lines - Buildings)CΔ  _9 GLAStingerSitei9 Supply Lines - Buildings Q GLAStingerSite¨a A GLA Build Supply DefensesπB-GLA Base Expansion Base Defense 4+ Reactivate;After the timer expires, check to build more stinger sites.=3GLA Build Supply Defenses > $GLA Base Expansion Base Defense 4+ A > $GLA Base Expansion Base Defense 4+ B $E GLA WorkerGLA Base Expansion Base TunnelsOIf the player has sufficient money, he gradually builds up his supply defenses.π–CΈ  a9 GLATunnelNetworka9 GLATunnelNetworki9 Supply Lines - Buildings–CΈ  a9 GLATunnelNetworka9 GLATunnelNetworki9 Supply Lines - Buildings S GLATunnelNetwork˜:‹ GLA Sell OffάGLA Sell off check@b9 GLAInfantryWorkera9 GLACommandCenter_9 Base FactoriesτCΠ b9 GLAInfantryWorker_9 GLABlackMarket_9 GLASupplyStash_9 TechOilDerrick 6 Sell Off Timer A &  GLA Sell off‹ GLA Sell off2(Sell Off Timer '= ωzGLA Paper Work vGLA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks F/Base FactoriesSlth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined»GLA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GGLA Start Garrisoning Buildings @GLA Air Team Is Building @GLA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <GLA Tech Stop Trying¦Turn Everything On  'C 'A TGLA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› Θ(GLA World State DetectionΎGLA AI Bonus Really LateKA  _ESCALATIONK 5› N·GLA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆGLA AI Bonus MidKA  _ESCALATION 5› 'ΈGLA AI Bonus EarlyKA  _ESCALATION 5› ˆ§ GLA EscalationGLA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 GLA Invasion Alert - Catch.GLA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 GLA Clear Alert Response Flags 2 GLA Invasion Alert - TryφGLA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 GLA Clear Alert Response Flags6GLA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†GLA Time Escalation - E  3 _ESCALATION†GLA Time Escalation - H   3 _ESCALATION†GLA Time Escalation - N   3 _ESCALATIONΙGLA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙGLA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΙGLA Tech Center Escalation - HRH Tech Center  3 _ESCALATIONθGLA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθGLA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€GLA Build Conditions - EasyΝ_GLA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterΥGLA Build Conditions - Normal_GLA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterGLA Dozer - Build ConditionΉCθ b9 GLAInfantryWorker $E GLA Worker%GLA Build Conditions - Hardž$GLA Build Condition: Palace GarrisonH> GLAPalace  ! (GLA Dozer - High Money Build Condition 2MC@œ $E GLA Worker"B #(GLA Dozer - High Money Build Condition 2&GLA Dozer - High Money Build ConditionMC N $E GLA Worker"@ &GLA Dozer - High Money Build ConditionΞ_GLA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterŽGLA Build Conditions - AlertsGLA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!GLA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!GLA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪGLA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter GLA Complimentary - General­GLA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυGLA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   GLA CT - Run SubsχGLA CT - Run Subs  1   GLA Priority - Set Tank 5   GLA Priority - Set Infantry 0   GLA Priority - Set AirzGLA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE I]&GLA Complimentary Team :_CT_READY_TO_MERGE +   GLA CT - Run Subs^GLA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  I]& GLA Complimentary Team 3 _CT1_EXISTSςGLA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH GLA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSΞ!GLA Complimentary - Infantry TeamGLA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 GLA CT - WATCH Infantry Off 5 GLA Priority - Set InfantryGLA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 GLA CT - WATCH Infantry 5 #GLA Priority - Set InfantryfGLA CT - Infantry Upgrades†4 _CT_INFANTRY> GLAPalace K) Upgrade_GLAToxinShells K) Upgrade_GLAAnthraxBetaGLA CT - Infantry Upgrades 2‹4 _CT_INFANTRYCGLABlackMarket I) Upgrade_GLAAPBulletsGLA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !ŸGLA Priority - Set Infantry  H++ GLA Infantry Priority" GLA Complimentary - Air TeamΤGLA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, GLA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>GLA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 GLA CT - WATCH Air Off 0 GLA Priority - Set Air 0 GLA CT - Air D DisbandGLA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , GLA CT - WATCH Air 0 #GLA Priority - Set Air GLA CT - Air Upgrades…/_CT_AIRB GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•GLA Priority - Set Air  C++ GLA Air Priority~GLA Complimentary - Tank TeamόGLA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 GLA CT - WATCH Tank Off 1 GLA Priority - Set TankGLA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - GLA CT - WATCH Tank 1 #GLA Priority - Set Tank GLA CT - Tank Upgrades†0_CT_TANKB GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !—GLA Priority - Set Tank  D++ GLA Tank PriorityΜ GLA Complimentary - Stealth TeamΰGLA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  GLA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterSGLA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 4 GLA CT - WATCH Stealth Off 4 GLA CT - Stealth D Disband#GLA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 GLA CT - WATCH StealthGLA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !™!GLA Complimentary - Base Def TeamηGLA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 GLA CT - WATCH Base Def Off\GLA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 GLA CT - WATCH Base DefGLA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !„/GLA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech Buildings΅Easy Default Priority6,ObjectListsDefined D++teamSkirmishGLA Easy Priority5GLA Air Priority6,ObjectListsDefined V0GLA Air PriorityAnti-Air Vehicle N0GLA Air PriorityAircraft O0GLA Air Priority Artillery R0GLA Air Priority Supply Lines K0GLA Air PriorityTanks K0GLA Air PriorityPower T0GLA Air PriorityBase Factories T0GLA Air PriorityBase BuildingsGLA Apply Air Priority/% ( C++ GLA Air PriorityZGLA Tank Priority6,ObjectListsDefined J0GLA Tank PrioritySpy L0GLA Tank PriorityTanks T0GLA Tank Priority Base Defenses P0GLA Tank Priority Artillery N0GLA Tank PriorityUtility N0GLA Tank PriorityVehicle W0GLA Tank PriorityAnti-Air Vehicle L0GLA Tank PriorityPower S0GLA Tank Priority Supply Lines R0GLA Tank Priority Tech Center O0GLA Tank PriorityInfantry U0GLA Tank PriorityBase Factories T0GLA Tank Priority Super Weapons U0GLA Tank PriorityBase Buildings°GLA Apply Tank Priority/% ( D++ GLA Tank PriorityΥGLA Infantry Priority6,ObjectListsDefined N0GLA Infantry PrioritySpy S0GLA Infantry PriorityInfantry T0GLA Infantry Priority Artillery X0GLA Infantry Priority Base Defenses P0GLA Infantry PriorityTanks [0GLA Infantry PriorityAnti-Air Vehicle R0GLA Infantry PriorityVehicle R0GLA Infantry PriorityUtility P0GLA Infantry PriorityPower Y0GLA Infantry PriorityBase Factories X0GLA Infantry Priority Super Weapons Y0GLA Infantry PriorityBase BuildingsΈGLA Apply Infantry Priority/% ( H++ GLA Infantry Priority‰GLA Path Finder Priority6,ObjectListsDefined Q0GLA Path Finder PrioritySpy2 V0GLA Path Finder PriorityInfantry2 Z0GLA Path Finder Priority Supply Lines2ΎGLA Apply Path Finder Priority/% ( K++ GLA Path Finder Priority GLA Rocket Guy Priority6,ObjectListsDefined R0GLA Rocket Guy PriorityTanks ]0GLA Rocket Guy PriorityAnti-Air Vehicle U0GLA Rocket Guy PriorityAircraft Z0GLA Rocket Guy Priority Base Defenses Y0GLA Rocket Guy Priority Supply Lines T0GLA Rocket Guy PriorityUtility R0GLA Rocket Guy PriorityPowerΌGLA Apply Rocket Guy Priority/% ( J++ GLA Rocket Guy Priority]GLA Stealth Plane Priority6,ObjectListsDefined W0GLA Stealth Priority Base Defenses O0GLA Stealth PriorityPower V0GLA Stealth Priority Supply Lines Q0GLA Stealth PriorityUtility S0GLA Stealth Priority Artillery Z0GLA Stealth PriorityAnti-Air Vehicle O0GLA Stealth PriorityTanks X0GLA Stealth PriorityBase FactoriesΆGLA Apply Stealth Priority/% ( G++ GLA Stealth PriorityΣGLA Capture Tech Building6,ObjectListsDefined ^0GLA Tech Building PriorityTech BuildingsˆΒ GLA Apply Tech Building Priority/% ( M++ GLA Tech Building PriorityΏGLA Raider Priority6,ObjectListsDefined P0GLA Raider PriorityUtilityˆχ#GLA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ GLA Raider Priority΄GLA Apply Raider Priority/% ( F++ GLA Raider PriorityχGLA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0GLA Supply Lines Priority Supply Lines– g0GLA Supply Lines PrioritySupply Lines - Buildings” T0GLA Supply Lines PriorityPower# ]0GLA Supply Lines PriorityBase Factories \0GLA Supply Lines Priority Super Weapons ]0GLA Supply Lines PriorityBase BuildingsΐGLA Apply Supply Lines Priority/% ( L++ GLA Supply Lines Priority’GLA Power Priority6,ObjectListsDefined M0GLA Power PriorityPower– U0GLA Power Priority Base Defenses V0GLA Power PriorityBase Factories O0GLA Power PriorityUtility U0GLA Power Priority Super Weapons V0GLA Power PriorityBase Buildings²GLA Apply Power Priority/% ( E++ GLA Power PriorityΥGLA Sabo Priority6,ObjectListsDefined T0GLA Sabo Priority Super Weapons L0GLA Sabo PriorityPower U0GLA Sabo PriorityBase Factories U0GLA Sabo PriorityBase Buildings°GLA Apply Sabo Priority/% ( D++ GLA Sabo PriorityΈGLA Default Priority6,ObjectListsDefined H++teamSkirmishGLAGLA Tank Priority•GLA Attack WavesGLA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKgGLA Attack Behaviors“GLA Hunt@6_LAUNCH_ATTACK %<2 m GLA Hunt Air  %<2 —GLA Guard Base  MΜ  [Skirmish]MyInnerPerimeterGLA Guard Base Outer  MΜ  [Skirmish]MyOuterPerimeter½GLA Guard Combat Zone  %3O =Μ  CombatZoneΕGLA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone GLA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&GLA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΛGLA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimetercGLA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> OΎ4 GLA Attack Enemy Base CenteraGLA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> NΎ4 GLA Attack Enemy Base Flank_GLA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> MΎ4 GLA Attack Enemy Base Backΰ&GLA Behavior: Immediate Attack Center   %―> OΎ4 GLA Attack Enemy Base Centerέ$GLA Behavior: Immediate Attack Flank  %―> NΎ4 GLA Attack Enemy Base FlankΫ#GLA Behavior: Immediate Attack Back  %―> MΎ4 GLA Attack Enemy Base BackGLA Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 GLA Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 GLA Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 kGLA Attack Sequence Flank Sabo₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> SΎ4  GLA Attack Enemy Base Flank Sabo9 GLA Attack Enemy Base Flank Sabo  8ω6 *Flank Fυ7 *Flank K8 )Command_SabotageBuilding¦GLA Behavior: Attack Back Rush  LΎ4 GLA Seq: Attack Back Rush8GLA Seq: Attack Back Rush  ;ω6 *Backdoor Iυ7 *Backdoor K8 )Command_SabotageBuilding "GLA Team BehaviorΙ!GLA Tunnel Defender Prio IncreaseRHdP SCIENCE_SneakAttack 0κQGLA H 5W Tunnel Guardsl GLA Disband  %°, h(GLA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %GLA Behavior: Guard CZ from ArtilleryX%GLA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (GLA Behavior: Guard Base After Artillery`GLA Behavior: Build TN in CZΐK'R CombatZone$a9 GLATunnelNetwork ^WS GLATunnelNetwork  GLA Behavior: Build TN Enemy OPh^'R [Skirmish]EnemyOuterPerimeter$ ^WS GLATunnelNetwork ˆGLA Behavior: Demo Trap In CZ»K1 CombatZone$\9   GLADemoTrap A“T _DEMO_BUILDZ, ? %GLA Behavior: Demo Trap In CZ - Build%GLA Behavior: Demo Trap In CZ - Build/% _DEMO_BUILD YWS  GLADemoTrap 7 GLA Behavior: Demo Trap In CZP$GLA Behavior: Demo Trap By Tech Bldg­W<U "SpecialAbilityRebelCaptureBuildingB GLAArmsDealer YWS  GLADemoTrap λ&GLA Behavior: Re-Enable Demo Trap TechaW=V "SpecialAbilityRebelCaptureBuilding > $GLA Behavior: Demo Trap By Tech BldgιGLA Garrison Palace Orders  dδ;  GLAPalace [Skirmish]MyOuterPerimeter %i= €GLA Enter Palace Sequential  MΎ4 GLA Garrison Palace Orders³GLA Team Destroyed  6GLA Teams Lost %λ: ¬GLA Leave TransportsMC4W  %7X  GLA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸGLA Attack Hunt  %7X %<2 ΠGLA Base Invaded HuntA7_INVASION_ALERT %―> %<2 žGLA JK Escorts Sequential  IΎ4 GLA Team Capture Units3GLA Team Capture Units  %? %? %? %? %<2 ͺGLA Bomb Truck Attack Rush  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority m *HB ),Command_UpgradeGLABombTruckHighExplosiveBomb %<2 ¦GLA Behavior: Bomb Truck Rush  MΎ4 GLA Bomb Truck Attack RushͺGLA Behavior: Bomb Truck Center  OΎ4 GLA Bomb Truck Attack Center¨GLA Behavior: Bomb Truck Flank  NΎ4 GLA Bomb Truck Attack Flank¦GLA Behavior: Bomb Truck Back  MΎ4 GLA Bomb Truck Attack BackxGLA Bomb Truck Attack Back  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority ;ω6 *Backdoor %<2 vGLA Bomb Truck Attack Flank  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority 8ω6 *Flank %<2 GLA Bomb Truck Attack Center  _ Y )Command_DisguiseAsVehicleTanks N++ China Supply Lines Priority 9ω6 *Center %<2 {GLA Behavior: Guard Tunnel  %BZ ϋGLA Behavior: Jarmen Kell Hunt  b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTER˜GLA Behavior: Jarmen Kell FiresšCQ[ (IS_FIRING_WEAPONC  _KELL_COUNTER 5 _KELL_COUNTER 8_KELL_STOP_TIMER 8 GLA Behavior: Jarmen Kell StopƒGLA Behavior: Jarmen Kell Stop*_KELL_STOP_TIMERC  _KELL_COUNTER =Μ  CombatZone 8 _KELL_FIRE_TIMERΘA 5 _KELL_COUNTERl$GLA Behavior: Jarmen Kell Hunt Again*_KELL_FIRE_TIMERC  _KELL_COUNTER b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTER$GLA Alert Team AttacksSGLA Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesπ"GLA Sequence Capture Neutral Units  LΎ4 GLA Capture Neutral Units <GLA Team is Building©GLA Capture Neutral Units  %? %<2 EGLA Combat ZoneGLA Guard the Combat Zone  %3O <GLA Team is Building =Μ  CombatZoneΨGLA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5GLA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ ηGLA Base Building - EasyβGLA Build 1st Defense - E—B GLAArmsDealer A  _ESCALATION  ϊB’GLA Supply Center - E  Q GLASupplyStash'­GLA Power Plant - EMCS\  'τA GLAPowerPlantqGLA Barracks - E  %τA GLABarracks­GLA War Factory - EMCGLASupplyStash 'τA GLAArmsDealerχGLA Strategy Center - E—B GLAArmsDealer A  _ESCALATION( #τA GLAPalaceχGLA Black Market - E•> GLAPalace CΈ  (τAGLABlackMarket>GLA Scud Storm - Eΰ> GLAPalace A  _ESCALATION΄Cp &τA GLAScudStormGLA Base Building - Normal’GLA Supply Center - N  Q GLASupplyStash'qGLA Barracks - N  %τA GLABarracks­GLA War Factory - NMCGLASupplyStash 'τA GLAArmsDealer/GLA Build 1st Defense - NδB GLAArmsDealer A  _ESCALATION C°  ϊB1GLA Build Front Defense - NδB GLAArmsDealer A  _ESCALATION C°  ϊBNGLA Build Front Tunnel - NδB GLAArmsDealer A  _ESCALATION C° *FGLATunnelNetworkPGLA Build Front Tunnel 2 - NδB GLAArmsDealer A  _ESCALATION C° *FGLATunnelNetworkT GLA Build 1st Tunnel Network - NδB GLAArmsDealer A  _ESCALATION C° *τAGLATunnelNetwork/GLA Build 2nd Defense - NδB GLAArmsDealer A  _ESCALATIONC°  ώCξGLA Palace - N—B GLAArmsDealer A  _ESCALATION #τA GLAPalaceχGLA Black Market - N•> GLAPalace CΈ  (τAGLABlackMarketύGLA Black Market2 - NšCGLABlackMarket CΈ  (τAGLABlackMarket>GLA Scud Storm - Nΰ> GLAPalace A  _ESCALATIONdCp &τA GLAScudStorm.GLA Base Building - Hard±GLA High Money Builds - HΆC0u _9 GLASupplyStash 'G GLAArmsDealer *GGLATunnelNetwork (GGLAStingerSite %G GLABarracksqGLA Barracks - H  %τA GLABarracksψGLA Supply Center - Hlb9 GLAInfantryWorker Q GLASupplyStash'6GLA Supply Defense - Hh^9  GLAArmsDealer 5› θ S GLATunnelNetwork'­GLA Arms Dealer - HMCGLASupplyStash 'τA GLAArmsDealer―GLA Arms Dealer 2 - HMCGLASupplyStash 'τA GLAArmsDealer―GLA Arms Dealer 3 - HMCGLASupplyStash 'τA GLAArmsDealerυGLA Tunnel - H—@ GLABarracks C° *τAGLATunnelNetwork8GLA Tunnel 2 - H™B GLAArmsDealer C° 5› θ *τAGLATunnelNetworkGLA Build 1st Defense - H—@ GLABarracks C°  ϊB  ϊB  ώC7GLA Build 2nd Defense - HšCGLAStingerSite C° *FGLATunnelNetwork *GGLATunnelNetwork-GLA Palace - H—B GLAArmsDealer A  _ESCALATION 5› Έ #τA GLAPalaceιGLA Black Market - HH> GLAPalace 5› Έ (τAGLABlackMarketTGLA Black Market 2 - H±> GLAPalace _9 GLABlackMarket 5› Έ (τAGLABlackMarketTGLA Black Market 3 - H±> GLAPalace _9 GLABlackMarket 5› Έ (τAGLABlackMarketTGLA Black Market 4 - H±> GLAPalace _9 GLABlackMarket 5› Έ (τAGLABlackMarket0GLA Scud Storm - H“> GLAPalace A  _ESCALATIONK 5› p &τA GLAScudStorm’!GLA Build More Sting Defenses - HA  _ESCALATION(_9 GLAStingerSiteCp (FGLAStingerSite (GGLAStingerSite£GLA Build More TN Defenses - HA  _ESCALATION(_9 GLAStingerSiteCp *GGLATunnelNetwork *GGLATunnelNetworkGLA Tech Buildings…GLA Tech Building DetectΝ]XH ϊC [Skirmish]MyInnerPerimeter\9  GLABarracks >GLA Tech Building Near 2 #GLA Tech Building DetectδGLA Tech Capture BuildœL GLA Tech Building Near<GLA Tech Stop Trying  !GLA Tech Capture Sequential  SΎ4  GLA Tech Building Capture Orders T) Upgrade_InfantryCaptureBuildingp GLA Tech Building Capture Orders  M++ GLA Tech Building Priority Yδ; Tech Buildings CombatZone Z8 )'Command_GLAInfantryRebelCaptureBuildingŠGLA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKGLA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<GLA Tech Stop TryingA  _ESCALATIONd <GLA Tech Stop Tryingρ GLA UpgradesFGLA Scorpion Rocket Upgrade ·`9 GLATankScorpionCθ N) Upgrade_GLAScorpionRocket#GLA Worker Shoes Upgrade šCL CGLABlackMarket K) Upgrade_GLAWorkerShoes:GLA Toxin Shells Upgrade ±Z9  GLAPalaceCθ K) Upgrade_GLAToxinShells:GLA Anthrax Beta Upgrade±Z9  GLAPalaceCΈ  K) Upgrade_GLAAnthraxBeta1GLA Camo Upgrade±Z9  GLAPalaceCΈ  J) Upgrade_GLACamouflageήGLA Camonetting UpgradexMCˆ Tρ9teamSkirmishGLA)Command_UpgradeGLACamoNetting<GLA Rocket Ammo UpgradeΆ_9 GLABlackMarketCˆ I) Upgrade_GLABuggyAmmo=GLA Junk Repair UpgradeΆ_9 GLABlackMarketCˆ J) Upgrade_GLAJunkRepair:GLA AP Rocket UpgradeΆ_9 GLABlackMarketCΈ  I) Upgrade_GLAAPRockets;GLA AP Bullets UpgradeΆ_9 GLABlackMarketCΈ  I) Upgrade_GLAAPBulletsFGLA Arm the Mob Upgradeΐi9 GLAInfantryAngryMobNexusCθ I) Upgrade_GLAArmTheMobI GLA Fortified Structures Upgrade ±Z9  GLAPalaceCΠ R) Upgrade_GLAFortifiedStructureV GLA Generals Powersβ GLA Ambush AIUKTI SuperweaponRebelAmbush ) GLA Ambush Fire ' # GLA Ambush AI9GLA Ambush FireUKTI SuperweaponRebelAmbush KϋJ SuperweaponRebelAmbush '  GLA Ambush AI ) #GLA Ambush FireεGLA Anthrax AIUKTI SuperweaponAnthraxBomb * GLA Anthrax Fire ( #GLA Anthrax AI<GLA Anthrax FireUKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb ( GLA Anthrax AI * #GLA Anthrax Fire1GLA Anthrax AI - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb . GLA Anthrax Fire - H , #GLA Anthrax AI - HˆGLA Anthrax Fire - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb , GLA Anthrax AI - H . #GLA Anthrax Fire - HAGLA GPS Scramble AI - H–6_LAUNCH_ATTACKLTI SuperweaponGPSScrambler 3 GLA GPS Scramble Fire - H 1 #GLA GPS Scramble AI - H±GLA GPS Scramble Fire - H–6_LAUNCH_ATTACKLTI SuperweaponGPSScrambler d Y )Command_GPSScramblerGLATankScorpion 1 GLA GPS Scramble AI - H 3 #GLA GPS Scramble Fire - H@GLA Sneak Attack AI - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack 3 GLA Sneak Attack Fire - H 1 #GLA Sneak Attack AI - H΄GLA Sneak Attack Fire - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack h YteamSkirmishGLA)Command_GPSScramblerGLATankScorpion 1 GLA Sneak Attack AI - H 3 #GLA Sneak Attack Fire - HPGLA Super Weapon UseFGLA Fire SCUD StormSITI SuperweaponScudStorm IϋJ SuperweaponScudStorm 0 GLA Fire SCUD Storm AI - #GLA Fire SCUD StormφGLA Fire SCUD Storm AISITI SuperweaponScudStorm - GLA Fire SCUD Storm 0 #GLA Fire SCUD Storm AI’GLA Fire SCUD Storm - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK IϋJ SuperweaponScudStorm 4 GLA Fire SCUD Storm AI - H 1 #GLA Fire SCUD Storm - HBGLA Fire SCUD Storm AI - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK 1 GLA Fire SCUD Storm - H 4 #GLA Fire SCUD Storm AI - Hw'GLA Garrison BuildsΞGLA Garrison BuildingsKA  _ESCALATION GGLA Start Garrisoning Buildings‘GLA Build Garrison P1 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHGLA Garrison OrdersΈGLA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈGLA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈGLA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈGLA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈGLA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉGLA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈGLA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈGLA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈGLA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈGLA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈGLA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈGLA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈGLA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈGLA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈGLA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈGLA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈGLA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈGLA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈGLA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈGLA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈGLA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈGLA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈGLA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈGLA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3ή1AF Base ExpansionNUSA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 USA Base Expand Start-B C USA Build Expansion Timer-B A 3   USA Base Expand Start - N 3   USA Base Expand Start - H‹USA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a / USA Allow Build False 5›   ] AirF_AmericaPatriotBattery¨a [ AirF_AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BD‹USA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a / USA Allow Build False 5›   ] AirF_AmericaPatriotBattery¨a [ AirF_AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BCUSA Base Expand Start-B?5USA Build Expansion Timer-B 2 USA Base Expansion Check!USA Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! ] AirF_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 2!USA Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! ] AirF_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 3!USA Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! ] AirF_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 4e!USA Base Expansion Base Defense 4 |A  _ESCALATION<'! ] AirF_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 5e!USA Base Expansion Base Defense 5 |A  _ESCALATIONn'! ] AirF_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 6 !USA Base Expansion Base Defense 6 |A  _ESCALATION'! ] AirF_AmericaPatriotBattery¨aΊ USA Sell Off USA Sell off checkPi9 AirF_AmericaVehicleDozerj9 AirF_AmericaCommandCenter_9 Base FactoriesCΠ k9 AirF_AmericaVehicleChinookk9 AirF_AmericaSupplyDropZonei9 AirF_AmericaSupplyCenter_9 TechOilDerrick 6 Sell Off Timer A &  USA Sell off‹ USA Sell off2(Sell Off Timer '= >{USA Paper WorkvUSA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter O/Base BuildingsSlth_FakeGLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefinedωUSA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GUSA Start Garrisoning Buildings @USA Air Team Is Building @USA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <USA Tech Stop Trying 4 _ALLOW_BUILD¦Turn Everything On  'C 'A TUSA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› ˜(USA World State DetectionΎUSA AI Bonus Really LateKA  _ESCALATIONK 5› N·USA AI Bonus LateKA  _ESCALATION2 5› ˜:ΆUSA AI Bonus MidKA  _ESCALATION 5› 'ΈUSA AI Bonus EarlyKA  _ESCALATION 5› '§ USA EscalationUSA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 USA Invasion Alert - Catch.USA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 USA Clear Alert Response Flags 2 USA Invasion Alert - TryφUSA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 USA Clear Alert Response Flags6USA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†USA Time Escalation - E  3 _ESCALATION†USA Time Escalation - H   3 _ESCALATION†USA Time Escalation - N   3 _ESCALATIONΙUSA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙUSA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΙUSA Tech Center Escalation - HRH Tech Center  3 _ESCALATIONθUSA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθUSA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€USA Build Conditions - EasyΝ_USA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_USA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_USA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeter€USA Build Conditions - Normal_USA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter΄USA Dozer - Build ConditionΐCθ i9 AirF_AmericaVehicleDozer .EUSA Replace Dozer. 1 < "USA Dozer - Build Condition Enable 5 #USA Dozer - Build Condition/"USA Dozer - Build Condition Enablesi9 AirF_AmericaVehicleDozer 5 USA Dozer - Build Condition 5 #USA Dozer - Build Condition1 USA Build Conditions - HardΞ_USA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterFUSA Build - Fill Fire Base 1ψA  _ESCALATION4 _ALLOW_BUILDe9 AirF_AmericaFireBase  !FUSA Build - Fill Fire Base 2ψA  _ESCALATION4 _ALLOW_BUILDe9 AirF_AmericaFireBase  !&USA Dozer - High Money Build ConditionMC N .EUSA Replace Dozer. 1"@ #&USA Dozer - High Money Build Condition(USA Dozer - High Money Build Condition 2MC@œ .EUSA Replace Dozer. 1"B #(USA Dozer - High Money Build Condition 2ŽUSA Build Conditions - AlertsUSA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!USA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!USA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪUSA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter USA Complimentary - General­USA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυUSA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   USA CT - Run SubsUSA CT - Run Subs  =   #USA CT - Stealth Build Scout Drones :   USA CT - Infantry Use FlashBangs 9   USA CT - Infantry Build BDrones 7   USA CT - Tank Build Hellfires 1   USA Priority - Set Tank 5   USA Priority - Set Infantry 0   USA Priority - Set AiryUSA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&AF Complimentary Team :_CT_READY_TO_MERGE +   USA CT - Run Subs]USA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& AF Complimentary Team 3 _CT1_EXISTSςUSA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH USA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSΆ !USA Complimentary - Infantry Team€USA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 2Infantry 4 _CT_INFANTRY 5 USA CT - WATCH Infantry Off :  USA CT - Infantry Use FlashBangs 9 USA CT - Infantry Build BDrones 5 USA Priority - Set Infantry€USA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 USA CT - WATCH Infantry : # USA CT - Infantry Use FlashBangs 9 #USA CT - Infantry Build BDrones 5 #USA Priority - Set InfantryΨUSA CT - Infantry Upgrades>4 _CT_INFANTRY Z) %Upgrade_AmericaRangerFlashBangGrenadeUSA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !Ό USA CT - Infantry Use FlashBangs  `ρ9 )-Command_AmericaRangerSwitchToFlagBangGrenadesΈUSA CT - Infantry Build BDrones  ]ρ9 )*Command_ConstructAmericaVehicleBattleDroneŸUSA Priority - Set Infantry  H++ USA Infantry Priority+ USA Complimentary - Air TeamΤUSA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, USA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>USA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9  Aircraft /_CT_AIR 0 USA CT - WATCH Air Off 0 USA Priority - Set Air 0 USA CT - Air D DisbandUSA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , USA CT - WATCH Air 0 #USA Priority - Set AirUSA CT - Air Upgrades‰/_CT_AIRFAmericaWarFactory N) Upgrade_AmericaTOWMissile USA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•USA Priority - Set Air  C++ USA Air Priority­USA Complimentary - Tank Team=USA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 USA CT - WATCH Tank Off 1 USA Priority - Set Tank 7 USA CT - Tank Build HellfiresΒUSA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - USA CT - WATCH Tank 7 #USA CT - Tank Build Hellfires 1 #USA Priority - Set Tank USA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΈUSA CT - Tank Build Hellfires  _ρ9 ),Command_ConstructAmericaVehicleHellfireDrone—USA Priority - Set Tank  D++ USA Tank Priority USA Complimentary - Stealth Team USA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterΰUSA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°, |USA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team. 3 _CT_STEALTHRD-  Upgrade_GLACamouflageg9 Base Buildings£3 _CT_STEALTH\9 Spy3 _CT_STEALTHNV. .GLAStealthGeneralg9 Base Buildings 3 _CT_STEALTH 4 USA CT - WATCH Stealth Off = #USA CT - Stealth Build Scout Drones 4 USA CT - Stealth D DisbandjUSA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 USA CT - WATCH Stealth = ##USA CT - Stealth Build Scout DronesUSA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !Ι#USA CT - Stealth Build Scout Drones  j *HB ))Command_ConstructAmericaVehicleScoutDrone™!USA Complimentary - Base Def TeamηUSA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 USA CT - WATCH Base Def Off\USA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 USA CT - WATCH Base DefUSA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !-USA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΘEasy Default Priority6,ObjectListsDefined W++"teamSkirmishAmericaAirForceGeneral Easy Priority5USA Air Priority6,ObjectListsDefined V0USA Air PriorityAnti-Air Vehicle N0USA Air PriorityAircraft O0USA Air Priority Artillery R0USA Air Priority Supply Lines K0USA Air PriorityTanks K0USA Air PriorityPower T0USA Air PriorityBase Factories T0USA Air PriorityBase BuildingsUSA Apply Air Priority/% ( C++ USA Air PriorityZUSA Tank Priority6,ObjectListsDefined J0USA Tank PrioritySpy L0USA Tank PriorityTanks T0USA Tank Priority Base Defenses P0USA Tank Priority Artillery N0USA Tank PriorityUtility N0USA Tank PriorityVehicle W0USA Tank PriorityAnti-Air Vehicle L0USA Tank PriorityPower S0USA Tank Priority Supply Lines R0USA Tank Priority Tech Center O0USA Tank PriorityInfantry U0USA Tank PriorityBase Factories T0USA Tank Priority Super Weapons U0USA Tank PriorityBase Buildings°USA Apply Tank Priority/% ( D++ USA Tank PriorityΥUSA Infantry Priority6,ObjectListsDefined N0USA Infantry PrioritySpy S0USA Infantry PriorityInfantry T0USA Infantry Priority Artillery X0USA Infantry Priority Base Defenses P0USA Infantry PriorityTanks [0USA Infantry PriorityAnti-Air Vehicle R0USA Infantry PriorityVehicle R0USA Infantry PriorityUtility P0USA Infantry PriorityPower Y0USA Infantry PriorityBase Factories X0USA Infantry Priority Super Weapons Y0USA Infantry PriorityBase BuildingsΈUSA Apply Infantry Priority/% ( H++ USA Infantry Priority‰USA Path Finder Priority6,ObjectListsDefined Q0USA Path Finder PrioritySpy2 V0USA Path Finder PriorityInfantry2 Z0USA Path Finder Priority Supply Lines2ΎUSA Apply Path Finder Priority/% ( K++ USA Path Finder Priority USA Rocket Guy Priority6,ObjectListsDefined R0USA Rocket Guy PriorityTanks ]0USA Rocket Guy PriorityAnti-Air Vehicle U0USA Rocket Guy PriorityAircraft Z0USA Rocket Guy Priority Base Defenses Y0USA Rocket Guy Priority Supply Lines T0USA Rocket Guy PriorityUtility R0USA Rocket Guy PriorityPower½USA Apply Rockety Guy Priority/% ( J++ USA Rocket Guy Priority]USA Stealth Plane Priority6,ObjectListsDefined W0USA Stealth Priority Base Defenses O0USA Stealth PriorityPower V0USA Stealth Priority Supply Lines Q0USA Stealth PriorityUtility S0USA Stealth Priority Artillery Z0USA Stealth PriorityAnti-Air Vehicle O0USA Stealth PriorityTanks X0USA Stealth PriorityBase FactoriesΆUSA Apply Stealth Priority/% ( G++ USA Stealth PriorityΣUSA Capture Tech Building6,ObjectListsDefined ^0USA Tech Building PriorityTech BuildingsˆΒ USA Apply Tech Building Priority/% ( M++ USA Tech Building PriorityΏUSA Raider Priority6,ObjectListsDefined P0USA Raider PriorityUtilityˆχ#USA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ USA Raider Priority΄USA Apply Raider Priority/% ( F++ USA Raider PriorityλUSA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0USA Supply Lines Priority Supply Lines– [0USA Supply Lines Priority Supply Lines” T0USA Supply Lines PriorityPower# ]0USA Supply Lines PriorityBase Factories \0USA Supply Lines Priority Super Weapons ]0USA Supply Lines PriorityBase BuildingsΐUSA Apply Supply Lines Priority/% ( L++ USA Supply Lines Priority’USA Power Priority6,ObjectListsDefined M0USA Power PriorityPower– U0USA Power Priority Base Defenses V0USA Power PriorityBase Factories O0USA Power PriorityUtility U0USA Power Priority Super Weapons V0USA Power PriorityBase Buildings΄USA Apply Power Priority/% ( G++ China Power PriorityΛUSA Default Priority6,ObjectListsDefined [++"teamSkirmishAmericaAirForceGeneralUSA Tank Priority•USA Attack WavesUSA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKŸUSA Generic AttackUSA Hunt@6_LAUNCH_ATTACK %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesm USA Hunt Air  %<2 ΖUSA Guard Base  %3O MΜ  [Skirmish]MyInnerPerimeterΜUSA Guard Base Outer  %3O MΜ  [Skirmish]MyOuterPerimeterŽUSA Guard Combat Zone  =Μ  CombatZoneΕUSA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone USA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&USA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeter‘USA Guard Base Outer wth Drones  MΜ  [Skirmish]MyOuterPerimeter k *ΘA )*Command_ConstructAmericaVehicleBattleDrone j *ΘA ))Command_ConstructAmericaVehicleScoutDroneUSA Guard Base Outer wth Scouts  MΜ  [Skirmish]MyOuterPerimeter j *ΘB ))Command_ConstructAmericaVehicleScoutDroneΛUSA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter4USA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 USA Attack Enemy Base Center2USA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ NΎ4 USA Attack Enemy Base Flank0USA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ MΎ4 USA Attack Enemy Base BackΖUSA Commando Raid Sequence@6_LAUNCH_ATTACK FΎ4 USA Commando Orders>USA Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor W8 )$Command_ColonelBurtonTimedDemoChargeUSA Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 USA Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 USA Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 §USA Behavior: Aurora Attack  PΜ  [Skirmish]EnemyOuterPerimeter USA Generic Behaviorh(USA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %USA Behavior: Guard CZ from ArtilleryX%USA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (USA Behavior: Guard Base After Artillery¬USA Leave TransportsMC4W  %7X  USA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸUSA Attack Hunt  %7X %<2 ΠUSA Base Invaded HuntA7_INVASION_ALERT %―> %<2 ‹USA Flash Bang Guys Shoot Tankska9 Infantry Zρ9 )'Command_AmericaRangerSwitchToMachineGun H++ USA Infantry Priority %<2 ’USA Behavior - Enter Fire Base  8   USA Sequence - Enter Fire BaseψUSA Sequence - Enter Fire Base  oδ; AirF_AmericaFireBase [Skirmish]MyOuterPerimeter %i= KUSA Generic RouteGUSA Route Squential C  %λ: 3.<  3[@  MΜ  [Skirmish]MyOuterPerimeterGUSA Route Squential F  3.<  %λ: 3[@  MΜ  [Skirmish]MyOuterPerimeterGUSA Route Squential B  3.<  %λ: 3[@  MΜ  [Skirmish]MyOuterPerimetersUSA Team Destroyed  %λ: xUSA Team Destroyed Tiny  %λ: USA Route Orders  3.<  MΜ  [Skirmish]MyInnerPerimeter 3[@  USA Route Squential B C‘—I$ AmericaTankCrusader [Skirmish]EnemyInnerPerimeter –I$ AmericaTankPaladin [Skirmish]EnemyInnerPerimeter£™I$ AmericaPatriotBattery [Skirmish]EnemyInnerPerimeter¬’I$ AmericaInfantryMissileDefender [Skirmish]EnemyInnerPerimeter˜I$ AmericaVehicleHumvee [Skirmish]EnemyInnerPerimeterVD-  Upgrade_AmericaTOWMissile£™I$ ChinaTankBattleMaster [Skirmish]EnemyInnerPerimeterŸ•I$ ChinaTankOverlord [Skirmish]EnemyInnerPerimeter₯›I$ ChinaInfantryTankHunter [Skirmish]EnemyInnerPerimeter“I$ GLATankScorpion [Skirmish]EnemyInnerPerimeter“I$ GLATankMarauder [Skirmish]EnemyInnerPerimeter£™I$ GLAVehicleRocketBuggy [Skirmish]EnemyInnerPerimeter§I$ GLAInfantryTunnelDefender [Skirmish]EnemyInnerPerimeter¦œI$ GLAInfantryAngryMobNexus [Skirmish]EnemyInnerPerimeter %ΐ] %―> 6USA Teams Lost <USA Enemy Back Door %λ: CΎ4 USA Route Orders"%<2 "6USA Teams Lost3USA Alert Team Attacks¨USA Invasion Alert HuntF<_INVASION_ALERT_OVER %°, ͺ"USA Sequence Capture Neutral Units  LΎ4 USA Capture Neutral Units©USA Capture Neutral Units  %? %<2 USA Combat ZoneΑUSA Guard the Combat Zone  %3O =Μ  CombatZoneΨUSA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5USA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ Έ USA Base Building - EasyƒUSA 1st Power Plant - E  0τAAirF_AmericaPowerPlant USA Upgrade Power Plant - Elb9 AmericaPowerPlant sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsBUSA Build 1st Defense - EχMAirF_AmericaSupplyCenter KAirF_AmericaWarFactory A  _ESCALATION  ϊBλUSA Supply Center - EUKAirF_AmericaPowerPlant [ AirF_AmericaSupplyCenter'ΉUSA Barracks - EUKAirF_AmericaPowerPlant .τAAirF_AmericaBarracksΐUSA War Factory - EWMAirF_AmericaSupplyCenter 0τAAirF_AmericaWarFactorybUSA 2nd Power Plant - E KAirF_AmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ 0τAAirF_AmericaPowerPlantUSA Strategy Center - E KAirF_AmericaWarFactory A  _ESCALATION( 4τAAirF_AmericaStrategyCenterUSA Supply Drop - E¦OAirF_AmericaStrategyCenter CΈ  4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsμUSA Particle Cannon Uplink - EρOAirF_AmericaStrategyCenter A  _ESCALATION΄Cp sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods :τA AirF_AmericaParticleCannonUplinkέUSA Base Building - NormalƒUSA 1st Power Plant - N  0τAAirF_AmericaPowerPlant%USA Upgrade Power Plant - Nqg9 AirF_AmericaPowerPlant sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsλUSA Supply Center - NUKAirF_AmericaPowerPlant [ AirF_AmericaSupplyCenter'ΉUSA Barracks - NUKAirF_AmericaPowerPlant .τAAirF_AmericaBarracksΐUSA War Factory - NWMAirF_AmericaSupplyCenter 0τAAirF_AmericaWarFactory USA Build 1st Defense - NDMAirF_AmericaSupplyCenter KAirF_AmericaWarFactory A  _ESCALATION C°  ϊB sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods[USA Build 1st Firebase - NνKAirF_AmericaWarFactory A  _ESCALATION C° .FAirF_AmericaFireBase8USA Build 2nd Defense - NνKAirF_AmericaWarFactory A  _ESCALATIONC°  ώCTUSA Air Field - NοMAirF_AmericaSupplyCenter A  _ESCALATION CΔ  .τAAirF_AmericaAirfieldnUSA Air Field 2 - NA  _ESCALATION CΔ  e9 AirF_AmericaAirfield .τAAirF_AmericaAirfieldUSA Strategy Center - N€OAirF_AmericaStrategyCenter A  _ESCALATION 4τAAirF_AmericaStrategyCenterbUSA 2nd Power Plant - N KAirF_AmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ 0τAAirF_AmericaPowerPlantUSA Supply Drop - N¦OAirF_AmericaStrategyCenter CΈ  4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsοUSA Build Power Plant 3 - NCRD x7_INVASION_ALERTg9 AirF_AmericaPowerPlantuk9 AirF_AmericaPatriotBattery 0τAAirF_AmericaPowerPlantλUSA Supply Drop 2 - NOAirF_AmericaStrategyCenter OAirF_AmericaSupplyDropZone CΈ  4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsΕUSA Build Power Plant 4 - NCRD c7_INVASION_ALERTg9 AirF_AmericaPowerPlantKA  _ESCALATION– 0τAAirF_AmericaPowerPlantμUSA Particle Cannon Uplink - NρOAirF_AmericaStrategyCenter A  _ESCALATIONdCp sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods :τA AirF_AmericaParticleCannonUplink,%USA Additional Power Plants Front - N‘'.E V9 Power 0FAirF_AmericaPowerPlant sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - NΦ8USA Enable Additional Power Plant Construction Front - N9/USA Build Power Plant ? %USA Additional Power Plants Front - NH/USA Base Building - HardΌUSA High Money Barracks - HMC0u .GAirF_AmericaBarracks6 USA High Money War Factory 2 - HΐC0u i9 AirF_AmericaSupplyCenter 0GAirF_AmericaWarFactoryzUSA Barracks - H  .τAAirF_AmericaBarracksΰUSA 1st Power Plant - Hsi9 AirF_AmericaVehicleDozer 0τAAirF_AmericaPowerPlant%USA Upgrade Power Plant - Hqg9 AirF_AmericaPowerPlant sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsλUSA Supply Center - HUKAirF_AmericaPowerPlant [ AirF_AmericaSupplyCenter'άUSA War Factory - Hsi9 AirF_AmericaSupplyCenter 0τAAirF_AmericaWarFactoryΌUSA Air Field - HWMAirF_AmericaSupplyCenter .τAAirF_AmericaAirfield΅USA Build 1st Defense - HνKAirF_AmericaPowerPlant A  _ESCALATION C°  ϊB sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods8USA Build 2nd Defense - HνKAirF_AmericaWarFactory A  _ESCALATIONC°  ώCNUSA Strategy Center - HžIAirF_AmericaAirfield A  _ESCALATION 5› Έ 4τAAirF_AmericaStrategyCenterUSA 2nd Power Plant - HUKAirF_AmericaWarFactory KA  _ESCALATIONΘ 0τAAirF_AmericaPowerPlantλUSA 3rd Power Plant - HCRD x7_INVASION_ALERTg9 AirF_AmericaPowerPlantuk9 AirF_AmericaPatriotBattery 0τAAirF_AmericaPowerPlantΑUSA 4th Power Plant - HCRD c7_INVASION_ALERTg9 AirF_AmericaPowerPlantKA  _ESCALATION– 0τAAirF_AmericaPowerPlantΑUSA 5th Power Plant - HCRD c7_INVASION_ALERTg9 AirF_AmericaPowerPlantKA  _ESCALATION– 0τAAirF_AmericaPowerPlantΑUSA 6th Power Plant - HCRD c7_INVASION_ALERTg9 AirF_AmericaPowerPlantKA  _ESCALATION– 0τAAirF_AmericaPowerPlantŸUSA 7+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power 0GAirF_AmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - HŸUSA 7+ Power Plants Front - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power 0FAirF_AmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΞ8USA Enable Additional Power Plant Construction Flank - H9/USA Build Power Plant 7 USA 7+ Power Plants Flank - HΞ8USA Enable Additional Power Plant Construction Front - H9/USA Build Power Plant 7 USA 7+ Power Plants Front - HjUSA Power Critical - H1'.E sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods ; USA Power EmergencypB ; !USA Power Critical - Reenable - H!USA Power Critical - Reenable - H7-USA Power Emergency 0 USA Power Critical - H‚USA Supply Drop - HYOAirF_AmericaStrategyCenter 5› Δ 4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods USA Supply Drop 2 - Huk9 AirF_AmericaSupplyDropZone 5› Δ 4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods USA Supply Drop 3 - Huk9 AirF_AmericaSupplyDropZone 5› Δ 4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods USA Supply Drop 4 - Huk9 AirF_AmericaSupplyDropZone 5› Δ 4τAAirF_AmericaSupplyDropZone sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsήUSA Particle Cannon Uplink - H€OAirF_AmericaStrategyCenter A  _ESCALATIONK 5› p :τA AirF_AmericaParticleCannonUplink sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRods.USA Build Second Air Field - HΌCθ e9 AirF_AmericaAirfield .τAAirF_AmericaAirfield-USA Build Third Air Field - HΌCθ e9 AirF_AmericaAirfield .τAAirF_AmericaAirfield‡USA Build Fourth Air Field - HCθ e9 AirF_AmericaAirfieldOAirF_AmericaStrategyCenter .τAAirF_AmericaAirfieldώUSA Build More Pat Defenses - H A  _ESCALATION(k9 AirF_AmericaPatriotBatteryCp 4FAirF_AmericaPatriotBattery 4GAirF_AmericaPatriotBattery 0GAirF_AmericaPowerPlant±USA Build More FB Defenses - HA  _ESCALATION(e9 AirF_AmericaFireBaseCp .FAirF_AmericaFireBase .GAirF_AmericaFireBase’USA Re-Allow Build6,_TIMER_ALLOW_BUILD 4 _ALLOW_BUILDUSA Allow Build False  4 _ALLOW_BUILD : _TIMER_ALLOW_BUILD @ , USA Re-Allow BuildŠUSA Tech BuildingsŽUSA Tech Building DetectΦ]XH ϊC [Skirmish]MyInnerPerimetere9 AirF_AmericaBarracks >USA Tech Building Near 2 #USA Tech Building DetectδUSA Tech Capture BuildœL USA Tech Building Near<USA Tech Stop Trying  !USA Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding SΎ4  USA Tech Building Capture Ordersι USA Tech Building Capture Orders  M++ USA Tech Building Priority Yδ; Tech Buildings CombatZone r^  )$Command_AmericaRangerCaptureBuilding W8 )$Command_AmericaRangerCaptureBuildingŠUSA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKUSA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<USA Tech Stop TryingA  _ESCALATIONd <USA Tech Stop Trying USA UpgradesTUSA Upgrade to Counter Measures Όe9 AirF_AmericaAirfieldCά S) Upgrade_AmericaCountermeasuresOUSA Upgrade Supply Lines Βk9 AirF_AmericaStrategyCenterCΠ O) Upgrade_AmericaSupplyLinesU!USA Upgrade Laser Guided Missiles ½f9 AirF_AmericaJetRaptorCά Q) Upgrade_AmericaLaserMissilesVUSA Upgrade Bunker BustersΕn9 AirF_AmericaJetStealthFighterCά Q) Upgrade_AmericaBunkerBustersvUSA Upgrade MOABψHdP SCIENCE_DaisyCutterOAirF_AmericaStrategyCenter C  H) Upgrade_AmericaMOAB΅USA Upgrade Advanced Trainingk9 AirF_AmericaStrategyCenterRD- Upgrade_AmericaCompositeArmorCΔ  T) Upgrade_AmericaAdvancedTrainingOUSA Upgrade Stealth ComancheΌe9 AirF_AmericaAirfieldCΔ  Q) AirF_Upgrade_StealthComanche€USA Super Weapon UsefUSA Fire Particle Cannon^TTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 0 USA Particle Cannon AI 2 #USA Fire Particle CannonUSA Particle Cannon AI^TTI SuperweaponParticleUplinkCannon 2 USA Fire Particle Cannon 0 #USA Particle Cannon AI¬USA Fire Particle Cannon Hž6_LAUNCH_ATTACKTTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 2 USA Particle Cannon AI H 4 #USA Fire Particle Cannon HLUSA Particle Cannon AI Hž6_LAUNCH_ATTACKTTI SuperweaponParticleUplinkCannon 4 USA Fire Particle Cannon H 2 #USA Particle Cannon AI H~USA Generals PowersUSA Fuel Air Bomb AI - NUKTI SuperweaponDaisyCutter 4 USA Fuel Air Bomb Fire - N 2 #USA Fuel Air Bomb AI - NZUSA Fuel Air Bomb Fire - NUKTI SuperweaponDaisyCutter KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - N 4 #USA Fuel Air Bomb Fire - NΑUSA Fuel Air Bomb AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK 4 USA Fuel Air Bomb Fire - H 2 #USA Fuel Air Bomb AI - HšUSA Fuel Air Bomb Fire - H•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - H 4 #USA Fuel Air Bomb Fire - HωUSA Spectre AI - N]STI AirF_SuperweaponSpectreGunship . USA Spectre Fire - N , #USA Spectre AI - NXUSA Spectre Fire - N]STI AirF_SuperweaponSpectreGunship SϋJ AirF_SuperweaponSpectreGunship , USA Spectre AI - N . #USA Spectre Fire - N·USA Spectre AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.STI AirF_SuperweaponSpectreGunship6_LAUNCH_ATTACK . USA Spectre Fire - H , #USA Spectre AI - H˜USA Spectre Fire - HSTI AirF_SuperweaponSpectreGunship6_LAUNCH_ATTACK SϋJ AirF_SuperweaponSpectreGunship , USA Spectre AI - H . #USA Spectre Fire - HϊUSA A10 AI - Nj`TI +AirF_SuperweaponA10ThunderboltMissileStrike * USA A10 Fire - N ( #USA A10 AI - NfUSA A10 Fire - Nj`TI +AirF_SuperweaponA10ThunderboltMissileStrike `ϋJ +AirF_SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - N * #USA A10 Fire - NΈUSA A10 AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.ͺ`TI +AirF_SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK * USA A10 Fire - H ( #USA A10 AI - H¦USA A10 Fire - Hͺ`TI +AirF_SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK `ϋJ +AirF_SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - H * #USA A10 Fire - HΊUSA Carpet Bomb AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.™6_LAUNCH_ATTACKOTI AirF_SuperweaponCarpetBomb - USA Carpet Bomb - H 0 #USA Carpet Bomb AI - H’USA Carpet Bomb - H™6_LAUNCH_ATTACKOTI AirF_SuperweaponCarpetBomb OϋJ AirF_SuperweaponCarpetBomb 0 USA Carpet Bomb AI - H - #USA Carpet Bomb - Hΰ USA Para AIYOTI SuperweaponParadropAmerica '  USA Para Fire % # USA Para AI; USA Para FireYOTI SuperweaponParadropAmerica OϋJ SuperweaponParadropAmerica %  USA Para AI ' # USA Para FireVUSA Spy Drone ΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone , USA Spy Drone Fire ( #USA Spy Drone ­USA Spy Drone FireΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone IϋJ SpecialPowerSpyDrone ( USA Spy Drone , #USA Spy Drone Fireδ USA Sat ScanWMTI SpecialPowerSpySatellite + USA Sat Scan Fire & # USA Sat Scan;USA Sat Scan FireWMTI SpecialPowerSpySatellite MϋJ SpecialPowerSpySatellite &  USA Sat Scan & # USA Sat Scan@USA Use Battle PlansUSA Use Battle Plansuk9 AirF_AmericaStrategyCenter oρ9"teamSkirmishAmericaAirForceGeneral)%Command_InitiateBattlePlanHoldTheLinew'USA Garrison BuildsΞUSA Garrison BuildingsKA  _ESCALATION GUSA Start Garrisoning Buildings‘USA Build Garrison P1 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHUSA Garrison OrdersΈUSA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈUSA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈUSA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈUSA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈUSA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉUSA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈUSA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈUSA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈUSA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈUSA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈUSA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈUSA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈUSA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈUSA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈUSA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈUSA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈUSA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈUSA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈUSA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈUSA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈUSA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈUSA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈUSA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈUSA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3 0ͺLS Base ExpansionNUSA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 USA Base Expand Start-B C USA Build Expansion Timer-B A 3   USA Base Expand Start - N 3   USA Base Expand Start - HRUSA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a 5›   ] Lazr_AmericaPatriotBattery¨a [ Lazr_AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BDRUSA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a 5›   ] Lazr_AmericaPatriotBattery¨a [ Lazr_AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BCUSA Base Expand Start-B?5USA Build Expansion Timer-B 2 USA Base Expansion Check!USA Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! ] Lazr_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 2!USA Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! ] Lazr_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 3!USA Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! ] Lazr_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 4e!USA Base Expansion Base Defense 4 |A  _ESCALATION<'! ] Lazr_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 5e!USA Base Expansion Base Defense 5 |A  _ESCALATIONn'! ] Lazr_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 6 !USA Base Expansion Base Defense 6 |A  _ESCALATION'! ] Lazr_AmericaPatriotBattery¨aΊ USA Sell Off USA Sell off checkPi9 Lazr_AmericaVehicleDozerj9 Lazr_AmericaCommandCenter_9 Base FactoriesCΠ k9 Lazr_AmericaVehicleChinookk9 Lazr_AmericaSupplyDropZonei9 Lazr_AmericaSupplyCenter_9 TechOilDerrick 6 Sell Off Timer A &  USA Sell off‹ USA Sell off2(Sell Off Timer '= {USA Paper Work vUSA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined>USA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GUSA Start Garrisoning Buildings @USA Air Team Is Building @USA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <USA Tech Stop Trying 4 _ALLOW_BUILD ;_COUNTER_FOR_ATTACK¦Turn Everything On  'C 'A TUSA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› ˜(USA World State DetectionΎUSA AI Bonus Really LateKA  _ESCALATIONK 5› N·USA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆUSA AI Bonus MidKA  _ESCALATION 5› 'ΈUSA AI Bonus EarlyKA  _ESCALATION 5› ˆŸ USA EscalationUSA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 USA Invasion Alert - Catch.USA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 USA Clear Alert Response Flags 2 USA Invasion Alert - TryφUSA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 USA Clear Alert Response Flags6USA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†USA Time Escalation - E  3 _ESCALATION†USA Time Escalation - H   3 _ESCALATION†USA Time Escalation - N   3 _ESCALATIONΙUSA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙUSA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΑUSA Tech Center Escalation - HJ@ Tech Center 3 _ESCALATIONθUSA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθUSA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€USA Build Conditions - EasyΝ_USA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_USA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_USA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeter€USA Build Conditions - Normal_USA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter΄USA Dozer - Build ConditionΐCθ i9 Lazr_AmericaVehicleDozer .EUSA Replace Dozer. 2 < "USA Dozer - Build Condition Enable 5 #USA Dozer - Build Condition/"USA Dozer - Build Condition Enablesi9 Lazr_AmericaVehicleDozer 5 USA Dozer - Build Condition 5 #USA Dozer - Build Condition΅USA Build Conditions - HardΞ_USA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterUSA Build - Fill Fire Base 1ΊA  _ESCALATIONe9 Lazr_AmericaFireBase  !USA Build - Fill Fire Base 2ΊA  _ESCALATIONe9 Lazr_AmericaFireBase  !&USA Dozer - High Money Build ConditionMC N .EUSA Replace Dozer. 2"@ #&USA Dozer - High Money Build Condition(USA Dozer - High Money Build Condition 2MC@œ .EUSA Replace Dozer. 2"B #(USA Dozer - High Money Build Condition 2ŽUSA Build Conditions - AlertsUSA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!USA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!USA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪUSA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter USA Complimentary - General­USA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυUSA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   USA CT - Run SubsUSA CT - Run Subs  =   #USA CT - Stealth Build Scout Drones :   USA CT - Infantry Use FlashBangs 9   USA CT - Infantry Build BDrones 7   USA CT - Tank Build Hellfires 1   USA Priority - Set Tank 5   USA Priority - Set Infantry 0   USA Priority - Set AiryUSA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&LR Complimentary Team :_CT_READY_TO_MERGE +   USA CT - Run Subs]USA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& LR Complimentary Team 3 _CT1_EXISTSςUSA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH USA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTS !USA Complimentary - Infantry Team€USA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 USA CT - WATCH Infantry Off :  USA CT - Infantry Use FlashBangs 9 USA CT - Infantry Build BDrones 5 USA Priority - Set Infantry€USA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 USA CT - WATCH Infantry : # USA CT - Infantry Use FlashBangs 9 #USA CT - Infantry Build BDrones 5 #USA Priority - Set Infantry+USA CT - Infantry Upgrades‘4 _CT_INFANTRYILazr_AmericaBarracks Z) %Upgrade_AmericaRangerFlashBangGrenadeUSA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !Ό USA CT - Infantry Use FlashBangs  `ρ9 )-Command_AmericaRangerSwitchToFlagBangGrenadesΈUSA CT - Infantry Build BDrones  ]ρ9 )*Command_ConstructAmericaVehicleBattleDroneŸUSA Priority - Set Infantry  H++ USA Infantry Priority0 USA Complimentary - Air TeamΤUSA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, USA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>USA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 USA CT - WATCH Air Off 0 USA Priority - Set Air 0 USA CT - Air D DisbandUSA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , USA CT - WATCH Air 0 #USA Priority - Set AirUSA CT - Air UpgradesŽ/_CT_AIRKLazr_AmericaWarFactory N) Upgrade_AmericaTOWMissile USA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•USA Priority - Set Air  C++ USA Air Priority­USA Complimentary - Tank Team=USA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 USA CT - WATCH Tank Off 1 USA Priority - Set Tank 7 USA CT - Tank Build HellfiresΒUSA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - USA CT - WATCH Tank 7 #USA CT - Tank Build Hellfires 1 #USA Priority - Set Tank USA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΈUSA CT - Tank Build Hellfires  _ρ9 ),Command_ConstructAmericaVehicleHellfireDrone—USA Priority - Set Tank  D++ USA Tank Priority USA Complimentary - Stealth TeamΰUSA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  USA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeter|USA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team. 3 _CT_STEALTHRD-  Upgrade_GLACamouflageg9 Base Buildings£3 _CT_STEALTH\9 Spy3 _CT_STEALTHNV. .GLAStealthGeneralg9 Base Buildings 3 _CT_STEALTH 4 USA CT - WATCH Stealth Off = #USA CT - Stealth Build Scout Drones 4 USA CT - Stealth D DisbandjUSA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 USA CT - WATCH Stealth = ##USA CT - Stealth Build Scout DronesUSA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !Ι#USA CT - Stealth Build Scout Drones  j *HB ))Command_ConstructAmericaVehicleScoutDroneΖ!USA Complimentary - Base Def TeamηUSA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 USA CT - WATCH Base Def Off\USA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 USA CT - WATCH Base Def#USA CT - Base Def Upgrades 3 _CT_BASEDEFILazr_AmericaAirfield S) Upgrade_AmericaCountermeasuresUSA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !-USA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΕEasy Default Priority6,ObjectListsDefined T++teamSkirmishAmericaLaserGeneral Easy Priority5USA Air Priority6,ObjectListsDefined V0USA Air PriorityAnti-Air Vehicle N0USA Air PriorityAircraft O0USA Air Priority Artillery R0USA Air Priority Supply Lines K0USA Air PriorityTanks K0USA Air PriorityPower T0USA Air PriorityBase Factories T0USA Air PriorityBase BuildingsUSA Apply Air Priority/% ( C++ USA Air PriorityZUSA Tank Priority6,ObjectListsDefined J0USA Tank PrioritySpy L0USA Tank PriorityTanks T0USA Tank Priority Base Defenses P0USA Tank Priority Artillery N0USA Tank PriorityUtility N0USA Tank PriorityVehicle W0USA Tank PriorityAnti-Air Vehicle L0USA Tank PriorityPower S0USA Tank Priority Supply Lines R0USA Tank Priority Tech Center O0USA Tank PriorityInfantry U0USA Tank PriorityBase Factories T0USA Tank Priority Super Weapons U0USA Tank PriorityBase Buildings°USA Apply Tank Priority/% ( D++ USA Tank PriorityΥUSA Infantry Priority6,ObjectListsDefined N0USA Infantry PrioritySpy S0USA Infantry PriorityInfantry T0USA Infantry Priority Artillery X0USA Infantry Priority Base Defenses P0USA Infantry PriorityTanks [0USA Infantry PriorityAnti-Air Vehicle R0USA Infantry PriorityVehicle R0USA Infantry PriorityUtility P0USA Infantry PriorityPower Y0USA Infantry PriorityBase Factories X0USA Infantry Priority Super Weapons Y0USA Infantry PriorityBase BuildingsΈUSA Apply Infantry Priority/% ( H++ USA Infantry Priority‰USA Path Finder Priority6,ObjectListsDefined Q0USA Path Finder PrioritySpy2 V0USA Path Finder PriorityInfantry2 Z0USA Path Finder Priority Supply Lines2ΎUSA Apply Path Finder Priority/% ( K++ USA Path Finder Priority USA Rocket Guy Priority6,ObjectListsDefined R0USA Rocket Guy PriorityTanks ]0USA Rocket Guy PriorityAnti-Air Vehicle U0USA Rocket Guy PriorityAircraft Z0USA Rocket Guy Priority Base Defenses Y0USA Rocket Guy Priority Supply Lines T0USA Rocket Guy PriorityUtility R0USA Rocket Guy PriorityPower½USA Apply Rockety Guy Priority/% ( J++ USA Rocket Guy Priority]USA Stealth Plane Priority6,ObjectListsDefined W0USA Stealth Priority Base Defenses O0USA Stealth PriorityPower V0USA Stealth Priority Supply Lines Q0USA Stealth PriorityUtility S0USA Stealth Priority Artillery Z0USA Stealth PriorityAnti-Air Vehicle O0USA Stealth PriorityTanks X0USA Stealth PriorityBase FactoriesΆUSA Apply Stealth Priority/% ( G++ USA Stealth PriorityΣUSA Capture Tech Building6,ObjectListsDefined ^0USA Tech Building PriorityTech BuildingsˆΒ USA Apply Tech Building Priority/% ( M++ USA Tech Building PriorityΏUSA Raider Priority6,ObjectListsDefined P0USA Raider PriorityUtilityˆχ#USA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ USA Raider Priority΄USA Apply Raider Priority/% ( F++ USA Raider PriorityλUSA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0USA Supply Lines Priority Supply Lines– [0USA Supply Lines Priority Supply Lines” T0USA Supply Lines PriorityPower# ]0USA Supply Lines PriorityBase Factories \0USA Supply Lines Priority Super Weapons ]0USA Supply Lines PriorityBase BuildingsΐUSA Apply Supply Lines Priority/% ( L++ USA Supply Lines Priority’USA Power Priority6,ObjectListsDefined M0USA Power PriorityPower– U0USA Power Priority Base Defenses V0USA Power PriorityBase Factories O0USA Power PriorityUtility U0USA Power Priority Super Weapons V0USA Power PriorityBase Buildings²USA Apply Power Priority/% ( E++ USA Power PriorityΘUSA Default Priority6,ObjectListsDefined X++teamSkirmishAmericaLaserGeneralUSA Tank Priority©USA Attack WavesUSA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 1 ExecuteπLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 2 ExecuteπLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 3 ExecuteπLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVEOUSA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF ;_COUNTER_FOR_ATTACKUSA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVEOUSA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF ;_COUNTER_FOR_ATTACKUSA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVEOUSA H Attack Wave 4 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF ;_COUNTER_FOR_ATTACKUSA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVEOUSA H Attack Wave 5 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF ;_COUNTER_FOR_ATTACK―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACK€USA Generic AttackUSA Hunt@6_LAUNCH_ATTACK %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesm USA Hunt Air  %<2 ρ#USA Behavior: Pre-Attack Guard Base  ;_COUNTER_FOR_ATTACK MΜ  [Skirmish]MyOuterPerimeterΖUSA Guard Base  %3O MΜ  [Skirmish]MyInnerPerimeterΜUSA Guard Base Outer  %3O MΜ  [Skirmish]MyOuterPerimeterŽUSA Guard Combat Zone  =Μ  CombatZoneΕUSA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone USA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&USA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeter‘USA Guard Base Outer wth Drones  MΜ  [Skirmish]MyOuterPerimeter k *ΘA )*Command_ConstructAmericaVehicleBattleDrone j *ΘA ))Command_ConstructAmericaVehicleScoutDroneUSA Guard Base Outer wth Scouts  MΜ  [Skirmish]MyOuterPerimeter j *ΘB ))Command_ConstructAmericaVehicleScoutDroneΛUSA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter4USA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 USA Attack Enemy Base Center2USA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ NΎ4 USA Attack Enemy Base Flank±'USA Attack Sequence Flank - Supply Hunt  NΎ4 USA Attack Enemy Base Flank0USA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ MΎ4 USA Attack Enemy Base BackΖUSA Commando Raid Sequence@6_LAUNCH_ATTACK FΎ4 USA Commando Orders>USA Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor W8 )$Command_ColonelBurtonTimedDemoChargeUSA Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 USA Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 USA Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 ύUSA Generic BehaviorX%USA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (USA Behavior: Guard Base After Artilleryh(USA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %USA Behavior: Guard CZ from Artillery¬USA Leave TransportsMC4W  %7X  USA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸUSA Attack Hunt  %7X %<2 ΠUSA Base Invaded HuntA7_INVASION_ALERT %―> %<2 ‹USA Flash Bang Guys Shoot Tankska9 Infantry Zρ9 )'Command_AmericaRangerSwitchToMachineGun H++ USA Infantry Priority %<2 ’USA Behavior - Enter Fire Base  8   USA Sequence - Enter Fire BaseσUSA Sequence - Enter Fire Base  jδ; AmericaFireBase [Skirmish]MyOuterPerimeter %i= KUSA Generic RouteGUSA Route Squential C  %λ: 3.<  3[@  MΜ  [Skirmish]MyOuterPerimeterGUSA Route Squential F  3.<  %λ: 3[@  MΜ  [Skirmish]MyOuterPerimeterGUSA Route Squential B  3.<  %λ: 3[@  MΜ  [Skirmish]MyOuterPerimetersUSA Team Destroyed  %λ: xUSA Team Destroyed Tiny  %λ: USA Route Orders  3.<  MΜ  [Skirmish]MyInnerPerimeter 3[@  USA Route Squential B C‘—I$ AmericaTankCrusader [Skirmish]EnemyInnerPerimeter –I$ AmericaTankPaladin [Skirmish]EnemyInnerPerimeter£™I$ AmericaPatriotBattery [Skirmish]EnemyInnerPerimeter¬’I$ AmericaInfantryMissileDefender [Skirmish]EnemyInnerPerimeter˜I$ AmericaVehicleHumvee [Skirmish]EnemyInnerPerimeterVD-  Upgrade_AmericaTOWMissile£™I$ ChinaTankBattleMaster [Skirmish]EnemyInnerPerimeterŸ•I$ ChinaTankOverlord [Skirmish]EnemyInnerPerimeter₯›I$ ChinaInfantryTankHunter [Skirmish]EnemyInnerPerimeter“I$ GLATankScorpion [Skirmish]EnemyInnerPerimeter“I$ GLATankMarauder [Skirmish]EnemyInnerPerimeter£™I$ GLAVehicleRocketBuggy [Skirmish]EnemyInnerPerimeter§I$ GLAInfantryTunnelDefender [Skirmish]EnemyInnerPerimeter¦œI$ GLAInfantryAngryMobNexus [Skirmish]EnemyInnerPerimeter %ΐ] %―> 6USA Teams Lost <USA Enemy Back Door %λ: CΎ4 USA Route Orders"%<2 "6USA Teams LostήUSA Alert Team AttacksSUSA Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesͺ"USA Sequence Capture Neutral Units  LΎ4 USA Capture Neutral Units©USA Capture Neutral Units  %? %<2 USA Combat ZoneΑUSA Guard the Combat Zone  %3O =Μ  CombatZoneΨUSA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5USA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ D USA Base Building - EasyƒUSA 1st Power Plant - E  0τALazr_AmericaPowerPlant USA Upgrade Power Plant - Eqg9 Lazr_AmericaPowerPlant W) "Upgrade_AmericaAdvancedControlRodsλUSA Build 1st Defense - E KLazr_AmericaWarFactory A  _ESCALATION  ϊBλUSA Supply Center - EUKLazr_AmericaPowerPlant [ Lazr_AmericaSupplyCenter'ΉUSA Barracks - EUKLazr_AmericaPowerPlant .τALazr_AmericaBarracksΐUSA War Factory - EWMLazr_AmericaSupplyCenter 0τALazr_AmericaWarFactorybUSA 2nd Power Plant - E KLazr_AmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ 0τALazr_AmericaPowerPlantUSA Strategy Center - E KLazr_AmericaWarFactory A  _ESCALATION( 4τALazr_AmericaStrategyCenterUSA Supply Drop - E¦OLazr_AmericaStrategyCenter CΈ  4τALazr_AmericaSupplyDropZone pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRodsιUSA Particle Cannon Uplink - EρOLazr_AmericaStrategyCenter A  _ESCALATION΄Cp pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods :τA Lazr_AmericaParticleCannonUplinkŸUSA Base Building - NormalƒUSA 1st Power Plant - N  0τALazr_AmericaPowerPlant"USA Upgrade Power Plant - Nqg9 Lazr_AmericaPowerPlant pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRodsλUSA Supply Center - NUKLazr_AmericaPowerPlant [ Lazr_AmericaSupplyCenter'ΉUSA Barracks - NUKLazr_AmericaPowerPlant .τALazr_AmericaBarracksΐUSA War Factory - NWMLazr_AmericaSupplyCenter 0τALazr_AmericaWarFactory²USA Build 1st Defense - NνKLazr_AmericaWarFactory A  _ESCALATION C°  ϊB pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods[USA Build 1st Firebase - NνKLazr_AmericaWarFactory A  _ESCALATION C° .FLazr_AmericaFireBase8USA Build 2nd Defense - NνKLazr_AmericaWarFactory A  _ESCALATIONC°  ώCTUSA Air Field - NοMLazr_AmericaSupplyCenter A  _ESCALATION CΔ  .τALazr_AmericaAirfieldUSA Strategy Center - N KLazr_AmericaWarFactory A  _ESCALATION 4τALazr_AmericaStrategyCenterbUSA 2nd Power Plant - N KLazr_AmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ 0τALazr_AmericaPowerPlantUSA Supply Drop - N¦OLazr_AmericaStrategyCenter CΈ  4τALazr_AmericaSupplyDropZone pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRodsοUSA Build Power Plant 3 - NCRD x7_INVASION_ALERTg9 Lazr_AmericaPowerPlantuk9 Lazr_AmericaPatriotBattery 0τALazr_AmericaPowerPlantUSA Supply Drop 2 - N¦OLazr_AmericaSupplyDropZone CΈ  4τALazr_AmericaSupplyDropZone pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRodsιUSA Particle Cannon Uplink - NρOLazr_AmericaStrategyCenter A  _ESCALATIONdCp pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods :τA Lazr_AmericaParticleCannonUplinkΕUSA Build Power Plant 4 - NCRD x7_INVASION_ALERTg9 Lazr_AmericaPowerPlantKA  _ESCALATION– 0τALazr_AmericaPowerPlant)%USA Additional Power Plants Front - N‘'.E V9 Power 0FLazr_AmericaPowerPlant pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - NΦ8USA Enable Additional Power Plant Construction Front - N9/USA Build Power Plant ? %USA Additional Power Plants Front - N^-USA Base Building - HardίUSA High Money Builds - HΐC0u i9 Lazr_AmericaSupplyCenter 0GLazr_AmericaWarFactory 0GLazr_AmericaPowerPlant 4GLazr_AmericaPatriotBattery .GLazr_AmericaBarracksUSA Allow Build False  4 _ALLOW_BUILD : _TIMER_ALLOW_BUILD @ , USA Re-Allow Build’USA Re-Allow Build6,_TIMER_ALLOW_BUILD 4 _ALLOW_BUILDzUSA Barracks - H  .τALazr_AmericaBarracksλUSA Supply Center - HUKLazr_AmericaPowerPlant [ Lazr_AmericaSupplyCenter'TUSA Air Field - HοMLazr_AmericaSupplyCenter A  _ESCALATION CΔ  .τALazr_AmericaAirfieldΐUSA War Factory - HWMLazr_AmericaSupplyCenter 0τALazr_AmericaWarFactoryδUSA Build 2nd War Factory - Hqg9 Lazr_AmericaWarFactory 0τALazr_AmericaWarFactory²USA Build 1st Defense - HνKLazr_AmericaPowerPlant A  _ESCALATION C°  ϊB pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods8USA Build 2nd Defense - HνKLazr_AmericaWarFactory A  _ESCALATIONC°  ώC"USA Upgrade Power Plant - Hqg9 Lazr_AmericaPowerPlant pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRodsΰUSA 1st Power Plant - Hsi9 Lazr_AmericaVehicleDozer 0τALazr_AmericaPowerPlantΒUSA 2nd Power Plant - HUKLazr_AmericaWarFactory 0τALazr_AmericaPowerPlantλUSA 3rd Power Plant - HCRD ‚7_INVASION_ALERTg9 Lazr_AmericaPowerPlantuk9 Lazr_AmericaPatriotBattery 0τALazr_AmericaPowerPlantΑUSA 4th Power Plant - H7_INVASION_ALERTCRD ‚g9 Lazr_AmericaPowerPlantKA  _ESCALATION– 0τALazr_AmericaPowerPlantΑUSA 5th Power Plant - H7_INVASION_ALERTCRD ‚g9 Lazr_AmericaPowerPlantKA  _ESCALATION– 0τALazr_AmericaPowerPlantΑUSA 6th Power Plant - H7_INVASION_ALERTCRD ‚g9 Lazr_AmericaPowerPlantKA  _ESCALATION– 0τALazr_AmericaPowerPlantŸUSA 7+ Power Plants Flank - HξCRD ‚7_INVASION_ALERTV9 Power‘'.E V9 Power 0GLazr_AmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - HŸUSA 7+ Power Plants Front - HξCRD ‚7_INVASION_ALERTV9 Power‘'.E V9 Power 0FLazr_AmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΞ8USA Enable Additional Power Plant Construction Flank - H9/USA Build Power Plant 7 USA 7+ Power Plants Flank - HΞ8USA Enable Additional Power Plant Construction Front - H9/USA Build Power Plant 7 USA 7+ Power Plants Front - HƒUSA Power Critical - HMCRD n pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods ; USA Power EmergencypB ; !USA Power Critical - Reenable - H!USA Power Critical - Reenable - H7-USA Power Emergency 0 USA Power Critical - HPUSA Strategy Center - H KLazr_AmericaWarFactory A  _ESCALATION 5› Έ 4τALazr_AmericaStrategyCenterΜUSA Supply Drop - H¦OLazr_AmericaStrategyCenter CΈ  pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods 5› Δ 4τALazr_AmericaSupplyDropZoneΞUSA Supply Drop 2 - H¦OLazr_AmericaSupplyDropZone CΈ  pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods 5› Δ 4τALazr_AmericaSupplyDropZoneκUSA Supply Drop 3 - HΒk9 Lazr_AmericaSupplyDropZoneCΈ  pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods 5› Δ 4τALazr_AmericaSupplyDropZoneκUSA Supply Drop 4 - HΒk9 Lazr_AmericaSupplyDropZoneCΈ  pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods 5› Δ 4τALazr_AmericaSupplyDropZoneΫUSA Particle Cannon Uplink - H€OLazr_AmericaStrategyCenter A  _ESCALATIONF 5› p pρ9teamSkirmishAmericaLaserGeneral))Command_UpgradeAmericaAdvancedControlRods :τA Lazr_AmericaParticleCannonUplinkώUSA Build More Pat Defenses - H A  _ESCALATION(k9 Lazr_AmericaPatriotBatteryCp 4FLazr_AmericaPatriotBattery 4GLazr_AmericaPatriotBattery 0GLazr_AmericaPowerPlant±USA Build More FB Defenses - HA  _ESCALATION(e9 Lazr_AmericaFireBaseCp .FLazr_AmericaFireBase .GLazr_AmericaFireBaseUSA Tech BuildingsŽUSA Tech Building DetectΦ]XH ϊC [Skirmish]MyInnerPerimetere9 Lazr_AmericaBarracks >USA Tech Building Near 2 #USA Tech Building DetectδUSA Tech Capture BuildœL USA Tech Building Near<USA Tech Stop Trying  !USA Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding SΎ4  USA Tech Building Capture Ordersm USA Tech Building Capture Orders  M++ USA Tech Building Priority Yδ; Tech Buildings CombatZone W8 )$Command_AmericaRangerCaptureBuildingŠUSA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKUSA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<USA Tech Stop TryingA  _ESCALATIONd <USA Tech Stop Trying  USA UpgradesGUSA Upgrade to TOW Αj9 Lazr_AmericaVehicleHumveeCά N) Upgrade_AmericaTOWMissileOUSA Upgrade Supply Lines Βk9 Lazr_AmericaStrategyCenterCΠ O) Upgrade_AmericaSupplyLines†USA Upgrade Chemical Suit π@V. .GLACΠ OLazr_AmericaStrategyCenter όLV. .GLAToxinGeneralCΠ OLazr_AmericaStrategyCenter Q) Upgrade_AmericaChemicalSuitsU!USA Upgrade Laser Guided Missiles½f9 Lazr_AmericaJetRaptorCά Q) Upgrade_AmericaLaserMissilesVUSA Upgrade Bunker BustersΕn9 Lazr_AmericaJetStealthFighterCά Q) Upgrade_AmericaBunkerBustersvUSA Upgrade MOABψHdP SCIENCE_DaisyCutterOLazr_AmericaStrategyCenter C  H) Upgrade_AmericaMOABUUSA Upgrade Composite ArmorΒk9 Lazr_AmericaStrategyCenterCΠ R) Upgrade_AmericaCompositeArmorZUSA Upgrade Sentry Drone GunΖo9 Lazr_AmericaVehicleSentryDroneCΠ R) Upgrade_AmericaSentryDroneGun΅USA Upgrade Advanced Trainingk9 Lazr_AmericaStrategyCenterRD- Upgrade_AmericaCompositeArmorCΔ  T) Upgrade_AmericaAdvancedTrainingηUSA Generals Powers@USA Sat Scan FireWMTI SpecialPowerSpySatellite MϋJ SpecialPowerSpySatellite &  USA Sat Scan + #USA Sat Scan Fireδ USA Sat ScanWMTI SpecialPowerSpySatellite + USA Sat Scan Fire & # USA Sat ScanUSA Fuel Air Bomb AI - NUKTI SuperweaponDaisyCutter 4 USA Fuel Air Bomb Fire - N 2 #USA Fuel Air Bomb AI - NZUSA Fuel Air Bomb Fire - NUKTI SuperweaponDaisyCutter KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - N 4 #USA Fuel Air Bomb Fire - NΑUSA Fuel Air Bomb AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK 4 USA Fuel Air Bomb Fire - H 2 #USA Fuel Air Bomb AI - HšUSA Fuel Air Bomb Fire - H•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - H 4 #USA Fuel Air Bomb Fire - HτUSA Spectre AI - NXNTI SuperweaponSpectreGunship . USA Spectre Fire - N , #USA Spectre AI - NNUSA Spectre Fire - NXNTI SuperweaponSpectreGunship NϋJ SuperweaponSpectreGunship , USA Spectre AI - N . #USA Spectre Fire - N²USA Spectre AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.˜NTI SuperweaponSpectreGunship6_LAUNCH_ATTACK . USA Spectre Fire - H , #USA Spectre AI - HŽUSA Spectre Fire - H˜NTI SuperweaponSpectreGunship6_LAUNCH_ATTACK NϋJ SuperweaponSpectreGunship , USA Spectre AI - H . #USA Spectre Fire - HυUSA A10 AI - Ne[TI &SuperweaponA10ThunderboltMissileStrike * USA A10 Fire - N ( #USA A10 AI - N\USA A10 Fire - Ne[TI &SuperweaponA10ThunderboltMissileStrike [ϋJ &SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - N * #USA A10 Fire - N³USA A10 AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.₯[TI &SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK * USA A10 Fire - H ( #USA A10 AI - HœUSA A10 Fire - H₯[TI &SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK [ϋJ &SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - H * #USA A10 Fire - Hΰ USA Para AIYOTI SuperweaponParadropAmerica '  USA Para Fire % # USA Para AI; USA Para FireYOTI SuperweaponParadropAmerica OϋJ SuperweaponParadropAmerica %  USA Para AI ' # USA Para FireVUSA Spy Drone ΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone , USA Spy Drone Fire ( #USA Spy Drone ­USA Spy Drone FireΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone IϋJ SpecialPowerSpyDrone ( USA Spy Drone , #USA Spy Drone Fire€USA Super Weapon UsefUSA Fire Particle Cannon^TTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 0 USA Particle Cannon AI 2 #USA Fire Particle CannonUSA Particle Cannon AI^TTI SuperweaponParticleUplinkCannon 2 USA Fire Particle Cannon 0 #USA Particle Cannon AI¬USA Fire Particle Cannon Hž6_LAUNCH_ATTACKTTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 2 USA Particle Cannon AI H 4 #USA Fire Particle Cannon HLUSA Particle Cannon AI Hž6_LAUNCH_ATTACKTTI SuperweaponParticleUplinkCannon 4 USA Fire Particle Cannon H 2 #USA Particle Cannon AI H=USA Use Battle PlansUSA Use Battle Plansuk9 Lazr_AmericaStrategyCenter lρ9teamSkirmishAmericaLaserGeneral)%Command_InitiateBattlePlanHoldTheLinew'USA Garrison BuildsΞUSA Garrison BuildingsKA  _ESCALATION GUSA Start Garrisoning Buildings‘USA Build Garrison P1 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHUSA Garrison OrdersΈUSA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈUSA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈUSA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈUSA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈUSA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉUSA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈUSA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈUSA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈUSA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈUSA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈUSA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈUSA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈUSA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈUSA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈUSA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈUSA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈUSA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈUSA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈUSA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈUSA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈUSA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈUSA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈUSA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈUSA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3Ÿ,ΔSW Base ExpansionNUSA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 USA Base Expand Start-B C USA Build Expansion Timer-B A 3   USA Base Expand Start - N 3   USA Base Expand Start - H‹USA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a / USA Allow Build False 5›   ] SupW_AmericaPatriotBattery¨a [ SupW_AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BD‹USA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a / USA Allow Build False 5›   ] SupW_AmericaPatriotBattery¨a [ SupW_AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BCUSA Base Expand Start-B?5USA Build Expansion Timer-B 2 USA Base Expansion Check©!USA Base Expansion Base Defense 1 ΐi9 Supply Lines - BuildingsCRD n ] SupW_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 2©!USA Base Expansion Base Defense 2 ΐi9 Supply Lines - BuildingsCRD n ] SupW_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 3©!USA Base Expansion Base Defense 3 ΐi9 Supply Lines - BuildingsCRD n ] SupW_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 4!USA Base Expansion Base Defense 4 ˜A  _ESCALATION<CRD n ] SupW_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 5!USA Base Expansion Base Defense 5 ˜A  _ESCALATIONnCRD n ] SupW_AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 6<!USA Base Expansion Base Defense 6 ˜A  _ESCALATIONCRD n ] SupW_AmericaPatriotBattery¨aΊ USA Sell Off USA Sell off checkPi9 SupW_AmericaVehicleDozerj9 SupW_AmericaCommandCenter_9 Base FactoriesCΠ k9 SupW_AmericaVehicleChinookk9 SupW_AmericaSupplyDropZonei9 SupW_AmericaSupplyCenter_9 TechOilDerrick 6 Sell Off Timer A &  USA Sell off‹ USA Sell off2(Sell Off Timer '= όzUSA Paper Work vUSA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined»USA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GUSA Start Garrisoning Buildings @USA Air Team Is Building @USA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <USA Tech Stop Trying¦Turn Everything On  'C 'A TUSA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› ˜(USA World State DetectionΎUSA AI Bonus Really LateKA  _ESCALATIONK 5› N·USA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆUSA AI Bonus MidKA  _ESCALATION 5› 'ΈUSA AI Bonus EarlyKA  _ESCALATION 5› ˆϋ USA EscalationUSA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 USA Invasion Alert - Catch.USA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 USA Clear Alert Response Flags 2 USA Invasion Alert - TryφUSA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 USA Clear Alert Response Flags6USA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†USA Time Escalation - E  3 _ESCALATION†USA Time Escalation - H   3 _ESCALATION†USA Time Escalation - N   3 _ESCALATIONεUSA Tech Center Escalation - End9  Tech Center 3  _ESCALATIONεUSA Tech Center Escalation - Nnd9  Tech Center 3 _ESCALATIONεUSA Tech Center Escalation - Hnd9  Tech Center 3 _ESCALATIONθUSA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθUSA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€USA Build Conditions - EasyΝ_USA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_USA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_USA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterζUSA Build Conditions - Normal_USA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter/USA Dozer - Build ConditionΐCθ i9 SupW_AmericaVehicleDozer .EUSA Replace Dozer. 3π USA Build Conditions - Hard1USA Dozer - Build Condition HΐCθ i9 SupW_AmericaVehicleDozer .EUSA Replace Dozer. 3Ξ_USA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_USA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterUSA Build - Fill Fire Base 1ΊA  _ESCALATIONe9 SupW_AmericaFireBase  !USA Build - Fill Fire Base 2ΊA  _ESCALATIONe9 SupW_AmericaFireBase  !&USA Dozer - High Money Build ConditionMC N .EUSA Replace Dozer. 3"@ #&USA Dozer - High Money Build Condition(USA Dozer - High Money Build Condition 2MC@œ .EUSA Replace Dozer. 3"B (USA Dozer - High Money Build Condition 2ŽUSA Build Conditions - AlertsUSA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!USA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!USA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪUSA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter USA Complimentary - General­USA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυUSA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   USA CT - Run SubsUSA CT - Run Subs  =   #USA CT - Stealth Build Scout Drones :   USA CT - Infantry Use FlashBangs 9   USA CT - Infantry Build BDrones 7   USA CT - Tank Build Hellfires 1   USA Priority - Set Tank 5   USA Priority - Set Infantry 0   USA Priority - Set AiryUSA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&SW Complimentary Team :_CT_READY_TO_MERGE +   USA CT - Run Subs]USA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& SW Complimentary Team 3 _CT1_EXISTSςUSA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH USA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTS !USA Complimentary - Infantry Team€USA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 USA CT - WATCH Infantry Off :  USA CT - Infantry Use FlashBangs 9 USA CT - Infantry Build BDrones 5 USA Priority - Set Infantry€USA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 USA CT - WATCH Infantry : # USA CT - Infantry Use FlashBangs 9 #USA CT - Infantry Build BDrones 5 #USA Priority - Set Infantry+USA CT - Infantry Upgrades‘4 _CT_INFANTRYISupW_AmericaBarracks Z) %Upgrade_AmericaRangerFlashBangGrenadeUSA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !Ό USA CT - Infantry Use FlashBangs  `ρ9 )-Command_AmericaRangerSwitchToFlagBangGrenadesΈUSA CT - Infantry Build BDrones  ]ρ9 )*Command_ConstructAmericaVehicleBattleDroneŸUSA Priority - Set Infantry  H++ USA Infantry Priority0 USA Complimentary - Air TeamΤUSA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, USA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>USA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 USA CT - WATCH Air Off 0 USA Priority - Set Air 0 USA CT - Air D DisbandUSA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , USA CT - WATCH Air 0 #USA Priority - Set AirUSA CT - Air UpgradesŽ/_CT_AIRKSupW_AmericaWarFactory N) Upgrade_AmericaTOWMissile USA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•USA Priority - Set Air  C++ USA Air Priority­USA Complimentary - Tank Team=USA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 USA CT - WATCH Tank Off 1 USA Priority - Set Tank 7 USA CT - Tank Build HellfiresΒUSA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - USA CT - WATCH Tank 7 #USA CT - Tank Build Hellfires 1 #USA Priority - Set Tank USA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΈUSA CT - Tank Build Hellfires  _ρ9 ),Command_ConstructAmericaVehicleHellfireDrone—USA Priority - Set Tank  D++ USA Tank Priority USA Complimentary - Stealth TeamΰUSA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  USA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeter|USA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team. 3 _CT_STEALTHRD-  Upgrade_GLACamouflageg9 Base Buildings£3 _CT_STEALTH\9 Spy3 _CT_STEALTHNV. .GLAStealthGeneralg9 Base Buildings 3 _CT_STEALTH 4 USA CT - WATCH Stealth Off = #USA CT - Stealth Build Scout Drones 4 USA CT - Stealth D DisbandjUSA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 USA CT - WATCH Stealth = ##USA CT - Stealth Build Scout DronesUSA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !Ι#USA CT - Stealth Build Scout Drones  j *HB ))Command_ConstructAmericaVehicleScoutDroneΖ!USA Complimentary - Base Def TeamηUSA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 USA CT - WATCH Base Def Off\USA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 USA CT - WATCH Base Def#USA CT - Base Def Upgrades 3 _CT_BASEDEFISupW_AmericaAirfield S) Upgrade_AmericaCountermeasuresUSA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  ! -USA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΛEasy Default Priority6,ObjectListsDefined Z++%teamSkirmishAmericaSuperWeaponGeneral Easy Priority5USA Air Priority6,ObjectListsDefined V0USA Air PriorityAnti-Air Vehicle N0USA Air PriorityAircraft O0USA Air Priority Artillery R0USA Air Priority Supply Lines K0USA Air PriorityTanks K0USA Air PriorityPower T0USA Air PriorityBase Factories T0USA Air PriorityBase BuildingsUSA Apply Air Priority/% ( C++ USA Air PriorityZUSA Tank Priority6,ObjectListsDefined J0USA Tank PrioritySpy L0USA Tank PriorityTanks T0USA Tank Priority Base Defenses P0USA Tank Priority Artillery N0USA Tank PriorityUtility N0USA Tank PriorityVehicle W0USA Tank PriorityAnti-Air Vehicle L0USA Tank PriorityPower S0USA Tank Priority Supply Lines R0USA Tank Priority Tech Center O0USA Tank PriorityInfantry U0USA Tank PriorityBase Factories T0USA Tank Priority Super Weapons U0USA Tank PriorityBase Buildings°USA Apply Tank Priority/% ( D++ USA Tank PriorityΥUSA Infantry Priority6,ObjectListsDefined N0USA Infantry PrioritySpy S0USA Infantry PriorityInfantry T0USA Infantry Priority Artillery X0USA Infantry Priority Base Defenses P0USA Infantry PriorityTanks [0USA Infantry PriorityAnti-Air Vehicle R0USA Infantry PriorityVehicle R0USA Infantry PriorityUtility P0USA Infantry PriorityPower Y0USA Infantry PriorityBase Factories X0USA Infantry Priority Super Weapons Y0USA Infantry PriorityBase BuildingsΈUSA Apply Infantry Priority/% ( H++ USA Infantry Priority‰USA Path Finder Priority6,ObjectListsDefined Q0USA Path Finder PrioritySpy2 V0USA Path Finder PriorityInfantry2 Z0USA Path Finder Priority Supply Lines2ΎUSA Apply Path Finder Priority/% ( K++ USA Path Finder Priority USA Rocket Guy Priority6,ObjectListsDefined R0USA Rocket Guy PriorityTanks ]0USA Rocket Guy PriorityAnti-Air Vehicle U0USA Rocket Guy PriorityAircraft Z0USA Rocket Guy Priority Base Defenses Y0USA Rocket Guy Priority Supply Lines T0USA Rocket Guy PriorityUtility R0USA Rocket Guy PriorityPower½USA Apply Rockety Guy Priority/% ( J++ USA Rocket Guy Priority]USA Stealth Plane Priority6,ObjectListsDefined W0USA Stealth Priority Base Defenses O0USA Stealth PriorityPower V0USA Stealth Priority Supply Lines Q0USA Stealth PriorityUtility S0USA Stealth Priority Artillery Z0USA Stealth PriorityAnti-Air Vehicle O0USA Stealth PriorityTanks X0USA Stealth PriorityBase FactoriesΆUSA Apply Stealth Priority/% ( G++ USA Stealth PriorityΣUSA Capture Tech Building6,ObjectListsDefined ^0USA Tech Building PriorityTech BuildingsˆΒ USA Apply Tech Building Priority/% ( M++ USA Tech Building PriorityΏUSA Raider Priority6,ObjectListsDefined P0USA Raider PriorityUtilityˆχ#USA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ USA Raider Priority΄USA Apply Raider Priority/% ( F++ USA Raider PriorityλUSA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0USA Supply Lines Priority Supply Lines– [0USA Supply Lines Priority Supply Lines” T0USA Supply Lines PriorityPower# ]0USA Supply Lines PriorityBase Factories \0USA Supply Lines Priority Super Weapons ]0USA Supply Lines PriorityBase BuildingsΐUSA Apply Supply Lines Priority/% ( L++ USA Supply Lines Priority’USA Power Priority6,ObjectListsDefined M0USA Power PriorityPower– U0USA Power Priority Base Defenses V0USA Power PriorityBase Factories O0USA Power PriorityUtility U0USA Power Priority Super Weapons V0USA Power PriorityBase Buildings²USA Apply Power Priority/% ( E++ USA Power PriorityΞUSA Default Priority6,ObjectListsDefined ^++%teamSkirmishAmericaSuperWeaponGeneralUSA Tank Priority•USA Attack WavesUSA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACK{USA Generic AttackUSA Hunt@6_LAUNCH_ATTACK %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesm USA Hunt Air  %<2 ΖUSA Guard Base  %3O MΜ  [Skirmish]MyInnerPerimeterΜUSA Guard Base Outer  %3O MΜ  [Skirmish]MyOuterPerimeterŽUSA Guard Combat Zone  =Μ  CombatZoneΕUSA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone USA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&USA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeter‘USA Guard Base Outer wth Drones  MΜ  [Skirmish]MyOuterPerimeter k *ΘA )*Command_ConstructAmericaVehicleBattleDrone j *ΘA ))Command_ConstructAmericaVehicleScoutDroneUSA Guard Base Outer wth Scouts  MΜ  [Skirmish]MyOuterPerimeter j *ΘB ))Command_ConstructAmericaVehicleScoutDroneΛUSA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter4USA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 USA Attack Enemy Base Center2USA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ NΎ4 USA Attack Enemy Base Flank0USA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ MΎ4 USA Attack Enemy Base BackΖUSA Commando Raid Sequence@6_LAUNCH_ATTACK FΎ4 USA Commando Orders>USA Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor W8 )$Command_ColonelBurtonTimedDemoCharge@USA Attack Enemy Base Center  %3O 9ω6 *Center Gυ7 *Center %<2 =USA Attack Enemy Base Flank  %3O 8ω6 *Flank Fυ7 *Flank %<2 BUSA Attack Enemy Base Back  %3O ;ω6 *Backdoor Iυ7 *Backdoor %<2 ό USA Generic BehaviorxUSA Team Destroyed Tiny  %λ: sUSA Team Destroyed  %λ: X%USA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (USA Behavior: Guard Base After Artilleryh(USA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %USA Behavior: Guard CZ from Artillery¬USA Leave TransportsMC4W  %7X  USA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸUSA Attack Hunt  %7X %<2 ΠUSA Base Invaded HuntA7_INVASION_ALERT %―> %<2 ‹USA Flash Bang Guys Shoot Tankska9 Infantry Zρ9 )'Command_AmericaRangerSwitchToMachineGun H++ USA Infantry Priority %<2 ’USA Behavior - Enter Fire Base  8   USA Sequence - Enter Fire BaseσUSA Sequence - Enter Fire Base  jδ; AmericaFireBase [Skirmish]MyOuterPerimeter %i= $USA Alert Team AttacksSUSA Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesπ"USA Sequence Capture Neutral Units  LΎ4 USA Capture Neutral Units <USA Team is Building©USA Capture Neutral Units  %? %<2 USA Combat ZoneΑUSA Guard the Combat Zone  %3O =Μ  CombatZoneΨUSA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5USA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ P USA Base Building - EasyƒUSA 1st Power Plant - E  0τASupW_AmericaPowerPlant USA Upgrade Power Plant - Eqg9 SupW_AmericaPowerPlant W) "Upgrade_AmericaAdvancedControlRodsλUSA Build 1st Defense - E KSupW_AmericaWarFactory A  _ESCALATION  ϊBλUSA Supply Center - EUKSupW_AmericaPowerPlant [ SupW_AmericaSupplyCenter'ΉUSA Barracks - EUKSupW_AmericaPowerPlant .τASupW_AmericaBarracksΐUSA War Factory - EWMSupW_AmericaSupplyCenter 0τASupW_AmericaWarFactorybUSA 2nd Power Plant - E KSupW_AmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ 0τASupW_AmericaPowerPlantUSA Strategy Center - E KSupW_AmericaWarFactory A  _ESCALATION( 4τASupW_AmericaStrategyCenter“USA Supply Drop - E¦OSupW_AmericaStrategyCenter CΈ  4τASupW_AmericaSupplyDropZone vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsοUSA Particle Cannon Uplink - EρOSupW_AmericaStrategyCenter A  _ESCALATION΄Cp vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods :τA SupW_AmericaParticleCannonUplinkΤUSA Base Building - NormalƒUSA 1st Power Plant - N  0τASupW_AmericaPowerPlant(USA Upgrade Power Plant - Nqg9 SupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsλUSA Supply Center - NUKSupW_AmericaPowerPlant [ SupW_AmericaSupplyCenter'·USA Barracks - NSISupW_AmericaBarracks .τASupW_AmericaBarracksΐUSA War Factory - NWMSupW_AmericaSupplyCenter 0τASupW_AmericaWarFactoryΈUSA Build 1st Defense - NνKSupW_AmericaWarFactory A  _ESCALATION C°  ϊB vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods[USA Build 1st Firebase - NνKSupW_AmericaWarFactory A  _ESCALATION C° .FSupW_AmericaFireBase8USA Build 2nd Defense - NνKSupW_AmericaWarFactory A  _ESCALATIONC°  ώCTUSA Air Field - NοMSupW_AmericaSupplyCenter A  _ESCALATION CΔ  .τASupW_AmericaAirfieldUSA Strategy Center - N KSupW_AmericaWarFactory A  _ESCALATION 4τASupW_AmericaStrategyCenterbUSA 2nd Power Plant - N KSupW_AmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ 0τASupW_AmericaPowerPlant“USA Supply Drop - N¦OSupW_AmericaStrategyCenter CΈ  4τASupW_AmericaSupplyDropZone vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsοUSA Build Power Plant 3 - NCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlantuk9 SupW_AmericaPatriotBattery 0τASupW_AmericaPowerPlantξUSA Supply Drop 2 - NOSupW_AmericaStrategyCenter OSupW_AmericaSupplyDropZone CΈ  4τASupW_AmericaSupplyDropZone vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods€USA Particle Cannon Uplink - N¦OSupW_AmericaStrategyCenter Cp vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods :τA SupW_AmericaParticleCannonUplinkΕUSA Build Power Plant 4 - NCRD c7_INVASION_ALERTg9 SupW_AmericaPowerPlantKA  _ESCALATION– 0τASupW_AmericaPowerPlant4%USA Additional Power Plants Front - N‘'.E V9 Power 0FSupW_AmericaPowerPlant {ρ9%teamSkirmishAmericaSuperWeaponGeneral).SupW_Command_UpgradeAmericaAdvancedControlRods = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - NΦ8USA Enable Additional Power Plant Construction Front - N9/USA Build Power Plant ? %USA Additional Power Plants Front - NL;USA Base Building - HardzUSA Barracks - H  .τASupW_AmericaBarracksΰUSA 1st Power Plant - Hsi9 SupW_AmericaVehicleDozer 0τASupW_AmericaPowerPlantBUSA 2nd Power Plant - HUKSupW_AmericaPowerPlant 0τASupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsλUSA 3rd Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlantuk9 SupW_AmericaPatriotBattery 0τASupW_AmericaPowerPlantμUSA 4th Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlant 0τASupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsμUSA 5th Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlant 0τASupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsμUSA 6th Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlant 0τASupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsμUSA 7th Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlant 0τASupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsμUSA 8th Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlant 0τASupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsμUSA 9th Power Plant - HCRD x7_INVASION_ALERTg9 SupW_AmericaPowerPlant 0GSupW_AmericaPowerPlant vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods USA 10+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power 0GSupW_AmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - H USA 10+ Power Plants Front - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power 0FSupW_AmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΟ8USA Enable Additional Power Plant Construction Flank - H9/USA Build Power Plant 8 USA 10+ Power Plants Flank - HΟ8USA Enable Additional Power Plant Construction Front - H9/USA Build Power Plant 8 USA 10+ Power Plants Front - HrUSA Power Critical - H1'.E {ρ9%teamSkirmishAmericaSuperWeaponGeneral).SupW_Command_UpgradeAmericaAdvancedControlRods ; USA Power EmergencypB ; !USA Power Critical - Reenable - H!USA Power Critical - Reenable - H7-USA Power Emergency 0 USA Power Critical - HλUSA Supply Center - HUKSupW_AmericaPowerPlant [ SupW_AmericaSupplyCenter'ΐUSA War Factory - HWMSupW_AmericaSupplyCenter 0τASupW_AmericaWarFactoryTUSA Air Field - HοMSupW_AmericaSupplyCenter A  _ESCALATION CΔ  .τASupW_AmericaAirfield₯USA 1st Defense - H’KSupW_AmericaPowerPlant C° 4τASupW_AmericaPatriotBattery  ϊB vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods%USA 2nd Defense - H’KSupW_AmericaWarFactory C°  ώC 4τASupW_AmericaPatriotBattery/USA 3nd Defense - HΒk9 SupW_AmericaPatriotBatteryC° 4τASupW_AmericaPatriotBattery/USA 4th Defense - HΒk9 SupW_AmericaPatriotBatteryC° 4τASupW_AmericaPatriotBatteryUSA Strategy Center - HUKSupW_AmericaWarFactory 5› Έ 4τASupW_AmericaStrategyCenterUSA Supply Drop - H¦OSupW_AmericaStrategyCenter CΈ  5› Έ 4τASupW_AmericaSupplyDropZone vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsπUSA Supply Drop 2 - HΒk9 SupW_AmericaSupplyDropZoneCΈ  4τASupW_AmericaSupplyDropZone 5› Έ vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsIUSA Supply Drop 3 - HOSupW_AmericaStrategyCenter k9 SupW_AmericaSupplyDropZoneCΔ  4τASupW_AmericaSupplyDropZone 5› Έ vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsπUSA Supply Drop 4 - HΒk9 SupW_AmericaSupplyDropZoneCΔ  4τASupW_AmericaSupplyDropZone 5› Έ vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsγUSA Particle Cannon Uplink - H¦OSupW_AmericaStrategyCenter Cˆ :τA SupW_AmericaParticleCannonUplink 5› p vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsε USA Particle Cannon Uplink 2 - H¦OSupW_AmericaStrategyCenter Cˆ :τA SupW_AmericaParticleCannonUplink 5› p vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods USA Particle Cannon Uplink 3 - HΘq9  SupW_AmericaParticleCannonUplinkCˆ :τA SupW_AmericaParticleCannonUplink 5› p vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods USA Particle Cannon Uplink 4 - HΘq9  SupW_AmericaParticleCannonUplinkCˆ :τA SupW_AmericaParticleCannonUplink 5› p vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRods USA Particle Cannon Uplink 5 - HΘq9  SupW_AmericaParticleCannonUplinkCˆ :τA SupW_AmericaParticleCannonUplink 5› p vρ9%teamSkirmishAmericaSuperWeaponGeneral))Command_UpgradeAmericaAdvancedControlRodsϊ USA Build Second War Factory - H„A  _ESCALATION<Cp q9  SupW_AmericaParticleCannonUplinkg9 SupW_AmericaWarFactory 0GSupW_AmericaWarFactoryώUSA Build More Pat Defenses - H A  _ESCALATIONk9 SupW_AmericaPatriotBatteryCp 4FSupW_AmericaPatriotBattery 4GSupW_AmericaPatriotBattery 0GSupW_AmericaPowerPlantΏUSA Build More FB Defenses - HOSupW_AmericaPatriotBattery e9 SupW_AmericaFireBaseCp .FSupW_AmericaFireBase .GSupW_AmericaFireBaseŠUSA Tech BuildingsŽUSA Tech Building DetectΦ]XH ϊC [Skirmish]MyInnerPerimetere9 SupW_AmericaBarracks >USA Tech Building Near 2 #USA Tech Building DetectδUSA Tech Capture BuildœL USA Tech Building Near<USA Tech Stop Trying  !USA Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding SΎ4  USA Tech Building Capture Ordersι USA Tech Building Capture Orders  M++ USA Tech Building Priority Yδ; Tech Buildings CombatZone r^  )$Command_AmericaRangerCaptureBuilding W8 )$Command_AmericaRangerCaptureBuildingŠUSA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKUSA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<USA Tech Stop TryingA  _ESCALATIONd <USA Tech Stop Trying USA UpgradesGUSA Upgrade to TOW Αj9 SupW_AmericaVehicleHumveeCά N) Upgrade_AmericaTOWMissileOUSA Upgrade Supply Lines Βk9 SupW_AmericaStrategyCenterCΠ O) Upgrade_AmericaSupplyLines†USA Upgrade Chemical Suit π@V. .GLACΠ OSupW_AmericaStrategyCenter όLV. .GLAToxinGeneralCΠ OSupW_AmericaStrategyCenter Q) Upgrade_AmericaChemicalSuitsU!USA Upgrade Laser Guided Missiles ½f9 SupW_AmericaJetRaptorCά Q) Upgrade_AmericaLaserMissilesVUSA Upgrade Bunker BustersΕn9 SupW_AmericaJetStealthFighterCά Q) Upgrade_AmericaBunkerBustersvUSA Upgrade MOABψHdP SCIENCE_DaisyCutterOSupW_AmericaStrategyCenter C  H) Upgrade_AmericaMOABUUSA Upgrade Composite ArmorΒk9 SupW_AmericaStrategyCenterCΠ R) Upgrade_AmericaCompositeArmorVUSA Upgrade Sentry Drone GunΒk9 SupW_AmericaStrategyCenterCΠ R) Upgrade_AmericaSentryDroneGun΅USA Upgrade Advanced Trainingk9 SupW_AmericaStrategyCenterRD- Upgrade_AmericaCompositeArmorCΔ  T) Upgrade_AmericaAdvancedTrainingUSA Generals Powers@USA Sat Scan FireWMTI SpecialPowerSpySatellite MϋJ SpecialPowerSpySatellite &  USA Sat Scan + #USA Sat Scan Fireδ USA Sat ScanWMTI SpecialPowerSpySatellite + USA Sat Scan Fire & # USA Sat Scan5 USA CIA FireYOTI SuperweaponCIAIntelligence OϋJ SuperweaponCIAIntelligence ! USA CIA & # USA CIA FireΧUSA CIAYOTI SuperweaponCIAIntelligence &  USA CIA Fire ! #USA CIAUSA Fuel Air Bomb AI - NUKTI SuperweaponDaisyCutter 4 USA Fuel Air Bomb Fire - N 2 #USA Fuel Air Bomb AI - NZUSA Fuel Air Bomb Fire - NUKTI SuperweaponDaisyCutter KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - N 4 #USA Fuel Air Bomb Fire - NΑUSA Fuel Air Bomb AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK 4 USA Fuel Air Bomb Fire - H 2 #USA Fuel Air Bomb AI - HšUSA Fuel Air Bomb Fire - H•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - H 4 #USA Fuel Air Bomb Fire - HτUSA Spectre AI - NXNTI SuperweaponSpectreGunship . USA Spectre Fire - N , #USA Spectre AI - NNUSA Spectre Fire - NXNTI SuperweaponSpectreGunship NϋJ SuperweaponSpectreGunship , USA Spectre AI - N . #USA Spectre Fire - N·USA Spectre AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.STI AirF_SuperweaponSpectreGunship6_LAUNCH_ATTACK . USA Spectre Fire - H , #USA Spectre AI - H˜USA Spectre Fire - HSTI AirF_SuperweaponSpectreGunship6_LAUNCH_ATTACK SϋJ AirF_SuperweaponSpectreGunship , USA Spectre AI - H . #USA Spectre Fire - HυUSA A10 AI - Ne[TI &SuperweaponA10ThunderboltMissileStrike * USA A10 Fire - N ( #USA A10 AI - N\USA A10 Fire - Ne[TI &SuperweaponA10ThunderboltMissileStrike [ϋJ &SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - N * #USA A10 Fire - N³USA A10 AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.₯[TI &SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK * USA A10 Fire - H ( #USA A10 AI - HœUSA A10 Fire - H₯[TI &SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK [ϋJ &SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - H * #USA A10 Fire - Hΰ USA Para AIYOTI SuperweaponParadropAmerica '  USA Para Fire % # USA Para AI; USA Para FireYOTI SuperweaponParadropAmerica OϋJ SuperweaponParadropAmerica %  USA Para AI ' # USA Para FireVUSA Spy Drone ΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone , USA Spy Drone Fire ( #USA Spy Drone ­USA Spy Drone FireΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone IϋJ SpecialPowerSpyDrone ( USA Spy Drone , #USA Spy Drone Fire˜USA Super Weapon UseUSA Particle Cannon AI^TTI SuperweaponParticleUplinkCannon 2 USA Fire Particle Cannon 0 #USA Particle Cannon AIfUSA Fire Particle Cannon^TTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 0 USA Particle Cannon AI 2 #USA Fire Particle CannonCUSA Use Battle Plans!USA Use Battle Plansuk9 SupW_AmericaStrategyCenter rρ9%teamSkirmishAmericaSuperWeaponGeneral)%Command_InitiateBattlePlanHoldTheLinew'USA Garrison BuildsΞUSA Garrison BuildingsKA  _ESCALATION GUSA Start Garrisoning Buildings‘USA Build Garrison P1 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHUSA Garrison OrdersΈUSA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈUSA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈUSA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈUSA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈUSA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉUSA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈUSA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈUSA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈUSA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈUSA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈUSA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈUSA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈUSA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈUSA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈUSA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈUSA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈUSA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈUSA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈUSA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈUSA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈUSA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈUSA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈUSA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈUSA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3€ΠTK Base ExpansionδChina Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 3 China Base Expand Start-B 3 China Base Expand Start-C E China Build Expansion Timer-B A E China Build Expansion Timer-CΘA 5   China Base Expand Start - N 5   China Base Expand Start - H/China Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   [ Tank_ChinaGattlingCannon¨a Y Tank_ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BD <China Base Expanding E China Build Expansion Timer-C€;D/China Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   [ Tank_ChinaGattlingCannon¨a Y Tank_ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BC <China Base Expanding E China Build Expansion Timer-CpC΄China Base Expand Start-BA7China Build Expansion Timer-B 4 China Base Expansion CheckΌChina Base Expand Start-CA7China Build Expansion Timer-C <China Base Expanding#China Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! [ Tank_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 2#China Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! [ Tank_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 3#China Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! [ Tank_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 4g#China Base Expansion Base Defense 4 |A  _ESCALATION<'! [ Tank_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 5g#China Base Expansion Base Defense 5 |A  _ESCALATIONn'! [ Tank_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 6 #China Base Expansion Base Defense 6 |A  _ESCALATION'! [ Tank_ChinaGattlingCannon¨aΦChina Sell OffChina Sell off checkLg9 Tank_ChinaVehicleDozerh9 Tank_ChinaCommandCenter_9 Base FactoriesCΠ m9 Tank_ChinaVehicleSupplyTrucki9 Tank_ChinaInfantryHackerg9 Tank_ChinaSupplyCenter_9 TechOilDerrick > China - Sell Off Timer A ( China Sell offŸChina Sell off:0China - Sell Off Timer '= E‚China Paper Work}China Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer G/Base FactoriesFakeGLAArmsDealer L/Base FactoriesDemo_FakeGLAArmsDealer L/Base FactoriesSlth_FakeGLAArmsDealer L/Base FactoriesChem_FakeGLAArmsDealer E/Base FactoriesFakeGLABarracks J/Base FactoriesDemo_FakeGLABarracks J/Base FactoriesSlth_FakeGLABarracks J/Base FactoriesChem_FakeGLABarracks A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsFakeGLACommandCenter O/Base BuildingsDemo_FakeGLACommandCenter O/Base BuildingsSlth_FakeGLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash R/Supply Lines - BuildingsFakeGLASupplyStash W/Supply Lines - BuildingsDemo_FakeGLASupplyStash W/Supply Lines - BuildingsSlth_FakeGLASupplyStash W/Supply Lines - BuildingsChem_FakeGLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket R/Supply Lines - BuildingsFakeGLABlackMarket W/Supply Lines - BuildingsDemo_FakeGLABlackMarket W/Supply Lines - BuildingsSlth_FakeGLABlackMarket W/Supply Lines - BuildingsChem_FakeGLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined China Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE I!China Start Garrisoning Buildings BChina Air Team Is Building BChina Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION >China Tech Stop Trying ;_COUNTER_FOR_ATTACK¦Turn Everything On  'C 'A S China Give AI money to cover bugΒThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free truck. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› @2China World State DetectionΐChina AI Bonus Really LateKA  _ESCALATIONK 5› NΉChina AI Bonus LateKA  _ESCALATION( 5› ˜:ΈChina AI Bonus MidKA  _ESCALATION 5› 'ΊChina AI Bonus EarlyKA  _ESCALATION 5› 'Ι China Escalation China Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 6 China Invasion Alert - Catch4China Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE :  China Clear Alert Response Flags 4 China Invasion Alert - TryϊChina Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER :  China Clear Alert Response Flags8 China Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSEˆChina Time Escalation - E  3 _ESCALATIONˆChina Time Escalation - H   3 _ESCALATIONˆChina Time Escalation - N   3 _ESCALATIONΛ China Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΛ China Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΛ China Tech Center Escalation - HRH Tech Center  3 _ESCALATIONκ!China Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONκ!China Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION`China Build Conditions - EasyΟ_CHINA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterͺ!China Build Condition - Hackers EWMTank_ChinaInternetCenter  !ηChina Build Conditions - Normal_CHINA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter1China Dozer - Build ConditionΎCθ g9 Tank_ChinaVehicleDozer 0EChina Replace Dozer. 3λ!China Build Condition - Hackers N˜MTank_ChinaInternetCenter 7_INVASION_ALERT  !Π China Build Conditions - Hard(China Dozer - High Money Build ConditionMC N 0EChina Replace Dozer. 3"B #(China Dozer - High Money Build Condition*China Dozer - High Money Build Condition 2MC@œ 0EChina Replace Dozer. 2"D #*China Dozer - High Money Build Condition 2Π_CHINA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΒ%China Build Condition - Fill Bunker 1ka9 Tank_ChinaBunker  !Β%China Build Condition - Fill Bunker 2ka9 Tank_ChinaBunker  !Β%China Build Condition - Fill Bunker 3ka9 Tank_ChinaBunker  !Β%China Build Condition - Fill Bunker 4ka9 Tank_ChinaBunker  !ν!China Build Condition - Hackers HšOTank_ChinaPropagandaCenter 7_INVASION_ALERT  !˜China Build Conditions - AlertsChina Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter1#China Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter#China Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterάChina Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeterp China Complimentary - General―China CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFωChina CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE -   China CT - Run SubsGChina CT - Run Subs  >   $China CT - Overlords Build Gattlings 3   China Priority - Set Tank 7   China Priority - Set Infantry 2   China Priority - Set Air}China CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&TK Complimentary Team :_CT_READY_TO_MERGE -   China CT - Run Subs_China CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& TK Complimentary Team 3 _CT1_EXISTSτChina CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSJ"China CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSα#China Complimentary - Infantry TeamkChina CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 7 China CT - WATCH Infantry Off > $China CT - Overlords Build Gattlings 7 China Priority - Set InfantrykChina CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 3 China CT - WATCH Infantry > #$China CT - Overlords Build Gattlings 7 #China Priority - Set Infantry China CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !)China CT - Infantry Upgrades˜/_CT_AIRU Tank_ChinaNuclearMissileLauncher O) Upgrade_ChinaNeutronShellsΒ$China CT - Overlords Build Gattlings  bρ9 )/Tank_Command_UpgradeChinaOverlordGattlingCannon£China Priority - Set Infantry  J++ China Infantry Priority China Complimentary - Air TeamΦChina CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, China CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeterŽChina CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 2 China CT - WATCH Air Off 2 China Priority - Set Air 2 China CT - Air D Disband > $China CT - Overlords Build Gattlings China CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR . China CT - WATCH Air 2 #China Priority - Set AirChina CT - Air UpgradesŒ/_CT_AIRITank_ChinaWarFactory K) Upgrade_ChinaChainGuns China CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !™China Priority - Set Air  E++ China Air Priority}China Complimentary - Tank TeamChina CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 3 China CT - WATCH Tank Off 3 China Priority - Set Tank‡China CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK / China CT - WATCH Tank 3 #China Priority - Set TankChina CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !›China Priority - Set Tank  F++ China Tank Priorityή"China Complimentary - Stealth TeamYChina CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 6 China CT - WATCH Stealth Off 6 China CT - Stealth D Disband'China CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 2 China CT - WATCH StealthβChina CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  China CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterChina CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !₯#China Complimentary - Base Def TeamλChina CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 7 China CT - WATCH Base Def Off`China CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 3 China CT - WATCH Base Def China CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !:.China Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΒEasy Default Priority6,ObjectListsDefined Q++teamSkirmishChinaTankGeneral Easy PriorityGChina Air Priority6,ObjectListsDefined X0China Air PriorityAnti-Air Vehicle P0China Air PriorityAircraft Q0China Air Priority Artillery T0China Air Priority Supply Lines M0China Air PriorityTanks M0China Air PriorityPower V0China Air PriorityBase Factories V0China Air PriorityBase Buildings²China Apply Air Priority/% ( E++ China Air PriorityγChina Tank Priority6,ObjectListsDefined L0China Tank PrioritySpy N0China Tank PriorityTanks V0China Tank Priority Base Defenses R0China Tank Priority Artillery P0China Tank PriorityUtility P0China Tank PriorityVehicle Y0China Tank PriorityAnti-Air Vehicle N0China Tank PriorityPower U0China Tank Priority Supply Lines a0China Tank PrioritySupply Lines - Buildings T0China Tank Priority Tech Center Q0China Tank PriorityInfantry W0China Tank PriorityBase Factories V0China Tank Priority Super Weapons W0China Tank PriorityBase Buildings΄China Apply Tank Priority/% ( F++ China Tank PriorityοChina Infantry Priority6,ObjectListsDefined P0China Infantry PrioritySpy U0China Infantry PriorityInfantry V0China Infantry Priority Artillery Z0China Infantry Priority Base Defenses R0China Infantry PriorityTanks ]0China Infantry PriorityAnti-Air Vehicle T0China Infantry PriorityVehicle T0China Infantry PriorityUtility R0China Infantry PriorityPower [0China Infantry PriorityBase Factories Z0China Infantry Priority Super Weapons [0China Infantry PriorityBase BuildingsΌChina Apply Infantry Priority/% ( J++ China Infantry Priority‘China Path Finder Priority6,ObjectListsDefined S0China Path Finder PrioritySpy2 X0China Path Finder PriorityInfantry2 \0China Path Finder Priority Supply Lines2Β China Apply Path Finder Priority/% ( M++ China Path Finder PriorityChina Rocket Guy Priority6,ObjectListsDefined T0China Rocket Guy PriorityTanks _0China Rocket Guy PriorityAnti-Air Vehicle W0China Rocket Guy PriorityAircraft \0China Rocket Guy Priority Base Defenses [0China Rocket Guy Priority Supply Lines V0China Rocket Guy PriorityUtility T0China Rocket Guy PriorityPowerΐChina Apply Rocket Guy Priority/% ( L++ China Rocket Guy PriorityoChina Stealth Plane Priority6,ObjectListsDefined Y0China Stealth Priority Base Defenses Q0China Stealth PriorityPower X0China Stealth Priority Supply Lines S0China Stealth PriorityUtility U0China Stealth Priority Artillery \0China Stealth PriorityAnti-Air Vehicle Q0China Stealth PriorityTanks Z0China Stealth PriorityBase FactoriesΊChina Apply Stealth Priority/% ( I++ China Stealth PriorityΧChina Capture Tech Building6,ObjectListsDefined `0China Tech Building PriorityTech BuildingsˆΖ"China Apply Tech Building Priority/% ( O++ China Tech Building PriorityΓChina Raider Priority6,ObjectListsDefined R0China Raider PriorityUtilityˆϋ%China Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ H++ China Raider PriorityΈChina Apply Raider Priority/% ( H++ China Raider PriorityChina Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined ]0China Supply Lines Priority Supply Lines– i0China Supply Lines PrioritySupply Lines - Buildings” V0China Supply Lines PriorityPower# _0China Supply Lines PriorityBase Factories ^0China Supply Lines Priority Super Weapons _0China Supply Lines PriorityBase BuildingsΔ!China Apply Supply Lines Priority/% ( N++ China Supply Lines Priority China Power Priority6,ObjectListsDefined O0China Power PriorityPower W0China Power Priority Base Defenses X0China Power PriorityBase Factories Q0China Power PriorityUtility W0China Power Priority Super Weapons X0China Power PriorityBase BuildingsΆChina Apply Power Priority/% ( G++ China Power PriorityΙChina Default Priority6,ObjectListsDefined W++teamSkirmishChinaTankGeneralChina Tank PriorityΗChina Attack Waves China E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 5 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKChina Generic Attack• China Hunt@6_LAUNCH_ATTACK %<2 oChina Hunt Air  %<2 ™China Guard Base  MΜ  [Skirmish]MyInnerPerimeterŸChina Guard Base Outer  MΜ  [Skirmish]MyOuterPerimeterσ%China Behavior: Pre-Attack Guard Base  ;_COUNTER_FOR_ATTACK MΜ  [Skirmish]MyOuterPerimeterChina Guard Combat Zone  =Μ  CombatZoneΗChina Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone’China Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterε(China Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΝChina Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter8China Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ QΎ4 China Attack Enemy Base Center6China Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ PΎ4 China Attack Enemy Base Flank4China Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 China Attack Enemy Base Backψ(China Attack Sequence Back - Supply Hunt  ;   !China Apply Supply Lines Priority OΎ4 China Attack Enemy Base BackΚChina Commando Raid Sequence@6_LAUNCH_ATTACK HΎ4 China Commando OrdersFChina Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor ]8 )*Command_ChinaInfantryBlackLotusCaptureHackChina Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 China Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 China Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 rChina Attack Hunt  %<2 Ο China Team BehaviorsDChina Recruit Tanks From Dropyo1teamSkirmishChinaTankGeneral [Skirmish]EnemyOuterPerimeter$ <±_China Tank Drop Team<F B (China Recruit Tanks From Drop - Reenableΰ(China Recruit Tanks From Drop - Reenable[QTI Tank_SuperweaponTankParadrop 7 China Recruit Tanks From Dropl*China Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter A 'China Behavior: Guard CZ from Artillery\'China Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone D *China Behavior: Guard Base After ArtilleryuChina Team Destroyed  %λ:  China Behavior - ECM Defender  sδ; Tank_ChinaGattlingCannon [Skirmish]MyOuterPerimeter 3.< °China Behavior - Hack Idle  Zρ9 )'Command_ChinaInfantryHackerInternetHack― China Behavior - Hacker Enter IC  SΎ4  China Sequence - Hacker Enter ICώ China Sequence - Hacker Enter IC  sδ; Tank_ChinaInternetCenter [Skirmish]MyOuterPerimeter %i= China Base Invaded HuntA7_INVASION_ALERT %―> %<2 °China Helix Guard Upgrade  [ρ9 )(Command_UpgradeChinaHelixPropagandaTower=China Alert Team AttacksͺChina Invasion Alert HuntF<_INVASION_ALERT_OVER %°, $China Sequence Capture Neutral Units  NΎ4 China Capture Neutral Units«China Capture Neutral Units  %? %<2 China Combat ZoneΓChina Guard the Combat Zone  %3O =Μ  CombatZoneΪChina CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 7China Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@  China Base Building - EasyƒChina 1st Power Plant - E  .τATank_ChinaPowerPlant@China Build 1st Defense - EσKTank_ChinaSupplyCenter ITank_ChinaWarFactory A  _ESCALATION  ϊBιChina Supply Center - ESITank_ChinaPowerPlant Y Tank_ChinaSupplyCenter'·China Barracks - ESITank_ChinaPowerPlant ,τATank_ChinaBarracksΎChina War Factory - EUKTank_ChinaSupplyCenter .τATank_ChinaWarFactory`China 2nd Power Plant - EžITank_ChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ .τATank_ChinaPowerPlant China Prop Center - EžITank_ChinaWarFactory A  _ESCALATION( 4τATank_ChinaPropagandaCenterChina Internet Center - E¦OTank_ChinaPropagandaCenter CΈ  2τATank_ChinaInternetCenterdChina Nuke Silo - EρOTank_ChinaPropagandaCenter A  _ESCALATION΄Cp :τA Tank_ChinaNuclearMissileLauncheršChina Base Building - NormalƒChina 1st Power Plant - N  .τATank_ChinaPowerPlantιChina Supply Center - NSITank_ChinaPowerPlant Y Tank_ChinaSupplyCenter'·China Barracks - NSITank_ChinaPowerPlant ,τATank_ChinaBarracksΎChina War Factory - NUKTank_ChinaSupplyCenter .τATank_ChinaWarFactoryΔChina War Factory 2 - NYOTank_ChinaPropagandaCenter .τATank_ChinaWarFactoryChina Build 1st Defense - N@KTank_ChinaSupplyCenter ITank_ChinaWarFactory A  _ESCALATION C°  ϊBChina Build 2nd Defense - N@KTank_ChinaSupplyCenter ITank_ChinaWarFactory A  _ESCALATIONC°  ώC China Prop Center - NžITank_ChinaWarFactory A  _ESCALATION 4τATank_ChinaPropagandaCenter`China 2nd Power Plant - NžITank_ChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ .τATank_ChinaPowerPlantChina Internet Center - N¦OTank_ChinaPropagandaCenter CΈ  2τATank_ChinaInternetCenterλChina Build Power Plant 3 - NύCRD x7_INVASION_ALERTe9 Tank_ChinaPowerPlantsi9 Tank_ChinaGattlingCannon .τATank_ChinaPowerPlantdChina Nuke Silo - NρOTank_ChinaPropagandaCenter A  _ESCALATIONdCp :τA Tank_ChinaNuclearMissileLauncherΓChina Build Power Plant 4 - NύCRD c7_INVASION_ALERTe9 Tank_ChinaPowerPlantKA  _ESCALATION– .τATank_ChinaPowerPlant³'China Additional Power Plants Front - N‘'.E V9 Power .FTank_ChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - Nά:China Enable Additional Power Plant Construction Front - N;1China Build Power Plant A 'China Additional Power Plants Front - NΤ(China Base Building - HardΧChina High Money Builds - HΎC0u g9 Tank_ChinaSupplyCenter .GTank_ChinaWarFactory .GTank_ChinaPowerPlant 2GTank_ChinaGattlingCannon ,GTank_ChinaBarrackszChina Barracks - H  ,τATank_ChinaBarracksήChina 1st Power Plant - Hqg9 Tank_ChinaVehicleDozer .τATank_ChinaPowerPlantΐChina 2nd Power Plant - HSITank_ChinaWarFactory .τATank_ChinaPowerPlantηChina 3rd Power Plant - HύCRD x7_INVASION_ALERTe9 Tank_ChinaPowerPlantsi9 Tank_ChinaGattlingCannon .τATank_ChinaPowerPlantjChina 4th Power Plant - HύCRD x7_INVASION_ALERTe9 Tank_ChinaPowerPlant .τATank_ChinaPowerPlantjChina 5th Power Plant - HύCRD x7_INVASION_ALERTe9 Tank_ChinaPowerPlant .τATank_ChinaPowerPlantjChina 6th Power Plant - HύCRD x7_INVASION_ALERTe9 Tank_ChinaPowerPlant .τATank_ChinaPowerPlant£China 7+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power .GTank_ChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - HŸChina 7+ Power Plants Front - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power .FTank_ChinaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΤ:China Enable Additional Power Plant Construction Flank - H;1China Build Power Plant 9 China 7+ Power Plants Flank - HΤ:China Enable Additional Power Plant Construction Front - H;1China Build Power Plant 9 China 7+ Power Plants Front - HιChina Supply Center - HSITank_ChinaPowerPlant Y Tank_ChinaSupplyCenter'-China Supply Defense - HUKTank_ChinaSupplyCenter [ Tank_ChinaGattlingCannon' 5› °ΎChina War Factory - HUKTank_ChinaSupplyCenter .τATank_ChinaWarFactoryΐChina War Factory 2 - HUKTank_ChinaSupplyCenter .τATank_ChinaWarFactoryΪChina War Factory 3 - Hoe9 Tank_ChinaWarFactory .τATank_ChinaWarFactoryChina War Factory 4 - Huk9 Tank_ChinaPropagandaCenter .τATank_ChinaWarFactory 5› ΠηChina 1st Defense - H ITank_ChinaPowerPlant C°  ϊBšChina 2nd Defense - HλITank_ChinaWarFactory A  _ESCALATIONC°  ώC *GTank_ChinaBunker *FTank_ChinaBunkerLChina Prop Center - HžITank_ChinaWarFactory A  _ESCALATION 4τATank_ChinaPropagandaCenter 5› Έ  China Internet Center - HYOTank_ChinaPropagandaCenter 2τATank_ChinaInternetCenter 5› Έ VChina Nuke Silo - H€OTank_ChinaPropagandaCenter A  _ESCALATIONK :τA Tank_ChinaNuclearMissileLauncher 5› p«!China Build More Gat Defenses - HΎA  _ESCALATIONi9 Tank_ChinaGattlingCannon 2FTank_ChinaGattlingCannon 2GTank_ChinaGattlingCannon .GTank_ChinaPowerPlantf$China Build More Bunker Defenses - HΎA  _ESCALATION(i9 Tank_ChinaGattlingCannon *FTank_ChinaBunker *GTank_ChinaBunkerσChina Build Speaker Tower 1 - H~A  _ESCALATION(k9 Tank_ChinaPropagandaCenterg9 Tank_ChinaSpeakerTowerCΈ  0τATank_ChinaSpeakerTowerσChina Build Speaker Tower 2 - H~A  _ESCALATION(k9 Tank_ChinaPropagandaCenterg9 Tank_ChinaSpeakerTowerCΈ  0τATank_ChinaSpeakerTowerσChina Build Speaker Tower 3 - H~A  _ESCALATION(k9 Tank_ChinaPropagandaCenterg9 Tank_ChinaSpeakerTowerCΈ  0τATank_ChinaSpeakerTowerσChina Build Speaker Tower 4 - H~A  _ESCALATION(k9 Tank_ChinaPropagandaCenterg9 Tank_ChinaSpeakerTowerCΈ  0τATank_ChinaSpeakerTowerΆChina Tech Buildings’China Tech Building DetectΤ]XH ϊC [Skirmish]MyInnerPerimeterc9 Tank_ChinaBarracks @China Tech Building Near 4 #China Tech Building DetectκChina Tech Capture Build N China Tech Building Near>China Tech Stop Trying  ! China Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding UΎ4 "China Tech Building Capture Ordersύ"China Tech Building Capture Orders  O++ China Tech Building Priority Yδ; Tech Buildings CombatZone z^  ),Command_ChinaInfantryRedGuardCaptureBuilding _8 ),Command_ChinaInfantryRedGuardCaptureBuildingŒChina Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterQChina Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.“>China Tech Stop TryingA  _ESCALATIONd >China Tech Stop TryingΓ China Upgrades) China Mines¦OTank_ChinaPropagandaCenter C' Rρ9teamSkirmishChina)Command_UpgradeChinaMines1China Mines EMP¬U Tank_ChinaNuclearMissileLauncher C˜: Pρ9teamSkirmishChina)Command_UpgradeEMPMinesIChina Upgrade Black NapalmΌe9 Tank_ChinaTankDragonCΠ M) Upgrade_ChinaBlackNapalm China Upgrade Auto Loaderuk9 Tank_ChinaPropagandaCenter U) Tank_Upgrade_ChinaTankAutoLoaderChina Upgrade Chain GunsΎg9 Tank_ChinaTankGattlingCά ΐi9 Tank_ChinaGattlingCannonCά K) Upgrade_ChinaChainGunsIChina Upgrade NationalismΒk9 Tank_ChinaPropagandaCenterCΠ H) Upgrade_Nationalism["China Upgrade Subliminal MessagingΎg9 Tank_ChinaSpeakerTowerCΠ U) Upgrade_ChinaSubliminalMessagingTChina Upgrade Nuke TanksΘq9  Tank_ChinaNuclearMissileLauncherCΠ N) Upgrade_ChinaNuclearTanksYChina Upgrade Uranium ShellsΘq9  Tank_ChinaNuclearMissileLauncherCΠ O) Upgrade_ChinaUraniumShells?China Upgrade Radar Ύg9 Tank_ChinaVehicleDozerCτ G) Upgrade_ChinaRadarUChina Generals Powers0China EMP FireRHTI SuperweaponEMPPulse HϋJ SuperweaponEMPPulse &  China EMP AI ( #China EMP Fireά China EMP AIRHTI SuperweaponEMPPulse ( China EMP Fire & # China EMP AI|China EMP Fire - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK HϋJ SuperweaponEMPPulse * China EMP AI - H , #China EMP Fire - H(China EMP AI - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK , China EMP Fire - H * #China EMP AI - HPChina Arillery FireZPTI SuperweaponArtilleryBarrage PϋJ SuperweaponArtilleryBarrage , China Artillery AI - #China Arillery FireυChina Artillery AIZPTI SuperweaponArtilleryBarrage - China Arillery Fire , #China Artillery AIœChina Arillery Fire - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK PϋJ SuperweaponArtilleryBarrage 0 China Artillery AI - H 1 #China Arillery Fire - HAChina Artillery AI - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK 1 China Arillery Fire - H 0 #China Artillery AI - HSChina Cluster Mine FireVLTI SuperweaponClusterMines LϋJ SuperweaponClusterMines / China Cluster Mine AI 1 #China Cluster Mine FireϋChina Cluster Mine AIVLTI SuperweaponClusterMines 1 China Cluster Mine Fire / #China Cluster Mine AIVChina Carpet Bomb FireYOTI SuperweaponChinaCarpetBomb OϋJ SuperweaponChinaCarpetBomb . China Carpet Bomb AI 0 #China Carpet Bomb FireϋChina Carpet Bomb AIYOTI SuperweaponChinaCarpetBomb 0 China Carpet Bomb Fire . #China Carpet Bomb AIRChina Carpet Bomb Fire - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK¦OTI SuperweaponChinaCarpetBombCθ OϋJ SuperweaponChinaCarpetBomb 2 China Carpet Bomb AI - H 4 #China Carpet Bomb Fire - HχChina Carpet Bomb AI - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK¦OTI SuperweaponChinaCarpetBombCθ 4 China Carpet Bomb Fire - H 2 #China Carpet Bomb AI - HTChina Tank Drop Fire[QTI Tank_SuperweaponTankParadrop QϋJ Tank_SuperweaponTankParadrop , China Tank Drop AI . #China Tank Drop FireχChina Tank Drop AI[QTI Tank_SuperweaponTankParadrop . China Tank Drop Fire , #China Tank Drop AI China Tank Drop Fire - H›QTI Tank_SuperweaponTankParadrop6_LAUNCH_ATTACK QϋJ Tank_SuperweaponTankParadrop 0 China Tank Drop AI - H 2 #China Tank Drop Fire - HCChina Tank Drop AI - H›QTI Tank_SuperweaponTankParadrop6_LAUNCH_ATTACK 2 China Tank Drop Fire - H 0 #China Tank Drop AI - H©China Frenzy FireFTI SuperweaponFrenzy6_LAUNCH_ATTACK z YteamSkirmishChinaTankGeneral)Command_FrenzyTank_ChinaTankBattleMaster ) China Frenzy AI + #China Frenzy FireγChina Frenzy AIPFTI SuperweaponFrenzy + China Frenzy Fire ) #China Frenzy AIώChina Super Weapon Use\China Fire Nuke MissileXNTI SuperweaponNeutronMissile NϋJ SuperweaponNeutronMissile 4 China Fire Nuke Missile AI 1 #China Fire Nuke MissileChina Fire Nuke Missile AIXNTI SuperweaponNeutronMissile 1 China Fire Nuke Missile 4 #China Fire Nuke Missile AIWChina Fire Nuke Missile - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK₯Cθ NTI SuperweaponNeutronMissile NϋJ SuperweaponNeutronMissile 8 China Fire Nuke Missile AI - H 5 #China Fire Nuke Missile - HChina Fire Nuke Missile AI - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK₯NTI SuperweaponNeutronMissileCθ 5 China Fire Nuke Missile - H 8 #China Fire Nuke Missile AI - Hέ'China Garrison BuildsChina Garrison BuildingsKA  _ESCALATION I!China Start Garrisoning Buildings•China Build Garrison P1 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterzChina Garrison OrdersΊChina Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΊChina Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΊChina Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΊChina Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΊChina Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1»China Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΊChina Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΊChina Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΊChina Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΊChina Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΊChina Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΊChina Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΊChina Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΊChina Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΊChina Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΊChina Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΊChina Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΊChina Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΊChina Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΊChina Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΊChina Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΊChina Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΊChina Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΊChina Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3ΕChina Bunker Orders¨China Enter Bunker Sequential  OΎ4 China Garrison Bunker OrdersςChina Garrison Bunker Orders  kδ; Tank_ChinaBunker [Skirmish]MyOuterPerimeter %i= ΠNK Base ExpansionδChina Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 3 China Base Expand Start-B 3 China Base Expand Start-C E China Build Expansion Timer-B A E China Build Expansion Timer-CΘA 5   China Base Expand Start - N 5   China Base Expand Start - H/China Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   [ Nuke_ChinaGattlingCannon¨a Y Nuke_ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BD <China Base Expanding E China Build Expansion Timer-C€;D/China Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   [ Nuke_ChinaGattlingCannon¨a Y Nuke_ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BC <China Base Expanding E China Build Expansion Timer-CpC΄China Base Expand Start-BA7China Build Expansion Timer-B 4 China Base Expansion CheckΌChina Base Expand Start-CA7China Build Expansion Timer-C <China Base Expanding#China Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! [ Nuke_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 2#China Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! [ Nuke_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 3#China Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! [ Nuke_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 4g#China Base Expansion Base Defense 4 |A  _ESCALATION<'! [ Nuke_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 5g#China Base Expansion Base Defense 5 |A  _ESCALATIONn'! [ Nuke_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 6 #China Base Expansion Base Defense 6 |A  _ESCALATION'! [ Nuke_ChinaGattlingCannon¨a‚China Paper Work}China Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer G/Base FactoriesFakeGLAArmsDealer L/Base FactoriesDemo_FakeGLAArmsDealer L/Base FactoriesSlth_FakeGLAArmsDealer L/Base FactoriesChem_FakeGLAArmsDealer E/Base FactoriesFakeGLABarracks J/Base FactoriesDemo_FakeGLABarracks J/Base FactoriesSlth_FakeGLABarracks J/Base FactoriesChem_FakeGLABarracks A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsFakeGLACommandCenter O/Base BuildingsDemo_FakeGLACommandCenter O/Base BuildingsSlth_FakeGLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash R/Supply Lines - BuildingsFakeGLASupplyStash W/Supply Lines - BuildingsDemo_FakeGLASupplyStash W/Supply Lines - BuildingsSlth_FakeGLASupplyStash W/Supply Lines - BuildingsChem_FakeGLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket R/Supply Lines - BuildingsFakeGLABlackMarket W/Supply Lines - BuildingsDemo_FakeGLABlackMarket W/Supply Lines - BuildingsSlth_FakeGLABlackMarket W/Supply Lines - BuildingsChem_FakeGLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefinedΕChina Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE I!China Start Garrisoning Buildings BChina Air Team Is Building BChina Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION >China Tech Stop Trying¦Turn Everything On  'C 'A S China Give AI money to cover bugΒThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free truck. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› @2China World State DetectionΐChina AI Bonus Really LateKA  _ESCALATIONK 5› NΉChina AI Bonus LateKA  _ESCALATION( 5› ˜:ΈChina AI Bonus MidKA  _ESCALATION 5› 'ΊChina AI Bonus EarlyKA  _ESCALATION 5› 'Ι China Escalation China Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 6 China Invasion Alert - Catch4China Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE :  China Clear Alert Response Flags 4 China Invasion Alert - TryϊChina Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER :  China Clear Alert Response Flags8 China Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSEˆChina Time Escalation - E  3 _ESCALATIONˆChina Time Escalation - H   3 _ESCALATIONˆChina Time Escalation - N   3 _ESCALATIONΛ China Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΛ China Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΛ China Tech Center Escalation - HRH Tech Center  3 _ESCALATIONκ!China Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONκ!China Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION`China Build Conditions - EasyΟ_CHINA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterͺ!China Build Condition - Hackers EWMNuke_ChinaInternetCenter  !ηChina Build Conditions - Normal_CHINA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter1China Dozer - Build ConditionΎCθ g9 Nuke_ChinaVehicleDozer 0EChina Replace Dozer. 2λ!China Build Condition - Hackers N˜MNuke_ChinaInternetCenter 7_INVASION_ALERT  !6 China Build Conditions - HardΛ(China Dozer - High Money Build ConditionMC N 0EChina Replace Dozer. 2Ν*China Dozer - High Money Build Condition 2MC@œ 0EChina Replace Dozer. 2Π_CHINA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΒ%China Build Condition - Fill Bunker 1ka9 Nuke_ChinaBunker  !Β%China Build Condition - Fill Bunker 2ka9 Nuke_ChinaBunker  !Β%China Build Condition - Fill Bunker 3ka9 Nuke_ChinaBunker  !Β%China Build Condition - Fill Bunker 4ka9 Nuke_ChinaBunker  !ν!China Build Condition - Hackers HšONuke_ChinaPropagandaCenter 7_INVASION_ALERT  !˜China Build Conditions - AlertsChina Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter1#China Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter#China Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterάChina Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter³ China Complimentary - General―China CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFωChina CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE -   China CT - Run SubsŠChina CT - Run Subs  >   $China CT - Overlords Build Gattlings 9   China CT - Overlords Build Prop 3   China Priority - Set Tank 7   China Priority - Set Infantry 2   China Priority - Set Air}China CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&NK Complimentary Team :_CT_READY_TO_MERGE -   China CT - Run Subs_China CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& NK Complimentary Team 3 _CT1_EXISTSτChina CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSJ"China CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSά#China Complimentary - Infantry TeamkChina CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 7 China CT - WATCH Infantry Off > $China CT - Overlords Build Gattlings 7 China Priority - Set InfantrykChina CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 3 China CT - WATCH Infantry > #$China CT - Overlords Build Gattlings 7 #China Priority - Set Infantry China CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !)China CT - Infantry Upgrades˜/_CT_AIRU Nuke_ChinaNuclearMissileLauncher O) Upgrade_ChinaNeutronShells½$China CT - Overlords Build Gattlings  ]ρ9 )*Command_UpgradeChinaOverlordGattlingCannon£China Priority - Set Infantry  J++ China Infantry PriorityG China Complimentary - Air TeamΦChina CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, China CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeterFChina CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 2 China CT - WATCH Air Off 2 China Priority - Set Air 2 China CT - Air D Disband China CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR . China CT - WATCH Air 2 #China Priority - Set AirChina CT - Air UpgradesŒ/_CT_AIRINuke_ChinaWarFactory K) Upgrade_ChinaChainGuns China CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !™China Priority - Set Air  E++ China Air PriorityΖChina Complimentary - Tank TeamEChina CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 3 China CT - WATCH Tank Off 3 China Priority - Set Tank 9 China CT - Overlords Build PropΚChina CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK / China CT - WATCH Tank 3 #China Priority - Set Tank 9 #China CT - Overlords Build PropChina CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΉChina CT - Overlords Build Prop  ^ρ9 )+Command_UpgradeChinaOverlordPropagandaTower›China Priority - Set Tank  F++ China Tank Priorityή"China Complimentary - Stealth TeamYChina CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 6 China CT - WATCH Stealth Off 6 China CT - Stealth D Disband'China CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 2 China CT - WATCH StealthβChina CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  China CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterChina CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !Ξ#China Complimentary - Base Def TeamλChina CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team. ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 7 China CT - WATCH Base Def Off`China CT - WATCH Base Def Off­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 3 China CT - WATCH Base DefChina CT - Base Def UpgradesŽ3 _CT_BASEDEFGNuke_ChinaAirfield O) Upgrade_ChinaAircraftArmor China CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !Γ-China Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΒEasy Default Priority6,ObjectListsDefined Q++teamSkirmishChinaNukeGeneral Easy PriorityGChina Air Priority6,ObjectListsDefined X0China Air PriorityAnti-Air Vehicle P0China Air PriorityAircraft Q0China Air Priority Artillery T0China Air Priority Supply Lines M0China Air PriorityTanks M0China Air PriorityPower V0China Air PriorityBase Factories V0China Air PriorityBase Buildings²China Apply Air Priority/% ( E++ China Air PriorityxChina Tank Priority6,ObjectListsDefined L0China Tank PrioritySpy N0China Tank PriorityTanks V0China Tank Priority Base Defenses R0China Tank Priority Artillery P0China Tank PriorityUtility P0China Tank PriorityVehicle Y0China Tank PriorityAnti-Air Vehicle N0China Tank PriorityPower U0China Tank Priority Supply Lines T0China Tank Priority Tech Center Q0China Tank PriorityInfantry W0China Tank PriorityBase Factories V0China Tank Priority Super Weapons W0China Tank PriorityBase Buildings΄China Apply Tank Priority/% ( F++ China Tank PriorityοChina Infantry Priority6,ObjectListsDefined P0China Infantry PrioritySpy U0China Infantry PriorityInfantry V0China Infantry Priority Artillery Z0China Infantry Priority Base Defenses R0China Infantry PriorityTanks ]0China Infantry PriorityAnti-Air Vehicle T0China Infantry PriorityVehicle T0China Infantry PriorityUtility R0China Infantry PriorityPower [0China Infantry PriorityBase Factories Z0China Infantry Priority Super Weapons [0China Infantry PriorityBase BuildingsΌChina Apply Infantry Priority/% ( J++ China Infantry Priority‘China Path Finder Priority6,ObjectListsDefined S0China Path Finder PrioritySpy2 X0China Path Finder PriorityInfantry2 \0China Path Finder Priority Supply Lines2Β China Apply Path Finder Priority/% ( M++ China Path Finder PriorityChina Rocket Guy Priority6,ObjectListsDefined T0China Rocket Guy PriorityTanks _0China Rocket Guy PriorityAnti-Air Vehicle W0China Rocket Guy PriorityAircraft \0China Rocket Guy Priority Base Defenses [0China Rocket Guy Priority Supply Lines V0China Rocket Guy PriorityUtility T0China Rocket Guy PriorityPowerΐChina Apply Rocket Guy Priority/% ( L++ China Rocket Guy PriorityoChina Stealth Plane Priority6,ObjectListsDefined Y0China Stealth Priority Base Defenses Q0China Stealth PriorityPower X0China Stealth Priority Supply Lines S0China Stealth PriorityUtility U0China Stealth Priority Artillery \0China Stealth PriorityAnti-Air Vehicle Q0China Stealth PriorityTanks Z0China Stealth PriorityBase FactoriesΊChina Apply Stealth Priority/% ( I++ China Stealth PriorityΧChina Capture Tech Building6,ObjectListsDefined `0China Tech Building PriorityTech BuildingsˆΖ"China Apply Tech Building Priority/% ( O++ China Tech Building PriorityΓChina Raider Priority6,ObjectListsDefined R0China Raider PriorityUtilityˆϋ%China Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ H++ China Raider PriorityΈChina Apply Raider Priority/% ( H++ China Raider PriorityωChina Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined ]0China Supply Lines Priority Supply Lines– ]0China Supply Lines Priority Supply Lines” V0China Supply Lines PriorityPower# _0China Supply Lines PriorityBase Factories ^0China Supply Lines Priority Super Weapons _0China Supply Lines PriorityBase BuildingsΔ!China Apply Supply Lines Priority/% ( N++ China Supply Lines Priority China Power Priority6,ObjectListsDefined O0China Power PriorityPower W0China Power Priority Base Defenses X0China Power PriorityBase Factories Q0China Power PriorityUtility W0China Power Priority Super Weapons X0China Power PriorityBase BuildingsΆChina Apply Power Priority/% ( G++ China Power PriorityΙChina Default Priority6,ObjectListsDefined W++teamSkirmishChinaNukeGeneralChina Tank PriorityΗChina Attack Waves China E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 1 ExecuteπLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 2 ExecuteπLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 3 ExecuteπLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKŸChina Generic Attack• China Hunt@6_LAUNCH_ATTACK %<2 oChina Hunt Air  %<2 ΘChina Guard Base  %3O MΜ  [Skirmish]MyInnerPerimeterΞChina Guard Base Outer  %3O MΜ  [Skirmish]MyOuterPerimeter’China Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterChina Guard Combat Zone  =Μ  CombatZoneΗChina Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone’China Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterε(China Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΝChina Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter8China Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ QΎ4 China Attack Enemy Base Center6China Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ PΎ4 China Attack Enemy Base Flank4China Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 China Attack Enemy Base BackͺChina Behavior: Supply Hunters  PΎ4 China Attack Enemy Base FlankΚChina Commando Raid Sequence@6_LAUNCH_ATTACK HΎ4 China Commando OrdersFChina Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor ]8 )*Command_ChinaInfantryBlackLotusCaptureHackChina Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 China Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 China Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 rChina Attack Hunt  %<2 ΘChina Behavior: Helix Attack@6_LAUNCH_ATTACK Zρ9 )'Command_UpgradeChinaHelixGattlingCannon Vρ9 )#Command_UpgradeChinaHelixNapalmBomb S8 ) Command_ChinaHelixDropNapalmBomb %<2 ΩChina Team Behaviorsl*China Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter A 'China Behavior: Guard CZ from Artillery\'China Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone D *China Behavior: Guard Base After Artillery·China Team Destroyed  8China Teams Lost %λ:  China Behavior - ECM Defender  sδ; Nuke_ChinaGattlingCannon [Skirmish]MyOuterPerimeter 3.< °China Behavior - Hack Idle  Zρ9 )'Command_ChinaInfantryHackerInternetHack― China Behavior - Hacker Enter IC  SΎ4  China Sequence - Hacker Enter ICώ China Sequence - Hacker Enter IC  sδ; Nuke_ChinaInternetCenter [Skirmish]MyOuterPerimeter %i= China Base Invaded HuntA7_INVASION_ALERT %―> %<2 °China Helix Guard Upgrade  [ρ9 )(Command_UpgradeChinaHelixPropagandaTowerzChina Alert Team AttacksηChina Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 $China Sequence Capture Neutral Units  NΎ4 China Capture Neutral Units«China Capture Neutral Units  %? %<2 China Combat ZoneΓChina Guard the Combat Zone  %3O =Μ  CombatZoneΪChina CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 7China Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@  China Base Building - EasyƒChina 1st Power Plant - E  .τANuke_ChinaPowerPlant@China Build 1st Defense - EσKNuke_ChinaSupplyCenter INuke_ChinaWarFactory A  _ESCALATION  ϊBιChina Supply Center - ESINuke_ChinaPowerPlant Y Nuke_ChinaSupplyCenter'·China Barracks - ESINuke_ChinaPowerPlant ,τANuke_ChinaBarracksΎChina War Factory - EUKNuke_ChinaSupplyCenter .τANuke_ChinaWarFactory`China 2nd Power Plant - EžINuke_ChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ .τANuke_ChinaPowerPlant China Prop Center - EžINuke_ChinaWarFactory A  _ESCALATION( 4τANuke_ChinaPropagandaCenterChina Internet Center - E¦ONuke_ChinaPropagandaCenter CΈ  2τANuke_ChinaInternetCenterdChina Nuke Silo - EρONuke_ChinaPropagandaCenter A  _ESCALATION΄Cp :τA Nuke_ChinaNuclearMissileLauncher(China Base Building - NormalƒChina 1st Power Plant - N  .τANuke_ChinaPowerPlantιChina Supply Center - NSINuke_ChinaPowerPlant Y Nuke_ChinaSupplyCenter'·China Barracks - NSINuke_ChinaPowerPlant ,τANuke_ChinaBarracksΎChina War Factory - NUKNuke_ChinaSupplyCenter .τANuke_ChinaWarFactoryChina Build 1st Defense - N@KNuke_ChinaSupplyCenter INuke_ChinaWarFactory A  _ESCALATION C°  ϊBChina Build 2nd Defense - N@KNuke_ChinaSupplyCenter INuke_ChinaWarFactory A  _ESCALATIONC°  ώCRChina Air Field - NνKNuke_ChinaSupplyCenter A  _ESCALATION CΔ  ,τANuke_ChinaAirfield China Prop Center - NžINuke_ChinaWarFactory A  _ESCALATION 4τANuke_ChinaPropagandaCenter`China 2nd Power Plant - NžINuke_ChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ .τANuke_ChinaPowerPlantChina Internet Center - N¦ONuke_ChinaPropagandaCenter CΈ  2τANuke_ChinaInternetCenterλChina Build Power Plant 3 - NύCRD x7_INVASION_ALERTe9 Nuke_ChinaPowerPlantsi9 Nuke_ChinaGattlingCannon .τANuke_ChinaPowerPlantdChina Nuke Silo - NρONuke_ChinaPropagandaCenter A  _ESCALATIONdCp :τA Nuke_ChinaNuclearMissileLauncherΓChina Build Power Plant 4 - NύCRD c7_INVASION_ALERTe9 Nuke_ChinaPowerPlantKA  _ESCALATION– .τANuke_ChinaPowerPlant³'China Additional Power Plants Front - N‘'.E V9 Power .FNuke_ChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - Nά:China Enable Additional Power Plant Construction Front - N;1China Build Power Plant A 'China Additional Power Plants Front - NΔ)China Base Building - HardΧChina High Money Builds - HΎC0u g9 Nuke_ChinaSupplyCenter .GNuke_ChinaWarFactory .GNuke_ChinaPowerPlant 2GNuke_ChinaGattlingCannon ,GNuke_ChinaBarrackszChina Barracks - H  ,τANuke_ChinaBarracksήChina 1st Power Plant - Hqg9 Nuke_ChinaVehicleDozer .τANuke_ChinaPowerPlantΐChina 2nd Power Plant - HSINuke_ChinaWarFactory .τANuke_ChinaPowerPlant)China 3rd Power Plant - HΌCRD xe9 Nuke_ChinaPowerPlant .τANuke_ChinaPowerPlant)China 4th Power Plant - HΌCRD xe9 Nuke_ChinaPowerPlant .τANuke_ChinaPowerPlant)China 5th Power Plant - HΌCRD xe9 Nuke_ChinaPowerPlant .τANuke_ChinaPowerPlant)China 6th Power Plant - HΌCRD xe9 Nuke_ChinaPowerPlant .τANuke_ChinaPowerPlant)China 7th Power Plant - HΌCRD xe9 Nuke_ChinaPowerPlant .τANuke_ChinaPowerPlant£China 8+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power .GNuke_ChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - HŸChina 8+ Power Plants Front - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power .FNuke_ChinaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΤ:China Enable Additional Power Plant Construction Flank - H;1China Build Power Plant 9 China 8+ Power Plants Flank - HΤ:China Enable Additional Power Plant Construction Front - H;1China Build Power Plant 9 China 8+ Power Plants Front - HιChina Supply Center - HSINuke_ChinaPowerPlant Y Nuke_ChinaSupplyCenter'-China Supply Defense - HUKNuke_ChinaSupplyCenter [ Nuke_ChinaGattlingCannon' 5› °ΎChina War Factory - HUKNuke_ChinaSupplyCenter .τANuke_ChinaWarFactoryΪChina War Factory 2 - Hoe9 Nuke_ChinaWarFactory .τANuke_ChinaWarFactoryRChina Air Field - HνKNuke_ChinaSupplyCenter A  _ESCALATION CΔ  ,τANuke_ChinaAirfieldšChina 1st Defense - HSINuke_ChinaPowerPlant  ϊB•China 1st Bunker - HOENuke_ChinaBunker  ϊBfChina 2nd Defense - HλINuke_ChinaWarFactory A  _ESCALATIONC°  ώC *GNuke_ChinaBunkerLChina Prop Center - HžINuke_ChinaWarFactory A  _ESCALATION 5› Έ 4τANuke_ChinaPropagandaCenter China Internet Center - HYONuke_ChinaPropagandaCenter 5› Έ 2τANuke_ChinaInternetCenterVChina Nuke Silo - H€ONuke_ChinaPropagandaCenter A  _ESCALATIONK 5› p :τA Nuke_ChinaNuclearMissileLauncherChina Nuke Silo 2 - H_U Nuke_ChinaNuclearMissileLauncher 5› p :τA Nuke_ChinaNuclearMissileLauncherψ!China Build More Gat Defenses - H A  _ESCALATION(i9 Nuke_ChinaGattlingCannonC  2FNuke_ChinaGattlingCannon 2GNuke_ChinaGattlingCannon .GNuke_ChinaPowerPlant³$China Build More Bunker Defenses - H A  _ESCALATION(i9 Nuke_ChinaGattlingCannonCp *FNuke_ChinaBunker *GNuke_ChinaBunkerσChina Build Speaker Tower 1 - H ~A  _ESCALATION(k9 Nuke_ChinaPropagandaCenterg9 Nuke_ChinaSpeakerTowerCΈ  0τANuke_ChinaSpeakerTowerσChina Build Speaker Tower 2 - H ~A  _ESCALATION(k9 Nuke_ChinaPropagandaCenterg9 Nuke_ChinaSpeakerTowerCΈ  0τANuke_ChinaSpeakerTowerσChina Build Speaker Tower 3 - H ~A  _ESCALATION(k9 Nuke_ChinaPropagandaCenterg9 Nuke_ChinaSpeakerTowerCΈ  0τANuke_ChinaSpeakerTowerσChina Build Speaker Tower 4 - H ~A  _ESCALATION(k9 Nuke_ChinaPropagandaCenterg9 Nuke_ChinaSpeakerTowerCΈ  0τANuke_ChinaSpeakerTowerΆChina Tech Buildings’China Tech Building DetectΤ]XH ϊC [Skirmish]MyInnerPerimeterc9 Nuke_ChinaBarracks @China Tech Building Near 4 #China Tech Building DetectκChina Tech Capture Build N China Tech Building Near>China Tech Stop Trying  ! China Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding UΎ4 "China Tech Building Capture Ordersύ"China Tech Building Capture Orders  O++ China Tech Building Priority Yδ; Tech Buildings CombatZone z^  ),Command_ChinaInfantryRedGuardCaptureBuilding _8 ),Command_ChinaInfantryRedGuardCaptureBuildingŒChina Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterQChina Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.“>China Tech Stop TryingA  _ESCALATIONd >China Tech Stop TryingέChina Upgrades^China Upgrade Tactical Nuke MiG Θq9  Nuke_ChinaNuclearMissileLauncherCΠ Q) Upgrade_ChinaTacticalNukeMigYChina Upgrade Isotope Stability Βk9 Nuke_ChinaPropagandaCenterCΠ R) Upgrade_ChinaIsotopeStability) China Mines ¦ONuke_ChinaPropagandaCenter C' Rρ9teamSkirmishChina)Command_UpgradeChinaMines1China Mines EMP ¬U Nuke_ChinaNuclearMissileLauncher C˜: Pρ9teamSkirmishChina)Command_UpgradeEMPMines China Upgrade Black Napalm Όe9 Nuke_ChinaTankDragonCΠ Έa9 Nuke_ChinaJetMIGCΠ M) Upgrade_ChinaBlackNapalmDChina Upgrade MiG ArmorΈa9 Nuke_ChinaJetMIGCθ O) Upgrade_ChinaAircraftArmorChina Upgrade Chain GunsΎg9 Nuke_ChinaTankGattlingCά ΐi9 Nuke_ChinaGattlingCannonCά K) Upgrade_ChinaChainGunsOChina Upgrade Uranium ShellsΎg9 Nuke_ChinaTankOverlordCΠ O) Upgrade_ChinaUraniumShellsΕChina Upgrade Nuke Tanks9g9 Nuke_ChinaTankOverlordq9  Nuke_ChinaNuclearMissileLauncherCΠ N) Upgrade_ChinaNuclearTanksIChina Upgrade NationalismΒk9 Nuke_ChinaPropagandaCenterCΠ H) Upgrade_Nationalism["China Upgrade Subliminal MessagingΎg9 Nuke_ChinaSpeakerTowerCΠ U) Upgrade_ChinaSubliminalMessagingΛChina Upgrade Neutron Shells:k9 Nuke_ChinaPropagandaCentern9 Nuke_ChinaVehicleNukeLauncherCΠ O) Upgrade_ChinaNeutronShellsUChina Upgrade Radar Ύg9 Nuke_ChinaVehicleDozerCτ ]ρ9teamSkirmishChinaTankGeneral)Command_UpgradeChinaRadar_China Generals PowersiChina Frenzy FirePFTI SuperweaponFrenzy z YteamSkirmishChinaNukeGeneral)Command_FrenzyNuke_ChinaTankBattleMaster ) China Frenzy AI + #China Frenzy FireγChina Frenzy AIPFTI SuperweaponFrenzy + China Frenzy Fire ) #China Frenzy AI0China EMP FireRHTI SuperweaponEMPPulse HϋJ SuperweaponEMPPulse &  China EMP AI ( #China EMP Fireά China EMP AIRHTI SuperweaponEMPPulse ( China EMP Fire & # China EMP AI|China EMP Fire - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK HϋJ SuperweaponEMPPulse * China EMP AI - H , #China EMP Fire - H(China EMP AI - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK , China EMP Fire - H * #China EMP AI - HPChina Arillery FireZPTI SuperweaponArtilleryBarrage PϋJ SuperweaponArtilleryBarrage , China Artillery AI - #China Arillery FireυChina Artillery AIZPTI SuperweaponArtilleryBarrage - China Arillery Fire , #China Artillery AIœChina Arillery Fire - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK PϋJ SuperweaponArtilleryBarrage 0 China Artillery AI - H 1 #China Arillery Fire - HAChina Artillery AI - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK 1 China Arillery Fire - H 0 #China Artillery AI - HSChina Cluster Mine FireVLTI SuperweaponClusterMines LϋJ SuperweaponClusterMines / China Cluster Mine AI 1 #China Cluster Mine FireϋChina Cluster Mine AIVLTI SuperweaponClusterMines 1 China Cluster Mine Fire / #China Cluster Mine AIVChina Carpet Bomb FireYOTI SuperweaponChinaCarpetBomb OϋJ SuperweaponChinaCarpetBomb . China Carpet Bomb AI 0 #China Carpet Bomb FireϋChina Carpet Bomb AIYOTI SuperweaponChinaCarpetBomb 0 China Carpet Bomb Fire . #China Carpet Bomb AI’China Carpet Bomb Fire - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK OϋJ SuperweaponChinaCarpetBomb 2 China Carpet Bomb AI - H 4 #China Carpet Bomb Fire - HGChina Carpet Bomb AI - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK 4 China Carpet Bomb Fire - H 2 #China Carpet Bomb AI - H China Super Weapon Use\China Fire Nuke MissileXNTI SuperweaponNeutronMissile NϋJ SuperweaponNeutronMissile 4 China Fire Nuke Missile AI 1 #China Fire Nuke MissileChina Fire Nuke Missile AIXNTI SuperweaponNeutronMissile 1 China Fire Nuke Missile 4 #China Fire Nuke Missile AI¨China Fire Nuke Missile - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK NϋJ SuperweaponNeutronMissile 8 China Fire Nuke Missile AI - H 5 #China Fire Nuke Missile - HSChina Fire Nuke Missile AI - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK 5 China Fire Nuke Missile - H 8 #China Fire Nuke Missile AI - Hέ'China Garrison BuildsChina Garrison BuildingsKA  _ESCALATION I!China Start Garrisoning Buildings•China Build Garrison P1 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterzChina Garrison OrdersΊChina Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΊChina Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΊChina Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΊChina Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΊChina Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1»China Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΊChina Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΊChina Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΊChina Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΊChina Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΊChina Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΊChina Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΊChina Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΊChina Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΊChina Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΊChina Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΊChina Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΊChina Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΊChina Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΊChina Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΊChina Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΊChina Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΊChina Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΊChina Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3ΕChina Bunker Orders¨China Enter Bunker Sequential  OΎ4 China Garrison Bunker OrdersςChina Garrison Bunker Orders  kδ; Nuke_ChinaBunker [Skirmish]MyOuterPerimeter %i= ΦChina Sell OffChina Sell off checkLg9 Nuke_ChinaVehicleDozerh9 Nuke_ChinaCommandCenter_9 Base FactoriesCΠ m9 Nuke_ChinaVehicleSupplyTrucki9 Nuke_ChinaInfantryHackerg9 Nuke_ChinaSupplyCenter_9 TechOilDerrick > China - Sell Off Timer A ( China Sell offŸChina Sell off:0China - Sell Off Timer '= Œ"ΠIF Base ExpansionδChina Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 3 China Base Expand Start-B 3 China Base Expand Start-C E China Build Expansion Timer-B A E China Build Expansion Timer-CΘA 5   China Base Expand Start - N 5   China Base Expand Start - H/China Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   [ Infa_ChinaGattlingCannon¨a Y Infa_ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BD <China Base Expanding E China Build Expansion Timer-C€;D/China Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.…5i ¨a<China Base Expanding 5›   [ Infa_ChinaGattlingCannon¨a Y Infa_ChinaSupplyCenter¨a -EChina Replace Dozer E China Build Expansion Timer-BC <China Base Expanding E China Build Expansion Timer-CpC΄China Base Expand Start-BA7China Build Expansion Timer-B 4 China Base Expansion CheckΌChina Base Expand Start-CA7China Build Expansion Timer-C <China Base Expanding#China Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! [ Infa_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 2#China Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! [ Infa_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 3#China Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! [ Infa_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 4g#China Base Expansion Base Defense 4 |A  _ESCALATION<'! [ Infa_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 5g#China Base Expansion Base Defense 5 |A  _ESCALATIONn'! [ Infa_ChinaGattlingCannon¨a = #China Base Expansion Base Defense 6 #China Base Expansion Base Defense 6 |A  _ESCALATION'! [ Infa_ChinaGattlingCannon¨aΦChina Sell OffChina Sell off checkLg9 Infa_ChinaVehicleDozerh9 Infa_ChinaCommandCenter_9 Base FactoriesCΠ m9 Infa_ChinaVehicleSupplyTrucki9 Infa_ChinaInfantryHackerg9 Infa_ChinaSupplyCenter_9 TechOilDerrick > China - Sell Off Timer A ( China Sell offŸChina Sell off:0China - Sell Off Timer '= ‚China Paper Work}China Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer G/Base FactoriesFakeGLAArmsDealer L/Base FactoriesDemo_FakeGLAArmsDealer L/Base FactoriesSlth_FakeGLAArmsDealer L/Base FactoriesChem_FakeGLAArmsDealer E/Base FactoriesFakeGLABarracks J/Base FactoriesDemo_FakeGLABarracks J/Base FactoriesSlth_FakeGLABarracks J/Base FactoriesChem_FakeGLABarracks A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsFakeGLACommandCenter O/Base BuildingsDemo_FakeGLACommandCenter O/Base BuildingsSlth_FakeGLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash R/Supply Lines - BuildingsFakeGLASupplyStash W/Supply Lines - BuildingsDemo_FakeGLASupplyStash W/Supply Lines - BuildingsSlth_FakeGLASupplyStash W/Supply Lines - BuildingsChem_FakeGLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket R/Supply Lines - BuildingsFakeGLABlackMarket W/Supply Lines - BuildingsDemo_FakeGLABlackMarket W/Supply Lines - BuildingsSlth_FakeGLABlackMarket W/Supply Lines - BuildingsChem_FakeGLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefinedΕChina Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE I!China Start Garrisoning Buildings BChina Air Team Is Building BChina Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION >China Tech Stop Trying¦Turn Everything On  'C 'A S China Give AI money to cover bugΒThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free truck. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› @2China World State DetectionΐChina AI Bonus Really LateKA  _ESCALATIONK 5› NΉChina AI Bonus LateKA  _ESCALATION( 5› ˜:ΈChina AI Bonus MidKA  _ESCALATION 5› 'ΊChina AI Bonus EarlyKA  _ESCALATION 5› 'Ι China Escalation China Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 6 China Invasion Alert - Catch4China Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE :  China Clear Alert Response Flags 4 China Invasion Alert - TryϊChina Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER :  China Clear Alert Response Flags8 China Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSEˆChina Time Escalation - E  3 _ESCALATIONˆChina Time Escalation - H   3 _ESCALATIONˆChina Time Escalation - N   3 _ESCALATIONΛ China Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΛ China Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΛ China Tech Center Escalation - HRH Tech Center  3 _ESCALATIONκ!China Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONκ!China Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION`China Build Conditions - EasyΟ_CHINA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΟ_CHINA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterͺ!China Build Condition - Hackers EWMInfa_ChinaInternetCenter  !ηChina Build Conditions - Normal_CHINA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_CHINA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter1China Dozer - Build ConditionΎCθ g9 Infa_ChinaVehicleDozer 0EChina Replace Dozer. 1λ!China Build Condition - Hackers N˜MInfa_ChinaInternetCenter 7_INVASION_ALERT  !Ž China Build Conditions - Hard(China Dozer - High Money Build ConditionMC N 0EChina Replace Dozer. 1"B #(China Dozer - High Money Build Condition*China Dozer - High Money Build Condition 2MC@œ 0EChina Replace Dozer. 1"D #*China Dozer - High Money Build Condition 2Π_CHINA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΠ_CHINA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΒ%China Build Condition - Fill Bunker 1ka9 Infa_ChinaBunker  !Β%China Build Condition - Fill Bunker 2ka9 Infa_ChinaBunker  !Β%China Build Condition - Fill Bunker 3ka9 Infa_ChinaBunker  !Β%China Build Condition - Fill Bunker 4ka9 Infa_ChinaBunker  !ν!China Build Condition - Hackers HšOInfa_ChinaPropagandaCenter 7_INVASION_ALERT  ! China Build Condition - GarrisonGInfa_ChinaBarracks B  _ATTACK_WAVE %i= ’China Build Condition - CaptureQGInfa_ChinaBarracks  !˜China Build Conditions - AlertsChina Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter1#China Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter#China Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterάChina Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter³ China Complimentary - General―China CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFωChina CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE -   China CT - Run SubsŠChina CT - Run Subs  >   $China CT - Overlords Build Gattlings 9   China CT - Overlords Build Prop 3   China Priority - Set Tank 7   China Priority - Set Infantry 2   China Priority - Set Air}China CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&IF Complimentary Team :_CT_READY_TO_MERGE -   China CT - Run Subs_China CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& IF Complimentary Team 3 _CT1_EXISTSτChina CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSJ"China CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSά#China Complimentary - Infantry TeamkChina CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 7 China CT - WATCH Infantry Off > $China CT - Overlords Build Gattlings 7 China Priority - Set InfantrykChina CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 3 China CT - WATCH Infantry > #$China CT - Overlords Build Gattlings 7 #China Priority - Set Infantry China CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !)China CT - Infantry Upgrades˜/_CT_AIRU Infa_ChinaNuclearMissileLauncher O) Upgrade_ChinaNeutronShells½$China CT - Overlords Build Gattlings  ]ρ9 )*Command_UpgradeChinaOverlordGattlingCannon£China Priority - Set Infantry  J++ China Infantry PriorityG China Complimentary - Air TeamΦChina CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, China CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeterFChina CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 2 China CT - WATCH Air Off 2 China Priority - Set Air 2 China CT - Air D Disband China CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR . China CT - WATCH Air 2 #China Priority - Set AirChina CT - Air UpgradesŒ/_CT_AIRIInfa_ChinaWarFactory K) Upgrade_ChinaChainGuns China CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !™China Priority - Set Air  E++ China Air PriorityΖChina Complimentary - Tank TeamEChina CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 3 China CT - WATCH Tank Off 3 China Priority - Set Tank 9 China CT - Overlords Build PropΚChina CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK / China CT - WATCH Tank 3 #China Priority - Set Tank 9 #China CT - Overlords Build PropChina CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΉChina CT - Overlords Build Prop  ^ρ9 )+Command_UpgradeChinaOverlordPropagandaTower›China Priority - Set Tank  F++ China Tank Priorityή"China Complimentary - Stealth TeamβChina CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  China CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterYChina CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 6 China CT - WATCH Stealth Off 6 China CT - Stealth D Disband'China CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 2 China CT - WATCH StealthChina CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !Ξ#China Complimentary - Base Def TeamλChina CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 7 China CT - WATCH Base Def Off`China CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 3 China CT - WATCH Base DefChina CT - Base Def Upgrades Ž3 _CT_BASEDEFGInfa_ChinaAirfield O) Upgrade_ChinaAircraftArmor China CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !L1China Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΖEasy Default Priority6,ObjectListsDefined U++ teamSkirmishChinaInfantryGeneral Easy PriorityGChina Air Priority6,ObjectListsDefined X0China Air PriorityAnti-Air Vehicle P0China Air PriorityAircraft Q0China Air Priority Artillery T0China Air Priority Supply Lines M0China Air PriorityTanks M0China Air PriorityPower V0China Air PriorityBase Factories V0China Air PriorityBase Buildings²China Apply Air Priority/% ( E++ China Air PriorityxChina Tank Priority6,ObjectListsDefined L0China Tank PrioritySpy N0China Tank PriorityTanks V0China Tank Priority Base Defenses R0China Tank Priority Artillery P0China Tank PriorityUtility P0China Tank PriorityVehicle Y0China Tank PriorityAnti-Air Vehicle N0China Tank PriorityPower U0China Tank Priority Supply Lines T0China Tank Priority Tech Center Q0China Tank PriorityInfantry W0China Tank PriorityBase Factories V0China Tank Priority Super Weapons W0China Tank PriorityBase Buildings΄China Apply Tank Priority/% ( F++ China Tank PriorityοChina Infantry Priority6,ObjectListsDefined P0China Infantry PrioritySpy U0China Infantry PriorityInfantry V0China Infantry Priority Artillery Z0China Infantry Priority Base Defenses R0China Infantry PriorityTanks ]0China Infantry PriorityAnti-Air Vehicle T0China Infantry PriorityVehicle T0China Infantry PriorityUtility R0China Infantry PriorityPower [0China Infantry PriorityBase Factories Z0China Infantry Priority Super Weapons [0China Infantry PriorityBase BuildingsΌChina Apply Infantry Priority/% ( J++ China Infantry Priority‘China Path Finder Priority6,ObjectListsDefined S0China Path Finder PrioritySpy2 X0China Path Finder PriorityInfantry2 \0China Path Finder Priority Supply Lines2Β China Apply Path Finder Priority/% ( M++ China Path Finder PriorityChina Rocket Guy Priority6,ObjectListsDefined T0China Rocket Guy PriorityTanks _0China Rocket Guy PriorityAnti-Air Vehicle W0China Rocket Guy PriorityAircraft \0China Rocket Guy Priority Base Defenses [0China Rocket Guy Priority Supply Lines V0China Rocket Guy PriorityUtility T0China Rocket Guy PriorityPowerΐChina Apply Rocket Guy Priority/% ( L++ China Rocket Guy PriorityoChina Stealth Plane Priority6,ObjectListsDefined Y0China Stealth Priority Base Defenses Q0China Stealth PriorityPower X0China Stealth Priority Supply Lines S0China Stealth PriorityUtility U0China Stealth Priority Artillery \0China Stealth PriorityAnti-Air Vehicle Q0China Stealth PriorityTanks Z0China Stealth PriorityBase FactoriesΊChina Apply Stealth Priority/% ( I++ China Stealth PriorityΧChina Capture Tech Building6,ObjectListsDefined `0China Tech Building PriorityTech BuildingsˆΖ"China Apply Tech Building Priority/% ( O++ China Tech Building PriorityΓChina Raider Priority6,ObjectListsDefined R0China Raider PriorityUtilityˆϋ%China Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ H++ China Raider PriorityΈChina Apply Raider Priority/% ( H++ China Raider PriorityωChina Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined ]0China Supply Lines Priority Supply Lines– ]0China Supply Lines Priority Supply Lines” V0China Supply Lines PriorityPower# _0China Supply Lines PriorityBase Factories ^0China Supply Lines Priority Super Weapons _0China Supply Lines PriorityBase BuildingsΔ!China Apply Supply Lines Priority/% ( N++ China Supply Lines Priority China Power Priority6,ObjectListsDefined O0China Power PriorityPower W0China Power Priority Base Defenses X0China Power PriorityBase Factories Q0China Power PriorityUtility W0China Power Priority Super Weapons X0China Power PriorityBase BuildingsΆChina Apply Power Priority/% ( G++ China Power Priority³China Capture Priority6,ObjectListsDefined Q0China Capture PriorityPower Y0China Capture Priority Super Weapons Z0China Capture PriorityTech Buildings W0China Capture Priority Tech Center Z0China Capture PriorityBase Factories Z0China Capture PriorityBase BuildingsΊChina Apply Capture Priority/% ( I++ China Capture PriorityΝChina Default Priority6,ObjectListsDefined [++ teamSkirmishChinaInfantryGeneralChina Tank PriorityΗChina Attack Waves China E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE China N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF China H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE China H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKρChina Generic Attack• China Hunt@6_LAUNCH_ATTACK %<2 oChina Hunt Air  %<2 ΘChina Guard Base  %3O MΜ  [Skirmish]MyInnerPerimeterΞChina Guard Base Outer  %3O MΜ  [Skirmish]MyOuterPerimeter’China Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterChina Guard Combat Zone  =Μ  CombatZoneΗChina Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone’China Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterε(China Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΝChina Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter8China Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ QΎ4 China Attack Enemy Base Center6China Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ PΎ4 China Attack Enemy Base Flank4China Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 China Attack Enemy Base BackΚChina Commando Raid Sequence@6_LAUNCH_ATTACK HΎ4 China Commando OrdersFChina Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor ]8 )*Command_ChinaInfantryBlackLotusCaptureHackChina Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 China Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 China Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 ‘China Attack Hunt  %7X %<2 ΘChina Behavior: Helix Attack@6_LAUNCH_ATTACK Zρ9 )'Command_UpgradeChinaHelixGattlingCannon Vρ9 )#Command_UpgradeChinaHelixNapalmBomb S8 ) Command_ChinaHelixDropNapalmBomb %<2 Ν"China Behavior: Dragon Tank Attack@6_LAUNCH_ATTACK Zρ9 )'Command_UpgradeChinaHelixGattlingCannon Vρ9 )#Command_UpgradeChinaHelixNapalmBomb R8 )Command_ChinaDragonTankFireWall %<2 > China Team Behaviors¨ China Behavior: Garrison Closest  LΎ4 China Sequence: Garrison ©China Sequence: Garrison   %i= %<2 \'China Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone D *China Behavior: Guard Base After Artilleryl*China Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter A 'China Behavior: Guard CZ from Artillery·China Behavior: Capture Hunt  _8 ),Command_ChinaInfantryRedGuardCaptureBuilding·China Team Destroyed  8China Teams Lost %λ:  China Behavior - ECM Defender  sδ; Infa_ChinaGattlingCannon [Skirmish]MyOuterPerimeter 3.< °China Behavior - Hack Idle  Zρ9 )'Command_ChinaInfantryHackerInternetHackξ China Behavior - Hacker Enter IC  5› ξ SΎ4  China Sequence - Hacker Enter ICώ China Sequence - Hacker Enter IC  sδ; Infa_ChinaInternetCenter [Skirmish]MyOuterPerimeter %i= China Base Invaded HuntA7_INVASION_ALERT %―> %<2 °China Helix Guard Upgrade  [ρ9 )(Command_UpgradeChinaHelixPropagandaTowerzChina Alert Team AttacksηChina Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 $China Sequence Capture Neutral Units  NΎ4 China Capture Neutral Units«China Capture Neutral Units  %? %<2 China Combat ZoneΓChina Guard the Combat Zone  %3O =Μ  CombatZoneΪChina CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 7China Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@  China Base Building - EasyƒChina 1st Power Plant - E  .τAInfa_ChinaPowerPlant@China Build 1st Defense - EσKInfa_ChinaSupplyCenter IInfa_ChinaWarFactory A  _ESCALATION  ϊBιChina Supply Center - ESIInfa_ChinaPowerPlant Y Infa_ChinaSupplyCenter'·China Barracks - ESIInfa_ChinaPowerPlant ,τAInfa_ChinaBarracksΎChina War Factory - EUKInfa_ChinaSupplyCenter .τAInfa_ChinaWarFactory`China 2nd Power Plant - EžIInfa_ChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ .τAInfa_ChinaPowerPlant China Prop Center - EžIInfa_ChinaWarFactory A  _ESCALATION( 4τAInfa_ChinaPropagandaCenterChina Internet Center - E¦OInfa_ChinaPropagandaCenter CΈ  2τAInfa_ChinaInternetCenterdChina Nuke Silo - EρOInfa_ChinaPropagandaCenter A  _ESCALATION΄Cp :τA Nuke_ChinaNuclearMissileLauncher(China Base Building - NormalƒChina 1st Power Plant - N  .τAInfa_ChinaPowerPlantιChina Supply Center - NSIInfa_ChinaPowerPlant Y Infa_ChinaSupplyCenter'·China Barracks - NSIInfa_ChinaPowerPlant ,τAInfa_ChinaBarracksΎChina War Factory - NUKInfa_ChinaSupplyCenter .τAInfa_ChinaWarFactoryChina Build 1st Defense - N@KInfa_ChinaSupplyCenter IInfa_ChinaWarFactory A  _ESCALATION C°  ϊBChina Build 2nd Defense - N@KInfa_ChinaSupplyCenter IInfa_ChinaWarFactory A  _ESCALATIONC°  ώCRChina Air Field - NνKInfa_ChinaSupplyCenter A  _ESCALATION CΔ  ,τAInfa_ChinaAirfield China Prop Center - NžIInfa_ChinaWarFactory A  _ESCALATION 4τAInfa_ChinaPropagandaCenter`China 2nd Power Plant - NžIInfa_ChinaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ .τAInfa_ChinaPowerPlantChina Internet Center - N¦OInfa_ChinaPropagandaCenter CΈ  2τAInfa_ChinaInternetCenterλChina Build Power Plant 3 - NύCRD x7_INVASION_ALERTe9 Infa_ChinaPowerPlantsi9 Infa_ChinaGattlingCannon .τAInfa_ChinaPowerPlantdChina Nuke Silo - NρOInfa_ChinaPropagandaCenter A  _ESCALATIONdCp :τA Infa_ChinaNuclearMissileLauncherΓChina Build Power Plant 4 - NύCRD c7_INVASION_ALERTe9 Infa_ChinaPowerPlantKA  _ESCALATION– .τAInfa_ChinaPowerPlant³'China Additional Power Plants Front - N‘'.E V9 Power .FInfa_ChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - Nά:China Enable Additional Power Plant Construction Front - N;1China Build Power Plant A 'China Additional Power Plants Front - Nβ*China Base Building - HardΧChina High Money Builds - HΎC0u g9 Infa_ChinaSupplyCenter .GInfa_ChinaWarFactory .GInfa_ChinaPowerPlant 2GInfa_ChinaGattlingCannon ,GInfa_ChinaBarrackszChina Barracks - H  ,τAInfa_ChinaBarracks·China Barracks 2 - HQGInfa_ChinaBarracks ,τAInfa_ChinaBarracks»China Barracks 3 - HUKInfa_ChinaSupplyCenter ,τAInfa_ChinaBarracks½China Barracks 4 - HWMInfa_ChinaInternetCenter ,τAInfa_ChinaBarracksήChina 1st Power Plant - Hqg9 Infa_ChinaVehicleDozer .τAInfa_ChinaPowerPlantΒChina 2nd Power Plant - HUKInfa_ChinaSupplyCenter .τAInfa_ChinaPowerPlantηChina 3rd Power Plant - HύCRD x7_INVASION_ALERTe9 Infa_ChinaPowerPlantsi9 Infa_ChinaGattlingCannon .τAInfa_ChinaPowerPlantjChina 4th Power Plant - HύCRD x7_INVASION_ALERTe9 Infa_ChinaPowerPlant .τAInfa_ChinaPowerPlantjChina 5th Power Plant - HύCRD x7_INVASION_ALERTe9 Infa_ChinaPowerPlant .τAInfa_ChinaPowerPlantjChina 6th Power Plant - HύCRD x7_INVASION_ALERTe9 Infa_ChinaPowerPlant .τAInfa_ChinaPowerPlant£China 7+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power .GInfa_ChinaPowerPlant ? China Build Power Plant B T :China Enable Additional Power Plant Construction Front - HŸChina 7+ Power Plants Front - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power .FInfa_ChinaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΤ:China Enable Additional Power Plant Construction Flank - H;1China Build Power Plant 9 China 7+ Power Plants Flank - HΤ:China Enable Additional Power Plant Construction Front - H;1China Build Power Plant 9 China 7+ Power Plants Front - HιChina Supply Center - HSIInfa_ChinaPowerPlant Y Infa_ChinaSupplyCenter'ξChina Supply Defense - HUKInfa_ChinaSupplyCenter [ Infa_ChinaGattlingCannon'ΎChina War Factory - HUKInfa_ChinaSupplyCenter .τAInfa_ChinaWarFactoryRChina Air Field - HνKInfa_ChinaSupplyCenter A  _ESCALATION CΔ  ,τAInfa_ChinaAirfieldκChina 1st Gat Cannon - H IInfa_ChinaPowerPlant C°  ϊBChina 1st Bunker - H’KInfa_ChinaSupplyCenter C° *FInfa_ChinaBunkerfChina 2nd Defense - HλIInfa_ChinaWarFactory A  _ESCALATIONC°  ώC *GInfa_ChinaBunkerLChina Prop Center - HžIInfa_ChinaWarFactory A  _ESCALATION 5› Έ 4τAInfa_ChinaPropagandaCenter China Internet Center - HYOInfa_ChinaPropagandaCenter 5› Έ 2τAInfa_ChinaInternetCenterVChina Nuke Silo - H€OInfa_ChinaPropagandaCenter A  _ESCALATIONK 5› p :τA Infa_ChinaNuclearMissileLauncherψ!China Build More Gat Defenses - H A  _ESCALATION(i9 Infa_ChinaGattlingCannonCp 2FInfa_ChinaGattlingCannon 2GInfa_ChinaGattlingCannon .GInfa_ChinaPowerPlant³$China Build More Bunker Defenses - H A  _ESCALATION(i9 Infa_ChinaGattlingCannonCp *FInfa_ChinaBunker *GInfa_ChinaBunkerσChina Build Speaker Tower 1 - H~A  _ESCALATION(k9 Infa_ChinaPropagandaCenterg9 Infa_ChinaSpeakerTowerCΈ  0τAInfa_ChinaSpeakerTowerσChina Build Speaker Tower 2 - H~A  _ESCALATION(k9 Infa_ChinaPropagandaCenterg9 Infa_ChinaSpeakerTowerCΈ  0τAInfa_ChinaSpeakerTowerσChina Build Speaker Tower 3 - H~A  _ESCALATION(k9 Infa_ChinaPropagandaCenterg9 Infa_ChinaSpeakerTowerCΈ  0τAInfa_ChinaSpeakerTowerσChina Build Speaker Tower 4 - H~A  _ESCALATION(k9 Infa_ChinaPropagandaCenterg9 Infa_ChinaSpeakerTowerCΈ  0τAInfa_ChinaSpeakerTowerΆChina Tech Buildings’China Tech Building DetectΤ]XH ϊC [Skirmish]MyInnerPerimeterc9 Infa_ChinaBarracks @China Tech Building Near 4 #China Tech Building DetectκChina Tech Capture Build N China Tech Building Near>China Tech Stop Trying  ! China Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding UΎ4 "China Tech Building Capture Ordersύ"China Tech Building Capture Orders  O++ China Tech Building Priority Yδ; Tech Buildings CombatZone z^  ),Command_ChinaInfantryRedGuardCaptureBuilding _8 ),Command_ChinaInfantryRedGuardCaptureBuildingŒChina Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterQChina Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.“>China Tech Stop TryingA  _ESCALATIONd >China Tech Stop Trying& China Upgrades) China Mines ¦OInfa_ChinaPropagandaCenter C' Rρ9teamSkirmishChina)Command_UpgradeChinaMines1China Mines EMP ¬U Infa_ChinaNuclearMissileLauncher C˜: Pρ9teamSkirmishChina)Command_UpgradeEMPMines China Upgrade Black Napalm Όe9 Infa_ChinaTankDragonCΠ Έa9 Infa_ChinaJetMIGCΠ M) Upgrade_ChinaBlackNapalmDChina Upgrade MiG ArmorΈa9 Infa_ChinaJetMIGCθ O) Upgrade_ChinaAircraftArmorIChina Upgrade Chain Gunsΐi9 Infa_ChinaGattlingCannonCά K) Upgrade_ChinaChainGunsIChina Upgrade NationalismΒk9 Infa_ChinaPropagandaCenterCΠ H) Upgrade_Nationalism["China Upgrade Subliminal MessagingΎg9 Infa_ChinaSpeakerTowerCΠ U) Upgrade_ChinaSubliminalMessagingΛChina Upgrade Neutron Shells:k9 Infa_ChinaPropagandaCentern9 Infa_ChinaVehicleNukeLauncherCΠ O) Upgrade_ChinaNeutronShellsYChina Upgrade Radar Ύg9 Infa_ChinaVehicleDozerCτ aρ9 teamSkirmishChinaInfantryGeneral)Command_UpgradeChinaRadarChina Generals Powers0China EMP FireRHTI SuperweaponEMPPulse HϋJ SuperweaponEMPPulse &  China EMP AI ( #China EMP Fireά China EMP AIRHTI SuperweaponEMPPulse ( China EMP Fire & # China EMP AI|China EMP Fire - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK HϋJ SuperweaponEMPPulse * China EMP AI - H , #China EMP Fire - H(China EMP AI - H’HTI SuperweaponEMPPulse6_LAUNCH_ATTACK , China EMP Fire - H * #China EMP AI - HPChina Arillery FireZPTI SuperweaponArtilleryBarrage PϋJ SuperweaponArtilleryBarrage , China Artillery AI - #China Arillery FireυChina Artillery AIZPTI SuperweaponArtilleryBarrage - China Arillery Fire , #China Artillery AIœChina Arillery Fire - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK PϋJ SuperweaponArtilleryBarrage 0 China Artillery AI - H 1 #China Arillery Fire - HAChina Artillery AI - HšPTI SuperweaponArtilleryBarrage6_LAUNCH_ATTACK 1 China Arillery Fire - H 0 #China Artillery AI - HSChina Cluster Mine FireVLTI SuperweaponClusterMines LϋJ SuperweaponClusterMines / China Cluster Mine AI 1 #China Cluster Mine FireϋChina Cluster Mine AIVLTI SuperweaponClusterMines 1 China Cluster Mine Fire / #China Cluster Mine AIVChina Carpet Bomb FireYOTI SuperweaponChinaCarpetBomb OϋJ SuperweaponChinaCarpetBomb . China Carpet Bomb AI 0 #China Carpet Bomb FireϋChina Carpet Bomb AIYOTI SuperweaponChinaCarpetBomb 0 China Carpet Bomb Fire . #China Carpet Bomb AI’China Carpet Bomb Fire - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK OϋJ SuperweaponChinaCarpetBomb 2 China Carpet Bomb AI - H 4 #China Carpet Bomb Fire - HGChina Carpet Bomb AI - H™OTI SuperweaponChinaCarpetBomb6_LAUNCH_ATTACK 4 China Carpet Bomb Fire - H 2 #China Carpet Bomb AI - H΄China Infantry Drop Fire - HŸUTI  Infa_SuperweaponInfantryParadrop6_LAUNCH_ATTACK UϋJ  Infa_SuperweaponInfantryParadrop 4 China Infantry Drop AI - H 6 #China Infantry Drop Fire - HSChina Infantry Drop AI - HŸUTI  Infa_SuperweaponInfantryParadrop6_LAUNCH_ATTACK 6 China Infantry Drop Fire - H 4 #China Infantry Drop AI - H China Super Weapon Use\China Fire Nuke MissileXNTI SuperweaponNeutronMissile NϋJ SuperweaponNeutronMissile 4 China Fire Nuke Missile AI 1 #China Fire Nuke MissileChina Fire Nuke Missile AIXNTI SuperweaponNeutronMissile 1 China Fire Nuke Missile 4 #China Fire Nuke Missile AI¨China Fire Nuke Missile - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK NϋJ SuperweaponNeutronMissile 8 China Fire Nuke Missile AI - H 5 #China Fire Nuke Missile - HSChina Fire Nuke Missile AI - H˜NTI SuperweaponNeutronMissile6_LAUNCH_ATTACK 5 China Fire Nuke Missile - H 8 #China Fire Nuke Missile AI - Hέ'China Garrison BuildsChina Garrison BuildingsKA  _ESCALATION I!China Start Garrisoning Buildings•China Build Garrison P1 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B1(+KPlayer1 Garrison15kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B2(+KPlayer1 Garrison25kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P1 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P2 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P3 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P4 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P5 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P6 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P7 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter•China Build Garrison P8 B3(+KPlayer1 Garrison35kL I!China Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterzChina Garrison OrdersΊChina Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΊChina Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΊChina Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΊChina Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΊChina Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1»China Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΊChina Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΊChina Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΊChina Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΊChina Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΊChina Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΊChina Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΊChina Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΊChina Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΊChina Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΊChina Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΊChina Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΊChina Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΊChina Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΊChina Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΊChina Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΊChina Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΊChina Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΊChina Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3ΕChina Bunker Orders¨China Enter Bunker Sequential  OΎ4 China Garrison Bunker OrdersςChina Garrison Bunker Orders  kδ; Infa_ChinaBunker [Skirmish]MyOuterPerimeter %i= Ή$DM Base Expansion§GLA Start First Expansion  R”NGLA Random Initial Expansion4BπB³GLA Start First Expansion-B@6GLA Random Initial Expansion 2 GLA Base Expansion CheckΦGLA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 GLA Base Expand Start-B 1 GLA Base Expand Start-C C GLA Build Expansion Timer-B A C GLA Build Expansion Timer-CΘA 3   GLA Base Expand Start - N 3   GLA Base Expand Start - HHGLA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 60 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ V Demo_GLAStingerSite¨a V Demo_GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-BαCD :GLA Base Expanding C GLA Build Expansion Timer-C€;DHGLA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 60 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ V Demo_GLAStingerSite¨a V Demo_GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-B4BπB :GLA Base Expanding C GLA Build Expansion Timer-CpCGLA Base Expand Start-B?5GLA Build Expansion Timer-B 2 GLA Base Expansion CheckΆGLA Base Expand Start-C?5GLA Build Expansion Timer-C :GLA Base Expanding!GLA Base Expansion Base Defense 1 si9 Supply Lines - Buildings V Demo_GLAStingerSite¨a!GLA Base Expansion Base Defense 2 si9 Supply Lines - Buildings V Demo_GLAStingerSite¨a!GLA Base Expansion Base Defense 3 si9 Supply Lines - Buildings V Demo_GLAStingerSite¨aK$GLA Base Expansion Base Defense 4+ AŠIf the player has a lot of money, he builds more defenses quickly. But we don't want him to get out of control, so we'll cap at 12. - kds .Cp d9 Demo_GLAStingerSitei9 Supply Lines - Buildings.Cp d9  Demo_GLAStingerSitei9 Supply Lines - Buildings.Cp d9 Demo_GLAStingerSitei9 Supply Lines - Buildings.Cp d9 Demo_GLAStingerSitei9 Supply Lines - Buildings V Demo_GLAStingerSite¨a A GLA Build Supply DefensesπA$GLA Base Expansion Base Defense 4+ BOIf the player has sufficient money, he gradually builds up his supply defenses. .CΔ  d9 Demo_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9 Demo_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9  Demo_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9 Demo_GLAStingerSitei9 Supply Lines - Buildings V Demo_GLAStingerSite¨a A GLA Build Supply DefensesπB-GLA Base Expansion Base Defense 4+ Reactivate;After the timer expires, check to build more stinger sites.=3GLA Build Supply Defenses > $GLA Base Expansion Base Defense 4+ A > $GLA Base Expansion Base Defense 4+ B $E GLA Worker6GLA Base Expansion Base TunnelsOIf the player has sufficient money, he gradually builds up his supply defenses.π CΈ  f9 Demo_GLATunnelNetworkf9 Demo_GLATunnelNetworki9 Supply Lines - Buildings CΈ  f9 Demo_GLATunnelNetworkf9 Demo_GLATunnelNetworki9 Supply Lines - Buildings X Demo_GLATunnelNetwork˜:€ GLA Sell OffυGLA Sell off checkJg9 Demo_GLAInfantryWorkerf9 Demo_GLACommandCenter_9 Base FactoriesCΠ g9 Demo_GLAInfantryWorkerd9 Demo_GLABlackMarketd9 Demo_GLASupplyStash_9 TechOilDerrick 6 Sell Off Timer A &  GLA Sell off‹ GLA Sell off2(Sell Off Timer '= ωzGLA Paper Work vGLA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks F/Base FactoriesSlth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined»GLA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GGLA Start Garrisoning Buildings @GLA Air Team Is Building @GLA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <GLA Tech Stop Trying¦Turn Everything On  'C 'A TGLA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› Θ(GLA World State DetectionΎGLA AI Bonus Really LateKA  _ESCALATIONK 5› N·GLA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆGLA AI Bonus MidKA  _ESCALATION 5› 'ΈGLA AI Bonus EarlyKA  _ESCALATION 5› ˆ§ GLA EscalationGLA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 GLA Invasion Alert - Catch.GLA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 GLA Clear Alert Response Flags 2 GLA Invasion Alert - TryφGLA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 GLA Clear Alert Response Flags6GLA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†GLA Time Escalation - E  3 _ESCALATION†GLA Time Escalation - H   3 _ESCALATION†GLA Time Escalation - N   3 _ESCALATIONΙGLA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙGLA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΙGLA Tech Center Escalation - HRH Tech Center  3 _ESCALATIONθGLA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθGLA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€GLA Build Conditions - EasyΝ_GLA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterέGLA Build Conditions - Normal_GLA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter&GLA Dozer - Build ConditionΎCθ g9 Demo_GLAInfantryWorker 'E GLA Worker. 10GLA Build Conditions - Hard£$GLA Build Condition: Palace GarrisonMCDemo_GLAPalace  !(GLA Dozer - High Money Build Condition 2MC@œ 'E GLA Worker. 1"B #(GLA Dozer - High Money Build Condition 2 &GLA Dozer - High Money Build ConditionMC N 'E GLA Worker. 1"@ #&GLA Dozer - High Money Build ConditionΞ_GLA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterŽGLA Build Conditions - AlertsGLA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!GLA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!GLA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪGLA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter GLA Complimentary - General­GLA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυGLA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   GLA CT - Run SubsχGLA CT - Run Subs  1   GLA Priority - Set Tank 5   GLA Priority - Set Infantry 0   GLA Priority - Set AiryGLA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&DM Complimentary Team :_CT_READY_TO_MERGE +   GLA CT - Run Subs]GLA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& DM Complimentary Team 3 _CT1_EXISTSςGLA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH GLA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSΣ!GLA Complimentary - Infantry TeamGLA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 GLA CT - WATCH Infantry Off 5 GLA Priority - Set InfantryGLA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 GLA CT - WATCH Infantry 5 #GLA Priority - Set InfantryfGLA CT - Infantry Upgrades†4 _CT_INFANTRY> GLAPalace K) Upgrade_GLAToxinShells K) Upgrade_GLAAnthraxBetaGLA CT - Infantry Upgrades 24 _CT_INFANTRYHDemo_GLABlackMarket I) Upgrade_GLAAPBulletsGLA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !ŸGLA Priority - Set Infantry  H++ GLA Infantry Priority' GLA Complimentary - Air TeamΤGLA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, GLA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>GLA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 GLA CT - WATCH Air Off 0 GLA Priority - Set Air 0 GLA CT - Air D DisbandGLA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , GLA CT - WATCH Air 0 #GLA Priority - Set AirGLA CT - Air UpgradesŠ/_CT_AIRGDemo_GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•GLA Priority - Set Air  C++ GLA Air PriorityƒGLA Complimentary - Tank TeamόGLA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 GLA CT - WATCH Tank Off 1 GLA Priority - Set TankGLA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - GLA CT - WATCH Tank 1 #GLA Priority - Set TankGLA CT - Tank Upgrades‹0_CT_TANKGDemo_GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !—GLA Priority - Set Tank  D++ GLA Tank PriorityΜ GLA Complimentary - Stealth TeamΰGLA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  GLA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterSGLA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 4 GLA CT - WATCH Stealth Off 4 GLA CT - Stealth D Disband#GLA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 GLA CT - WATCH StealthGLA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !™!GLA Complimentary - Base Def TeamηGLA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 GLA CT - WATCH Base Def Off\GLA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 GLA CT - WATCH Base DefGLA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !¦/GLA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΖEasy Default Priority6,ObjectListsDefined U++ teamSkirmishGLADemolitionGeneral Easy PriorityΥGLA Sabo Priority6,ObjectListsDefined T0GLA Sabo Priority Super Weapons L0GLA Sabo PriorityPower U0GLA Sabo PriorityBase Factories U0GLA Sabo PriorityBase Buildings°GLA Apply Sabo Priority/% ( D++ GLA Sabo Priority5GLA Air Priority6,ObjectListsDefined V0GLA Air PriorityAnti-Air Vehicle N0GLA Air PriorityAircraft O0GLA Air Priority Artillery R0GLA Air Priority Supply Lines K0GLA Air PriorityTanks K0GLA Air PriorityPower T0GLA Air PriorityBase Factories T0GLA Air PriorityBase BuildingsGLA Apply Air Priority/% ( C++ GLA Air PriorityZGLA Tank Priority6,ObjectListsDefined J0GLA Tank PrioritySpy L0GLA Tank PriorityTanks T0GLA Tank Priority Base Defenses P0GLA Tank Priority Artillery N0GLA Tank PriorityUtility N0GLA Tank PriorityVehicle W0GLA Tank PriorityAnti-Air Vehicle L0GLA Tank PriorityPower S0GLA Tank Priority Supply Lines R0GLA Tank Priority Tech Center O0GLA Tank PriorityInfantry U0GLA Tank PriorityBase Factories T0GLA Tank Priority Super Weapons U0GLA Tank PriorityBase Buildings°GLA Apply Tank Priority/% ( D++ GLA Tank PriorityΥGLA Infantry Priority6,ObjectListsDefined N0GLA Infantry PrioritySpy S0GLA Infantry PriorityInfantry T0GLA Infantry Priority Artillery X0GLA Infantry Priority Base Defenses P0GLA Infantry PriorityTanks [0GLA Infantry PriorityAnti-Air Vehicle R0GLA Infantry PriorityVehicle R0GLA Infantry PriorityUtility P0GLA Infantry PriorityPower Y0GLA Infantry PriorityBase Factories X0GLA Infantry Priority Super Weapons Y0GLA Infantry PriorityBase BuildingsΈGLA Apply Infantry Priority/% ( H++ GLA Infantry Priority‰GLA Path Finder Priority6,ObjectListsDefined Q0GLA Path Finder PrioritySpy2 V0GLA Path Finder PriorityInfantry2 Z0GLA Path Finder Priority Supply Lines2ΎGLA Apply Path Finder Priority/% ( K++ GLA Path Finder Priority GLA Rocket Guy Priority6,ObjectListsDefined R0GLA Rocket Guy PriorityTanks ]0GLA Rocket Guy PriorityAnti-Air Vehicle U0GLA Rocket Guy PriorityAircraft Z0GLA Rocket Guy Priority Base Defenses Y0GLA Rocket Guy Priority Supply Lines T0GLA Rocket Guy PriorityUtility R0GLA Rocket Guy PriorityPowerΌGLA Apply Rocket Guy Priority/% ( J++ GLA Rocket Guy Priority]GLA Stealth Plane Priority6,ObjectListsDefined W0GLA Stealth Priority Base Defenses O0GLA Stealth PriorityPower V0GLA Stealth Priority Supply Lines Q0GLA Stealth PriorityUtility S0GLA Stealth Priority Artillery Z0GLA Stealth PriorityAnti-Air Vehicle O0GLA Stealth PriorityTanks X0GLA Stealth PriorityBase FactoriesΆGLA Apply Stealth Priority/% ( G++ GLA Stealth PriorityΣGLA Capture Tech Building6,ObjectListsDefined ^0GLA Tech Building PriorityTech BuildingsˆΒ GLA Apply Tech Building Priority/% ( M++ GLA Tech Building PriorityΏGLA Raider Priority6,ObjectListsDefined P0GLA Raider PriorityUtilityˆχ#GLA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ GLA Raider Priority΄GLA Apply Raider Priority/% ( F++ GLA Raider PriorityχGLA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0GLA Supply Lines Priority Supply Lines– g0GLA Supply Lines PrioritySupply Lines - Buildings” T0GLA Supply Lines PriorityPower# ]0GLA Supply Lines PriorityBase Factories \0GLA Supply Lines Priority Super Weapons ]0GLA Supply Lines PriorityBase BuildingsΐGLA Apply Supply Lines Priority/% ( L++ GLA Supply Lines Priority’GLA Power Priority6,ObjectListsDefined M0GLA Power PriorityPower– U0GLA Power Priority Base Defenses V0GLA Power PriorityBase Factories O0GLA Power PriorityUtility U0GLA Power Priority Super Weapons V0GLA Power PriorityBase Buildings²GLA Apply Power Priority/% ( E++ GLA Power PriorityΙGLA Default Priority6,ObjectListsDefined Y++ teamSkirmishGLADemolitionGeneralGLA Tank Priority•GLA Attack WavesGLA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKcGLA Attack BehaviorsΫ#GLA Behavior: Immediate Attack Back  %―> MΎ4 GLA Attack Enemy Base Backέ$GLA Behavior: Immediate Attack Flank  %―> NΎ4 GLA Attack Enemy Base Flankί%GLA Behavior: Immediate Attack Center  %―> OΎ4 GLA Attack Enemy Base Center“GLA Hunt@6_LAUNCH_ATTACK %<2 m GLA Hunt Air  %<2 —GLA Guard Base  MΜ  [Skirmish]MyInnerPerimeterGLA Guard Base Outer  MΜ  [Skirmish]MyOuterPerimeter½GLA Guard Combat Zone  %3O =Μ  CombatZoneΕGLA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone GLA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&GLA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΛGLA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimetercGLA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> OΎ4 GLA Attack Enemy Base CenteraGLA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> NΎ4 GLA Attack Enemy Base Flank_GLA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> MΎ4 GLA Attack Enemy Base BackGLA Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 GLA Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 GLA Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 °#GLA Behavior: Demo Trap Center Path  QΎ4 GLA Seq: Demo Trap Center Path_GLA Seq: Demo Trap Center Path  9ω6 *Center ^WS Demo_GLADemoTrap Z8 )'Command_GLAInfantryRebelBoobyTrapAttackkGLA Attack Sequence Flank Sabo₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> SΎ4  GLA Attack Enemy Base Flank Sabo9 GLA Attack Enemy Base Flank Sabo  8ω6 *Flank Fυ7 *Flank K8 )Command_SabotageBuilding¦GLA Behavior: Attack Back Rush  LΎ4 GLA Seq: Attack Back RushGLA Seq: Attack Back Rush  ;ω6 *Backdoor Iυ7 *Backdoor %<2 = GLA Team Behaviorl GLA Disband  %°, ϋGLA Behavior: Jarmen Kell Hunt  b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTER˜GLA Behavior: Jarmen Kell FiresšCQ[ (IS_FIRING_WEAPONC  _KELL_COUNTER 5 _KELL_COUNTER 8_KELL_STOP_TIMER 8 GLA Behavior: Jarmen Kell StopƒGLA Behavior: Jarmen Kell Stop*_KELL_STOP_TIMERC  _KELL_COUNTER =Μ  CombatZone 8 _KELL_FIRE_TIMERΘA 5 _KELL_COUNTERl$GLA Behavior: Jarmen Kell Hunt Again*_KELL_FIRE_TIMERC  _KELL_COUNTER b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTERΜ!GLA Tunnel Defender Prio IncreaseRHdP SCIENCE_SneakAttack 3κQGLA H 5W Tunnel Guards. 1λ&GLA Behavior: Re-Enable Demo Trap TechaW=V "SpecialAbilityRebelCaptureBuilding > $GLA Behavior: Demo Trap By Tech Bldg€$GLA Behavior: Demo Trap By Tech Bldg²W<U "SpecialAbilityRebelCaptureBuildingGDemo_GLAArmsDealer ^WS Demo_GLADemoTrap @ &GLA Behavior: Re-Enable Demo Trap TechGLA Behavior: Demo Trap In CZΐK1 CombatZone$a9  Demo_GLADemoTrap A“T _DEMO_BUILDx ? %GLA Behavior: Demo Trap In CZ - Build%GLA Behavior: Demo Trap In CZ - Build/% _DEMO_BUILD ^WS Demo_GLADemoTrap 7 GLA Behavior: Demo Trap In CZh(GLA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %GLA Behavior: Guard CZ from ArtilleryX%GLA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (GLA Behavior: Guard Base After ArtilleryϊGLA Behavior: Build TN in CZUK'R CombatZone$ cWS Demo_GLATunnelNetwork GLA Behavior: Build TN Enemy OPh^1 [Skirmish]EnemyOuterPerimeter$ cWS Demo_GLATunnelNetwork ξGLA Garrison Palace Orders  iδ; Demo_GLAPalace [Skirmish]MyOuterPerimeter %i= €GLA Enter Palace Sequential  MΎ4 GLA Garrison Palace Orders³GLA Team Destroyed  6GLA Teams Lost %λ: ¬GLA Leave TransportsMC4W  %7X  GLA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸGLA Attack Hunt  %7X %<2 ΠGLA Base Invaded HuntA7_INVASION_ALERT %―> %<2 žGLA JK Escorts Sequential  IΎ4 GLA Team Capture Units3GLA Team Capture Units  %? %? %? %? %<2 ͺGLA Bomb Truck Attack Rush  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority m *HB ),Command_UpgradeGLABombTruckHighExplosiveBomb %<2 xGLA Bomb Truck Attack Back  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority ;ω6 *Backdoor %<2 vGLA Bomb Truck Attack Flank  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority 8ω6 *Flank %<2 GLA Bomb Truck Attack Center  _ Y )Command_DisguiseAsVehicleTanks N++ China Supply Lines Priority 9ω6 *Center %<2 {GLA Behavior: Guard Tunnel  %BZ θ"GLA Behavior: Tunnel Guard DisbandLB  _ATTACK_WAVE %7X %°, $GLA Alert Team AttacksSGLA Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesπ"GLA Sequence Capture Neutral Units  LΎ4 GLA Capture Neutral Units <GLA Team is Building©GLA Capture Neutral Units  %? %<2 EGLA Combat ZoneGLA Guard the Combat Zone  %3O <GLA Team is Building =Μ  CombatZoneΨGLA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5GLA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ gGLA Base Building - EasyηGLA Build 1st Defense - EœGDemo_GLAArmsDealer A  _ESCALATION  ϊB§GLA Supply Center - E  V Demo_GLASupplyStash'vGLA Barracks - E  *τADemo_GLABarracks·GLA War Factory - ERHDemo_GLASupplyStash ,τADemo_GLAArmsDealerGLA Strategy Center - EœGDemo_GLAArmsDealer A  _ESCALATION( (τADemo_GLAPalaceGLA Black Market - EšCDemo_GLAPalace CΈ  -τADemo_GLABlackMarketHGLA Scud Storm - EεCDemo_GLAPalace A  _ESCALATION΄Cp +τADemo_GLAScudStormjGLA Base Building - Normal§GLA Supply Center - N  V Demo_GLASupplyStash'vGLA Barracks - N  *τADemo_GLABarracks·GLA War Factory - NRHDemo_GLASupplyStash ,τADemo_GLAArmsDealer4GLA Build 1st Defense - NιGDemo_GLAArmsDealer A  _ESCALATION C°  ϊB6GLA Build Front Defense - NιGDemo_GLAArmsDealer A  _ESCALATION C°  ϊBXGLA Build Front Tunnel - NιGDemo_GLAArmsDealer A  _ESCALATION C° /FDemo_GLATunnelNetworkZGLA Build Front Tunnel 2 - NιGDemo_GLAArmsDealer A  _ESCALATION C° /FDemo_GLATunnelNetwork^ GLA Build 1st Tunnel Network - NιGDemo_GLAArmsDealer A  _ESCALATION C° /τADemo_GLATunnelNetwork4GLA Build 2nd Defense - NιGDemo_GLAArmsDealer A  _ESCALATIONC°  ώCψGLA Palace - NœGDemo_GLAArmsDealer A  _ESCALATION (τADemo_GLAPalaceGLA Black Market - NšCDemo_GLAPalace CΈ  -τADemo_GLABlackMarketGLA Black Market2 - NŸHDemo_GLABlackMarket CΈ  -τADemo_GLABlackMarketHGLA Scud Storm - NεCDemo_GLAPalace A  _ESCALATIONdCp +τADemo_GLAScudStorm[GLA Base Building - HardΚGLA High Money Builds - H»C0u d9 Demo_GLASupplyStash ,GDemo_GLAArmsDealer /GDemo_GLATunnelNetwork -GDemo_GLAStingerSite *GDemo_GLABarracksvGLA Barracks - H  *τADemo_GLABarracksGLA Supply Center - Hqg9 Demo_GLAInfantryWorker V Demo_GLASupplyStash'GLA Supply Defense - Hmc9 Demo_GLAArmsDealer X Demo_GLATunnelNetwork'·GLA Arms Dealer - HRHDemo_GLASupplyStash ,τADemo_GLAArmsDealerΥGLA Arms Dealer 2 - Hnd9 Demo_GLASupplyStash ,τADemo_GLAArmsDealerΤGLA Arms Dealer 3 - Hmc9 Demo_GLAArmsDealer ,τADemo_GLAArmsDealerGLA Tunnel Network - HœEDemo_GLABarracks C° /τADemo_GLATunnelNetwork GLA Tunnel Network 2 - HžGDemo_GLAArmsDealer C° /τADemo_GLATunnelNetworkGLA Build 1st Defense - HœEDemo_GLABarracks C°  ϊB  ϊB  ώC΅GLA Build 2nd Defense - Hf9 Demo_GLATunnelNetworkGDemo_GLAArmsDealer C° /FDemo_GLATunnelNetwork /GDemo_GLATunnelNetwork7GLA Palace - HœGDemo_GLAArmsDealer A  _ESCALATION 5› Έ (τADemo_GLAPalaceσGLA Black Market - HMCDemo_GLAPalace 5› Έ -τADemo_GLABlackMarketGLA Black Market 2 - Hi_9 GLABlackMarket 5› Έ -GDemo_GLABlackMarketGLA Black Market 3 - Hnd9 Demo_GLABlackMarket 5› Έ -GDemo_GLABlackMarketGLA Black Market 4 - Hnd9 Demo_GLABlackMarket 5› Έ -GDemo_GLABlackMarket:GLA Scud Storm - H˜CDemo_GLAPalace A  _ESCALATIONK 5› p +τADemo_GLAScudStorm±!GLA Build More Sting Defenses - HA  _ESCALATION(d9 Demo_GLAStingerSiteCp -FDemo_GLAStingerSite -GDemo_GLAStingerSite²GLA Build More TN Defenses - HA  _ESCALATION(d9 Demo_GLAStingerSiteCp /GDemo_GLATunnelNetwork /GDemo_GLATunnelNetwork GLA Tech BuildingsŠGLA Tech Building Detect]XH ϊC [Skirmish]MyInnerPerimetera9 Demo_GLABarracks >GLA Tech Building Near 2 #GLA Tech Building DetectδGLA Tech Capture BuildœL GLA Tech Building Near<GLA Tech Stop Trying  !GLA Tech Capture Sequential  SΎ4  GLA Tech Building Capture Orders T) Upgrade_InfantryCaptureBuildingp GLA Tech Building Capture Orders  M++ GLA Tech Building Priority Yδ; Tech Buildings CombatZone Z8 )'Command_GLAInfantryRebelCaptureBuildingŠGLA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKGLA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<GLA Tech Stop TryingA  _ESCALATIONd <GLA Tech Stop Trying GLA Upgrades;GLA AP Bullets UpgradeΆ_9 GLABlackMarketCΈ  I) Upgrade_GLAAPBulletsKGLA Scorpion Rocket Upgrade Όe9 Demo_GLATankScorpionCθ N) Upgrade_GLAScorpionRocketPGLA Booby Trap Upgrade Έa9 GLAInfantryRebelCθ \) 'Upgrade_GLAInfantryRebelBoobyTrapAttack(GLA Worker Shoes Upgrade ŸCL HDemo_GLABlackMarket K) Upgrade_GLAWorkerShoesAGLA Suicide Bomb UpgradeΆ_9 Demo_GLAPalaceCθ M) Demo_Upgrade_SuicideBombAGLA Rocket Ammo Upgrade»d9 Demo_GLABlackMarketCˆ I) Upgrade_GLABuggyAmmoBGLA Junk Repair Upgrade»d9 Demo_GLABlackMarketCˆ J) Upgrade_GLAJunkRepair?GLA AP Rocket Upgrade»d9 Demo_GLABlackMarketCΈ  I) Upgrade_GLAAPRocketsKGLA Arm the Mob UpgradeΕn9 Demo_GLAInfantryAngryMobNexusCθ I) Upgrade_GLAArmTheMobN GLA Fortified Structures Upgrade Ά_9 Demo_GLAPalaceCΠ R) Upgrade_GLAFortifiedStructureS GLA Generals Powersβ GLA Ambush AIUKTI SuperweaponRebelAmbush ) GLA Ambush Fire ' # GLA Ambush AI9GLA Ambush FireUKTI SuperweaponRebelAmbush KϋJ SuperweaponRebelAmbush '  GLA Ambush AI ) #GLA Ambush FireεGLA Anthrax AIUKTI SuperweaponAnthraxBomb * GLA Anthrax Fire ( #GLA Anthrax AI<GLA Anthrax FireUKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb ( GLA Anthrax AI * #GLA Anthrax Fire1GLA Anthrax AI - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb . GLA Anthrax Fire - H , #GLA Anthrax AI - HˆGLA Anthrax Fire - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb , GLA Anthrax AI - H . #GLA Anthrax Fire - HAGLA GPS Scramble AI - H–6_LAUNCH_ATTACKLTI SuperweaponGPSScrambler 3 GLA GPS Scramble Fire - H 1 #GLA GPS Scramble AI - HΛGLA GPS Scramble Fire - H–6_LAUNCH_ATTACKLTI SuperweaponGPSScrambler ~ Y teamSkirmishGLADemolitionGeneral)Command_GPSScramblerDemo_GLATankScorpion 1 GLA GPS Scramble AI - H 3 #GLA GPS Scramble Fire - H@GLA Sneak Attack AI - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack 3 GLA Sneak Attack Fire - H 1 #GLA Sneak Attack AI - H—GLA Sneak Attack Fire - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack KϋJ SuperweaponSneakAttack 1 GLA Sneak Attack AI - H 3 #GLA Sneak Attack Fire - HPGLA Super Weapon UseFGLA Fire SCUD StormSITI SuperweaponScudStorm IϋJ SuperweaponScudStorm 0 GLA Fire SCUD Storm AI - #GLA Fire SCUD StormφGLA Fire SCUD Storm AISITI SuperweaponScudStorm - GLA Fire SCUD Storm 0 #GLA Fire SCUD Storm AI’GLA Fire SCUD Storm - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK IϋJ SuperweaponScudStorm 4 GLA Fire SCUD Storm AI - H 1 #GLA Fire SCUD Storm - HBGLA Fire SCUD Storm AI - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK 1 GLA Fire SCUD Storm - H 4 #GLA Fire SCUD Storm AI - Hw'GLA Garrison BuildsΞGLA Garrison BuildingsKA  _ESCALATION GGLA Start Garrisoning Buildings‘GLA Build Garrison P1 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHGLA Garrison OrdersΈGLA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈGLA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈGLA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈGLA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈGLA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉGLA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈGLA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈGLA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈGLA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈGLA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈGLA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈGLA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈGLA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈGLA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈGLA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈGLA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈGLA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈGLA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈGLA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈGLA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈGLA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈGLA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈGLA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈGLA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3.$TX Base Expansion§GLA Start First Expansion  R”NGLA Random Initial Expansion4BπB³GLA Start First Expansion-B@6GLA Random Initial Expansion 2 GLA Base Expansion CheckΦGLA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 GLA Base Expand Start-B 1 GLA Base Expand Start-C C GLA Build Expansion Timer-B A C GLA Build Expansion Timer-CΘA 3   GLA Base Expand Start - N 3   GLA Base Expand Start - HHGLA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 90 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ V Chem_GLAStingerSite¨a V Chem_GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-BαCD :GLA Base Expanding C GLA Build Expansion Timer-C€;DHGLA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 90 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ V Chem_GLAStingerSite¨a V Chem_GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-B4B΄B :GLA Base Expanding C GLA Build Expansion Timer-CpCGLA Base Expand Start-B?5GLA Build Expansion Timer-B 2 GLA Base Expansion CheckΆGLA Base Expand Start-C?5GLA Build Expansion Timer-C :GLA Base Expanding!GLA Base Expansion Base Defense 1 si9 Supply Lines - Buildings V Chem_GLAStingerSite¨a!GLA Base Expansion Base Defense 2 si9 Supply Lines - Buildings V Chem_GLAStingerSite¨a!GLA Base Expansion Base Defense 3 si9 Supply Lines - Buildings V Chem_GLAStingerSite¨aK$GLA Base Expansion Base Defense 4+ AŠIf the player has a lot of money, he builds more defenses quickly. But we don't want him to get out of control, so we'll cap at 12. - kds .Cp d9 Chem_GLAStingerSitei9 Supply Lines - Buildings.Cp d9  Chem_GLAStingerSitei9 Supply Lines - Buildings.Cp d9 Chem_GLAStingerSitei9 Supply Lines - Buildings.Cp d9 Chem_GLAStingerSitei9 Supply Lines - Buildings V Chem_GLAStingerSite¨a A GLA Build Supply DefensesπA$GLA Base Expansion Base Defense 4+ BOIf the player has sufficient money, he gradually builds up his supply defenses. .CΔ  d9 Chem_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9 Chem_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9  Chem_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9 Chem_GLAStingerSitei9 Supply Lines - Buildings V Chem_GLAStingerSite¨a A GLA Build Supply DefensesπB-GLA Base Expansion Base Defense 4+ Reactivate;After the timer expires, check to build more stinger sites.=3GLA Build Supply Defenses > $GLA Base Expansion Base Defense 4+ A > $GLA Base Expansion Base Defense 4+ B $E GLA Worker6GLA Base Expansion Base TunnelsOIf the player has sufficient money, he gradually builds up his supply defenses.π CΈ  f9 Chem_GLATunnelNetworkf9 Chem_GLATunnelNetworki9 Supply Lines - Buildings CΈ  f9 Chem_GLATunnelNetworkf9 Chem_GLATunnelNetworki9 Supply Lines - Buildings X Chem_GLATunnelNetwork˜:€ GLA Sell OffυGLA Sell off checkJg9 Chem_GLAInfantryWorkerf9 Chem_GLACommandCenter_9 Base FactoriesCΠ g9 Chem_GLAInfantryWorkerd9 Chem_GLABlackMarketd9 Chem_GLASupplyStash_9 TechOilDerrick 6 Sell Off Timer A &  GLA Sell off‹ GLA Sell off2(Sell Off Timer '= ωzGLA Paper Work vGLA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks F/Base FactoriesSlth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined»GLA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GGLA Start Garrisoning Buildings @GLA Air Team Is Building @GLA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <GLA Tech Stop Trying¦Turn Everything On  'C 'A TGLA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› Θ(GLA World State DetectionΎGLA AI Bonus Really LateKA  _ESCALATIONK 5› N·GLA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆGLA AI Bonus MidKA  _ESCALATION 5› 'ΈGLA AI Bonus EarlyKA  _ESCALATION 5› ˆ§ GLA EscalationGLA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 GLA Invasion Alert - Catch.GLA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 GLA Clear Alert Response Flags 2 GLA Invasion Alert - TryφGLA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 GLA Clear Alert Response Flags6GLA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†GLA Time Escalation - E  3 _ESCALATION†GLA Time Escalation - H   3 _ESCALATION†GLA Time Escalation - N   3 _ESCALATIONΙGLA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙGLA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΙGLA Tech Center Escalation - HRH Tech Center  3 _ESCALATIONθGLA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθGLA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€GLA Build Conditions - EasyΝ_GLA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterέGLA Build Conditions - Normal_GLA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter&GLA Dozer - Build ConditionΎCθ g9 Chem_GLAInfantryWorker 'E GLA Worker. 3ΰGLA Build Conditions - Hard£$GLA Build Condition: Palace GarrisonMCChem_GLAPalace  !(GLA Dozer - High Money Build Condition 2MC@œ 'E GLA Worker. 3"B #(GLA Dozer - High Money Build Condition 2 &GLA Dozer - High Money Build ConditionMC N 'E GLA Worker. 3"@ #&GLA Dozer - High Money Build ConditionΞ_GLA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter¦#GLA Build Condition: Tunnel BuilderQGChem_GLAArmsDealer  !ŽGLA Build Conditions - AlertsGLA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!GLA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!GLA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪGLA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter GLA Complimentary - General­GLA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυGLA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   GLA CT - Run SubsχGLA CT - Run Subs  1   GLA Priority - Set Tank 5   GLA Priority - Set Infantry 0   GLA Priority - Set AiryGLA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&TX Complimentary Team :_CT_READY_TO_MERGE +   GLA CT - Run Subs]GLA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& TX Complimentary Team 3 _CT1_EXISTSςGLA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH GLA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSΨ!GLA Complimentary - Infantry TeamGLA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 GLA CT - WATCH Infantry Off 5 GLA Priority - Set InfantryGLA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 GLA CT - WATCH Infantry 5 #GLA Priority - Set InfantrykGLA CT - Infantry Upgrades‹4 _CT_INFANTRYCChem_GLAPalace K) Upgrade_GLAToxinShells K) Upgrade_GLAAnthraxBetaGLA CT - Infantry Upgrades 24 _CT_INFANTRYHChem_GLABlackMarket I) Upgrade_GLAAPBulletsGLA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !ŸGLA Priority - Set Infantry  H++ GLA Infantry Priority' GLA Complimentary - Air TeamΤGLA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, GLA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>GLA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 GLA CT - WATCH Air Off 0 GLA Priority - Set Air 0 GLA CT - Air D DisbandGLA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , GLA CT - WATCH Air 0 #GLA Priority - Set AirGLA CT - Air UpgradesŠ/_CT_AIRGChem_GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•GLA Priority - Set Air  C++ GLA Air PriorityƒGLA Complimentary - Tank TeamόGLA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 GLA CT - WATCH Tank Off 1 GLA Priority - Set TankGLA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - GLA CT - WATCH Tank 1 #GLA Priority - Set TankGLA CT - Tank Upgrades‹0_CT_TANKGChem_GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !—GLA Priority - Set Tank  D++ GLA Tank PriorityΜ GLA Complimentary - Stealth TeamΰGLA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  GLA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterSGLA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 4 GLA CT - WATCH Stealth Off 4 GLA CT - Stealth D Disband#GLA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 GLA CT - WATCH StealthGLA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !™!GLA Complimentary - Base Def TeamηGLA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 GLA CT - WATCH Base Def Off\GLA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 GLA CT - WATCH Base DefGLA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  !œ/GLA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΑEasy Default Priority6,ObjectListsDefined P++teamSkirmishGLAToxinGeneral Easy PriorityΥGLA Sabo Priority6,ObjectListsDefined T0GLA Sabo Priority Super Weapons L0GLA Sabo PriorityPower U0GLA Sabo PriorityBase Factories U0GLA Sabo PriorityBase Buildings°GLA Apply Sabo Priority/% ( D++ GLA Sabo Priority5GLA Air Priority6,ObjectListsDefined V0GLA Air PriorityAnti-Air Vehicle N0GLA Air PriorityAircraft O0GLA Air Priority Artillery R0GLA Air Priority Supply Lines K0GLA Air PriorityTanks K0GLA Air PriorityPower T0GLA Air PriorityBase Factories T0GLA Air PriorityBase BuildingsGLA Apply Air Priority/% ( C++ GLA Air PriorityZGLA Tank Priority6,ObjectListsDefined J0GLA Tank PrioritySpy L0GLA Tank PriorityTanks T0GLA Tank Priority Base Defenses P0GLA Tank Priority Artillery N0GLA Tank PriorityUtility N0GLA Tank PriorityVehicle W0GLA Tank PriorityAnti-Air Vehicle L0GLA Tank PriorityPower S0GLA Tank Priority Supply Lines R0GLA Tank Priority Tech Center O0GLA Tank PriorityInfantry U0GLA Tank PriorityBase Factories T0GLA Tank Priority Super Weapons U0GLA Tank PriorityBase Buildings°GLA Apply Tank Priority/% ( D++ GLA Tank PriorityΥGLA Infantry Priority6,ObjectListsDefined N0GLA Infantry PrioritySpy S0GLA Infantry PriorityInfantry T0GLA Infantry Priority Artillery X0GLA Infantry Priority Base Defenses P0GLA Infantry PriorityTanks [0GLA Infantry PriorityAnti-Air Vehicle R0GLA Infantry PriorityVehicle R0GLA Infantry PriorityUtility P0GLA Infantry PriorityPower Y0GLA Infantry PriorityBase Factories X0GLA Infantry Priority Super Weapons Y0GLA Infantry PriorityBase BuildingsΈGLA Apply Infantry Priority/% ( H++ GLA Infantry Priority‰GLA Path Finder Priority6,ObjectListsDefined Q0GLA Path Finder PrioritySpy2 V0GLA Path Finder PriorityInfantry2 Z0GLA Path Finder Priority Supply Lines2ΎGLA Apply Path Finder Priority/% ( K++ GLA Path Finder Priority GLA Rocket Guy Priority6,ObjectListsDefined R0GLA Rocket Guy PriorityTanks ]0GLA Rocket Guy PriorityAnti-Air Vehicle U0GLA Rocket Guy PriorityAircraft Z0GLA Rocket Guy Priority Base Defenses Y0GLA Rocket Guy Priority Supply Lines T0GLA Rocket Guy PriorityUtility R0GLA Rocket Guy PriorityPowerΌGLA Apply Rocket Guy Priority/% ( J++ GLA Rocket Guy Priority]GLA Stealth Plane Priority6,ObjectListsDefined W0GLA Stealth Priority Base Defenses O0GLA Stealth PriorityPower V0GLA Stealth Priority Supply Lines Q0GLA Stealth PriorityUtility S0GLA Stealth Priority Artillery Z0GLA Stealth PriorityAnti-Air Vehicle O0GLA Stealth PriorityTanks X0GLA Stealth PriorityBase FactoriesΆGLA Apply Stealth Priority/% ( G++ GLA Stealth PriorityΣGLA Capture Tech Building6,ObjectListsDefined ^0GLA Tech Building PriorityTech BuildingsˆΒ GLA Apply Tech Building Priority/% ( M++ GLA Tech Building PriorityΏGLA Raider Priority6,ObjectListsDefined P0GLA Raider PriorityUtilityˆχ#GLA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ GLA Raider Priority΄GLA Apply Raider Priority/% ( F++ GLA Raider PriorityχGLA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0GLA Supply Lines Priority Supply Lines– g0GLA Supply Lines PrioritySupply Lines - Buildings” T0GLA Supply Lines PriorityPower# ]0GLA Supply Lines PriorityBase Factories \0GLA Supply Lines Priority Super Weapons ]0GLA Supply Lines PriorityBase BuildingsΐGLA Apply Supply Lines Priority/% ( L++ GLA Supply Lines Priority’GLA Power Priority6,ObjectListsDefined M0GLA Power PriorityPower– U0GLA Power Priority Base Defenses V0GLA Power PriorityBase Factories O0GLA Power PriorityUtility U0GLA Power Priority Super Weapons V0GLA Power PriorityBase Buildings²GLA Apply Power Priority/% ( E++ GLA Power PriorityΔGLA Default Priority6,ObjectListsDefined T++teamSkirmishGLAToxinGeneralGLA Tank Priority•GLA Attack WavesGLA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKcGLA Attack Behaviors_GLA Seq: Demo Trap Center Path  9ω6 *Center ^WS Chem_GLADemoTrap Z8 )'Command_GLAInfantryRebelBoobyTrapAttack°#GLA Behavior: Demo Trap Center Path  QΎ4 GLA Seq: Demo Trap Center Pathί%GLA Behavior: Immediate Attack Center  %―> OΎ4 GLA Attack Enemy Base Centerέ$GLA Behavior: Immediate Attack Flank  %―> NΎ4 GLA Attack Enemy Base FlankΫ#GLA Behavior: Immediate Attack Back  %―> MΎ4 GLA Attack Enemy Base Back“GLA Hunt@6_LAUNCH_ATTACK %<2 m GLA Hunt Air  %<2 —GLA Guard Base  MΜ  [Skirmish]MyInnerPerimeterGLA Guard Base Outer  MΜ  [Skirmish]MyOuterPerimeter½GLA Guard Combat Zone  %3O =Μ  CombatZoneΕGLA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone GLA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&GLA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΛGLA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimetercGLA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> OΎ4 GLA Attack Enemy Base CenteraGLA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> NΎ4 GLA Attack Enemy Base Flank_GLA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> MΎ4 GLA Attack Enemy Base BackGLA Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 GLA Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 GLA Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 kGLA Attack Sequence Flank Sabo₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> SΎ4  GLA Attack Enemy Base Flank Sabo9 GLA Attack Enemy Base Flank Sabo  8ω6 *Flank Fυ7 *Flank K8 )Command_SabotageBuilding¦GLA Behavior: Attack Back Rush  LΎ4 GLA Seq: Attack Back RushGLA Seq: Attack Back Rush  ;ω6 *Backdoor Iυ7 *Backdoor %<2 ϊ GLA Team Behaviorl GLA Disband  %°, ϋGLA Behavior: Jarmen Kell Hunt  b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTER˜GLA Behavior: Jarmen Kell FiresšCQ[ (IS_FIRING_WEAPONC  _KELL_COUNTER 5 _KELL_COUNTER 8_KELL_STOP_TIMER 8 GLA Behavior: Jarmen Kell StopƒGLA Behavior: Jarmen Kell Stop*_KELL_STOP_TIMERC  _KELL_COUNTER =Μ  CombatZone 8 _KELL_FIRE_TIMERΘA 5 _KELL_COUNTERl$GLA Behavior: Jarmen Kell Hunt Again*_KELL_FIRE_TIMERC  _KELL_COUNTER b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTERΜ!GLA Tunnel Defender Prio IncreaseRHdP SCIENCE_SneakAttack 3κQGLA H 5W Tunnel Guards. 3GLA Behavior: Demo Trap In CZΐK1 CombatZone$a9  Chem_GLADemoTrap A“T _DEMO_BUILDx ? %GLA Behavior: Demo Trap In CZ - Build%GLA Behavior: Demo Trap In CZ - Build/% _DEMO_BUILD ^WS Chem_GLADemoTrap 7 GLA Behavior: Demo Trap In CZ€$GLA Behavior: Demo Trap By Tech Bldg²W<U "SpecialAbilityRebelCaptureBuildingGChem_GLAArmsDealer ^WS Chem_GLADemoTrap @ &GLA Behavior: Re-Enable Demo Trap Techλ&GLA Behavior: Re-Enable Demo Trap TechaW=V "SpecialAbilityRebelCaptureBuilding > $GLA Behavior: Demo Trap By Tech Bldgh(GLA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %GLA Behavior: Guard CZ from ArtilleryX%GLA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (GLA Behavior: Guard Base After ArtilleryΐGLA Behavior: Build TN@6_LAUNCH_ATTACK DΎ4 GLA Seq: Build TNΫGLA Seq: Build TN  ;ω6 *Backdoor Iυ7 *BackdoorϊGLA Behavior: Build TN in CZUK'R CombatZone$ cWS Chem_GLATunnelNetwork GLA Behavior: Build TN Enemy OPh^'R [Skirmish]EnemyOuterPerimeter$ cWS Chem_GLATunnelNetwork ξGLA Garrison Palace Orders  iδ; Chem_GLAPalace [Skirmish]MyOuterPerimeter %i= €GLA Enter Palace Sequential  MΎ4 GLA Garrison Palace Orders³GLA Team Destroyed  6GLA Teams Lost %λ: ¬GLA Leave TransportsMC4W  %7X  GLA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸGLA Attack Hunt  %7X %<2 ΠGLA Base Invaded HuntA7_INVASION_ALERT %―> %<2 žGLA JK Escorts Sequential  IΎ4 GLA Team Capture Units3GLA Team Capture Units  %? %? %? %? %<2 ͺGLA Bomb Truck Attack Rush  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority m *HB ),Command_UpgradeGLABombTruckHighExplosiveBomb %<2 xGLA Bomb Truck Attack Back  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority ;ω6 *Backdoor %<2 vGLA Bomb Truck Attack Flank  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority 8ω6 *Flank %<2 GLA Bomb Truck Attack Center  _ Y )Command_DisguiseAsVehicleTanks N++ China Supply Lines Priority 9ω6 *Center %<2 {GLA Behavior: Guard Tunnel  %BZ $GLA Alert Team AttacksSGLA Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesπ"GLA Sequence Capture Neutral Units  LΎ4 GLA Capture Neutral Units <GLA Team is Building©GLA Capture Neutral Units  %? %<2 EGLA Combat ZoneGLA Guard the Combat Zone  %3O <GLA Team is Building =Μ  CombatZoneΨGLA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5GLA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ gGLA Base Building - EasyηGLA Build 1st Defense - EœGChem_GLAArmsDealer A  _ESCALATION  ϊB§GLA Supply Center - E  V Chem_GLASupplyStash'vGLA Barracks - E  *τAChem_GLABarracks·GLA War Factory - ERHChem_GLASupplyStash ,τAChem_GLAArmsDealerGLA Strategy Center - EœGChem_GLAArmsDealer A  _ESCALATION( (τAChem_GLAPalaceGLA Black Market - EšCChem_GLAPalace CΈ  -τAChem_GLABlackMarketHGLA Scud Storm - EεCChem_GLAPalace A  _ESCALATION΄Cp +τAChem_GLAScudStormjGLA Base Building - Normal§GLA Supply Center - N  V Chem_GLASupplyStash'vGLA Barracks - N  *τAChem_GLABarracks·GLA War Factory - NRHChem_GLASupplyStash ,τAChem_GLAArmsDealer4GLA Build 1st Defense - NιGChem_GLAArmsDealer A  _ESCALATION C°  ϊB6GLA Build Front Defense - NιGChem_GLAArmsDealer A  _ESCALATION C°  ϊBXGLA Build Front Tunnel - NιGChem_GLAArmsDealer A  _ESCALATION C° /FChem_GLATunnelNetworkZGLA Build Front Tunnel 2 - NιGChem_GLAArmsDealer A  _ESCALATION C° /FChem_GLATunnelNetwork^ GLA Build 1st Tunnel Network - NιGChem_GLAArmsDealer A  _ESCALATION C° /τAChem_GLATunnelNetwork4GLA Build 2nd Defense - NιGChem_GLAArmsDealer A  _ESCALATIONC°  ώCψGLA Palace - NœGChem_GLAArmsDealer A  _ESCALATION (τAChem_GLAPalaceGLA Black Market - NšCChem_GLAPalace CΈ  -τAChem_GLABlackMarketGLA Black Market2 - NŸHChem_GLABlackMarket CΈ  -τAChem_GLABlackMarketHGLA Scud Storm - NεCChem_GLAPalace A  _ESCALATIONdCp +τAChem_GLAScudStormμGLA Base Building - HardΚGLA High Money Builds - H»C0u d9 Chem_GLASupplyStash ,GChem_GLAArmsDealer /GChem_GLATunnelNetwork -GChem_GLAStingerSite *GChem_GLABarracksvGLA Barracks - H  *τAChem_GLABarracksGLA Supply Center - Hqg9 Chem_GLAInfantryWorker V Chem_GLASupplyStash'γGLA Supply Defense - HQGChem_GLAArmsDealer V Chem_GLAStingerSite'·GLA Arms Dealer - HRHChem_GLASupplyStash ,τAChem_GLAArmsDealerΉGLA Arms Dealer 2 - HRHChem_GLASupplyStash ,τAChem_GLAArmsDealerΤGLA Arms Dealer 2 - Hmc9 Chem_GLAArmsDealer ,τAChem_GLAArmsDealerGLA Build 1st Defense - HœEChem_GLABarracks C°  ϊB  ϊB  ώCΒGLA Build Tunnel Network - HQGChem_GLAArmsDealer /τAChem_GLATunnelNetworkΔGLA Build Tunnel Network 2 - HQGChem_GLAArmsDealer /τAChem_GLATunnelNetworkbGLA Build 2nd Defense - H»d9 Chem_GLAStingerSiteC° /FChem_GLATunnelNetwork /GChem_GLATunnelNetwork7GLA Palace - HœGChem_GLAArmsDealer A  _ESCALATION 5› Έ (τAChem_GLAPalaceσGLA Black Market - HMCChem_GLAPalace 5› Έ -τAChem_GLABlackMarket»GLA Black Market 2 - HRHChem_GLABlackMarket -τAChem_GLABlackMarketGLA Black Market 3 - Hnd9 Chem_GLABlackMarket 5› Έ -τAChem_GLABlackMarketGLA Black Market 4 - Hnd9 Chem_GLABlackMarket 5› Έ -τAChem_GLABlackMarket:GLA Scud Storm - H˜CChem_GLAPalace A  _ESCALATIONK 5› p +τAChem_GLAScudStorm±!GLA Build More Sting Defenses - HA  _ESCALATION(d9 Chem_GLAStingerSiteCp -FChem_GLAStingerSite -GChem_GLAStingerSite²GLA Build More TN Defenses - HA  _ESCALATION(d9 Chem_GLAStingerSiteCp /GChem_GLATunnelNetwork /GChem_GLATunnelNetwork GLA Tech BuildingsŠGLA Tech Building Detect]XH ϊC [Skirmish]MyInnerPerimetera9 Chem_GLABarracks >GLA Tech Building Near 2 #GLA Tech Building DetectδGLA Tech Capture BuildœL GLA Tech Building Near<GLA Tech Stop Trying  !GLA Tech Capture Sequential  SΎ4  GLA Tech Building Capture Orders T) Upgrade_InfantryCaptureBuildingp GLA Tech Building Capture Orders  M++ GLA Tech Building Priority Yδ; Tech Buildings CombatZone Z8 )'Command_GLAInfantryRebelCaptureBuildingρ"GLA Tech Building Capture Orders C  M++ GLA Tech Building Priority Yδ; Tech Buildings CombatZone u^  )'Command_GLAInfantryRebelCaptureBuilding Z8 )'Command_GLAInfantryRebelCaptureBuildingŠGLA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKGLA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<GLA Tech Stop TryingA  _ESCALATIONd <GLA Tech Stop Trying” GLA Upgrades;GLA AP Bullets UpgradeΆ_9 GLABlackMarketCΈ  I) Upgrade_GLAAPBulletsKGLA Scorpion Rocket Upgrade Όe9 Chem_GLATankScorpionCθ N) Upgrade_GLAScorpionRocket(GLA Worker Shoes Upgrade ŸCL HChem_GLABlackMarket K) Upgrade_GLAWorkerShoes?GLA Toxin Shells Upgrade Ά_9 Chem_GLAPalaceCθ K) Upgrade_GLAToxinShellsFGLA Anthrax Gamma UpgradeΆ_9 Chem_GLAPalaceCΈ  Q) Chem_Upgrade_GLAAnthraxGamma6GLA Camo UpgradeΆ_9 Chem_GLAPalaceCΈ  J) Upgrade_GLACamouflageHGLA Camonetting UpgradeΆ_9 Chem_GLAPalaceCp Tρ9teamSkirmishGLA)Command_UpgradeGLACamoNettingAGLA Rocket Ammo Upgrade»d9 Chem_GLABlackMarketCˆ I) Upgrade_GLABuggyAmmoBGLA Junk Repair Upgrade»d9 Chem_GLABlackMarketCˆ J) Upgrade_GLAJunkRepair?GLA AP Rocket Upgrade»d9 Chem_GLABlackMarketCΈ  I) Upgrade_GLAAPRocketsKGLA Arm the Mob UpgradeΕn9 Chem_GLAInfantryAngryMobNexusCθ I) Upgrade_GLAArmTheMobN GLA Fortified Structures UpgradeΆ_9 Chem_GLAPalaceCΠ R) Upgrade_GLAFortifiedStructureN GLA Generals Powers—GLA Sneak Attack Fire - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack KϋJ SuperweaponSneakAttack 1 GLA Sneak Attack AI - H 3 #GLA Sneak Attack Fire - H@GLA Sneak Attack AI - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack 3 GLA Sneak Attack Fire - H 1 #GLA Sneak Attack AI - Hβ GLA Ambush AIUKTI SuperweaponRebelAmbush ) GLA Ambush Fire ' # GLA Ambush AI9GLA Ambush FireUKTI SuperweaponRebelAmbush KϋJ SuperweaponRebelAmbush '  GLA Ambush AI ) #GLA Ambush FireεGLA Anthrax AIUKTI SuperweaponAnthraxBomb * GLA Anthrax Fire ( #GLA Anthrax AI<GLA Anthrax FireUKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb ( GLA Anthrax AI * #GLA Anthrax Fire1GLA Anthrax AI - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb . GLA Anthrax Fire - H , #GLA Anthrax AI - HˆGLA Anthrax Fire - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb , GLA Anthrax AI - H . #GLA Anthrax Fire - HAGLA GPS Scramble AI - H–6_LAUNCH_ATTACKLTI SuperweaponGPSScrambler 3 GLA GPS Scramble Fire - H 1 #GLA GPS Scramble AI - HΖGLA GPS Scramble Fire - H–6_LAUNCH_ATTACKLTI SuperweaponGPSScrambler y YteamSkirmishGLAToxinGeneral)Command_GPSScramblerChem_GLATankScorpion 1 GLA GPS Scramble AI - H 3 #GLA GPS Scramble Fire - HPGLA Super Weapon UseFGLA Fire SCUD StormSITI SuperweaponScudStorm IϋJ SuperweaponScudStorm 0 GLA Fire SCUD Storm AI - #GLA Fire SCUD StormφGLA Fire SCUD Storm AISITI SuperweaponScudStorm - GLA Fire SCUD Storm 0 #GLA Fire SCUD Storm AI’GLA Fire SCUD Storm - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK IϋJ SuperweaponScudStorm 4 GLA Fire SCUD Storm AI - H 1 #GLA Fire SCUD Storm - HBGLA Fire SCUD Storm AI - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK 1 GLA Fire SCUD Storm - H 4 #GLA Fire SCUD Storm AI - Hw'GLA Garrison BuildsΞGLA Garrison BuildingsKA  _ESCALATION GGLA Start Garrisoning Buildings‘GLA Build Garrison P1 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHGLA Garrison OrdersΈGLA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈGLA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈGLA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈGLA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈGLA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉGLA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈGLA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈGLA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈGLA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈGLA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈGLA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈGLA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈGLA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈGLA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈGLA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈGLA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈGLA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈGLA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈGLA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈGLA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈGLA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈGLA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈGLA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈGLA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3v$ST Base Expansion§GLA Start First Expansion  R”NGLA Random Initial ExpansionpA4B³GLA Start First Expansion-B@6GLA Random Initial Expansion 2 GLA Base Expansion CheckΦGLA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION C˜: i9 Supply Lines - BuildingsA  _ESCALATION< 1 GLA Base Expand Start-B 1 GLA Base Expand Start-C C GLA Build Expansion Timer-B A C GLA Build Expansion Timer-CΘA 3   GLA Base Expand Start - N 3   GLA Base Expand Start - HHGLA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 90 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ V Slth_GLAStingerSite¨a V Slth_GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-BΘC€ D :GLA Base Expanding C GLA Build Expansion Timer-C/DHGLA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.&Check to expand again after 90 secondsƒ5i ¨a:GLA Base Expanding 5› ¬ V Slth_GLAStingerSite¨a V Slth_GLASupplyStash¨a $E GLA Worker Q”NGLA Build Expansion Timer-B AHB :GLA Base Expanding C GLA Build Expansion Timer-CpCGLA Base Expand Start-B?5GLA Build Expansion Timer-B 2 GLA Base Expansion CheckΆGLA Base Expand Start-C?5GLA Build Expansion Timer-C :GLA Base Expanding!GLA Base Expansion Base Defense 1 si9 Supply Lines - Buildings V Slth_GLAStingerSite¨a!GLA Base Expansion Base Defense 2 si9 Supply Lines - Buildings V Slth_GLAStingerSite¨a!GLA Base Expansion Base Defense 3 si9 Supply Lines - Buildings V Slth_GLAStingerSite¨aK$GLA Base Expansion Base Defense 4+ AŠIf the player has a lot of money, he builds more defenses quickly. But we don't want him to get out of control, so we'll cap at 12. - kds .Cp d9 Slth_GLAStingerSitei9 Supply Lines - Buildings.Cp d9  Slth_GLAStingerSitei9 Supply Lines - Buildings.Cp d9 Slth_GLAStingerSitei9 Supply Lines - Buildings.Cp d9 Slth_GLAStingerSitei9 Supply Lines - Buildings V Slth_GLAStingerSite¨a A GLA Build Supply DefensesπA$GLA Base Expansion Base Defense 4+ BOIf the player has sufficient money, he gradually builds up his supply defenses. .CΔ  d9 Slth_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9 Slth_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9  Slth_GLAStingerSitei9 Supply Lines - Buildings.CΔ  d9 Slth_GLAStingerSitei9 Supply Lines - Buildings V Slth_GLAStingerSite¨a A GLA Build Supply DefensesπB-GLA Base Expansion Base Defense 4+ Reactivate;After the timer expires, check to build more stinger sites.=3GLA Build Supply Defenses > $GLA Base Expansion Base Defense 4+ A > $GLA Base Expansion Base Defense 4+ B $E GLA Worker6GLA Base Expansion Base TunnelsOIf the player has sufficient money, he gradually builds up his supply defenses.π CΈ  f9 Slth_GLATunnelNetworkf9 Slth_GLATunnelNetworki9 Supply Lines - Buildings CΈ  f9 Slth_GLATunnelNetworkf9 Slth_GLATunnelNetworki9 Supply Lines - Buildings X Slth_GLATunnelNetwork˜:€ GLA Sell OffυGLA Sell off checkJg9 Slth_GLAInfantryWorkerf9 Slth_GLACommandCenter_9 Base FactoriesCΠ g9 Slth_GLAInfantryWorkerd9 Slth_GLABlackMarketd9 Slth_GLASupplyStash_9 TechOilDerrick 6 Sell Off Timer A &  GLA Sell off‹ GLA Sell off2(Sell Off Timer '= ωzGLA Paper Work vGLA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks F/Base FactoriesSlth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter K/Base BuildingsSlth_GLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefined»GLA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GGLA Start Garrisoning Buildings @GLA Air Team Is Building @GLA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <GLA Tech Stop Trying¦Turn Everything On  'C 'A TGLA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› Θ(GLA World State DetectionΎGLA AI Bonus Really LateKA  _ESCALATIONK 5› N·GLA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆGLA AI Bonus MidKA  _ESCALATION 5› 'ΈGLA AI Bonus EarlyKA  _ESCALATION 5› ˆ§ GLA EscalationGLA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 GLA Invasion Alert - Catch.GLA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 GLA Clear Alert Response Flags 2 GLA Invasion Alert - TryφGLA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 GLA Clear Alert Response Flags6GLA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†GLA Time Escalation - E  3 _ESCALATION†GLA Time Escalation - H   3 _ESCALATION†GLA Time Escalation - N   3 _ESCALATIONΙGLA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙGLA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΙGLA Tech Center Escalation - HRH Tech Center  3 _ESCALATIONθGLA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθGLA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATION€GLA Build Conditions - EasyΝ_GLA_1ST_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_2ND_WAVE_EKA  _ESCALATION MΜ  [Skirmish]MyOuterPerimeterΝ_GLA_3RD_WAVE_EKA  _ESCALATIONZ MΜ  [Skirmish]MyOuterPerimeterέGLA Build Conditions - Normal_GLA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_GLA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter&GLA Dozer - Build ConditionΎCθ g9 Slth_GLAInfantryWorker 'E GLA Worker. 20GLA Build Conditions - Hard£$GLA Build Condition: Palace GarrisonMCSlth_GLAPalace  ! &GLA Dozer - High Money Build ConditionMC N 'E GLA Worker. 2"@ #&GLA Dozer - High Money Build Condition(GLA Dozer - High Money Build Condition 2MC@œ 'E GLA Worker. 2"B #(GLA Dozer - High Money Build Condition 2Ξ_GLA_1ST_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_2ND_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_3RD_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_4TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterΞ_GLA_5TH_WAVE_HLB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterŽGLA Build Conditions - AlertsGLA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!GLA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!GLA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪGLA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter GLA Complimentary - General­GLA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυGLA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   GLA CT - Run SubsχGLA CT - Run Subs  1   GLA Priority - Set Tank 5   GLA Priority - Set Infantry 0   GLA Priority - Set AiryGLA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE H]&SL Complimentary Team :_CT_READY_TO_MERGE +   GLA CT - Run Subs]GLA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  H]& SL Complimentary Team 3 _CT1_EXISTSςGLA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH GLA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTSΨ!GLA Complimentary - Infantry TeamGLA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 GLA CT - WATCH Infantry Off 5 GLA Priority - Set InfantryGLA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9  Infantry 4 _CT_INFANTRY 1 GLA CT - WATCH Infantry 5 #GLA Priority - Set InfantrykGLA CT - Infantry Upgrades‹4 _CT_INFANTRYCSlth_GLAPalace K) Upgrade_GLAToxinShells K) Upgrade_GLAAnthraxBetaGLA CT - Infantry Upgrades 24 _CT_INFANTRYHSlth_GLABlackMarket I) Upgrade_GLAAPBulletsGLA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !ŸGLA Priority - Set Infantry  H++ GLA Infantry Priority' GLA Complimentary - Air TeamΤGLA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, GLA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeter>GLA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 GLA CT - WATCH Air Off 0 GLA Priority - Set Air 0 GLA CT - Air D DisbandGLA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , GLA CT - WATCH Air 0 #GLA Priority - Set AirGLA CT - Air UpgradesŠ/_CT_AIRGSlth_GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !•GLA Priority - Set Air  C++ GLA Air PriorityƒGLA Complimentary - Tank TeamόGLA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 GLA CT - WATCH Tank Off 1 GLA Priority - Set TankGLA CT - WATCH Tank Off’0_CT_TANK^9 Tanks 0_CT_TANK - GLA CT - WATCH Tank 1 #GLA Priority - Set TankGLA CT - Tank Upgrades‹0_CT_TANKGSlth_GLAArmsDealer I) Upgrade_GLAAPRockets GLA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !—GLA Priority - Set Tank  D++ GLA Tank PriorityΜ GLA Complimentary - Stealth TeamΰGLA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°,  GLA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterSGLA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.™3 _CT_STEALTHRD-  Upgrade_GLACamouflage£3 _CT_STEALTH\9 Spy•3 _CT_STEALTHNV. .GLAStealthGeneral 3 _CT_STEALTH 4 GLA CT - WATCH Stealth Off 4 GLA CT - Stealth D Disband#GLA CT - WATCH Stealth Offv3 _CT_STEALTH//  3 _CT_STEALTH 0 GLA CT - WATCH StealthGLA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  !™!GLA Complimentary - Base Def TeamηGLA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team.  ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 GLA CT - WATCH Base Def Off\GLA CT - WATCH Base Def Off ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 GLA CT - WATCH Base DefGLA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  ! /GLA Attack Prioritiesί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΓEasy Default Priority6,ObjectListsDefined R++teamSkirmishGLAStealthGeneral Easy PriorityΥGLA Sabo Priority6,ObjectListsDefined T0GLA Sabo Priority Super Weapons L0GLA Sabo PriorityPower U0GLA Sabo PriorityBase Factories U0GLA Sabo PriorityBase Buildings°GLA Apply Sabo Priority/% ( D++ GLA Sabo Priority5GLA Air Priority6,ObjectListsDefined V0GLA Air PriorityAnti-Air Vehicle N0GLA Air PriorityAircraft O0GLA Air Priority Artillery R0GLA Air Priority Supply Lines K0GLA Air PriorityTanks K0GLA Air PriorityPower T0GLA Air PriorityBase Factories T0GLA Air PriorityBase BuildingsGLA Apply Air Priority/% ( C++ GLA Air PriorityZGLA Tank Priority6,ObjectListsDefined J0GLA Tank PrioritySpy L0GLA Tank PriorityTanks T0GLA Tank Priority Base Defenses P0GLA Tank Priority Artillery N0GLA Tank PriorityUtility N0GLA Tank PriorityVehicle W0GLA Tank PriorityAnti-Air Vehicle L0GLA Tank PriorityPower S0GLA Tank Priority Supply Lines R0GLA Tank Priority Tech Center O0GLA Tank PriorityInfantry U0GLA Tank PriorityBase Factories T0GLA Tank Priority Super Weapons U0GLA Tank PriorityBase Buildings°GLA Apply Tank Priority/% ( D++ GLA Tank PriorityΥGLA Infantry Priority6,ObjectListsDefined N0GLA Infantry PrioritySpy S0GLA Infantry PriorityInfantry T0GLA Infantry Priority Artillery X0GLA Infantry Priority Base Defenses P0GLA Infantry PriorityTanks [0GLA Infantry PriorityAnti-Air Vehicle R0GLA Infantry PriorityVehicle R0GLA Infantry PriorityUtility P0GLA Infantry PriorityPower Y0GLA Infantry PriorityBase Factories X0GLA Infantry Priority Super Weapons Y0GLA Infantry PriorityBase BuildingsΈGLA Apply Infantry Priority/% ( H++ GLA Infantry Priority‰GLA Path Finder Priority6,ObjectListsDefined Q0GLA Path Finder PrioritySpy2 V0GLA Path Finder PriorityInfantry2 Z0GLA Path Finder Priority Supply Lines2ΎGLA Apply Path Finder Priority/% ( K++ GLA Path Finder Priority GLA Rocket Guy Priority6,ObjectListsDefined R0GLA Rocket Guy PriorityTanks ]0GLA Rocket Guy PriorityAnti-Air Vehicle U0GLA Rocket Guy PriorityAircraft Z0GLA Rocket Guy Priority Base Defenses Y0GLA Rocket Guy Priority Supply Lines T0GLA Rocket Guy PriorityUtility R0GLA Rocket Guy PriorityPowerΌGLA Apply Rocket Guy Priority/% ( J++ GLA Rocket Guy Priority]GLA Stealth Plane Priority6,ObjectListsDefined W0GLA Stealth Priority Base Defenses O0GLA Stealth PriorityPower V0GLA Stealth Priority Supply Lines Q0GLA Stealth PriorityUtility S0GLA Stealth Priority Artillery Z0GLA Stealth PriorityAnti-Air Vehicle O0GLA Stealth PriorityTanks X0GLA Stealth PriorityBase FactoriesΆGLA Apply Stealth Priority/% ( G++ GLA Stealth PriorityΣGLA Capture Tech Building6,ObjectListsDefined ^0GLA Tech Building PriorityTech BuildingsˆΒ GLA Apply Tech Building Priority/% ( M++ GLA Tech Building PriorityΏGLA Raider Priority6,ObjectListsDefined P0GLA Raider PriorityUtilityˆχ#GLA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ GLA Raider Priority΄GLA Apply Raider Priority/% ( F++ GLA Raider PriorityχGLA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0GLA Supply Lines Priority Supply Lines– g0GLA Supply Lines PrioritySupply Lines - Buildings” T0GLA Supply Lines PriorityPower# ]0GLA Supply Lines PriorityBase Factories \0GLA Supply Lines Priority Super Weapons ]0GLA Supply Lines PriorityBase BuildingsΐGLA Apply Supply Lines Priority/% ( L++ GLA Supply Lines Priority’GLA Power Priority6,ObjectListsDefined M0GLA Power PriorityPower– U0GLA Power Priority Base Defenses V0GLA Power PriorityBase Factories O0GLA Power PriorityUtility U0GLA Power Priority Super Weapons V0GLA Power PriorityBase Buildings²GLA Apply Power Priority/% ( E++ GLA Power PriorityΖGLA Default Priority6,ObjectListsDefined V++teamSkirmishGLAStealthGeneralGLA Tank Priority•GLA Attack WavesGLA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFGLA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE GLA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKώGLA Attack BehaviorsΫ#GLA Behavior: Immediate Attack Back  %―> MΎ4 GLA Attack Enemy Base Back£GLA Behavior: Hijacker Hunt  L8 )Command_GLAInfantryHijackέ$GLA Behavior: Immediate Attack Flank  %―> NΎ4 GLA Attack Enemy Base Flankί%GLA Behavior: Immediate Attack Center  %―> OΎ4 GLA Attack Enemy Base Center°#GLA Behavior: Demo Trap Center Path  QΎ4 GLA Seq: Demo Trap Center Path_GLA Seq: Demo Trap Center Path  9ω6 *Center ^WS Slth_GLADemoTrap Z8 )'Command_GLAInfantryRebelBoobyTrapAttack“GLA Hunt@6_LAUNCH_ATTACK %<2 m GLA Hunt Air  %<2 GLA Guard Base  m *HB ),Command_UpgradeGLABombTruckHighExplosiveBomb MΜ  [Skirmish]MyInnerPerimeterGLA Guard Base Outer  m *HB ),Command_UpgradeGLABombTruckHighExplosiveBomb MΜ  [Skirmish]MyOuterPerimeter½GLA Guard Combat Zone  %3O =Μ  CombatZoneΕGLA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone GLA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&GLA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeterΛGLA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimetercGLA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> OΎ4 GLA Attack Enemy Base CenteraGLA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> NΎ4 GLA Attack Enemy Base Flank_GLA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> MΎ4 GLA Attack Enemy Base BackGLA Attack Enemy Base Center  9ω6 *Center Gυ7 *Center %<2 GLA Attack Enemy Base Flank  8ω6 *Flank Fυ7 *Flank %<2 GLA Attack Enemy Base Back  ;ω6 *Backdoor Iυ7 *Backdoor %<2 kGLA Attack Sequence Flank Sabo₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ %―> SΎ4  GLA Attack Enemy Base Flank Sabo9 GLA Attack Enemy Base Flank Sabo  8ω6 *Flank Fυ7 *Flank K8 )Command_SabotageBuilding¦GLA Behavior: Attack Back Rush  LΎ4 GLA Seq: Attack Back RushGLA Seq: Attack Back Rush  ;ω6 *Backdoor Iυ7 *Backdoor %<2 ϊ GLA Team Behaviorl GLA Disband  %°, ϋGLA Behavior: Jarmen Kell Hunt  b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTER˜GLA Behavior: Jarmen Kell FiresšCQ[ (IS_FIRING_WEAPONC  _KELL_COUNTER 5 _KELL_COUNTER 8_KELL_STOP_TIMER 8 GLA Behavior: Jarmen Kell StopƒGLA Behavior: Jarmen Kell Stop*_KELL_STOP_TIMERC  _KELL_COUNTER =Μ  CombatZone 8 _KELL_FIRE_TIMERΘA 5 _KELL_COUNTERl$GLA Behavior: Jarmen Kell Hunt Again*_KELL_FIRE_TIMERC  _KELL_COUNTER b8 )/Command_GLAInfantryJarmenKellSnipeVehicleAttack 5 _KELL_COUNTERΜ!GLA Tunnel Defender Prio IncreaseRHdP SCIENCE_SneakAttack 3κQGLA H 5W Tunnel Guards. 3λ&GLA Behavior: Re-Enable Demo Trap TechaW=V "SpecialAbilityRebelCaptureBuilding > $GLA Behavior: Demo Trap By Tech Bldg€$GLA Behavior: Demo Trap By Tech Bldg²W<U "SpecialAbilityRebelCaptureBuildingGSlth_GLAArmsDealer ^WS Slth_GLADemoTrap @ &GLA Behavior: Re-Enable Demo Trap Tech%GLA Behavior: Demo Trap In CZ - Build/% _DEMO_BUILD ^WS Slth_GLADemoTrap 7 GLA Behavior: Demo Trap In CZGLA Behavior: Demo Trap In CZΐK1 CombatZone$a9  Slth_GLADemoTrap A“T _DEMO_BUILDx ? %GLA Behavior: Demo Trap In CZ - Buildh(GLA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %GLA Behavior: Guard CZ from ArtilleryX%GLA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (GLA Behavior: Guard Base After ArtilleryΐGLA Behavior: Build TN@6_LAUNCH_ATTACK DΎ4 GLA Seq: Build TNΫGLA Seq: Build TN  ;ω6 *Backdoor Iυ7 *BackdoorϊGLA Behavior: Build TN in CZUK'R CombatZone$ cWS Slth_GLATunnelNetwork GLA Behavior: Build TN Enemy OPh^'R [Skirmish]EnemyOuterPerimeter$ cWS Slth_GLATunnelNetwork ξGLA Garrison Palace Orders  iδ; Slth_GLAPalace [Skirmish]MyOuterPerimeter %i= €GLA Enter Palace Sequential  MΎ4 GLA Garrison Palace Orders³GLA Team Destroyed  6GLA Teams Lost %λ: ¬GLA Leave TransportsMC4W  %7X  GLA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸGLA Attack Hunt  %7X %<2 ΠGLA Base Invaded HuntA7_INVASION_ALERT %―> %<2 žGLA JK Escorts Sequential  IΎ4 GLA Team Capture Units3GLA Team Capture Units  %? %? %? %? %<2 ͺGLA Bomb Truck Attack Rush  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority m *HB ),Command_UpgradeGLABombTruckHighExplosiveBomb %<2 xGLA Bomb Truck Attack Back  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority ;ω6 *Backdoor %<2 vGLA Bomb Truck Attack Flank  _ Y )Command_DisguiseAsVehicleTanks E++ GLA Power Priority 8ω6 *Flank %<2 GLA Bomb Truck Attack Center  _ Y )Command_DisguiseAsVehicleTanks N++ China Supply Lines Priority 9ω6 *Center %<2 {GLA Behavior: Guard Tunnel  %BZ $GLA Alert Team AttacksSGLA Invasion Alert HuntF<_INVASION_ALERT_OVER 3[@  %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesπ"GLA Sequence Capture Neutral Units  LΎ4 GLA Capture Neutral Units <GLA Team is Building©GLA Capture Neutral Units  %? %<2 EGLA Combat ZoneGLA Guard the Combat Zone  %3O <GLA Team is Building =Μ  CombatZoneΨGLA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5GLA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ gGLA Base Building - EasyηGLA Build 1st Defense - EœGSlth_GLAArmsDealer A  _ESCALATION  ϊB§GLA Supply Center - E  V Slth_GLASupplyStash'vGLA Barracks - E  *τASlth_GLABarracks·GLA War Factory - ERHSlth_GLASupplyStash ,τASlth_GLAArmsDealerGLA Strategy Center - EœGSlth_GLAArmsDealer A  _ESCALATION( (τASlth_GLAPalaceGLA Black Market - EšCSlth_GLAPalace CΈ  -τASlth_GLABlackMarketHGLA Scud Storm - EεCSlth_GLAPalace A  _ESCALATION΄Cp +τASlth_GLAScudStormjGLA Base Building - Normal§GLA Supply Center - N  V Slth_GLASupplyStash'vGLA Barracks - N  *τASlth_GLABarracks·GLA War Factory - NRHSlth_GLASupplyStash ,τASlth_GLAArmsDealer4GLA Build 1st Defense - NιGSlth_GLAArmsDealer A  _ESCALATION C°  ϊB6GLA Build Front Defense - NιGSlth_GLAArmsDealer A  _ESCALATION C°  ϊBXGLA Build Front Tunnel - NιGSlth_GLAArmsDealer A  _ESCALATION C° /FSlth_GLATunnelNetworkZGLA Build Front Tunnel 2 - NιGSlth_GLAArmsDealer A  _ESCALATION C° /FSlth_GLATunnelNetwork^ GLA Build 1st Tunnel Network - NιGSlth_GLAArmsDealer A  _ESCALATION C° /τASlth_GLATunnelNetwork4GLA Build 2nd Defense - NιGSlth_GLAArmsDealer A  _ESCALATIONC°  ώCψGLA Palace - NœGSlth_GLAArmsDealer A  _ESCALATION (τASlth_GLAPalaceGLA Black Market - NšCSlth_GLAPalace CΈ  -τASlth_GLABlackMarketGLA Black Market2 - NŸHSlth_GLABlackMarket CΈ  -τASlth_GLABlackMarketHGLA Scud Storm - NεCSlth_GLAPalace A  _ESCALATIONdCp +τASlth_GLAScudStorm GLA Base Building - HardΚGLA High Money Builds - H»C0u d9 Slth_GLASupplyStash ,GSlth_GLAArmsDealer /GSlth_GLATunnelNetwork -GSlth_GLAStingerSite *GSlth_GLABarracksvGLA Barracks - H  *τASlth_GLABarracksGLA Supply Center - Hqg9 Slth_GLAInfantryWorker V Slth_GLASupplyStash'GLA Supply Defense - Hmc9 Slth_GLAArmsDealer V Slth_GLAStingerSite'·GLA Arms Dealer - HRHSlth_GLASupplyStash ,τASlth_GLAArmsDealerΉGLA Arms Dealer 2 - HRHSlth_GLASupplyStash ,τASlth_GLAArmsDealerΤGLA Arms Dealer 3 - Hmc9 Slth_GLAArmsDealer ,τASlth_GLAArmsDealer%GLA Tunnel Network - HΊc9 Slth_GLAArmsDealerC° /τASlth_GLATunnelNetwork'GLA Tunnel Network 2 - HΊc9 Slth_GLAArmsDealerC° /τASlth_GLATunnelNetworkGLA Build 1st Defense - HœESlth_GLABarracks C°  ϊB  ϊB  ώCEGLA Build 2nd Defense - HžGSlth_GLAArmsDealer C° /FSlth_GLATunnelNetwork /GSlth_GLATunnelNetwork7GLA Palace - HœGSlth_GLAArmsDealer A  _ESCALATION 5› Έ (τASlth_GLAPalaceσGLA Black Market - HMCSlth_GLAPalace 5› Έ -τASlth_GLABlackMarketGLA Black Market 2 - Hnd9 Slth_GLABlackMarket 5› Έ -τASlth_GLABlackMarketGLA Black Market 3 - Hnd9 Slth_GLABlackMarket 5› Έ -τASlth_GLABlackMarketGLA Black Market 4 - Hnd9 Slth_GLABlackMarket 5› Έ -τASlth_GLABlackMarket:GLA Scud Storm - H˜CSlth_GLAPalace A  _ESCALATIONK 5› p +τASlth_GLAScudStorm±!GLA Build More Sting Defenses - HA  _ESCALATION(d9 Slth_GLAStingerSiteCp -FSlth_GLAStingerSite -GSlth_GLAStingerSite²GLA Build More TN Defenses - HA  _ESCALATION(d9 Slth_GLAStingerSiteCp /GSlth_GLATunnelNetwork /GSlth_GLATunnelNetwork GLA Tech BuildingsŠGLA Tech Building Detect]XH ϊC [Skirmish]MyInnerPerimetera9 Slth_GLABarracks >GLA Tech Building Near 2 #GLA Tech Building DetectδGLA Tech Capture BuildœL GLA Tech Building Near<GLA Tech Stop Trying  !GLA Tech Capture Sequential  SΎ4  GLA Tech Building Capture Orders T) Upgrade_InfantryCaptureBuildingp GLA Tech Building Capture Orders  M++ GLA Tech Building Priority Yδ; Tech Buildings CombatZone Z8 )'Command_GLAInfantryRebelCaptureBuildingŠGLA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKGLA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<GLA Tech Stop TryingA  _ESCALATIONd <GLA Tech Stop Trying2 GLA Upgrades;GLA AP Bullets UpgradeΆ_9 GLABlackMarketCΈ  I) Upgrade_GLAAPBulletsKGLA Scorpion Rocket Upgrade Όe9 Slth_GLATankScorpionCθ N) Upgrade_GLAScorpionRocket(GLA Worker Shoes Upgrade ŸCL HSlth_GLABlackMarket K) Upgrade_GLAWorkerShoes?GLA Toxin Shells Upgrade Ά_9 Slth_GLAPalaceCθ K) Upgrade_GLAToxinShells?GLA Anthrax Beta UpgradeΆ_9 Slth_GLAPalaceCΈ  K) Upgrade_GLAAnthraxBeta6GLA Camo UpgradeΆ_9 Slth_GLAPalaceCΈ  J) Upgrade_GLACamouflageνGLA Camonetting UpgradeMCΈ  bρ9teamSkirmishGLAStealthGeneral)Command_UpgradeGLACamoNettingAGLA Rocket Ammo Upgrade»d9 Slth_GLABlackMarketCˆ I) Upgrade_GLABuggyAmmoBGLA Junk Repair Upgrade»d9 Slth_GLABlackMarketCˆ J) Upgrade_GLAJunkRepair?GLA AP Rocket Upgrade»d9 Slth_GLABlackMarketCΈ  I) Upgrade_GLAAPRocketsKGLA Arm the Mob UpgradeΕn9 Slth_GLAInfantryAngryMobNexusCθ I) Upgrade_GLAArmTheMobN GLA Fortified Structures UpgradeΆ_9 Slth_GLAPalaceCΠ R) Upgrade_GLAFortifiedStructureδ GLA Generals Powers@GLA Sneak Attack AI - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack 3 GLA Sneak Attack Fire - H 1 #GLA Sneak Attack AI - H—GLA Sneak Attack Fire - H•6_LAUNCH_ATTACKKTI SuperweaponSneakAttack KϋJ SuperweaponSneakAttack 1 GLA Sneak Attack AI - H 3 #GLA Sneak Attack Fire - Hβ GLA Ambush AIUKTI SuperweaponRebelAmbush ) GLA Ambush Fire ' # GLA Ambush AI9GLA Ambush FireUKTI SuperweaponRebelAmbush KϋJ SuperweaponRebelAmbush '  GLA Ambush AI ) #GLA Ambush FireεGLA Anthrax AIUKTI SuperweaponAnthraxBomb * GLA Anthrax Fire ( #GLA Anthrax AI<GLA Anthrax FireUKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb ( GLA Anthrax AI * #GLA Anthrax Fire1GLA Anthrax AI - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb . GLA Anthrax Fire - H , #GLA Anthrax AI - HˆGLA Anthrax Fire - H•6_LAUNCH_ATTACKKTI SuperweaponAnthraxBomb KϋJ SuperweaponAnthraxBomb , GLA Anthrax AI - H . #GLA Anthrax Fire - HGLA GPS Scramble AI - H[QTI Slth_SuperweaponGPSScrambler 3 GLA GPS Scramble Fire - H 1 #GLA GPS Scramble AI - H—GLA GPS Scramble Fire - H[QTI Slth_SuperweaponGPSScrambler … YteamSkirmishGLAStealthGeneral)Slth_Command_GPSScramblerSlth_GLAVehicleQuadCannon 1 GLA GPS Scramble AI - H 3 #GLA GPS Scramble Fire - HPGLA Super Weapon UseFGLA Fire SCUD StormSITI SuperweaponScudStorm IϋJ SuperweaponScudStorm 0 GLA Fire SCUD Storm AI - #GLA Fire SCUD StormφGLA Fire SCUD Storm AISITI SuperweaponScudStorm - GLA Fire SCUD Storm 0 #GLA Fire SCUD Storm AI’GLA Fire SCUD Storm - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK IϋJ SuperweaponScudStorm 4 GLA Fire SCUD Storm AI - H 1 #GLA Fire SCUD Storm - HBGLA Fire SCUD Storm AI - H“ITI SuperweaponScudStorm6_LAUNCH_ATTACK 1 GLA Fire SCUD Storm - H 4 #GLA Fire SCUD Storm AI - Hw'GLA Garrison BuildsΞGLA Garrison BuildingsKA  _ESCALATION GGLA Start Garrisoning Buildings‘GLA Build Garrison P1 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B1(+KPlayer1 Garrison15kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B2(+KPlayer1 Garrison25kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P1 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P2 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P3 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P4 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P5 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P6 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P7 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘GLA Build Garrison P8 B3(+KPlayer1 Garrison35kL GGLA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHGLA Garrison OrdersΈGLA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈGLA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈGLA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈGLA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈGLA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉGLA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈGLA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈGLA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈGLA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈGLA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈGLA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈGLA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈGLA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈGLA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈGLA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈGLA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈGLA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈGLA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈGLA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈGLA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈGLA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈGLA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈGLA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈGLA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3ΫyΧSet America FactionG=V. .AmericaYOV. .AmericaSuperWeaponGeneralSIV. .AmericaLaserGeneralVLV. .AmericaAirForceGeneral 7Music - FactionΕSet China FactionE;V. .ChinaPFV. .ChinaNukeGeneralTJV. .ChinaInfantryGeneralPFV. .ChinaTankGeneral 7Music - FactionΑSet GLA FactionC9V. .GLAOEV. .GLAToxinGeneralTJV. .GLADemolitionGeneralQGV. .GLAStealthGeneral 7Music - Faction€Start Music Timer  3  MUSIC_TIMER A( USA MusicφUSA Set Default Music Track~E Music - Faction% MUSIC_TIMER 7USA Music TrackκUSA Play Music Track 1OE USA Music TrackŠE USA Music Track 1USA Music Restart Cycle Ac` Game_USA_01 ? USA Music Track 2 StartRC 7USA Music TrackΌUSA Post Track 1 Silence=3ga Game_USA_01 Ac` Game_Silent‘USA Play Music Track 2Š1USA Music Track 2 StartE USA Music Track Ac` Game_USA_02 ? USA Music Track 3 Start\C 7USA Music TrackΌUSA Post Track 2 Silence=3ga Game_USA_02 Ac` Game_Silent‘USA Play Music Track 3Š1USA Music Track 3 StartE USA Music Track Ac` Game_USA_03 ? USA Music Track 4 StartfC 7USA Music TrackΌUSA Post Track 3 Silence=3ga Game_USA_03 Ac` Game_Silent‘USA Play Music Track 4Š1USA Music Track 4 StartE USA Music Track Ac` Game_USA_04 ? USA Music Track 5 Start\C 7USA Music TrackΌUSA Post Track 4 Silence=3ga Game_USA_04 Ac` Game_Silent‘USA Play Music Track 5Š1USA Music Track 5 StartE USA Music Track Ac` Game_USA_05 7USA Music Track ? USA Music Track 6 StartHCΌUSA Post Track 5 Silence=3ga Game_USA_05 Ac` Game_Silent‘USA Play Music Track 6Š1USA Music Track 6 StartE USA Music Track Ac` Game_USA_06 7USA Music Track ? USA Music Track 7 StartHCΌUSA Post Track 6 Silence=3ga Game_USA_06 Ac` Game_Silent‘USA Play Music Track 7Š1USA Music Track 7 StartE USA Music Track Ac` Game_USA_07 7USA Music Track ? USA Music Track 8 Start\C½USA Post Track 7 Silence =3ga Game_USA_07 Ac` Game_Silent‘USA Play Music Track 8Š1USA Music Track 8 StartE USA Music Track Ac` Game_USA_08 7USA Music Track ? USA Music Track 9 StartHCΌUSA Post Track 8 Silence=3ga Game_USA_08 Ac` Game_Silent’USA Play Music Track 9Š1USA Music Track 9 StartE USA Music Track Ac` Game_USA_09 7USA Music Track @ USA Music Track 10 StartHCΌUSA Post Track 9 Silence=3ga Game_USA_09 Ac` Game_Silent”USA Play Music Track 10‹2USA Music Track 10 StartE USA Music Track Ac` Game_USA_10 7USA Music Track @ USA Music Track 11 StartHC½USA Post Track 10 Silence=3ga Game_USA_10 Ac` Game_SilentUSA Play Music Track 11‹2USA Music Track 11 StartE USA Music Track Ac` Game_USA_11 7USA Music Track 9 USA Music SilenceHCQUSA Music Silence EndŒE USA Music Track 3ga Game_USA_11 Ac` Game_Silent ? USA Music Restart CycleπA USA Music Events΅&USA Music Player Built Particle CannonO USA Music Particle Cannon_9  Super WeaponsE Music - Faction =c`End_USA ? USA Music Track 6 StartHB 7USA Music Track AUSA Music Particle Cannon <USA Lost Important 1i!USA Music Particle Cannon SilenceαO USA Music Particle CannonE Music - Faction/gaEnd_USA Ac` Game_SilentPUSA Music Player Lost BuildingτJ USA Lost Important 1E Music - FactionGhb AmericaWarFactoryψJ USA Lost Important 1E Music - FactionKhb AmericaStrategyCenterφJ USA Lost Important 1E Music - FactionIhb AmericaSupplyCenterχJ USA Lost Important 1E Music - FactionJhb AmericaCommandCenter Ec`End_USA_Failure ? USA Music Track 9 StartpB 7USA Music Track <USA Lost Important 1b USA Music Lost Important Silence•J USA Lost Important 17gaEnd_USA_Failure Ac` Game_Silent <USA Lost Important 1C China MusicϊChina Set Default Music Track~E Music - Faction% MUSIC_TIMER 9China Music TrackφChina Play Music Track 1QG China Music TrackŽG China Music Track 3China Music Restart Cycle Ac` Game_CHI_01 A China Music Track 2 StartRC 9China Music TrackΎChina Post Track 1 Silence=3ga Game_CHI_01 Ac` Game_Silent›China Play Music Track 2Ž3China Music Track 2 StartG China Music Track Ac` Game_CHI_02 A China Music Track 3 StartRC 9China Music TrackΏChina Post Track 2 Silence =3ga Game_CHI_02 Ac` Game_Silent›China Play Music Track 3Ž3China Music Track 3 StartG China Music Track Ac` Game_CHI_03 A China Music Track 4 StartRC 9China Music TrackΎChina Post Track 3 Silence=3ga Game_CHI_03 Ac` Game_Silent›China Play Music Track 4Ž3China Music Track 4 StartG China Music Track Ac` Game_CHI_04 A China Music Track 5 StartRC 9China Music TrackΎChina Post Track 4 Silence=3ga Game_CHI_04 Ac` Game_Silent›China Play Music Track 5Ž3China Music Track 5 StartG China Music Track Ac` Game_CHI_05 9China Music Track A China Music Track 6 Start\CΎChina Post Track 5 Silence=3ga Game_CHI_05 Ac` Game_Silent›China Play Music Track 6Ž3China Music Track 6 StartG China Music Track Ac` Game_CHI_06 A China Music Track 7 StartRC 9China Music TrackΎChina Post Track 6 Silence=3ga Game_CHI_06 Ac` Game_Silent›China Play Music Track 7Ž3China Music Track 7 StartG China Music Track Ac` Game_CHI_07 A China Music Track 8 Start\C 9China Music TrackΎChina Post Track 7 Silence=3ga Game_CHI_07 Ac` Game_Silent›China Play Music Track 8Ž3China Music Track 8 StartG China Music Track Ac` Game_CHI_08 9China Music Track A China Music Track 9 Start\CΎChina Post Track 8 Silence=3ga Game_CHI_08 Ac` Game_SilentœChina Play Music Track 9Ž3China Music Track 9 StartG China Music Track Ac` Game_CHI_09 9China Music Track B China Music Track 10 Start\CΎChina Post Track 9 Silence=3ga Game_CHI_09 Ac` Game_Silent—China Play Music Track 104China Music Track 10 StartG China Music Track Ac` Game_CHI_10 9China Music Track ; China Music Silence\CSChina Music SilenceŽG China Music Track 3ga Game_CHI_10 Ac` Game_Silent A China Music Restart CycleπA¨ China Music Events China Music Player Built Nuke_9  Super WeaponsF China Music NukeE Music - Faction =c`End_Chi A China Music Track 6 StartHB 9China Music Track 8China Music Nuke >China Lost Important 1China Music Nuke Silence‰F China Music Nuke/gaEnd_Chi Ac` Game_SilentZ China Music Player Lost BuildingτL China Lost Important 1E Music - FactionEhb ChinaWarFactoryϊL China Lost Important 1E Music - FactionKhb ChinaPropagandaCenterφL China Lost Important 1E Music - FactionGhb ChinaSupplyCenterχL China Lost Important 1E Music - FactionHhb ChinaCommandCenter Ec`End_Chi_Failure A China Music Track 6 StartŒB 9China Music Track >China Lost Important 1h"China Music Lost Important Silence—L China Lost Important 17gaEnd_Chi_Failure Ac` Game_Silent >China Lost Important 1# GLA MusicφGLA Set Default Music Track~E Music - Faction% MUSIC_TIMER 7GLA Music TrackκGLA Play Music Track 1OE GLA Music TrackŠE GLA Music Track 1GLA Music Restart Cycle Ac` Game_GLA_01 ? GLA Music Track 2 StartRC 7GLA Music TrackΌGLA Post Track 1 Silence=3ga Game_GLA_01 Ac` Game_Silent‘GLA Play Music Track 2Š1GLA Music Track 2 StartE GLA Music Track Ac` Game_GLA_02 ? GLA Music Track 3 StartpC 7GLA Music TrackΌGLA Post Track 2 Silence=3ga Game_GLA_02 Ac` Game_Silent‘GLA Play Music Track 3Š1GLA Music Track 3 StartE GLA Music Track Ac` Game_GLA_03 ? GLA Music Track 4 StartRC 7GLA Music TrackΌGLA Post Track 3 Silence=3ga Game_GLA_03 Ac` Game_Silent‘GLA Play Music Track 4Š1GLA Music Track 4 StartE GLA Music Track Ac` Game_GLA_04 ? GLA Music Track 5 StartRC 7GLA Music TrackΌGLA Post Track 4 Silence=3ga Game_GLA_04 Ac` Game_Silent‘GLA Play Music Track 5Š1GLA Music Track 5 StartE GLA Music Track Ac` Game_GLA_05 7GLA Music Track ? GLA Music Track 6 Start\CΌGLA Post Track 5 Silence=3ga Game_GLA_05 Ac` Game_Silent‘GLA Play Music Track 6Š1GLA Music Track 6 StartE GLA Music Track Ac` Game_GLA_06 7GLA Music Track ? GLA Music Track 7 Start\CΌGLA Post Track 6 Silence=3ga Game_GLA_06 Ac` Game_Silent‘GLA Play Music Track 7Š1GLA Music Track 7 StartE GLA Music Track Ac` Game_GLA_07 7GLA Music Track ? GLA Music Track 8 Start\CΌGLA Post Track 7 Silence=3ga Game_GLA_07 Ac` Game_Silent‘GLA Play Music Track 8Š1GLA Music Track 8 StartE GLA Music Track Ac` Game_GLA_08 7GLA Music Track ? GLA Music Track 9 StartHCΌGLA Post Track 8 Silence=3ga Game_GLA_08 Ac` Game_Silent’GLA Play Music Track 9Š1GLA Music Track 9 StartE GLA Music Track Ac` Game_GLA_09 7GLA Music Track @ GLA Music Track 10 StartHCΌGLA Post Track 9 Silence=3ga Game_GLA_09 Ac` Game_Silent”GLA Play Music Track 10‹2GLA Music Track 10 StartE GLA Music Track Ac` Game_GLA_10 7GLA Music Track @ GLA Music Track 11 StartHC½GLA Post Track 10 Silence=3ga Game_GLA_10 Ac` Game_SilentGLA Play Music Track 11‹2GLA Music Track 11 StartE GLA Music Track Ac` Game_GLA_11 7GLA Music Track 9 GLA Music SilenceHCMGLA Music SilenceŒE GLA Music Track 3ga Game_GLA_11 Ac` Game_Silent ? GLA Music Restart CycleπAm GLA Music Events”GLA Music Player Build SCUD_9  Super WeaponsD GLA Music ScudE Music - Faction =c`End_GLA ? GLA Music Track 6 StartHB 7GLA Music Track 6GLA Music Scud <GLA Lost Important 1GLA Music SCUD Silence‡D GLA Music Scud/gaEnd_GLA Ac` Game_Silent7GLA Music Player Lost BuildingπJ GLA Lost Important 1E Music - FactionChb  GLAArmsDealerμJ GLA Lost Important 1E Music - Faction?hb  GLAPalaceρJ GLA Lost Important 1E Music - FactionDhb GLASupplyStashσJ GLA Lost Important 1E Music - FactionFhb GLACommandCenter Ec`End_GLA_Failure ? GLA Music Track 9 StartŒB 7GLA Music Track <GLA Lost Important 1b GLA Music Lost Important Silence•J GLA Lost Important 17gaEnd_GLA_Failure Ac` Game_Silent <GLA Lost Important 1αObserver MusicΕ Observer Set Default Music TrackH>V. .Observer 7USA Music Track0!?USA Base ExpansionNUSA Base Expansion Checkξq9 Supply Lines - Buildingsi9 Supply Lines - Buildings CX i9 Supply Lines - BuildingsA  _ESCALATION Cΰ. i9 Supply Lines - BuildingsA  _ESCALATION< 1 USA Base Expand Start-B C USA Build Expansion Timer-BpA 3   USA Base Expand Start - N 3   USA Base Expand Start - HUSA Base Expand Start - NQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a / USA Allow Build False 5›   X AmericaPatriotBattery¨a V AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BDUSA Base Expand Start - HQWe give the player $2k here to make sure he can expand, its a cheat but worth it.?5i ¨a / USA Allow Build False 5›   X AmericaPatriotBattery¨a V AmericaSupplyCenter¨a +EUSA Replace Dozer C USA Build Expansion Timer-BCUSA Base Expand Start-B?5USA Build Expansion Timer-B 2 USA Base Expansion Checkˆ!USA Base Expansion Base Defense 1 €i9 Supply Lines - Buildings'! X AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 2ˆ!USA Base Expansion Base Defense 2 €i9 Supply Lines - Buildings'! X AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 3ˆ!USA Base Expansion Base Defense 3 €i9 Supply Lines - Buildings'! X AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 4|!USA Base Expansion Base Defense 4 ˜A  _ESCALATION<CRD n X AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 5|!USA Base Expansion Base Defense 5 ˜A  _ESCALATIONnCRD n X AmericaPatriotBattery¨a ; !USA Base Expansion Base Defense 67!USA Base Expansion Base Defense 6 ˜A  _ESCALATIONCRD n X AmericaPatriotBattery¨a‘ USA Sell OffςUSA Sell off checkFd9 AmericaVehicleDozere9 AmericaCommandCenter_9 Base FactoriesCΠ f9 AmericaVehicleChinookf9 AmericaSupplyDropZoned9 AmericaSupplyCenter_9 TechOilDerrick 6 Sell Off Timer A &  USA Sell off‹ USA Sell off2(Sell Off Timer '= >{USA Paper WorkvUSA Define Object Lists  @/TanksAmericaTankCrusader E/TanksLazr_AmericaTankCrusader E/TanksSupW_AmericaTankCrusader ?/TanksAmericaTankPaladin D/TanksLazr_AmericaTankPaladin D/TanksSupW_AmericaTankPaladin ?/TanksAmericaTankAvenger D/TanksAirF_AmericaTankAvenger D/TanksLazr_AmericaTankAvenger D/TanksSupW_AmericaTankAvenger A/TanksAmericaTankMicrowave F/TanksAirF_AmericaTankMicrowave F/TanksSupW_AmericaTankMicrowave >/TanksChinaTankOverlord C/TanksNuke_ChinaTankOverlord B/TanksTank_ChinaTankEmperor B/TanksChinaTankBattleMaster G/TanksNuke_ChinaTankBattleMaster G/TanksTank_ChinaTankBattleMaster </TanksChinaTankDragon A/TanksInfa_ChinaTankDragon A/TanksNuke_ChinaTankDragon A/TanksTank_ChinaTankDragon >/TanksChinaTankGattling C/TanksInfa_ChinaTankGattling C/TanksNuke_ChinaTankGattling C/TanksTank_ChinaTankGattling 9/Tanks ChinaTankECM >/TanksInfa_ChinaTankECM >/TanksNuke_ChinaTankECM >/TanksTank_ChinaTankECM </TanksGLATankScorpion A/TanksDemo_GLATankScorpion A/TanksSlth_GLATankScorpion A/TanksChem_GLATankScorpion </TanksGLATankMarauder A/TanksDemo_GLATankMarauder A/TanksSlth_GLATankMarauder A/TanksChem_GLATankMarauder A/TanksGLAVehicleToxinTruck F/TanksDemo_GLAVehicleToxinTruck F/TanksSlth_GLAVehicleToxinTruck F/TanksChem_GLAVehicleToxinTruck @/AircraftAmericaJetRaptor E/AircraftAirF_AmericaJetRaptor E/AircraftSupW_AmericaJetRaptor H/AircraftAmericaJetStealthFighter M/AircraftAirF_AmericaJetStealthFighter M/AircraftLazr_AmericaJetStealthFighter M/AircraftSupW_AmericaJetStealthFighter @/AircraftAmericaJetAurora E/AircraftAirF_AmericaJetAurora E/AircraftSupW_AmericaJetAurora F/AircraftAmericaVehicleComanche K/AircraftAirF_AmericaVehicleComanche K/AircraftLazr_AmericaVehicleComanche K/AircraftSupW_AmericaVehicleComanche ;/Aircraft ChinaJetMIG @/AircraftInfa_ChinaJetMIG @/AircraftNuke_ChinaJetMIG @/AircraftTank_ChinaJetMIG A/AircraftChinaVehicleHelix F/AircraftInfa_ChinaVehicleHelix F/AircraftNuke_ChinaVehicleHelix F/AircraftTank_ChinaVehicleHelix J/ Base DefensesAmericaPatriotBattery O/ Base DefensesAirF_AmericaPatriotBattery O/ Base DefensesLazr_AmericaPatriotBattery O/ Base DefensesSupW_AmericaPatriotBattery D/ Base DefensesAmericaFireBase I/ Base DefensesAirF_AmericaFireBase I/ Base DefensesLazr_AmericaFireBase I/ Base DefensesSupW_AmericaFireBase H/ Base DefensesChinaGattlingCannon M/ Base DefensesInfa_ChinaGattlingCannon M/ Base DefensesNuke_ChinaGattlingCannon M/ Base DefensesTank_ChinaGattlingCannon @/ Base Defenses ChinaBunker E/ Base DefensesInfa_ChinaBunker E/ Base DefensesNuke_ChinaBunker E/ Base DefensesTank_ChinaBunker C/ Base DefensesGLAStingerSite H/ Base DefensesDemo_GLAStingerSite H/ Base DefensesSlth_GLAStingerSite H/ Base DefensesChem_GLAStingerSite G/ Base DefensesGLAHoleStingerSite E/ Base DefensesGLATunnelNetwork J/ Base DefensesDemo_GLATunnelNetwork J/ Base DefensesSlth_GLATunnelNetwork J/ Base DefensesChem_GLATunnelNetwork I/ Base DefensesGLAHoleTunnelNetwork E/InfantryAmericaInfantryRanger J/InfantryAirF_AmericaInfantryRanger J/InfantryLazr_AmericaInfantryRanger J/InfantrySupW_AmericaInfantryRanger N/InfantryAmericaInfantryMissileDefender S/Infantry#AirF_AmericaInfantryMissileDefender S/Infantry#Lazr_AmericaInfantryMissileDefender S/Infantry#SupW_AmericaInfantryMissileDefender D/InfantryAmericaInfantryPilot E/InfantryChinaInfantryRedguard L/InfantryInfa_ChinaInfantryMiniGunner J/InfantryNuke_ChinaInfantryRedguard J/InfantryTank_ChinaInfantryRedguard G/InfantryChinaInfantryTankHunter L/InfantryInfa_ChinaInfantryTankHunter L/InfantryNuke_ChinaInfantryTankHunter L/InfantryTank_ChinaInfantryTankHunter @/InfantryGLAInfantryRebel E/InfantryDemo_GLAInfantryRebel E/InfantrySlth_GLAInfantryRebel E/InfantryChem_GLAInfantryRebel C/InfantryGLAInfantryHijacker H/InfantryDemo_GLAInfantryHijacker H/InfantrySlth_GLAInfantryHijacker C/InfantryGLAInfantrySaboteur H/InfantryDemo_GLAInfantrySaboteur H/InfantrySlth_GLAInfantrySaboteur I/InfantryGLAInfantryTunnelDefender N/InfantryDemo_GLAInfantryTunnelDefender N/InfantrySlth_GLAInfantryTunnelDefender N/InfantryChem_GLAInfantryTunnelDefender K/InfantryGLAInfantryAngryMobPistol01 P/Infantry Demo_GLAInfantryAngryMobPistol01 P/Infantry Slth_GLAInfantryAngryMobPistol01 P/Infantry Chem_GLAInfantryAngryMobPistol01 K/InfantryGLAInfantryAngryMobPistol03 P/Infantry Demo_GLAInfantryAngryMobPistol03 P/Infantry Slth_GLAInfantryAngryMobPistol03 P/Infantry Chem_GLAInfantryAngryMobPistol03 K/InfantryGLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Demo_GLAInfantryAngryMobPistol05 P/Infantry Chem_GLAInfantryAngryMobPistol05 I/InfantryGLAInfantryAngryMobRock02 N/InfantryDemo_GLAInfantryAngryMobRock02 N/InfantrySlth_GLAInfantryAngryMobRock02 N/InfantryChem_GLAInfantryAngryMobRock02 I/InfantryGLAInfantryAngryMobRock04 N/InfantryDemo_GLAInfantryAngryMobRock04 N/InfantrySlth_GLAInfantryAngryMobRock04 N/InfantryChem_GLAInfantryAngryMobRock04 G/ ArtilleryAmericaVehicleTomahawk L/ ArtilleryAirF_AmericaVehicleTomahawk L/ ArtilleryLazr_AmericaVehicleTomahawk L/ ArtillerySupW_AmericaVehicleTomahawk J/ ArtilleryChinaVehicleInfernoCannon O/ ArtilleryInfa_ChinaVehicleInfernoCannon O/ ArtilleryNuke_ChinaVehicleInfernoCannon I/ ArtilleryChinaVehicleNukeLauncher N/ ArtilleryInfa_ChinaVehicleNukeLauncher N/ ArtilleryNuke_ChinaVehicleNukeLauncher F/ ArtilleryGLAVehicleRocketBuggy K/ ArtilleryDemo_GLAVehicleRocketBuggy K/ ArtillerySlth_GLAVehicleRocketBuggy K/ ArtilleryChem_GLAVehicleRocketBuggy G/ ArtilleryGLAVehicleScudLauncher L/ ArtilleryDemo_GLAVehicleScudLauncher L/ ArtillerySlth_GLAVehicleScudLauncher L/ ArtilleryChem_GLAVehicleScudLauncher P/ Super WeaponsAmericaParticleCannonUplink U/ Super Weapons AirF_AmericaParticleCannonUplink U/ Super Weapons Lazr_AmericaParticleCannonUplink U/ Super Weapons SupW_AmericaParticleCannonUplink P/ Super WeaponsChinaNuclearMissileLauncher U/ Super Weapons Infa_ChinaNuclearMissileLauncher U/ Super Weapons Nuke_ChinaNuclearMissileLauncher U/ Super Weapons Tank_ChinaNuclearMissileLauncher A/ Super Weapons GLAScudStorm F/ Super WeaponsDemo_GLAScudStorm F/ Super WeaponsSlth_GLAScudStorm F/ Super WeaponsChem_GLAScudStorm E/ Super WeaponsGLAHoleScudStorm D/Tech BuildingsTechOilDerrick B/Tech Buildings TechHospital E/Tech BuildingsTechOilRefinery K/Tech BuildingsTechArtilleryPlatform J/Tech BuildingsTechReinforcementPad C/Tech Buildings TechRepairbay G/SpyAmericaInfantryColonelBurton L/Spy!AirF_AmericaInfantryColonelBurton L/Spy!Lazr_AmericaInfantryColonelBurton L/Spy!SupW_AmericaInfantryColonelBurton B/SpyChinaInfantryBlackLotus G/SpyInfa_ChinaInfantryBlackLotus G/SpyNuke_ChinaInfantryBlackLotus G/SpyTank_ChinaInfantryBlackLotus @/SpyGLAInfantryJarmenKell E/SpyDemo_GLAInfantryJarmenKell E/SpySlth_GLAInfantryJarmenKell E/SpyChem_GLAInfantryJarmenKell D/SpyAmericaInfantryPathfinder I/SpyAirF_AmericaInfantryPathfinder I/SpyLazr_AmericaInfantryPathfinder I/SpySupW_AmericaInfantryPathfinder D/SpyAmericaVehicleSentryDrone I/SpyAirF_AmericaVehicleSentryDrone H/SpyLazr_AmericaVehicleScoutDrone I/SpySupW_AmericaVehicleSentryDrone G/SpyChinaVehicleListeningOutpost L/Spy!Infa_ChinaVehicleListeningOutpost L/Spy!Nuke_ChinaVehicleListeningOutpost L/Spy!Tank_ChinaVehicleListeningOutpost E/Base FactoriesAmericaAirfield J/Base FactoriesAirF_AmericaAirfield J/Base FactoriesLazr_AmericaAirfield J/Base FactoriesSupW_AmericaAirfield E/Base FactoriesAmericaBarracks J/Base FactoriesAirF_AmericaBarracks J/Base FactoriesLazr_AmericaBarracks J/Base FactoriesSupW_AmericaBarracks G/Base FactoriesAmericaWarFactory L/Base FactoriesAirF_AmericaWarFactory L/Base FactoriesLazr_AmericaWarFactory L/Base FactoriesSupW_AmericaWarFactory C/Base Factories GLAArmsDealer H/Base FactoriesDemo_GLAArmsDealer H/Base FactoriesSlth_GLAArmsDealer H/Base FactoriesChem_GLAArmsDealer G/Base FactoriesGLAHoleArmsDealer A/Base Factories GLABarracks F/Base FactoriesDemo_GLABarracks I/Base FactoriesGC_Slth_GLABarracks F/Base FactoriesChem_GLABarracks E/Base FactoriesGLAHoleBarracks E/Base FactoriesChinaWarFactory J/Base FactoriesInfa_ChinaWarFactory J/Base FactoriesNuke_ChinaWarFactory J/Base FactoriesTank_ChinaWarFactory C/Base Factories ChinaBarracks H/Base FactoriesInfa_ChinaBarracks H/Base FactoriesNuke_ChinaBarracks H/Base FactoriesTank_ChinaBarracks C/Base Factories ChinaAirfield H/Base FactoriesInfa_ChinaAirfield H/Base FactoriesNuke_ChinaAirfield H/Base FactoriesTank_ChinaAirfield J/Base BuildingsAmericaCommandCenter O/Base BuildingsAirF_AmericaCommandCenter O/Base BuildingsLazr_AmericaCommandCenter O/Base BuildingsSupW_AmericaCommandCenter H/Base BuildingsChinaCommandCenter M/Base BuildingsInfa_ChinaCommandCenter M/Base BuildingsNuke_ChinaCommandCenter M/Base BuildingsTank_ChinaCommandCenter F/Base BuildingsGLACommandCenter K/Base BuildingsDemo_GLACommandCenter O/Base BuildingsSlth_FakeGLACommandCenter K/Base BuildingsChem_GLACommandCenter J/Base BuildingsGLAHoleCommandCenter C/Base Buildings GLAHolePalace A/Base Buildings GLADemoTrap F/Base BuildingsDemo_GLADemoTrap F/Base BuildingsSlth_GLADemoTrap F/Base BuildingsChem_GLADemoTrap L/Anti-Air VehicleAmericaVehicleHumvee Q/Anti-Air VehicleAirF_AmericaVehicleHumvee Q/Anti-Air VehicleLazr_AmericaVehicleHumvee Q/Anti-Air VehicleSupW_AmericaVehicleHumvee B/VehicleAmericaVehicleMedic G/VehicleAirF_AmericaVehicleMedic G/VehicleLazr_AmericaVehicleMedic G/VehicleSupW_AmericaVehicleMedic I/Anti-Air VehicleChinaTankGattling N/Anti-Air VehicleInfa_ChinaTankGattling N/Anti-Air VehicleNuke_ChinaTankGattling N/Anti-Air VehicleTank_ChinaTankGattling G/VehicleChinaVehicleTroopCrawler L/VehicleInfa_ChinaVehicleTroopCrawler L/VehicleNuke_ChinaVehicleTroopCrawler L/VehicleTank_ChinaVehicleTroopCrawler L/Anti-Air VehicleGLAVehicleQuadCannon Q/Anti-Air VehicleDemo_GLAVehicleQuadCannon Q/Anti-Air VehicleSlth_GLAVehicleQuadCannon Q/Anti-Air VehicleChem_GLAVehicleQuadCannon B/VehicleGLAVehicleTechnical G/VehicleDemo_GLAVehicleTechnical G/VehicleSlth_GLAVehicleTechnical G/VehicleChem_GLAVehicleTechnical B/VehicleGLAVehicleBombTruck G/VehicleDemo_GLAVehicleBombTruck G/VehicleSlth_GLAVehicleBombTruck G/VehicleChem_GLAVehicleBombTruck B/VehicleGLAVehicleBattleBus G/VehicleDemo_GLAVehicleBattleBus G/VehicleSlth_GLAVehicleBattleBus G/VehicleChem_GLAVehicleBattleBus C/VehicleGLAVehicleCombatBike H/VehicleDemo_GLAVehicleCombatBike H/VehicleSlth_GLAVehicleCombatBike H/VehicleChem_GLAVehicleCombatBike B/UtilityAmericaVehicleDozer G/UtilityAirF_AmericaVehicleDozer G/UtilityLazr_AmericaVehicleDozer G/UtilitySupW_AmericaVehicleDozer @/UtilityChinaVehicleDozer E/UtilityInfa_ChinaVehicleDozer E/UtilityNuke_ChinaVehicleDozer E/UtilityTank_ChinaVehicleDozer A/UtilityGLAVehicleRadarVan F/UtilityDemo_GLAVehicleRadarVan F/UtilitySlth_GLAVehicleRadarVan F/UtilityChem_GLAVehicleRadarVan H/ Tech CenterAmericaStrategyCenter M/ Tech CenterAirF_AmericaStrategyCenter M/ Tech CenterLazr_AmericaStrategyCenter M/ Tech CenterSupW_AmericaStrategyCenter H/ Tech CenterChinaPropagandaCenter M/ Tech CenterInfa_ChinaPropagandaCenter M/ Tech CenterNuke_ChinaPropagandaCenter M/ Tech CenterTank_ChinaPropagandaCenter </ Tech Center GLAPalace A/ Tech CenterDemo_GLAPalace A/ Tech CenterSlth_GLAPalace A/ Tech CenterChem_GLAPalace I/ Supply LinesAmericaVehicleChinook N/ Supply LinesAirF_AmericaVehicleChinook N/ Supply LinesLazr_AmericaVehicleChinook N/ Supply LinesSupW_AmericaVehicleChinook S/Supply Lines - BuildingsAmericaSupplyCenter X/Supply Lines - BuildingsAirF_AmericaSupplyCenter X/Supply Lines - BuildingsLazr_AmericaSupplyCenter X/Supply Lines - BuildingsSupW_AmericaSupplyCenter U/Supply Lines - BuildingsAmericaSupplyDropZone Z/Supply Lines - BuildingsAirF_AmericaSupplyDropZone Z/Supply Lines - BuildingsLazr_AmericaSupplyDropZone Z/Supply Lines - BuildingsSupW_AmericaSupplyDropZone K/ Supply LinesChinaVehicleSupplyTruck P/ Supply LinesInfa_ChinaVehicleSupplyTruck P/ Supply LinesNuke_ChinaVehicleSupplyTruck P/ Supply LinesTank_ChinaVehicleSupplyTruck Q/Supply Lines - BuildingsChinaSupplyCenter V/Supply Lines - BuildingsInfa_ChinaSupplyCenter V/Supply Lines - BuildingsNuke_ChinaSupplyCenter V/Supply Lines - BuildingsTank_ChinaSupplyCenter G/ Supply LinesChinaInfantryHacker L/ Supply LinesInfa_ChinaInfantryHacker L/ Supply LinesNuke_ChinaInfantryHacker L/ Supply LinesTank_ChinaInfantryHacker S/Supply Lines - BuildingsChinaInternetCenter X/Supply Lines - BuildingsInfa_ChinaInternetCenter X/Supply Lines - BuildingsNuke_ChinaInternetCenter X/Supply Lines - BuildingsTank_ChinaInternetCenter E/ Supply LinesGLAInfantryWorker J/ Supply LinesDemo_GLAInfantryWorker J/ Supply LinesSlth_GLAInfantryWorker J/ Supply LinesChem_GLAInfantryWorker N/Supply Lines - BuildingsGLASupplyStash S/Supply Lines - BuildingsDemo_GLASupplyStash S/Supply Lines - BuildingsSlth_GLASupplyStash S/Supply Lines - BuildingsChem_GLASupplyStash N/Supply Lines - BuildingsGLABlackMarket S/Supply Lines - BuildingsDemo_GLABlackMarket S/Supply Lines - BuildingsSlth_GLABlackMarket S/Supply Lines - BuildingsChem_GLABlackMarket >/PowerAmericaPowerPlant C/PowerAirF_AmericaPowerPlant C/PowerLazr_AmericaPowerPlant C/PowerSupW_AmericaPowerPlant </PowerChinaPowerPlant A/PowerInfa_ChinaPowerPlant A/PowerNuke_ChinaPowerPlant A/PowerTank_ChinaPowerPlant :ObjectListsDefinedωUSA Init Variables  7_INVASION_ALERT <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE GUSA Start Garrisoning Buildings @USA Air Team Is Building @USA Inf Team Is Building 4 _ATTACK_WAVE 3 _ESCALATION <USA Tech Stop Trying 4 _ALLOW_BUILD¦Turn Everything On  'C 'A TUSA Give AI money to cover bugΕThe AI has to pay for his first free dozer (which is a bug). The AI also has to pay for its first free Chinook. This doesn't seem fair, so we give him some extra $ to cover the cost of the bug.   5› ˜(USA World State DetectionΎUSA AI Bonus Really LateKA  _ESCALATIONK 5› N·USA AI Bonus LateKA  _ESCALATION( 5› ˜:ΆUSA AI Bonus MidKA  _ESCALATION 5› 'ΈUSA AI Bonus EarlyKA  _ESCALATION 5› '§ USA EscalationUSA Invasion Alert - Try—This script sets a timer to test to see if it is a real invasion going on. This timer prevents build commands from switching because of quick attacks.Ύ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 5  _INVASION_TRY@ 4 USA Invasion Alert - Catch.USA Invasion Alert - Catch' _INVASION_TRYsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT @_INVASION_ALERT_RESPONSE 7_ALERT_RESPONSE 8 USA Clear Alert Response Flags 2 USA Invasion Alert - TryφUSA Invasion Alert OffΎ7_INVASION_ALERTsU @ [Skirmish]MyOuterPerimeter 7_INVASION_ALERT <_INVASION_ALERT_OVER 3 _ALERT_OVER 8 USA Clear Alert Response Flags6USA Clear Alert Response Flags/% _ALERT_OVER3)_ALERT_RESPONSE <_INVASION_ALERT_OVER @_INVASION_ALERT_RESPONSE†USA Time Escalation - E  3 _ESCALATION†USA Time Escalation - N   3 _ESCALATION†USA Time Escalation - H   3 _ESCALATIONΙUSA Tech Center Escalation - ERH Tech Center  3  _ESCALATIONΙUSA Tech Center Escalation - NRH Tech Center  3 _ESCALATIONΙUSA Tech Center Escalation - HRH Tech Center  3 _ESCALATIONθUSA Super Weapon Escalation - Npf9  Super Weapons 3 _ESCALATIONθUSA Super Weapon Escalation - Hpf9  Super Weapons 32 _ESCALATIONςUSA Build Conditions - Easy_USA_1ST_WAVE_E™A  _ESCALATIONDAmericaBarracks MΜ  [Skirmish]MyOuterPerimeterΝ_USA_2ND_WAVE_EKA  _ESCALATION( MΜ  [Skirmish]MyOuterPerimeterΝ_USA_3RD_WAVE_EKA  _ESCALATIONd MΜ  [Skirmish]MyOuterPerimeterήUSA Build Conditions - Normal_USA_1ST_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_2ND_WAVE_N—A  _ESCALATIONB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_3RD_WAVE_N—A  _ESCALATION2B  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter_USA_4TH_WAVE_N—A  _ESCALATIONPB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter'USA Dozer - Build Condition»Cθ d9 AmericaVehicleDozer +EUSA Replace DozerΫ USA Build Conditions - Hard _USA_1ST_WAVE_HŠ4 _ALLOW_BUILDB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter _USA_2ND_WAVE_HŠ4 _ALLOW_BUILDB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter _USA_3RD_WAVE_HŠ4 _ALLOW_BUILDB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter _USA_4TH_WAVE_HŠ4 _ALLOW_BUILDB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeter _USA_5TH_WAVE_HŠ4 _ALLOW_BUILDB  _ATTACK_WAVE MΜ  [Skirmish]MyOuterPerimeterUSA Build - Fill Fire Base 1΅A  _ESCALATION`9 AmericaFireBase  !USA Build - Fill Fire Base 2΅A  _ESCALATION`9 AmericaFireBase  !&USA Dozer - High Money Build ConditionMC N +EUSA Replace Dozer"@ #&USA Dozer - High Money Build Condition(USA Dozer - High Money Build Condition 2MC@œ +EUSA Replace Dozer"B #(USA Dozer - High Money Build Condition 2ŽUSA Build Conditions - AlertsUSA Alert Invasion Tanks†I$ Tanks [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter/!USA Alert Invasion Light Vehicles›‘I$ Anti-Air Vehicle [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeter!USA Alert Invasion Infantry“‰I$ Infantry [Skirmish]MyInnerPerimeter MΜ  [Skirmish]MyOuterPerimeterΪUSA Alert Neutral VehiclesMC[%  MΜ  [Skirmish]MyOuterPerimeter USA Complimentary - General­USA CT - Init Flags  3 _CT1_EXISTS /_CT_AIR 4 _CT_INFANTRY 0_CT_TANK 3 _CT_STEALTH 3 _CT_BASEDEFυUSA CT - Ready to Merge3This script tells the player that the complimentary team is ready to merge with any of the attacking teams. It will also run all the sub routines to setup these units to act intelligently to its purpose, such as making the proper upgrades, using the proper weapons and setting the proper attack priorities.  :_CT_READY_TO_MERGE +   USA CT - Run SubsUSA CT - Run Subs  =   #USA CT - Stealth Build Scout Drones :   USA CT - Infantry Use FlashBangs 9   USA CT - Infantry Build BDrones 7   USA CT - Tank Build Hellfires 1   USA Priority - Set Tank 5   USA Priority - Set Infantry 0   USA Priority - Set AirzUSA CT - Join My Team9This script tells the Complimentary Team to join my team.D:_CT_READY_TO_MERGE I]&USA Complimentary Team :_CT_READY_TO_MERGE +   USA CT - Run Subs^USA CT - Merge Into‰This script tells the newly made complimentary team to merge into the generic complimentary so any other team can pull this team into it.  I]& USA Complimentary Team 3 _CT1_EXISTSςUSA CT - BuildableqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.  3 _CT1_EXISTSH USA CT - Buildable After DestroyqThis script sets the Complimentary Team 'Exists' flag back to false so the complimentary team can be built again.^%' % ( 3 _CT1_EXISTS !USA Complimentary - Infantry Team€USA CT - WATCH Infantry…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 5 USA CT - WATCH Infantry Off :  USA CT - Infantry Use FlashBangs 9 USA CT - Infantry Build BDrones 5 USA Priority - Set Infantry€USA CT - WATCH Infantry Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.©4 _CT_INFANTRYa9 Infantry 4 _CT_INFANTRY 1 USA CT - WATCH Infantry : # USA CT - Infantry Use FlashBangs 9 #USA CT - Infantry Build BDrones 5 #USA Priority - Set Infantry&USA CT - Infantry UpgradesŒ4 _CT_INFANTRYDAmericaBarracks Z) %Upgrade_AmericaRangerFlashBangGrenadeUSA CT - Infantry 1 Build CondMThe script is the build condition for the Infantry Defense Complimentary Team{3 _CT1_EXISTS4 _CT_INFANTRY  !Ό USA CT - Infantry Use FlashBangs  `ρ9 )-Command_AmericaRangerSwitchToFlagBangGrenadesΈUSA CT - Infantry Build BDrones  ]ρ9 )*Command_ConstructAmericaVehicleBattleDroneŸUSA Priority - Set Infantry  H++ USA Infantry Priority+ USA Complimentary - Air Team>USA CT - WATCH Air…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR 0 USA CT - WATCH Air Off 0 USA Priority - Set Air 0 USA CT - Air D DisbandUSA CT - WATCH Air Off…This script watches the player's enemy to see if they have enough air force to merit making the complimentary team an air force team.€/_CT_AIRa9 Aircraft /_CT_AIR , USA CT - WATCH Air 0 #USA Priority - Set AirUSA CT - Air Upgrades‰/_CT_AIRFAmericaWarFactory N) Upgrade_AmericaTOWMissile USA CT - Air 1 Build CondHThe script is the build condition for the Air Defense Complimentary Teamv3 _CT1_EXISTS/_CT_AIR  !USA CT - Air D Build Cond:The script is the build condition for the Air Defense Team9/_CT_AIR MΜ  [Skirmish]MyOuterPerimeterΤUSA CT - Air D Disband:The script is the build condition for the Air Defense Team9/_CT_AIR %°, •USA Priority - Set Air  C++ USA Air Priority­USA Complimentary - Tank Team=USA CT - WATCH Tank{This script watches the player's enemy to see if they have enough tanks to merit making the complimentary team a tank team.’0_CT_TANK^9 Tanks 0_CT_TANK 1 USA CT - WATCH Tank Off 1 USA Priority - Set Tank 7 USA CT - Tank Build HellfiresΒUSA CT - WATCH Tank Off’0_CT_TANK^9  Tanks 0_CT_TANK - USA CT - WATCH Tank 7 #USA CT - Tank Build Hellfires 1 #USA Priority - Set Tank USA CT - Tank 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamw3 _CT1_EXISTS0_CT_TANK  !ΈUSA CT - Tank Build Hellfires  _ρ9 ),Command_ConstructAmericaVehicleHellfireDrone—USA Priority - Set Tank  D++ USA Tank Priority USA Complimentary - Stealth Team|USA CT - WATCH StealthƒThis script watches the player's enemy to see if they have enough stealth units to merit making the complimentary team a tank team.  3 _CT_STEALTHRD-  Upgrade_GLACamouflageg9 Base Buildings£3 _CT_STEALTH\9 Spy3 _CT_STEALTHNV. .GLAStealthGeneralg9 Base Buildings 3 _CT_STEALTH 4 USA CT - WATCH Stealth Off = #USA CT - Stealth Build Scout Drones 4 USA CT - Stealth D DisbandjUSA CT - WATCH Stealth Off v3 _CT_STEALTH//  3 _CT_STEALTH 0 USA CT - WATCH Stealth = ##USA CT - Stealth Build Scout DronesUSA CT - Stealth 1 Build CondLThe script is the build condition for the Stealth Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_STEALTH  ! USA CT - Stealth D Build Cond>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH MΜ  [Skirmish]MyOuterPerimeterΰUSA CT - Stealth D Disband>The script is the build condition for the Stealth Defense Team=3 _CT_STEALTH %°, Ι#USA CT - Stealth Build Scout Drones  j *HB ))Command_ConstructAmericaVehicleScoutDroneΑ!USA Complimentary - Base Def TeamηUSA CT - WATCH Base Def‹This script watches the player's enemy to see if they have enough base defenses to merit making the complimentary team an artillery team. ­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 5 USA CT - WATCH Base Def Off\USA CT - WATCH Base Def Off­3 _CT_BASEDEFf9  Base Defenses 3 _CT_BASEDEF 1 USA CT - WATCH Base DefUSA CT - Base Def Upgrades ‹3 _CT_BASEDEFDAmericaAirfield S) Upgrade_AmericaCountermeasuresUSA CT - Base Def 1 Build CondIThe script is the build condition for the Tank Defense Complimentary Teamz3 _CT1_EXISTS3 _CT_BASEDEF  ![-USA Attack Priorities5USA Air Priority6,ObjectListsDefined V0USA Air PriorityAnti-Air Vehicle N0USA Air PriorityAircraft O0USA Air Priority Artillery R0USA Air Priority Supply Lines K0USA Air PriorityTanks K0USA Air PriorityPower T0USA Air PriorityBase Factories T0USA Air PriorityBase BuildingsUSA Apply Air Priority/% ( C++ USA Air PriorityZUSA Tank Priority6,ObjectListsDefined J0USA Tank PrioritySpy L0USA Tank PriorityTanks T0USA Tank Priority Base Defenses P0USA Tank Priority Artillery N0USA Tank PriorityUtility N0USA Tank PriorityVehicle W0USA Tank PriorityAnti-Air Vehicle L0USA Tank PriorityPower S0USA Tank Priority Supply Lines R0USA Tank Priority Tech Center O0USA Tank PriorityInfantry U0USA Tank PriorityBase Factories T0USA Tank Priority Super Weapons U0USA Tank PriorityBase Buildings°USA Apply Tank Priority/% ( D++ USA Tank PriorityΥUSA Infantry Priority6,ObjectListsDefined N0USA Infantry PrioritySpy S0USA Infantry PriorityInfantry T0USA Infantry Priority Artillery X0USA Infantry Priority Base Defenses P0USA Infantry PriorityTanks [0USA Infantry PriorityAnti-Air Vehicle R0USA Infantry PriorityVehicle R0USA Infantry PriorityUtility P0USA Infantry PriorityPower Y0USA Infantry PriorityBase Factories X0USA Infantry Priority Super Weapons Y0USA Infantry PriorityBase BuildingsΈUSA Apply Infantry Priority/% ( H++ USA Infantry Priority‰USA Path Finder Priority6,ObjectListsDefined Q0USA Path Finder PrioritySpy2 V0USA Path Finder PriorityInfantry2 Z0USA Path Finder Priority Supply Lines2ΎUSA Apply Path Finder Priority/% ( K++ USA Path Finder Priority USA Rocket Guy Priority6,ObjectListsDefined R0USA Rocket Guy PriorityTanks ]0USA Rocket Guy PriorityAnti-Air Vehicle U0USA Rocket Guy PriorityAircraft Z0USA Rocket Guy Priority Base Defenses Y0USA Rocket Guy Priority Supply Lines T0USA Rocket Guy PriorityUtility R0USA Rocket Guy PriorityPower½USA Apply Rockety Guy Priority/% ( J++ USA Rocket Guy Priority]USA Stealth Plane Priority6,ObjectListsDefined W0USA Stealth Priority Base Defenses O0USA Stealth PriorityPower V0USA Stealth Priority Supply Lines Q0USA Stealth PriorityUtility S0USA Stealth Priority Artillery Z0USA Stealth PriorityAnti-Air Vehicle O0USA Stealth PriorityTanks X0USA Stealth PriorityBase FactoriesΆUSA Apply Stealth Priority/% ( G++ USA Stealth PriorityΣUSA Capture Tech Building6,ObjectListsDefined ^0USA Tech Building PriorityTech BuildingsˆΒ USA Apply Tech Building Priority/% ( M++ USA Tech Building PriorityΏUSA Raider Priority6,ObjectListsDefined P0USA Raider PriorityUtilityˆχ#USA Apply Raider Priority Reinforceh^1 [Skirmish]EnemyOuterPerimeter$ F++ USA Raider Priority΄USA Apply Raider Priority/% ( F++ USA Raider Priority^USA Supply Lines Priority$Priority to _really_ go after supply6,ObjectListsDefined [0USA Supply Lines Priority Supply LinesX g0USA Supply Lines PrioritySupply Lines - Buildingsτ ]0USA Supply Lines PriorityTech Buildingsd T0USA Supply Lines PriorityPower# ]0USA Supply Lines PriorityBase Factories \0USA Supply Lines Priority Super Weapons ]0USA Supply Lines PriorityBase BuildingsΐUSA Apply Supply Lines Priority/% ( L++ USA Supply Lines Priority’USA Power Priority6,ObjectListsDefined M0USA Power PriorityPower– U0USA Power Priority Base Defenses V0USA Power PriorityBase Factories O0USA Power PriorityUtility U0USA Power Priority Super Weapons V0USA Power PriorityBase Buildings²USA Apply Power Priority/% ( E++ USA Power Priorityί Easy Priority6,ObjectListsDefined P0 Easy Priority Base Defenses- H0 Easy PriorityTanks* K0 Easy PriorityInfantry( F0 Easy PrioritySpy( S0 Easy PriorityAnti-Air Vehicle( J0 Easy PriorityVehicle( L0 Easy Priority Artillery N0 Easy Priority Tech Center Q0 Easy PriorityBase Factories P0 Easy Priority Super Weapons Q0 Easy PriorityBase Buildings [0 Easy PrioritySupply Lines - Buildings O0 Easy Priority Supply Lines K0 Easy PriorityAircraft H0 Easy PriorityPower Q0 Easy PriorityTech BuildingsΉEasy Default Priority6,ObjectListsDefined H++teamSkirmishAmerica Easy PriorityΌUSA Default Priority6,ObjectListsDefined L++teamSkirmishAmericaUSA Tank Priority•USA Attack WavesUSA E Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA E Attack Wave 3 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA E Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 1 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 2 Set—A  _ESCALATION2B  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 2 ExecuteZLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 3 Set—A  _ESCALATIONKB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 3 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA N Attack Wave 4 Set—A  _ESCALATIONdB  _ATTACK_WAVE 4 _ATTACK_WAVE USA N Attack Wave 4 Execute<LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 1 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 1 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 2 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 2 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 3 Set—A  _ESCALATIONB  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 3 ExecuteLB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 4 Set—A  _ESCALATION(B  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 4 Execute-LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFFUSA H Attack Wave 5 Set—A  _ESCALATION<B  _ATTACK_WAVE 4 _ATTACK_WAVE USA H Attack Wave 5 Execute(LB  _ATTACK_WAVE 6_LAUNCH_ATTACK =_TIMER_AWFLAG_TURNOFF―Reset Attack FlagΙThe AI will attack in Waves. The flag _LAUNCH_ATTACK will go true, telling all the attack commands to execute, then this script will put that variable back to FALSE for the next wave to hit, later on.y6_LAUNCH_ATTACK/_TIMER_AWFLAG_TURNOFF 6_LAUNCH_ATTACKΑUSA Generic AttackGUSA Hunt@6_LAUNCH_ATTACK <USA Team is Building %<2 d8 )1Command_AmericaMissileDefenderLaserGuidedMissilesm USA Hunt Air  %<2 ΖUSA Guard Base  %3O MΜ  [Skirmish]MyInnerPerimeterΜUSA Guard Base Outer  %3O MΜ  [Skirmish]MyOuterPerimeterŽUSA Guard Combat Zone  =Μ  CombatZoneΕUSA Guard Combat Zone ResumeF<_INVASION_ALERT_OVER =Μ  CombatZone USA Guard Base Invasion  MΜ  [Skirmish]MyOuterPerimeterγ&USA Guard Base Invasion Alert ResponseJ@_INVASION_ALERT_RESPONSE MΜ  [Skirmish]MyOuterPerimeter‘USA Guard Base Outer wth Drones  MΜ  [Skirmish]MyOuterPerimeter k *ΘA )*Command_ConstructAmericaVehicleBattleDrone j *ΘA ))Command_ConstructAmericaVehicleScoutDroneUSA Guard Base Outer wth Scouts  MΜ  [Skirmish]MyOuterPerimeter j *ΘB ))Command_ConstructAmericaVehicleScoutDroneΛUSA Attack Enemy Base@6_LAUNCH_ATTACK P13 [Skirmish]EnemyInnerPerimeter4USA Attack Sequence Center₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ OΎ4 USA Attack Enemy Base Center2USA Attack Sequence Flank₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ NΎ4 USA Attack Enemy Base Flank0USA Attack Sequence Back₯6_LAUNCH_ATTACK[1 [Skirmish]MyOuterPerimeter$ MΎ4 USA Attack Enemy Base BackΖUSA Commando Raid Sequence@6_LAUNCH_ATTACK FΎ4 USA Commando Orders>USA Commando Orders  ;ω6 *Backdoor Iυ7 *Backdoor W8 )$Command_ColonelBurtonTimedDemoCharge@USA Attack Enemy Base Center  %3O 9ω6 *Center Gυ7 *Center %<2 =USA Attack Enemy Base Flank  %3O 8ω6 *Flank Fυ7 *Flank %<2 BUSA Attack Enemy Base Back  %3O ;ω6 *Backdoor Iυ7 *Backdoor %<2 ύUSA Generic Behavior¬USA Leave TransportsMC4W  %7X  USA Generic Guard Outer  MΜ  [Skirmish]MyOuterPerimeterŸUSA Attack Hunt  %7X %<2 ΠUSA Base Invaded HuntA7_INVASION_ALERT %―> %<2 ‹USA Flash Bang Guys Shoot Tankska9 Infantry Zρ9 )'Command_AmericaRangerSwitchToMachineGun H++ USA Infantry Priority %<2 ’USA Behavior - Enter Fire Base  8   USA Sequence - Enter Fire BaseσUSA Sequence - Enter Fire Base  jδ; AmericaFireBase [Skirmish]MyOuterPerimeter %i= X%USA Behavior: Guard CZ from Artillery„zI$  Artillery CombatZone =Μ  CombatZone B (USA Behavior: Guard Base After Artilleryh(USA Behavior: Guard Base After Artillery„zI$  Artillery CombatZone MΜ  [Skirmish]MyOuterPerimeter ? %USA Behavior: Guard CZ from ArtilleryyUSA Alert Team Attacks¨USA Invasion Alert HuntF<_INVASION_ALERT_OVER %°, π"USA Sequence Capture Neutral Units  LΎ4 USA Capture Neutral Units <USA Team is Building©USA Capture Neutral Units  %? %<2 USA Generic RoutesUSA Team Destroyed  %λ: xUSA Team Destroyed Tiny  %λ: EUSA Combat ZoneUSA Guard the Combat Zone  %3O <USA Team is Building =Μ  CombatZoneΨUSA CombatZone AttackxnU Π [Skirmish]EnemyInnerPerimeter %<2 5USA Combat Zone Run AwaymcU ˆ CombatZone MΜ  [Skirmish]MyOuterPerimeter 3[@ ) USA Base Building - Easy~USA 1st Power Plant - E  +τAAmericaPowerPlantUSA Upgrade Power Plant - Elb9 AmericaPowerPlant W) "Upgrade_AmericaAdvancedControlRods8USA Build 1st Defense - EνHAmericaSupplyCenter FAmericaWarFactory A  _ESCALATION  ϊBαUSA Supply Center - EPFAmericaPowerPlant V AmericaSupplyCenter'―USA Barracks - EPFAmericaPowerPlant )τAAmericaBarracksΆUSA War Factory - ERHAmericaSupplyCenter +τAAmericaWarFactoryXUSA 2nd Power Plant - E›FAmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ +τAAmericaPowerPlantUSA Strategy Center - E›FAmericaWarFactory A  _ESCALATION( /τAAmericaStrategyCenterwUSA Supply Drop - E‘JAmericaStrategyCenter CΈ  /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsΣUSA Particle Cannon Uplink - EμJAmericaStrategyCenter A  _ESCALATION΄Cp dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods 5τAAmericaParticleCannonUplinkUSA Base Building - Normal~USA 1st Power Plant - N  +τAAmericaPowerPlantUSA Upgrade Power Plant - Nlb9 AmericaPowerPlant dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsαUSA Supply Center - NPFAmericaPowerPlant V AmericaSupplyCenter'―USA Barracks - NPFAmericaPowerPlant )τAAmericaBarracksΆUSA War Factory - NRHAmericaSupplyCenter +τAAmericaWarFactoryσUSA Build 1st Defense - N:HAmericaSupplyCenter FAmericaWarFactory A  _ESCALATION C°  ϊB dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods£USA Build 1st Firebase - N:HAmericaSupplyCenter FAmericaWarFactory A  _ESCALATION C° )FAmericaFireBase…USA Build 2nd Defense - N:HAmericaSupplyCenter FAmericaWarFactory A  _ESCALATIONC°  ώCJUSA Air Field - NκHAmericaSupplyCenter A  _ESCALATION CΔ  )τAAmericaAirfieldUSA Strategy Center - N›FAmericaWarFactory A  _ESCALATION /τAAmericaStrategyCenterXUSA 2nd Power Plant - N›FAmericaWarFactory A  _ESCALATION#KA  _ESCALATIONΘ +τAAmericaPowerPlantwUSA Supply Drop - N‘JAmericaStrategyCenter CΈ  /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsΰUSA Build Power Plant 3 - NϊCRD x7_INVASION_ALERTb9 AmericaPowerPlantpf9 AmericaPatriotBattery +τAAmericaPowerPlantΝUSA Supply Drop 2 - NυJAmericaStrategyCenter JAmericaSupplyDropZone CΈ  /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsΣUSA Particle Cannon Uplink - NμJAmericaStrategyCenter A  _ESCALATIONdCp dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods 5τAAmericaParticleCannonUplink»USA Build Power Plant 4 - NϊCRD c7_INVASION_ALERTb9 AmericaPowerPlantKA  _ESCALATION– +τAAmericaPowerPlant$%USA Additional Power Plants Front - N'.E b9 AmericaPowerPlant +FAmericaPowerPlant dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - NΦ8USA Enable Additional Power Plant Construction Front - N9/USA Build Power Plant ? %USA Additional Power Plants Front - NY0USA Base Building - HarduUSA Barracks - H  )τAAmericaBarracks·USA High Money Barracks - HMC0u )GAmericaBarracksΦUSA 1st Power Plant - Hnd9 AmericaVehicleDozer +τAAmericaPowerPlantUSA Upgrade Power Plant - Hlb9 AmericaPowerPlant dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsαUSA Supply Center - HPFAmericaPowerPlant V AmericaSupplyCenter'ΆUSA War Factory - HRHAmericaSupplyCenter +τAAmericaWarFactoryUSA War Factory 2 - HΉCp b9 AmericaWarFactory +τAAmericaWarFactoryX USA High Money War Factory 2 - H »C0u d9 AmericaSupplyCenter +GAmericaWarFactory  ώC  ϊBJUSA Air Field - HκHAmericaSupplyCenter A  _ESCALATION CΔ  )τAAmericaAirfieldΒUSA Build Inner Pat - HθFAmericaWarFactory A  _ESCALATION#C° /τAAmericaPatriotBattery dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods‘USA Build 1st Defense - HθFAmericaPowerPlant A  _ESCALATION C°  ϊB dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods3USA Build 2nd Defense - HθFAmericaWarFactory A  _ESCALATIONC°  ώCUSA Strategy Center - H›FAmericaWarFactory A  _ESCALATION /τAAmericaStrategyCenterXUSA 2nd Power Plant - H›FAmericaWarFactory A  _ESCALATION KA  _ESCALATION2 +τAAmericaPowerPlantάUSA 3rd Power Plant - HϊCRD x7_INVASION_ALERTb9 AmericaPowerPlantpf9 AmericaPatriotBattery +τAAmericaPowerPlant·USA 4th Power Plant - HϊCRD x7_INVASION_ALERTb9 AmericaPowerPlantKA  _ESCALATION– +τAAmericaPowerPlant·USA 5th Power Plant - HϊCRD x7_INVASION_ALERTb9 AmericaPowerPlantKA  _ESCALATION– +τAAmericaPowerPlant·USA 6th Power Plant - HϊCRD x7_INVASION_ALERTb9 AmericaPowerPlantKA  _ESCALATION– +τAAmericaPowerPlantšUSA 7+ Power Plants Flank - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power +GAmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Front - HšUSA 7+ Power Plants Front - HξCRD x7_INVASION_ALERTV9 Power‘'.E V9 Power +FAmericaPowerPlant = USA Build Power Plant B R 8USA Enable Additional Power Plant Construction Flank - HΞ8USA Enable Additional Power Plant Construction Flank - H9/USA Build Power Plant 7 USA 7+ Power Plants Flank - HΞ8USA Enable Additional Power Plant Construction Front - H9/USA Build Power Plant 7 USA 7+ Power Plants Front - H[USA Power Critical - H1'.E dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods ; USA Power EmergencypB ; !USA Power Critical - Reenable - H!USA Power Critical - Reenable - H7-USA Power Emergency 0 USA Power Critical - H’USA Supply Drop - HTJAmericaStrategyCenter /   USA Allow Build False 5› Δ /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods€USA Supply Drop 2 - HTJAmericaSupplyDropZone /   USA Allow Build False 5› Δ /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsΐUSA Supply Drop 3 - Hpf9 AmericaSupplyDropZone /   USA Allow Build False 5› Δ /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRodsΐUSA Supply Drop 4 - Hpf9 AmericaSupplyDropZone /   USA Allow Build False 5› Δ /τAAmericaSupplyDropZone dρ9teamSkirmishAmerica))Command_UpgradeAmericaAdvancedControlRods USA Particle Cannon Uplink - HŸJAmericaStrategyCenter A  _ESCALATIONK /   USA Allow Build False 5› ˆ 5τAAmericaParticleCannonUplink sρ9"teamSkirmishAmericaAirForceGeneral))Command_UpgradeAmericaAdvancedControlRodsκUSA Build More Pat Defenses - HA  _ESCALATION<f9 AmericaPatriotBatteryC@ /FAmericaPatriotBattery /GAmericaPatriotBattery +GAmericaPowerPlant’USA Build More FB Defenses - HA  _ESCALATION(`9 AmericaFireBaseCp )FAmericaFireBase )GAmericaFireBase―USA Re-Enable Important Builds  - USA Supply Drop - H / USA Supply Drop 2 - H / USA Supply Drop 3 - H / USA Supply Drop 4 - H 8 USA Particle Cannon Uplink - H 1 USA Strategy Center - H’USA Re-Allow Build6,_TIMER_ALLOW_BUILD 4 _ALLOW_BUILDUSA Allow Build False  4 _ALLOW_BUILD : _TIMER_ALLOW_BUILD @ , USA Re-Allow Build USA Tech Buildings‰USA Tech Building DetectΡ]XH ϊC [Skirmish]MyInnerPerimeter`9 AmericaBarracks >USA Tech Building Near 2 #USA Tech Building DetectδUSA Tech Capture BuildœL USA Tech Building Near<USA Tech Stop Trying  !USA Tech Capture Sequential  T) Upgrade_InfantryCaptureBuilding SΎ4  USA Tech Building Capture Ordersm USA Tech Building Capture Orders  M++ USA Tech Building Priority Yδ; Tech Buildings CombatZone W8 )$Command_AmericaRangerCaptureBuildingŠUSA Build Tech Capture Bigύg9 Tech Buildings7_INVASION_ALERTA  _ESCALATIONd MΜ  [Skirmish]MyInnerPerimeterKUSA Tech - Stop TryingBScript to make the AI stop trying to tech buildings after a while.‘<USA Tech Stop TryingA  _ESCALATIONd <USA Tech Stop Tryingl USA UpgradesBUSA Upgrade to TOW Όe9 AmericaVehicleHumveeCά N) Upgrade_AmericaTOWMissileαUSA Upgrade Supply Lines TJAmericaStrategyCenter O) Upgrade_AmericaSupplyLines|USA Upgrade Chemical Suitλ@V. .GLACΠ JAmericaStrategyCenter χLV. .GLAToxinGeneralCΠ JAmericaStrategyCenter Q) Upgrade_AmericaChemicalSuitsP!USA Upgrade Laser Guided MissilesΈa9 AmericaJetRaptorCά Q) Upgrade_AmericaLaserMissilesQUSA Upgrade Bunker Bustersΐi9 AmericaJetStealthFighterCά Q) Upgrade_AmericaBunkerBustersqUSA Upgrade MOABσJAmericaStrategyCenter HdP SCIENCE_DaisyCutterC  H) Upgrade_AmericaMOABPUSA Upgrade Composite Armor ½f9 AmericaStrategyCenterCΠ R) Upgrade_AmericaCompositeArmorQUSA Upgrade Sentry Drone Gun ½f9 AmericaStrategyCenterCΠ R) Upgrade_AmericaSentryDroneGun°USA Upgrade Advanced Training f9 AmericaStrategyCenterRD- Upgrade_AmericaCompositeArmorCΔ  T) Upgrade_AmericaAdvancedTrainingβUSA Generals Powers;USA Sat Scan FireWMTI SpecialPowerSpySatellite MϋJ SpecialPowerSpySatellite &  USA Sat Scan & # USA Sat Scanδ USA Sat ScanWMTI SpecialPowerSpySatellite + USA Sat Scan Fire & # USA Sat ScanUSA Fuel Air Bomb AI - NUKTI SuperweaponDaisyCutter 4 USA Fuel Air Bomb Fire - N 2 #USA Fuel Air Bomb AI - NZUSA Fuel Air Bomb Fire - NUKTI SuperweaponDaisyCutter KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - N 4 #USA Fuel Air Bomb Fire - NΑUSA Fuel Air Bomb AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK 4 USA Fuel Air Bomb Fire - H 2 #USA Fuel Air Bomb AI - HšUSA Fuel Air Bomb Fire - H•KTI SuperweaponDaisyCutter6_LAUNCH_ATTACK KϋJ SuperweaponDaisyCutter 2 USA Fuel Air Bomb AI - H 4 #USA Fuel Air Bomb Fire - HτUSA Spectre AI - NXNTI SuperweaponSpectreGunship . USA Spectre Fire - N , #USA Spectre AI - NNUSA Spectre Fire - NXNTI SuperweaponSpectreGunship NϋJ SuperweaponSpectreGunship , USA Spectre AI - N . #USA Spectre Fire - N²USA Spectre AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.˜NTI SuperweaponSpectreGunship6_LAUNCH_ATTACK . USA Spectre Fire - H , #USA Spectre AI - HŽUSA Spectre Fire - H˜NTI SuperweaponSpectreGunship6_LAUNCH_ATTACK NϋJ SuperweaponSpectreGunship , USA Spectre AI - H . #USA Spectre Fire - HυUSA A10 AI - Ne[TI &SuperweaponA10ThunderboltMissileStrike * USA A10 Fire - N ( #USA A10 AI - N\USA A10 Fire - Ne[TI &SuperweaponA10ThunderboltMissileStrike [ϋJ &SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - N * #USA A10 Fire - N³USA A10 AI - H~Note: This is different for 'hard' because we fire it right when the attack starts, a smarter way to use the power for brutal.₯[TI &SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK * USA A10 Fire - H ( #USA A10 AI - HœUSA A10 Fire - H₯[TI &SuperweaponA10ThunderboltMissileStrike6_LAUNCH_ATTACK [ϋJ &SuperweaponA10ThunderboltMissileStrike ( USA A10 AI - H * #USA A10 Fire - Hΰ USA Para AIYOTI SuperweaponParadropAmerica '  USA Para Fire % # USA Para AI; USA Para FireYOTI SuperweaponParadropAmerica OϋJ SuperweaponParadropAmerica %  USA Para AI ' # USA Para FireVUSA Spy Drone ΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone , USA Spy Drone Fire ( #USA Spy Drone ­USA Spy Drone FireΔITI SpecialPowerSpyDroneg9 AmericaVehicleSpyDrone IϋJ SpecialPowerSpyDrone ( USA Spy Drone , #USA Spy Drone Fire€USA Super Weapon UsefUSA Fire Particle Cannon^TTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 0 USA Particle Cannon AI 2 #USA Fire Particle CannonUSA Particle Cannon AI^TTI SuperweaponParticleUplinkCannon 2 USA Fire Particle Cannon 0 #USA Particle Cannon AI¬USA Fire Particle Cannon Hž6_LAUNCH_ATTACKTTI SuperweaponParticleUplinkCannon TϋJ SuperweaponParticleUplinkCannon 2 USA Particle Cannon AI H 4 #USA Fire Particle Cannon HLUSA Particle Cannon AI Hž6_LAUNCH_ATTACKTTI SuperweaponParticleUplinkCannon 4 USA Fire Particle Cannon H 2 #USA Particle Cannon AI H,USA Use Battle Plans USA Use Battle Planspf9 AmericaStrategyCenter `ρ9teamSkirmishAmerica)%Command_InitiateBattlePlanHoldTheLinew'USA Garrison BuildsΞUSA Garrison BuildingsKA  _ESCALATION GUSA Start Garrisoning Buildings‘USA Build Garrison P1 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B1(+KPlayer1 Garrison15kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B2(+KPlayer1 Garrison25kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P1 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P2 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P3 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P4 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P5 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P6 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P7 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeter‘USA Build Garrison P8 B3(+KPlayer1 Garrison35kL GUSA Start Garrisoning Buildings7_INVASION_ALERT MΜ  [Skirmish]MyInnerPerimeterHUSA Garrison OrdersΈUSA Garrison Orders P1 B15+KPlayer1 Garrison1 D5M Player1 Garrison1ΈUSA Garrison Orders P2 B15+KPlayer2 Garrison1 D5M Player2 Garrison1ΈUSA Garrison Orders P3 B15+KPlayer3 Garrison1 D5M Player3 Garrison1ΈUSA Garrison Orders P4 B15+KPlayer4 Garrison1 D5M Player4 Garrison1ΈUSA Garrison Orders P5 B15+KPlayer5 Garrison1 D5M Player5 Garrison1ΉUSA Garrison Orders P6 B1 5+KPlayer6 Garrison1 D5M Player6 Garrison1ΈUSA Garrison Orders P7 B15+KPlayer7 Garrison1 D5M Player7 Garrison1ΈUSA Garrison Orders P8 B15+KPlayer8 Garrison1 D5M Player8 Garrison1ΈUSA Garrison Orders P1 B25+KPlayer1 Garrison2 D5M Player1 Garrison2ΈUSA Garrison Orders P2 B25+KPlayer2 Garrison2 D5M Player2 Garrison2ΈUSA Garrison Orders P3 B25+KPlayer3 Garrison2 D5M Player3 Garrison2ΈUSA Garrison Orders P4 B25+KPlayer4 Garrison2 D5M Player4 Garrison2ΈUSA Garrison Orders P5 B25+KPlayer5 Garrison2 D5M Player5 Garrison2ΈUSA Garrison Orders P6 B25+KPlayer6 Garrison2 D5M Player6 Garrison2ΈUSA Garrison Orders P7 B25+KPlayer7 Garrison2 D5M Player7 Garrison2ΈUSA Garrison Orders P8 B25+KPlayer8 Garrison2 D5M Player8 Garrison2ΈUSA Garrison Orders P1 B35+KPlayer1 Garrison3 D5M Player1 Garrison3ΈUSA Garrison Orders P2 B35+KPlayer2 Garrison3 D5M Player2 Garrison3ΈUSA Garrison Orders P3 B35+KPlayer3 Garrison3 D5M Player3 Garrison3ΈUSA Garrison Orders P4 B35+KPlayer4 Garrison3 D5M Player4 Garrison3ΈUSA Garrison Orders P5 B35+KPlayer5 Garrison3 D5M Player5 Garrison3ΈUSA Garrison Orders P6 B35+KPlayer6 Garrison3 D5M Player6 Garrison3ΈUSA Garrison Orders P7 B35+KPlayer7 Garrison3 D5M Player7 Garrison3ΈUSA Garrison Orders P8 B35+KPlayer8 Garrison3 D5M Player8 Garrison3cθdefNeutralghi PlyrCiviliand PlyrCivilianef PlyrCiviliangFactionCivilianhiSkirmishAmericadSkirmishAmericaefSkirmishAmericagFactionAmericahi SkirmishChinad SkirmishChinaef SkirmishChinag FactionChinahi SkirmishGLAd SkirmishGLAef SkirmishGLAg FactionGLAhiSkirmishAmericaAirForceGeneraldSkirmishAmericaAirForceGeneralefSkirmishAmericaAirForceGeneralgFactionAmericaAirForceGeneralhiSkirmishAmericaLaserGeneraldSkirmishAmericaLaserGeneralefSkirmishAmericaLaserGeneralgFactionAmericaLaserGeneralhi!SkirmishAmericaSuperWeaponGenerald!SkirmishAmericaSuperWeaponGeneralef!SkirmishAmericaSuperWeaponGeneralg FactionAmericaSuperWeaponGeneralhiSkirmishChinaTankGeneraldSkirmishChinaTankGeneralefSkirmishChinaTankGeneralgFactionChinaTankGeneralhiSkirmishChinaNukeGeneraldSkirmishChinaNukeGeneralefSkirmishChinaNukeGeneralgFactionChinaNukeGeneralhiSkirmishChinaInfantryGeneraldSkirmishChinaInfantryGeneralefSkirmishChinaInfantryGeneralgFactionChinaInfantryGeneralhiSkirmishGLADemolitionGeneraldSkirmishGLADemolitionGeneralefSkirmishGLADemolitionGeneralgFactionGLADemolitionGeneralhiSkirmishGLAToxinGeneraldSkirmishGLAToxinGeneralefSkirmishGLAToxinGeneralgFactionGLAToxinGeneralhiSkirmishGLAStealthGeneraldSkirmishGLAStealthGeneralefSkirmishGLAStealthGeneralgFactionGLAStealthGeneralhijkl7ΆmteamnopmteamPlyrCiviliann PlyrCivilianopmteamSkirmishAmericanSkirmishAmericaopmteamSkirmishChinan SkirmishChinaopmteamSkirmishGLAn SkirmishGLAopm"teamSkirmishAmericaAirForceGeneralnSkirmishAmericaAirForceGeneralopmteamSkirmishAmericaLaserGeneralnSkirmishAmericaLaserGeneralopm%teamSkirmishAmericaSuperWeaponGeneraln!SkirmishAmericaSuperWeaponGeneralopmteamSkirmishChinaTankGeneralnSkirmishChinaTankGeneralopmteamSkirmishChinaNukeGeneralnSkirmishChinaNukeGeneralopm teamSkirmishChinaInfantryGeneralnSkirmishChinaInfantryGeneralopm teamSkirmishGLADemolitionGeneralnSkirmishGLADemolitionGeneralopmteamSkirmishGLAToxinGeneralnSkirmishGLAToxinGeneralopmteamSkirmishGLAStealthGeneralnSkirmishGLAStealthGeneralopmUSA Replace DozernSkirmishAmericaopqAmericaVehicleDozerrstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰Š!mChina Tech Building Capturen SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack Hunt&mUSA Hard Base ExpandernSkirmishAmericaopqAmericaInfantryMissileDefenderrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰USA Build Base Expander Team‹ŒUSA Base Expansion BehaviorŽUSA Base Expanders GuardAmericaInfantryRanger‘’“!mGLA Tech Building Capturen SkirmishGLAopqGLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„ΰ…†‡€?ˆ‰GLA Tech Capture BuildŒGLA Tech Capture SequentialŽ$GLA Behavior: Demo Trap By Tech Bldg”&GLA Behavior: Re-Enable Demo Trap Tech%mChina Big Base Expandersn SkirmishChinaopqChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰China Build Big Expansion‹ŒChina Base Expansion BehaviorChina Team DestroyedŽChina Attack HuntChinaVehicleTroopCrawler”China Base Expanders Guard•China Base Invaded Hunt–China Apply Infantry Priority$mUSA Tech Capture Big OFFnSkirmishAmericaopqAmericaInfantryRangerr2stuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰‹ŒUSA Tech Capture SequentialUSA Team DestroyedŽUSA Base Invaded HuntAmericaTankCrusaderAmericaVehicleHumvee”USA Attack Hunt#mChina Tech Capture Big OFFn SkirmishChinaopqChinaInfantryRedguardr2s t uvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack HuntChinaTankBattleMasterChinaTankGattling”China Base Invaded Hunt#mGLA Tech Capture Big OFFn SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒGLA Tech Capture SequentialGLA Team DestroyedŽGLA Attack HuntGLATankScorpionGLAVehicleQuadCannon”GLA Base Invaded Hunt mGLA Garrison Palacen SkirmishGLAopqGLAInfantryTunnelDefenderrPstuvwxyz{|}~€‚ƒ„(…†‡?ˆ‰$GLA Build Condition: Palace Garrison‹ŒGLA Enter Palace SequentialGLA Team Destroyed mUSA Tech Capture TeamnSkirmishAmericaopqAmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰USA Tech Capture Build‹ŒUSA Tech Capture SequentialmChina Replace Dozern SkirmishChinaopqChinaVehicleDozerrstuvwxyz{|}~€‚ƒ„…†‡?‰—$mChina Bunker Team 1n SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 1‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 2n SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 2‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 3n SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 3‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 4n SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 4‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntChinaInfantryTankHunter‘”China Apply Rocket Guy Priority"mGLA Garrison Team P1 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B1‹ŒGLA Garrison Orders P1 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P1 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B2‹ŒGLA Garrison Orders P1 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P1 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B3‹ŒGLA Garrison Orders P1 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P2 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B1‹ŒGLA Garrison Orders P2 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P2 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B2‹ŒGLA Garrison Orders P2 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P2 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B3‹ŒGLA Garrison Orders P2 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P3 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B1‹ŒGLA Garrison Orders P3 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P3 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B2‹ŒGLA Garrison Orders P3 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P3 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B3‹ŒGLA Garrison Orders P3 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P4 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B1‹ŒGLA Garrison Orders P4 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P4 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B2‹ŒGLA Garrison Orders P4 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P4 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B3‹ŒGLA Garrison Orders P4 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P5 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B1‹ŒGLA Garrison Orders P5 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P5 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B2‹ŒGLA Garrison Orders P5 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P5 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B3‹ŒGLA Garrison Orders P5 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P6 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B1‹ŒGLA Garrison Orders P6 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P6 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B2‹ŒGLA Garrison Orders P6 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P6 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B3‹ŒGLA Garrison Orders P6 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P7 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B1‹ŒGLA Garrison Orders P7 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P7 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B2‹ŒGLA Garrison Orders P7 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P7 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B3‹ŒGLA Garrison Orders P7 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P8 B1n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B1‹ŒGLA Garrison Orders P8 B1GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P8 B2n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B2‹ŒGLA Garrison Orders P8 B2GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender"mGLA Garrison Team P8 B3n SkirmishGLAopqGLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B3‹ŒGLA Garrison Orders P8 B3GLA Team DestroyedŽGLA Attack HuntGLAInfantryTunnelDefender#mChina Garrison P1 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B1‹ŒChina Garrison Orders P1 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P1 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B2‹ŒChina Garrison Orders P1 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P1 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B3‹ŒChina Garrison Orders P1 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P2 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B1‹ŒChina Garrison Orders P2 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P2 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B2‹ŒChina Garrison Orders P2 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P2 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B3‹ŒChina Garrison Orders P2 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P3 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B1‹ŒChina Garrison Orders P3 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P3 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B2‹ŒChina Garrison Orders P3 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P3 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B3‹ŒChina Garrison Orders P3 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P4 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B1‹ŒChina Garrison Orders P4 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P4 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B2‹ŒChina Garrison Orders P4 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P4 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B3‹ŒChina Garrison Orders P4 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P5 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B1‹ŒChina Garrison Orders P5 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P5 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B2‹ŒChina Garrison Orders P5 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P5 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B3‹ŒChina Garrison Orders P5 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P6 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B1‹ŒChina Garrison Orders P6 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P6 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B2‹ŒChina Garrison Orders P6 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P6 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B3‹ŒChina Garrison Orders P6 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P7 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B1‹ŒChina Garrison Orders P7 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P7 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B2‹ŒChina Garrison Orders P7 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P7 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B3‹ŒChina Garrison Orders P7 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P8 B1n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B1‹ŒChina Garrison Orders P8 B1China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P8 B2n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B2‹ŒChina Garrison Orders P8 B2China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mChina Garrison P8 B3n SkirmishChinaopqChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B3‹ŒChina Garrison Orders P8 B3China Team Destroyed TinyŽChina Attack HuntChinaInfantryTankHunter‘#mUSA Garrison P1 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B1‹ŒUSA Garrison Orders P1 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P1 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B2‹ŒUSA Garrison Orders P1 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P1 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B3‹ŒUSA Garrison Orders P1 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P2 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B1‹ŒUSA Garrison Orders P2 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P2 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B2‹ŒUSA Garrison Orders P2 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P2 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B3‹ŒUSA Garrison Orders P2 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P3 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B1‹ŒUSA Garrison Orders P3 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P3 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B2‹ŒUSA Garrison Orders P3 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P3 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B3‹ŒUSA Garrison Orders P3 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P4 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B1‹ŒUSA Garrison Orders P4 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P4 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B2‹ŒUSA Garrison Orders P4 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P4 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B3‹ŒUSA Garrison Orders P4 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P5 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B1‹ŒUSA Garrison Orders P5 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P5 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B2‹ŒUSA Garrison Orders P5 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P5 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B3‹ŒUSA Garrison Orders P5 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P6 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B1‹ŒUSA Garrison Orders P6 B1 USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P6 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B2‹ŒUSA Garrison Orders P6 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P6 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B3‹ŒUSA Garrison Orders P6 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P7 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B1‹ŒUSA Garrison Orders P7 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P7 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B2‹ŒUSA Garrison Orders P7 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P7 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B3‹ŒUSA Garrison Orders P7 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P8 B1nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B1‹ŒUSA Garrison Orders P8 B1USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P8 B2nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B2‹ŒUSA Garrison Orders P8 B2USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—#mUSA Garrison P8 B3nSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B3‹ŒUSA Garrison Orders P8 B3USA Team Destroyed TinyŽUSA Attack HuntAmericaInfantryMissileDefender—)mUSA Hard Base Expander 2nSkirmishAmericaopqAmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰USA Build Base Expander Team 2‹ŒUSA Base Expansion Behavior 2USA Team DestroyedŽUSA Attack HuntAmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 3nSkirmishAmericaopqAmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰USA Build Base Expander Team 3‹ŒUSA Base Expansion Behavior 3USA Team DestroyedŽUSA Attack HuntAmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 4nSkirmishAmericaopqAmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰USA Build Base Expander Team 4‹ŒUSA Base Expansion Behavior 4USA Team DestroyedŽUSA Attack HuntAmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer&mGLA Hard Base Expander 2n SkirmishGLAopqGLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 2‹ŒGLA Base Expansion Behavior 2GLA Team DestroyedŽGLA Attack HuntGLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 3n SkirmishGLAopqGLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 3‹ŒGLA Base Expansion Behavior 3GLA Team DestroyedŽGLA Attack HuntGLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 4n SkirmishGLAopqGLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 4‹ŒGLA Base Expansion Behavior 4GLA Team DestroyedŽGLA Attack HuntGLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer!mUSA Alert Capture NeutralnSkirmishAmericaopqAmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ(„d…Θ†‡€?ˆ‰USA Alert Neutral Vehicles‹Œ"USA Sequence Capture Neutral UnitsUSA Team Destroyed—!mChina Alert Capture Neutraln SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰China Alert Neutral Vehicles‹Œ$China Sequence Capture Neutral UnitsChina Team Destroyed—m GLA Workern SkirmishGLAopqGLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…Έ †‡?Œ GLA Disband mGLA Alert Capture Neutralsn SkirmishGLAopqGLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰GLA Alert Neutral Vehicles‹Œ"GLA Sequence Capture Neutral UnitsGLA Team Destroyed$mUSA Alert Invasion TanksnSkirmishAmericaopqAmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…Θ†‡€?ˆ‰USA Alert Invasion TanksŠ‹ŒUSA Guard Base InvasionŽUSA Apply Rockety Guy Priority”USA Invasion Alert Hunt—%m!USA Alert Invasion Light VehiclesnSkirmishAmericaopqAmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰!USA Alert Invasion Light VehiclesŠ‹ŒUSA Guard Base InvasionŽUSA Alert TankAmericaTankCrusader”USA Invasion Alert Hunt—%mUSA Alert Invasion InfantrynSkirmishAmericaopqAmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰USA Alert Invasion InfantryŠ‹ŒUSA Guard Base InvasionŽUSA Apply Infantry Priority”USA Invasion Alert Hunt—#mChina Alert Invasion Infantryn SkirmishChinaopqChinaInfantryRedguardrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Infantry‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Infantry Priority— mGLA Alert Invasion Tankn SkirmishGLAopqGLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Tank‹ŒGLA Guard Base InvasionŽGLA Apply Rocket Guy Priority#m"China Alert Invasion Light Vehiclen SkirmishChinaopqChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Tank PriorityChinaTankBattleMaster—!m GLA Alert Invasion Light Vehiclen SkirmishGLAopqGLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰!GLA Alert Invasion Light Vehicles‹ŒGLA Guard Base InvasionŽGLA Apply Tank PriorityGLATankScorpion#mChina Alert Invasion Tankn SkirmishChinaopqChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Rocket Guy Priority—!mGLA Alert Invasion Infantryn SkirmishGLAopqGLAVehicleToxinTruckrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Infantry‹ŒGLA Guard Base InvasionŽGLA Apply Infantry PriorityGLAInfantryRebel#m China Alert Aircraft Combat Zonen SkirmishChinaopqChinaTankGattlingrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Alert Aircraft‹ŒChina Guard the Combat ZoneChina Team DestroyedŽChina Apply Rocket Guy Priority—mUSA Complimentary TeamnSkirmishAmericaoprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒUSA CT - Ready to Merge— mUSA CT - Air 1nSkirmishAmericaopqAmericaTankAvengerrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge IntoAmericaInfantryMissileDefender— mUSA CT - Air 2nSkirmishAmericaopqAmericaTankAvengerr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge IntoAmericaInfantryMissileDefender—!mUSA CT - Infantry 1nSkirmishAmericaopqAmericaVehicleHumveer΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAmericaInfantryRanger—!mUSA CT - Infantry 2nSkirmishAmericaopqAmericaVehicleHumveerΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAmericaInfantryRanger—!mUSA CT - Tank 1nSkirmishAmericaopqAmericaInfantryMissileDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAmericaInfantryRanger—!mUSA CT - Tank 2nSkirmishAmericaopqAmericaInfantryMissileDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAmericaTankCrusaderAmericaInfantryRanger—!mUSA CT - Tank 3nSkirmishAmericaopqAmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAmericaTankCrusaderAmericaInfantryRanger— mUSA CT - Stealth 1nSkirmishAmericaopqAmericaTankAvengerrΝstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoAmericaVehicleSentryDrone—!mUSA CT - Stealth 2nSkirmishAmericaopqAmericaVehicleHumveerstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoAmericaVehicleSentryDroneAmericaInfantryPathfinder— mUSA CT - Base Def 1nSkirmishAmericaopqAmericaTankAvengerrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoAmericaTankPaladin— mUSA CT - Base Def 2nSkirmishAmericaopqAmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoAmericaVehicleTomahawk—"mUSA E 1ST WavenSkirmishAmericaopqAmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—$mUSA E 2ND Wave RangernSkirmishAmericaopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave CrusadernSkirmishAmericaopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave HumveenSkirmishAmericaopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave HumveenSkirmishAmericaopqAmericaInfantryRangerrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave MissleDefnSkirmishAmericaopqAmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave CrusadersnSkirmishAmericaopqAmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA N Guard Combat ZonenSkirmishAmericaopqAmericaVehicleSentryDronerdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAmericaVehicleHumvee”USA Guard Combat Zone Resume—"mUSA N 1ST Wave RangersnSkirmishAmericaopqAmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—#mUSA N 1ST Wave HumveesnSkirmishAmericaopqAmericaVehicleHumveerdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team•USA Leave Transports—%mUSA N 2ND Wave Fast AttacknSkirmishAmericaopqAmericaInfantryMissileDefenderristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 2ND Wave TanksnSkirmishAmericaopqAmericaTankCrusaderrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard BaseŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team• USA CT - Buildable After Destroy—%mUSA N 2W Comanche GuardsnSkirmishAmericaopqAmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_N‹ŒUSA Guard Base OuterŽ%USA Behavior: Guard CZ from Artillery”(USA Behavior: Guard Base After Artillery—%mUSA N 3RD Wave Fast AttacknSkirmishAmericaopqAmericaInfantryMissileDefenderrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—$mUSA N 3RD Wave TanksnSkirmishAmericaopqAmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 3RD Wave ArtillerynSkirmishAmericaopqAmericaVehicleTomahawkrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—%mUSA N 3W Comanche GuardsnSkirmishAmericaopqAmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_N‹ŒUSA Guard Base OuterŽ%USA Behavior: Guard CZ from Artillery”(USA Behavior: Guard Base After Artillery—%mUSA N 4TH Wave Fast AttacknSkirmishAmericaopqAmericaInfantryMissileDefenderr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaVehicleSentryDroneAmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—$mUSA N 4TH Wave TanksnSkirmishAmericaopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 4TH Wave ArtillerynSkirmishAmericaopqAmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankMicrowaveAmericaVehicleTomahawk”USA CT - Join My Team—%mUSA N 4W Comanche GuardsnSkirmishAmericaopqAmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_4TH_WAVE_N‹ŒUSA Guard Base OuterŽ%USA Behavior: Guard CZ from Artillery”(USA Behavior: Guard Base After Artillery—#mUSA H Fire Base Units 1nSkirmishAmericaopqAmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…,†‡@?ˆ‰USA Build - Fill Fire Base 1ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PriorityAmericaInfantryRangerAmericaVehicleHumvee—#mUSA H Fire Base Units 2nSkirmishAmericaopqAmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…,†‡@?ˆ‰USA Build - Fill Fire Base 2ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PriorityAmericaInfantryRangerAmericaVehicleHumvee—"mUSA H 1ST Wave RushnSkirmishAmericaopqAmericaInfantryMissileDefenderrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_1ST_WAVE_HŒUSA Attack HuntAmericaVehicleHumveeAmericaTankCrusader—#mUSA H 1ST Wave Supply HuntersnSkirmishAmericaopqAmericaInfantryMissileDefenderrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_1ST_WAVE_HŒUSA Attack Sequence BackŽUSA Apply Supply Lines PriorityAmericaVehicleHumveeAmericaTankCrusader—$mUSA H 1W Guard Combat ZonenSkirmishAmericaopqAmericaVehicleSentryDronerZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAmericaVehicleHumvee”USA Guard Combat Zone Resume—$mUSA H 2ND Wave Fast AttacknSkirmishAmericaopqAmericaVehicleHumveeristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaInfantryMissileDefenderAmericaTankCrusader”USA CT - Join My Team—$mUSA H 2ND Wave TanksnSkirmishAmericaopqAmericaTankCrusaderrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaVehicleHumveeAmericaTankCrusader”USA CT - Join My Team—$mUSA H 2W Comanche GuardsnSkirmishAmericaopqAmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 2W Guard Combat ZonenSkirmishAmericaopqAmericaVehicleSentryDronerdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAmericaJetRaptor”USA Guard Combat Zone Resume—$mUSA H 3RD Wave Tanks FnSkirmishAmericaopqAmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 3RD Wave Tanks CnSkirmishAmericaopqAmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA H 3RD Wave AirnSkirmishAmericaopqAmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence CenterAmericaTankPaladinAmericaJetRaptor—$mUSA H 3W Comanche GuardsnSkirmishAmericaopqAmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 3W Guard Combat ZonenSkirmishAmericaopqAmericaVehicleSentryDronernstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 4TH Wave Tanks FnSkirmishAmericaopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankCrusader”USA CT - Join My Team—$mUSA H 4TH Wave Tanks BnSkirmishAmericaopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankCrusader”USA CT - Join My Team—$mUSA H 4TH Wave Artillery FnSkirmishAmericaopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Artillery BnSkirmishAmericaopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence BackAmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA H 4TH Wave Air BnSkirmishAmericaopqAmericaTankPaladinr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackAmericaJetStealthFighterAmericaJetRaptor—#mUSA H 4TH Wave BurtonnSkirmishAmericaopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Commando Raid SequenceAmericaTankAvengerAmericaInfantryColonelBurton—$mUSA H 4W Comanche GuardsnSkirmishAmericaopqAmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 4W Guard Combat ZonenSkirmishAmericaopqAmericaVehicleSentryDroner}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 5TH Wave Tanks FnSkirmishAmericaopqAmericaTankMicrowaverŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankPaladin”USA CT - Join My Team—$mUSA H 5TH Wave Tanks BnSkirmishAmericaopqAmericaTankMicrowaverŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankPaladin”USA CT - Join My Team—$mUSA H 5TH Wave Tanks CnSkirmishAmericaopqAmericaTankMicrowaverŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankAvengerAmericaTankPaladin”USA CT - Join My Team—$mUSA H 5TH Wave Artillery CnSkirmishAmericaopqAmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Artillery FnSkirmishAmericaopqAmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Artillery BnSkirmishAmericaopqAmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—#mUSA H 5TH Wave BurtonnSkirmishAmericaopqAmericaTankPaladinrŒstuvwxyz{|}~€‚ƒ„ …τ†‡€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA Team Destroyed TinyŽUSA Commando Raid SequenceAmericaTankAvengerAmericaInfantryColonelBurton—$mUSA H 5TH Wave AurorasnSkirmishAmericaopqAmericaJetAurorar‡stuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave”USA Apply Power Priority—mUSA Replace Dozer. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleDozerrstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰ŠmUSA Replace Dozer. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleDozerrstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰ŠmUSA Replace Dozer. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleDozerrstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰Š&mUSA Hard Base Expander. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰USA Build Base Expander Team‹ŒUSA Base Expansion BehaviorŽUSA Base Expanders GuardAirF_AmericaInfantryRanger‘’“&mUSA Hard Base Expander. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰USA Build Base Expander Team‹ŒUSA Base Expansion BehaviorUSA Team DestroyedŽUSA Base Expanders GuardLazr_AmericaInfantryRanger‘’“&mUSA Hard Base Expander. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰USA Build Base Expander Team‹ŒUSA Base Expansion BehaviorUSA Team DestroyedŽUSA Base Expanders GuardSupW_AmericaInfantryRanger‘’“$mUSA Tech Capture Big OFF. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerr2stuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰‹ŒUSA Tech Capture SequentialUSA Team DestroyedŽUSA Base Invaded HuntAirF_AmericaVehicleHumveeAirF_AmericaVehicleHumvee”USA Attack Hunt$mUSA Tech Capture Big OFF. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerr2stuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰‹ŒUSA Tech Capture SequentialUSA Team DestroyedŽUSA Base Invaded Hunt#Lazr_AmericaInfantryMissileDefenderLazr_AmericaVehicleHumvee”USA Attack Hunt$mUSA Tech Capture Big OFF. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerr2stuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰‹ŒUSA Tech Capture SequentialUSA Team DestroyedŽUSA Base Invaded HuntSupW_AmericaTankCrusaderSupW_AmericaVehicleHumvee”USA Attack Hunt mUSA Tech Capture Team. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰USA Tech Capture Build‹ŒUSA Tech Capture SequentialUSA Team Destroyed Tiny mUSA Tech Capture Team. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰USA Tech Capture Build‹ŒUSA Tech Capture Sequential mUSA Tech Capture Team. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰USA Tech Capture Build‹ŒUSA Tech Capture SequentialUSA Team Destroyed Tiny#mUSA Garrison P1 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B1‹ŒUSA Garrison Orders P1 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P1 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B1‹ŒUSA Garrison Orders P1 B1USA Team Destroyed TinyŽUSA Attack HuntLazr_AmericaInfantryRanger—#mUSA Garrison P1 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B1‹ŒUSA Garrison Orders P1 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P1 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B2‹ŒUSA Garrison Orders P1 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P1 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B2‹ŒUSA Garrison Orders P1 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P1 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B2‹ŒUSA Garrison Orders P1 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P1 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B3‹ŒUSA Garrison Orders P1 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P1 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B3‹ŒUSA Garrison Orders P1 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P1 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P1 B3‹ŒUSA Garrison Orders P1 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P2 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B1‹ŒUSA Garrison Orders P2 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P2 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B1‹ŒUSA Garrison Orders P2 B1USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P2 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B1‹ŒUSA Garrison Orders P2 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P2 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B2‹ŒUSA Garrison Orders P2 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P2 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B2‹ŒUSA Garrison Orders P2 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P2 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B2‹ŒUSA Garrison Orders P2 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P2 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B3‹ŒUSA Garrison Orders P2 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P2 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B3‹ŒUSA Garrison Orders P2 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P2 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P2 B3‹ŒUSA Garrison Orders P2 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P3 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B1‹ŒUSA Garrison Orders P3 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P3 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B1‹ŒUSA Garrison Orders P3 B1USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P3 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B1‹ŒUSA Garrison Orders P3 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P3 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B2‹ŒUSA Garrison Orders P3 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P3 B2. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B2‹ŒUSA Garrison Orders P3 B2USA Team Destroyed TinyŽUSA Attack HuntLazr_AmericaInfantryRanger—#mUSA Garrison P3 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B2‹ŒUSA Garrison Orders P3 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P3 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B3‹ŒUSA Garrison Orders P3 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P3 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B3‹ŒUSA Garrison Orders P3 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P3 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P3 B3‹ŒUSA Garrison Orders P3 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P4 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B1‹ŒUSA Garrison Orders P4 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P4 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B1‹ŒUSA Garrison Orders P4 B1USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P4 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B1‹ŒUSA Garrison Orders P4 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P4 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B2‹ŒUSA Garrison Orders P4 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P4 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B2‹ŒUSA Garrison Orders P4 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P4 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B2‹ŒUSA Garrison Orders P4 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P4 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B3‹ŒUSA Garrison Orders P4 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P4 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B3‹ŒUSA Garrison Orders P4 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P4 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P4 B3‹ŒUSA Garrison Orders P4 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P5 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B1‹ŒUSA Garrison Orders P5 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P5 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B1‹ŒUSA Garrison Orders P5 B1USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P5 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B1‹ŒUSA Garrison Orders P5 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P5 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B2‹ŒUSA Garrison Orders P5 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P5 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B2‹ŒUSA Garrison Orders P5 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P5 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B2‹ŒUSA Garrison Orders P5 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P5 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B3‹ŒUSA Garrison Orders P5 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P5 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B3‹ŒUSA Garrison Orders P5 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P5 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P5 B3‹ŒUSA Garrison Orders P5 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P6 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B1‹ŒUSA Garrison Orders P6 B1 USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P6 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B1‹ŒUSA Garrison Orders P6 B1 USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P6 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B1‹ŒUSA Garrison Orders P6 B1 USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P6 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B2‹ŒUSA Garrison Orders P6 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P6 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B2‹ŒUSA Garrison Orders P6 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P6 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B2‹ŒUSA Garrison Orders P6 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P6 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B3‹ŒUSA Garrison Orders P6 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P6 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B3‹ŒUSA Garrison Orders P6 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P6 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P6 B3‹ŒUSA Garrison Orders P6 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P7 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B1‹ŒUSA Garrison Orders P7 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P7 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B1‹ŒUSA Garrison Orders P7 B1USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P7 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B1‹ŒUSA Garrison Orders P7 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P7 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B2‹ŒUSA Garrison Orders P7 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P7 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B2‹ŒUSA Garrison Orders P7 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P7 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B2‹ŒUSA Garrison Orders P7 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P7 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B3‹ŒUSA Garrison Orders P7 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P7 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B3‹ŒUSA Garrison Orders P7 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P7 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P7 B3‹ŒUSA Garrison Orders P7 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P8 B1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B1‹ŒUSA Garrison Orders P8 B1USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P8 B1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B1‹ŒUSA Garrison Orders P8 B1USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P8 B1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B1‹ŒUSA Garrison Orders P8 B1USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P8 B2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B2‹ŒUSA Garrison Orders P8 B2USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P8 B2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B2‹ŒUSA Garrison Orders P8 B2USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P8 B2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B2‹ŒUSA Garrison Orders P8 B2USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—#mUSA Garrison P8 B3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B3‹ŒUSA Garrison Orders P8 B3USA Team Destroyed TinyŽUSA Attack Hunt#AirF_AmericaInfantryMissileDefender—#mUSA Garrison P8 B3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B3‹ŒUSA Garrison Orders P8 B3USA Team Destroyed TinyŽUSA Attack Hunt#Lazr_AmericaInfantryMissileDefender—#mUSA Garrison P8 B3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰USA Build Garrison P8 B3‹ŒUSA Garrison Orders P8 B3USA Team Destroyed TinyŽUSA Attack Hunt#SupW_AmericaInfantryMissileDefender—)mUSA Hard Base Expander 2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰USA Build Base Expander Team 2‹ŒUSA Base Expansion Behavior 2ŽUSA Attack Hunt‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰USA Build Base Expander Team 2‹ŒUSA Base Expansion Behavior 2USA Team DestroyedŽUSA Attack HuntLazr_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰USA Build Base Expander Team 2‹ŒUSA Base Expansion Behavior 2USA Team DestroyedŽUSA Attack HuntSupW_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰USA Build Base Expander Team 3‹ŒUSA Base Expansion Behavior 3ŽUSA Attack HuntAirF_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰USA Build Base Expander Team 3‹ŒUSA Base Expansion Behavior 3USA Team DestroyedŽUSA Attack HuntLazr_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰USA Build Base Expander Team 3‹ŒUSA Base Expansion Behavior 3USA Team DestroyedŽUSA Attack HuntSupW_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 4. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰USA Build Base Expander Team 4‹ŒUSA Base Expansion Behavior 4ŽUSA Attack Hunt‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 4. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰USA Build Base Expander Team 4‹ŒUSA Base Expansion Behavior 4USA Team DestroyedŽUSA Attack HuntLazr_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer)mUSA Hard Base Expander 4. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankCrusaderrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰USA Build Base Expander Team 4‹ŒUSA Base Expansion Behavior 4USA Team DestroyedŽUSA Attack HuntSupW_AmericaVehicleHumvee‘’“”USA Base Expanders Guard•USA Base Invaded Hunt˜USA Generic Guard Outer!mUSA Alert Capture Neutral. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ(„d…Θ†‡€?ˆ‰USA Alert Neutral Vehicles‹Œ"USA Sequence Capture Neutral UnitsUSA Team Destroyed—!mUSA Alert Capture Neutral. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ(„d…Θ†‡€?ˆ‰USA Alert Neutral Vehicles‹Œ"USA Sequence Capture Neutral UnitsUSA Team Destroyed—!mUSA Alert Capture Neutral. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrτstuvwxyz{|}~€‚ƒ(„d…Θ†‡€?ˆ‰USA Alert Neutral Vehicles‹Œ"USA Sequence Capture Neutral UnitsUSA Team Destroyed—$mUSA Alert Invasion Tanks. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…Θ†‡€?ˆ‰USA Alert Invasion TanksŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Apply Rockety Guy Priority”USA Invasion Alert Hunt—$mUSA Alert Invasion Tanks. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…Θ†‡€?ˆ‰USA Alert Invasion TanksŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Apply Rockety Guy Priority”USA Invasion Alert Hunt—$mUSA Alert Invasion Tanks. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…Θ†‡€?ˆ‰USA Alert Invasion TanksŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Apply Rockety Guy Priority”USA Invasion Alert Hunt—%m$USA Alert Invasion Light Vehicles. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰!USA Alert Invasion Light VehiclesŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Alert TankAirF_AmericaVehicleHumvee”USA Invasion Alert Hunt—%m$USA Alert Invasion Light Vehicles. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰!USA Alert Invasion Light VehiclesŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Alert TankLazr_AmericaTankCrusader”USA Invasion Alert Hunt—%m$USA Alert Invasion Light Vehicles. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰!USA Alert Invasion Light VehiclesŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Alert TankSupW_AmericaTankCrusader”USA Invasion Alert Hunt—%mUSA Alert Invasion Infantry. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰USA Alert Invasion InfantryŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Apply Infantry Priority”USA Invasion Alert Hunt—%mUSA Alert Invasion Infantry. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰USA Alert Invasion InfantryŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Apply Infantry Priority”USA Invasion Alert Hunt—%mUSA Alert Invasion Infantry. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrθstuvwxyz{|}~€‚ƒ„…΄†‡€?ˆ‰USA Alert Invasion InfantryŠ‹ŒUSA Guard Base InvasionUSA Team DestroyedŽUSA Apply Infantry Priority”USA Invasion Alert Hunt—mAF Complimentary TeamnSkirmishAmericaAirForceGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒUSA CT - Ready to Merge—mLR Complimentary TeamnSkirmishAmericaLaserGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒUSA CT - Ready to Merge—mSW Complimentary Teamn!SkirmishAmericaSuperWeaponGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒUSA CT - Ready to Merge— mUSA CT - Air 1. 1nSkirmishAmericaAirForceGeneralopqAmericaTankAvengerrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge Into#AirF_AmericaInfantryMissileDefender— mUSA CT - Air 1. 2nSkirmishAmericaLaserGeneralopqAmericaTankAvengerrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge Into#Lazr_AmericaInfantryMissileDefender— mUSA CT - Air 1. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankAvengerrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge Into#SupW_AmericaInfantryMissileDefender— mUSA CT - Air 2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaTankAvengerr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge Into#AirF_AmericaInfantryMissileDefender— mUSA CT - Air 2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankAvengerr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge Into#Lazr_AmericaInfantryMissileDefender— mUSA CT - Air 2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankAvengerr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Air 1 Build CondŒUSA CT - Merge Into#SupW_AmericaInfantryMissileDefender—!mUSA CT - Infantry 1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveer΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAirF_AmericaInfantryRanger—!mUSA CT - Infantry 1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleHumveer΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderLazr_AmericaInfantryRanger—!mUSA CT - Infantry 1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleHumveer΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderSupW_AmericaInfantryRanger—!mUSA CT - Infantry 2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoAirF_AmericaInfantryPathfinderAirF_AmericaInfantryRanger—!mUSA CT - Infantry 2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleHumveerΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoLazr_AmericaInfantryPathfinderLazr_AmericaInfantryRanger—!mUSA CT - Infantry 2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleHumveerΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Infantry 1 Build CondŒUSA CT - Merge IntoSupW_AmericaInfantryPathfinderSupW_AmericaInfantryRanger—!mUSA CT - Tank 1. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAmericaInfantryRanger—!mUSA CT - Tank 1. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAmericaInfantryRanger—!mUSA CT - Tank 1. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAmericaInfantryPathfinderAmericaInfantryRanger—!mUSA CT - Tank 2. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAirF_AmericaVehicleHumveeAmericaInfantryRanger—!mUSA CT - Tank 2. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoLazr_AmericaTankCrusaderAmericaInfantryRanger—!mUSA CT - Tank 2. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoSupW_AmericaTankCrusaderAmericaInfantryRanger—!mUSA CT - Tank 3. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoAirF_AmericaVehicleHumveeAmericaInfantryRanger—!mUSA CT - Tank 3. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoLazr_AmericaTankCrusaderAmericaInfantryRanger—!mUSA CT - Tank 3. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰USA CT - Tank 1 Build CondŒUSA CT - Merge IntoSupW_AmericaTankCrusaderAmericaInfantryRanger— mUSA CT - Stealth 1. 1nSkirmishAmericaAirForceGeneralopqAmericaTankAvengerrΝstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoAirF_AmericaVehicleSentryDrone— mUSA CT - Stealth 1. 2nSkirmishAmericaLaserGeneralopqAmericaTankAvengerrΝstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoLazr_AmericaVehicleSentryDrone— mUSA CT - Stealth 1. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankAvengerrΝstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoSupW_AmericaVehicleSentryDrone—!mUSA CT - Stealth 2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoAirF_AmericaVehicleSentryDroneAirF_AmericaInfantryPathfinder—!mUSA CT - Stealth 2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleHumveerstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoSupW_AmericaVehicleSentryDroneSupW_AmericaTankAvenger— mUSA CT - Stealth 2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryPathfinderrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Stealth 1 Build CondŒUSA CT - Merge IntoLazr_AmericaVehicleSentryDrone— mUSA CT - Base Def 1. 1nSkirmishAmericaAirForceGeneralopqAmericaTankAvengerrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoAirF_AmericaVehicleHumvee— mUSA CT - Base Def 1. 2nSkirmishAmericaLaserGeneralopqAmericaTankAvengerrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoLazr_AmericaTankPaladin— mUSA CT - Base Def 1. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankAvengerrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoSupW_AmericaTankPaladin— mUSA CT - Base Def 2. 1nSkirmishAmericaAirForceGeneralopqAmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoAirF_AmericaVehicleTomahawk— mUSA CT - Base Def 2. 2nSkirmishAmericaLaserGeneralopqAmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoLazr_AmericaVehicleTomahawk— mUSA CT - Base Def 2. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankAvengerrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰USA CT - Base Def 1 Build CondŒUSA CT - Merge IntoSupW_AmericaVehicleTomahawk—"mUSA E 1ST Wave. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—"mUSA E 1ST Wave. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—"mUSA E 1ST Wave. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—$mUSA E 2ND Wave Ranger. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave Ranger. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave Ranger. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleHumvee”USA CT - Join My Team—#mUSA E 2ND Wave RaptornSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseŽUSA Attack Sequence Center—$mUSA E 2ND Wave Crusader. 2nSkirmishAmericaLaserGeneralopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterLazr_AmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave Crusader. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterSupW_AmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave Humvee. 1nSkirmishAmericaAirForceGeneralopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAirF_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave Humvee. 2nSkirmishAmericaLaserGeneralopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderLazr_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 2ND Wave Humvee. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaInfantryRangerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderSupW_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave Humvee. 1nSkirmishAmericaAirForceGeneralopqAmericaInfantryRangerrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAirF_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave Humvee. 2nSkirmishAmericaLaserGeneralopqAmericaInfantryRangerrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderLazr_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave Humvee. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaInfantryRangerrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderSupW_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave MissleDef. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave MissleDef. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave MissleDef. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave RaptornSkirmishAmericaAirForceGeneralopqAmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAirF_AmericaJetRaptorAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave Crusaders. 2nSkirmishAmericaLaserGeneralopqAmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterLazr_AmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA E 3RD Wave Crusaders. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaInfantryMissileDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_EŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterSupW_AmericaTankCrusaderAmericaVehicleHumvee”USA CT - Join My Team—$mUSA N Guard Combat Zone. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetStealthFighterrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert Response”USA Guard Combat Zone Resume—$mUSA N Guard Combat Zone. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleSentryDronerdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseLazr_AmericaInfantryRangerAmericaVehicleHumvee”USA Guard Combat Zone Resume—$mUSA N Guard Combat Zone. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleSentryDronerdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseSupW_AmericaInfantryRangerAmericaVehicleHumvee”USA Guard Combat Zone Resume—"mUSA N 1ST Wave Rangers. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—"mUSA N 1ST Wave Rangers. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—"mUSA N 1ST Wave Rangers. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryRangerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team—#mUSA N 1ST Wave Humvees. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team•USA Leave Transports—#mUSA N 1ST Wave Humvees. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team•USA Leave Transports—#mUSA N 1ST Wave Humvees. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleHumveerdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence Center”USA CT - Join My Team•USA Leave Transports—%mUSA N 2ND Wave Fast Attack. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAirF_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 2ND Wave Fast Attack. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinLazr_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 2ND Wave Fast Attack. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinSupW_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 2ND Wave RaptorsnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard BaseŽUSA Attack Sequence Center”USA CT - Join My Team• USA CT - Buildable After Destroy—%mUSA N 2ND Wave Tanks. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard BaseŽUSA Attack Sequence CenterLazr_AmericaTankPaladinLazr_AmericaVehicleHumvee”USA CT - Join My Team• USA CT - Buildable After Destroy—%mUSA N 2ND Wave Tanks. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankCrusaderrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_NŒUSA Guard BaseŽUSA Attack Sequence CenterSupW_AmericaTankPaladinSupW_AmericaVehicleHumvee”USA CT - Join My Team• USA CT - Buildable After Destroy—#mUSA N 2W Comanche Guards. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_N‹ŒUSA Guard Base Outer—#mUSA N 2W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_N‹ŒUSA Guard Base Outer—#mUSA N 2W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_2ND_WAVE_N‹ŒUSA Guard Base Outer—%mUSA N 3RD Wave Fast Attack. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAirF_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 3RD Wave Fast Attack. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinLazr_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 3RD Wave Fast Attack. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinSupW_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—$mUSA N 3RD Wave RaptorsnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Flank”USA CT - Join My Team—$mUSA N 3RD Wave Tanks. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 3RD Wave Tanks. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 3RD Wave AuroranSkirmishAmericaAirForceGeneralopqAirF_AmericaJetAurorarxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Flank”USA CT - Join My Team—$mUSA N 3RD Wave Artillery. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleTomahawkrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 3RD Wave Artillery. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleTomahawkrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA N 3W Comanche Guards. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_N‹ŒUSA Guard Base Outer—#mUSA N 3W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_N‹ŒUSA Guard Base Outer—#mUSA N 3W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_3RD_WAVE_N‹ŒUSA Guard Base Outer—%mUSA N 4TH Wave Fast Attack. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAirF_AmericaVehicleSentryDroneAirF_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 4TH Wave Fast Attack. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterLazr_AmericaVehicleSentryDroneLazr_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—%mUSA N 4TH Wave Fast Attack. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterSupW_AmericaVehicleSentryDroneSupW_AmericaVehicleHumvee”USA CT - Join My Team•USA Leave Transports—#mUSA N 4TH Wave RaptorsnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseŽUSA Attack Sequence Center—$mUSA N 4TH Wave Tanks. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterLazr_AmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 4TH Wave Tanks. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterSupW_AmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA N 4TH Wave AuroranSkirmishAmericaAirForceGeneralopqAirF_AmericaJetAurorar‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseŽUSA Attack Sequence Flank—$mUSA N 4TH Wave Artillery. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankLazr_AmericaTankMicrowaveAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA N 4TH Wave Artillery. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_NŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankSupW_AmericaTankMicrowaveAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA N 4W Comanche Guards. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_4TH_WAVE_N‹ŒUSA Guard Base Outer—#mUSA N 4W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_4TH_WAVE_N‹ŒUSA Guard Base Outer—#mUSA N 4W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_USA_4TH_WAVE_N‹ŒUSA Guard Base Outer—#mUSA H Fire Base Units 1. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…ά†‡@?ˆ‰USA Build - Fill Fire Base 1ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PriorityAirF_AmericaInfantryRanger—#mUSA H Fire Base Units 1. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…ά†‡@?ˆ‰USA Build - Fill Fire Base 1ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PriorityLazr_AmericaInfantryRangerAmericaVehicleHumvee—#mUSA H Fire Base Units 1. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…ά†‡@?ˆ‰USA Build - Fill Fire Base 1ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PrioritySupW_AmericaInfantryRangerAmericaVehicleHumvee—#mUSA H Fire Base Units 2. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…ά†‡@?ˆ‰USA Build - Fill Fire Base 2ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PriorityAirF_AmericaInfantryRanger—#mUSA H Fire Base Units 2. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…ά†‡@?ˆ‰USA Build - Fill Fire Base 2ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PriorityLazr_AmericaInfantryRangerAmericaVehicleHumvee—#mUSA H Fire Base Units 2. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderr–stuvwxyz{|}~€‚ƒ„d…ά†‡@?ˆ‰USA Build - Fill Fire Base 2ŒUSA Behavior - Enter Fire BaseŽUSA Apply Tank PrioritySupW_AmericaInfantryRangerAmericaVehicleHumvee—#mUSA H 1ST Wave Rush. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetStealthFighterrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_HŒUSA Attack Hunt—˜USA Attack Hunt"mUSA H 1ST Wave Rush. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_HŒUSA Attack HuntLazr_AmericaVehicleHumveeLazr_AmericaTankCrusader—$m USA H 1ST Wave Supply Hunters. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_HŒUSA Guard BaseŽUSA Attack Hunt”USA Apply Supply Lines Priority—#m USA H 1ST Wave Supply Hunters. 2nSkirmishAmericaLaserGeneralopqAmericaInfantryMissileDefenderrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_1ST_WAVE_HŒ'USA Attack Sequence Flank - Supply HuntŽUSA Apply Supply Lines PriorityLazr_AmericaVehicleHumveeAmericaTankCrusader—$mUSA H 1W Guard Combat Zone. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetStealthFighterrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert Response”USA Guard Combat Zone Resume—$mUSA H 1W Guard Combat Zone. 2nSkirmishAmericaLaserGeneralopqAmericaVehicleSentryDronerZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseLazr_AmericaInfantryRangerLazr_AmericaVehicleHumvee”USA Guard Combat Zone Resume—$mUSA H 1W Guard Combat Zone. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaVehicleSentryDronerZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_1ST_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseSupW_AmericaInfantryRangerSupW_AmericaVehicleHumvee”USA Guard Combat Zone Resume—#mUSA H 2ND Wave Fast Attack. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence Center—$mUSA H 2ND Wave Fast Attack. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleHumveeristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence Center#Lazr_AmericaInfantryMissileDefenderAmericaTankCrusader”USA CT - Join My Team—#mUSA H 2ND Wave RaptorsnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence Center—$mUSA H 2ND Wave Tanks. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterLazr_AmericaVehicleHumveeAmericaTankCrusader”USA CT - Join My Team—"mUSA H 2W Comanche Guards. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Base OuterUSA CT - Buildable—$mUSA H 2W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 2W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComanchernstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 2W Guard Combat Zone. 1nSkirmishAmericaAirForceGeneralopqrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAirF_AmericaJetRaptor”USA Guard Combat Zone Resume—$mUSA H 2W Guard Combat Zone. 2nSkirmishAmericaLaserGeneralopqAmericaVehicleSentryDronerdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerLazr_AmericaJetRaptor”USA Guard Combat Zone Resume—$mUSA H 2W Guard Combat Zone. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaVehicleSentryDronerdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_2ND_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerSupW_AmericaJetRaptor”USA Guard Combat Zone Resume—$mUSA H 3RD Wave ArtillerynSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleTomahawkrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence Flank”USA CT - Join My Team—$mUSA H 3RD Wave Tanks F. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA H 3RD Wave RaptorsnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence Center—$mUSA H 3RD Wave Tanks C. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankPaladinAmericaVehicleTomahawk”USA CT - Join My Team—#mUSA H 3RD Wave StealthnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetStealthFighterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence Center—#mUSA H 3RD Wave Air. 2nSkirmishAmericaLaserGeneralopqAmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseŽUSA Attack Sequence CenterAmericaTankPaladinLazr_AmericaJetRaptor—#mUSA H 3RD Wave Air. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankPaladinrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence CenterAmericaTankPaladinSupW_AmericaJetRaptor—"mUSA H 3W Comanche Guards. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableAmericaVehicleHumveeAmericaTankCrusader—$mUSA H 3W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 3W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComancherxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 3W Guard Combat Zone. 1nSkirmishAmericaAirForceGeneralopqAmericaVehicleSentryDronernstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAirF_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 3W Guard Combat Zone. 2nSkirmishAmericaLaserGeneralopqAmericaVehicleSentryDronernstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerLazr_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 3W Guard Combat Zone. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaVehicleSentryDronernstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_3RD_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerSupW_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 4TH Wave Tanks F. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveer‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAirF_AmericaTankAvengerAirF_AmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Tanks F. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankLazr_AmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Tanks B. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackLazr_AmericaTankAvengerAmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Artillery F. 2nSkirmishAmericaLaserGeneralopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankAvengerLazr_AmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Artillery F. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleHumveer‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankSupW_AmericaTankAvengerSupW_AmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Artillery B. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence BackAirF_AmericaTankAvengerAirF_AmericaVehicleHumvee”USA CT - Join My Team—$mUSA H 4TH Wave Artillery B. 2nSkirmishAmericaLaserGeneralopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackAmericaTankAvengerLazr_AmericaVehicleTomahawk”USA CT - Join My Team—$mUSA H 4TH Wave Artillery B. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankAvengerr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence BackSupW_AmericaVehicleHumveeSupW_AmericaVehicleTomahawk”USA CT - Join My Team—#mUSA H 4TH Wave Air B. 1nSkirmishAmericaAirForceGeneralopqAmericaTankPaladinr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackAirF_AmericaJetStealthFighterAirF_AmericaJetRaptor—#mUSA H 4TH Wave Air B. 2nSkirmishAmericaLaserGeneralopqAmericaTankPaladinr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseŽUSA Attack Sequence BackLazr_AmericaJetStealthFighterLazr_AmericaJetRaptor—#mUSA H 4TH Wave Air B. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankPaladinr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence BackSupW_AmericaJetAuroraSupW_AmericaJetRaptor—#mUSA H 4TH Wave Burton. 1nSkirmishAmericaAirForceGeneralopqr‚stuvwxyz{|}~€‚ƒ„…,†‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Commando Raid Sequence!AirF_AmericaInfantryColonelBurton—#mUSA H 4TH Wave Burton. 2nSkirmishAmericaLaserGeneralopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…,†‡@?ˆ‰_USA_4TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseŽUSA Commando Raid SequenceAmericaTankAvenger!Lazr_AmericaInfantryColonelBurton—#mUSA H 4TH Wave Burton. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankPaladinr‚stuvwxyz{|}~€‚ƒ„…,†‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Commando Raid SequenceAmericaTankAvenger!SupW_AmericaInfantryColonelBurton—"mUSA H 4W Comanche Guards. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableAmericaVehicleHumveeAmericaTankCrusader—$mUSA H 4W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 4W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComancher‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—$mUSA H 4W Guard Combat Zone. 1nSkirmishAmericaAirForceGeneralopqAmericaVehicleSentryDroner}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAirF_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 4W Guard Combat Zone. 2nSkirmishAmericaLaserGeneralopqAmericaVehicleSentryDroner}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerLazr_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 4W Guard Combat Zone. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaVehicleSentryDroner}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_4TH_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerSupW_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 5TH Wave Tanks F. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankLazr_AmericaTankAvengerLazr_AmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Tanks B. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackLazr_AmericaTankAvengerLazr_AmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Tanks C. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleHumveerŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAirF_AmericaTankAvengerAirF_AmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Tanks C. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankCrusaderrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterLazr_AmericaTankAvengerLazr_AmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Artillery C. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—$mUSA H 5TH Wave Artillery C. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence CenterAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—%mUSA H 5TH Wave Artillery C. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence CenterSupW_AmericaTankAvengerSupW_AmericaTankMicrowave”USA CT - Join My Team—™SupW_AmericaVehicleHumvee$mUSA H 5TH Wave Artillery F. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—%mUSA H 5TH Wave Artillery F. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence FlankSupW_AmericaTankAvengerSupW_AmericaTankMicrowave”USA CT - Join My Team—™SupW_AmericaVehicleHumvee$mUSA H 5TH Wave Artillery B. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA CT - BuildableŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave”USA CT - Join My Team—%mUSA H 5TH Wave Artillery B. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleTomahawkr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽUSA Attack Sequence BackSupW_AmericaTankAvengerSupW_AmericaTankMicrowave”USA CT - Join My Team—™SupW_AmericaVehicleHumvee#mUSA H 5TH Wave Burton. 1nSkirmishAmericaAirForceGeneralopqAmericaTankPaladinrŒstuvwxyz{|}~€‚ƒ„ …,†‡€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA Team Destroyed TinyŽUSA Commando Raid SequenceAmericaTankAvenger!AirF_AmericaInfantryColonelBurton—#mUSA H 5TH Wave Burton. 2nSkirmishAmericaLaserGeneralopqAmericaTankPaladinrŒstuvwxyz{|}~€‚ƒ„ …,†‡€?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseUSA Team Destroyed TinyŽUSA Commando Raid SequenceAmericaTankAvenger!Lazr_AmericaInfantryColonelBurton—#mUSA H 5TH Wave Burton. 3n!SkirmishAmericaSuperWeaponGeneralopqAmericaTankPaladinrŒstuvwxyz{|}~€‚ƒ„ …,†‡€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseUSA Team Destroyed TinyŽUSA Commando Raid SequenceAmericaTankAvenger!SupW_AmericaInfantryColonelBurton—#mUSA H 5TH Wave Auroras. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetAurorarŒstuvwxyz{|}~€‚ƒ„…X†‡€?ˆ‰_USA_5TH_WAVE_HŒUSA Behavior: Aurora AttackŽUSA Apply Supply Lines PriorityAmericaTankAvengerAmericaTankMicrowave—$mUSA H 5TH Wave Auroras. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaJetAurorar‡stuvwxyz{|}~€‚ƒ„…X†‡€?ˆ‰_USA_5TH_WAVE_HŒ#USA Behavior: Pre-Attack Guard BaseŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave”USA Apply Power Priority—$mUSA H 5TH Wave Auroras. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaJetAurorar‡stuvwxyz{|}~€‚ƒ„…X†‡€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard BaseŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave”USA Apply Power Priority— mChina Tech Capture Teamn SkirmishChinaopqChinaInfantryRedguardrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture Sequential&mChina Hard Base Expandern SkirmishChinaopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰China Build Base Expander Team‹ŒChina Base Expansion BehaviorŽChina Base Expanders GuardChinaInfantryTankHunter‘’“)mChina Hard Base Expander 2n SkirmishChinaopqChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰ China Build Base Expander Team 2‹ŒChina Base Expansion Behavior 2China Team DestroyedŽChina Attack HuntChinaTankGattling‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 3n SkirmishChinaopqChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰ China Build Base Expander Team 3‹ŒChina Base Expansion Behavior 3China Team DestroyedŽChina Attack HuntChinaTankGattling‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 4n SkirmishChinaopqChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰ China Build Base Expander Team 4‹Œ China Build Base Expander Team 4China Team DestroyedŽChina Attack HuntChinaTankGattling‘’“”China Base Invaded Hunt•_USA_1ST_WAVE_E˜China Generic Guard OutermChina Complimentary Teamn SkirmishChinaoprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒChina CT - Ready to Merge—!mChina CT - Air 1n SkirmishChinaopqChinaInfantryTankHunterrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build Cond‹ŒChina CT - Merge Into— mChina CT - Air 2n SkirmishChinaopqChinaTankGattlingr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build CondŒChina CT - Merge IntoChinaInfantryTankHunter—!mChina CT - Infantry 1n SkirmishChinaopqChinaTankGattlingr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoChinaInfantryRedguard—!mChina CT - Infantry 2n SkirmishChinaopqChinaTankDragonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoChinaTankGattlingChinaInfantryRedguard—!mChina CT - Tank 1n SkirmishChinaopqChinaInfantryTankHunterrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge Into—!mChina CT - Tank 2n SkirmishChinaopqChinaInfantryTankHunterrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge IntoChinaTankBattleMaster—!mChina CT - Tank 3n SkirmishChinaopqChinaTankBattleMasterrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge IntoChinaTankOverlord— mChina CT - Stealth 1n SkirmishChinaopqChinaVehicleTroopCrawlerrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into—!mChina CT - Stealth 2n SkirmishChinaopqChinaVehicleTroopCrawlerrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge IntoChinaVehicleListeningOutpost— mChina CT - Base Def 1n SkirmishChinaopqChinaVehicleInfernoCannonrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into— mChina CT - Base Def 2n SkirmishChinaopqChinaVehicleNukeLauncherrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into—"mChina E 1ST Waven SkirmishChinaopqChinaInfantryRedguardrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Red Guardn SkirmishChinaopqChinaInfantryRedguardrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Tankn SkirmishChinaopqChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—$mChina E 2ND Wave Tank 2n SkirmishChinaopqChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterChinaTankGattling”China CT - Join My Team—$mChina E 3RD Wave Tankn SkirmishChinaopqChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tank Huntersn SkirmishChinaopqChinaInfantryTankHunterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tanksn SkirmishChinaopqChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina N Guard Combat Zonen SkirmishChinaopqChinaVehicleTroopCrawlerrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—"mChina N 1ST Wave Infantryn SkirmishChinaopqChinaInfantryRedguardrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina N 1ST Wave Vehn SkirmishChinaopqChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterChinaTankBattleMaster”China CT - Join My Team•China Leave Transports—$mChina N 2ND Wave Fast Attackn SkirmishChinaopqChinaTankGattlingristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—%mChina N 2ND Wave Tanksn SkirmishChinaopqChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard BaseŽChina Attack Sequence Center ChinaTankECMChinaTankGattling”China CT - Join My Team•"China CT - Buildable After Destroy—#mChina N 2W Base Guardsn SkirmishChinaopq ChinaJetMIGrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_N‹ŒChina Guard Base Outer—$mChina N 3RD Wave Fast Attackn SkirmishChinaopqChinaTankGattlingrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence Flank ChinaTankECM”China CT - Join My Team—$mChina N 3RD Wave Tanksn SkirmishChinaopqChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina N 3RD Wave Artilleryn SkirmishChinaopqChinaVehicleInfernoCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—#mChina N 3W Base Guardsn SkirmishChinaopq ChinaJetMIGrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_N‹ŒChina Guard Base Outer—$mChina N 4TH Wave Fast Attackn SkirmishChinaopqChinaTankGattlingr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence Center ChinaTankECM”China CT - Join My Team—$mChina N 4TH Wave Tanksn SkirmishChinaopqChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterChinaTankOverlord”China CT - Join My Team—$mChina N 4TH Wave Artilleryn SkirmishChinaopqChinaVehicleInfernoCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence Flank ChinaTankECM”China CT - Join My Team—#mChina N 4W Base Guardsn SkirmishChinaopq ChinaJetMIGr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_4TH_WAVE_N‹ŒChina Guard Base Outer—"mChina H 1ST Wave Rushn SkirmishChinaopqChinaTankBattleMasterrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Attack HuntChinaInfantryTankHunterChinaInfantryRedguard—$mChina H 1ST Wave Supply Huntersn SkirmishChinaopqChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Guard Base OuterŽ!China Apply Supply Lines Priority”China Attack Sequence Flank—$mChina H 1W Guard Combat Zonen SkirmishChinaopqChinaTankGattlingrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—%mChina H 2ND Wave Fast Attackn SkirmishChinaopqChinaTankGattlingristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_H‹ŒChina Behavior - ECM DefenderChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—%mChina H 2ND Wave Tanksn SkirmishChinaopqChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—&mChina H 2W Base Guardsn SkirmishChinaopqChinaTankGattlingrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_H‹ŒChina Guard Base OuterŽChina Helix Guard Upgrade”*China Behavior: Guard Base After Artillery•'China Behavior: Guard CZ from Artillery—$mChina H 2W Guard Combat Zonen SkirmishChinaopq ChinaJetMIGrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—%mChina H 3RD Wave Tanks Fn SkirmishChinaopqChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—%mChina H 3RD Wave Tanks Cn SkirmishChinaopqChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—#mChina H 3RD Wave Airn SkirmishChinaopq ChinaJetMIGrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseŽChina Attack Sequence Center—&mChina H 3W Base Guardsn SkirmishChinaopqChinaVehicleHelixrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_3RD_WAVE_H‹ŒChina Guard Base OuterŽChina Helix Guard Upgrade”'China Behavior: Guard CZ from Artillery•*China Behavior: Guard Base After Artillery—$mChina H 3W Guard Combat Zonen SkirmishChinaopq ChinaJetMIGrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—%mGLA Hard Base Expandern SkirmishGLAopqGLAInfantryTunnelDefenderrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team‹ŒGLA Base Expansion BehaviorŽGLA Base Expanders GuardGLAInfantryRebel”GLA Base Invaded Hunt•GLA Apply Tank Priority˜GLA Generic Guard Outer"mChina H 3W ECM Guardsn SkirmishChinaopq ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Behavior - ECM Defender—%mChina H 4TH Wave Tanks Fn SkirmishChinaopqChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽChina Attack Sequence FlankChinaTankOverlord”China CT - Join My Team—%mChina H 4TH Wave Tanks Bn SkirmishChinaopqChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽChina Attack Sequence BackChinaTankOverlord”China CT - Join My Team—$mChina H 4TH Wave Artillery Fn SkirmishChinaopqChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina H 4TH Wave Artillery Bn SkirmishChinaopqChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Back”China CT - Join My Team—#mChina H 4TH Wave Air Bn SkirmishChinaopq ChinaJetMIGr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard Base OuterŽChina Attack Sequence Back—#mChina H 4TH Wave Lotusn SkirmishChinaopqChinaInfantryBlackLotusr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Commando Raid Sequence—%mChina H 4W Base Guardsn SkirmishChinaopqChinaVehicleHelixr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After ArtilleryChinaTankGattling”'China Behavior: Guard CZ from Artillery•China Helix Guard Upgrade—%mChina H 4W Guard Combat Zonen SkirmishChinaopq ChinaJetMIGr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—"mChina H 4W ECM Guardsn SkirmishChinaopq ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Behavior - ECM Defender—%mChina H 5TH Wave Tanks Fn SkirmishChinaopqChinaTankBattleMasterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽChina Attack Sequence FlankChinaTankOverlord ChinaTankECM”China CT - Join My Team—%mChina H 5TH Wave Tanks Bn SkirmishChinaopqChinaTankDragonrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽ"China Behavior: Dragon Tank Attack”China CT - Join My Team—%mChina H 5TH Wave Tanks Cn SkirmishChinaopqChinaTankBattleMasterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China CT - BuildableŽChina Attack Sequence CenterChinaTankOverlord ChinaTankECM”China CT - Join My Team—%mChina H 5TH Wave Artillery Cn SkirmishChinaopqChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—%mChina H 5TH Wave Artillery Fn SkirmishChinaopqChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—%mChina H 5TH Wave Artillery Bn SkirmishChinaopqChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Back”China CT - Join My Team—#mChina H 5TH Wave Lotusn SkirmishChinaopqChinaInfantryBlackLotusrŒstuvwxyz{|}~€‚ƒ„ …τ†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard BaseChina Team DestroyedŽChina Commando Raid Sequence—"mChina H 5W ECM Guardsn SkirmishChinaopq ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŒChina Behavior - ECM Defender—%mChina H 5W Helix Attackersn SkirmishChinaopqChinaVehicleHelixrŒstuvwxyz{|}~€‚ƒ„ …τ†‡€?ˆ‰_CHINA_5TH_WAVE_H‹Œ&China Behavior: Pre-Attack Guard Base China Team DestroyedŽChina Behavior: Helix Attack”China Apply Power Priority—mChina E Hackersn SkirmishChinaopqChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…膇?‰!China Build Condition - Hackers EŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlemChina N Hackersn SkirmishChinaopqChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…τ†‡?‰!China Build Condition - Hackers NŒ China Behavior - Hacker Enter IC˜China Behavior - Hack Idle!mChina H Hackersn SkirmishChinaopqChinaInfantryHackerrθstuvwxyz{|}~€‚ ƒ„…τ†‡?ˆ‰!China Build Condition - Hackers HŠŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlešmGLA Complimentary Teamn SkirmishGLAoprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒGLA CT - Ready to Merge—!mGLA CT - Air 1n SkirmishGLAopqGLAInfantryTunnelDefenderrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build Cond‹ŒGLA CT - Merge Into— mGLA CT - Air 2n SkirmishGLAopqGLAVehicleQuadCannonr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build CondŒGLA CT - Merge Into—!mGLA CT - Infantry 1n SkirmishGLAopqGLAInfantryRebelr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoGLAVehicleTechnical—!mGLA CT - Infantry 2n SkirmishGLAopqGLAVehicleQuadCannonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoGLAVehicleTechnical—!mGLA CT - Tank 1n SkirmishGLAopqGLAInfantryTunnelDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoGLAInfantryTerrorist—!mGLA CT - Tank 2n SkirmishGLAopqGLAInfantryTunnelDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoGLATankScorpion—!mGLA CT - Tank 3n SkirmishGLAopqGLATankScorpionrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoGLAVehicleRocketBuggy— mGLA CT - Stealth 1n SkirmishGLAopqGLAVehicleRadarVanrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 1n SkirmishGLAopqGLAVehicleRocketBuggyrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 2n SkirmishGLAopqGLAVehicleRocketBuggyrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into—"mGLA E 1ST Waven SkirmishGLAopqGLAInfantryRebelrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA E 2ND Wave Rebeln SkirmishGLAopqGLAInfantryRebelrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA E 2ND Wave Tankn SkirmishGLAopqGLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tankn SkirmishGLAopqGLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave RPG Troopsn SkirmishGLAopqGLAInfantryTunnelDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tanksn SkirmishGLAopqGLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA N Guard Combat Zonen SkirmishGLAopqGLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—#mGLA N 1ST Wave Attackn SkirmishGLAopqGLATankScorpionrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterGLAInfantryTunnelDefender”GLA CT - Join My Team—#mGLA N 1ST Wave Vehn SkirmishGLAopqGLATankScorpionrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterGLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA N 2ND Wave Fast Attackn SkirmishGLAopqGLATankScorpionristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—%mGLA N 2ND Wave Tanksn SkirmishGLAopqGLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard BaseŽGLA Attack Sequence CenterGLAVehicleTechnicalGLAVehicleQuadCannon”GLA CT - Join My Team• GLA CT - Buildable After Destroy—#mGLA N 2W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_N‹ŒGLA Guard Base Outer—$mGLA N 3RD Wave Fast Attackn SkirmishGLAopqGLAVehicleQuadCannonrsstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence FlankGLATankScorpion”GLA CT - Join My Team—$mGLA N 3RD Wave Tanksn SkirmishGLAopqGLATankScorpionrxstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 3RD Wave Artilleryn SkirmishGLAopqGLAVehicleRocketBuggyrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—#mGLA N 3W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_N‹ŒGLA Guard Base Outer—$mGLA N 4TH Wave Fast Attackn SkirmishGLAopqGLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterGLATankScorpion”GLA CT - Join My Team—$mGLA N 4TH Wave Tanksn SkirmishGLAopqGLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterGLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA N 4TH Wave Artilleryn SkirmishGLAopqGLAVehicleRocketBuggyr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—#mGLA N 4W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_4TH_WAVE_N‹ŒGLA Guard Base Outer—"mGLA H 1ST Wave Rushn SkirmishGLAopqGLATankScorpionrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushGLAVehicleQuadCannon—#mGLA H 1ST Wave Supply Huntersn SkirmishGLAopqGLAVehicleQuadCannonrestuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushŽGLA Apply Supply Lines PriorityGLAVehicleTechnicalGLAInfantryWorker—$mGLA H 1W Guard Combat Zonen SkirmishGLAopqGLAVehicleQuadCannonrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_1ST_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 2ND Wave Fast Attackn SkirmishGLAopqGLATankScorpionristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterGLAVehicleTechnicalGLAInfantryTunnelDefender”GLA CT - Join My Team—$mGLA H 2ND Wave Tanksn SkirmishGLAopqGLATankScorpionrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—"mGLA H 2W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Base OuterGLA CT - Buildable—$mGLA H 2W Guard Combat Zonen SkirmishGLAopqGLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 3RD Wave Tanks Fn SkirmishGLAopqGLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Flank—$mGLA H 3RD Wave Tanks Cn SkirmishGLAopqGLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—"mGLA H 3W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Base OuterGLA CT - Buildable—$mGLA H 3W Guard Combat Zonen SkirmishGLAopqGLAVehicleBattleBusrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert ResponseGLAInfantryTunnelDefender”GLA Guard Combat Zone Resume—!mGLA H 3W Tunnel Guardsn SkirmishGLAopqGLATankScorpionr}stuvwxyz{|}~€‚ƒ„…†‡?‰_GLA_3RD_WAVE_HŠŒGLA Behavior: Guard TunnelGLAVehicleQuadCannonGLAInfantryTunnelDefender—%mGLA H 4TH Wave Tanks Fn SkirmishGLAopqGLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence FlankGLAVehicleRocketBuggyGLAInfantryTunnelDefender”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks Bn SkirmishGLAopqGLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence BackGLAVehicleRocketBuggy”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery Fn SkirmishGLAopqGLAVehicleScudLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery Bn SkirmishGLAopqGLAVehicleRocketBuggyr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—&mGLA H 4TH Wave Kelln SkirmishGLAopqGLAInfantryJarmenKellrƒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntGLA Team DestroyedŽ$GLA Behavior: Jarmen Kell Hunt Again”GLA Behavior: Jarmen Kell Stop•GLA Behavior: Jarmen Kell Fires—˜"mGLA H 4W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base Outer—%mGLA H 4W Guard Combat Zonen SkirmishGLAopqGLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—%mGLA H 5TH Wave Tanks Fn SkirmishGLAopqGLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks Cn SkirmishGLAopqGLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks Bn SkirmishGLAopqGLAVehicleBattleBusrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence BackGLAInfantryTunnelDefender”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery Fn SkirmishGLAopqGLAVehicleScudLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery Bn SkirmishGLAopqGLAVehicleScudLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 5TH Suiciden SkirmishGLAopqGLAVehicleCombatBikeTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Back”GLA Apply Power Priority—%mGLA H 5TH Suicide 2n SkirmishGLAopqGLAVehicleCombatBikeTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank”GLA Apply Power Priority—%mGLA H 5TH Saboteurn SkirmishGLAopqGLAInfantrySaboteurrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank Sabo”GLA Apply Sabo Priority—&mGLA H 5TH Wave Kelln SkirmishGLAopqGLAInfantryJarmenKellr–stuvwxyz{|}~€‚ƒ„…τ†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntGLA Team DestroyedŽGLA Behavior: Jarmen Kell Stop”$GLA Behavior: Jarmen Kell Hunt Again•GLA Behavior: Jarmen Kell Fires—˜!mChina Tech Building Capture. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack Hunt!mChina Tech Building Capture. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack Hunt!mChina Tech Building Capture. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack Hunt%mChina Big Base Expanders. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰China Build Big Expansion‹ŒChina Base Expansion BehaviorChina Team DestroyedŽChina Attack HuntInfa_ChinaVehicleTroopCrawler”China Base Expanders Guard•China Base Invaded Hunt–China Apply Infantry Priority%mChina Big Base Expanders. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰China Build Big Expansion‹ŒChina Base Expansion BehaviorChina Team DestroyedŽChina Attack HuntNuke_ChinaVehicleTroopCrawler”China Base Expanders Guard•China Base Invaded Hunt–China Apply Infantry Priority%mChina Big Base Expanders. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰China Build Big Expansion‹ŒChina Base Expansion BehaviorChina Team DestroyedŽChina Attack HuntTank_ChinaVehicleTroopCrawler”China Base Expanders Guard•China Base Invaded Hunt–China Apply Infantry Priority#mChina Tech Capture Big OFF. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2s t uvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunterInfa_ChinaVehicleTroopCrawler”China Base Invaded Hunt#mChina Tech Capture Big OFF. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2s t uvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack HuntNuke_ChinaTankBattleMasterNuke_ChinaTankGattling”China Base Invaded Hunt#mChina Tech Capture Big OFF. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2s t uvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒChina Tech Capture SequentialChina Team DestroyedŽChina Attack HuntTank_ChinaTankBattleMasterTank_ChinaTankGattling”China Base Invaded HuntmChina Replace Dozer. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleDozerrstuvwxyz{|}~€‚ƒ„…†‡?‰—mChina Replace Dozer. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleDozerrstuvwxyz{|}~€‚ƒ„…†‡?‰—mChina Replace Dozer. 3nSkirmishChinaTankGeneralopqTank_ChinaVehicleDozerrstuvwxyz{|}~€‚ƒ„…†‡?‰—$mChina Bunker Team 1. 1nSkirmishChinaInfantryGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 1‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 1. 2nSkirmishChinaNukeGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 1‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntNuke_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 1. 3nSkirmishChinaTankGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 1‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntTank_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 2. 1nSkirmishChinaInfantryGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 2‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 2. 2nSkirmishChinaNukeGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 2‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntNuke_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 2. 3nSkirmishChinaTankGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 2‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntTank_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 3. 1nSkirmishChinaInfantryGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 3‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 3. 2nSkirmishChinaNukeGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 3‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntNuke_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 3. 3nSkirmishChinaTankGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 3‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntTank_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 4. 1nSkirmishChinaInfantryGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 4‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 4. 2nSkirmishChinaNukeGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 4‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntNuke_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority$mChina Bunker Team 4. 3nSkirmishChinaTankGeneralopqChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„<…†‡ΜΜL?ˆ‰%China Build Condition - Fill Bunker 4‹ŒChina Enter Bunker SequentialChina Team DestroyedŽChina Attack HuntTank_ChinaInfantryTankHunter‘”China Apply Rocket Guy Priority#mChina Garrison P1 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B1‹ŒChina Garrison Orders P1 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P1 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B1‹ŒChina Garrison Orders P1 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P1 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B1‹ŒChina Garrison Orders P1 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P1 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B2‹ŒChina Garrison Orders P1 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P1 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B2‹ŒChina Garrison Orders P1 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P1 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B2‹ŒChina Garrison Orders P1 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P1 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B3‹ŒChina Garrison Orders P1 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P1 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B3‹ŒChina Garrison Orders P1 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P1 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P1 B3‹ŒChina Garrison Orders P1 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P2 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B1‹ŒChina Garrison Orders P2 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P2 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B1‹ŒChina Garrison Orders P2 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P2 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B1‹ŒChina Garrison Orders P2 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P2 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B2‹ŒChina Garrison Orders P2 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P2 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B2‹ŒChina Garrison Orders P2 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P2 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B2‹ŒChina Garrison Orders P2 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P2 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B3‹ŒChina Garrison Orders P2 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P2 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B3‹ŒChina Garrison Orders P2 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P2 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P2 B3‹ŒChina Garrison Orders P2 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P3 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B1‹ŒChina Garrison Orders P3 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P3 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B1‹ŒChina Garrison Orders P3 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P3 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B1‹ŒChina Garrison Orders P3 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P3 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B2‹ŒChina Garrison Orders P3 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P3 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B2‹ŒChina Garrison Orders P3 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P3 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B2‹ŒChina Garrison Orders P3 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P3 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B3‹ŒChina Garrison Orders P3 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P3 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B3‹ŒChina Garrison Orders P3 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P3 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P3 B3‹ŒChina Garrison Orders P3 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P4 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B1‹ŒChina Garrison Orders P4 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P4 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B1‹ŒChina Garrison Orders P4 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P4 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B1‹ŒChina Garrison Orders P4 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P4 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B2‹ŒChina Garrison Orders P4 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P4 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B2‹ŒChina Garrison Orders P4 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P4 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B2‹ŒChina Garrison Orders P4 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P4 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B3‹ŒChina Garrison Orders P4 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P4 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B3‹ŒChina Garrison Orders P4 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P4 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P4 B3‹ŒChina Garrison Orders P4 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P5 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B1‹ŒChina Garrison Orders P5 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P5 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B1‹ŒChina Garrison Orders P5 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P5 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B1‹ŒChina Garrison Orders P5 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P5 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B2‹ŒChina Garrison Orders P5 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P5 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B2‹ŒChina Garrison Orders P5 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P5 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B2‹ŒChina Garrison Orders P5 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P5 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B3‹ŒChina Garrison Orders P5 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P5 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B3‹ŒChina Garrison Orders P5 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P5 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P5 B3‹ŒChina Garrison Orders P5 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P6 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B1‹ŒChina Garrison Orders P6 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P6 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B1‹ŒChina Garrison Orders P6 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P6 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B1‹ŒChina Garrison Orders P6 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P6 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B2‹ŒChina Garrison Orders P6 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P6 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B2‹ŒChina Garrison Orders P6 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P6 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B2‹ŒChina Garrison Orders P6 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P6 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B3‹ŒChina Garrison Orders P6 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P6 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B3‹ŒChina Garrison Orders P6 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P6 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P6 B3‹ŒChina Garrison Orders P6 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P7 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B1‹ŒChina Garrison Orders P7 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P7 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B1‹ŒChina Garrison Orders P7 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P7 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B1‹ŒChina Garrison Orders P7 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P7 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B2‹ŒChina Garrison Orders P7 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P7 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B2‹ŒChina Garrison Orders P7 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P7 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B2‹ŒChina Garrison Orders P7 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P7 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B3‹ŒChina Garrison Orders P7 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P7 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B3‹ŒChina Garrison Orders P7 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P7 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P7 B3‹ŒChina Garrison Orders P7 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P8 B1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B1‹ŒChina Garrison Orders P8 B1China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P8 B1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B1‹ŒChina Garrison Orders P8 B1China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P8 B1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B1‹ŒChina Garrison Orders P8 B1China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P8 B2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B2‹ŒChina Garrison Orders P8 B2China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P8 B2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B2‹ŒChina Garrison Orders P8 B2China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P8 B2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B2‹ŒChina Garrison Orders P8 B2China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘#mChina Garrison P8 B3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B3‹ŒChina Garrison Orders P8 B3China Team Destroyed TinyŽChina Attack HuntInfa_ChinaInfantryTankHunter‘#mChina Garrison P8 B3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B3‹ŒChina Garrison Orders P8 B3China Team Destroyed TinyŽChina Attack HuntNuke_ChinaInfantryTankHunter‘#mChina Garrison P8 B3. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰China Build Garrison P8 B3‹ŒChina Garrison Orders P8 B3China Team Destroyed TinyŽChina Attack HuntTank_ChinaInfantryTankHunter‘ mChina Alert Capture Neutral. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰China Alert Neutral Vehicles‹Œ$China Sequence Capture Neutral UnitsChina Team Destroyed mChina Alert Capture Neutral. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰China Alert Neutral Vehicles‹Œ$China Sequence Capture Neutral UnitsChina Team Destroyed mChina Alert Capture Neutral. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰China Alert Neutral Vehicles‹Œ$China Sequence Capture Neutral UnitsChina Team Destroyed"m China Alert Invasion Infantry. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Infantry‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Infantry Priority"m China Alert Invasion Infantry. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Infantry‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Infantry Priority"m China Alert Invasion Infantry. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Infantry‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Infantry Priority"m%China Alert Invasion Light Vehicle. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Tank Priority"m%China Alert Invasion Light Vehicle. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Tank PriorityNuke_ChinaTankBattleMaster"m%China Alert Invasion Light Vehicle. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Tank PriorityTank_ChinaTankBattleMaster"mChina Alert Invasion Tank. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Rocket Guy Priority"mChina Alert Invasion Tank. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Rocket Guy Priority"mChina Alert Invasion Tank. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryTankHunterrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰China Alert Invasion Tanks‹ŒChina Guard Base InvasionChina Team DestroyedŽChina Apply Rocket Guy Priority"m#China Alert Aircraft Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankGattlingrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Alert Aircraft‹ŒChina Guard the Combat ZoneChina Team DestroyedŽChina Apply Rocket Guy Priority"m#China Alert Aircraft Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Alert Aircraft‹ŒChina Guard the Combat ZoneChina Team DestroyedŽChina Apply Rocket Guy Priority"m#China Alert Aircraft Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrτstuvwxyz{|}~€‚ƒ„τ…†‡€?ˆ‰China Alert Aircraft‹ŒChina Guard the Combat ZoneChina Team DestroyedŽChina Apply Rocket Guy Priority mChina Tech Capture Team. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture Sequential mChina Tech Capture Team. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture Sequential mChina Tech Capture Team. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrθstuvwxyz{|}~€‚ƒ„θ…Π†‡€?ˆ‰China Tech Capture Build‹ŒChina Tech Capture Sequential&mChina Hard Base Expander. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰China Build Base Expander Team‹ŒChina Base Expansion BehaviorŽChina Base Expanders GuardInfa_ChinaInfantryTankHunter‘’“&mChina Hard Base Expander. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰China Build Base Expander Team‹ŒChina Base Expansion BehaviorŽChina Base Expanders GuardNuke_ChinaInfantryTankHunter‘’“&mChina Hard Base Expander. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrτstuvwxyz{|}~€‚ƒ(„Β…Π†‡€?ˆ‰China Build Base Expander Team‹ŒChina Base Expansion BehaviorŽChina Base Expanders GuardTank_ChinaInfantryTankHunter‘’“)mChina Hard Base Expander 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰ China Build Base Expander Team 2‹ŒChina Base Expansion Behavior 2China Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰ China Build Base Expander Team 2‹ŒChina Base Expansion Behavior 2China Team DestroyedŽChina Attack HuntNuke_ChinaTankGattling‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„Β…τ†‡€?ˆ‰ China Build Base Expander Team 2‹ŒChina Base Expansion Behavior 2China Team DestroyedŽChina Attack HuntTank_ChinaTankGattling‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 3. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰ China Build Base Expander Team 3‹ŒChina Base Expansion Behavior 3China Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰ China Build Base Expander Team 3‹ŒChina Base Expansion Behavior 3China Team DestroyedŽChina Attack HuntNuke_ChinaTankGattling‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 3. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„…€?ˆ‰ China Build Base Expander Team 3‹ŒChina Base Expansion Behavior 3China Team DestroyedŽChina Attack HuntTank_ChinaTankGattling‘’“”China Base Expanders Guard•China Base Invaded Hunt˜China Generic Guard Outer)mChina Hard Base Expander 4. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰ China Build Base Expander Team 4‹Œ China Build Base Expander Team 4China Team DestroyedŽChina Attack HuntInfa_ChinaInfantryTankHunter‘’“”China Base Invaded Hunt•_USA_1ST_WAVE_E˜China Generic Guard Outer)mChina Hard Base Expander 4. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰ China Build Base Expander Team 4‹Œ China Build Base Expander Team 4China Team DestroyedŽChina Attack HuntNuke_ChinaTankGattling‘’“”China Base Invaded Hunt•_USA_1ST_WAVE_E˜China Generic Guard Outer)mChina Hard Base Expander 4. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrτstuvwxyz{|}~€‚ƒ(„…膇€?ˆ‰ China Build Base Expander Team 4‹Œ China Build Base Expander Team 4China Team DestroyedŽChina Attack HuntTank_ChinaTankGattling‘’“”China Base Invaded Hunt•_USA_1ST_WAVE_E˜China Generic Guard OutermIF Complimentary TeamnSkirmishChinaInfantryGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒChina CT - Ready to Merge—mNK Complimentary TeamnSkirmishChinaNukeGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒChina CT - Ready to Merge—mTK Complimentary TeamnSkirmishChinaTankGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒChina CT - Ready to Merge—!mChina CT - Air 1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build Cond‹ŒChina CT - Merge Into—!mChina CT - Air 1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryTankHunterrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build Cond‹ŒChina CT - Merge Into—!mChina CT - Air 1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryTankHunterrΓstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build Cond‹ŒChina CT - Merge Into— mChina CT - Air 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build CondŒChina CT - Merge IntoChinaInfantryTankHunter— mChina CT - Air 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build CondŒChina CT - Merge Into— mChina CT - Air 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Air 1 Build CondŒChina CT - Merge IntoChinaInfantryTankHunter—!mChina CT - Infantry 1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoInfa_ChinaVehicleTroopCrawler—!mChina CT - Infantry 1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoNuke_ChinaInfantryRedguard—!mChina CT - Infantry 1. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoTank_ChinaInfantryRedguard—!mChina CT - Infantry 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoInfa_ChinaVehicleTroopCrawlerChinaInfantryRedguard—!mChina CT - Infantry 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankDragonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoNuke_ChinaTankGattling—!mChina CT - Infantry 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankDragonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰ China CT - Infantry 1 Build CondŒChina CT - Merge IntoTank_ChinaTankGattlingChinaInfantryRedguard—!mChina CT - Tank 1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge Into—!mChina CT - Tank 1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryTankHunterrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge Into—!mChina CT - Tank 1. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryTankHunterrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge Into—!mChina CT - Tank 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge IntoInfa_ChinaVehicleTroopCrawler—!mChina CT - Tank 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryTankHunterrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge IntoNuke_ChinaTankBattleMaster—!mChina CT - Tank 2. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryTankHunterrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge IntoTank_ChinaTankBattleMaster—!mChina CT - Tank 3. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰China CT - Tank 1 Build CondŒChina CT - Merge IntoNuke_ChinaTankOverlord— mChina CT - Stealth 1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into— mChina CT - Stealth 1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleTroopCrawlerrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into— mChina CT - Stealth 1. 3nSkirmishChinaTankGeneralopqTank_ChinaVehicleTroopCrawlerrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into—!mChina CT - Stealth 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into!Infa_ChinaVehicleListeningOutpost—!mChina CT - Stealth 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleTroopCrawlerrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into!Nuke_ChinaVehicleListeningOutpost—!mChina CT - Stealth 2. 3nSkirmishChinaTankGeneralopqTank_ChinaVehicleTroopCrawlerrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰China CT - Stealth 1 Build CondŒChina CT - Merge Into!Tank_ChinaVehicleListeningOutpost— mChina CT - Base Def 1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleNukeLauncherrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into— mChina CT - Base Def 1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleInfernoCannonrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into— mChina CT - Base Def 1. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into— mChina CT - Base Def 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into— mChina CT - Base Def 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleInfernoCannonrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into— mChina CT - Base Def 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankEmperorrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰ China CT - Base Def 1 Build CondŒChina CT - Merge Into—"mChina E 1ST Wave. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—"mChina E 1ST Wave. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—"mChina E 1ST Wave. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Red Guard. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Red Guard. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Red Guard. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryRedguardrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Tank. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 2ND Wave Tank. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—$mChina E 2ND Wave Tank. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—$mChina E 2ND Wave Tank 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaTankDragon”China CT - Join My Team—$mChina E 2ND Wave Tank 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterNuke_ChinaTankGattling”China CT - Join My Team—$mChina E 2ND Wave Tank 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterTank_ChinaTankGattling”China CT - Join My Team—$mChina E 3RD Wave Tank. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tank. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tank. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$m China E 3RD Wave Tank Hunters. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$m China E 3RD Wave Tank Hunters. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryTankHunterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$m China E 3RD Wave Tank Hunters. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryTankHunterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tanks. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tanks. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽ China Hunt”China CT - Join My Team—$mChina E 3RD Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina E 3RD Wave Tanks 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_EŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina N Guard Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina N Guard Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleTroopCrawlerrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina N Guard Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaVehicleTroopCrawlerrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—"mChina N 1ST Wave Infantry. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—"mChina N 1ST Wave Infantry. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryRedguardrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—"mChina N 1ST Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina N 1ST Wave Veh. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaTankDragon”China CT - Join My Team•China Leave Transports—$mChina N 1ST Wave Veh. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterNuke_ChinaTankBattleMaster”China CT - Join My Team•China Leave Transports—$mChina N 1ST Wave Veh. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_1ST_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterTank_ChinaTankBattleMaster”China CT - Join My Team•China Leave Transports—$mChina N 2ND Wave Fast Attack. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—$mChina N 2ND Wave Fast Attack. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—$mChina N 2ND Wave Fast Attack. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—%mChina N 2ND Wave Tanks. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard BaseŽChina Attack Sequence CenterInfa_ChinaTankECMInfa_ChinaVehicleTroopCrawler”China CT - Join My Team•"China CT - Buildable After Destroy—%mChina N 2ND Wave Tanks. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard BaseŽChina Attack Sequence CenterNuke_ChinaTankECMNuke_ChinaTankGattling”China CT - Join My Team•"China CT - Buildable After Destroy—%mChina N 2ND Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_NŒChina Guard BaseŽChina Attack Sequence CenterTank_ChinaTankECMTank_ChinaTankGattling”China CT - Join My Team•"China CT - Buildable After Destroy—#mChina N 2W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_N‹ŒChina Guard Base Outer—#mChina N 2W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_N‹ŒChina Guard Base Outer—#mChina N 2W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_2ND_WAVE_N‹ŒChina Guard Base Outer—$mChina N 3RD Wave Fast Attack. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence FlankInfa_ChinaTankECM”China CT - Join My Team—$mChina N 3RD Wave Fast Attack. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence FlankNuke_ChinaTankECM”China CT - Join My Team—$mChina N 3RD Wave Fast Attack. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrsstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence FlankTank_ChinaTankECM”China CT - Join My Team—$mChina N 3RD Wave Tanks. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina N 3RD Wave Tanks. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina N 3RD Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina N 3RD Wave Artillery. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleInfernoCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina N 3RD Wave Artillery. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleInfernoCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina N 3RD Wave Artillery. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_NŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—#mChina N 3W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_N‹ŒChina Guard Base Outer—#mChina N 3W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_N‹ŒChina Guard Base Outer—#mChina N 3W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_3RD_WAVE_N‹ŒChina Guard Base Outer—$mChina N 4TH Wave Fast Attack. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaTankECM”China CT - Join My Team—$mChina N 4TH Wave Fast Attack. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterNuke_ChinaTankECM”China CT - Join My Team—$mChina N 4TH Wave Fast Attack. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterTank_ChinaTankECM”China CT - Join My Team—$mChina N 4TH Wave Tanks. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaVehicleTroopCrawler”China CT - Join My Team—$mChina N 4TH Wave Tanks. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterNuke_ChinaTankOverlord”China CT - Join My Team—$mChina N 4TH Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence CenterTank_ChinaTankEmperor”China CT - Join My Team—$mChina N 4TH Wave Artillery. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleInfernoCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence FlankInfa_ChinaTankECM”China CT - Join My Team—$mChina N 4TH Wave Artillery. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleInfernoCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence FlankNuke_ChinaTankECM”China CT - Join My Team—$mChina N 4TH Wave Artillery. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_NŒChina Guard Base OuterChina CT - BuildableŽChina Attack Sequence FlankTank_ChinaTankECM”China CT - Join My Team—#mChina N 4W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_4TH_WAVE_N‹ŒChina Guard Base Outer—#mChina N 4W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_4TH_WAVE_N‹ŒChina Guard Base Outer—#mChina N 4W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_4TH_WAVE_N‹ŒChina Guard Base Outer—"mChina H 1ST Wave Rush. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Attack HuntInfa_ChinaInfantryMiniGunnerInfa_ChinaInfantryTankHunter—"mChina H 1ST Wave Rush. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Attack HuntNuke_ChinaInfantryTankHunterNuke_ChinaInfantryRedguard—"mChina H 1ST Wave Rush. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Attack HuntTank_ChinaTankGattlingTank_ChinaTankDragon—#m"China H 1ST Wave Supply Hunters. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankDragonrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Attack HuntŽ!China Apply Supply Lines Priority—#m"China H 1ST Wave Supply Hunters. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒChina Attack Sequence BackŽ!China Apply Supply Lines Priority—"m"China H 1ST Wave Supply Hunters. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_CHINA_1ST_WAVE_HŒ(China Attack Sequence Back - Supply Hunt—$mChina H 1W Guard Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 1W Guard Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 1W Guard Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_1ST_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 2ND Wave Fast Attack. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankGattlingristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina H 2ND Wave Fast Attack. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina H 2ND Wave Fast Attack. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina H 2ND Wave Infantry. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaInfantryMiniGunner”China CT - Join My Team—$mChina H 2ND Wave Tanks. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina H 2ND Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—"mChina H 2W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Base OuterChina CT - Buildable—"mChina H 2W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Base OuterChina CT - Buildable—$mChina H 2W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After Artillery”'China Behavior: Guard CZ from Artillery—$mChina H 2W Guard Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 2W Guard Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 2W Guard Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_2ND_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 3RD Wave Infantry F. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence FlankInfa_ChinaInfantryMiniGunner”China CT - Join My Team—$mChina H 3RD Wave Tanks F. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina H 3RD Wave Tanks F. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$mChina H 3RD Wave C. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaInfantryTankHunter”China CT - Join My Team—$mChina H 3RD Wave Tanks C. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—$mChina H 3RD Wave Tanks C. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence Center”China CT - Join My Team—#mChina H 3RD Wave Air. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseŽChina Attack Sequence Center—#mChina H 3RD Wave Air. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard BaseŽChina Attack Sequence Center—#mChina H 3RD Wave Tanks. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒ%China Behavior: Pre-Attack Guard BaseŽChina Attack Sequence Center—"mChina H 3W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleHelixrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Base OuterChina CT - Buildable—"mChina H 3W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleHelixrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Base OuterChina CT - Buildable—$mChina H 3W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After Artillery”'China Behavior: Guard CZ from Artillery—$mChina H 3W Guard Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 3W Guard Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—$mChina H 3W Guard Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—"mChina H 3W ECM Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Behavior - ECM Defender—"mChina H 3W ECM Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Behavior - ECM Defender—"mChina H 3W ECM Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_3RD_WAVE_HŒChina Behavior - ECM Defender—&mChina H 4TH Wave F. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŠ‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence FlankInfa_ChinaVehicleTroopCrawler”China CT - Join My Team—%mChina H 4TH Wave Tanks F. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence FlankNuke_ChinaTankOverlord”China CT - Join My Team—%mChina H 4TH Wave Tanks F. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence FlankTank_ChinaTankEmperor”China CT - Join My Team—&mChina H 4TH Wave B. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŠ‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence BackInfa_ChinaVehicleTroopCrawler”China CT - Join My Team—%mChina H 4TH Wave Tanks B. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence BackNuke_ChinaTankOverlord”China CT - Join My Team—%mChina H 4TH Wave Tanks B. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence BackTank_ChinaTankEmperor”China CT - Join My Team—#mChina H 4TH Wave Artillery F. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Attack Sequence FlankNuke_ChinaInfantryTankHunter—$mChina H 4TH Wave Tanks F2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—#mChina H 4TH Wave Artillery B. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleNukeLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Attack Sequence BackNuke_ChinaInfantryTankHunter—$mChina H 4TH Wave Tanks B2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence Back”China CT - Join My Team—#mChina H 4TH Wave Air B. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Attack Sequence Back—#mChina H 4TH Wave Air B. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Attack Sequence Back—#mChina H 4TH Wave Lotus. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryBlackLotusr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Commando Raid Sequence—#mChina H 4TH Wave Lotus. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryBlackLotusr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Commando Raid Sequence—#mChina H 4TH Wave Lotus. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryBlackLotusr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard BaseŽChina Commando Raid Sequence—#mChina H 4W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard Base OuterŽChina Helix Gattling Cannon—#mChina H 4W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleHelixr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard Base OuterŽChina Helix Gattling Cannon—$mChina H 4W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_4TH_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After Artillery”'China Behavior: Guard CZ from Artillery—%mChina H 4W Guard Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaJetMIGr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—%mChina H 4W Guard Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—%mChina H 4W Guard Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaTankEmperorr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—"mChina H 4W ECM Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Behavior - ECM Defender—"mChina H 4W ECM Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Behavior - ECM Defender—"mChina H 4W ECM Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_4TH_WAVE_HŒChina Behavior - ECM Defender—&mChina H 5TH Wave F. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŠ‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence FlankInfa_ChinaInfantryMiniGunnerInfa_ChinaVehicleTroopCrawler”China CT - Join My Team—%mChina H 5TH Wave Tanks F. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankBattleMasterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence FlankNuke_ChinaTankOverlordNuke_ChinaTankECM”China CT - Join My Team—%mChina H 5TH Wave Tanks F. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence FlankTank_ChinaTankEmperorTank_ChinaTankECM”China CT - Join My Team—&mChina H 5TH Wave B. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŠ‹ŒChina Guard BaseChina CT - BuildableŽ"China Behavior: Dragon Tank AttackInfa_ChinaInfantryTankHunter”China CT - Join My Team—%mChina H 5TH Wave Tanks B. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankDragonrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseChina CT - BuildableŽ"China Behavior: Dragon Tank Attack”China CT - Join My Team—%mChina H 5TH Wave Tanks B. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽ"China Behavior: Dragon Tank AttackTank_ChinaTankGattling”China CT - Join My Team—&mChina H 5TH Wave C. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŠ‹ŒChina Guard BaseChina CT - BuildableŽChina Attack Sequence CenterInfa_ChinaVehicleTroopCrawlerInfa_ChinaTankECM”China CT - Join My Team—%mChina H 5TH Wave Tanks C. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence CenterTank_ChinaTankEmperorTank_ChinaTankECM”China CT - Join My Team—$mChina H 5TH Wave Nuke ArtillerynSkirmishChinaNukeGeneralopqNuke_ChinaVehicleNukeLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseŽChina Attack Sequence FlankNuke_ChinaInfantryTankHunter—%mChina H 5TH Wave Tanks C2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina CT - Join My Team”China Attack Sequence Center—$m!China H 5TH Wave Nuke Artillery 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleNukeLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseŽChina Attack Sequence FlankNuke_ChinaInfantryTankHunter—%mChina H 5TH Wave Tanks F2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence Flank”China CT - Join My Team—$m!China H 5TH Wave Nuke Artillery 3nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleNukeLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard BaseŽChina Attack Sequence CenterNuke_ChinaInfantryTankHunter—%mChina H 5TH Wave Tanks B2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_CHINA_5TH_WAVE_H‹Œ%China Behavior: Pre-Attack Guard BaseChina CT - BuildableŽChina Attack Sequence BackTank_ChinaTankGattling”China CT - Join My Team—#mChina H 5TH Wave Lotus. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryBlackLotusrŒstuvwxyz{|}~€‚ƒ„ …τ†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard BaseChina Team DestroyedŽChina Commando Raid Sequence—#mChina H 5TH Wave Lotus. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryBlackLotusrŒstuvwxyz{|}~€‚ƒ„ …τ†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard BaseChina Team DestroyedŽChina Commando Raid Sequence—#mChina H 5TH Wave Lotus. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryBlackLotusr‘stuvwxyz{|}~€‚ƒ„ …τ†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard BaseChina Team DestroyedŽChina Commando Raid Sequence—"mChina H 5W ECM Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŒChina Behavior - ECM Defender—"mChina H 5W ECM Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŒChina Behavior - ECM Defender—#mChina H 5W ECM Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankECMrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Behavior - ECM Defender—mChina E Hackers. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…膇?‰!China Build Condition - Hackers EŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlemChina E Hackers. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…膇?‰!China Build Condition - Hackers EŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlemChina E Hackers. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…膇?‰!China Build Condition - Hackers EŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlemChina N Hackers. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…τ†‡?‰!China Build Condition - Hackers NŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlemChina N Hackers. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…τ†‡?‰!China Build Condition - Hackers NŒ China Behavior - Hacker Enter IC˜China Behavior - Hack IdlemChina N Hackers. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryHackerrθstuvwxyz{|}~€‚ƒ„…τ†‡?‰!China Build Condition - Hackers NŒ China Behavior - Hacker Enter IC˜China Behavior - Hack Idle!mChina H Hackers. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryHackerrθstuvwxyz{|}~€‚ ƒ„…τ†‡?ˆ‰!China Build Condition - Hackers HŠŒ China Behavior - Hacker Enter IC˜China Behavior - Hack Idleš!mChina H Hackers. 2nSkirmishChinaNukeGeneralopqNuke_ChinaInfantryHackerrθstuvwxyz{|}~€‚ ƒ„…τ†‡?ˆ‰!China Build Condition - Hackers HŠŒ China Behavior - Hacker Enter IC˜China Behavior - Hack Idleš!mChina H Hackers. 3nSkirmishChinaTankGeneralopqTank_ChinaInfantryHackerrθstuvwxyz{|}~€‚ ƒ„…τ†‡?ˆ‰!China Build Condition - Hackers HŠŒ China Behavior - Hacker Enter IC˜China Behavior - Hack Idleš!mGLA Tech Building Capture. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„ΰ…†‡€?ˆ‰GLA Tech Capture BuildŒGLA Tech Capture SequentialŽ$GLA Behavior: Demo Trap By Tech Bldg”&GLA Behavior: Re-Enable Demo Trap Tech!mGLA Tech Building Capture. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„ΰ…†‡€?ˆ‰GLA Tech Capture BuildŒGLA Tech Capture SequentialGLA Team Destroyed TinyŽ$GLA Behavior: Demo Trap By Tech Bldg”&GLA Behavior: Re-Enable Demo Trap Tech!mGLA Tech Building Capture. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„ΰ…†‡€?ˆ‰GLA Tech Capture BuildŒGLA Tech Capture SequentialGLA Team Destroyed TinyŽ$GLA Behavior: Demo Trap By Tech Bldg”&GLA Behavior: Re-Enable Demo Trap Tech#mGLA Tech Capture Big OFF. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒGLA Tech Capture SequentialGLA Team DestroyedŽGLA Attack HuntDemo_GLATankScorpionDemo_GLAVehicleQuadCannon”GLA Base Invaded Hunt#mGLA Tech Capture Big OFF. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒGLA Tech Capture SequentialGLA Team DestroyedŽGLA Attack HuntSlth_GLATankScorpionSlth_GLAVehicleQuadCannon”GLA Base Invaded Hunt#mGLA Tech Capture Big OFF. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„…†‡€?‰‹ŒGLA Tech Capture SequentialGLA Team DestroyedŽGLA Attack HuntChem_GLATankScorpionChem_GLAVehicleQuadCannon”GLA Base Invaded Hunt mGLA Garrison Palace. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrPstuvwxyz{|}~€‚ƒ„(…†‡?ˆ‰$GLA Build Condition: Palace Garrison‹ŒGLA Enter Palace SequentialGLA Team Destroyed mGLA Garrison Palace. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrPstuvwxyz{|}~€‚ƒ„(…†‡?ˆ‰$GLA Build Condition: Palace Garrison‹ŒGLA Enter Palace SequentialGLA Team Destroyed mGLA Garrison Palace. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrPstuvwxyz{|}~€‚ƒ„(…†‡?ˆ‰$GLA Build Condition: Palace Garrison‹ŒGLA Enter Palace SequentialGLA Team Destroyed"mGLA Garrison Team P1 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B1‹ŒGLA Garrison Orders P1 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B1‹ŒGLA Garrison Orders P1 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B1‹ŒGLA Garrison Orders P1 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B2‹ŒGLA Garrison Orders P1 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B2‹ŒGLA Garrison Orders P1 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B2‹ŒGLA Garrison Orders P1 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B3‹ŒGLA Garrison Orders P1 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B3‹ŒGLA Garrison Orders P1 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P1 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P1 B3‹ŒGLA Garrison Orders P1 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B1‹ŒGLA Garrison Orders P2 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B1‹ŒGLA Garrison Orders P2 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B1‹ŒGLA Garrison Orders P2 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B2‹ŒGLA Garrison Orders P2 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B2‹ŒGLA Garrison Orders P2 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B2‹ŒGLA Garrison Orders P2 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B3‹ŒGLA Garrison Orders P2 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B3‹ŒGLA Garrison Orders P2 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P2 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P2 B3‹ŒGLA Garrison Orders P2 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B1‹ŒGLA Garrison Orders P3 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B1‹ŒGLA Garrison Orders P3 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B1‹ŒGLA Garrison Orders P3 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B2‹ŒGLA Garrison Orders P3 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B2‹ŒGLA Garrison Orders P3 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B2‹ŒGLA Garrison Orders P3 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B3‹ŒGLA Garrison Orders P3 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B3‹ŒGLA Garrison Orders P3 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P3 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P3 B3‹ŒGLA Garrison Orders P3 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B1‹ŒGLA Garrison Orders P4 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B1‹ŒGLA Garrison Orders P4 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B1‹ŒGLA Garrison Orders P4 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B2‹ŒGLA Garrison Orders P4 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B2‹ŒGLA Garrison Orders P4 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B2‹ŒGLA Garrison Orders P4 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B3‹ŒGLA Garrison Orders P4 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B3‹ŒGLA Garrison Orders P4 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P4 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P4 B3‹ŒGLA Garrison Orders P4 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B1‹ŒGLA Garrison Orders P5 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B1‹ŒGLA Garrison Orders P5 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B1‹ŒGLA Garrison Orders P5 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B2‹ŒGLA Garrison Orders P5 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B2‹ŒGLA Garrison Orders P5 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B2‹ŒGLA Garrison Orders P5 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B3‹ŒGLA Garrison Orders P5 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B3‹ŒGLA Garrison Orders P5 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P5 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P5 B3‹ŒGLA Garrison Orders P5 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B1‹ŒGLA Garrison Orders P6 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B1‹ŒGLA Garrison Orders P6 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B1‹ŒGLA Garrison Orders P6 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B2‹ŒGLA Garrison Orders P6 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B2‹ŒGLA Garrison Orders P6 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B2‹ŒGLA Garrison Orders P6 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B3‹ŒGLA Garrison Orders P6 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B3‹ŒGLA Garrison Orders P6 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P6 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P6 B3‹ŒGLA Garrison Orders P6 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B1‹ŒGLA Garrison Orders P7 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B1‹ŒGLA Garrison Orders P7 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B1‹ŒGLA Garrison Orders P7 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B2‹ŒGLA Garrison Orders P7 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B2‹ŒGLA Garrison Orders P7 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B2‹ŒGLA Garrison Orders P7 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B3‹ŒGLA Garrison Orders P7 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B3‹ŒGLA Garrison Orders P7 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P7 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P7 B3‹ŒGLA Garrison Orders P7 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B1‹ŒGLA Garrison Orders P8 B1GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B1‹ŒGLA Garrison Orders P8 B1GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B1‹ŒGLA Garrison Orders P8 B1GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B2‹ŒGLA Garrison Orders P8 B2GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B2‹ŒGLA Garrison Orders P8 B2GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B2‹ŒGLA Garrison Orders P8 B2GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B3. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B3‹ŒGLA Garrison Orders P8 B3GLA Team DestroyedŽGLA Attack HuntDemo_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B3. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B3‹ŒGLA Garrison Orders P8 B3GLA Team DestroyedŽGLA Attack HuntSlth_GLAInfantryTunnelDefender"mGLA Garrison Team P8 B3. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr2stuvwxyz{|}~€‚ƒ„2…†‡€?ˆ‰GLA Build Garrison P8 B3‹ŒGLA Garrison Orders P8 B3GLA Team DestroyedŽGLA Attack HuntChem_GLAInfantryTunnelDefender&mGLA Hard Base Expander 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 2‹ŒGLA Base Expansion Behavior 2GLA Team DestroyedŽGLA Attack HuntDemo_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 2. 2nSkirmishGLAStealthGeneralopqSlth_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 2‹ŒGLA Base Expansion Behavior 2GLA Team DestroyedŽGLA Attack HuntSlth_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 2‹ŒGLA Base Expansion Behavior 2GLA Team DestroyedŽGLA Attack HuntChem_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 3. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 3‹ŒGLA Base Expansion Behavior 3GLA Team DestroyedŽGLA Attack HuntDemo_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 3. 2nSkirmishGLAStealthGeneralopqSlth_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 3‹ŒGLA Base Expansion Behavior 3GLA Team DestroyedŽGLA Attack HuntSlth_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 3. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 3‹ŒGLA Base Expansion Behavior 3GLA Team DestroyedŽGLA Attack HuntChem_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 4. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 4‹ŒGLA Base Expansion Behavior 4GLA Team DestroyedŽGLA Attack HuntDemo_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 4. 2nSkirmishGLAStealthGeneralopqSlth_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 4‹ŒGLA Base Expansion Behavior 4GLA Team DestroyedŽGLA Attack HuntSlth_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outer&mGLA Hard Base Expander 4. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team 4‹ŒGLA Base Expansion Behavior 4GLA Team DestroyedŽGLA Attack HuntChem_GLAVehicleQuadCannon”GLA Base Expanders Guard•GLA Base Invaded Hunt–GLA Apply Tank Priority˜GLA Generic Guard Outerm GLA Worker. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…Έ †‡?Œ GLA Disbandm GLA Worker. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…Έ †‡?Œ GLA Disband—m GLA Worker. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…Έ †‡?Œ GLA Disband mGLA Alert Capture Neutrals. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰GLA Alert Neutral Vehicles‹Œ"GLA Sequence Capture Neutral UnitsGLA Team Destroyed mGLA Alert Capture Neutrals. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰GLA Alert Neutral Vehicles‹Œ"GLA Sequence Capture Neutral UnitsGLA Team Destroyed mGLA Alert Capture Neutrals. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrτstuvwxyz{|}~€‚ƒ„d…†‡€?ˆ‰GLA Alert Neutral Vehicles‹Œ"GLA Sequence Capture Neutral UnitsGLA Team Destroyed mGLA Alert Invasion Tank. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Tank‹ŒGLA Guard Base InvasionŽGLA Apply Rocket Guy Priority mGLA Alert Invasion Tank. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Tank‹ŒGLA Guard Base InvasionŽGLA Apply Rocket Guy Priority mGLA Alert Invasion Tank. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Tank‹ŒGLA Guard Base InvasionŽGLA Apply Rocket Guy Priority!m#GLA Alert Invasion Light Vehicle. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰!GLA Alert Invasion Light Vehicles‹ŒGLA Guard Base InvasionŽGLA Apply Tank PriorityDemo_GLATankScorpion!m#GLA Alert Invasion Light Vehicle. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰!GLA Alert Invasion Light Vehicles‹ŒGLA Guard Base InvasionŽGLA Apply Tank PrioritySlth_GLATankScorpion!m#GLA Alert Invasion Light Vehicle. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrθstuvwxyz{|}~€‚ƒ„…†‡€?ˆ‰!GLA Alert Invasion Light Vehicles‹ŒGLA Guard Base InvasionŽGLA Apply Tank PriorityChem_GLATankScorpion!mGLA Alert Invasion Infantry. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleToxinTruckrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Infantry‹ŒGLA Guard Base InvasionŽGLA Apply Infantry PriorityDemo_GLAInfantryRebel!mGLA Alert Invasion Infantry. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleToxinTruckrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Infantry‹ŒGLA Guard Base InvasionŽGLA Apply Infantry PrioritySlth_GLAInfantryRebel!mGLA Alert Invasion Infantry. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleToxinTruckrθstuvwxyz{|}~€‚ƒ„…†‡?ˆ‰GLA Alert Invasion Infantry‹ŒGLA Guard Base InvasionŽGLA Apply Infantry PriorityChem_GLAInfantryRebel%mGLA Hard Base Expander. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team‹ŒGLA Base Expansion BehaviorŽGLA Base Expanders GuardDemo_GLAInfantryRebel”GLA Base Invaded Hunt•GLA Apply Tank Priority˜GLA Generic Guard Outer%mGLA Hard Base Expander. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team‹ŒGLA Base Expansion BehaviorŽGLA Base Expanders GuardSlth_GLAInfantryRebel”GLA Base Invaded Hunt•GLA Apply Tank Priority˜GLA Generic Guard Outer%mGLA Hard Base Expander. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrτstuvwxyz{|}~€‚ƒ„Β…†‡€?ˆ‰GLA Build Base Expander Team‹ŒGLA Base Expansion BehaviorŽGLA Base Expanders GuardChem_GLAInfantryRebel”GLA Base Invaded Hunt•GLA Apply Tank Priority˜GLA Generic Guard OutermDM Complimentary TeamnSkirmishGLADemolitionGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒGLA CT - Ready to Merge—mSL Complimentary TeamnSkirmishGLAStealthGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒGLA CT - Ready to Merge—mTX Complimentary TeamnSkirmishGLAToxinGeneraloprstuvwxyz{|}~€‚ƒ„…†‡?ˆŒGLA CT - Ready to Merge—!mGLA CT - Air 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build Cond‹ŒGLA CT - Merge Into—!mGLA CT - Air 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build Cond‹ŒGLA CT - Merge Into—!mGLA CT - Air 1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrͺstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build Cond‹ŒGLA CT - Merge Into— mGLA CT - Air 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build CondŒGLA CT - Merge Into— mGLA CT - Air 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build CondŒGLA CT - Merge Into— mGLA CT - Air 2. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr―stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Air 1 Build CondŒGLA CT - Merge Into—!mGLA CT - Infantry 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoDemo_GLAVehicleTechnical—!mGLA CT - Infantry 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoSlth_GLAInfantryRebel—!mGLA CT - Infantry 1. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr΄stuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoChem_GLAVehicleTechnical—!mGLA CT - Infantry 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoDemo_GLAVehicleTechnical—!mGLA CT - Infantry 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoSlth_GLAVehicleTechnical—!mGLA CT - Infantry 2. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrΉstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Infantry 1 Build CondŒGLA CT - Merge IntoChem_GLAVehicleTechnical—!mGLA CT - Tank 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoDemo_GLAInfantryTerrorist—!mGLA CT - Tank 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoSlth_GLAInfantryTerrorist—!mGLA CT - Tank 1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrΎstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoChem_GLAInfantryTerrorist—!mGLA CT - Tank 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoDemo_GLATankScorpion—!mGLA CT - Tank 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoSlth_GLATankScorpion—!mGLA CT - Tank 2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrΓstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoChem_GLATankScorpion—!mGLA CT - Tank 3. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoDemo_GLAVehicleRocketBuggy—!mGLA CT - Tank 3. 2nSkirmishGLAStealthGeneralopqSlth_GLATankScorpionrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoSlth_GLAVehicleRocketBuggy—!mGLA CT - Tank 3. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrΘstuvwxyz{|}~€‚ƒ„…ˆ†‡?ˆ‰GLA CT - Tank 1 Build CondŒGLA CT - Merge IntoChem_GLAVehicleRocketBuggy— mGLA CT - Stealth 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTerroristrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into— mGLA CT - Stealth 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTerroristrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into— mGLA CT - Stealth 1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTerroristrstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into—!mGLA CT - Stealth 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleRadarVanrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into—!mGLA CT - Stealth 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRadarVanrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into—!mGLA CT - Stealth 2. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleRadarVanrΧstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Stealth 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleRocketBuggyrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 1. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleRocketBuggyrΓstuvwxyz{|}~€‚ƒ„…τ†‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleScudLauncherrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into— mGLA CT - Base Def 2. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleRocketBuggyrΘstuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰GLA CT - Base Def 1 Build CondŒGLA CT - Merge Into—"mGLA E 1ST Wave. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—"mGLA E 1ST Wave. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—"mGLA E 1ST Wave. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA E 2ND Wave Rebel. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA E 2ND Wave Rebel. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA E 2ND Wave Rebel. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA E 2ND Wave Tank. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 2ND Wave Tank. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleTechnicalrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 2ND Wave Tank. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 2ND Wave Tank 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA E 2ND Wave Tank 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleTechnicalrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterSlth_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA E 2ND Wave Tank 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA E 3RD Wave Tank. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tank. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleTechnicalrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tank. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave RPG Troops. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave RPG Troops. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave RPG Troops. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tanks. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tanks. 2nSkirmishGLAStealthGeneralopqSlth_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA E 3RD Wave Tanks. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_EŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA N Guard Combat Zone. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA N Guard Combat Zone. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA N Guard Combat Zone. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—#mGLA N 1ST Wave Attack. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLAInfantryTunnelDefender”GLA CT - Join My Team—#mGLA N 1ST Wave Attack. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterSlth_GLAInfantryTunnelDefender”GLA CT - Join My Team—#mGLA N 1ST Wave Attack. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_1ST_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLAInfantryTunnelDefender”GLA CT - Join My Team—#mGLA N 1ST Wave Veh. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLAVehicleQuadCannon”GLA CT - Join My Team—#mGLA N 1ST Wave Veh. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterSlth_GLAVehicleQuadCannon”GLA CT - Join My Team—#mGLA N 1ST Wave Veh. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrdstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLAVehicleQuadCannon”GLA CT - Join My Team—&mChina H 5W Base Guardsn SkirmishChinaopqChinaVehicleHelixrŒstuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard Base OuterŽ'China Behavior: Guard CZ from ArtilleryChinaTankGattling”*China Behavior: Guard Base After Artillery•China Helix Guard Upgrade—$mGLA N 2ND Wave Fast Attack. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA N 2ND Wave Fast Attack. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—$mGLA N 2ND Wave Fast Attack. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionristuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Center—%mGLA N 2ND Wave Tanks. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard BaseŽGLA Attack Sequence CenterDemo_GLAVehicleTechnicalDemo_GLAVehicleQuadCannon”GLA CT - Join My Team• GLA CT - Buildable After Destroy—%mGLA N 2ND Wave Tanks. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard BaseŽGLA Attack Sequence CenterSlth_GLAVehicleTechnicalSlth_GLAVehicleQuadCannon”GLA CT - Join My Team• GLA CT - Buildable After Destroy—%mGLA N 2ND Wave Tanks. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_NŒGLA Guard BaseŽGLA Attack Sequence CenterChem_GLAVehicleTechnicalChem_GLAVehicleQuadCannon”GLA CT - Join My Team• GLA CT - Buildable After Destroy—#mGLA N 2W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_N‹ŒGLA Guard Base Outer—#mGLA N 2W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_N‹ŒGLA Guard Base Outer—#mGLA N 2W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_2ND_WAVE_N‹ŒGLA Guard Base Outer—$mGLA H 2W Guard Combat Zone. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 2W Guard Combat Zone. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 2W Guard Combat Zone. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 3RD Wave Tanks F. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Flank—$mGLA H 3RD Wave F. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTerroristrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Flank—$mGLA H 3RD Wave Tanks F. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Flank—$mGLA H 3RD Wave Tanks F 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My TeamDemo_GLAVehicleQuadCannon”GLA Attack Sequence Flank—$mGLA H 3RD Wave Tanks F 2. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My TeamSlth_GLAVehicleQuadCannon”GLA Attack Sequence Flank—$mGLA H 3RD Wave Tanks F 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My TeamChem_GLAVehicleQuadCannon”GLA Attack Sequence Flank—$mGLA H 3RD Wave Tanks C. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 3RD Wave C. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTerroristrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 3RD Wave Tanks C. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 3RD Wave Tanks C 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA H 3RD Wave Tanks C 2. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterSlth_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA H 3RD Wave Tanks C 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA H 3W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—"mGLA H 3W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Base OuterGLA CT - Buildable—$mGLA H 3W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—$mGLA H 3W Guard Combat Zone. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleBombTruckrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert ResponseDemo_GLAInfantryTunnelDefender”GLA Guard Combat Zone Resume—$mGLA H 3W Guard Combat Zone. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBattleBusrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert ResponseSlth_GLAInfantryTunnelDefender”GLA Guard Combat Zone Resume—$mGLA H 3W Guard Combat Zone. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleBattleBusrnstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert ResponseChem_GLAInfantryTunnelDefender”GLA Guard Combat Zone Resume—!mGLA H 3W Tunnel Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…†‡?‰_GLA_3RD_WAVE_HŒGLA Behavior: Guard TunnelŽ"GLA Behavior: Tunnel Guard DisbandDemo_GLAVehicleQuadCannonDemo_GLAInfantryTunnelDefender— mGLA H 3W Tunnel Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleTechnicalrxstuvwxyz{|}~€‚ƒ„…†‡?‰_GLA_3RD_WAVE_HŒGLA Behavior: Guard TunnelSlth_GLAVehicleQuadCannonSlth_GLAInfantryTunnelDefender— mGLA H 3W Tunnel Guards. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…†‡?‰_GLA_3RD_WAVE_HŒGLA Behavior: Guard TunnelChem_GLAVehicleQuadCannonChem_GLAInfantryTunnelDefender—%mGLA H 4TH Wave Tanks F. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks F. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks F. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks F 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks F 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks F 3. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave F. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTerroristr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks F 3. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks B. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 4TH Wave B. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks B. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks B 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks B 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks B 3. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 4TH Wave Tanks B 3. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery F. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleScudLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery F. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleCombatBiker‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery F. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleScudLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery B. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleScudLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery B. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleCombatBiker‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—$mGLA H 4TH Wave Artillery B. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleScudLauncherr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—&mGLA H 4TH Wave Kell. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryJarmenKellr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntŽGLA Behavior: Jarmen Kell Stop”$GLA Behavior: Jarmen Kell Hunt Again•GLA Behavior: Jarmen Kell Fires—˜&mGLA H 4TH Wave Kell. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryJarmenKellr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntŽ$GLA Behavior: Jarmen Kell Hunt Again”GLA Behavior: Jarmen Kell Stop•GLA Behavior: Jarmen Kell Fires—˜&mGLA H 4TH Wave Kell. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryJarmenKellr‚stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_4TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntŽ$GLA Behavior: Jarmen Kell Hunt Again”GLA Behavior: Jarmen Kell Stop•GLA Behavior: Jarmen Kell Fires—˜$mGLA H 4W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—"mGLA H 4W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base Outer—$mGLA H 4W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_4TH_WAVE_HŒGLA Guard Base OuterŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—%mGLA H 4W Guard Combat Zone. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—%mGLA H 4W Guard Combat Zone. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—%mGLA H 4W Guard Combat Zone. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_H‹ŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—%mGLA H 5TH Wave Tanks F. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F 3. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave F. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F 3. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Bikes F. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleCombatBikerŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks F 4. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave C. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C 2. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C 3. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C 3. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Bikes C. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleCombatBikerŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks C 4. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Bikes B. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleCombatBikerŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks B. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence BackSlth_GLAVehicleQuadCannon”GLA CT - Join My Team—%mGLA H 5TH Wave Tanks B. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleBattleBusrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence BackChem_GLAInfantryTunnelDefender”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery F. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleScudLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery F. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery F. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleScudLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery B. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleScudLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery B. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 5TH Wave Artillery B. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleScudLauncherrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Back”GLA CT - Join My Team—%mGLA H 5TH Suicide. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Back”GLA Apply Power Priority—%mGLA H 5TH Suicide. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Back”GLA Apply Power Priority—%mGLA H 5TH Suicide. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Back”GLA Apply Power Priority—%mGLA H 5TH Suicide 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank”GLA Apply Power Priority—%mGLA H 5TH Suicide 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank”GLA Apply Power Priority—%mGLA H 5TH Suicide 2. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTerroristrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank”GLA Apply Power Priority—%mGLA H 5TH Saboteur. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantrySaboteurrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank Sabo”GLA Apply Sabo Priority—%mGLA H 5TH Saboteur. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantrySaboteurrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseŽGLA Attack Sequence Flank Sabo”GLA Apply Sabo Priority—&mGLA H 5TH Wave Kell. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryJarmenKellr–stuvwxyz{|}~€‚ƒ„…τ†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntGLA Team DestroyedŽGLA Behavior: Jarmen Kell Stop”$GLA Behavior: Jarmen Kell Hunt Again•GLA Behavior: Jarmen Kell Fires—˜&mGLA H 5TH Wave Kell. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryJarmenKellr–stuvwxyz{|}~€‚ƒ„…τ†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntGLA Team DestroyedŽGLA Behavior: Jarmen Kell Stop”$GLA Behavior: Jarmen Kell Hunt Again•GLA Behavior: Jarmen Kell Fires—˜&mGLA H 5TH Wave Kell. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryJarmenKellr–stuvwxyz{|}~€‚ƒ„…τ†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Behavior: Jarmen Kell HuntGLA Team DestroyedŽGLA Behavior: Jarmen Kell Stop”$GLA Behavior: Jarmen Kell Hunt Again•GLA Behavior: Jarmen Kell Fires—˜$m GLA H 1ST Wave Tunnel Builder. 3nSkirmishGLAToxinGeneralopqGLAInfantryTerroristrstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰#GLA Build Condition: Tunnel BuilderŒŽGLA Behavior: Build TN Enemy OPGLAVehicleTechnicalChem_GLAInfantryWorker—˜GLA Behavior: Build TN#mUSA H 5TH Wave Air FnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankMicrowave—#mUSA H 5TH Wave Air F 2nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetStealthFighterrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankMicrowave—#mUSA H 5TH Wave Air BnSkirmishAmericaAirForceGeneralopqAirF_AmericaJetRaptorrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave—#mUSA H 5TH Wave Air B 2nSkirmishAmericaAirForceGeneralopqAirF_AmericaJetStealthFighterrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave—#mUSA H 5TH Wave Com FnSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComancher‘stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽUSA Attack Sequence FlankAmericaTankAvengerAmericaTankMicrowave—#mUSA H 5TH Wave Com BnSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleComancher‘stuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽUSA Attack Sequence BackAmericaTankAvengerAmericaTankMicrowave—%mUSA H 5W Guard Combat Zone. 1nSkirmishAmericaAirForceGeneralopqAmericaVehicleSentryDroner–stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerAirF_AmericaJetAurora”USA Guard Combat Zone Resume—˜USA Guard Combat ZonemUSA Air Defender 1nSkirmishAmericaopqAmericaInfantryMissileDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Air Defender 2nSkirmishAmericaopqAmericaTankAvengerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Stealth Defender 1nSkirmishAmericaopqAmericaInfantryPathfinderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D DisbandmUSA Stealth Defender 2nSkirmishAmericaopqAmericaVehicleSentryDroner6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D Disband$mUSA H 5W Comanche Guards. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleComancherŒstuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterŽ%USA Behavior: Guard CZ from ArtilleryAmericaVehicleHumveeAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—mUSA Air Defender 1. 1nSkirmishAmericaAirForceGeneralopq#AirF_AmericaInfantryMissileDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D Disband$mUSA H 5W Guard Combat Zone. n!SkirmishAmericaSuperWeaponGeneralopqAmericaVehicleSentryDroner–stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Combat ZoneŽ&USA Guard Base Invasion Alert ResponseAmericaInfantryRangerSupW_AmericaJetStealthFighter”USA Guard Combat Zone Resume—$mUSA H 5W Comanche Guards. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleComancher–stuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_USA_5TH_WAVE_HŒUSA Guard Base OuterUSA CT - BuildableŽ%USA Behavior: Guard CZ from ArtillerySupW_AmericaJetRaptorAmericaTankCrusader”(USA Behavior: Guard Base After Artillery—mUSA Air Defender 1. 2nSkirmishAmericaLaserGeneralopq#Lazr_AmericaInfantryMissileDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Air Defender 1. 3n!SkirmishAmericaSuperWeaponGeneralopq#SupW_AmericaInfantryMissileDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Air Defender 2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaTankAvengerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Air Defender 2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaTankAvengerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Air Defender 2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaTankAvengerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Air D Build CondŒUSA Guard Base OuterŽUSA CT - Air D DisbandmUSA Stealth Defender 1. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaInfantryPathfinderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D DisbandmUSA Stealth Defender 1. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaInfantryPathfinderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D DisbandmUSA Stealth Defender 1. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaInfantryPathfinderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D DisbandmUSA Stealth Defender 2. 1nSkirmishAmericaAirForceGeneralopqAirF_AmericaVehicleSentryDroner6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D DisbandmUSA Stealth Defender 2. 2nSkirmishAmericaLaserGeneralopqLazr_AmericaVehicleSentryDroner6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D Disband%mChina H 5W Guard Combat Zonen SkirmishChinaopq ChinaJetMIGrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—mUSA Stealth Defender 2. 3n!SkirmishAmericaSuperWeaponGeneralopqSupW_AmericaVehicleSentryDroner6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰USA CT - Stealth D Build CondŒUSA Guard Base OuterŽUSA CT - Stealth D DisbandmChina Air Defender 1n SkirmishChinaopqChinaInfantryTankHunterr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Air D Build CondŒChina Guard Base OuterŽChina CT - Air D DisbandmChina Air Defender 2n SkirmishChinaopqChinaTankGattlingr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Air D Build CondŒChina Guard Base OuterŽChina CT - Air D DisbandmChina Stealth Defender 1n SkirmishChinaopqChinaVehicleListeningOutpostr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Stealth Defender 2n SkirmishChinaopqChinaVehicleTroopCrawlerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Air Defender 1. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaTankGattlingr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Air D Build CondŒChina Guard Base OuterŽChina CT - Air D DisbandmChina Air Defender 1. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Air D Build CondŒChina Guard Base OuterŽChina CT - Air D DisbandmChina Air Defender 2. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Air D Build CondŒChina Guard Base OuterŽChina CT - Air D DisbandmChina Stealth Defender 1. 1nSkirmishChinaInfantryGeneralopq!Infa_ChinaVehicleListeningOutpostr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Stealth Defender 1. 2nSkirmishChinaNukeGeneralopq!Nuke_ChinaVehicleListeningOutpostr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Stealth Defender 1. 3nSkirmishChinaTankGeneralopq!Tank_ChinaVehicleListeningOutpostr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Stealth Defender 2. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaVehicleTroopCrawlerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Stealth Defender 2. 2nSkirmishChinaNukeGeneralopqNuke_ChinaVehicleTroopCrawlerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmChina Stealth Defender 2. 3nSkirmishChinaTankGeneralopqTank_ChinaVehicleTroopCrawlerr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰China CT - Stealth D Build CondŒChina Guard Base OuterŽChina CT - Stealth D DisbandmGLA Air Defender 1n SkirmishGLAopqGLAInfantryTunnelDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Air Defender 2n SkirmishGLAopqGLAVehicleQuadCannonr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Stealth Defender 1n SkirmishGLAopqGLAVehicleRadarVanr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Stealth D Build CondŒGLA Guard Base OuterŽGLA CT - Stealth D DisbandmGLA Air Defender 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryTunnelDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Air Defender 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryTunnelDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Air Defender 1. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryTunnelDefenderr,stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Air Defender 2. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Air Defender 2. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Air Defender 2. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Air D Build CondŒGLA Guard Base OuterŽGLA CT - Air D DisbandmGLA Stealth Defender 1. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleRadarVanr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Stealth D Build CondŒGLA Guard Base OuterŽChina CT - Stealth D DisbandmGLA Stealth Defender 1. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRadarVanr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Stealth D Build CondŒGLA Guard Base OuterŽGLA CT - Stealth D DisbandmGLA Stealth Defender 1. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleRadarVanr6stuvwxyz{|}~€‚ƒ„…Έ †‡?‰GLA CT - Stealth D Build CondŒGLA Guard Base OuterŽChina CT - Stealth D Disband$mChina H 5W Base Guards. 3nSkirmishChinaTankGeneralopqTank_ChinaTankGattlingr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After Artillery”'China Behavior: Guard CZ from Artillery—%mChina H 5W Guard Combat Zone. 3nSkirmishChinaTankGeneralopqTank_ChinaTankEmperorrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—mChina Tank Drop TeamnSkirmishChinaTankGeneralopqTank_ChinaTankBattleMasterr2s tuvwxyz{|}~€‚ƒ„…†‡?ŒChina Attack HuntŽChina Apply Power Priority$mChina H 5W Base Guards. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After Artillery”'China Behavior: Guard CZ from Artillery—%mChina H 5W Guard Combat Zone. 2nSkirmishChinaNukeGeneralopqNuke_ChinaTankGattlingrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert Response”China Guard Combat Zone Resume—#mChina H 5TH Wave Air 2nSkirmishChinaNukeGeneralopqNuke_ChinaJetMIGrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard BaseŽ China Hunt—$mChina H 5W Base Guards. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_CHINA_5TH_WAVE_HŒChina Guard Base OuterŽ*China Behavior: Guard Base After Artillery”'China Behavior: Guard CZ from Artillery—%mChina H 5W Guard Combat Zone. 1nSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryMiniGunnerrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_CHINA_5TH_WAVE_H‹ŒChina Guard Combat ZoneŽ(China Guard Base Invasion Alert ResponseInfa_ChinaInfantryTankHunter”China Guard Combat Zone Resume— mChina Garrison TeamnSkirmishChinaInfantryGeneralopqInfa_ChinaInfantryTankHunterr,stuvwxyz{|}~€‚ƒ„…Έ †‡?ˆ‰ China Build Condition - Garrison‹Œ China Behavior: Garrison ClosestInfa_ChinaInfantryMiniGunner!mChina Capture TeamnSkirmishChinaInfantryGeneralopqr"stuvwxyz{|}~€‚ ƒ„…Έ †‡?ˆ‰China Build Condition - Capture‹ŒChina Behavior: Capture HuntŽChina Apply Capture PriorityInfa_ChinaInfantryMiniGunner$mGLA H 5TH Wave Bomb Truck Fn SkirmishGLAopqGLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Flank—$mGLA H 5TH Wave Bomb Truck Bn SkirmishGLAopqGLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Back—$mGLA H 5TH Wave Bomb Truck Cn SkirmishGLAopqGLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Center—"mGLA H 5W Tunnel Guardsn SkirmishGLAopqGLATankScorpionr–stuvwxyz{|}~€‚ƒτ„…†‡?ˆ‰_GLA_5TH_WAVE_HŠŒGLA Behavior: Guard TunnelGLAVehicleQuadCannonGLAInfantryTunnelDefender—"mGLA H Rebel for Building Bn SkirmishGLAopqGLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„…膇€?‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Immediate Attack BackGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•GLA Behavior: Demo Trap In CZ–%GLA Behavior: Demo Trap In CZ - Build"mGLA H Rebel for Building Fn SkirmishGLAopqGLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?‰_GLA_2ND_WAVE_HŒ$GLA Behavior: Immediate Attack FlankGLA Team DestroyedŽGLA Behavior: Demo Trap In CZ”GLA Behavior: Build TN in CZ•GLA Behavior: Build TN Enemy OP–%GLA Behavior: Demo Trap In CZ - Build"mGLA H Rebel for Building Cn SkirmishGLAopqGLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?‰_GLA_2ND_WAVE_HŒ&GLA Behavior: Immediate Attack Center GLA Team DestroyedŽGLA Behavior: Demo Trap In CZ”GLA Behavior: Build TN in CZ•GLA Behavior: Build TN Enemy OP–%GLA Behavior: Demo Trap In CZ - Build$mGLA H 5W Base Guardsn SkirmishGLAopqGLAVehicleQuadCannonr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Guard Base OuterŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—mGLA H 5W Rebel for Demo Cn SkirmishGLAopqGLAInfantryRebelr‘stuvwxyz{|}~€‚ƒ„…膇?‰_GLA_5TH_WAVE_HŒ&GLA Behavior: Immediate Attack Center ŽGLA Behavior: Demo Trap In CZ”%GLA Behavior: Demo Trap In CZ - Build$mGLA H 5TH Wave Bomb Truck F. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Flank—$mGLA H 5TH Wave Bomb Truck B. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Back—$mGLA H 5TH Wave Bomb Truck C. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Center—"mGLA H 5W Tunnel Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr–stuvwxyz{|}~€‚ƒτ„…†‡?ˆ‰_GLA_5TH_WAVE_HŠŒGLA Behavior: Guard TunnelDemo_GLAVehicleQuadCannonDemo_GLAInfantryTunnelDefender—#mGLA H Rebel for Building B. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?ˆ‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Immediate Attack BackGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•GLA Behavior: Demo Trap In CZ–%GLA Behavior: Demo Trap In CZ - Build!mGLA H Rebel for Building F. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?‰_GLA_2ND_WAVE_HŒ$GLA Behavior: Immediate Attack FlankGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•%GLA Behavior: Demo Trap In CZ - Build!mGLA H Rebel for Building C. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelrxstuvwxyz{|}~€‚ƒ„ …膇€?ˆ‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Demo Trap Center PathGLA Team DestroyedŽGLA Behavior: Build TN Enemy OPDemo_GLAInfantryWorker$mGLA H 5W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Guard Base OuterŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—!mGLA H 5W Rebel for Demo C. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryRebelr‘stuvwxyz{|}~€‚ƒ„…膇?ˆ‰_GLA_5TH_WAVE_HŒ&GLA Behavior: Immediate Attack Center GLA Team DestroyedŽGLA Behavior: Demo Trap In CZ”%GLA Behavior: Demo Trap In CZ - Build%mGLA H 5TH Wave Mob Cn SkirmishGLAopqGLAInfantryAngryMobNexusrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—%mGLA H 5TH Wave Mob C. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryAngryMobNexusrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 5TH Wave Bomb Truck F. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Flank—$mGLA H 5TH Wave Bomb Truck B. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Back—$mGLA H 5TH Wave Bomb Truck C. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Center—!mGLA H 5W Tunnel Guards. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr–stuvwxyz{|}~€‚ƒτ„…†‡?‰_GLA_5TH_WAVE_HŠŒGLA Behavior: Guard TunnelChem_GLAVehicleQuadCannonChem_GLAInfantryTunnelDefender—#mGLA H Rebel for Building B. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?ˆ‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Immediate Attack BackGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•GLA Behavior: Demo Trap In CZ–%GLA Behavior: Demo Trap In CZ - Build!mGLA H Rebel for Building F. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?‰_GLA_2ND_WAVE_HŒ$GLA Behavior: Immediate Attack FlankGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•%GLA Behavior: Demo Trap In CZ - Build!mGLA H Rebel for Building C. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelrxstuvwxyz{|}~€‚ƒ„ …膇€?ˆ‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Demo Trap Center PathGLA Team DestroyedŽGLA Behavior: Build TN Enemy OPDemo_GLAInfantryWorker$mGLA H 5W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Guard Base OuterŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—!mGLA H 5W Rebel for Demo C. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryRebelr‘stuvwxyz{|}~€‚ƒ„…膇?ˆ‰_GLA_5TH_WAVE_HŒ&GLA Behavior: Immediate Attack Center GLA Team DestroyedŽGLA Behavior: Demo Trap In CZ”%GLA Behavior: Demo Trap In CZ - Build%mGLA H 5TH Wave Mob C. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryAngryMobNexusrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 5TH Wave Bomb Truck F. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Flank—$mGLA H 5TH Wave Bomb Truck B. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Back—$mGLA H 5TH Wave Bomb Truck C. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleBombTruckrŒstuvwxyz{|}~€‚ƒ„…τ†‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard Base OuterŽGLA Behavior: Bomb Truck Center—!mGLA H 5W Tunnel Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyr–stuvwxyz{|}~€‚ƒτ„…†‡?‰_GLA_5TH_WAVE_HŠŒGLA Behavior: Guard TunnelSlth_GLAVehicleQuadCannonSlth_GLAInfantryTunnelDefender—#mGLA H Rebel for Building B. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?ˆ‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Immediate Attack BackGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•GLA Behavior: Demo Trap In CZ–%GLA Behavior: Demo Trap In CZ - Build!mGLA H Rebel for Building F. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrsstuvwxyz{|}~€‚ƒ„ …膇€?‰_GLA_2ND_WAVE_HŒ$GLA Behavior: Immediate Attack FlankGLA Team DestroyedŽGLA Behavior: Build TN in CZ”GLA Behavior: Build TN Enemy OP•%GLA Behavior: Demo Trap In CZ - Build!mGLA H Rebel for Building C. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelrxstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒ#GLA Behavior: Demo Trap Center PathGLA Team DestroyedŽGLA Behavior: Build TN Enemy OP$mGLA H 5W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr‘stuvwxyz{|}~€‚ƒ„…Π†‡€?ˆ‰_GLA_5TH_WAVE_HŒGLA Guard Base OuterŽ(GLA Behavior: Guard Base After Artillery”%GLA Behavior: Guard CZ from Artillery—!mGLA H 5W Rebel for Demo C. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryRebelr‘stuvwxyz{|}~€‚ƒ„…膇?ˆ‰_GLA_5TH_WAVE_HŒ&GLA Behavior: Immediate Attack Center GLA Team DestroyedŽGLA Behavior: Demo Trap In CZ”%GLA Behavior: Demo Trap In CZ - Build%mGLA H 5TH Wave Mob C. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryAngryMobNexusrŒstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_5TH_WAVE_H‹ŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA N 3RD Wave Fast Attack. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrsstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence FlankGLAVehicleCombatBikeTerrorist”GLA CT - Join My Team—$mGLA N 3RD Wave Fast Attack. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrsstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence FlankGLAVehicleCombatBikeTerrorist”GLA CT - Join My Team—$mGLA N 3RD Wave Fast Attack. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrsstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence FlankChem_GLATankScorpion”GLA CT - Join My Team—$mGLA N 3RD Wave Tanks. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 3RD Wave Tanks. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrxstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 3RD Wave Tanks. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrxstuvwxyz{|}~€‚ƒ„…ˆ†‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 3RD Wave Artillery. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleRocketBuggyrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 3RD Wave Artillery. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 3RD Wave Artillery. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleRocketBuggyrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_NŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—#mGLA N 3W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_N‹ŒGLA Guard Base Outer—#mGLA N 3W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_N‹ŒGLA Guard Base Outer—#mGLA N 3W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrxstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_3RD_WAVE_N‹ŒGLA Guard Base Outer—$mGLA N 4TH Wave Fast Attack. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLATankScorpion”GLA CT - Join My Team—$mGLA N 4TH Wave Fast Attack. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA N 4TH Wave Fast Attack. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr}stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLATankScorpion”GLA CT - Join My Team—$mGLA N 4TH Wave Tanks. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA N 4TH Wave Tanks. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA N 4TH Wave Tanks. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLAVehicleQuadCannon”GLA CT - Join My Team—$mGLA N 4TH Wave Artillery. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleRocketBuggyr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 4TH Wave Artillery. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleRocketBuggyr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—$mGLA N 4TH Wave Artillery. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleRocketBuggyr‚stuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_4TH_WAVE_NŒGLA Guard Base OuterGLA CT - BuildableŽGLA Attack Sequence Flank”GLA CT - Join My Team—#mGLA N 4W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_4TH_WAVE_N‹ŒGLA Guard Base Outer—#mGLA N 4W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_4TH_WAVE_N‹ŒGLA Guard Base Outer—#mGLA N 4W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonr‚stuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_4TH_WAVE_N‹ŒGLA Guard Base Outer—"mGLA H 1ST Wave Rush. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushDemo_GLAVehicleQuadCannon—"mGLA H 1ST Wave Rush. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back Rush—"mGLA H 1ST Wave Rush. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrdstuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushChem_GLAVehicleQuadCannon—#m GLA H 1ST Wave Supply Hunters. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrestuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushŽGLA Apply Supply Lines Priority—#m GLA H 1ST Wave Supply Hunters. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrestuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushŽGLA Apply Supply Lines Priority—#m GLA H 1ST Wave Supply Hunters. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrestuvwxyz{|}~€‚ƒ„…Έ †‡€?ˆ‰_GLA_1ST_WAVE_HŒGLA Behavior: Attack Back RushŽGLA Apply Supply Lines Priority—$mGLA H 1W Guard Combat Zone. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_1ST_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 1W Guard Combat Zone. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_1ST_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 1W Guard Combat Zone. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrZstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_1ST_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 2ND Wave Fast Attack. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterDemo_GLAVehicleTechnicalDemo_GLAInfantryTunnelDefender”GLA CT - Join My Team—$mGLA H 2ND Wave Fast Attack. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterSlth_GLAVehicleTechnicalSlth_GLAInfantryTunnelDefender”GLA CT - Join My Team—$mGLA H 2ND Wave Fast Attack. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionristuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence CenterChem_GLAVehicleTechnicalChem_GLAInfantryTunnelDefender”GLA CT - Join My Team—$mGLA H 2ND Wave Tanks. 1nSkirmishGLADemolitionGeneralopqDemo_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 2ND Wave Tanks. 2nSkirmishGLAStealthGeneralopqGLAVehicleCombatBikeTerroristrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—$mGLA H 2ND Wave Tanks. 3nSkirmishGLAToxinGeneralopqChem_GLATankScorpionrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA Attack Sequence Center”GLA CT - Join My Team—"mGLA H 2W Base Guards. 1nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Base OuterGLA CT - Buildable—"mGLA H 2W Base Guards. 2nSkirmishGLAStealthGeneralopqSlth_GLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Base OuterGLA CT - Buildable—"mGLA H 2W Base Guards. 3nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrnstuvwxyz{|}~€‚ƒ„…膇€?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Base OuterGLA CT - Buildable—$mGLA H 2W Guard Combat Zone. 4nSkirmishGLADemolitionGeneralopqDemo_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 2W Guard Combat Zone. 6nSkirmishGLAToxinGeneralopqChem_GLAVehicleQuadCannonrdstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_2ND_WAVE_HŒGLA Guard Combat ZoneŽ&GLA Guard Base Invasion Alert Response”GLA Guard Combat Zone Resume—$mGLA H 3RD Wave Tanks F. 2nSkirmishGLADemolitionGeneralopqGLATankScorpionrxstuvwxyz{|}~€‚ƒ„…Έ †‡@?ˆ‰_GLA_3RD_WAVE_HŒGLA Guard BaseGLA CT - BuildableŽGLA CT - Join My Team”GLA Attack Sequence Flank—mGLA Expansion Workern SkirmishGLAopqGLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…X†mGLA Expansion Worker. 1nSkirmishGLADemolitionGeneralopqDemo_GLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…X†mGLA Expansion Worker. 2nSkirmishGLAStealthGeneralopqSlth_GLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…X†mGLA Expansion Worker. 3nSkirmishGLAToxinGeneralopqChem_GLAInfantryWorkerrstuvwxyz{|}~€‚ƒ„…X†mGLA 4W HijackersnSkirmishGLAStealthGeneralopqSlth_GLAInfantryHijackerr‚stuvwxyz{|}~€‚ƒ„…d†‡?ˆ‰_GLA_4TH_WAVE_HŒGLA Behavior: Hijacker HuntmGLA 5W HijackersnSkirmishGLAStealthGeneralopqSlth_GLAInfantryHijackerr–stuvwxyz{|}~€‚ƒ„…d†‡?ˆ‰_GLA_5TH_WAVE_HŒGLA Behavior: Hijacker Hunt›